NOTE * CLASS.FROM -> TO: TYPE "DESCRIPTION" #+ * ActionGroup.channels -> channels: collection, "(read-only) F-Curves in this group" #+ * ActionGroup.custom_color -> custom_color: int "Index of custom color set" #+ * ActionGroup.lock -> lock: boolean "Action Group is locked" #+ * ActionGroup.name -> name: string "NO DESCRIPTION" #+ * ActionGroup.select -> select: boolean "Action Group is selected" #ActionGroup.show_expanded -> show_expanded: boolean "Action Group is expanded" #+ * Actuator.name -> name: string "NO DESCRIPTION" #Actuator.pin -> pin: boolean "Display when not linked to a visible states controller" #Actuator.show_expanded -> show_expanded: boolean "Set actuator expanded in the user interface" #+ * Actuator.type -> type: enum "NO DESCRIPTION" #+ * Actuator|ActionActuator.action -> action: pointer "NO DESCRIPTION" #Actuator|ActionActuator.frame_blend_in -> frame_blend_in: int "Number of frames of motion blending" #+ * Actuator|ActionActuator.frame_end -> frame_end: int "NO DESCRIPTION" #+ * Actuator|ActionActuator.frame_property -> frame_property: string "Assign the actions current frame number to this property" #+ * Actuator|ActionActuator.frame_start -> frame_start: int "NO DESCRIPTION" #Actuator|ActionActuator.play_mode -> play_mode: enum "Action playback type" #+ * Actuator|ActionActuator.priority -> priority: int "Execution priority - lower numbers will override actions with higher numbers. With 2 or more actions at once, the overriding channels must be lower in the stack" #+ * Actuator|ActionActuator.property -> property: string "Use this property to define the Action position" #Actuator|ActionActuator.use_continue_last_frame -> use_continue_last_frame: boolean "Restore last frame when switching on/off, otherwise play from the start each time" #+ * Actuator|ArmatureActuator.bone -> bone: string "Bone on which the constraint is defined" #+ * Actuator|ArmatureActuator.constraint -> constraint: string "Name of the constraint you want to control" #+ * Actuator|ArmatureActuator.mode -> mode: enum "NO DESCRIPTION" #+ * Actuator|ArmatureActuator.secondary_target -> secondary_target: pointer "Set weight of this constraint" #+ * Actuator|ArmatureActuator.target -> target: pointer "Set this object as the target of the constraint" #+ * Actuator|ArmatureActuator.weight -> weight: float "Set weight of this constraint" #+ * Actuator|CameraActuator.axis -> axis: enum "Specify the axis the Camera will try to get behind" #+ * Actuator|CameraActuator.height -> height: float "NO DESCRIPTION" #+ * Actuator|CameraActuator.max -> max: float "NO DESCRIPTION" #+ * Actuator|CameraActuator.min -> min: float "NO DESCRIPTION" #+ * Actuator|CameraActuator.object -> object: pointer "Look at this Object" #Actuator|ConstraintActuator.angle_max -> 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.angle_min -> angle_min: float "Minimum angle (in degree) to maintain with target direction. No correction is done if angle with target direction is between min and max" #+ * Actuator|ConstraintActuator.damping -> damping: int "Damping factor: time constant (in frame) of low pass filter" #+ * Actuator|ConstraintActuator.damping_rotation -> damping_rotation: int "Use a different damping for orientation" #+ * Actuator|ConstraintActuator.direction -> direction: enum "Set the direction of the ray" #+ * Actuator|ConstraintActuator.direction_axis -> direction_axis: enum "Select the axis to be aligned along the reference direction" #+ * Actuator|ConstraintActuator.distance -> distance: float "Set the maximum length of ray" #+ * Actuator|ConstraintActuator.fh_damping -> fh_damping: float "Damping factor of the Fh spring force" #+ * Actuator|ConstraintActuator.fh_height -> fh_height: float "Height of the Fh area" #+ * Actuator|ConstraintActuator.limit -> limit: enum "NO DESCRIPTION" #+ * Actuator|ConstraintActuator.limit_max -> limit_max: float "NO DESCRIPTION" #+ * Actuator|ConstraintActuator.limit_min -> limit_min: float "NO DESCRIPTION" #+ * Actuator|ConstraintActuator.material -> material: string "Ray detects only Objects with this material" #+ * Actuator|ConstraintActuator.mode -> mode: enum "The type of the constraint" #+ * Actuator|ConstraintActuator.property -> property: string "Ray detect only Objects with this property" #+ * Actuator|ConstraintActuator.range -> range: float "Set the maximum length of ray" #Actuator|ConstraintActuator.rotation_max -> rotation_max: float[3] "Reference Direction" #+ * Actuator|ConstraintActuator.spring -> spring: float "Spring force within the Fh area" #+ * Actuator|ConstraintActuator.time -> time: int "Maximum activation time in frame, 0 for unlimited" #Actuator|ConstraintActuator.use_fh_normal -> use_fh_normal: boolean "Add a horizontal spring force on slopes" #Actuator|ConstraintActuator.use_fh_paralel_axis -> use_fh_paralel_axis: boolean "Keep object axis parallel to normal" #Actuator|ConstraintActuator.use_force_distance -> use_force_distance: boolean "Force distance of object to point of impact of ray" #Actuator|ConstraintActuator.use_local -> use_local: boolean "Set ray along objects axis or global axis" #Actuator|ConstraintActuator.use_material_detect -> use_material_detect: boolean "Detect material instead of property" #Actuator|ConstraintActuator.use_normal -> use_normal: boolean "Set object axis along (local axis) or parallel (global axis) to the normal at hit position" #Actuator|ConstraintActuator.use_persistent -> use_persistent: boolean "Persistent actuator: stays active even if ray does not reach target" #+ * Actuator|EditObjectActuator.angular_velocity -> angular_velocity: float[3] "Angular velocity upon creation" #+ * Actuator|EditObjectActuator.dynamic_operation -> dynamic_operation: enum "NO DESCRIPTION" #+ * Actuator|EditObjectActuator.linear_velocity -> linear_velocity: float[3] "Velocity upon creation" #+ * Actuator|EditObjectActuator.mass -> mass: float "The mass of the object" #+ * Actuator|EditObjectActuator.mesh -> mesh: pointer "Replace the existing, when left blank Phys will remake the existing physics mesh" #+ * Actuator|EditObjectActuator.mode -> mode: enum "The mode of the actuator" #+ * Actuator|EditObjectActuator.object -> object: pointer "Add this Object and all its children (cant be on an visible layer)" #+ * Actuator|EditObjectActuator.time -> time: int "Duration the new Object lives or the track takes" #+ * Actuator|EditObjectActuator.track_object -> track_object: pointer "Track to this Object" #Actuator|EditObjectActuator.use_3d_tracking -> use_3d_tracking: boolean "Enable 3D tracking" #Actuator|EditObjectActuator.use_local_angular_velocity -> use_local_angular_velocity: boolean "Apply the rotation locally" #Actuator|EditObjectActuator.use_local_linear_velocity -> use_local_linear_velocity: boolean "Apply the transformation locally" #Actuator|EditObjectActuator.use_replace_display_mesh -> use_replace_display_mesh: boolean "Replace the display mesh" #Actuator|EditObjectActuator.use_replace_physics_mesh -> use_replace_physics_mesh: boolean "Replace the physics mesh (triangle bounds only - compound shapes not supported)" #Actuator|FCurveActuator.apply_to_children -> apply_to_children: boolean "Update F-Curve on all children Objects as well" #Actuator|FCurveActuator.frame_end -> frame_end: int "NO DESCRIPTION" #Actuator|FCurveActuator.frame_property -> frame_property: string "Assign the actions current frame number to this property" #Actuator|FCurveActuator.frame_start -> frame_start: int "NO DESCRIPTION" #Actuator|FCurveActuator.play_type -> play_type: enum "Specify the way you want to play the animation" #Actuator|FCurveActuator.property -> property: string "Use this property to define the F-Curve position" #Actuator|FCurveActuator.use_additive -> use_additive: boolean "F-Curve is added to the current loc/rot/scale in global or local coordinate according to Local flag" #Actuator|FCurveActuator.use_force -> use_force: boolean "Apply F-Curve as a global or local force depending on the local option (dynamic objects only)" #Actuator|FCurveActuator.use_local -> use_local: boolean "Let the F-Curve act in local coordinates, used in Force and Add mode" #+ * Actuator|Filter2DActuator.filter_pass -> filter_pass: int "Set filter order" #+ * Actuator|Filter2DActuator.glsl_shader -> glsl_shader: pointer "NO DESCRIPTION" #+ * Actuator|Filter2DActuator.mode -> mode: enum "NO DESCRIPTION" #+ * Actuator|Filter2DActuator.motion_blur_factor -> motion_blur_factor: float "Set motion blur factor" #Actuator|Filter2DActuator.use_motion_blur -> use_motion_blur: boolean "Enable/Disable Motion Blur" #+ * Actuator|GameActuator.filename -> filename: string "Load this blend file, use the // prefix for a path relative to the current blend file" #+ * Actuator|GameActuator.mode -> mode: enum "NO DESCRIPTION" #+ * Actuator|MessageActuator.body_message -> body_message: string "Optional message body Text" #+ * Actuator|MessageActuator.body_property -> body_property: string "The message body will be set by the Property Value" #+ * Actuator|MessageActuator.body_type -> body_type: enum "Toggle message type: either Text or a PropertyName" #+ * Actuator|MessageActuator.subject -> subject: string "Optional message subject. This is what can be filtered on" #+ * Actuator|MessageActuator.to_property -> to_property: string "Optional send message to objects with this name only, or empty to broadcast" #+ * Actuator|ObjectActuator.angular_velocity -> angular_velocity: float[3] "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[3] "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[3] "Sets the linear velocity (in Servo mode it sets the target relative linear velocity, it will be achieved by automatic application of force. Null velocity is a valid target)" #+ * Actuator|ObjectActuator.mode -> mode: enum "Specify the motion system" #Actuator|ObjectActuator.offset_location -> offset_location: float[3] "Sets the location" #Actuator|ObjectActuator.offset_rotation -> offset_rotation: float[3] "Sets the rotation" #+ * Actuator|ObjectActuator.proportional_coefficient -> proportional_coefficient: float "Typical value is 60x integral coefficient" #+ * Actuator|ObjectActuator.reference_object -> reference_object: pointer "Reference object for velocity calculation, leave empty for world reference" #+ * Actuator|ObjectActuator.torque -> torque: float[3] "Sets the torque" #Actuator|ObjectActuator.use_add_linear_velocity -> use_add_linear_velocity: boolean "Toggles between ADD and SET linV" #Actuator|ObjectActuator.use_local_angular_velocity -> use_local_angular_velocity: boolean "Angular velocity is defined in local coordinates" #Actuator|ObjectActuator.use_local_force -> use_local_force: boolean "Force is defined in local coordinates" #Actuator|ObjectActuator.use_local_linear_velocity -> use_local_linear_velocity: boolean "Velocity is defined in local coordinates" #Actuator|ObjectActuator.use_local_location -> use_local_location: boolean "Location is defined in local coordinates" #Actuator|ObjectActuator.use_local_rotation -> use_local_rotation: boolean "Rotation is defined in local coordinates" #Actuator|ObjectActuator.use_local_torque -> use_local_torque: boolean "Torque is defined in local coordinates" #Actuator|ObjectActuator.use_servo_limit_x -> use_servo_limit_x: boolean "Set limit to force along the X axis" #Actuator|ObjectActuator.use_servo_limit_y -> use_servo_limit_y: boolean "Set limit to force along the Y axis" #Actuator|ObjectActuator.use_servo_limit_z -> use_servo_limit_z: boolean "Set limit to force along the Z axis" #+ * Actuator|ParentActuator.mode -> mode: enum "NO DESCRIPTION" #+ * Actuator|ParentActuator.object -> object: pointer "Set this object as parent" #Actuator|ParentActuator.use_compound -> use_compound: boolean "Add this object shape to the parent shape (only if the parent shape is already compound)" #Actuator|ParentActuator.use_ghost -> use_ghost: boolean "Make this object ghost while parented (only if not compound)" #+ * Actuator|PropertyActuator.mode -> mode: enum "NO DESCRIPTION" #+ * Actuator|PropertyActuator.object -> object: pointer "Copy from this Object" #+ * Actuator|PropertyActuator.object_property -> object_property: string "Copy this property" #+ * Actuator|PropertyActuator.property -> property: string "The name of the property" #+ * Actuator|PropertyActuator.value -> value: string "The value to use, use around strings" #+ * Actuator|RandomActuator.chance -> chance: float "Pick a number between 0 and 1. Success if you stay below this value" #+ * Actuator|RandomActuator.distribution -> distribution: enum "Choose the type of distribution" #+ * Actuator|RandomActuator.float_max -> float_max: float "Choose a number from a range. Upper boundary of the range" #+ * Actuator|RandomActuator.float_mean -> float_mean: float "A normal distribution. Mean of the distribution" #+ * Actuator|RandomActuator.float_min -> float_min: float "Choose a number from a range. Lower boundary of the range" #+ * Actuator|RandomActuator.float_value -> float_value: float "Always return this number" #+ * Actuator|RandomActuator.half_life_time -> half_life_time: float "Negative exponential dropoff" #+ * Actuator|RandomActuator.int_max -> int_max: int "Choose a number from a range. Upper boundary of the range" #+ * Actuator|RandomActuator.int_mean -> int_mean: float "Expected mean value of the distribution" #+ * Actuator|RandomActuator.int_min -> int_min: int "Choose a number from a range. Lower boundary of the range" #+ * Actuator|RandomActuator.int_value -> int_value: int "Always return this number" #+ * Actuator|RandomActuator.property -> property: string "Assign the random value to this property" #+ * Actuator|RandomActuator.seed -> seed: int "Initial seed of the random generator. Use Python for more freedom (choose 0 for not random)" #+ * Actuator|RandomActuator.standard_derivation -> standard_derivation: float "A normal distribution. Standard deviation of the distribution" #Actuator|RandomActuator.use_always_true -> use_always_true: boolean "Always false or always true" #+ * Actuator|SceneActuator.camera -> camera: pointer "Set this Camera. Leave empty to refer to self object" #+ * Actuator|SceneActuator.mode -> mode: enum "NO DESCRIPTION" #+ * Actuator|SceneActuator.scene -> scene: pointer "Set the Scene to be added/removed/paused/resumed" #+ * Actuator|ShapeActionActuator.action -> action: pointer "NO DESCRIPTION" #Actuator|ShapeActionActuator.frame_blend_in -> frame_blend_in: int "Number of frames of motion blending" #+ * Actuator|ShapeActionActuator.frame_end -> frame_end: int "NO DESCRIPTION" #+ * Actuator|ShapeActionActuator.frame_property -> frame_property: string "Assign the actions current frame number to this property" #+ * Actuator|ShapeActionActuator.frame_start -> frame_start: int "NO DESCRIPTION" #+ * Actuator|ShapeActionActuator.mode -> mode: enum "Action playback type" #+ * Actuator|ShapeActionActuator.priority -> priority: int "Execution priority - lower numbers will override actions with higher numbers. With 2 or more actions at once, the overriding channels must be lower in the stack" #+ * Actuator|ShapeActionActuator.property -> property: string "Use this property to define the Action position" #Actuator|ShapeActionActuator.use_continue_last_frame -> use_continue_last_frame: boolean "Restore last frame when switching on/off, otherwise play from the start each time" #+ * Actuator|SoundActuator.cone_inner_angle_3d -> cone_inner_angle_3d: float "The angle of the inner cone" #+ * Actuator|SoundActuator.cone_outer_angle_3d -> cone_outer_angle_3d: float "The angle of the outer cone" #+ * Actuator|SoundActuator.cone_outer_gain_3d -> cone_outer_gain_3d: float "The gain outside the outer cone. The gain in the outer cone will be interpolated between this value and the normal gain in the inner cone" #Actuator|SoundActuator.distance_3d_max -> distance_3d_max: float "The maximum distance at which you can hear the sound" #Actuator|SoundActuator.distance_3d_reference -> distance_3d_reference: float "The distance where the sound has a gain of 1.0" #Actuator|SoundActuator.gain_3d_max -> gain_3d_max: float "The maximum gain of the sound, no matter how near it is" #Actuator|SoundActuator.gain_3d_min -> gain_3d_min: float "The minimum gain of the sound, no matter how far it is away" #+ * Actuator|SoundActuator.mode -> mode: enum "NO DESCRIPTION" #+ * Actuator|SoundActuator.pitch -> pitch: float "Sets the pitch of the sound" #+ * Actuator|SoundActuator.rolloff_factor_3d -> rolloff_factor_3d: float "The influence factor on volume depending on distance" #+ * Actuator|SoundActuator.sound -> sound: pointer "NO DESCRIPTION" #Actuator|SoundActuator.use_sound_3d -> use_sound_3d: boolean "Enable/Disable 3D Sound" #+ * Actuator|SoundActuator.volume -> volume: float "Sets the initial volume of the sound" #+ * Actuator|StateActuator.operation -> operation: enum "Select the bit operation on object state mask" #Actuator|StateActuator.states -> states: boolean[30] "NO DESCRIPTION" #Actuator|VisibilityActuator.apply_to_children -> apply_to_children: boolean "Set all the children of this object to the same visibility/occlusion recursively" #Actuator|VisibilityActuator.use_occlusion -> use_occlusion: boolean "Set the object to occlude objects behind it. Initialized from the object type in physics button" #Actuator|VisibilityActuator.use_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_blend_type -> action_blend_type: enum "Method used for combining Active Actions result with result of NLA stack" #+ * AnimData.action_extrapolation -> action_extrapolation: enum "Action to take for gaps past the Active Actions range (when evaluating with NLA)" #+ * AnimData.action_influence -> action_influence: float "Amount the Active Action contributes to the result of the NLA stack" #+ * AnimData.drivers -> drivers: collection, "(read-only) The Drivers/Expressions for this datablock" #+ * AnimData.nla_tracks -> nla_tracks: collection, "(read-only) NLA Tracks (i.e. Animation Layers)" #AnimData.use_nla -> use_nla: boolean "NLA stack is evaluated when evaluating this block" #AnimViz.motion_path -> motion_path: pointer, "(read-only) Motion Path settings for visualisation" #AnimViz.onion_skin_frames -> onion_skin_frames: pointer, "(read-only) Onion Skinning (ghosting) settings for visualisation" #+ * AnimVizMotionPaths.bake_location -> bake_location: enum "When calculating Bone Paths, use Head or Tips" + * AnimVizMotionPaths.after_current -> frame_after: int "Number of frames to show after the current frame (only for Around Current Frame Onion-skinning method)" + * AnimVizMotionPaths.before_current -> frame_before: int "Number of frames to show before the current frame (only for Around Current Frame Onion-skinning method)" #+ * AnimVizMotionPaths.frame_end -> frame_end: int "End frame of range of paths to display/calculate (not for Around Current Frame Onion-skinning method)" #+ * AnimVizMotionPaths.frame_start -> frame_start: int "Starting frame of range of paths to display/calculate (not for Around Current Frame Onion-skinning method)" #+ * AnimVizMotionPaths.frame_step -> frame_step: int "Number of frames between paths shown (not for On Keyframes Onion-skinning method)" #+ * AnimVizMotionPaths.show_frame_numbers -> show_frame_numbers: boolean "Show frame numbers on Motion Paths" #AnimVizMotionPaths.show_keyframe_action_all -> 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_keyframe_highlight -> show_keyframe_highlight: boolean "Emphasize position of keyframes on Motion Paths" #+ * AnimVizMotionPaths.show_keyframe_numbers -> show_keyframe_numbers: boolean "Show frame numbers of Keyframes on Motion Paths" #+ * AnimVizMotionPaths.type -> type: enum "Type of range to show for Motion Paths" + * AnimVizOnionSkinning.after_current -> frame_after: int "Number of frames to show after the current frame (only for Around Current Frame Onion-skinning method)" + * AnimVizOnionSkinning.before_current -> frame_before: int "Number of frames to show before the current frame (only for Around Current Frame Onion-skinning method)" #+ * AnimVizOnionSkinning.frame_end -> frame_end: int "End frame of range of Ghosts to display (not for Around Current Frame Onion-skinning method)" #+ * AnimVizOnionSkinning.frame_start -> frame_start: int "Starting frame of range of Ghosts to display (not for Around Current Frame Onion-skinning method)" #+ * AnimVizOnionSkinning.frame_step -> frame_step: int "Number of frames between ghosts shown (not for On Keyframes Onion-skinning method)" #AnimVizOnionSkinning.show_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[3] "Coordinates of the control point" #BezierSplinePoint.handle_left -> handle_left: float[3] "Coordinates of the first handle" #BezierSplinePoint.handle_left_type -> handle_left_type: enum "Handle types" #BezierSplinePoint.handle_right -> handle_right: float[3] "Coordinates of the second handle" #BezierSplinePoint.handle_right_type -> handle_right_type: enum "Handle types" #+ * BezierSplinePoint.hide -> hide: boolean "Visibility status" #+ * BezierSplinePoint.radius -> radius: float, "(read-only) Radius for bevelling" #+ * BezierSplinePoint.select_control_point -> select_control_point: boolean "Control point selection status" #+ * BezierSplinePoint.select_left_handle -> select_left_handle: boolean "Handle 1 selection status" #+ * BezierSplinePoint.select_right_handle -> select_right_handle: boolean "Handle 2 selection status" #+ * BezierSplinePoint.tilt -> tilt: float "Tilt in 3D View" #+ * BezierSplinePoint.weight -> weight: float "Softbody goal weight" #+ * BlenderRNA.structs -> structs: collection, "(read-only)" #+ * BoidRule.name -> name: string "Boid rule name" #+ * BoidRule.type -> type: enum, "(read-only)" #BoidRule.use_in_air -> use_in_air: boolean "Use rule when boid is flying" #BoidRule.use_on_land -> use_on_land: boolean "Use rule when boid is on land" #+ * BoidRule|BoidRuleAverageSpeed.level -> level: float "How much velocitys z-component is kept constant" #+ * BoidRule|BoidRuleAverageSpeed.speed -> speed: float "Percentage of maximum speed" #+ * BoidRule|BoidRuleAverageSpeed.wander -> wander: float "How fast velocitys direction is randomized" #+ * BoidRule|BoidRuleAvoid.fear_factor -> fear_factor: float "Avoid object if danger from it is above this threshold" #+ * BoidRule|BoidRuleAvoid.object -> object: pointer "Object to avoid" #BoidRule|BoidRuleAvoid.use_predict -> use_predict: boolean "Predict target movement" #+ * BoidRule|BoidRuleAvoidCollision.look_ahead -> look_ahead: float "Time to look ahead in seconds" #BoidRule|BoidRuleAvoidCollision.use_avoid -> use_avoid: boolean "Avoid collision with other boids" #BoidRule|BoidRuleAvoidCollision.use_avoid_collision -> use_avoid_collision: boolean "Avoid collision with deflector objects" #+ * BoidRule|BoidRuleFight.distance -> distance: float "Attack boids at max this distance" #+ * BoidRule|BoidRuleFight.flee_distance -> flee_distance: float "Flee to this distance" #+ * BoidRule|BoidRuleFollowLeader.distance -> distance: float "Distance behind leader to follow" #+ * BoidRule|BoidRuleFollowLeader.object -> object: pointer "Follow this object instead of a boid" #BoidRule|BoidRuleFollowLeader.queue_count -> queue_count: int "How many boids in a line" #BoidRule|BoidRuleFollowLeader.use_line -> use_line: boolean "Follow leader in a line" #+ * BoidRule|BoidRuleGoal.object -> object: pointer "Goal object" #BoidRule|BoidRuleGoal.use_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_acc_max -> air_acc_max: float "Maximum acceleration in air (relative to maximum speed)" #BoidSettings.air_ave_max -> air_ave_max: float "Maximum angular velocity in air (relative to 180 degrees)" #+ * BoidSettings.air_personal_space -> air_personal_space: float "Radius of boids personal space in air (% of particle size)" #BoidSettings.air_speed_max -> air_speed_max: float "Maximum speed in air" #BoidSettings.air_speed_min -> air_speed_min: float "Minimum speed in air (relative to maximum speed)" #BoidSettings.bank -> 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_acc_max -> land_acc_max: float "Maximum acceleration on land (relative to maximum speed)" #BoidSettings.land_ave_max -> land_ave_max: float "Maximum angular velocity on land (relative to 180 degrees)" #+ * BoidSettings.land_jump_speed -> land_jump_speed: float "Maximum speed for jumping" #+ * BoidSettings.land_personal_space -> land_personal_space: float "Radius of boids personal space on land (% of particle size)" #BoidSettings.land_smooth -> land_smooth: float "How smoothly the boids land" #BoidSettings.land_speed_max -> land_speed_max: float "Maximum speed on land" #+ * BoidSettings.land_stick_force -> land_stick_force: float "How strong a force must be to start effecting a boid on land" #+ * BoidSettings.range -> range: float "The maximum distance from which a boid can attack" #+ * BoidSettings.states -> states: collection, "(read-only)" #+ * BoidSettings.strength -> strength: float "Maximum caused damage on attack per second" #BoidSettings.use_climb -> use_climb: boolean "Allow boids to climb goal objects" #BoidSettings.use_flight -> use_flight: boolean "Allow boids to move in air" #BoidSettings.use_land -> use_land: boolean "Allow boids to move on land" #+ * BoidState.active_boid_rule -> active_boid_rule: pointer, "(read-only)" #+ * BoidState.active_boid_rule_index -> active_boid_rule_index: int "NO DESCRIPTION" #+ * BoidState.falloff -> falloff: float "NO DESCRIPTION" #+ * BoidState.name -> name: string "Boid state name" #BoidState.rule_fuzzy -> rule_fuzzy: float "NO DESCRIPTION" #+ * BoidState.rules -> rules: collection, "(read-only)" #+ * BoidState.ruleset_type -> ruleset_type: enum "How the rules in the list are evaluated" #+ * BoidState.volume -> volume: float "NO DESCRIPTION" #+ * Bone.bbone_in -> bbone_in: float "Length of first Bezier Handle (for B-Bones only)" #+ * Bone.bbone_out -> bbone_out: float "Length of second Bezier Handle (for B-Bones only)" #+ * Bone.bbone_segments -> bbone_segments: int "Number of subdivisions of bone (for B-Bones only)" #+ * Bone.children -> children: collection, "(read-only) Bones which are children of this bone" #+ * Bone.envelope_distance -> envelope_distance: float "Bone deformation distance (for Envelope deform only)" #+ * Bone.envelope_weight -> envelope_weight: float "Bone deformation weight (for Envelope deform only)" #+ * Bone.head -> head: float[3] "Location of head end of the bone relative to its parent" #+ * Bone.head_local -> head_local: float[3] "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.layers -> layers: boolean[32] "Layers bone exists in" #+ * Bone.matrix -> matrix: float[9] "3x3 bone matrix" #+ * Bone.matrix_local -> matrix_local: float[16] "4x4 bone matrix relative to armature" #+ * Bone.name -> name: string "NO DESCRIPTION" #+ * Bone.parent -> parent: pointer, "(read-only) Parent bone (in same Armature)" #+ * Bone.select -> select: boolean "NO DESCRIPTION" #Bone.show_wire -> show_wire: boolean "Bone is always drawn as Wireframe regardless of viewport draw mode. Useful for non-obstructive custom bone shapes" #+ * Bone.tail -> tail: float[3] "Location of tail end of the bone" #+ * Bone.tail_local -> tail_local: float[3] "Location of tail end of the bone relative to armature" #+ * Bone.tail_radius -> tail_radius: float "Radius of tail of bone (for Envelope deform only)" #Bone.use_connect -> use_connect: boolean, "(read-only) When bone has a parent, bones head is struck to the parents tail" #Bone.use_cyclic_offset -> use_cyclic_offset: boolean "When bone doesnt have a parent, it receives cyclic offset effects" #Bone.use_deform -> use_deform: boolean "Bone does not deform any geometry" #Bone.use_envelope_multiply -> use_envelope_multiply: boolean "When deforming bone, multiply effects of Vertex Group weights with Envelope influence" #Bone.use_hinge -> use_hinge: boolean "Bone inherits rotation or scale from parent bone" #Bone.use_inherit_scale -> use_inherit_scale: boolean "Bone inherits scaling from parent bone" #Bone.use_local_location -> use_local_location: boolean "Bone location is set in local space" #+ * BoneGroup.color_set -> color_set: enum "Custom color set to use" #+ * BoneGroup.colors -> colors: pointer, "(read-only) Copy of the colors associated with the groups color set" #+ * BoneGroup.name -> name: string "NO DESCRIPTION" #+ * ClothCollisionSettings.collision_quality -> collision_quality: int "How many collision iterations should be done. (higher is better quality but slower)" + * ClothCollisionSettings.min_distance -> distance_min: float "Minimum distance between collision objects before collision response takes in" #+ * ClothCollisionSettings.friction -> friction: float "Friction force if a collision happened. (higher = less movement)" #+ * ClothCollisionSettings.group -> group: pointer "Limit colliders to this Group" #+ * ClothCollisionSettings.self_collision_quality -> self_collision_quality: int "How many self collision iterations should be done. (higher is better quality but slower)" + * ClothCollisionSettings.self_min_distance -> self_distance_min: float "0.5 means no distance at all, 1.0 is maximum distance" #+ * ClothCollisionSettings.self_friction -> self_friction: float "Friction/damping with self contact" + * ClothCollisionSettings.enable_collision -> use_collision: boolean "Enable collisions with other objects" + * ClothCollisionSettings.enable_self_collision -> use_self_collision: boolean "Enable self collisions" #+ * ClothSettings.air_damping -> air_damping: float "Air has normally some thickness which slows falling things down" #+ * ClothSettings.bending_stiffness -> bending_stiffness: float "Wrinkle coefficient. (higher = less smaller but more big wrinkles)" #+ * ClothSettings.bending_stiffness_max -> bending_stiffness_max: float "Maximum bending stiffness value" #+ * ClothSettings.bending_vertex_group -> bending_vertex_group: string "Vertex group for fine control over bending stiffness" #+ * ClothSettings.collider_friction -> collider_friction: float "NO DESCRIPTION" #+ * ClothSettings.effector_weights -> effector_weights: pointer, "(read-only)" #+ * ClothSettings.goal_default -> goal_default: float "Default Goal (vertex target position) value, when no Vertex Group used" #+ * ClothSettings.goal_friction -> goal_friction: float "Goal (vertex target position) friction" #+ * ClothSettings.goal_max -> goal_max: float "Goal maximum, vertex group weights are scaled to match this range" #+ * ClothSettings.goal_min -> goal_min: float "Goal minimum, vertex group weights are scaled to match this range" #+ * ClothSettings.goal_spring -> goal_spring: float "Goal (vertex target position) spring stiffness" #+ * ClothSettings.gravity -> gravity: float[3] "Gravity or external force vector" #+ * ClothSettings.internal_friction -> internal_friction: float "NO DESCRIPTION" #+ * ClothSettings.mass -> mass: float "Mass of cloth material" #+ * ClothSettings.mass_vertex_group -> mass_vertex_group: string "Vertex Group for pinning of vertices" #+ * ClothSettings.pin_stiffness -> pin_stiffness: float "Pin (vertex target position) spring stiffness" #+ * ClothSettings.pre_roll -> pre_roll: int "Simulation starts on this frame" #+ * ClothSettings.quality -> quality: int "Quality of the simulation in steps per frame. (higher is better quality but slower)" #+ * ClothSettings.rest_shape_key -> rest_shape_key: pointer "Shape key to use the rest spring lengths from" #+ * ClothSettings.spring_damping -> spring_damping: float "Damping of cloth velocity. (higher = more smooth, less jiggling)" #+ * ClothSettings.structural_stiffness -> structural_stiffness: float "Overall stiffness of structure" #+ * ClothSettings.structural_stiffness_max -> structural_stiffness_max: float "Maximum structural stiffness value" #+ * ClothSettings.structural_stiffness_vertex_group -> structural_stiffness_vertex_group: string "Vertex group for fine control over structural stiffness" + * ClothSettings.pin_cloth -> use_pin_cloth: boolean "Enable pinning of cloth vertices to other objects/positions" + * ClothSettings.stiffness_scaling -> use_stiffness_scale: boolean "If enabled, stiffness can be scaled along a weight painted vertex group" #+ * CollisionSettings.absorption -> absorption: float "How much of effector force gets lost during collision with this object (in percent)" #+ * CollisionSettings.damping -> damping: float "Amount of damping during collision" #+ * CollisionSettings.damping_factor -> damping_factor: float "Amount of damping during particle collision" + * CollisionSettings.random_damping -> damping_random: float "Random variation of damping" #+ * CollisionSettings.friction_factor -> friction_factor: float "Amount of friction during particle collision" + * CollisionSettings.random_friction -> friction_random: float "Random variation of friction" #+ * CollisionSettings.permeability -> permeability: float "Chance that the particle will pass through the mesh" #+ * CollisionSettings.stickness -> stickness: float "Amount of stickness to surface collision" + * CollisionSettings.inner_thickness -> thickness_inner: float "Inner face thickness" + * CollisionSettings.outer_thickness -> thickness_outer: float "Outer face thickness" #+ * CollisionSettings.use -> use: boolean "Enable this objects as a collider for physics systems" + * CollisionSettings.kill_particles -> use_particle_kill: boolean "Kill collided particles" #+ * ColorRamp.elements -> elements: collection, "(read-only)" #+ * ColorRamp.interpolation -> interpolation: enum "NO DESCRIPTION" #+ * ColorRampElement.color -> color: float[4] "NO DESCRIPTION" #+ * ColorRampElement.position -> position: float "NO DESCRIPTION" #ConsoleLine.body -> body: string "Text in the line" #+ * ConsoleLine.current_character -> current_character: int "NO DESCRIPTION" #+ * Constraint.active -> active: boolean "Constraint is the one being edited" #Constraint.error_location -> error_location: float, "(read-only) Amount of residual error in Blender space unit for constraints that work on position" #Constraint.error_rotation -> error_rotation: float, "(read-only) Amount of residual error in radiant for constraints that work on orientation" #+ * Constraint.influence -> influence: float "Amount of influence constraint will have on the final solution" + * Constraint.proxy_local -> is_proxy_local: boolean "Constraint was added in this proxy instance (i.e. did not belong to source Armature)" + * Constraint.disabled -> is_valid: boolean, "(read-only) Constraint has invalid settings and will not be evaluated" #+ * Constraint.mute -> mute: boolean "Enable/Disable Constraint" #+ * Constraint.name -> name: string "Constraint name" #+ * Constraint.owner_space -> owner_space: enum "Space that owner is evaluated in" #Constraint.show_expanded -> show_expanded: boolean "Constraints panel is expanded in UI" #+ * Constraint.target_space -> target_space: enum "Space that target is evaluated in" #+ * Constraint.type -> type: enum, "(read-only)" #+ * ConstraintTarget.subtarget -> subtarget: string "NO DESCRIPTION" #+ * ConstraintTarget.target -> target: pointer "Target Object" #+ * Constraint|ActionConstraint.action -> action: pointer "NO DESCRIPTION" #+ * Constraint|ActionConstraint.frame_end -> frame_end: int "Last frame of the Action to use" #+ * Constraint|ActionConstraint.frame_start -> frame_start: int "First frame of the Action to use" + * Constraint|ActionConstraint.maximum -> max: float "Maximum value for target channel range" + * Constraint|ActionConstraint.minimum -> min: float "Minimum value for target channel range" #+ * Constraint|ActionConstraint.subtarget -> subtarget: string "NO DESCRIPTION" #+ * Constraint|ActionConstraint.target -> target: pointer "Target Object" #+ * Constraint|ActionConstraint.transform_channel -> transform_channel: enum "Transformation channel from the target that is used to key the Action" #+ * Constraint|ChildOfConstraint.subtarget -> subtarget: string "NO DESCRIPTION" #+ * Constraint|ChildOfConstraint.target -> target: pointer "Target Object" #+ * Constraint|ChildOfConstraint.use_location_x -> use_location_x: boolean "Use X Location of Parent" #+ * Constraint|ChildOfConstraint.use_location_y -> use_location_y: boolean "Use Y Location of Parent" #+ * Constraint|ChildOfConstraint.use_location_z -> use_location_z: boolean "Use Z Location of Parent" #+ * Constraint|ChildOfConstraint.use_rotation_x -> use_rotation_x: boolean "Use X Rotation of Parent" #+ * Constraint|ChildOfConstraint.use_rotation_y -> use_rotation_y: boolean "Use Y Rotation of Parent" #+ * Constraint|ChildOfConstraint.use_rotation_z -> use_rotation_z: boolean "Use Z Rotation of Parent" #+ * Constraint|ChildOfConstraint.use_scale_x -> use_scale_x: boolean "Use X Scale of Parent" #+ * Constraint|ChildOfConstraint.use_scale_y -> use_scale_y: boolean "Use Y Scale of Parent" #+ * Constraint|ChildOfConstraint.use_scale_z -> use_scale_z: boolean "Use Z Scale of Parent" #+ * Constraint|ClampToConstraint.main_axis -> main_axis: enum "Main axis of movement" #+ * Constraint|ClampToConstraint.target -> target: pointer "Target Object" + * Constraint|ClampToConstraint.cyclic -> use_cyclic: boolean "Treat curve as cyclic curve (no clamping to curve bounding box" #+ * Constraint|CopyLocationConstraint.head_tail -> head_tail: float "Target along length of bone: Head=0, Tail=1" #+ * Constraint|CopyLocationConstraint.invert_x -> invert_x: boolean "Invert the X location" #+ * Constraint|CopyLocationConstraint.invert_y -> invert_y: boolean "Invert the Y location" #+ * Constraint|CopyLocationConstraint.invert_z -> invert_z: boolean "Invert the Z location" #+ * Constraint|CopyLocationConstraint.subtarget -> subtarget: string "NO DESCRIPTION" #+ * Constraint|CopyLocationConstraint.target -> target: pointer "Target Object" #+ * Constraint|CopyLocationConstraint.use_offset -> use_offset: boolean "Add original location into copied location" #+ * Constraint|CopyLocationConstraint.use_x -> use_x: boolean "Copy the targets X location" #+ * Constraint|CopyLocationConstraint.use_y -> use_y: boolean "Copy the targets Y location" #+ * Constraint|CopyLocationConstraint.use_z -> use_z: boolean "Copy the targets Z location" #+ * Constraint|CopyRotationConstraint.invert_x -> invert_x: boolean "Invert the X rotation" #+ * Constraint|CopyRotationConstraint.invert_y -> invert_y: boolean "Invert the Y rotation" #+ * Constraint|CopyRotationConstraint.invert_z -> invert_z: boolean "Invert the Z rotation" #+ * Constraint|CopyRotationConstraint.subtarget -> subtarget: string "NO DESCRIPTION" #+ * Constraint|CopyRotationConstraint.target -> target: pointer "Target Object" #+ * Constraint|CopyRotationConstraint.use_offset -> use_offset: boolean "Add original rotation into copied rotation" #+ * Constraint|CopyRotationConstraint.use_x -> use_x: boolean "Copy the targets X rotation" #+ * Constraint|CopyRotationConstraint.use_y -> use_y: boolean "Copy the targets Y rotation" #+ * Constraint|CopyRotationConstraint.use_z -> use_z: boolean "Copy the targets Z rotation" #+ * Constraint|CopyScaleConstraint.subtarget -> subtarget: string "NO DESCRIPTION" #+ * Constraint|CopyScaleConstraint.target -> target: pointer "Target Object" #+ * Constraint|CopyScaleConstraint.use_offset -> use_offset: boolean "Add original scale into copied scale" #+ * Constraint|CopyScaleConstraint.use_x -> use_x: boolean "Copy the targets X scale" #+ * Constraint|CopyScaleConstraint.use_y -> use_y: boolean "Copy the targets Y scale" #+ * Constraint|CopyScaleConstraint.use_z -> use_z: boolean "Copy the targets Z scale" #+ * Constraint|CopyTransformsConstraint.head_tail -> head_tail: float "Target along length of bone: Head=0, Tail=1" #+ * Constraint|CopyTransformsConstraint.subtarget -> subtarget: string "NO DESCRIPTION" #+ * Constraint|CopyTransformsConstraint.target -> target: pointer "Target Object" #+ * Constraint|DampedTrackConstraint.subtarget -> subtarget: string "NO DESCRIPTION" #+ * Constraint|DampedTrackConstraint.target -> target: pointer "Target Object" + * Constraint|DampedTrackConstraint.track -> track_axis: enum "Axis that points to the target object" #+ * Constraint|FloorConstraint.floor_location -> floor_location: enum "Location of target that object will not pass through" #+ * Constraint|FloorConstraint.offset -> offset: float "Offset of floor from object origin" #+ * Constraint|FloorConstraint.subtarget -> subtarget: string "NO DESCRIPTION" #+ * Constraint|FloorConstraint.target -> target: pointer "Target Object" #+ * Constraint|FloorConstraint.use_rotation -> use_rotation: boolean "Use the targets rotation to determine floor" + * Constraint|FloorConstraint.sticky -> use_sticky: boolean "Immobilize object while constrained" + * Constraint|FollowPathConstraint.forward -> forward_axis: enum "Axis that points forward along the path" #+ * Constraint|FollowPathConstraint.offset -> offset: int "Offset from the position corresponding to the time frame" #+ * Constraint|FollowPathConstraint.offset_factor -> offset_factor: float "Percentage value defining target position along length of bone" #+ * Constraint|FollowPathConstraint.target -> target: pointer "Target Object" + * Constraint|FollowPathConstraint.up -> up_axis: enum "Axis that points upward" #+ * Constraint|FollowPathConstraint.use_curve_follow -> use_curve_follow: boolean "Object will follow the heading and banking of the curve" #+ * Constraint|FollowPathConstraint.use_curve_radius -> use_curve_radius: boolean "Objects scale by the curve radius" + * Constraint|FollowPathConstraint.use_fixed_position -> use_fixed_location: boolean "Object will stay locked to a single point somewhere along the length of the curve regardless of time" + * Constraint|KinematicConstraint.chain_length -> chain_count: int "How many bones are included in the IK effect - 0 uses all bones" #+ * Constraint|KinematicConstraint.distance -> distance: float "Radius of limiting sphere" #+ * Constraint|KinematicConstraint.ik_type -> ik_type: enum "NO DESCRIPTION" #+ * Constraint|KinematicConstraint.iterations -> iterations: int "Maximum number of solving iterations" #+ * Constraint|KinematicConstraint.limit_mode -> limit_mode: enum "Distances in relation to sphere of influence to allow" + * Constraint|KinematicConstraint.pos_lock_x -> lock_location_x: boolean "Constraint position along X axis" + * Constraint|KinematicConstraint.pos_lock_y -> lock_location_y: boolean "Constraint position along Y axis" + * Constraint|KinematicConstraint.pos_lock_z -> lock_location_z: boolean "Constraint position along Z axis" + * Constraint|KinematicConstraint.rot_lock_x -> lock_rotation_x: boolean "Constraint rotation along X axis" + * Constraint|KinematicConstraint.rot_lock_y -> lock_rotation_y: boolean "Constraint rotation along Y axis" + * Constraint|KinematicConstraint.rot_lock_z -> lock_rotation_z: boolean "Constraint rotation along Z axis" #+ * Constraint|KinematicConstraint.orient_weight -> orient_weight: float "For Tree-IK: Weight of orientation control for this target" #+ * Constraint|KinematicConstraint.pole_angle -> pole_angle: float "Pole rotation offset" #+ * Constraint|KinematicConstraint.pole_subtarget -> pole_subtarget: string "NO DESCRIPTION" #+ * Constraint|KinematicConstraint.pole_target -> pole_target: pointer "Object for pole rotation" + * Constraint|KinematicConstraint.axis_reference -> reference_axis: enum "Constraint axis Lock options relative to Bone or Target reference" #+ * Constraint|KinematicConstraint.subtarget -> subtarget: string "NO DESCRIPTION" #+ * Constraint|KinematicConstraint.target -> target: pointer "Target Object" + * Constraint|KinematicConstraint.use_position -> use_location: boolean "Chain follows position of target" #+ * Constraint|KinematicConstraint.use_rotation -> use_rotation: boolean "Chain follows rotation of target" #+ * Constraint|KinematicConstraint.use_stretch -> use_stretch: boolean "Enable IK Stretching" #+ * Constraint|KinematicConstraint.use_tail -> use_tail: boolean "Include bones tail as last element in chain" #+ * Constraint|KinematicConstraint.use_target -> use_target: boolean "Disable for targetless IK" #+ * Constraint|KinematicConstraint.weight -> weight: float "For Tree-IK: Weight of position control for this target" #+ * Constraint|LimitDistanceConstraint.distance -> distance: float "Radius of limiting sphere" #+ * Constraint|LimitDistanceConstraint.limit_mode -> limit_mode: enum "Distances in relation to sphere of influence to allow" #+ * Constraint|LimitDistanceConstraint.subtarget -> subtarget: string "NO DESCRIPTION" #+ * Constraint|LimitDistanceConstraint.target -> target: pointer "Target Object" + * Constraint|LimitLocationConstraint.maximum_x -> max_x: float "Highest X value to allow" + * Constraint|LimitLocationConstraint.maximum_y -> max_y: float "Highest Y value to allow" + * Constraint|LimitLocationConstraint.maximum_z -> max_z: float "Highest Z value to allow" + * Constraint|LimitLocationConstraint.minimum_x -> min_x: float "Lowest X value to allow" + * Constraint|LimitLocationConstraint.minimum_y -> min_y: float "Lowest Y value to allow" + * Constraint|LimitLocationConstraint.minimum_z -> min_z: float "Lowest Z value to allow" + * Constraint|LimitLocationConstraint.use_maximum_x -> use_max_x: boolean "Use the maximum X value" + * Constraint|LimitLocationConstraint.use_maximum_y -> use_max_y: boolean "Use the maximum Y value" + * Constraint|LimitLocationConstraint.use_maximum_z -> use_max_z: boolean "Use the maximum Z value" + * Constraint|LimitLocationConstraint.use_minimum_x -> use_min_x: boolean "Use the minimum X value" + * Constraint|LimitLocationConstraint.use_minimum_y -> use_min_y: boolean "Use the minimum Y value" + * Constraint|LimitLocationConstraint.use_minimum_z -> use_min_z: boolean "Use the minimum Z value" + * Constraint|LimitLocationConstraint.limit_transform -> use_transform_limit: boolean "Transforms are affected by this constraint as well" + * Constraint|LimitRotationConstraint.maximum_x -> max_x: float "Highest X value to allow" + * Constraint|LimitRotationConstraint.maximum_y -> max_y: float "Highest Y value to allow" + * Constraint|LimitRotationConstraint.maximum_z -> max_z: float "Highest Z value to allow" + * Constraint|LimitRotationConstraint.minimum_x -> min_x: float "Lowest X value to allow" + * Constraint|LimitRotationConstraint.minimum_y -> min_y: float "Lowest Y value to allow" + * Constraint|LimitRotationConstraint.minimum_z -> min_z: float "Lowest Z value to allow" #+ * Constraint|LimitRotationConstraint.use_limit_x -> use_limit_x: boolean "Use the minimum X value" #+ * Constraint|LimitRotationConstraint.use_limit_y -> use_limit_y: boolean "Use the minimum Y value" #+ * Constraint|LimitRotationConstraint.use_limit_z -> use_limit_z: boolean "Use the minimum Z value" + * Constraint|LimitRotationConstraint.limit_transform -> use_transform_limit: boolean "Transforms are affected by this constraint as well" + * Constraint|LimitScaleConstraint.maximum_x -> max_x: float "Highest X value to allow" + * Constraint|LimitScaleConstraint.maximum_y -> max_y: float "Highest Y value to allow" + * Constraint|LimitScaleConstraint.maximum_z -> max_z: float "Highest Z value to allow" + * Constraint|LimitScaleConstraint.minimum_x -> min_x: float "Lowest X value to allow" + * Constraint|LimitScaleConstraint.minimum_y -> min_y: float "Lowest Y value to allow" + * Constraint|LimitScaleConstraint.minimum_z -> min_z: float "Lowest Z value to allow" + * Constraint|LimitScaleConstraint.use_maximum_x -> use_max_x: boolean "Use the maximum X value" + * Constraint|LimitScaleConstraint.use_maximum_y -> use_max_y: boolean "Use the maximum Y value" + * Constraint|LimitScaleConstraint.use_maximum_z -> use_max_z: boolean "Use the maximum Z value" + * Constraint|LimitScaleConstraint.use_minimum_x -> use_min_x: boolean "Use the minimum X value" + * Constraint|LimitScaleConstraint.use_minimum_y -> use_min_y: boolean "Use the minimum Y value" + * Constraint|LimitScaleConstraint.use_minimum_z -> use_min_z: boolean "Use the minimum Z value" + * Constraint|LimitScaleConstraint.limit_transform -> use_transform_limit: boolean "Transforms are affected by this constraint as well" + * Constraint|LockedTrackConstraint.lock -> lock_axis: enum "Axis that points upward" #+ * Constraint|LockedTrackConstraint.subtarget -> subtarget: string "NO DESCRIPTION" #+ * Constraint|LockedTrackConstraint.target -> target: pointer "Target Object" + * Constraint|LockedTrackConstraint.track -> track_axis: enum "Axis that points to the target object" + * Constraint|MaintainVolumeConstraint.axis -> free_axis: enum "The free scaling axis of the object" #+ * Constraint|MaintainVolumeConstraint.volume -> volume: float "Volume of the bone at rest" #+ * Constraint|PivotConstraint.head_tail -> head_tail: float "Target along length of bone: Head=0, Tail=1" #+ * Constraint|PivotConstraint.offset -> offset: float[3] "Offset of pivot from target (when set), or from owners location (when Fixed Position is off), or the absolute pivot point" + * Constraint|PivotConstraint.enabled_rotation_range -> rotation_range: enum "Rotation range on which pivoting should occur" #+ * Constraint|PivotConstraint.subtarget -> subtarget: string "NO DESCRIPTION" #+ * Constraint|PivotConstraint.target -> target: pointer "Target Object, defining the position of the pivot when defined" + * Constraint|PivotConstraint.use_relative_position -> use_relative_location: boolean "Offset will be an absolute point in space instead of relative to the target" #Constraint|PythonConstraint.has_script_error -> has_script_error: boolean, "(read-only) The linked Python script has thrown an error" + * Constraint|PythonConstraint.number_of_targets -> target_count: int "Usually only 1-3 are needed" #+ * Constraint|PythonConstraint.targets -> targets: collection, "(read-only) Target Objects" #+ * Constraint|PythonConstraint.text -> text: pointer "The text object that contains the Python script" #+ * Constraint|PythonConstraint.use_targets -> use_targets: boolean "Use the targets indicated in the constraint panel" #+ * Constraint|RigidBodyJointConstraint.axis_x -> axis_x: float "Rotate pivot on X axis in degrees" #+ * Constraint|RigidBodyJointConstraint.axis_y -> axis_y: float "Rotate pivot on Y axis in degrees" #+ * Constraint|RigidBodyJointConstraint.axis_z -> axis_z: float "Rotate pivot on Z axis in degrees" #+ * Constraint|RigidBodyJointConstraint.child -> child: pointer "Child object" #+ * Constraint|RigidBodyJointConstraint.pivot_type -> pivot_type: enum "NO DESCRIPTION" #+ * Constraint|RigidBodyJointConstraint.pivot_x -> pivot_x: float "Offset pivot on X" #+ * Constraint|RigidBodyJointConstraint.pivot_y -> pivot_y: float "Offset pivot on Y" #+ * Constraint|RigidBodyJointConstraint.pivot_z -> pivot_z: float "Offset pivot on Z" #Constraint|RigidBodyJointConstraint.show_pivot -> show_pivot: boolean "Display the pivot point and rotation in 3D view" #+ * Constraint|RigidBodyJointConstraint.target -> target: pointer "Target Object" #Constraint|RigidBodyJointConstraint.use_linked_collision -> use_linked_collision: boolean "Disable collision between linked bodies" #+ * Constraint|ShrinkwrapConstraint.distance -> distance: float "Distance to Target" #+ * Constraint|ShrinkwrapConstraint.shrinkwrap_type -> shrinkwrap_type: enum "Selects type of shrinkwrap algorithm for target position" #+ * Constraint|ShrinkwrapConstraint.target -> target: pointer "Target Object" #+ * Constraint|ShrinkwrapConstraint.use_x -> use_x: boolean "Projection over X Axis" #+ * Constraint|ShrinkwrapConstraint.use_y -> use_y: boolean "Projection over Y Axis" #+ * Constraint|ShrinkwrapConstraint.use_z -> use_z: boolean "Projection over Z Axis" + * Constraint|SplineIKConstraint.chain_length -> chain_count: int "How many bones are included in the chain" #+ * Constraint|SplineIKConstraint.joint_bindings -> joint_bindings: float[32] "(EXPERIENCED USERS ONLY) The relative positions of the joints along the chain as percentages" #+ * Constraint|SplineIKConstraint.target -> target: pointer "Curve that controls this relationship" + * Constraint|SplineIKConstraint.chain_offset -> use_chain_offset: boolean "Offset the entire chain relative to the root joint" #+ * Constraint|SplineIKConstraint.use_curve_radius -> use_curve_radius: boolean "Average radius of the endpoints is used to tweak the X and Z Scaling of the bones, on top of XZ Scale mode" + * Constraint|SplineIKConstraint.even_divisions -> use_even_divisions: boolean "Ignore the relative lengths of the bones when fitting to the curve" + * Constraint|SplineIKConstraint.y_stretch -> use_y_stretch: boolean "Stretch the Y axis of the bones to fit the curve" + * Constraint|SplineIKConstraint.xz_scaling_mode -> xz_scale_mode: enum "Method used for determining the scaling of the X and Z axes of the bones" #+ * Constraint|StretchToConstraint.bulge -> bulge: float "Factor between volume variation and stretching" #+ * Constraint|StretchToConstraint.head_tail -> head_tail: float "Target along length of bone: Head=0, Tail=1" #+ * Constraint|StretchToConstraint.keep_axis -> keep_axis: enum "Axis to maintain during stretch" + * Constraint|StretchToConstraint.original_length -> rest_length: float "Length at rest position" #+ * Constraint|StretchToConstraint.subtarget -> subtarget: string "NO DESCRIPTION" #+ * Constraint|StretchToConstraint.target -> target: pointer "Target Object" #+ * Constraint|StretchToConstraint.volume -> volume: enum "Maintain the objects volume as it stretches" #+ * Constraint|TrackToConstraint.head_tail -> head_tail: float "Target along length of bone: Head=0, Tail=1" #+ * Constraint|TrackToConstraint.subtarget -> subtarget: string "NO DESCRIPTION" #+ * Constraint|TrackToConstraint.target -> target: pointer "Target Object" + * Constraint|TrackToConstraint.track -> track_axis: enum "Axis that points to the target object" + * Constraint|TrackToConstraint.up -> up_axis: enum "Axis that points upward" + * Constraint|TrackToConstraint.target_z -> use_target_z: boolean "Targets Z axis, not World Z axis, will constraint the Up direction" #+ * Constraint|TransformConstraint.from_max_x -> from_max_x: float "Top range of X axis source motion" #+ * Constraint|TransformConstraint.from_max_y -> from_max_y: float "Top range of Y axis source motion" #+ * Constraint|TransformConstraint.from_max_z -> from_max_z: float "Top range of Z axis source motion" #+ * Constraint|TransformConstraint.from_min_x -> from_min_x: float "Bottom range of X axis source motion" #+ * Constraint|TransformConstraint.from_min_y -> from_min_y: float "Bottom range of Y axis source motion" #+ * Constraint|TransformConstraint.from_min_z -> from_min_z: float "Bottom range of Z axis source motion" #+ * Constraint|TransformConstraint.map_from -> map_from: enum "The transformation type to use from the target" #+ * Constraint|TransformConstraint.map_to -> map_to: enum "The transformation type to affect of the constrained object" #+ * Constraint|TransformConstraint.map_to_x_from -> map_to_x_from: enum "The source axis constrained objects X axis uses" #+ * Constraint|TransformConstraint.map_to_y_from -> map_to_y_from: enum "The source axis constrained objects Y axis uses" #+ * Constraint|TransformConstraint.map_to_z_from -> map_to_z_from: enum "The source axis constrained objects Z axis uses" #+ * Constraint|TransformConstraint.subtarget -> subtarget: string "NO DESCRIPTION" #+ * Constraint|TransformConstraint.target -> target: pointer "Target Object" #+ * Constraint|TransformConstraint.to_max_x -> to_max_x: float "Top range of X axis destination motion" #+ * Constraint|TransformConstraint.to_max_y -> to_max_y: float "Top range of Y axis destination motion" #+ * Constraint|TransformConstraint.to_max_z -> to_max_z: float "Top range of Z axis destination motion" #+ * Constraint|TransformConstraint.to_min_x -> to_min_x: float "Bottom range of X axis destination motion" #+ * Constraint|TransformConstraint.to_min_y -> to_min_y: float "Bottom range of Y axis destination motion" #+ * Constraint|TransformConstraint.to_min_z -> to_min_z: float "Bottom range of Z axis destination motion" + * Constraint|TransformConstraint.extrapolate_motion -> use_motion_extrapolate: boolean "Extrapolate ranges" #+ * Context.area -> area: pointer, "(read-only)" #+ * Context.main -> main: pointer, "(read-only)" #+ * Context.mode -> mode: enum, "(read-only)" #+ * Context.region -> region: pointer, "(read-only)" #+ * Context.region_data -> region_data: pointer, "(read-only)" #+ * Context.scene -> scene: pointer, "(read-only)" #+ * Context.screen -> screen: pointer, "(read-only)" #+ * Context.space_data -> space_data: pointer, "(read-only)" #+ * Context.tool_settings -> tool_settings: pointer, "(read-only)" #+ * Context.user_preferences -> user_preferences: pointer, "(read-only)" #+ * Context.window -> window: pointer, "(read-only)" + * Context.manager -> wm: pointer, "(read-only)" #+ * Controller.name -> name: string "NO DESCRIPTION" #Controller.show_expanded -> show_expanded: boolean "Set controller expanded in the user interface" #Controller.states -> states: int "Set Controller state index (1 to 30)" #+ * Controller.type -> type: enum "NO DESCRIPTION" #Controller.use_priority -> use_priority: boolean "Mark controller for execution before all non-marked controllers (good for startup scripts)" #+ * Controller|ExpressionController.expression -> expression: string "NO DESCRIPTION" #+ * Controller|PythonController.mode -> mode: enum "Python script type (textblock or module - faster)" #+ * Controller|PythonController.module -> module: string "Module name and function to run e.g. someModule.main. Internal texts and external python files can be used" #+ * Controller|PythonController.text -> text: pointer "Text datablock with the python script" #Controller|PythonController.use_debug -> use_debug: boolean "Continuously reload the module from disk for editing external modules without restarting" #+ * CurveMap.extend -> extend: enum, "(read-only) Extrapolate the curve or extend it horizontally" #+ * CurveMap.points -> points: collection, "(read-only)" #+ * CurveMapPoint.handle_type -> handle_type: enum, "(read-only) Curve interpolation at this point: bezier or vector" #+ * CurveMapPoint.location -> location: float[2], "(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[3] "For RGB curves, the color that black is mapped to" #+ * CurveMapping.clip_max_x -> clip_max_x: float "NO DESCRIPTION" #+ * CurveMapping.clip_max_y -> clip_max_y: float "NO DESCRIPTION" #+ * CurveMapping.clip_min_x -> clip_min_x: float "NO DESCRIPTION" #+ * CurveMapping.clip_min_y -> clip_min_y: float "NO DESCRIPTION" #+ * CurveMapping.curves -> curves: collection, "(read-only)" #CurveMapping.use_clip -> use_clip: boolean "Force the curve view to fit a defined boundary" #+ * CurveMapping.white_level -> white_level: float[3] "For RGB curves, the color that white is mapped to" #TODO MOVE TO COLLECTION * CurveSplines.active -> active: pointer "Active curve spline" #DopeSheet.filter_group -> filter_group: pointer "Group that included Object should be a member of" #DopeSheet.show_armatures -> show_armatures: boolean "Include visualization of Armature related Animation data" #DopeSheet.show_cameras -> show_cameras: boolean "Include visualization of Camera related Animation data" #DopeSheet.show_curves -> show_curves: boolean "Include visualization of Curve related Animation data" #DopeSheet.show_expanded_summary -> show_expanded_summary: boolean "Collapse summary when shown, so all other channels get hidden. (DopeSheet Editors Only)" #DopeSheet.show_hidden -> show_hidden: boolean "Include channels from objects/bone that arent visible" #DopeSheet.show_lamps -> show_lamps: boolean "Include visualization of Lamp related Animation data" #DopeSheet.show_materials -> show_materials: boolean "Include visualization of Material related Animation data" #DopeSheet.show_meshes -> show_meshes: boolean "Include visualization of Mesh related Animation data" #DopeSheet.show_metaballs -> show_metaballs: boolean "Include visualization of Metaball related Animation data" #DopeSheet.show_missing_nla -> show_missing_nla: boolean "Include Animation Data blocks with no NLA data. (NLA Editor only)" #DopeSheet.show_nodes -> show_nodes: boolean "Include visualization of Node related Animation data" #DopeSheet.show_only_group_objects -> show_only_group_objects: boolean "Only include channels from Objects in the specified Group" #DopeSheet.show_only_selected -> show_only_selected: boolean "Only include channels relating to selected objects and data" #DopeSheet.show_particles -> show_particles: boolean "Include visualization of Particle related Animation data" #DopeSheet.show_scenes -> show_scenes: boolean "Include visualization of Scene related Animation data" #DopeSheet.show_shapekeys -> show_shapekeys: boolean "Include visualization of ShapeKey related Animation data" #DopeSheet.show_summary -> show_summary: boolean "Display an additional summary line. (DopeSheet Editors only)" #DopeSheet.show_textures -> show_textures: boolean "Include visualization of Texture related Animation data" #DopeSheet.show_transforms -> show_transforms: boolean "Include visualization of Object-level Animation data (mostly Transforms)" #DopeSheet.show_worlds -> show_worlds: boolean "Include visualization of World related Animation data" #+ * DopeSheet.source -> source: pointer, "(read-only) ID-Block representing source data, currently ID_SCE (for Dopesheet), and ID_SC (for Grease Pencil)" #+ * Driver.expression -> expression: string "Expression to use for Scripted Expression" #Driver.is_valid -> 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_transform -> 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[16] "Object duplicate transformation matrix" #+ * DupliObject.matrix_original -> matrix_original: float[16] "The original matrix of this object before it was duplicated" #+ * DupliObject.object -> object: pointer, "(read-only) Object being duplicated" #+ * EditBone.bbone_in -> bbone_in: float "Length of first Bezier Handle (for B-Bones only)" #+ * EditBone.bbone_out -> bbone_out: float "Length of second Bezier Handle (for B-Bones only)" #+ * EditBone.bbone_segments -> bbone_segments: int "Number of subdivisions of bone (for B-Bones only)" #+ * EditBone.envelope_distance -> envelope_distance: float "Bone deformation distance (for Envelope deform only)" #+ * EditBone.envelope_weight -> envelope_weight: float "Bone deformation weight (for Envelope deform only)" #+ * EditBone.head -> head: float[3] "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.layers -> layers: boolean[32] "Layers bone exists in" #+ * EditBone.lock -> lock: boolean "Bone is not able to be transformed when in Edit Mode" #+ * EditBone.matrix -> matrix: float[16], "(read-only) Read-only matrix calculated from the roll (armature space)" #+ * EditBone.name -> name: string "NO DESCRIPTION" #+ * EditBone.parent -> parent: pointer "Parent edit bone (in same Armature)" #+ * EditBone.roll -> roll: float "Bone rotation around head-tail axis" #+ * EditBone.select -> select: boolean "NO DESCRIPTION" #+ * EditBone.select_head -> select_head: boolean "NO DESCRIPTION" #+ * EditBone.select_tail -> select_tail: boolean "NO DESCRIPTION" #EditBone.show_wire -> show_wire: boolean "Bone is always drawn as Wireframe regardless of viewport draw mode. Useful for non-obstructive custom bone shapes" #+ * EditBone.tail -> tail: float[3] "Location of tail end of the bone" #+ * EditBone.tail_radius -> tail_radius: float "Radius of tail of bone (for Envelope deform only)" #EditBone.use_connect -> use_connect: boolean "When bone has a parent, bones head is struck to the parents tail" #EditBone.use_cyclic_offset -> use_cyclic_offset: boolean "When bone doesnt have a parent, it receives cyclic offset effects" #EditBone.use_deform -> use_deform: boolean "Bone does not deform any geometry" #EditBone.use_envelope_multiply -> use_envelope_multiply: boolean "When deforming bone, multiply effects of Vertex Group weights with Envelope influence" #EditBone.use_hinge -> use_hinge: boolean "Bone inherits rotation or scale from parent bone" #EditBone.use_inherit_scale -> use_inherit_scale: boolean "Bone inherits scaling from parent bone" #EditBone.use_local_location -> use_local_location: boolean "Bone location is set in local space" #+ * EffectorWeights.all -> all: float "All effectors weight" #EffectorWeights.apply_to_hair_growing -> apply_to_hair_growing: boolean "Use force fields when growing hair" #+ * EffectorWeights.boid -> boid: float "Boid effector weight" #+ * EffectorWeights.charge -> charge: float "Charge effector weight" #EffectorWeights.curve_guide -> curve_guide: float "Curve guide effector weight" #+ * EffectorWeights.drag -> drag: float "Drag effector weight" #+ * EffectorWeights.force -> force: float "Force effector weight" #+ * EffectorWeights.gravity -> gravity: float "Global gravity weight" #+ * EffectorWeights.group -> group: pointer "Limit effectors to this Group" #+ * EffectorWeights.harmonic -> harmonic: float "Harmonic effector weight" #+ * EffectorWeights.lennardjones -> lennardjones: float "Lennard-Jones effector weight" #+ * EffectorWeights.magnetic -> magnetic: float "Magnetic effector weight" #+ * EffectorWeights.texture -> texture: float "Texture effector weight" #+ * EffectorWeights.turbulence -> turbulence: float "Turbulence effector weight" #+ * EffectorWeights.vortex -> vortex: float "Vortex effector weight" #+ * EffectorWeights.wind -> wind: float "Wind effector weight" #+ * EnumPropertyItem.description -> description: string, "(read-only) Description of the items purpose" #+ * EnumPropertyItem.identifier -> identifier: string, "(read-only) Unique name used in the code and scripting" #+ * EnumPropertyItem.name -> name: string, "(read-only) Human readable name" #+ * EnumPropertyItem.value -> value: int, "(read-only) Value of the item" #+ * EnvironmentMap.clip_end -> clip_end: float "Objects further than this are not visible to map" #+ * EnvironmentMap.clip_start -> clip_start: float "Objects nearer than this are not visible to map" #+ * EnvironmentMap.depth -> depth: int "Number of times a map will be rendered recursively (mirror effects.)" #EnvironmentMap.layers_ignore -> layers_ignore: boolean[20] "Hide objects on these layers when generating the Environment Map" #+ * EnvironmentMap.mapping -> mapping: enum "NO DESCRIPTION" #+ * EnvironmentMap.resolution -> resolution: int "Pixel resolution of the rendered environment map" #+ * EnvironmentMap.source -> source: enum "NO DESCRIPTION" #+ * EnvironmentMap.viewpoint_object -> viewpoint_object: pointer "Object to use as the environment maps viewpoint location" #+ * EnvironmentMap.zoom -> zoom: float "NO DESCRIPTION" #+ * Event.ascii -> ascii: string, "(read-only) Single ASCII character for this event" + * Event.alt -> is_pressed_alt: boolean, "(read-only) True when the Alt/Option key is held" + * Event.oskey -> is_pressed_cmd: boolean, "(read-only) True when the Cmd key is held" + * Event.ctrl -> is_pressed_ctrl: boolean, "(read-only) True when the Ctrl key is held" + * Event.shift -> is_pressed_shift: boolean, "(read-only) True when the Shift key is held" #+ * Event.mouse_prev_x -> mouse_prev_x: int, "(read-only) The window relative vertical location of the mouse" #+ * Event.mouse_prev_y -> mouse_prev_y: int, "(read-only) The window relative horizontal location of the mouse" #+ * Event.mouse_region_x -> mouse_region_x: int, "(read-only) The region relative vertical location of the mouse" #+ * Event.mouse_region_y -> mouse_region_y: int, "(read-only) The region relative horizontal location of the mouse" #+ * Event.mouse_x -> mouse_x: int, "(read-only) The window relative vertical location of the mouse" #+ * Event.mouse_y -> mouse_y: int, "(read-only) The window relative horizontal location of the mouse" #+ * Event.type -> type: enum, "(read-only)" #+ * Event.value -> value: enum, "(read-only) The type of event, only applies to some" #+ * FCurve.array_index -> array_index: int "Index to the specific property affected by F-Curve if applicable" #+ * FCurve.color -> color: float[3] "Color of the F-Curve in the Graph Editor" #+ * FCurve.color_mode -> color_mode: enum "Method used to determine color of F-Curve in Graph Editor" #+ * FCurve.data_path -> data_path: string "RNA Path to property affected by F-Curve" #+ * FCurve.driver -> driver: pointer, "(read-only) Channel Driver (only set for Driver F-Curves)" #+ * FCurve.extrapolation -> extrapolation: enum "NO DESCRIPTION" #+ * FCurve.group -> group: pointer "Action Group that this F-Curve belongs to" #+ * FCurve.hide -> hide: boolean "F-Curve and its keyframes are hidden in the Graph Editor graphs" #+ * FCurve.is_valid -> is_valid: boolean "False when F-Curve could not be evaluated in past, so should be skipped when evaluating" #+ * FCurve.keyframe_points -> keyframe_points: collection, "(read-only) User-editable keyframes" #+ * FCurve.lock -> lock: boolean "F-Curves settings cannot be edited" #+ * FCurve.modifiers -> modifiers: collection, "(read-only) Modifiers affecting the shape of the F-Curve" #+ * FCurve.mute -> mute: boolean "F-Curve is not evaluated" #+ * FCurve.sampled_points -> sampled_points: collection, "(read-only) Sampled animation data" #+ * FCurve.select -> select: boolean "F-Curve is selected for editing" #+ * FCurve.use_auto_handle_clamp -> use_auto_handle_clamp: boolean "All auto-handles for F-Curve are clamped" #+ * FCurveModifiers.active -> active: pointer "Active F-Curve Modifier" #+ * FCurveSample.co -> co: float[2] "Point coordinates" #+ * FCurveSample.select -> select: boolean "Selection status" #REMOVE * FModifier.active -> active: boolean "F-Curve Modifier is the one being edited" #FModifier.is_valid -> is_valid: boolean, "(read-only) F-Curve Modifier has invalid settings and will not be evaluated" #+ * FModifier.mute -> mute: boolean "F-Curve Modifier will not be evaluated" #FModifier.show_expanded -> show_expanded: boolean "F-Curve Modifiers panel is expanded in UI" #+ * FModifier.type -> type: enum, "(read-only) F-Curve Modifier Type" #+ * FModifierEnvelopeControlPoint.frame -> frame: float "Frame this control-point occurs on" #FModifierEnvelopeControlPoint.max -> max: float "Upper bound of envelope at this control-point" #FModifierEnvelopeControlPoint.min -> min: float "Lower bound of envelope at this control-point" #FModifier|FModifierCycles.cycles_after -> cycles_after: float "Maximum number of cycles to allow after last keyframe. (0 = infinite)" #FModifier|FModifierCycles.cycles_before -> cycles_before: float "Maximum number of cycles to allow before first keyframe. (0 = infinite)" #FModifier|FModifierCycles.mode_after -> mode_after: enum "Cycling mode to use after last keyframe" #FModifier|FModifierCycles.mode_before -> mode_before: enum "Cycling mode to use before first keyframe" #+ * FModifier|FModifierEnvelope.control_points -> control_points: collection, "(read-only) Control points defining the shape of the envelope" #FModifier|FModifierEnvelope.default_max -> default_max: float "Upper distance from Reference Value for 1:1 default influence" #FModifier|FModifierEnvelope.default_min -> default_min: float "Lower distance from Reference Value for 1:1 default influence" #+ * FModifier|FModifierEnvelope.reference_value -> reference_value: float "Value that envelopes influence is centered around / based on" #+ * FModifier|FModifierFunctionGenerator.amplitude -> amplitude: float "Scale factor determining the maximum/minimum values" #+ * FModifier|FModifierFunctionGenerator.function_type -> function_type: enum "Type of built-in function to use" #+ * FModifier|FModifierFunctionGenerator.phase_multiplier -> phase_multiplier: float "Scale factor determining the speed of the function" #+ * FModifier|FModifierFunctionGenerator.phase_offset -> phase_offset: float "Constant factor to offset time by for function" #FModifier|FModifierFunctionGenerator.use_additive -> use_additive: boolean "Values generated by this modifier are applied on top of the existing values instead of overwriting them" #+ * FModifier|FModifierFunctionGenerator.value_offset -> value_offset: float "Constant factor to offset values by" #+ * FModifier|FModifierGenerator.coefficients -> coefficients: float[32] "Coefficients for x (starting from lowest power of x^0)" #+ * FModifier|FModifierGenerator.mode -> mode: enum "Type of generator to use" #+ * FModifier|FModifierGenerator.poly_order -> poly_order: int "The highest power of x for this polynomial. (number of coefficients - 1)" #FModifier|FModifierGenerator.use_additive -> use_additive: boolean "Values generated by this modifier are applied on top of the existing values instead of overwriting them" #FModifier|FModifierLimits.max_x -> max_x: float "Highest X value to allow" #FModifier|FModifierLimits.max_y -> max_y: float "Highest Y value to allow" #FModifier|FModifierLimits.min_x -> min_x: float "Lowest X value to allow" #FModifier|FModifierLimits.min_y -> min_y: float "Lowest Y value to allow" #FModifier|FModifierLimits.use_max_x -> use_max_x: boolean "Use the maximum X value" #FModifier|FModifierLimits.use_max_y -> use_max_y: boolean "Use the maximum Y value" #FModifier|FModifierLimits.use_min_x -> use_min_x: boolean "Use the minimum X value" #FModifier|FModifierLimits.use_min_y -> use_min_y: boolean "Use the minimum Y value" #FModifier|FModifierNoise.blend_type -> blend_type: enum "Method of modifying the existing F-Curve" #+ * FModifier|FModifierNoise.depth -> depth: int "Amount of fine level detail present in the noise" #+ * FModifier|FModifierNoise.phase -> phase: float "A random seed for the noise effect" #FModifier|FModifierNoise.scale -> scale: float "Scaling (in time) of the noise" #+ * FModifier|FModifierNoise.strength -> strength: float "Amplitude of the noise - the amount that it modifies the underlying curve" #+ * FModifier|FModifierStepped.frame_end -> frame_end: float "Frame that modifiers influence ends (if applicable)" #FModifier|FModifierStepped.frame_offset -> frame_offset: float "Reference number of frames before frames get held. Use to get hold for 1-3 vs 5-7 holding patterns" #+ * FModifier|FModifierStepped.frame_start -> frame_start: float "Frame that modifiers influence starts (if applicable)" #FModifier|FModifierStepped.frame_step -> frame_step: float "Number of frames to hold each value" #+ * FModifier|FModifierStepped.use_frame_end -> use_frame_end: boolean "Restrict modifier to only act before its end frame" #+ * FModifier|FModifierStepped.use_frame_start -> use_frame_start: boolean "Restrict modifier to only act after its start frame" + * FieldSettings.do_location -> apply_to_location: boolean "Effect particles location" + * FieldSettings.do_rotation -> apply_to_rotation: boolean "Effect particles dynamic rotation" + * FieldSettings.maximum_distance -> distance_max: float "Maximum distance for the field to work" + * FieldSettings.minimum_distance -> distance_min: float "Minimum distance for the fields fall-off" #+ * FieldSettings.falloff_power -> falloff_power: float "Falloff power (real gravitational falloff = 2)" #+ * FieldSettings.falloff_type -> falloff_type: enum "Fall-off shape" #+ * FieldSettings.flow -> flow: float "Convert effector force into air flow velocity" #+ * FieldSettings.guide_clump_amount -> guide_clump_amount: float "Amount of clumping" #+ * FieldSettings.guide_clump_shape -> guide_clump_shape: float "Shape of clumping" #+ * FieldSettings.guide_free -> guide_free: float "Guide-free time from particle lifes end" #+ * FieldSettings.guide_kink_amplitude -> guide_kink_amplitude: float "The amplitude of the offset" #+ * FieldSettings.guide_kink_axis -> guide_kink_axis: enum "Which axis to use for offset" #+ * FieldSettings.guide_kink_frequency -> guide_kink_frequency: float "The frequency of the offset (1/total length)" #+ * FieldSettings.guide_kink_shape -> guide_kink_shape: float "Adjust the offset to the beginning/end" #+ * FieldSettings.guide_kink_type -> guide_kink_type: enum "Type of periodic offset on the curve" #+ * FieldSettings.guide_minimum -> guide_minimum: float "The distance from which particles are affected fully" #+ * FieldSettings.harmonic_damping -> harmonic_damping: float "Damping of the harmonic force" #+ * FieldSettings.inflow -> inflow: float "Inwards component of the vortex force" #+ * FieldSettings.linear_drag -> linear_drag: float "Drag component proportional to velocity" #+ * FieldSettings.noise -> noise: float "Noise of the force" #+ * FieldSettings.quadratic_drag -> quadratic_drag: float "Drag component proportional to the square of velocity" #+ * FieldSettings.radial_falloff -> radial_falloff: float "Radial falloff power (real gravitational falloff = 2)" + * FieldSettings.radial_maximum -> radial_max: float "Maximum radial distance for the field to work" + * FieldSettings.radial_minimum -> radial_min: float "Minimum radial distance for the fields fall-off" #+ * FieldSettings.rest_length -> rest_length: float "Rest length of the harmonic force" #+ * FieldSettings.seed -> seed: int "Seed of the noise" #+ * FieldSettings.shape -> shape: enum "Which direction is used to calculate the effector force" #+ * FieldSettings.size -> size: float "Size of the noise" #+ * FieldSettings.strength -> strength: float "Strength of force field" #+ * FieldSettings.texture -> texture: pointer "Texture to use as force" #+ * FieldSettings.texture_mode -> texture_mode: enum "How the texture effect is calculated (RGB & Curl need a RGB texture else Gradient will be used instead)" #+ * FieldSettings.texture_nabla -> texture_nabla: float "Defines size of derivative offset used for calculating gradient and curl" #+ * FieldSettings.type -> type: enum "Type of field" + * FieldSettings.force_2d -> use_2d_force: boolean "Apply force only in 2d" + * FieldSettings.do_absorption -> use_absorption: boolean "Force gets absorbed by collision objects" + * FieldSettings.global_coordinates -> use_global_coords: boolean "Use effector/global coordinates for turbulence" + * FieldSettings.guide_path_add -> use_guide_path_add: boolean "Based on distance/falloff it adds a portion of the entire path" #+ * FieldSettings.use_guide_path_weight -> use_guide_path_weight: boolean "Use curve weights to influence the particle influence along the curve" #+ * FieldSettings.use_max_distance -> use_max_distance: boolean "Use a maximum distance for the field to work" #+ * FieldSettings.use_min_distance -> use_min_distance: boolean "Use a minimum distance for the fields fall-off" + * FieldSettings.multiple_springs -> use_multiple_springs: boolean "Every point is effected by multiple springs" + * FieldSettings.use_coordinates -> use_object_coords: boolean "Use object/global coordinates for texture" #+ * FieldSettings.use_radial_max -> use_radial_max: boolean "Use a maximum radial distance for the field to work" #+ * FieldSettings.use_radial_min -> use_radial_min: boolean "Use a minimum radial distance for the fields fall-off" + * FieldSettings.root_coordinates -> use_root_coords: boolean "Texture coordinates from root particle locations" #+ * FieldSettings.z_direction -> z_direction: enum "Effect in full or only positive/negative Z direction" #+ * FileSelectParams.directory -> directory: string "Directory displayed in the file browser" #FileSelectParams.display_type -> display_type: enum "Display mode for the file list" #FileSelectParams.filename -> filename: string "Active file in the file browser" #FileSelectParams.show_hidden -> show_hidden: boolean "Hide hidden dot files" #FileSelectParams.sort_method -> sort_method: enum "NO DESCRIPTION" #+ * FileSelectParams.title -> title: string, "(read-only) Title for the file browser" #FileSelectParams.use_filter -> use_filter: boolean "Enable filtering of files" #FileSelectParams.use_filter_blender -> use_filter_blender: boolean "Show .blend files" #FileSelectParams.use_filter_folder -> use_filter_folder: boolean "Show folders" #FileSelectParams.use_filter_font -> use_filter_font: boolean "Show font files" #FileSelectParams.use_filter_image -> use_filter_image: boolean "Show image files" #FileSelectParams.use_filter_movie -> use_filter_movie: boolean "Show movie files" #FileSelectParams.use_filter_script -> use_filter_script: boolean "Show script files" #FileSelectParams.use_filter_sound -> use_filter_sound: boolean "Show sound files" #FileSelectParams.use_filter_text -> use_filter_text: boolean "Show text files" #+ * FluidSettings.type -> type: enum "Type of participation in the fluid simulation" #+ * FluidSettings|ControlFluidSettings.attraction_radius -> attraction_radius: float "Specifies the force field radius around the control object" #+ * FluidSettings|ControlFluidSettings.attraction_strength -> attraction_strength: float "Force strength for directional attraction towards the control object" #+ * FluidSettings|ControlFluidSettings.end_time -> end_time: float "Specifies time when the control particles are deactivated" #+ * FluidSettings|ControlFluidSettings.quality -> quality: float "Specifies the quality which is used for object sampling. (higher = better but slower)" #+ * FluidSettings|ControlFluidSettings.start_time -> start_time: float "Specifies time when the control particles are activated" #FluidSettings|ControlFluidSettings.use -> use: boolean "Object contributes to the fluid simulation" + * FluidSettings|ControlFluidSettings.reverse_frames -> use_reverse_frames: boolean "Reverse control object movement" #+ * FluidSettings|ControlFluidSettings.velocity_radius -> velocity_radius: float "Specifies the force field radius around the control object" #+ * FluidSettings|ControlFluidSettings.velocity_strength -> velocity_strength: float "Force strength of how much of the control objects velocity is influencing the fluid velocity" #+ * FluidSettings|DomainFluidSettings.compressibility -> compressibility: float "Allowed compressibility due to gravitational force for standing fluid. (directly affects simulation step size)" #+ * FluidSettings|DomainFluidSettings.end_time -> end_time: float "Simulation time of the last blender frame (in seconds)" #FluidSettings|DomainFluidSettings.filepath -> filepath: string "Directory (and/or filename prefix) to store baked fluid simulation files in" #+ * FluidSettings|DomainFluidSettings.generate_particles -> generate_particles: float "Amount of particles to generate (0=off, 1=normal, >1=more)" #+ * FluidSettings|DomainFluidSettings.gravity -> gravity: float[3] "Gravity in X, Y and Z direction" #+ * FluidSettings|DomainFluidSettings.grid_levels -> grid_levels: int "Number of coarsened grids to use (-1 for automatic)" #+ * FluidSettings|DomainFluidSettings.memory_estimate -> memory_estimate: string, "(read-only) Estimated amount of memory needed for baking the domain" #+ * FluidSettings|DomainFluidSettings.partial_slip_factor -> partial_slip_factor: float "Amount of mixing between no- and free-slip, 0 is no slip and 1 is free slip" #+ * FluidSettings|DomainFluidSettings.preview_resolution -> preview_resolution: int "Preview resolution in X,Y and Z direction" #+ * FluidSettings|DomainFluidSettings.render_display_mode -> render_display_mode: enum "How to display the mesh for rendering" #+ * FluidSettings|DomainFluidSettings.resolution -> resolution: int "Domain resolution in X,Y and Z direction" + * FluidSettings|DomainFluidSettings.real_world_size -> simulation_scale: float "Size of the simulation domain in metres" #+ * FluidSettings|DomainFluidSettings.slip_type -> slip_type: enum "NO DESCRIPTION" #+ * FluidSettings|DomainFluidSettings.start_time -> start_time: float "Simulation time of the first blender frame (in seconds)" + * FluidSettings|DomainFluidSettings.surface_smoothing -> surface_smooth: float "Amount of surface smoothing. A value of 0 is off, 1 is normal smoothing and more than 1 is extra smoothing" #+ * FluidSettings|DomainFluidSettings.surface_subdivisions -> surface_subdivisions: int "Number of isosurface subdivisions. This is necessary for the inclusion of particles into the surface generation. Warning - can lead to longer computation times!" #+ * FluidSettings|DomainFluidSettings.tracer_particles -> tracer_particles: int "Number of tracer particles to generate" + * FluidSettings|DomainFluidSettings.reverse_frames -> use_reverse_frames: boolean "Reverse fluid frames" + * FluidSettings|DomainFluidSettings.generate_speed_vectors -> use_speed_vectors: boolean "Generate speed vectors for vector blur" + * FluidSettings|DomainFluidSettings.override_time -> use_time_override: boolean "Use a custom start and end time (in seconds) instead of the scenes timeline" #+ * FluidSettings|DomainFluidSettings.viewport_display_mode -> viewport_display_mode: enum "How to display the mesh in the viewport" #+ * FluidSettings|DomainFluidSettings.viscosity_base -> viscosity_base: float "Viscosity setting: value that is multiplied by 10 to the power of (exponent*-1)" #+ * FluidSettings|DomainFluidSettings.viscosity_exponent -> viscosity_exponent: int "Negative exponent for the viscosity value (to simplify entering small values e.g. 5*10^-6.)" #+ * FluidSettings|DomainFluidSettings.viscosity_preset -> viscosity_preset: enum "Set viscosity of the fluid to a preset value, or use manual input" #+ * FluidSettings|FluidFluidSettings.initial_velocity -> initial_velocity: float[3] "Initial velocity of fluid" #FluidSettings|FluidFluidSettings.use -> use: boolean "Object contributes to the fluid simulation" + * FluidSettings|FluidFluidSettings.export_animated_mesh -> use_animated_mesh: boolean "Export this mesh as an animated one. Slower, only use if really necessary (e.g. armatures or parented objects), animated pos/rot/scale IPOs do not require it" #+ * FluidSettings|FluidFluidSettings.volume_initialization -> volume_initialization: enum "Volume initialization type" #+ * FluidSettings|InflowFluidSettings.inflow_velocity -> inflow_velocity: float[3] "Initial velocity of fluid" #FluidSettings|InflowFluidSettings.use -> use: boolean "Object contributes to the fluid simulation" + * FluidSettings|InflowFluidSettings.export_animated_mesh -> use_animated_mesh: boolean "Export this mesh as an animated one. Slower, only use if really necessary (e.g. armatures or parented objects), animated pos/rot/scale IPOs do not require it" + * FluidSettings|InflowFluidSettings.local_coordinates -> use_local_coords: boolean "Use local coordinates for inflow. (e.g. for rotating objects)" #+ * FluidSettings|InflowFluidSettings.volume_initialization -> volume_initialization: enum "Volume initialization type" #+ * FluidSettings|ObstacleFluidSettings.impact_factor -> impact_factor: float "This is an unphysical value for moving objects - it controls the impact an obstacle has on the fluid, =0 behaves a bit like outflow (deleting fluid), =1 is default, while >1 results in high forces. Can be used to tweak total mass" #+ * FluidSettings|ObstacleFluidSettings.partial_slip_factor -> partial_slip_factor: float "Amount of mixing between no- and free-slip, 0 is no slip and 1 is free slip" #+ * FluidSettings|ObstacleFluidSettings.slip_type -> slip_type: enum "NO DESCRIPTION" #FluidSettings|ObstacleFluidSettings.use -> use: boolean "Object contributes to the fluid simulation" + * FluidSettings|ObstacleFluidSettings.export_animated_mesh -> use_animated_mesh: boolean "Export this mesh as an animated one. Slower, only use if really necessary (e.g. armatures or parented objects), animated pos/rot/scale IPOs do not require it" #+ * FluidSettings|ObstacleFluidSettings.volume_initialization -> volume_initialization: enum "Volume initialization type" #FluidSettings|OutflowFluidSettings.use -> 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.filepath -> filepath: string "Directory (and/or filename prefix) to store and load particles from" #+ * FluidSettings|ParticleFluidSettings.particle_influence -> particle_influence: float "Amount of particle size scaling: 0=off (all same size), 1=full (range 0.2-2.0), >1=stronger" #FluidSettings|ParticleFluidSettings.show_tracer -> show_tracer: boolean "Show tracer particles" + * FluidSettings|ParticleFluidSettings.drops -> use_drops: boolean "Show drop particles" + * FluidSettings|ParticleFluidSettings.floats -> use_floats: boolean "Show floating foam particles" #+ * Function.description -> description: string, "(read-only) Description of the Functions purpose" #+ * Function.identifier -> identifier: string, "(read-only) Unique name used in the code and scripting" #Function.is_registered -> is_registered: boolean, "(read-only) Function is registered as callback as part of type registration" #Function.is_registered_optional -> is_registered_optional: boolean, "(read-only) Function is optionally registered as callback part of type registration" #+ * Function.parameters -> parameters: collection, "(read-only) Parameters for the function" #Function.use_self -> use_self: boolean, "(read-only) Function does not pass its self as an argument (becomes a class method in python)" #+ * GPencilFrame.frame_number -> frame_number: int "The frame on which this sketch appears" #GPencilFrame.is_edited -> 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.alpha -> alpha: float "Layer Opacity" #+ * GPencilLayer.color -> color: float[3] "Color for all strokes in this layer" #+ * GPencilLayer.frames -> frames: collection, "(read-only) Sketches for this layer on different frames" #GPencilLayer.ghost_range_max -> ghost_range_max: int "Maximum number of frames on either side of the active frame to show (0 = show the first available sketch on either side)" #+ * GPencilLayer.hide -> hide: boolean "Set layer Visibility" #+ * GPencilLayer.info -> info: string "Layer name" #GPencilLayer.line_width -> line_width: int "Thickness of strokes (in pixels)" #+ * GPencilLayer.lock -> lock: boolean "Protect layer from further editing and/or frame changes" #GPencilLayer.lock_frame -> lock_frame: boolean "Lock current frame displayed by layer" #+ * GPencilLayer.select -> select: boolean "Layer is selected for editing in the DopeSheet" #+ * GPencilLayer.show_points -> show_points: boolean "Draw the points which make up the strokes (for debugging purposes)" #+ * GPencilLayer.use_onion_skinning -> use_onion_skinning: boolean "Ghost frames on either side of frame" #+ * GPencilStroke.points -> points: collection, "(read-only) Stroke data points" #+ * GPencilStrokePoint.co -> co: float[3] "NO DESCRIPTION" #+ * GPencilStrokePoint.pressure -> pressure: float "Pressure of tablet at point when drawing it" #+ * GameObjectSettings.actuators -> actuators: collection, "(read-only) Game engine actuators to act on events" #GameObjectSettings.collision_bounds_type -> collision_bounds_type: enum "Selects the collision type" #+ * GameObjectSettings.collision_margin -> collision_margin: float "Extra margin around object for collision detection, small amount required for stability" #+ * GameObjectSettings.controllers -> controllers: collection, "(read-only) Game engine controllers to process events, connecting sensor to actuators" #+ * GameObjectSettings.damping -> damping: float "General movement damping" #+ * GameObjectSettings.form_factor -> form_factor: float "Form factor scales the inertia tensor" #+ * GameObjectSettings.friction_coefficients -> friction_coefficients: float[3] "Relative friction coefficient in the in the X, Y and Z directions, when anisotropic friction is enabled" #GameObjectSettings.lock_location_x -> lock_location_x: boolean "Disable simulation of linear motion along the X axis" #GameObjectSettings.lock_location_y -> lock_location_y: boolean "Disable simulation of linear motion along the Y axis" #GameObjectSettings.lock_location_z -> lock_location_z: boolean "Disable simulation of linear motion along the Z axis" #GameObjectSettings.lock_rotation_x -> lock_rotation_x: boolean "Disable simulation of angular motion along the X axis" #GameObjectSettings.lock_rotation_y -> lock_rotation_y: boolean "Disable simulation of angular motion along the Y axis" #GameObjectSettings.lock_rotation_z -> lock_rotation_z: boolean "Disable simulation of angular motion along the Z axis" #+ * GameObjectSettings.mass -> mass: float "Mass of the object" #+ * GameObjectSettings.physics_type -> physics_type: enum "Selects the type of physical representation" #+ * GameObjectSettings.properties -> properties: collection, "(read-only) Game engine properties" #+ * GameObjectSettings.radius -> radius: float "Radius of bounding sphere and material physics" #+ * GameObjectSettings.rotation_damping -> rotation_damping: float "General rotation damping" #+ * GameObjectSettings.sensors -> sensors: collection, "(read-only) Game engine sensor to detect events" #+ * GameObjectSettings.show_actuators -> show_actuators: boolean "Shows actuators for this object in the user interface" #+ * GameObjectSettings.show_controllers -> show_controllers: boolean "Shows controllers for this object in the user interface" #GameObjectSettings.show_debug_state -> show_debug_state: boolean "Print state debug info in the game engine" #+ * GameObjectSettings.show_sensors -> show_sensors: boolean "Shows sensors for this object in the user interface" #+ * GameObjectSettings.show_state_panel -> show_state_panel: boolean "Show state panel" #+ * GameObjectSettings.soft_body -> soft_body: pointer, "(read-only) Settings for Bullet soft body simulation" #GameObjectSettings.states_initial -> states_initial: boolean[30] "Initial state when the game starts" #GameObjectSettings.states_visible -> states_visible: boolean[30] "State determining which controllers are displayed" #+ * GameObjectSettings.use_activity_culling -> use_activity_culling: boolean "Disable simulation of angular motion along the Z axis" #GameObjectSettings.use_actor -> use_actor: boolean "Object is detected by the Near and Radar sensor" #GameObjectSettings.use_all_states -> use_all_states: boolean "Set all state bits" #GameObjectSettings.use_anisotropic_friction -> use_anisotropic_friction: boolean "Enable anisotropic friction" #+ * GameObjectSettings.use_collision_bounds -> use_collision_bounds: boolean "Specify a collision bounds type other than the default" #GameObjectSettings.use_collision_compound -> use_collision_compound: boolean "Add children to form a compound collision object" #GameObjectSettings.use_ghost -> use_ghost: boolean "Object does not restitute collisions, like a ghost" #GameObjectSettings.use_material_physics -> use_material_physics: boolean "Use physics settings in materials" #GameObjectSettings.use_rotate_from_normal -> use_rotate_from_normal: boolean "Use face normal to rotate object, so that it points away from the surface" #GameObjectSettings.use_sleep -> use_sleep: boolean "Disable auto (de)activation in physics simulation" #GameObjectSettings.used_states -> used_states: boolean[30], "(read-only) States which are being used by controllers" #GameObjectSettings.velocity_max -> velocity_max: float "Clamp velocity to this maximum speed" #GameObjectSettings.velocity_min -> velocity_min: float "Clamp velocity to this minimum speed (except when totally still)" #+ * GameProperty.name -> name: string "Available as GameObject attributes in the game engines python API" + * GameProperty.debug -> show_debug: boolean "Print debug information for this property" #+ * GameProperty.type -> type: enum "NO DESCRIPTION" #+ * GameProperty|GameBooleanProperty.value -> value: boolean "Property value" #+ * GameProperty|GameFloatProperty.value -> value: float "Property value" #+ * GameProperty|GameIntProperty.value -> value: int "Property value" #+ * GameProperty|GameStringProperty.value -> value: string "Property value" #+ * GameProperty|GameTimerProperty.value -> value: float "Property value" #+ * GameSoftBodySettings.cluster_iterations -> cluster_iterations: int "Specify the number of cluster iterations" #GameSoftBodySettings.collision_margin -> collision_margin: float "Collision margin for soft body. Small value makes the algorithm unstable" #+ * GameSoftBodySettings.dynamic_friction -> dynamic_friction: float "Dynamic Friction" + * GameSoftBodySettings.linstiff -> linear_stiffness: float "Linear stiffness of the soft body links" + * GameSoftBodySettings.position_iterations -> location_iterations: int "Position solver iterations" #GameSoftBodySettings.shape_threshold -> shape_threshold: float "Shape matching threshold" + * GameSoftBodySettings.bending_const -> use_bending_constraints: boolean "Enable bending constraints" + * GameSoftBodySettings.cluster_rigid_to_softbody -> use_cluster_rigid_to_softbody: boolean "Enable cluster collision between soft and rigid body" + * GameSoftBodySettings.cluster_soft_to_softbody -> use_cluster_soft_to_softbody: boolean "Enable cluster collision between soft and soft body" + * GameSoftBodySettings.shape_match -> use_shape_match: boolean "Enable soft body shape matching goal" #GameSoftBodySettings.weld_threshold -> 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 "If this is set, the header gets a custom ID, otherwise it takes the name of the class used to define the panel. For example, if the class name is OBJECT_HT_hello, and bl_idname is not set by the script, then bl_idname = OBJECT_HT_hello" #+ * Header.bl_space_type -> bl_space_type: enum "The space where the header is going to be used in." #+ * Header.layout -> layout: pointer, "(read-only) Defines the structure of the header in the UI." #+ * Histogram.mode -> mode: enum "Channels to display when drawing the histogram" #+ * ID.library -> library: pointer, "(read-only) Library file the datablock is linked from" #+ * ID.name -> name: string "Unique datablock ID name" #+ * ID.tag -> tag: boolean "Tools can use this to tag data, (initial state is undefined)" #ID.use_fake_user -> use_fake_user: boolean "Saves this datablock even if it has no users" #+ * ID.users -> users: int, "(read-only) Number of times this datablock is referenced" #+ * IDProperty.collection -> collection: collection, "(read-only)" #+ * IDProperty.double -> double: float "NO DESCRIPTION" #+ * IDProperty.double_array -> double_array: float[1] "NO DESCRIPTION" #+ * IDProperty.float -> float: float "NO DESCRIPTION" #+ * IDProperty.float_array -> float_array: float[1] "NO DESCRIPTION" #+ * IDProperty.group -> group: pointer, "(read-only)" #+ * IDProperty.int -> int: int "NO DESCRIPTION" #+ * IDProperty.int_array -> int_array: int[1] "NO DESCRIPTION" #+ * IDProperty.string -> string: string "NO DESCRIPTION" #+ * IDPropertyGroup.name -> name: string "Unique name used in the code and scripting" #+ * IDPropertyGroup|NetRenderJob.name -> name: string "NO DESCRIPTION" #+ * IDPropertyGroup|NetRenderSettings.active_blacklisted_slave_index -> active_blacklisted_slave_index: int "NO DESCRIPTION" #+ * IDPropertyGroup|NetRenderSettings.active_job_index -> active_job_index: int "NO DESCRIPTION" #+ * IDPropertyGroup|NetRenderSettings.active_slave_index -> active_slave_index: int "NO DESCRIPTION" #+ * IDPropertyGroup|NetRenderSettings.chunks -> chunks: int "Number of frame to dispatch to each slave in one chunk" #+ * IDPropertyGroup|NetRenderSettings.job_category -> job_category: string "Category of the job" #+ * IDPropertyGroup|NetRenderSettings.job_id -> job_id: string "id of the last sent render job" #+ * IDPropertyGroup|NetRenderSettings.job_name -> job_name: string "Name of the job" #+ * IDPropertyGroup|NetRenderSettings.jobs -> jobs: collection, "(read-only)" #+ * IDPropertyGroup|NetRenderSettings.mode -> mode: enum "Mode of operation of this instance" #+ * IDPropertyGroup|NetRenderSettings.path -> path: string "Path for temporary files" #+ * IDPropertyGroup|NetRenderSettings.priority -> priority: int "Priority of the job" #+ * IDPropertyGroup|NetRenderSettings.server_address -> server_address: string "IP or name of the master render server" #+ * IDPropertyGroup|NetRenderSettings.server_port -> server_port: int "port of the master render server" #+ * IDPropertyGroup|NetRenderSettings.slaves -> slaves: collection, "(read-only)" #+ * IDPropertyGroup|NetRenderSettings.slaves_blacklist -> slaves_blacklist: collection, "(read-only)" + * IDPropertyGroup|NetRenderSettings.master_broadcast -> use_master_broadcast: boolean "broadcast master server address on local network" + * IDPropertyGroup|NetRenderSettings.master_clear -> use_master_clear: boolean "delete saved files on exit" + * IDPropertyGroup|NetRenderSettings.slave_clear -> use_slave_clear: boolean "delete downloaded files on exit" + * IDPropertyGroup|NetRenderSettings.slave_outputlog -> use_slave_output_log: boolean "Output render text log to console as well as sending it to the master" + * IDPropertyGroup|NetRenderSettings.slave_thumb -> use_slave_thumb: boolean "Generate thumbnails on slaves instead of master" #+ * IDPropertyGroup|NetRenderSlave.name -> name: string "NO DESCRIPTION" #+ * IDPropertyGroup|OperatorFileListElement.name -> name: string "the name of a file or directory within a file list" #+ * IDPropertyGroup|OperatorMousePath.loc -> loc: float[2] "Mouse location" #+ * IDPropertyGroup|OperatorMousePath.time -> time: float "Time of mouse location" #+ * IDPropertyGroup|OperatorStrokeElement.location -> location: float[3] "NO DESCRIPTION" #+ * IDPropertyGroup|OperatorStrokeElement.mouse -> mouse: float[2] "NO DESCRIPTION" #+ * IDPropertyGroup|OperatorStrokeElement.pen_flip -> pen_flip: boolean "NO DESCRIPTION" #+ * IDPropertyGroup|OperatorStrokeElement.pressure -> pressure: float "Tablet pressure" #+ * IDPropertyGroup|OperatorStrokeElement.time -> time: float "NO DESCRIPTION" #+ * IDPropertyGroup|PoseTemplate.name -> name: string "NO DESCRIPTION" #+ * IDPropertyGroup|PoseTemplateSettings.active_template_index -> active_template_index: int "NO DESCRIPTION" #+ * IDPropertyGroup|PoseTemplateSettings.templates -> templates: collection, "(read-only)" + * IDPropertyGroup|PoseTemplateSettings.generate_def_rig -> use_generate_deform_rig: boolean "Create a copy of the metarig, constrainted by the generated rig" #+ * ID|Action.fcurves -> fcurves: collection, "(read-only) The individual F-Curves that make up the Action" #+ * ID|Action.groups -> groups: collection, "(read-only) Convenient groupings of F-Curves" #+ * ID|Action.pose_markers -> pose_markers: collection, "(read-only) Markers specific to this Action, for labeling poses" #+ * ID|Armature.animation_data -> animation_data: pointer, "(read-only) Animation data for this datablock" #+ * ID|Armature.bones -> bones: collection, "(read-only)" + * ID|Armature.drawtype -> draw_type: enum "NO DESCRIPTION" #+ * ID|Armature.edit_bones -> edit_bones: collection, "(read-only)" #+ * ID|Armature.ghost_frame_end -> ghost_frame_end: int "End frame of range of Ghosts to display (not for Around Current Frame Onion-skinning method)" #+ * ID|Armature.ghost_frame_start -> ghost_frame_start: int "Starting frame of range of Ghosts to display (not for Around Current Frame Onion-skinning method)" #+ * ID|Armature.ghost_size -> ghost_size: int "Frame step for Ghosts (not for On Keyframes Onion-skinning method)" #+ * ID|Armature.ghost_step -> ghost_step: int "Number of frame steps on either side of current frame to show as ghosts (only for Around Current Frame Onion-skinning method)" #+ * ID|Armature.ghost_type -> ghost_type: enum "Method of Onion-skinning for active Action" #ID|Armature.layers -> layers: boolean[32] "Armature layer visibility" + * ID|Armature.layer_protection -> layers_protected: boolean[32] "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.show_axes -> show_axes: boolean "Draw bone axes" #ID|Armature.show_bone_custom_shapes -> show_bone_custom_shapes: boolean "Draw bones with their custom shapes" #ID|Armature.show_group_colors -> show_group_colors: boolean "Draw bone group colors" #ID|Armature.show_names -> show_names: boolean "Draw bone names" #ID|Armature.show_only_ghost_selected -> show_only_ghost_selected: boolean "NO DESCRIPTION" + * ID|Armature.auto_ik -> use_auto_ik: boolean "Add temporaral IK constraints while grabbing bones in Pose Mode" + * ID|Armature.delay_deform -> use_deform_delay: boolean "Dont deform children when manipulating bones in Pose Mode" + * ID|Armature.deform_envelope -> use_deform_envelopes: boolean "Enable Bone Envelopes when defining deform" + * ID|Armature.deform_quaternion -> use_deform_preserve_volume: boolean "Enable deform rotation with Quaternions" + * ID|Armature.deform_vertexgroups -> use_deform_vertex_groups: boolean "Enable Vertex Groups when defining deform" + * ID|Armature.x_axis_mirror -> use_mirror_x: boolean "Apply changes to matching bone on opposite side of X-Axis" #ID|Brush.auto_smooth_factor -> auto_smooth_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[2] "NO DESCRIPTION" #+ * ID|Brush.color -> color: float[3] "NO DESCRIPTION" #+ * ID|Brush.crease_pinch_factor -> crease_pinch_factor: float "How much the crease brush pinches" #ID|Brush.cursor_color_add -> cursor_color_add: float[3] "Color of cursor when adding" #ID|Brush.cursor_color_subtract -> cursor_color_subtract: float[3] "Color of cursor when subtracting" #+ * ID|Brush.curve -> curve: pointer, "(read-only) Editable falloff curve" #+ * ID|Brush.direction -> direction: enum "NO DESCRIPTION" #+ * ID|Brush.icon_filepath -> icon_filepath: string "File path to brush icon" #+ * ID|Brush.imagepaint_tool -> imagepaint_tool: enum "NO DESCRIPTION" #+ * ID|Brush.jitter -> jitter: float "Jitter the position of the brush while painting" #+ * ID|Brush.normal_weight -> normal_weight: float "How much grab will pull vertexes out of surface during a grab" #+ * ID|Brush.plane_offset -> plane_offset: float "Adjusts plane on which the brush acts towards or away from the object surface" #+ * ID|Brush.plane_trim -> plane_trim: float "If a vertex is further from offset plane than this then it is not affected" #+ * ID|Brush.rate -> rate: float "Interval between paints for Airbrush" #+ * ID|Brush.sculpt_plane -> sculpt_plane: enum "NO DESCRIPTION" #+ * ID|Brush.sculpt_tool -> sculpt_tool: enum "NO DESCRIPTION" #+ * ID|Brush.size -> size: int "Radius of the brush in pixels" #+ * 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: int "Spacing between brush daubs as a percentage of brush diameter" #+ * ID|Brush.strength -> strength: float "How powerful the effect of the brush is when applied" #+ * ID|Brush.stroke_method -> stroke_method: enum "NO DESCRIPTION" #+ * ID|Brush.texture -> texture: pointer "NO DESCRIPTION" #ID|Brush.texture_angle_source_no_random -> texture_angle_source_no_random: enum "NO DESCRIPTION" #ID|Brush.texture_angle_source_random -> texture_angle_source_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_edge_to_edge -> use_edge_to_edge: boolean "Drag anchor brush from edge-to-edge" #+ * ID|Brush.use_frontface -> use_frontface: boolean "Brush only affects vertexes that face the viewer" #+ * ID|Brush.use_inverse_smooth_pressure -> use_inverse_smooth_pressure: boolean "Lighter pressure causes more smoothing to be applied" #+ * ID|Brush.use_locked_size -> use_locked_size: boolean "When locked brush stays same size relative to object; when unlocked brush size is given in pixels" #+ * ID|Brush.use_offset_pressure -> use_offset_pressure: boolean "Enable tablet pressure sensitivity for offset" #+ * ID|Brush.use_original_normal -> use_original_normal: boolean "When locked keep using normal of surface where stroke was initiated" #+ * ID|Brush.use_paint_sculpt -> use_paint_sculpt: boolean "Use this brush in sculpt mode" #+ * ID|Brush.use_paint_texture -> use_paint_texture: boolean "Use this brush in texture paint mode" #+ * ID|Brush.use_paint_vertex -> use_paint_vertex: boolean "Use this brush in vertex paint mode" #+ * ID|Brush.use_paint_weight -> use_paint_weight: boolean "Use this brush in weight paint mode" #+ * ID|Brush.use_persistent -> use_persistent: boolean "Sculpts on a persistent layer of the mesh" #+ * ID|Brush.use_plane_trim -> use_plane_trim: boolean "Enable Plane Trim" #ID|Brush.use_pressure_jitter -> use_pressure_jitter: boolean "Enable tablet pressure sensitivity for jitter" #ID|Brush.use_pressure_size -> use_pressure_size: boolean "Enable tablet pressure sensitivity for size" #ID|Brush.use_pressure_spacing -> use_pressure_spacing: boolean "Enable tablet pressure sensitivity for spacing" #ID|Brush.use_pressure_strength -> use_pressure_strength: boolean "Enable tablet pressure sensitivity for strength" #+ * ID|Brush.use_rake -> use_rake: boolean "Rotate the brush texture to match the stroke direction" #+ * ID|Brush.use_random_rotation -> use_random_rotation: boolean "Rotate the brush texture at random" #ID|Brush.use_restore_mesh -> use_restore_mesh: boolean "Allows a single dot to be carefully positioned" #+ * ID|Brush.use_smooth_stroke -> use_smooth_stroke: boolean "Brush lags behind mouse and follows a smoother path" #+ * ID|Brush.use_space -> use_space: boolean "Limit brush application to the distance specified by spacing" #+ * ID|Brush.use_space_atten -> use_space_atten: boolean "Automatically adjusts strength to give consistent results for different spacings" #+ * ID|Brush.use_texture_overlay -> use_texture_overlay: boolean "Show texture in viewport" #+ * ID|Brush.use_wrap -> use_wrap: boolean "Enable torus wrapping while painting" #+ * ID|Brush.vertexpaint_tool -> vertexpaint_tool: enum "NO DESCRIPTION" #+ * ID|Camera.angle -> angle: float "Perspective Camera lens field of view in degrees" #+ * ID|Camera.animation_data -> animation_data: pointer, "(read-only) Animation data for this datablock" #+ * ID|Camera.clip_end -> clip_end: float "Camera far clipping distance" #+ * ID|Camera.clip_start -> clip_start: float "Camera near clipping distance" #+ * ID|Camera.dof_distance -> dof_distance: float "Distance to the focus point for depth of field" #+ * ID|Camera.dof_object -> dof_object: pointer "Use this object to define the depth of field focal point" #+ * ID|Camera.draw_size -> draw_size: float "Apparent size of the Camera object in the 3D View" #+ * ID|Camera.lens -> lens: float "Perspective Camera lens value in millimeters" #+ * ID|Camera.lens_unit -> lens_unit: enum "Unit to edit lens in for the user interface" #+ * ID|Camera.ortho_scale -> ortho_scale: float "Orthographic Camera scale (similar to zoom)" #+ * ID|Camera.passepartout_alpha -> passepartout_alpha: float "Opacity (alpha) of the darkened overlay in Camera view" #+ * ID|Camera.shift_x -> shift_x: float "Perspective Camera horizontal shift" #+ * ID|Camera.shift_y -> shift_y: float "Perspective Camera vertical shift" #+ * ID|Camera.show_limits -> show_limits: boolean "Draw the clipping range and focus point on the camera" #+ * ID|Camera.show_mist -> show_mist: boolean "Draw a line from the Camera to indicate the mist area" #+ * ID|Camera.show_name -> show_name: boolean "Show the active Cameras name in Camera view" #+ * ID|Camera.show_passepartout -> show_passepartout: boolean "Show a darkened overlay outside the image area in Camera view" #+ * ID|Camera.show_title_safe -> show_title_safe: boolean "Show indicators for the title safe zone in Camera view" #+ * ID|Camera.type -> type: enum "Camera types" #ID|Camera.use_panorama -> use_panorama: boolean "Render the scene with a cylindrical camera for pseudo-fisheye lens effects" #+ * ID|Curve.animation_data -> animation_data: pointer, "(read-only) Animation data for this datablock" #+ * ID|Curve.bevel_depth -> bevel_depth: float "Bevel depth when not using a bevel object" #+ * ID|Curve.bevel_object -> bevel_object: pointer "Curve object name that defines the bevel shape" #+ * ID|Curve.bevel_resolution -> bevel_resolution: int "Bevel resolution when depth is non-zero and no specific bevel object has been defined" #+ * ID|Curve.dimensions -> dimensions: enum "Select 2D or 3D curve type" #+ * ID|Curve.eval_time -> eval_time: float "Parametric position along the length of the curve that Objects following it should be at. Position is evaluated by dividing by the Path Length value" #+ * ID|Curve.extrude -> extrude: float "Amount of curve extrusion when not using a bevel object" #+ * ID|Curve.materials -> materials: collection, "(read-only)" + * ID|Curve.width -> offset: float "Scale the original width (1.0) based on given factor" #ID|Curve.path_duration -> path_duration: 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.show_handles -> show_handles: boolean "Display bezier handles in editmode" #ID|Curve.show_normal_face -> show_normal_face: boolean "Display 3D curve normals in editmode" #+ * ID|Curve.splines -> splines: collection, "(read-only) Collection of splines in this curve data object" #+ * ID|Curve.taper_object -> taper_object: pointer "Curve object name that defines the taper (width)" #ID|Curve.texspace_location -> texspace_location: float[3] "Texture space location" #+ * ID|Curve.texspace_size -> texspace_size: float[3] "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_auto_texspace -> use_auto_texspace: boolean "Adjusts active objects texture space automatically when transforming object" #+ * ID|Curve.use_deform_bounds -> use_deform_bounds: boolean "Use the mesh bounds to clamp the deformation" #ID|Curve.use_fill_back -> use_fill_back: boolean "Draw filled back for extruded/beveled curves" #ID|Curve.use_fill_deform -> use_fill_deform: boolean "Fill curve after applying deformation" #ID|Curve.use_fill_front -> use_fill_front: boolean "Draw filled front for extruded/beveled curves" #ID|Curve.use_map_on_length -> use_map_on_length: boolean "Generate texture mapping coordinates following the curve direction, rather than the local bounding box" #+ * ID|Curve.use_path -> use_path: boolean "Enable the curve to become a translation path" #+ * ID|Curve.use_path_follow -> use_path_follow: boolean "Make curve path children to rotate along the path" #+ * ID|Curve.use_radius -> use_radius: boolean "Option for paths: apply the curve radius with path following it and deforming" #+ * ID|Curve.use_stretch -> use_stretch: boolean "Option for curve-deform: makes deformed child to stretch along entire path" #+ * ID|Curve.use_time_offset -> use_time_offset: boolean "Children will use TimeOffs value as path distance offset" #ID|Curve|SurfaceCurve.use_map_on_length -> use_map_on_length: boolean "Generate texture mapping coordinates following the curve direction, rather than the local bounding box" #MAKE COLLECTION ATTR * ID|Curve|TextCurve.active_textbox -> active_textbox: int "NO DESCRIPTION" #ID|Curve|TextCurve.align -> align: enum "Text align from the object center" #+ * ID|Curve|TextCurve.body -> body: string "contents of this text object" #+ * ID|Curve|TextCurve.body_format -> body_format: collection, "(read-only) Stores the style of each character" #+ * ID|Curve|TextCurve.edit_format -> edit_format: pointer, "(read-only) Editing settings character formatting" #+ * ID|Curve|TextCurve.family -> family: string "Use Blender Objects as font characters. Give font objects a common name followed by the character it represents, eg. familya, familyb etc, and turn on Verts Duplication" #ID|Curve|TextCurve.follow_curve -> follow_curve: pointer "Curve deforming text object" #+ * ID|Curve|TextCurve.font -> font: pointer "NO DESCRIPTION" #+ * ID|Curve|TextCurve.offset_x -> offset_x: float "Horizontal offset from the object origin" #+ * ID|Curve|TextCurve.offset_y -> offset_y: float "Vertical offset from the object origin" #+ * ID|Curve|TextCurve.shear -> shear: float "Italic angle of the characters" #ID|Curve|TextCurve.size -> size: float "NO DESCRIPTION" #+ * ID|Curve|TextCurve.small_caps_scale -> small_caps_scale: float "Scale of small capitals" #ID|Curve|TextCurve.space_character -> space_character: float "NO DESCRIPTION" #ID|Curve|TextCurve.space_line -> space_line: float "NO DESCRIPTION" #ID|Curve|TextCurve.space_word -> space_word: float "NO DESCRIPTION" #ID|Curve|TextCurve.text_boxes -> text_boxes: collection, "(read-only)" #ID|Curve|TextCurve.underline_height -> underline_height: float "NO DESCRIPTION" #ID|Curve|TextCurve.underline_position -> underline_position: float "Vertical position of underline" #ID|Curve|TextCurve.use_fast_edit -> use_fast_edit: boolean "Dont fill polygons while editing" #ID|Curve|TextCurve.use_map_on_length -> use_map_on_length: boolean "Generate texture mapping coordinates following the curve direction, rather than the local bounding box" #+ * ID|GreasePencil.draw_mode -> draw_mode: enum "NO DESCRIPTION" #+ * ID|GreasePencil.layers -> layers: collection, "(read-only)" #+ * ID|GreasePencil.use_stroke_endpoints -> use_stroke_endpoints: boolean "Only use the first and last parts of the stroke for snapping" #+ * ID|Group.dupli_offset -> dupli_offset: float[3] "Offset from the origin to use when instancing as DupliGroup" #ID|Group.layers -> layers: boolean[20] "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.bindcode -> bindcode: int, "(read-only) OpenGL bindcode" #+ * ID|Image.depth -> depth: int, "(read-only) Image bit depth" #+ * ID|Image.display_aspect -> display_aspect: float[2] "Display Aspect for this image, does not affect rendering" #+ * ID|Image.field_order -> field_order: enum "Order of video fields. Select which lines are displayed first" #+ * ID|Image.file_format -> file_format: enum "Format used for re-saving this file" #+ * ID|Image.filepath -> filepath: string "Image/Movie file name" #+ * ID|Image.filepath_raw -> filepath_raw: string "Image/Movie file name (without data refreshing)" + * ID|Image.animation_speed -> fps: int "Speed of the animation in frames per second" + * ID|Image.animation_end -> frame_end: int "End frame of an animated texture" + * ID|Image.animation_start -> frame_start: int "Start frame of an animated texture" #+ * 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.is_dirty -> is_dirty: boolean, "(read-only) Image has changed and is not saved" #+ * ID|Image.mapping -> mapping: enum "Mapping type to use for this image in the game engine" #+ * ID|Image.packed_file -> packed_file: pointer, "(read-only)" #+ * ID|Image.size -> size: int[2], "(read-only) Width and height in pixels, zero when image data cant be loaded" #+ * ID|Image.source -> source: enum "Where the image comes from" #+ * ID|Image.tiles_x -> tiles_x: int "Degree of repetition in the X direction" #+ * ID|Image.tiles_y -> tiles_y: int "Degree of repetition in the Y direction" #+ * ID|Image.type -> type: enum, "(read-only) How to generate the image" + * ID|Image.animated -> use_animation: boolean "Use as animated texture in the game engine" + * ID|Image.clamp_x -> use_clamp_x: boolean "Disable texture repeating horizontally" + * ID|Image.clamp_y -> use_clamp_y: boolean "Disable texture repeating vertically" #ID|Image.use_fields -> use_fields: boolean "Use fields of the image" + * ID|Image.premultiply -> use_premultiply: boolean "Convert RGB from key alpha to premultiplied alpha" + * ID|Image.tiles -> use_tiles: boolean "Use of tilemode for faces (default shift-LMB to pick the tile for selected faces)" #+ * ID|Key.animation_data -> animation_data: pointer, "(read-only) Animation data for this datablock" #+ * ID|Key.keys -> keys: collection, "(read-only) Shape keys" #+ * ID|Key.reference_key -> reference_key: pointer, "(read-only)" #+ * ID|Key.slurph -> slurph: int "Creates a delay in amount of frames in applying keypositions, first vertex goes first" #ID|Key.use_relative -> use_relative: boolean "Makes shape keys relative" #+ * ID|Key.user -> user: pointer, "(read-only) Datablock using these shape keys" #+ * ID|Lamp.active_texture -> active_texture: pointer "Active texture slot being displayed" #+ * ID|Lamp.active_texture_index -> active_texture_index: int "Index of active texture slot" #+ * ID|Lamp.animation_data -> animation_data: pointer, "(read-only) Animation data for this datablock" #+ * ID|Lamp.color -> color: float[3] "Light color" #+ * ID|Lamp.distance -> distance: float "Falloff distance - the light is at half the original intensity at this point" #+ * ID|Lamp.energy -> energy: float "Amount of light that the lamp emits" #+ * ID|Lamp.texture_slots -> texture_slots: collection, "(read-only) Texture slots defining the mapping and influence of textures" #+ * ID|Lamp.type -> type: enum "Type of Lamp" + * ID|Lamp.diffuse -> use_diffuse: boolean "Lamp does diffuse shading" + * ID|Lamp.negative -> use_negative: boolean "Lamp casts negative light" + * ID|Lamp.layer -> use_own_layer: boolean "Illuminates objects only on the same layer the lamp is on" + * ID|Lamp.specular -> use_specular: boolean "Lamp creates specular highlights" #+ * ID|Lamp|AreaLamp.gamma -> gamma: float "Light gamma correction value" #+ * ID|Lamp|AreaLamp.shadow_adaptive_threshold -> shadow_adaptive_threshold: float "Threshold for Adaptive Sampling (Raytraced shadows)" #+ * ID|Lamp|AreaLamp.shadow_color -> shadow_color: float[3] "Color of shadows cast by the lamp" #+ * ID|Lamp|AreaLamp.shadow_method -> shadow_method: enum "Method to compute lamp shadow with" + * ID|Lamp|AreaLamp.shadow_ray_sampling_method -> shadow_ray_sample_method: enum "Method for generating shadow samples: Adaptive QMC is fastest, Constant QMC is less noisy but slower" #+ * ID|Lamp|AreaLamp.shadow_ray_samples_x -> shadow_ray_samples_x: int "Amount of samples taken extra (samples x samples)" #+ * ID|Lamp|AreaLamp.shadow_ray_samples_y -> shadow_ray_samples_y: int "Amount of samples taken extra (samples x samples)" #+ * ID|Lamp|AreaLamp.shadow_soft_size -> shadow_soft_size: float "Light size for ray shadow sampling (Raytraced shadows)" #+ * ID|Lamp|AreaLamp.shape -> shape: enum "Shape of the area lamp" #+ * ID|Lamp|AreaLamp.size -> size: float "Size of the area of the area Lamp, X direction size for Rectangle shapes" #+ * ID|Lamp|AreaLamp.size_y -> size_y: float "Size of the area of the area Lamp in the Y direction for Rectangle shapes" + * ID|Lamp|AreaLamp.dither -> use_dither: boolean "Use 2x2 dithering for sampling (Constant Jittered sampling)" + * ID|Lamp|AreaLamp.jitter -> use_jitter: boolean "Use noise for sampling (Constant Jittered sampling)" + * ID|Lamp|AreaLamp.only_shadow -> use_only_shadow: boolean "Causes light to cast shadows only without illuminating objects" + * ID|Lamp|AreaLamp.shadow_layer -> use_shadow_layer: boolean "Causes only objects on the same layer to cast shadows" + * ID|Lamp|AreaLamp.umbra -> use_umbra: boolean "Emphasize parts that are fully shadowed (Constant Jittered sampling)" #+ * ID|Lamp|PointLamp.falloff_curve -> falloff_curve: pointer, "(read-only) Custom Lamp Falloff Curve" #+ * ID|Lamp|PointLamp.falloff_type -> falloff_type: enum "Intensity Decay with distance" #+ * ID|Lamp|PointLamp.linear_attenuation -> linear_attenuation: float "Linear distance attenuation" #+ * ID|Lamp|PointLamp.quadratic_attenuation -> quadratic_attenuation: float "Quadratic distance attenuation" #+ * ID|Lamp|PointLamp.shadow_adaptive_threshold -> shadow_adaptive_threshold: float "Threshold for Adaptive Sampling (Raytraced shadows)" #+ * ID|Lamp|PointLamp.shadow_color -> shadow_color: float[3] "Color of shadows cast by the lamp" #+ * ID|Lamp|PointLamp.shadow_method -> shadow_method: enum "Method to compute lamp shadow with" + * ID|Lamp|PointLamp.shadow_ray_sampling_method -> shadow_ray_sample_method: enum "Method for generating shadow samples: Adaptive QMC is fastest, Constant QMC is less noisy but slower" #+ * ID|Lamp|PointLamp.shadow_ray_samples -> shadow_ray_samples: int "Amount of samples taken extra (samples x samples)" #+ * ID|Lamp|PointLamp.shadow_soft_size -> shadow_soft_size: float "Light size for ray shadow sampling (Raytraced shadows)" + * ID|Lamp|PointLamp.only_shadow -> use_only_shadow: boolean "Causes light to cast shadows only without illuminating objects" + * ID|Lamp|PointLamp.shadow_layer -> use_shadow_layer: boolean "Causes only objects on the same layer to cast shadows" + * ID|Lamp|PointLamp.sphere -> use_sphere: boolean "Sets light intensity to zero beyond lamp distance" #+ * ID|Lamp|SpotLamp.compression_threshold -> compression_threshold: float "Deep shadow map compression threshold" #+ * ID|Lamp|SpotLamp.falloff_curve -> falloff_curve: pointer, "(read-only) Custom Lamp Falloff Curve" #+ * ID|Lamp|SpotLamp.falloff_type -> falloff_type: enum "Intensity Decay with distance" #+ * ID|Lamp|SpotLamp.halo_intensity -> halo_intensity: float "Brightness of the spotlights halo cone (Buffer Shadows)" #+ * ID|Lamp|SpotLamp.halo_step -> halo_step: int "Volumetric halo sampling frequency" #+ * ID|Lamp|SpotLamp.linear_attenuation -> linear_attenuation: float "Linear distance attenuation" #+ * ID|Lamp|SpotLamp.quadratic_attenuation -> quadratic_attenuation: float "Quadratic distance attenuation" #+ * ID|Lamp|SpotLamp.shadow_adaptive_threshold -> shadow_adaptive_threshold: float "Threshold for Adaptive Sampling (Raytraced shadows)" #+ * ID|Lamp|SpotLamp.shadow_buffer_bias -> shadow_buffer_bias: float "Shadow buffer sampling bias" #+ * ID|Lamp|SpotLamp.shadow_buffer_clip_end -> shadow_buffer_clip_end: float "Shadow map clip end beyond which objects will not generate shadows" #+ * ID|Lamp|SpotLamp.shadow_buffer_clip_start -> shadow_buffer_clip_start: float "Shadow map clip start: objects closer will not generate shadows" #+ * ID|Lamp|SpotLamp.shadow_buffer_samples -> shadow_buffer_samples: int "Number of shadow buffer samples" #+ * ID|Lamp|SpotLamp.shadow_buffer_size -> shadow_buffer_size: int "Resolution of the shadow buffer, higher values give crisper shadows but use more memory" #+ * ID|Lamp|SpotLamp.shadow_buffer_soft -> shadow_buffer_soft: float "Size of shadow buffer sampling area" #+ * ID|Lamp|SpotLamp.shadow_buffer_type -> shadow_buffer_type: enum "Type of shadow buffer" #+ * ID|Lamp|SpotLamp.shadow_color -> shadow_color: float[3] "Color of shadows cast by the lamp" #+ * ID|Lamp|SpotLamp.shadow_filter_type -> shadow_filter_type: enum "Type of shadow filter (Buffer Shadows)" #+ * ID|Lamp|SpotLamp.shadow_method -> shadow_method: enum "Method to compute lamp shadow with" + * ID|Lamp|SpotLamp.shadow_ray_sampling_method -> shadow_ray_sample_method: enum "Method for generating shadow samples: Adaptive QMC is fastest, Constant QMC is less noisy but slower" #+ * ID|Lamp|SpotLamp.shadow_ray_samples -> shadow_ray_samples: int "Amount of samples taken extra (samples x samples)" #+ * ID|Lamp|SpotLamp.shadow_sample_buffers -> shadow_sample_buffers: enum "Number of shadow buffers to render for better AA, this increases memory usage" #+ * ID|Lamp|SpotLamp.shadow_soft_size -> shadow_soft_size: float "Light size for ray shadow sampling (Raytraced shadows)" #+ * ID|Lamp|SpotLamp.show_cone -> show_cone: boolean "Draw transparent cone in 3D view to visualize which objects are contained in it" #+ * ID|Lamp|SpotLamp.spot_blend -> spot_blend: float "The softness of the spotlight edge" #+ * ID|Lamp|SpotLamp.spot_size -> spot_size: float "Angle of the spotlight beam in degrees" + * ID|Lamp|SpotLamp.auto_clip_end -> use_auto_clip_end: boolean "Automatic calculation of clipping-end, based on visible vertices" + * ID|Lamp|SpotLamp.auto_clip_start -> use_auto_clip_start: boolean "Automatic calculation of clipping-start, based on visible vertices" #ID|Lamp|SpotLamp.use_halo -> use_halo: boolean "Renders spotlight with a volumetric halo (Buffer Shadows)" + * ID|Lamp|SpotLamp.only_shadow -> use_only_shadow: boolean "Causes light to cast shadows only without illuminating objects" + * ID|Lamp|SpotLamp.shadow_layer -> use_shadow_layer: boolean "Causes only objects on the same layer to cast shadows" + * ID|Lamp|SpotLamp.sphere -> use_sphere: boolean "Sets light intensity to zero beyond lamp distance" + * ID|Lamp|SpotLamp.square -> use_square: boolean "Casts a square spot light shape" #+ * ID|Lamp|SunLamp.shadow_adaptive_threshold -> shadow_adaptive_threshold: float "Threshold for Adaptive Sampling (Raytraced shadows)" #+ * ID|Lamp|SunLamp.shadow_color -> shadow_color: float[3] "Color of shadows cast by the lamp" #+ * ID|Lamp|SunLamp.shadow_method -> shadow_method: enum "Method to compute lamp shadow with" #+ * ID|Lamp|SunLamp.shadow_ray_samples -> shadow_ray_samples: int "Amount of samples taken extra (samples x samples)" #+ * ID|Lamp|SunLamp.shadow_ray_sampling_method -> shadow_ray_sampling_method: enum "Method for generating shadow samples: Adaptive QMC is fastest, Constant QMC is less noisy but slower" #+ * ID|Lamp|SunLamp.shadow_soft_size -> shadow_soft_size: float "Light size for ray shadow sampling (Raytraced shadows)" #+ * ID|Lamp|SunLamp.sky -> sky: pointer, "(read-only) Sky related settings for sun lamps" + * ID|Lamp|SunLamp.only_shadow -> use_only_shadow: boolean "Causes light to cast shadows only without illuminating objects" + * ID|Lamp|SunLamp.shadow_layer -> use_shadow_layer: boolean "Causes only objects on the same layer to cast shadows" #+ * ID|Lattice.interpolation_type_u -> interpolation_type_u: enum "NO DESCRIPTION" #+ * ID|Lattice.interpolation_type_v -> interpolation_type_v: enum "NO DESCRIPTION" #+ * ID|Lattice.interpolation_type_w -> interpolation_type_w: enum "NO DESCRIPTION" #+ * ID|Lattice.points -> points: collection, "(read-only) Points of the lattice" #+ * ID|Lattice.points_u -> points_u: int "Points in U direction (cant be changed when there are shape keys)" #+ * ID|Lattice.points_v -> points_v: int "Points in V direction (cant be changed when there are shape keys)" #+ * ID|Lattice.points_w -> points_w: int "Points in W direction (cant be changed when there are shape keys)" #+ * ID|Lattice.shape_keys -> shape_keys: pointer, "(read-only)" #ID|Lattice.use_outside -> use_outside: boolean "Only draw, and take into account, the outer vertices" #+ * ID|Lattice.vertex_group -> vertex_group: string "Vertex group to apply the influence of the lattice" #+ * ID|Library.filepath -> filepath: string "Path to the library .blend file" #+ * ID|Library.parent -> parent: pointer, "(read-only)" #+ * ID|Material.active_node_material -> active_node_material: pointer "Active node material" #+ * ID|Material.active_texture -> active_texture: pointer "Active texture slot being displayed" #+ * ID|Material.active_texture_index -> active_texture_index: int "Index of active texture slot" #+ * ID|Material.alpha -> alpha: float "Alpha transparency of the material" #+ * ID|Material.ambient -> ambient: float "Amount of global ambient color the material receives" #+ * ID|Material.animation_data -> animation_data: pointer, "(read-only) Animation data for this datablock" #+ * ID|Material.darkness -> darkness: float "Minnaert darkness" #+ * ID|Material.diffuse_color -> diffuse_color: float[3] "NO DESCRIPTION" #+ * ID|Material.diffuse_fresnel -> diffuse_fresnel: float "Power of Fresnel" #+ * ID|Material.diffuse_fresnel_factor -> diffuse_fresnel_factor: float "Blending factor of Fresnel" #+ * ID|Material.diffuse_intensity -> diffuse_intensity: float "Amount of diffuse reflection" #+ * ID|Material.diffuse_ramp -> diffuse_ramp: pointer, "(read-only) Color ramp used to affect diffuse shading" #+ * ID|Material.diffuse_ramp_blend -> diffuse_ramp_blend: enum "NO DESCRIPTION" #+ * ID|Material.diffuse_ramp_factor -> diffuse_ramp_factor: float "Blending factor (also uses alpha in Colorband)" #+ * ID|Material.diffuse_ramp_input -> diffuse_ramp_input: enum "NO DESCRIPTION" #+ * ID|Material.diffuse_shader -> diffuse_shader: enum "NO DESCRIPTION" #+ * ID|Material.diffuse_toon_size -> diffuse_toon_size: float "Size of diffuse toon area" #+ * ID|Material.diffuse_toon_smooth -> diffuse_toon_smooth: float "Smoothness of diffuse toon area" #+ * ID|Material.emit -> emit: float "Amount of light to emit" #+ * ID|Material.halo -> halo: pointer, "(read-only) Halo settings for the material" #+ * ID|Material.invert_z -> invert_z: boolean "Renders materials faces with an inverted Z buffer (scanline only)" #+ * ID|Material.light_group -> light_group: pointer "Limit lighting to lamps in this Group" #+ * ID|Material.mirror_color -> mirror_color: float[3] "Mirror color of the material" #+ * ID|Material.node_tree -> node_tree: pointer, "(read-only) Node tree for node based materials" + * ID|Material.z_offset -> offset_z: float "Gives faces an artificial offset in the Z buffer for Z transparency" #+ * ID|Material.physics -> physics: pointer, "(read-only) Game physics settings" #+ * ID|Material.preview_render_type -> preview_render_type: enum "Type of preview render" #+ * ID|Material.raytrace_mirror -> raytrace_mirror: pointer, "(read-only) Raytraced reflection settings for the material" #+ * ID|Material.raytrace_transparency -> raytrace_transparency: pointer, "(read-only) Raytraced transparency settings for the material" #+ * ID|Material.roughness -> roughness: 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[3] "Specular color of the material" #+ * ID|Material.specular_hardness -> specular_hardness: int "NO DESCRIPTION" #+ * ID|Material.specular_intensity -> specular_intensity: float "NO DESCRIPTION" #+ * ID|Material.specular_ior -> specular_ior: float "NO DESCRIPTION" #+ * ID|Material.specular_ramp -> specular_ramp: pointer, "(read-only) Color ramp used to affect specular shading" #+ * ID|Material.specular_ramp_blend -> specular_ramp_blend: enum "NO DESCRIPTION" #+ * ID|Material.specular_ramp_factor -> specular_ramp_factor: float "Blending factor (also uses alpha in Colorband)" #+ * ID|Material.specular_ramp_input -> specular_ramp_input: enum "NO DESCRIPTION" #+ * ID|Material.specular_shader -> specular_shader: enum "NO DESCRIPTION" #+ * ID|Material.specular_slope -> specular_slope: float "The standard deviation of surface slope" #+ * ID|Material.specular_toon_size -> specular_toon_size: float "Size of specular toon area" #+ * ID|Material.specular_toon_smooth -> specular_toon_smooth: float "Smoothness of specular toon area" #+ * ID|Material.strand -> strand: pointer, "(read-only) Strand settings for the material" #+ * ID|Material.subsurface_scattering -> subsurface_scattering: pointer, "(read-only) Subsurface scattering settings for the material" #+ * ID|Material.texture_slots -> texture_slots: collection, "(read-only) Texture slots defining the mapping and influence of textures" #+ * ID|Material.translucency -> translucency: float "Amount of diffuse shading on the back side" #+ * ID|Material.transparency_method -> transparency_method: enum "Method to use for rendering transparency" #+ * ID|Material.type -> type: enum "Material type defining how the object is rendered" + * ID|Material.cast_approximate -> use_cast_approximate: boolean "Allow this material to cast shadows when using approximate ambient occlusion." + * ID|Material.cast_buffer_shadows -> use_cast_buffer_shadows: boolean "Allow this material to cast shadows from shadow buffer lamps" + * ID|Material.cast_shadows_only -> use_cast_shadows_only: boolean "Makes objects with this material appear invisible, only casting shadows (not rendered)" + * ID|Material.cubic -> use_cubic: boolean "Use cubic interpolation for diffuse values, for smoother transitions" #+ * ID|Material.use_diffuse_ramp -> use_diffuse_ramp: boolean "Toggle diffuse ramp operations" + * ID|Material.face_texture -> use_face_texture: boolean "Replaces the objects base color with color from face assigned image textures" + * ID|Material.face_texture_alpha -> use_face_texture_alpha: boolean "Replaces the objects base alpha value with alpha from face assigned image textures" + * ID|Material.full_oversampling -> use_full_oversampling: boolean "Force this material to render full shading/textures for all anti-aliasing samples" + * ID|Material.light_group_exclusive -> use_light_group_exclusive: boolean "Material uses the light group exclusively - these lamps are excluded from other scene lighting" #ID|Material.use_mist -> use_mist: boolean "Use mist with this material (in world settings)" #+ * ID|Material.use_nodes -> use_nodes: boolean "Use shader nodes to render the material" + * ID|Material.object_color -> use_object_color: boolean "Modulate the result with a per-object color" + * ID|Material.only_shadow -> use_only_shadow: boolean "Renders shadows as the materials alpha value, making materials transparent except for shadowed areas" + * ID|Material.ray_shadow_bias -> use_ray_shadow_bias: boolean "Prevents raytraced shadow errors on surfaces with smooth shaded normals (terminator problem)" + * ID|Material.traceable -> use_raytrace: boolean "Include this material and geometry that uses it in ray tracing calculations" + * ID|Material.shadeless -> use_shadeless: boolean "Makes this material insensitive to light or shadow" + * ID|Material.shadows -> use_shadows: boolean "Allows this material to receive shadows" #+ * ID|Material.use_sky -> use_sky: boolean "Renders this material with zero alpha, with sky background in place (scanline only)" #+ * ID|Material.use_specular_ramp -> use_specular_ramp: boolean "Toggle specular ramp operations" + * ID|Material.tangent_shading -> use_tangent_shading: boolean "Use the materials tangent vector instead of the normal for shading - for anisotropic shading effects" #+ * ID|Material.use_textures -> use_textures: boolean[18] "Enable/Disable each texture" + * ID|Material.transparency -> use_transparency: boolean "Render material as transparent" + * ID|Material.receive_transparent_shadows -> use_transparent_shadows: boolean "Allow this object to receive transparent shadows casted through other objects" + * ID|Material.vertex_color_light -> use_vertex_color_light: boolean "Add vertex colors as additional lighting" + * ID|Material.vertex_color_paint -> use_vertex_color_paint: boolean "Replaces object base color with vertex colors (multiplies with texture face face assigned textures)" #+ * ID|Material.volume -> volume: pointer, "(read-only) Volume settings for the material" #+ * ID|Mesh.active_uv_texture -> active_uv_texture: pointer "Active UV texture" #+ * ID|Mesh.active_uv_texture_index -> active_uv_texture_index: int "Active UV texture index" #+ * ID|Mesh.active_vertex_color -> active_vertex_color: pointer "Active vertex color layer" #+ * ID|Mesh.active_vertex_color_index -> active_vertex_color_index: int "Active vertex color index" #+ * ID|Mesh.animation_data -> animation_data: pointer, "(read-only) Animation data for this datablock" + * ID|Mesh.autosmooth_angle -> auto_smooth_angle: int "Defines maximum angle between face normals that Auto Smooth will operate on" #+ * ID|Mesh.edges -> edges: collection, "(read-only) Edges of the mesh" #+ * ID|Mesh.faces -> faces: collection, "(read-only) Faces of the mesh" #ID|Mesh.layers_float -> layers_float: collection, "(read-only)" #ID|Mesh.layers_int -> layers_int: collection, "(read-only)" #ID|Mesh.layers_string -> layers_string: collection, "(read-only)" #+ * ID|Mesh.materials -> materials: collection, "(read-only)" #+ * ID|Mesh.shape_keys -> shape_keys: pointer, "(read-only)" #ID|Mesh.show_all_edges -> show_all_edges: boolean "Displays all edges for wireframe in all view modes in the 3D view" #ID|Mesh.show_double_sided -> show_double_sided: boolean "Render/display the mesh with double or single sided lighting" #ID|Mesh.show_edge_bevel_weight -> show_edge_bevel_weight: boolean "Displays weights created for the Bevel modifier" #ID|Mesh.show_edge_crease -> show_edge_crease: boolean "Displays creases created for subsurf weighting" #ID|Mesh.show_edge_seams -> show_edge_seams: boolean "Displays UV unwrapping seams" #ID|Mesh.show_edge_sharp -> show_edge_sharp: boolean "Displays sharp edges, used with the EdgeSplit modifier" #ID|Mesh.show_edges -> show_edges: boolean "Displays selected edges using highlights in the 3D view and UV editor" #ID|Mesh.show_extra_edge_angle -> show_extra_edge_angle: boolean "Displays the angles in the selected edges in degrees, Using global values when set in the transform panel" #ID|Mesh.show_extra_edge_length -> show_extra_edge_length: boolean "Displays selected edge lengths, Using global values when set in the transform panel" #ID|Mesh.show_extra_face_area -> show_extra_face_area: boolean "Displays the area of selected faces, Using global values when set in the transform panel" #ID|Mesh.show_faces -> show_faces: boolean "Displays all faces as shades in the 3D view and UV editor" #ID|Mesh.show_normal_face -> show_normal_face: boolean "Displays face normals as lines" #ID|Mesh.show_normal_vertex -> show_normal_vertex: boolean "Displays vertex normals as lines" #+ * ID|Mesh.sticky -> sticky: collection, "(read-only) Sticky texture coordinates" #+ * ID|Mesh.texco_mesh -> texco_mesh: pointer "Derive texture coordinates from another mesh" #ID|Mesh.texspace_location -> texspace_location: float[3] "Texture space location" #+ * ID|Mesh.texspace_size -> texspace_size: float[3] "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.autosmooth -> use_auto_smooth: boolean "Treats all set-smoothed faces with angles less than the specified angle as smooth during render" #ID|Mesh.use_auto_texspace -> use_auto_texspace: boolean "Adjusts active objects texture space automatically when transforming object" #+ * 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.vertices -> vertices: collection, "(read-only) Vertices of the mesh" #TODO MOVE TO ELEMENTS * ID|MetaBall.active_element -> active_element: pointer, "(read-only) Last selected element" #+ * ID|MetaBall.animation_data -> animation_data: pointer, "(read-only) Animation data for this datablock" #+ * ID|MetaBall.elements -> elements: collection, "(read-only) Meta elements" #+ * ID|MetaBall.materials -> materials: collection, "(read-only)" #ID|MetaBall.render_resolution -> render_resolution: float "Polygonization resolution in rendering" #ID|MetaBall.resolution -> resolution: float "Polygonization resolution in the 3D viewport" #ID|MetaBall.texspace_location -> texspace_location: float[3] "Texture space location" #+ * ID|MetaBall.texspace_size -> texspace_size: float[3] "Texture space size" #+ * ID|MetaBall.threshold -> threshold: float "Influence of meta elements" #ID|MetaBall.update_method -> update_method: enum "Metaball edit update behavior" #ID|MetaBall.use_auto_texspace -> use_auto_texspace: boolean "Adjusts active objects texture space automatically when transforming object" #+ * 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[24], "(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[4] "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[3] "Extra translation added to the location of the object" #+ * ID|Object.delta_rotation_euler -> delta_rotation_euler: float[3] "Extra rotation added to the rotation of the object (when using Euler rotations)" #+ * ID|Object.delta_rotation_quaternion -> delta_rotation_quaternion: float[4] "Extra rotation added to the rotation of the object (when using Quaternion rotations)" #+ * ID|Object.delta_scale -> delta_scale: float[3] "Extra scaling added to the scale of the object" #+ * ID|Object.dimensions -> dimensions: float[3] "Absolute bounding box dimensions of the object" #+ * ID|Object.draw_bounds_type -> draw_bounds_type: enum "Object boundary display type" + * ID|Object.max_draw_type -> draw_type: enum "Maximum draw type to display object with in viewport" #+ * ID|Object.dupli_faces_scale -> dupli_faces_scale: float "Scale the DupliFace objects" #+ * ID|Object.dupli_frames_end -> dupli_frames_end: int "End frame for DupliFrames" #+ * ID|Object.dupli_frames_off -> dupli_frames_off: int "Recurring frames to exclude from the Dupliframes" #+ * ID|Object.dupli_frames_on -> dupli_frames_on: int "Number of frames to use between DupOff frames" #+ * ID|Object.dupli_frames_start -> dupli_frames_start: int "Start frame for DupliFrames" #+ * ID|Object.dupli_group -> dupli_group: pointer "Instance an existing group" #+ * ID|Object.dupli_list -> dupli_list: collection, "(read-only) Object duplis" #+ * ID|Object.dupli_type -> dupli_type: enum "If not None, object duplication method to use" #+ * ID|Object.empty_draw_size -> empty_draw_size: float "Size of display for empties in the viewport" #+ * ID|Object.empty_draw_type -> empty_draw_type: enum "Viewport display style for empties" #+ * ID|Object.field -> field: pointer, "(read-only) Settings for using the objects as a field in physics simulation" #+ * ID|Object.game -> game: pointer, "(read-only) Game engine related settings for the object" #+ * ID|Object.grease_pencil -> grease_pencil: pointer "Grease Pencil datablock" #+ * ID|Object.hide -> hide: boolean "Restrict visibility in the viewport" #+ * ID|Object.hide_render -> hide_render: boolean "Restrict renderability" #+ * ID|Object.hide_select -> hide_select: boolean "Restrict selection in the viewport" #ID|Object.is_duplicator -> is_duplicator: boolean, "(read-only)" #+ * ID|Object.layers -> layers: boolean[20] "Layers the object is on" #+ * ID|Object.location -> location: float[3] "Location of the object" #+ * ID|Object.lock_location -> lock_location: boolean[3] "Lock editing of location in the interface" #+ * ID|Object.lock_rotation -> lock_rotation: boolean[3] "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[3] "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[16] "Parent relative transformation matrix" #+ * ID|Object.matrix_world -> matrix_world: float[16] "Worldspace transformation matrix" #+ * ID|Object.mode -> mode: enum, "(read-only) Object interaction mode" #+ * ID|Object.modifiers -> modifiers: collection, "(read-only) Modifiers affecting the geometric data of the object" #+ * ID|Object.motion_path -> motion_path: pointer, "(read-only) Motion Path for this element" #+ * ID|Object.parent -> parent: pointer "Parent Object" #+ * ID|Object.parent_bone -> parent_bone: string "Name of parent bone in case of a bone parenting relation" #+ * ID|Object.parent_type -> parent_type: enum "Type of parent relation" #+ * ID|Object.parent_vertices -> parent_vertices: int[3], "(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[4] "Angle of Rotation for Axis-Angle rotation representation" #+ * ID|Object.rotation_euler -> rotation_euler: float[3] "Rotation in Eulers" #+ * ID|Object.rotation_mode -> rotation_mode: enum "NO DESCRIPTION" #+ * ID|Object.rotation_quaternion -> rotation_quaternion: float[4] "Rotation in Quaternions" #+ * ID|Object.scale -> scale: float[3] "Scaling of the object" #+ * ID|Object.select -> select: boolean "Object selection state" #ID|Object.show_axis -> show_axis: boolean "Displays the objects origin and axis" #ID|Object.show_bounds -> show_bounds: boolean "Displays the objects bounds" #ID|Object.show_name -> show_name: boolean "Displays the objects name" #ID|Object.show_shape_key -> show_shape_key: boolean "Always show the current Shape for this Object" #ID|Object.show_texture_space -> show_texture_space: boolean "Displays the objects texture space" #ID|Object.show_transparent -> show_transparent: boolean "Enables transparent materials for the object (Mesh only)" #ID|Object.show_wire -> show_wire: boolean "Adds the objects wireframe over solid drawing" #ID|Object.show_x_ray -> show_x_ray: boolean "Makes the object draw in front of others" #+ * ID|Object.soft_body -> soft_body: pointer, "(read-only) Settings for soft body simulation" #+ * ID|Object.time_offset -> time_offset: float "Animation offset in frames for F-Curve and dupligroup instances" #+ * ID|Object.track_axis -> track_axis: enum "Axis that points in forward direction" #+ * ID|Object.type -> type: enum, "(read-only) Type of Object" #+ * ID|Object.up_axis -> up_axis: enum "Axis that points in the upward direction" #+ * ID|Object.use_dupli_faces_scale -> use_dupli_faces_scale: boolean "Scale dupli based on face size" #+ * ID|Object.use_dupli_frames_speed -> use_dupli_frames_speed: boolean "Set dupliframes to use the frame" + * ID|Object.use_dupli_verts_rotation -> use_dupli_vertices_rotation: boolean "Rotate dupli according to vertex normal" + * ID|Object.shape_key_edit_mode -> use_shape_key_edit_mode: boolean "Apply shape keys in edit mode (for Meshes only)" + * ID|Object.slow_parent -> use_slow_parent: boolean "Create a delay in the parent relationship" + * ID|Object.time_offset_add_parent -> use_time_offset_add_parent: boolean "Add the parents time offset value" + * ID|Object.time_offset_edit -> use_time_offset_edit: boolean "Use time offset when inserting keys and display time offset for F-Curve and action views" + * ID|Object.time_offset_parent -> use_time_offset_parent: boolean "Apply the time offset to this objects parent relationship" + * ID|Object.time_offset_particle -> use_time_offset_particle: boolean "Let the time offset work on the particle effect" #+ * ID|Object.vertex_groups -> vertex_groups: collection, "(read-only) Vertex groups of the object" #+ * ID|ParticleSettings.active_dupliweight -> active_dupliweight: pointer, "(read-only)" #+ * ID|ParticleSettings.active_dupliweight_index -> active_dupliweight_index: int "NO DESCRIPTION" #+ * ID|ParticleSettings.adaptive_angle -> adaptive_angle: int "How many degrees path has to curve to make another render segment" + * ID|ParticleSettings.adaptive_pix -> adaptive_pixel: int "How many pixels path has to cover to make another render segment" #+ * ID|ParticleSettings.angular_velocity_factor -> angular_velocity_factor: float "Angular velocity amount" #+ * ID|ParticleSettings.angular_velocity_mode -> angular_velocity_mode: enum "Particle angular velocity mode" #+ * ID|ParticleSettings.animation_data -> animation_data: pointer, "(read-only) Animation data for this datablock" + * ID|ParticleSettings.child_effector -> apply_effector_to_children: boolean "Apply effectors to children" + * ID|ParticleSettings.child_guide -> apply_guide_to_children: boolean "NO DESCRIPTION" #+ * ID|ParticleSettings.billboard_align -> billboard_align: enum "In respect to what the billboards are aligned" #+ * ID|ParticleSettings.billboard_animation -> billboard_animation: enum "How to animate billboard textures" #+ * ID|ParticleSettings.billboard_object -> billboard_object: pointer "Billboards face this object (default is active camera)" #+ * ID|ParticleSettings.billboard_offset -> billboard_offset: float[2] "NO DESCRIPTION" + * ID|ParticleSettings.billboard_split_offset -> billboard_offset_split: enum "How to offset billboard textures" #+ * ID|ParticleSettings.billboard_tilt -> billboard_tilt: float "Tilt of the billboards" + * ID|ParticleSettings.billboard_random_tilt -> billboard_tilt_random: float "Random tilt of the billboards" #+ * ID|ParticleSettings.billboard_uv_split -> billboard_uv_split: int "Amount of rows/columns to split UV coordinates for billboards" #+ * ID|ParticleSettings.boids -> boids: pointer, "(read-only)" #+ * ID|ParticleSettings.branch_threshold -> branch_threshold: float "Threshold of branching" #+ * ID|ParticleSettings.brownian_factor -> brownian_factor: float "Specify the amount of Brownian motion" #+ * ID|ParticleSettings.child_length -> child_length: float "Length of child paths" + * ID|ParticleSettings.child_length_thres -> child_length_threshold: float "Amount of particles left untouched by child path length" #+ * ID|ParticleSettings.child_nbr -> child_nbr: int "Amount of children/parent" #+ * ID|ParticleSettings.child_radius -> child_radius: float "Radius of children around parent" #+ * ID|ParticleSettings.child_roundness -> child_roundness: float "Roundness of children around parent" #+ * ID|ParticleSettings.child_size -> child_size: float "A multiplier for the child particle size" + * ID|ParticleSettings.child_random_size -> child_size_random: float "Random variation to the size of the child particles" #+ * ID|ParticleSettings.child_type -> child_type: enum "Create child particles" #+ * ID|ParticleSettings.clump_factor -> clump_factor: float "Amount of clumping" + * ID|ParticleSettings.clumppow -> clump_shape: float "Shape of clumping" + * ID|ParticleSettings.amount -> count: int "Total number of particles" + * ID|ParticleSettings.damp_factor -> damping: float "Specify the amount of damping" #+ * ID|ParticleSettings.distribution -> distribution: enum "How to distribute particles on selected element" #+ * ID|ParticleSettings.drag_factor -> drag_factor: float "Specify the amount of air-drag" + * ID|ParticleSettings.draw_as -> draw_method: enum "How particles are drawn in viewport" + * ID|ParticleSettings.display -> draw_percentage: int "Percentage of particles to display in 3D view" #+ * ID|ParticleSettings.draw_size -> draw_size: int "Size of particles on viewport in pixels (0=default)" #+ * ID|ParticleSettings.draw_step -> draw_step: int "How many steps paths are drawn with (power of 2)" #+ * ID|ParticleSettings.dupli_group -> dupli_group: pointer "Show Objects in this Group in place of particles" #+ * ID|ParticleSettings.dupli_object -> dupli_object: pointer "Show this Object in place of particles" #ID|ParticleSettings.dupli_weights -> dupli_weights: collection, "(read-only) Weights for all of the objects in the dupli group" #+ * ID|ParticleSettings.effect_hair -> effect_hair: float "Hair stiffness for effectors" #+ * ID|ParticleSettings.effector_weights -> effector_weights: pointer, "(read-only)" #+ * ID|ParticleSettings.emit_from -> emit_from: enum "Where to emit particles from" + * ID|ParticleSettings.random_factor -> factor_random: float "Give the starting speed a random variation" #+ * ID|ParticleSettings.fluid -> fluid: pointer, "(read-only)" #+ * ID|ParticleSettings.force_field_1 -> force_field_1: pointer, "(read-only)" #+ * ID|ParticleSettings.force_field_2 -> force_field_2: pointer, "(read-only)" #+ * ID|ParticleSettings.frame_end -> frame_end: float "Frame # to stop emitting particles" #+ * ID|ParticleSettings.frame_start -> frame_start: float "Frame # to start emitting particles" #+ * ID|ParticleSettings.grid_resolution -> grid_resolution: int "The resolution of the particle grid" #+ * ID|ParticleSettings.hair_step -> hair_step: int "Number of hair segments" #+ * ID|ParticleSettings.integrator -> integrator: enum "Select physics integrator type" + * ID|ParticleSettings.grid_invert -> invert_grid: boolean "Invert what is considered object and what is not" #+ * ID|ParticleSettings.jitter_factor -> jitter_factor: float "Amount of jitter applied to the sampling" #+ * ID|ParticleSettings.keyed_loops -> keyed_loops: int "Number of times the keys are looped" #+ * ID|ParticleSettings.keys_step -> keys_step: int "NO DESCRIPTION" #+ * ID|ParticleSettings.kink -> kink: enum "Type of periodic offset on the path" #+ * ID|ParticleSettings.kink_amplitude -> kink_amplitude: float "The amplitude of the offset" #+ * ID|ParticleSettings.kink_axis -> kink_axis: enum "Which axis to use for offset" #+ * ID|ParticleSettings.kink_frequency -> kink_frequency: float "The frequency of the offset (1/total length)" #+ * ID|ParticleSettings.kink_shape -> kink_shape: float "Adjust the offset to the beginning/end" + * ID|ParticleSettings.random_length -> length_random: float "Give path length a random variation" #+ * ID|ParticleSettings.lifetime -> lifetime: float "Specify the life span of the particles" + * ID|ParticleSettings.random_lifetime -> lifetime_random: float "Give the particle life a random variation" #+ * ID|ParticleSettings.line_length_head -> line_length_head: float "Length of the lines head" #+ * ID|ParticleSettings.line_length_tail -> line_length_tail: float "Length of the lines tail" + * ID|ParticleSettings.billboard_lock -> lock_billboard: boolean "Lock the billboards align axis" + * ID|ParticleSettings.boids_2d -> lock_boids_to_surface: boolean "Constrain boids to a surface" #+ * ID|ParticleSettings.mass -> mass: float "Specify the mass of the particles" #+ * ID|ParticleSettings.material -> material: int "Specify material used for the particles" #+ * ID|ParticleSettings.normal_factor -> normal_factor: float "Let the surface normal give the particle a starting speed" + * ID|ParticleSettings.object_aligned_factor -> object_align_factor: float[3] "Let the emitter object orientation give the particle a starting speed" #+ * ID|ParticleSettings.object_factor -> object_factor: float "Let the object give the particle a starting speed" #+ * ID|ParticleSettings.particle_factor -> particle_factor: float "Let the target particle give the particle a starting speed" #+ * ID|ParticleSettings.particle_size -> particle_size: float "The size of the particles" #+ * ID|ParticleSettings.path_end -> path_end: float "End time of drawn path" #+ * ID|ParticleSettings.path_start -> path_start: float "Starting time of drawn path" #+ * ID|ParticleSettings.phase_factor -> phase_factor: float "Initial rotation phase" + * ID|ParticleSettings.random_phase_factor -> phase_factor_random: float "Randomize rotation phase" #+ * ID|ParticleSettings.physics_type -> physics_type: enum "Particle physics type" #+ * ID|ParticleSettings.react_event -> react_event: enum "The event of target particles to react on" #+ * ID|ParticleSettings.reaction_shape -> reaction_shape: float "Power of reaction strength dependence on distance to target" #+ * ID|ParticleSettings.reactor_factor -> reactor_factor: float "Let the vector away from the target particles location give the particle a starting speed" #+ * ID|ParticleSettings.render_step -> render_step: int "How many steps paths are rendered with (power of 2)" + * ID|ParticleSettings.ren_as -> render_type: enum "How particles are rendered" + * ID|ParticleSettings.rendered_child_nbr -> rendered_child_count: int "Amount of children/parent for rendering" + * ID|ParticleSettings.random_rotation_factor -> rotation_factor_random: float "Randomize rotation" #+ * ID|ParticleSettings.rotation_mode -> rotation_mode: enum "Particles initial rotation" + * ID|ParticleSettings.rough1 -> roughness_1: float "Amount of location dependent rough" + * ID|ParticleSettings.rough1_size -> roughness_1_size: float "Size of location dependent rough" + * ID|ParticleSettings.rough2 -> roughness_2: float "Amount of random rough" + * ID|ParticleSettings.rough2_size -> roughness_2_size: float "Size of random rough" + * ID|ParticleSettings.rough2_thres -> roughness_2_threshold: float "Amount of particles left untouched by random rough" + * ID|ParticleSettings.rough_end_shape -> roughness_end_shape: float "Shape of end point rough" + * ID|ParticleSettings.rough_endpoint -> roughness_endpoint: float "Amount of end point rough" #ID|ParticleSettings.show_health -> show_health: boolean "Draw boid health" #ID|ParticleSettings.show_material_color -> show_material_color: boolean "Draw particles using materials diffuse color" #ID|ParticleSettings.show_number -> show_number: boolean "Show particle number" #+ * ID|ParticleSettings.show_size -> show_size: boolean "Show particle size" #ID|ParticleSettings.show_unborn -> show_unborn: boolean "Show particles before they are emitted" + * ID|ParticleSettings.velocity -> show_velocity: boolean "Show particle velocity" #+ * ID|ParticleSettings.simplify_rate -> simplify_rate: float "Speed of simplification" #+ * ID|ParticleSettings.simplify_refsize -> simplify_refsize: int "Reference size in pixels, after which simplification begins" #+ * ID|ParticleSettings.simplify_transition -> simplify_transition: float "Transition period for fading out strands" #+ * ID|ParticleSettings.simplify_viewport -> simplify_viewport: float "Speed of Simplification" + * ID|ParticleSettings.random_size -> size_random: float "Give the particle size a random variation" #+ * ID|ParticleSettings.subframes -> subframes: int "Subframes to simulate for improved stability and finer granularity simulations" #+ * ID|ParticleSettings.tangent_factor -> tangent_factor: float "Let the surface tangent give the particle a starting speed" #+ * ID|ParticleSettings.tangent_phase -> tangent_phase: float "Rotate the surface tangent" #+ * ID|ParticleSettings.time_tweak -> time_tweak: float "A multiplier for physics timestep (1.0 means one frame = 1/25 seconds)" #+ * ID|ParticleSettings.trail_count -> trail_count: int "Number of trail particles" #+ * ID|ParticleSettings.type -> type: enum "NO DESCRIPTION" + * ID|ParticleSettings.abs_path_time -> use_absolute_path_time: boolean "Path timing is in absolute frames" + * ID|ParticleSettings.animate_branching -> use_animate_branching: boolean "Animate branching" + * ID|ParticleSettings.branching -> use_branching: boolean "Branch child paths from each other" + * ID|ParticleSettings.died -> use_dead: boolean "Show particles after they have died" + * ID|ParticleSettings.die_on_collision -> use_die_on_collision: boolean "Particles die when they collide with a deflector object" + * ID|ParticleSettings.rotation_dynamic -> use_dynamic_rotation: boolean "Sets rotation to dynamic/constant" + * ID|ParticleSettings.trand -> use_emit_random: boolean "Emit in random order of elements" + * ID|ParticleSettings.even_distribution -> use_even_distribution: boolean "Use even distribution from faces based on face areas or edge lengths" #+ * ID|ParticleSettings.use_global_dupli -> use_global_dupli: boolean "Use objects global coordinates for duplication" #+ * ID|ParticleSettings.use_group_count -> use_group_count: boolean "Use object multiple times in the same group" + * ID|ParticleSettings.rand_group -> use_group_pick_random: boolean "Pick objects from group randomly" + * ID|ParticleSettings.hair_bspline -> use_hair_bspline: boolean "Interpolate hair using B-Splines" + * ID|ParticleSettings.sizemass -> use_multiply_size_mass: boolean "Multiply mass by particle size" + * ID|ParticleSettings.parent -> use_parent_particles: boolean "Render parent particles" + * ID|ParticleSettings.react_multiple -> use_react_multiple: boolean "React multiple times" + * ID|ParticleSettings.react_start_end -> use_react_start_end: boolean "Give birth to unreacted particles eventually" + * ID|ParticleSettings.render_adaptive -> use_render_adaptive: boolean "Draw steps of the particle path" + * ID|ParticleSettings.emitter -> use_render_emitter: boolean "Render emitter Object also" + * ID|ParticleSettings.self_effect -> use_self_effect: boolean "Particle effectors effect themselves" + * ID|ParticleSettings.enable_simplify -> use_simplify: boolean "Remove child strands as the object becomes smaller on the screen" + * ID|ParticleSettings.viewport -> use_simplify_viewport: boolean "NO DESCRIPTION" + * ID|ParticleSettings.size_deflect -> use_size_deflect: boolean "Use particles size in deflection" + * ID|ParticleSettings.render_strand -> use_strand_primitive: boolean "Use the strand primitive for rendering" + * ID|ParticleSettings.symmetric_branching -> use_symmetric_branching: boolean "Start and end points are the same" + * ID|ParticleSettings.velocity_length -> use_velocity_length: boolean "Multiply line length by particle speed" + * ID|ParticleSettings.whole_group -> use_whole_group: boolean "Use whole group at once" #+ * ID|ParticleSettings.userjit -> userjit: int "Emission locations / face (0 = automatic)" #+ * ID|ParticleSettings.virtual_parents -> virtual_parents: float "Relative amount of virtual parents" #+ * ID|Scene.active_keying_set -> active_keying_set: pointer "Active Keying Set used to insert/delete keyframes" #+ * ID|Scene.active_keying_set_index -> active_keying_set_index: int "Current Keying Set index (negative for builtin and positive for absolute)" #+ * ID|Scene.animation_data -> animation_data: pointer, "(read-only) Animation data for this datablock" #ID|Scene.audio_distance_model -> audio_distance_model: enum "Distance model for distance attenuation calculation" #ID|Scene.audio_doppler_factor -> audio_doppler_factor: float "Pitch factor for Doppler effect calculation" #ID|Scene.audio_doppler_speed -> audio_doppler_speed: float "Speed of sound for Doppler effect calculation" #ID|Scene.background_set -> background_set: pointer "Background set scene" #+ * ID|Scene.camera -> camera: pointer "Active camera used for rendering the scene" #+ * ID|Scene.cursor_location -> cursor_location: float[3] "3D cursor location" #+ * 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_preview_end -> frame_preview_end: int "Alternative end frame for UI playback" #ID|Scene.frame_preview_start -> frame_preview_start: int "Alternative start frame for UI playback" #+ * ID|Scene.frame_start -> frame_start: int "First frame of the playback/rendering range" #+ * ID|Scene.frame_step -> frame_step: int "Number of frames to skip forward while rendering/playing back each frame" #ID|Scene.game_settings -> game_settings: pointer, "(read-only)" #+ * ID|Scene.gravity -> gravity: float[3] "Constant acceleration in a given direction" #+ * ID|Scene.grease_pencil -> grease_pencil: pointer "Grease Pencil datablock" #ID|Scene.is_nla_tweakmode -> is_nla_tweakmode: boolean, "(read-only) Indicates whether there is any action referenced by NLA being edited. Strictly read-only" #+ * ID|Scene.keying_sets -> keying_sets: collection, "(read-only) Absolute Keying Sets for this Scene" #ID|Scene.keying_sets_all -> keying_sets_all: collection, "(read-only) All Keying Sets available for use (builtins and Absolute Keying Sets for this Scene)" #+ * ID|Scene.layers -> layers: boolean[20] "Layers visible when rendering the scene" #+ * ID|Scene.network_render -> network_render: pointer, "(read-only) Network Render Settings" #+ * ID|Scene.nodetree -> nodetree: pointer, "(read-only) Compositing node tree" #ID|Scene.object_bases -> object_bases: collection, "(read-only)" #+ * ID|Scene.objects -> objects: collection, "(read-only)" #+ * ID|Scene.orientations -> orientations: collection, "(read-only)" #+ * ID|Scene.pose_templates -> pose_templates: pointer, "(read-only) Pose Template Settings" #+ * ID|Scene.render -> render: pointer, "(read-only)" #+ * ID|Scene.sequence_editor -> sequence_editor: pointer, "(read-only)" #+ * ID|Scene.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_audio -> use_audio: boolean "Play back of audio from Sequence Editor will be muted" #ID|Scene.use_audio_scrub -> use_audio_scrub: boolean "Play audio from Sequence Editor while scrubbing" #ID|Scene.use_audio_sync -> use_audio_sync: boolean "Play back and sync with audio clock, dropping frames if frame display is too slow" #ID|Scene.use_frame_drop -> use_frame_drop: boolean "Play back dropping frames if frame display is too slow" #+ * ID|Scene.use_gravity -> use_gravity: boolean "Use global gravity for all dynamics" #+ * ID|Scene.use_nodes -> use_nodes: boolean "Enable the compositing node tree" #+ * ID|Scene.use_preview_range -> use_preview_range: boolean "Use an alternative start/end frame for UI playback, rather than the scene start/end frame" #ID|Scene.use_stamp_note -> use_stamp_note: string "User define note for the render stamping" #+ * ID|Scene.world -> world: pointer "World used for rendering the scene" #+ * ID|Screen.areas -> areas: collection, "(read-only) Areas the screen is subdivided into" #ID|Screen.is_animation_playing -> is_animation_playing: boolean, "(read-only) Animation playback is active" #+ * ID|Screen.scene -> scene: pointer "Active scene to be edited in the screen" #ID|Screen.show_fullscreen -> show_fullscreen: boolean, "(read-only) An area is maximised, filling this screen" #+ * ID|Sound.filepath -> filepath: string "Sound sample file used by this Sound datablock" #+ * ID|Sound.packed_file -> packed_file: pointer, "(read-only)" #ID|Sound.use_memory_cache -> use_memory_cache: boolean "The sound file is decoded and loaded into RAM" #+ * ID|Text.current_character -> current_character: int, "(read-only) Index of current character in current line, and also start index of character in selection if one exists" #+ * ID|Text.current_line -> current_line: pointer, "(read-only) Current line, and start line of selection if one exists" #+ * ID|Text.filepath -> filepath: string "Filename of the text file" #ID|Text.is_dirty -> is_dirty: boolean, "(read-only) Text file has been edited since last save" #ID|Text.is_in_memory -> is_in_memory: boolean, "(read-only) Text file is in memory, without a corresponding file on disk" #ID|Text.is_modified -> is_modified: boolean, "(read-only) Text file on disk is different than the one in memory" #+ * ID|Text.lines -> lines: collection, "(read-only) Lines of text" #+ * ID|Text.markers -> markers: collection, "(read-only) Text markers highlighting part of the text" #ID|Text.select_end_character -> select_end_character: int, "(read-only) Index of character after end of selection in the selection end line" #ID|Text.select_end_line -> select_end_line: pointer, "(read-only) End line of selection" #+ * ID|Text.use_module -> use_module: boolean "Register this text as a module on loading, Text name must end with .py" #ID|Text.use_tabs_as_spaces -> use_tabs_as_spaces: boolean "Automatically converts all new tabs into spaces" #+ * ID|Texture.animation_data -> animation_data: pointer, "(read-only) Animation data for this datablock" #+ * ID|Texture.color_ramp -> color_ramp: pointer, "(read-only)" #+ * ID|Texture.contrast -> contrast: float "NO DESCRIPTION" #+TODO MAKE COLOR * ID|Texture.factor_blue -> factor_blue: float "NO DESCRIPTION" #+TODO MAKE COLOR * ID|Texture.factor_green -> factor_green: float "NO DESCRIPTION" #+TODO MAKE COLOR * ID|Texture.factor_red -> factor_red: float "NO DESCRIPTION" + * ID|Texture.brightness -> intensity: float "NO DESCRIPTION" #+ * ID|Texture.node_tree -> node_tree: pointer, "(read-only) Node tree for node-based textures" #+ * ID|Texture.saturation -> saturation: float "NO DESCRIPTION" #+ * ID|Texture.type -> type: enum "NO DESCRIPTION" #+ * ID|Texture.use_color_ramp -> use_color_ramp: boolean "Toggle color ramp operations" #+ * ID|Texture.use_nodes -> use_nodes: boolean "Make this a node-based texture" #+ * ID|Texture.use_preview_alpha -> use_preview_alpha: boolean "Show Alpha in Preview Render" #+ * ID|Texture|BlendTexture.flip_axis -> flip_axis: enum "Flips the textures X and Y axis" #+ * ID|Texture|BlendTexture.progression -> progression: enum "Sets the style of the color blending" + * ID|Texture|CloudsTexture.stype -> cloud_type: enum "NO DESCRIPTION" #+ * ID|Texture|CloudsTexture.nabla -> nabla: float "Size of derivative offset used for calculating normal" #+ * ID|Texture|CloudsTexture.noise_basis -> noise_basis: enum "Sets the noise basis used for turbulence" #+ * ID|Texture|CloudsTexture.noise_depth -> noise_depth: int "Sets the depth of the cloud calculation" + * ID|Texture|CloudsTexture.noise_size -> noise_scale: float "Sets scaling for noise input" #+ * ID|Texture|CloudsTexture.noise_type -> noise_type: enum "NO DESCRIPTION" #+ * ID|Texture|DistortedNoiseTexture.distortion -> distortion: float "NO DESCRIPTION" #+ * ID|Texture|DistortedNoiseTexture.nabla -> nabla: float "Size of derivative offset used for calculating normal" #+ * ID|Texture|DistortedNoiseTexture.noise_basis -> noise_basis: enum "Sets the noise basis used for turbulence" #+ * ID|Texture|DistortedNoiseTexture.noise_distortion -> noise_distortion: enum "Sets the noise basis for the distortion" + * ID|Texture|DistortedNoiseTexture.noise_size -> noise_scale: float "Sets scaling for noise input" #+ * ID|Texture|EnvironmentMapTexture.environment_map -> environment_map: pointer, "(read-only) Gets the environment map associated with this texture" #+ * ID|Texture|EnvironmentMapTexture.filter_eccentricity -> filter_eccentricity: int "Maximum eccentricity. Higher gives less blur at distant/oblique angles, but is also slower" #+ * ID|Texture|EnvironmentMapTexture.filter_probes -> filter_probes: int "Maximum number of samples. Higher gives less blur at distant/oblique angles, but is also slower" #+ * ID|Texture|EnvironmentMapTexture.filter_size -> filter_size: float "Multiplies the filter size used by MIP Map and Interpolation" + * ID|Texture|EnvironmentMapTexture.filter -> filter_type: enum "Texture filter to use for sampling image" #+ * ID|Texture|EnvironmentMapTexture.image -> image: pointer "Source image file to read the environment map from" #+ * ID|Texture|EnvironmentMapTexture.image_user -> image_user: pointer, "(read-only) Parameters defining which layer, pass and frame of the image is displayed" + * ID|Texture|EnvironmentMapTexture.filter_size_minimum -> use_filter_size_min: boolean "Use Filter Size as a minimal filter value in pixels" + * ID|Texture|EnvironmentMapTexture.mipmap -> use_mipmap: boolean "Uses auto-generated MIP maps for the image" + * ID|Texture|EnvironmentMapTexture.mipmap_gauss -> use_mipmap_gauss: boolean "Uses Gauss filter to sample down MIP maps" #+ * ID|Texture|ImageTexture.checker_distance -> checker_distance: float "Sets distance between checker tiles" #+ * ID|Texture|ImageTexture.crop_max_x -> crop_max_x: float "Sets maximum X value to crop the image" #+ * ID|Texture|ImageTexture.crop_max_y -> crop_max_y: float "Sets maximum Y value to crop the image" #+ * ID|Texture|ImageTexture.crop_min_x -> crop_min_x: float "Sets minimum X value to crop the image" #+ * ID|Texture|ImageTexture.crop_min_y -> crop_min_y: float "Sets minimum Y value to crop the image" #+ * ID|Texture|ImageTexture.extension -> extension: enum "Sets how the image is extrapolated past its original bounds" #+ * ID|Texture|ImageTexture.filter_eccentricity -> filter_eccentricity: int "Maximum eccentricity. Higher gives less blur at distant/oblique angles, but is also slower" #+ * ID|Texture|ImageTexture.filter_probes -> filter_probes: int "Maximum number of samples. Higher gives less blur at distant/oblique angles, but is also slower" #+ * ID|Texture|ImageTexture.filter_size -> filter_size: float "Multiplies the filter size used by MIP Map and Interpolation" + * ID|Texture|ImageTexture.filter -> filter_type: enum "Texture filter to use for sampling image" #+ * ID|Texture|ImageTexture.image -> image: pointer "NO DESCRIPTION" #+ * ID|Texture|ImageTexture.image_user -> image_user: pointer, "(read-only) Parameters defining which layer, pass and frame of the image is displayed" #+ * ID|Texture|ImageTexture.invert_alpha -> invert_alpha: boolean "Inverts all the alpha values in the image" #+ * ID|Texture|ImageTexture.normal_space -> normal_space: enum "Sets space of normal map image" #+ * ID|Texture|ImageTexture.repeat_x -> repeat_x: int "Sets a repetition multiplier in the X direction" #+ * ID|Texture|ImageTexture.repeat_y -> repeat_y: int "Sets a repetition multiplier in the Y direction" #+ * ID|Texture|ImageTexture.use_alpha -> use_alpha: boolean "Uses the alpha channel information in the image" + * ID|Texture|ImageTexture.calculate_alpha -> use_calculate_alpha: boolean "Calculates an alpha channel based on RGB values in the image" + * ID|Texture|ImageTexture.checker_even -> use_checker_even: boolean "Sets even checker tiles" + * ID|Texture|ImageTexture.checker_odd -> use_checker_odd: boolean "Sets odd checker tiles" + * ID|Texture|ImageTexture.filter_size_minimum -> use_filter_size_min: boolean "Use Filter Size as a minimal filter value in pixels" + * ID|Texture|ImageTexture.flip_axis -> use_flip_axis: boolean "Flips the textures X and Y axis" + * ID|Texture|ImageTexture.interpolation -> use_interpolation: boolean "Interpolates pixels using Area filter" + * ID|Texture|ImageTexture.mipmap -> use_mipmap: boolean "Uses auto-generated MIP maps for the image" + * ID|Texture|ImageTexture.mipmap_gauss -> use_mipmap_gauss: boolean "Uses Gauss filter to sample down MIP maps" + * ID|Texture|ImageTexture.mirror_x -> use_mirror_x: boolean "Mirrors the image repetition on the X direction" + * ID|Texture|ImageTexture.mirror_y -> use_mirror_y: boolean "Mirrors the image repetition on the Y direction" + * ID|Texture|ImageTexture.normal_map -> use_normal_map: boolean "Uses image RGB values for normal mapping" #+ * ID|Texture|MagicTexture.noise_depth -> noise_depth: int "Sets the depth of the cloud calculation" #+ * ID|Texture|MagicTexture.turbulence -> turbulence: float "Sets the turbulence of the bandnoise and ringnoise types" + * ID|Texture|MarbleTexture.stype -> marble_type: enum "NO DESCRIPTION" #+ * ID|Texture|MarbleTexture.nabla -> nabla: float "Size of derivative offset used for calculating normal" #+ * ID|Texture|MarbleTexture.noise_basis -> noise_basis: enum "Sets the noise basis used for turbulence" #+ * ID|Texture|MarbleTexture.noise_depth -> noise_depth: int "Sets the depth of the cloud calculation" + * ID|Texture|MarbleTexture.noise_size -> noise_scale: float "Sets scaling for noise input" #+ * ID|Texture|MarbleTexture.noise_type -> noise_type: enum "NO DESCRIPTION" + * ID|Texture|MarbleTexture.noisebasis2 -> noisebasis_2: enum "NO DESCRIPTION" #+ * ID|Texture|MarbleTexture.turbulence -> turbulence: float "Sets the turbulence of the bandnoise and ringnoise types" + * ID|Texture|MusgraveTexture.highest_dimension -> dimension_max: float "Highest fractal dimension" #+ * ID|Texture|MusgraveTexture.gain -> gain: float "The gain multiplier" #+ * ID|Texture|MusgraveTexture.lacunarity -> lacunarity: float "Gap between successive frequencies" #+ * ID|Texture|MusgraveTexture.musgrave_type -> musgrave_type: enum "NO DESCRIPTION" #+ * ID|Texture|MusgraveTexture.nabla -> nabla: float "Size of derivative offset used for calculating normal" #+ * ID|Texture|MusgraveTexture.noise_basis -> noise_basis: enum "Sets the noise basis used for turbulence" #+ * ID|Texture|MusgraveTexture.noise_intensity -> noise_intensity: float "NO DESCRIPTION" + * ID|Texture|MusgraveTexture.noise_size -> noise_scale: float "Sets scaling for noise input" #+ * ID|Texture|MusgraveTexture.octaves -> octaves: float "Number of frequencies used" #+ * ID|Texture|MusgraveTexture.offset -> offset: float "The fractal offset" #ID|Texture|PointDensityTexture.point_density -> point_density: pointer, "(read-only) The point density settings associated with this texture" #+ * ID|Texture|StucciTexture.noise_basis -> noise_basis: enum "Sets the noise basis used for turbulence" + * ID|Texture|StucciTexture.noise_size -> noise_scale: float "Sets scaling for noise input" #+ * ID|Texture|StucciTexture.noise_type -> noise_type: enum "NO DESCRIPTION" + * ID|Texture|StucciTexture.stype -> stucci_type: enum "NO DESCRIPTION" #+ * ID|Texture|StucciTexture.turbulence -> turbulence: float "Sets the turbulence of the bandnoise and ringnoise types" + * ID|Texture|VoronoiTexture.coloring -> color_mode: enum "NO DESCRIPTION" #+ * ID|Texture|VoronoiTexture.distance_metric -> distance_metric: enum "NO DESCRIPTION" #+ * ID|Texture|VoronoiTexture.minkovsky_exponent -> minkovsky_exponent: float "Minkovsky exponent" #+ * ID|Texture|VoronoiTexture.nabla -> nabla: float "Size of derivative offset used for calculating normal" #+ * ID|Texture|VoronoiTexture.noise_intensity -> noise_intensity: float "NO DESCRIPTION" + * ID|Texture|VoronoiTexture.noise_size -> noise_scale: float "Sets scaling for noise input" #+ * ID|Texture|VoronoiTexture.weight_1 -> weight_1: float "Voronoi feature weight 1" #+ * ID|Texture|VoronoiTexture.weight_2 -> weight_2: float "Voronoi feature weight 2" #+ * ID|Texture|VoronoiTexture.weight_3 -> weight_3: float "Voronoi feature weight 3" #+ * ID|Texture|VoronoiTexture.weight_4 -> weight_4: float "Voronoi feature weight 4" #+ * ID|Texture|VoxelDataTexture.image -> image: pointer "NO DESCRIPTION" #+ * ID|Texture|VoxelDataTexture.image_user -> image_user: pointer, "(read-only) Parameters defining which layer, pass and frame of the image is displayed" #ID|Texture|VoxelDataTexture.voxel_data -> voxel_data: pointer, "(read-only) The voxel data associated with this texture" #+ * ID|Texture|WoodTexture.nabla -> nabla: float "Size of derivative offset used for calculating normal" #+ * ID|Texture|WoodTexture.noise_basis -> noise_basis: enum "Sets the noise basis used for turbulence" + * ID|Texture|WoodTexture.noise_size -> noise_scale: float "Sets scaling for noise input" #+ * ID|Texture|WoodTexture.noise_type -> noise_type: enum "NO DESCRIPTION" + * ID|Texture|WoodTexture.noisebasis2 -> noisebasis_2: enum "NO DESCRIPTION" #+ * ID|Texture|WoodTexture.turbulence -> turbulence: float "Sets the turbulence of the bandnoise and ringnoise types" + * ID|Texture|WoodTexture.stype -> wood_type: enum "NO DESCRIPTION" #+ * ID|VectorFont.filepath -> filepath: string, "(read-only)" #+ * ID|VectorFont.packed_file -> packed_file: pointer, "(read-only)" #TODO, move into collectin * ID|WindowManager.active_keyconfig -> active_keyconfig: pointer "NO DESCRIPTION" #+ * ID|WindowManager.default_keyconfig -> default_keyconfig: pointer, "(read-only)" #+ * ID|WindowManager.keyconfigs -> keyconfigs: collection, "(read-only) Registered key configurations" #+ * ID|WindowManager.operators -> operators: collection, "(read-only) Operator registry" #+ * ID|WindowManager.windows -> windows: collection, "(read-only) Open windows" #+ * ID|World.active_texture -> active_texture: pointer "Active texture slot being displayed" #+ * ID|World.active_texture_index -> active_texture_index: int "Index of active texture slot" #+ * ID|World.ambient_color -> ambient_color: float[3] "NO DESCRIPTION" #+ * ID|World.animation_data -> animation_data: pointer, "(read-only) Animation data for this datablock" + * ID|World.range -> color_range: float "The color range that will be mapped to 0-1" #+ * ID|World.exposure -> exposure: float "Amount of exponential color correction for light" #+ * ID|World.horizon_color -> horizon_color: float[3] "Color at the horizon" + * ID|World.lighting -> light_settings: pointer, "(read-only) World lighting settings" + * ID|World.mist -> mist_settings: pointer, "(read-only) World mist settings" + * ID|World.stars -> star_settings: pointer, "(read-only) World stars settings" #+ * ID|World.texture_slots -> texture_slots: collection, "(read-only) Texture slots defining the mapping and influence of textures" + * ID|World.blend_sky -> use_sky_blend: boolean "Render background with natural progression from horizon to zenith" + * ID|World.paper_sky -> use_sky_paper: boolean "Flatten blend or texture coordinates" + * ID|World.real_sky -> use_sky_real: boolean "Render background with a real horizon, relative to the camera angle" #+ * ID|World.zenith_color -> zenith_color: float[3] "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.damping_epsilon -> damping_epsilon: float "Singular value under which damping is progressively applied. Higher values=more stability, less reactivity. Default=0.1" #IKParam|Itasc.damping_max -> damping_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.iterations -> iterations: int "Maximum number of iterations for convergence in case of reiteration" #+ * IKParam|Itasc.mode -> mode: enum "NO DESCRIPTION" #+ * IKParam|Itasc.precision -> precision: float "Precision of convergence in case of reiteration" #IKParam|Itasc.reiteration_method -> reiteration_method: enum "Defines if the solver is allowed to reiterate (converges until precision is met) on none, first or all frames" #+ * IKParam|Itasc.solver -> solver: enum "Solving method selection: Automatic damping or manual damping" #IKParam|Itasc.step_count -> step_count: int "Divides the frame interval into this many steps" #IKParam|Itasc.step_max -> step_max: float "Higher bound for timestep in second in case of automatic substeps" #IKParam|Itasc.step_min -> step_min: float "Lower bound for timestep in second in case of automatic substeps" #IKParam|Itasc.use_auto_step -> use_auto_step: boolean "Automatically determine the optimal number of steps for best performance/accuracy trade off" #IKParam|Itasc.velocity_max -> velocity_max: float "Maximum joint velocity in rad/s. Default=50" #+ * ImageUser.fields_per_frame -> fields_per_frame: int "The number of fields per rendered frame (2 fields is 1 image)" + * ImageUser.frames -> frame_duration: int "Sets the number of images of a movie to use" + * ImageUser.offset -> frame_offset: int "Offsets the number of the frame to use in the animation" #+ * ImageUser.frame_start -> frame_start: int "Sets the global starting frame of the movie" #+ * 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.auto_refresh -> use_auto_refresh: boolean "Always refresh image on frame changes" + * ImageUser.cyclic -> use_cyclic: boolean "Cycle the images in the movie" #KeyConfig.is_user_defined -> is_user_defined: boolean, "(read-only) Indicates that a keyconfig was defined by the user" #+ * KeyConfig.keymaps -> keymaps: collection, "(read-only) Key maps configured as part of this configuration" #+ * KeyConfig.name -> name: string "Name of the key configuration" #KeyMap.is_modal -> is_modal: boolean, "(read-only) Indicates that a keymap is used for translate modal events for an operator" #KeyMap.is_user_defined -> is_user_defined: boolean "Keymap is defined by the user" #+ * KeyMap.items -> items: collection, "(read-only) Items in the keymap, linking an operator to an input event" #+ * KeyMap.name -> name: string, "(read-only) Name of the key map" #+ * KeyMap.region_type -> region_type: enum, "(read-only) Optional region type keymap is associated with" #KeyMap.show_expanded_children -> show_expanded_children: boolean "Children expanded in the user interface" #KeyMap.show_expanded_items -> show_expanded_items: boolean "Expanded in the user interface" #+ * KeyMap.space_type -> space_type: enum, "(read-only) Optional space type keymap is associated with" #TODO MOVE TO COLLECTION * KeyMapItem.active -> active: boolean "Activate or deactivate item" #+ * KeyMapItem.id -> id: int, "(read-only) ID of the item" #+ * KeyMapItem.idname -> idname: string "Identifier of operator to call on input event" #+ * KeyMapItem.key_modifier -> key_modifier: enum "Regular key pressed as a modifier" #+ * KeyMapItem.map_type -> map_type: enum "Type of event mapping" #+ * KeyMapItem.name -> name: string, "(read-only) Name of operator to call on input event" + * KeyMapItem.alt -> pressed_alt: boolean "Alt key pressed" + * KeyMapItem.any -> pressed_any: boolean "Any modifier keys pressed" + * KeyMapItem.ctrl -> pressed_ctrl: boolean "Control key pressed" + * KeyMapItem.oskey -> pressed_oskey: boolean "Operating system key pressed" + * KeyMapItem.shift -> pressed_shift: boolean "Shift key pressed" #+ * KeyMapItem.properties -> properties: pointer, "(read-only) Properties to set when the operator is called" #TODO * KeyMapItem.propvalue -> propvalue: enum "The value this event translates to in a modal keymap" #KeyMapItem.show_expanded -> show_expanded: boolean "Show key map event and property details in the user interface" #+ * KeyMapItem.type -> type: enum "Type of event" #+ * KeyMapItem.value -> value: enum "NO DESCRIPTION" #+ * Keyframe.co -> co: float[2] "Coordinates of the control point" #Keyframe.handle_left -> handle_left: float[2] "Coordinates of the first handle" #Keyframe.handle_left_type -> handle_left_type: enum "Handle types" #Keyframe.handle_right -> handle_right: float[2] "Coordinates of the second handle" #Keyframe.handle_right_type -> handle_right_type: enum "Handle types" #+ * Keyframe.interpolation -> interpolation: enum "Interpolation method to use for segment of the curve from this Keyframe until the next Keyframe" #+ * Keyframe.select_control_point -> select_control_point: boolean "Control point selection status" #+ * Keyframe.select_left_handle -> select_left_handle: boolean "Handle 1 selection status" #+ * Keyframe.select_right_handle -> select_right_handle: boolean "Handle 2 selection status" #+ * Keyframe.type -> type: enum "The type of keyframe" #TODO MOVE TO COLLECTION * KeyingSet.active_path -> active_path: pointer "Active Keying Set used to insert/delete keyframes" #+ * KeyingSet.active_path_index -> active_path_index: int "Current Keying Set index" #KeyingSet.is_path_absolute -> is_path_absolute: boolean, "(read-only) Keying Set defines specific paths/settings to be keyframed (i.e. is not reliant on context info)" #+ * KeyingSet.name -> name: string "NO DESCRIPTION" #+ * KeyingSet.paths -> paths: collection, "(read-only) Keying Set Paths to define settings that get keyframed together" #+ * KeyingSet.type_info -> type_info: pointer, "(read-only) Callback function defines for built-in Keying Sets" #KeyingSet.use_insertkey_needed -> use_insertkey_needed: boolean "Only insert keyframes where theyre needed in the relevant F-Curves" #KeyingSet.use_insertkey_visual -> use_insertkey_visual: boolean "Insert keyframes based on visual transforms" #KeyingSet.use_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.bl_idname -> bl_idname: string "NO DESCRIPTION" #+ * KeyingSetInfo.bl_label -> bl_label: string "NO DESCRIPTION" #KeyingSetInfo.use_insertkey_needed -> use_insertkey_needed: boolean "Only insert keyframes where theyre needed in the relevant F-Curves" #KeyingSetInfo.use_insertkey_visual -> use_insertkey_visual: boolean "Insert keyframes based on visual transforms" #KeyingSetInfo.use_insertkey_xyz_to_rgb -> use_insertkey_xyz_to_rgb: boolean "Color for newly added transformation F-Curves (Location, Rotation, Scale) and also Color is based on the transform axis" #+ * KeyingSetPath.array_index -> array_index: int "Index to the specific setting if applicable" #+ * KeyingSetPath.data_path -> data_path: string "Path to property setting" #+ * KeyingSetPath.group -> group: string "Name of Action Group to assign setting(s) for this path to" #KeyingSetPath.group_method -> 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.use_entire_array -> use_entire_array: boolean "When an array/vector type is chosen (Location, Rotation, Color, etc.), entire array is to be used" #KeyingSetPath.use_insertkey_needed -> use_insertkey_needed: boolean "Only insert keyframes where theyre needed in the relevant F-Curves" #KeyingSetPath.use_insertkey_visual -> use_insertkey_visual: boolean "Insert keyframes based on visual transforms" #KeyingSetPath.use_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_brightness: 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[3], "(read-only)" #LatticePoint.co_deform -> co_deform: float[3] "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.filepath -> filepath: string, "(read-only) Path to the .blend file" #+ * Main.fonts -> fonts: collection, "(read-only) Vector font datablocks." #Main.grease_pencil -> grease_pencil: collection, "(read-only) Grease Pencil datablocks." #+ * Main.groups -> groups: collection, "(read-only) Group datablocks." #+ * Main.images -> images: collection, "(read-only) Image datablocks." #Main.is_dirty -> is_dirty: boolean, "(read-only) Has the current session been saved to disk as a .blend file" #+ * Main.lamps -> lamps: collection, "(read-only) Lamp datablocks." #+ * Main.lattices -> lattices: collection, "(read-only) Lattice datablocks." #+ * Main.libraries -> libraries: collection, "(read-only) Library datablocks." #+ * Main.materials -> materials: collection, "(read-only) Material datablocks." #+ * Main.meshes -> meshes: collection, "(read-only) Mesh datablocks." #+ * Main.metaballs -> metaballs: collection, "(read-only) Metaball datablocks." #+ * Main.node_groups -> node_groups: collection, "(read-only) Node group datablocks." #+ * Main.objects -> objects: collection, "(read-only) Object datablocks." #+ * Main.particles -> particles: collection, "(read-only) Particle datablocks." #+ * Main.scenes -> scenes: collection, "(read-only) Scene datablocks." #+ * Main.screens -> screens: collection, "(read-only) Screen datablocks." #+ * Main.scripts -> scripts: collection, "(read-only) Script datablocks (DEPRECATED)." + * Main.debug -> show_debug: boolean "Print debugging information in console" #+ * Main.sounds -> sounds: collection, "(read-only) Sound datablocks." #+ * Main.texts -> texts: collection, "(read-only) Text datablocks." #+ * Main.textures -> textures: collection, "(read-only) Texture datablocks." #+ * Main.window_managers -> window_managers: collection, "(read-only) Window manager datablocks." #+ * Main.worlds -> worlds: collection, "(read-only) World datablocks." #+ * MaterialHalo.add -> add: float "Sets the strength of the add effect" #+ * MaterialHalo.flare_boost -> flare_boost: float "Gives the flare extra strength" #+ * MaterialHalo.flare_seed -> flare_seed: int "Specifies an offset in the flare seed table" #+ * MaterialHalo.flare_size -> flare_size: float "Sets the factor by which the flare is larger than the halo" + * MaterialHalo.flares_sub -> flare_subflare_count: int "Sets the number of subflares" + * MaterialHalo.flare_subsize -> flare_subflare_size: float "Sets the dimension of the subflares, dots and circles" #+ * MaterialHalo.hardness -> hardness: 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.show_shaded -> show_shaded: boolean "Lets halo receive light and shadows from external objects" #+ * MaterialHalo.size -> size: float "Sets the dimension of the halo" + * MaterialHalo.star_tips -> star_tip_count: int "Sets the number of points on the star shaped halo" + * MaterialHalo.xalpha -> use_extreme_alpha: boolean "Uses extreme alpha" + * MaterialHalo.flare_mode -> use_flare_mode: boolean "Renders halo as a lensflare" + * MaterialHalo.lines -> use_lines: boolean "Renders star shaped lines over halo" + * MaterialHalo.ring -> use_ring: boolean "Renders rings over halo" + * MaterialHalo.soft -> use_soft: boolean "Softens the edges of halos at intersections with other geometry" + * MaterialHalo.star -> use_star: boolean "Renders halo as a star" + * MaterialHalo.texture -> use_texture: boolean "Gives halo a texture" + * MaterialHalo.vertex_normal -> use_vertex_normal: boolean "Uses the vertex normal to specify the dimension of the halo" + * MaterialPhysics.damp -> damping: float "Damping of the spring force, when inside the physics distance area" #+ * MaterialPhysics.distance -> distance: float "Distance of the physics area" #+ * MaterialPhysics.elasticity -> elasticity: float "Elasticity of collisions" #+ * MaterialPhysics.force -> force: float "Upward spring force, when inside the physics distance area" #+ * MaterialPhysics.friction -> friction: float "Coulomb friction coefficient, when inside the physics distance area" + * MaterialPhysics.align_to_normal -> use_normal_align: boolean "Align dynamic game objects along the surface normal, when inside the physics distance area" #+ * MaterialRaytraceMirror.depth -> depth: int "Maximum allowed number of light inter-reflections" #+ * MaterialRaytraceMirror.distance -> distance: float "Maximum distance of reflected rays. Reflections further than this range fade to sky color or material color" #+ * MaterialRaytraceMirror.fade_to -> fade_to: enum "The color that rays with no intersection within the Max Distance take. Material color can be best for indoor scenes, sky color for outdoor" #+ * MaterialRaytraceMirror.fresnel -> fresnel: float "Power of Fresnel for mirror reflection" #+ * MaterialRaytraceMirror.fresnel_factor -> fresnel_factor: float "Blending factor for Fresnel" #+ * MaterialRaytraceMirror.gloss_anisotropic -> gloss_anisotropic: float "The shape of the reflection, from 0.0 (circular) to 1.0 (fully stretched along the tangent" #+ * MaterialRaytraceMirror.gloss_factor -> gloss_factor: float "The shininess of the reflection. Values < 1.0 give diffuse, blurry reflections" #+ * MaterialRaytraceMirror.gloss_samples -> gloss_samples: int "Number of cone samples averaged for blurry reflections" #+ * MaterialRaytraceMirror.gloss_threshold -> gloss_threshold: float "Threshold for adaptive sampling. If a sample contributes less than this amount (as a percentage), sampling is stopped" #+ * MaterialRaytraceMirror.reflect_factor -> reflect_factor: float "Sets the amount mirror reflection for raytrace" #+ * MaterialRaytraceMirror.use -> use: boolean "Enable raytraced reflections" #+ * MaterialRaytraceTransparency.depth -> depth: int "Maximum allowed number of light inter-refractions" + * MaterialRaytraceTransparency.limit -> depth_max: float "Maximum depth for light to travel through the transparent material before becoming fully filtered (0.0 is disabled)" #+ * MaterialRaytraceTransparency.falloff -> falloff: float "Falloff power for transmissivity filter effect (1.0 is linear)" #+ * MaterialRaytraceTransparency.filter -> filter: float "Amount to blend in the materials diffuse color in raytraced transparency (simulating absorption)" #+ * MaterialRaytraceTransparency.fresnel -> fresnel: float "Power of Fresnel for transparency (Ray or ZTransp)" #+ * MaterialRaytraceTransparency.fresnel_factor -> fresnel_factor: float "Blending factor for Fresnel" #+ * MaterialRaytraceTransparency.gloss_factor -> gloss_factor: float "The clarity of the refraction. Values < 1.0 give diffuse, blurry refractions" #+ * MaterialRaytraceTransparency.gloss_samples -> gloss_samples: int "Number of cone samples averaged for blurry refractions" #+ * MaterialRaytraceTransparency.gloss_threshold -> gloss_threshold: float "Threshold for adaptive sampling. If a sample contributes less than this amount (as a percentage), sampling is stopped" #+ * MaterialRaytraceTransparency.ior -> ior: float "Sets angular index of refraction for raytraced refraction" #+ * MaterialSlot.link -> link: enum "Link material to object or the objects data" #+ * MaterialSlot.material -> material: pointer "Material datablock used by this material slot" #+ * MaterialSlot.name -> name: string, "(read-only) Material slot name" #+ * MaterialStrand.blend_distance -> blend_distance: float "Worldspace distance over which to blend in the surface normal" #+ * MaterialStrand.root_size -> root_size: float "Start size of strands in pixels or Blender units" #+ * MaterialStrand.shape -> shape: float "Positive values make strands rounder, negative makes strands spiky" + * MaterialStrand.min_size -> size_min: float "Minimum size of strands in pixels" #+ * MaterialStrand.tip_size -> tip_size: float "End size of strands in pixels or Blender units" + * MaterialStrand.blender_units -> use_blender_units: boolean "Use Blender units for widths instead of pixels" + * MaterialStrand.surface_diffuse -> use_surface_diffuse: boolean "Make diffuse shading more similar to shading the surface" + * MaterialStrand.tangent_shading -> use_tangent_shading: boolean "Uses direction of strands as normal for tangent-shading" #+ * MaterialStrand.uv_layer -> uv_layer: string "Name of UV layer to override" #+ * MaterialStrand.width_fade -> width_fade: float "Transparency along the width of the strand" #+ * MaterialSubsurfaceScattering.back -> back: float "Back scattering weight" #+ * MaterialSubsurfaceScattering.color -> color: float[3] "Scattering color" #+ * MaterialSubsurfaceScattering.color_factor -> color_factor: float "Blend factor for SSS colors" + * MaterialSubsurfaceScattering.error_tolerance -> error_threshold: 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[3] "Mean red/green/blue scattering path length" #+ * MaterialSubsurfaceScattering.scale -> scale: float "Object scale factor" #+ * MaterialSubsurfaceScattering.texture_factor -> texture_factor: float "Texture scatting blend factor" #+ * MaterialSubsurfaceScattering.use -> use: boolean "Enable diffuse subsurface scatting effects in a material" #+ * MaterialVolume.asymmetry -> asymmetry: float "Back scattering (-1.0) to Forward scattering (1.0) and the range in between" #+ * MaterialVolume.cache_resolution -> cache_resolution: int "Resolution of the voxel grid, low resolutions are faster, high resolutions use more memory" #+ * MaterialVolume.density -> density: float "The base density of the volume" #+ * MaterialVolume.density_scale -> density_scale: float "Multiplier for the materials density" + * MaterialVolume.depth_cutoff -> depth_threshold: float "Stop ray marching early if transmission drops below this luminance - higher values give speedups in dense volumes at the expense of accuracy" #+ * MaterialVolume.emission -> emission: float "Amount of light that gets emitted by the volume" #+ * MaterialVolume.emission_color -> emission_color: float[3] "NO DESCRIPTION" + * MaterialVolume.lighting_mode -> light_method: 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[3] "Colour of light scattered out of the volume (does not affect transmission)" #+ * MaterialVolume.scattering -> scattering: float "Amount of light that gets scattered out by the volume - the more out-scattering, the shallower the light will penetrate" + * MaterialVolume.step_calculation -> step_method: enum "Method of calculating the steps through the volume" #+ * MaterialVolume.step_size -> step_size: float "Distance between subsequent volume depth samples" #+ * MaterialVolume.transmission_color -> transmission_color: float[3] "Result color of the volume, after other light has been scattered/absorbed" + * MaterialVolume.external_shadows -> use_external_shadows: boolean "Receive shadows from sources outside the volume (temporary)" + * MaterialVolume.light_cache -> use_light_cache: boolean "Pre-calculate the shading information into a voxel grid, speeds up shading at slightly less accuracy" #+ * Menu.bl_idname -> bl_idname: string "If this is set, the menu gets a custom ID, otherwise it takes the name of the class used to define the panel. For example, if the class name is OBJECT_MT_hello, and bl_idname is not set by the script, then bl_idname = OBJECT_MT_hello" #+ * Menu.bl_label -> bl_label: string "The menu label" #+ * Menu.layout -> layout: pointer, "(read-only) Defines the structure of the menu in the UI." #+ * MeshColor.color1 -> color1: float[3] "NO DESCRIPTION" #+ * MeshColor.color2 -> color2: float[3] "NO DESCRIPTION" #+ * MeshColor.color3 -> color3: float[3] "NO DESCRIPTION" #+ * MeshColor.color4 -> color4: float[3] "NO DESCRIPTION" #+ * MeshColorLayer.active -> active: boolean "Sets the layer as active for display and editing" #+ * MeshColorLayer.active_render -> active_render: boolean "Sets the layer as active for rendering" #+ * MeshColorLayer.data -> data: collection, "(read-only)" #+ * MeshColorLayer.name -> name: string "NO DESCRIPTION" #+ * MeshEdge.bevel_weight -> bevel_weight: float "Weight used by the Bevel modifier" #+ * MeshEdge.crease -> crease: float "Weight used by the Subsurf modifier for creasing" #+ * MeshEdge.hide -> hide: boolean "NO DESCRIPTION" #+ * MeshEdge.index -> index: int, "(read-only) Index number of the vertex" #MeshEdge.is_fgon -> is_fgon: boolean "Fgon edge" #MeshEdge.is_loose -> is_loose: boolean "Loose edge" #+ * MeshEdge.select -> select: boolean "NO DESCRIPTION" #MeshEdge.use_seam -> use_seam: boolean "Seam edge for UV unwrapping" #MeshEdge.use_sharp -> use_sharp: boolean "Sharp edge for the EdgeSplit modifier" #MeshEdge.vertices -> vertices: int[2] "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[3], "(read-only) local space unit length normal vector for this face" #+ * MeshFace.select -> select: boolean "NO DESCRIPTION" #MeshFace.use_smooth -> use_smooth: boolean "NO DESCRIPTION" #MeshFace.vertices -> vertices: int[4] "Vertex indices" #MeshFace.vertices_raw -> vertices_raw: int[4] "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[2] "Sticky texture coordinate location" #+ * MeshStringProperty.value -> value: string "NO DESCRIPTION" #+ * MeshStringPropertyLayer.data -> data: collection, "(read-only)" #+ * MeshStringPropertyLayer.name -> name: string "NO DESCRIPTION" #MeshTextureFace.blend_type -> blend_type: enum "Transparency blending mode" #MeshTextureFace.hide -> hide: boolean "Make face invisible" #+ * MeshTextureFace.image -> image: pointer "NO DESCRIPTION" #MeshTextureFace.pin_uv -> pin_uv: boolean[4] "NO DESCRIPTION" #+ * MeshTextureFace.select_uv -> select_uv: boolean[4] "NO DESCRIPTION" #MeshTextureFace.use_alpha_sort -> use_alpha_sort: boolean "Enable sorting of faces for correct alpha drawing (slow, use Clip Alpha instead when possible)" #MeshTextureFace.use_billboard -> use_billboard: boolean "Billboard with Z-axis constraint" #MeshTextureFace.use_bitmap_text -> use_bitmap_text: boolean "Enable bitmap text on face" #MeshTextureFace.use_blend_shared -> use_blend_shared: boolean "Blend vertex colors across face when vertices are shared" #MeshTextureFace.use_collision -> use_collision: boolean "Use face for collision and ray-sensor detection" #MeshTextureFace.use_halo -> use_halo: boolean "Screen aligned billboard" #MeshTextureFace.use_light -> use_light: boolean "Use light for face" #MeshTextureFace.use_object_color -> use_object_color: boolean "Use ObColor instead of vertex colors" #MeshTextureFace.use_shadow_cast -> use_shadow_cast: boolean "Face is used for shadow" #MeshTextureFace.use_texture -> use_texture: boolean "Render face with texture" #MeshTextureFace.use_twoside -> use_twoside: boolean "Render face two-sided" #+ * MeshTextureFace.uv -> uv: float[8] "NO DESCRIPTION" #+ * MeshTextureFace.uv1 -> uv1: float[2] "NO DESCRIPTION" #+ * MeshTextureFace.uv2 -> uv2: float[2] "NO DESCRIPTION" #+ * MeshTextureFace.uv3 -> uv3: float[2] "NO DESCRIPTION" #+ * MeshTextureFace.uv4 -> uv4: float[2] "NO DESCRIPTION" #+ * MeshTextureFace.uv_raw -> uv_raw: float[8] "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[3] "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[3] "Vertex Normal" #+ * MeshVertex.select -> select: boolean "NO DESCRIPTION" #MetaElement.co -> co: float[3] "NO DESCRIPTION" #+ * MetaElement.hide -> hide: boolean "Hide element" #+ * MetaElement.radius -> radius: float "NO DESCRIPTION" #+ * MetaElement.rotation -> rotation: float[4] "NO DESCRIPTION" #+ * MetaElement.size_x -> size_x: float "Size of element, use of components depends on element type" #+ * MetaElement.size_y -> size_y: float "Size of element, use of components depends on element type" #+ * MetaElement.size_z -> size_z: float "Size of element, use of components depends on element type" #+ * MetaElement.stiffness -> stiffness: float "Stiffness defines how much of the element to fill" #+ * MetaElement.type -> type: enum "Metaball types" #MetaElement.use_negative -> use_negative: boolean "Set metaball as negative one" #+ * Modifier.name -> name: string "Modifier name" #Modifier.show_expanded -> show_expanded: boolean "Set modifier expanded in the user interface" #Modifier.show_in_editmode -> show_in_editmode: boolean "Use modifier while in the edit mode" #Modifier.show_on_cage -> show_on_cage: boolean "Enable direct editing of modifier control cage" #Modifier.show_render -> show_render: boolean "Use modifier during rendering" #Modifier.show_viewport -> show_viewport: boolean "Realtime display of a modifier" #+ * Modifier.type -> type: enum, "(read-only)" + * Modifier|ArmatureModifier.invert -> invert_vertex_group: boolean "Invert vertex group influence" #+ * Modifier|ArmatureModifier.object -> object: pointer "Armature object to deform with" #+ * Modifier|ArmatureModifier.use_bone_envelopes -> use_bone_envelopes: boolean "NO DESCRIPTION" + * Modifier|ArmatureModifier.quaternion -> use_deform_preserve_volume: boolean "Deform rotation interpolation with quaternions" + * Modifier|ArmatureModifier.multi_modifier -> use_multi_modifier: boolean "Use same input as previous modifier, and mix results using overall vgroup" #+ * Modifier|ArmatureModifier.use_vertex_groups -> use_vertex_groups: boolean "NO DESCRIPTION" #+ * Modifier|ArmatureModifier.vertex_group -> vertex_group: string "Vertex group name" + * Modifier|ArrayModifier.constant_offset_displacement -> constant_offset_displace: float[3] "NO DESCRIPTION" #+ * Modifier|ArrayModifier.count -> count: int "Number of duplicates to make" #+ * Modifier|ArrayModifier.curve -> curve: pointer "Curve object to fit array length to" #+ * Modifier|ArrayModifier.end_cap -> end_cap: pointer "Mesh object to use as an end cap" + * Modifier|ArrayModifier.length -> fit_length: float "Length to fit array within" #+ * Modifier|ArrayModifier.fit_type -> fit_type: enum "Array length calculation method" + * Modifier|ArrayModifier.merge_distance -> merge_threshold: float "Limit below which to merge vertices" #+ * Modifier|ArrayModifier.offset_object -> offset_object: pointer "NO DESCRIPTION" + * Modifier|ArrayModifier.relative_offset_displacement -> relative_offset_displace: float[3] "NO DESCRIPTION" #+ * Modifier|ArrayModifier.start_cap -> start_cap: pointer "Mesh object to use as a start cap" + * Modifier|ArrayModifier.constant_offset -> use_constant_offset: boolean "Add a constant offset" + * Modifier|ArrayModifier.merge_adjacent_vertices -> use_merge_vertices: 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.add_offset_object -> use_object_offset: boolean "Add another objects transformation to the total offset" + * Modifier|ArrayModifier.relative_offset -> use_relative_offset: boolean "Add an offset relative to the objects bounding box" + * Modifier|BevelModifier.angle -> angle_limit: float "Angle above which to bevel edges" #+ * Modifier|BevelModifier.edge_weight_method -> edge_weight_method: enum "What edge weight to use for weighting a vertex" #+ * Modifier|BevelModifier.limit_method -> limit_method: enum "NO DESCRIPTION" + * Modifier|BevelModifier.only_vertices -> use_only_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.length -> frame_duration: float "Specify the total time the build effect requires" #+ * Modifier|BuildModifier.frame_start -> frame_start: float "Specify the start frame of the effect" #+ * Modifier|BuildModifier.seed -> seed: int "Specify the seed for random if used" + * Modifier|BuildModifier.randomize -> use_random_order: boolean "Randomize the faces or edges during build" #+ * Modifier|CastModifier.cast_type -> cast_type: enum "NO DESCRIPTION" #+ * Modifier|CastModifier.factor -> factor: float "NO DESCRIPTION" #+ * Modifier|CastModifier.object -> object: pointer "Control object: if available, its location determines the center of the effect" #+ * Modifier|CastModifier.radius -> radius: float "Only deform vertices within this distance from the center of the effect (leave as 0 for infinite.)" #+ * Modifier|CastModifier.size -> size: float "Size of projection shape (leave as 0 for auto.)" + * Modifier|CastModifier.from_radius -> use_radius_as_size: boolean "Use radius as size of projection shape (0 = auto)" #+ * Modifier|CastModifier.use_transform -> use_transform: boolean "Use object transform to control projection shape" + * Modifier|CastModifier.x -> use_x: boolean "NO DESCRIPTION" + * Modifier|CastModifier.y -> use_y: boolean "NO DESCRIPTION" + * Modifier|CastModifier.z -> use_z: boolean "NO DESCRIPTION" #+ * Modifier|CastModifier.vertex_group -> vertex_group: string "Vertex group name" #+ * Modifier|ClothModifier.collision_settings -> collision_settings: pointer, "(read-only)" #+ * Modifier|ClothModifier.point_cache -> point_cache: pointer, "(read-only)" #+ * Modifier|ClothModifier.settings -> settings: pointer, "(read-only)" #+ * Modifier|CollisionModifier.settings -> settings: pointer, "(read-only)" #+ * Modifier|CurveModifier.deform_axis -> deform_axis: enum "The axis that the curve deforms along" #+ * Modifier|CurveModifier.object -> object: pointer "Curve object to deform with" #+ * Modifier|CurveModifier.vertex_group -> vertex_group: string "Vertex group name" #+ * Modifier|DecimateModifier.face_count -> face_count: int, "(read-only) The current number of faces in the decimated mesh" #+ * Modifier|DecimateModifier.ratio -> ratio: float "Defines the ratio of triangles to reduce to" #+ * Modifier|DisplaceModifier.direction -> direction: enum "NO DESCRIPTION" + * Modifier|DisplaceModifier.midlevel -> mid_level: float "Material value that gives no displacement" #+ * Modifier|DisplaceModifier.strength -> strength: float "NO DESCRIPTION" #+ * Modifier|DisplaceModifier.texture -> texture: pointer "NO DESCRIPTION" #+ * Modifier|DisplaceModifier.texture_coordinate_object -> texture_coordinate_object: pointer "NO DESCRIPTION" + * Modifier|DisplaceModifier.texture_coordinates -> texture_coords: enum "NO DESCRIPTION" #+ * Modifier|DisplaceModifier.uv_layer -> uv_layer: string "UV layer name" #+ * Modifier|DisplaceModifier.vertex_group -> vertex_group: string "Vertex group name" #+ * Modifier|EdgeSplitModifier.split_angle -> split_angle: float "Angle above which to split edges" #+ * Modifier|EdgeSplitModifier.use_edge_angle -> use_edge_angle: boolean "Split edges with high angle between faces" + * Modifier|EdgeSplitModifier.use_sharp -> use_edge_sharp: boolean "Split edges that are marked as sharp" #+ * Modifier|ExplodeModifier.protect -> protect: float "Clean vertex group edges" #Modifier|ExplodeModifier.show_alive -> show_alive: boolean "Show mesh when particles are alive" #Modifier|ExplodeModifier.show_dead -> show_dead: boolean "Show mesh when particles are dead" #Modifier|ExplodeModifier.show_unborn -> show_unborn: boolean "Show mesh when particles are unborn" + * Modifier|ExplodeModifier.split_edges -> use_edge_split: boolean "Split face edges for nicer shrapnel" + * Modifier|ExplodeModifier.size -> use_size: boolean "Use particle size for the shrapnel" #+ * Modifier|ExplodeModifier.vertex_group -> vertex_group: string "NO DESCRIPTION" #+ * Modifier|FluidSimulationModifier.settings -> settings: pointer, "(read-only) Settings for how this object is used in the fluid simulation" #+ * Modifier|HookModifier.falloff -> falloff: float "If not zero, the distance from the hook where influence ends" #+ * Modifier|HookModifier.force -> force: float "Relative force of the hook" #+ * Modifier|HookModifier.object -> object: pointer "Parent Object for hook, also recalculates and clears offset" #+ * Modifier|HookModifier.subtarget -> subtarget: string "Name of Parent Bone for hook (if applicable), also recalculates and clears offset" #+ * Modifier|HookModifier.vertex_group -> vertex_group: string "Vertex group name" #+ * Modifier|LatticeModifier.object -> object: pointer "Lattice object to deform with" #+ * Modifier|LatticeModifier.vertex_group -> vertex_group: string "Vertex group name" #+ * Modifier|MaskModifier.armature -> armature: pointer "Armature to use as source of bones to mask" + * Modifier|MaskModifier.invert -> invert_vertex_group: boolean "Use vertices that are not part of region defined" #+ * Modifier|MaskModifier.mode -> mode: enum "NO DESCRIPTION" #+ * Modifier|MaskModifier.vertex_group -> vertex_group: string "Vertex group name" + * Modifier|MeshDeformModifier.invert -> invert_vertex_group: boolean "Invert vertex group influence" #+ * Modifier|MeshDeformModifier.is_bound -> is_bound: boolean, "(read-only) Whether geometry has been bound to control cage" #+ * Modifier|MeshDeformModifier.object -> object: pointer "Mesh object to deform with" #+ * Modifier|MeshDeformModifier.precision -> precision: int "The grid size for binding" + * Modifier|MeshDeformModifier.dynamic -> use_dynamic_bind: boolean "Recompute binding dynamically on top of other deformers (slower and more memory consuming.)" #+ * Modifier|MeshDeformModifier.vertex_group -> vertex_group: string "Vertex group name" + * Modifier|MirrorModifier.merge_limit -> merge_threshold: float "Distance from axis within which mirrored vertices are merged" #+ * Modifier|MirrorModifier.mirror_object -> mirror_object: pointer "Object to use as mirror" + * Modifier|MirrorModifier.clip -> use_clip: boolean "Prevents vertices from going through the mirror during transform" + * Modifier|MirrorModifier.mirror_u -> use_mirror_u: boolean "Mirror the U texture coordinate around the 0.5 point" + * Modifier|MirrorModifier.mirror_v -> use_mirror_v: boolean "Mirror the V texture coordinate around the 0.5 point" + * Modifier|MirrorModifier.mirror_vertex_groups -> use_mirror_vertex_groups: boolean "Mirror vertex groups (e.g. .R->.L)" + * Modifier|MirrorModifier.x -> use_x: boolean "Enable X axis mirror" + * Modifier|MirrorModifier.y -> use_y: boolean "Enable Y axis mirror" + * Modifier|MirrorModifier.z -> use_z: boolean "Enable Z axis mirror" #+ * Modifier|MultiresModifier.filepath -> filepath: string "Path to external displacements file" #Modifier|MultiresModifier.is_external -> is_external: boolean, "(read-only) Store multires displacements outside the .blend file, to save memory" #+ * Modifier|MultiresModifier.levels -> levels: int "Number of subdivisions to use in the viewport" #+ * Modifier|MultiresModifier.render_levels -> render_levels: int "NO DESCRIPTION" #+ * Modifier|MultiresModifier.sculpt_levels -> sculpt_levels: int "Number of subdivisions to use in sculpt mode" #Modifier|MultiresModifier.show_only_control_edges -> show_only_control_edges: boolean "Skip drawing/rendering of interior subdivided edges" #+ * Modifier|MultiresModifier.subdivision_type -> subdivision_type: enum "Selects type of subdivision algorithm" #+ * Modifier|MultiresModifier.total_levels -> total_levels: int, "(read-only) Number of subdivisions for which displacements are stored" #+ * Modifier|ParticleInstanceModifier.axis -> axis: enum "Pole axis for rotation" #+ * Modifier|ParticleInstanceModifier.object -> object: pointer "Object that has the particle system" + * Modifier|ParticleInstanceModifier.particle_system_number -> particle_system_index: int "NO DESCRIPTION" #+ * Modifier|ParticleInstanceModifier.position -> position: float "Position along path" #+ * Modifier|ParticleInstanceModifier.random_position -> random_position: float "Randomize position along path" #Modifier|ParticleInstanceModifier.show_alive -> show_alive: boolean "Show instances when particles are alive" #Modifier|ParticleInstanceModifier.show_dead -> show_dead: boolean "Show instances when particles are dead" #Modifier|ParticleInstanceModifier.show_unborn -> show_unborn: boolean "Show instances when particles are unborn" + * Modifier|ParticleInstanceModifier.children -> use_children: boolean "Create instances from child particles" + * Modifier|ParticleInstanceModifier.normal -> use_normal: boolean "Create instances from normal particles" #+ * Modifier|ParticleInstanceModifier.use_path -> use_path: boolean "Create instances along particle paths" + * Modifier|ParticleInstanceModifier.keep_shape -> use_preserve_shape: boolean "Dont stretch the object" + * Modifier|ParticleInstanceModifier.size -> use_size: boolean "Use particle size to scale the instances" #+ * Modifier|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.offset -> offset: float "Distance to keep from the target" #+ * Modifier|ShrinkwrapModifier.subsurf_levels -> subsurf_levels: int "Number of subdivisions that must be performed before extracting vertices positions and normals" #+ * Modifier|ShrinkwrapModifier.target -> target: pointer "Mesh target to shrink to" + * Modifier|ShrinkwrapModifier.cull_back_faces -> use_cull_back_faces: boolean "Stop vertices from projecting to a back face on the target" + * Modifier|ShrinkwrapModifier.cull_front_faces -> use_cull_front_faces: boolean "Stop vertices from projecting to a front face on the target" + * Modifier|ShrinkwrapModifier.keep_above_surface -> use_keep_above_surface: boolean "NO DESCRIPTION" + * Modifier|ShrinkwrapModifier.negative -> use_negative_direction: boolean "Allow vertices to move in the negative direction of axis" + * Modifier|ShrinkwrapModifier.positive -> use_positive_direction: boolean "Allow vertices to move in the positive direction of axis" + * Modifier|ShrinkwrapModifier.x -> use_project_x: boolean "NO DESCRIPTION" + * Modifier|ShrinkwrapModifier.y -> use_project_y: boolean "NO DESCRIPTION" + * Modifier|ShrinkwrapModifier.z -> use_project_z: boolean "NO DESCRIPTION" #+ * Modifier|ShrinkwrapModifier.vertex_group -> vertex_group: string "Vertex group name" + * Modifier|ShrinkwrapModifier.mode -> wrap_method: enum "NO DESCRIPTION" + * Modifier|SimpleDeformModifier.mode -> deform_method: enum "NO DESCRIPTION" #+ * Modifier|SimpleDeformModifier.factor -> factor: float "NO DESCRIPTION" #+ * Modifier|SimpleDeformModifier.limits -> limits: float[2] "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.origin -> origin: pointer "Origin of modifier space coordinates" + * Modifier|SimpleDeformModifier.relative -> use_relative: boolean "Sets the origin of deform space to be relative to the object" #+ * Modifier|SimpleDeformModifier.vertex_group -> vertex_group: string "Vertex group name" #+ * Modifier|SmokeModifier.coll_settings -> coll_settings: pointer, "(read-only)" #+ * Modifier|SmokeModifier.domain_settings -> domain_settings: pointer, "(read-only)" #+ * Modifier|SmokeModifier.flow_settings -> flow_settings: pointer, "(read-only)" + * Modifier|SmokeModifier.smoke_type -> type: enum "NO DESCRIPTION" #+ * Modifier|SmoothModifier.factor -> factor: float "NO DESCRIPTION" + * Modifier|SmoothModifier.repeat -> iterations: int "NO DESCRIPTION" + * Modifier|SmoothModifier.x -> use_x: boolean "NO DESCRIPTION" + * Modifier|SmoothModifier.y -> use_y: boolean "NO DESCRIPTION" + * Modifier|SmoothModifier.z -> use_z: boolean "NO DESCRIPTION" #+ * Modifier|SmoothModifier.vertex_group -> vertex_group: string "Vertex group name" #+ * Modifier|SoftBodyModifier.point_cache -> point_cache: pointer, "(read-only)" #+ * Modifier|SoftBodyModifier.settings -> settings: pointer, "(read-only)" #+ * Modifier|SolidifyModifier.edge_crease_inner -> edge_crease_inner: float "Assign a crease to inner edges" #+ * Modifier|SolidifyModifier.edge_crease_outer -> edge_crease_outer: float "Assign a crease to outer edges" #+ * Modifier|SolidifyModifier.edge_crease_rim -> edge_crease_rim: float "Assign a crease to the edges making up the rim" + * Modifier|SolidifyModifier.invert -> invert_vertex_group: boolean "Invert the vertex group influence" #+ * Modifier|SolidifyModifier.offset -> offset: float "Offset the thickness from the center" #+ * Modifier|SolidifyModifier.thickness -> thickness: float "Thickness of the shell" #+ * Modifier|SolidifyModifier.use_even_offset -> use_even_offset: boolean "Maintain thickness by adjusting for sharp corners (slow, disable when not needed)" #+ * Modifier|SolidifyModifier.use_quality_normals -> use_quality_normals: boolean "Calculate normals which result in more even thickness (slow, disable when not needed)" #+ * Modifier|SolidifyModifier.use_rim -> use_rim: boolean "Create edge loops between the inner and outer surfaces on face edges (slow, disable when not needed)" #+ * Modifier|SolidifyModifier.use_rim_material -> use_rim_material: boolean "Use in the next material for rim faces" #+ * Modifier|SolidifyModifier.vertex_group -> vertex_group: string "Vertex group name" #+ * Modifier|SubsurfModifier.levels -> levels: int "Number of subdivisions to perform" #+ * Modifier|SubsurfModifier.render_levels -> render_levels: int "Number of subdivisions to perform when rendering" #Modifier|SubsurfModifier.show_only_control_edges -> show_only_control_edges: boolean "Skip drawing/rendering of interior subdivided edges" #+ * Modifier|SubsurfModifier.subdivision_type -> subdivision_type: enum "Selects type of subdivision algorithm" + * Modifier|SubsurfModifier.subsurf_uv -> use_subsurf_uv: boolean "Use subsurf to subdivide UVs" #+ * Modifier|UVProjectModifier.aspect_x -> aspect_x: float "NO DESCRIPTION" #+ * Modifier|UVProjectModifier.aspect_y -> aspect_y: float "NO DESCRIPTION" #+ * Modifier|UVProjectModifier.image -> image: pointer "NO DESCRIPTION" + * Modifier|UVProjectModifier.num_projectors -> projector_count: int "Number of projectors to use" #+ * Modifier|UVProjectModifier.projectors -> projectors: collection, "(read-only)" #+ * Modifier|UVProjectModifier.scale_x -> scale_x: float "NO DESCRIPTION" #+ * Modifier|UVProjectModifier.scale_y -> scale_y: float "NO DESCRIPTION" + * Modifier|UVProjectModifier.override_image -> use_image_override: boolean "Override faces current images with the given image" #+ * Modifier|UVProjectModifier.uv_layer -> uv_layer: string "UV layer name" #+ * Modifier|WaveModifier.damping_time -> damping_time: float "NO DESCRIPTION" #+ * Modifier|WaveModifier.falloff_radius -> falloff_radius: float "NO DESCRIPTION" #+ * Modifier|WaveModifier.height -> height: float "NO DESCRIPTION" #+ * Modifier|WaveModifier.lifetime -> lifetime: float "NO DESCRIPTION" #+ * Modifier|WaveModifier.narrowness -> narrowness: float "NO DESCRIPTION" #+ * Modifier|WaveModifier.speed -> speed: float "NO DESCRIPTION" #+ * Modifier|WaveModifier.start_position_object -> start_position_object: pointer "NO DESCRIPTION" #+ * Modifier|WaveModifier.start_position_x -> start_position_x: float "NO DESCRIPTION" #+ * Modifier|WaveModifier.start_position_y -> start_position_y: float "NO DESCRIPTION" #+ * Modifier|WaveModifier.texture -> texture: pointer "Texture for modulating the wave" + * Modifier|WaveModifier.texture_coordinates -> texture_coords: enum "Texture coordinates used for modulating input" #Modifier|WaveModifier.texture_coords_object -> texture_coords_object: pointer "NO DESCRIPTION" #+ * Modifier|WaveModifier.time_offset -> time_offset: float "Either the starting frame (for positive speed) or ending frame (for negative speed.)" + * Modifier|WaveModifier.cyclic -> use_cyclic: boolean "Cyclic wave effect" + * Modifier|WaveModifier.normals -> use_normal: boolean "Displace along normals" + * Modifier|WaveModifier.x_normal -> use_normal_x: boolean "Enable displacement along the X normal" + * Modifier|WaveModifier.y_normal -> use_normal_y: boolean "Enable displacement along the Y normal" + * Modifier|WaveModifier.z_normal -> use_normal_z: boolean "Enable displacement along the Z normal" + * Modifier|WaveModifier.x -> use_x: boolean "X axis motion" + * Modifier|WaveModifier.y -> use_y: boolean "Y axis motion" #+ * Modifier|WaveModifier.uv_layer -> uv_layer: string "UV layer name" #+ * Modifier|WaveModifier.vertex_group -> vertex_group: string "Vertex group name for modulating the wave" #+ * Modifier|WaveModifier.width -> width: float "NO DESCRIPTION" #+ * MotionPath.frame_end -> frame_end: int, "(read-only) End frame of the stored range" #+ * MotionPath.frame_start -> frame_start: int, "(read-only) Starting frame of the stored range" #MotionPath.is_modified -> is_modified: boolean "Path is being edited" #+ * MotionPath.length -> length: int, "(read-only) Number of frames cached" #+ * MotionPath.points -> points: collection, "(read-only) Cached positions per frame" #+ * MotionPath.use_bone_head -> use_bone_head: boolean, "(read-only) For PoseBone paths, use the bone head location when calculating this path" #+ * MotionPathVert.co -> co: float[3] "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.blend_in -> blend_in: float "Number of frames at start of strip to fade in influence" #+ * NlaStrip.blend_out -> blend_out: float "NO DESCRIPTION" + * NlaStrip.blending -> blend_type: enum "Method used for combining strips result with accumulated result" #+ * NlaStrip.extrapolation -> extrapolation: enum "Action to take for gaps past the strip extents" #+ * NlaStrip.fcurves -> fcurves: collection, "(read-only) F-Curves for controlling the strips influence and timing" #+ * NlaStrip.frame_end -> frame_end: float "NO DESCRIPTION" #+ * NlaStrip.frame_start -> frame_start: float "NO DESCRIPTION" #+ * NlaStrip.influence -> influence: float "Amount the strip contributes to the current result" #+ * NlaStrip.modifiers -> modifiers: collection, "(read-only) Modifiers affecting all the F-Curves in the referenced Action" #+ * NlaStrip.mute -> mute: boolean "NLA Strip is not evaluated" #+ * NlaStrip.name -> name: string "NO DESCRIPTION" #+ * NlaStrip.repeat -> repeat: float "Number of times to repeat the action range" #+ * NlaStrip.scale -> scale: float "Scaling factor for action" #+ * NlaStrip.select -> select: boolean "NLA Strip is selected" #+ * NlaStrip.strip_time -> strip_time: float "Frame of referenced Action to evaluate" #+ * NlaStrip.strips -> strips: collection, "(read-only) NLA Strips that this strip acts as a container for (if it is of type Meta)" #+ * NlaStrip.type -> type: enum, "(read-only) Type of NLA Strip" + * NlaStrip.animated_influence -> use_animated_influence: boolean "Influence setting is controlled by an F-Curve rather than automatically determined" + * NlaStrip.animated_time -> use_animated_time: boolean "Strip time is controlled by an F-Curve rather than automatically determined" + * NlaStrip.animated_time_cyclic -> use_animated_time_cyclic: boolean "Cycle the animated time within the action start & end" + * NlaStrip.auto_blending -> use_auto_blend: boolean "Number of frames for Blending In/Out is automatically determined from overlapping strips" + * NlaStrip.reversed -> use_reverse: boolean "NLA Strip is played back in reverse order (only when timing is automatically determined)" #+ * NlaTrack.active -> active: boolean, "(read-only) NLA Track is active" #NlaTrack.is_solo -> is_solo: boolean, "(read-only) NLA Track is evaluated itself (i.e. active Action and all other NLA Tracks in the same AnimData block are disabled)" #+ * NlaTrack.lock -> lock: boolean "NLA Track is locked" #+ * NlaTrack.mute -> mute: boolean "NLA Track is not evaluated" #+ * NlaTrack.name -> name: string "NO DESCRIPTION" #+ * NlaTrack.select -> select: boolean "NLA Track is selected" #+ * NlaTrack.strips -> strips: collection, "(read-only) NLA Strips on this NLA-track" #+ * Node.inputs -> inputs: collection, "(read-only)" #+ * Node.location -> location: float[2] "NO DESCRIPTION" #+ * Node.name -> name: string "Node name" #+ * Node.outputs -> outputs: collection, "(read-only)" #+ * Node|CompositorNode.type -> type: enum, "(read-only)" #+ * Node|CompositorNode|CompositorNodeAlphaOver.premul -> premul: float "Mix Factor" + * Node|CompositorNode|CompositorNodeAlphaOver.convert_premul -> use_premultiply: boolean "NO DESCRIPTION" #+ * Node|CompositorNode|CompositorNodeBilateralblur.iterations -> iterations: int "NO DESCRIPTION" #+ * Node|CompositorNode|CompositorNodeBilateralblur.sigma_color -> sigma_color: float "NO DESCRIPTION" #+ * Node|CompositorNode|CompositorNodeBilateralblur.sigma_space -> sigma_space: float "NO DESCRIPTION" #+ * Node|CompositorNode|CompositorNodeBlur.factor -> factor: float "NO DESCRIPTION" #+ * Node|CompositorNode|CompositorNodeBlur.factor_x -> factor_x: float "NO DESCRIPTION" #+ * Node|CompositorNode|CompositorNodeBlur.factor_y -> factor_y: float "NO DESCRIPTION" #+ * Node|CompositorNode|CompositorNodeBlur.filter_type -> filter_type: enum "NO DESCRIPTION" + * Node|CompositorNode|CompositorNodeBlur.sizex -> size_x: int "NO DESCRIPTION" + * Node|CompositorNode|CompositorNodeBlur.sizey -> size_y: int "NO DESCRIPTION" + * Node|CompositorNode|CompositorNodeBlur.bokeh -> use_bokeh: boolean "Uses circular filter (slower)" + * Node|CompositorNode|CompositorNodeBlur.gamma -> use_gamma_correction: boolean "Applies filter on gamma corrected values" + * Node|CompositorNode|CompositorNodeBlur.relative -> use_relative: boolean "Use relative (percent) values to define blur radius" #+ * Node|CompositorNode|CompositorNodeChannelMatte.color_space -> color_space: enum "NO DESCRIPTION" #+ * Node|CompositorNode|CompositorNodeChannelMatte.limit_channel -> limit_channel: enum "Limit by this channels value" + * Node|CompositorNode|CompositorNodeChannelMatte.high -> limit_max: float "Values higher than this setting are 100% opaque" + * Node|CompositorNode|CompositorNodeChannelMatte.algorithm -> limit_method: enum "Algorithm to use to limit channel" + * Node|CompositorNode|CompositorNodeChannelMatte.low -> limit_min: float "Values lower than this setting are 100% keyed" + * Node|CompositorNode|CompositorNodeChannelMatte.channel -> matte_channel: enum "Channel used to determine matte" #+ * 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|CompositorNodeChromaMatte.cutoff -> threshold: float "Tolerance below which colors will be considered as exact matches" + * Node|CompositorNode|CompositorNodeChromaMatte.acceptance -> tolerance: float "Tolerance for a color to be considered a keying color" + * Node|CompositorNode|CompositorNodeColorBalance.correction_formula -> correction_method: enum "NO DESCRIPTION" #+ * Node|CompositorNode|CompositorNodeColorBalance.gain -> gain: float[3] "Correction for Highlights" #+ * Node|CompositorNode|CompositorNodeColorBalance.gamma -> gamma: float[3] "Correction for Midtones" #+ * Node|CompositorNode|CompositorNodeColorBalance.lift -> lift: float[3] "Correction for Shadows" #+ * Node|CompositorNode|CompositorNodeColorBalance.offset -> offset: float[3] "Correction for Shadows" #+ * Node|CompositorNode|CompositorNodeColorBalance.power -> power: float[3] "Correction for Midtones" #+ * Node|CompositorNode|CompositorNodeColorBalance.slope -> slope: float[3] "Correction for Highlights" + * Node|CompositorNode|CompositorNodeColorMatte.h -> color_hue: float "Hue tolerance for colors to be considered a keying color" + * Node|CompositorNode|CompositorNodeColorMatte.s -> color_saturation: float "Saturation Tolerance for the color" + * Node|CompositorNode|CompositorNodeColorMatte.v -> color_value: float "Value Tolerance for the color" #+ * Node|CompositorNode|CompositorNodeColorSpill.channel -> channel: enum "NO DESCRIPTION" #+ * Node|CompositorNode|CompositorNodeColorSpill.limit_channel -> limit_channel: enum "NO DESCRIPTION" + * Node|CompositorNode|CompositorNodeColorSpill.algorithm -> limit_method: enum "NO DESCRIPTION" #+ * Node|CompositorNode|CompositorNodeColorSpill.ratio -> ratio: float "Scale limit by value" #+ * Node|CompositorNode|CompositorNodeColorSpill.unspill_blue -> unspill_blue: float "Blue spillmap scale" #+ * Node|CompositorNode|CompositorNodeColorSpill.unspill_green -> unspill_green: float "Green spillmap scale" #+ * Node|CompositorNode|CompositorNodeColorSpill.unspill_red -> unspill_red: float "Red spillmap scale" + * Node|CompositorNode|CompositorNodeColorSpill.unspill -> use_unspill: boolean "Compensate all channels (diffenrently) by hand" + * Node|CompositorNode|CompositorNodeCrop.x2 -> max_x: int "NO DESCRIPTION" + * Node|CompositorNode|CompositorNodeCrop.y2 -> max_y: int "NO DESCRIPTION" + * Node|CompositorNode|CompositorNodeCrop.x1 -> min_x: int "NO DESCRIPTION" + * Node|CompositorNode|CompositorNodeCrop.y1 -> min_y: int "NO DESCRIPTION" + * Node|CompositorNode|CompositorNodeCrop.crop_size -> use_crop_size: boolean "Whether to crop the size of the input image" #+ * Node|CompositorNode|CompositorNodeCurveRGB.mapping -> mapping: pointer, "(read-only)" #+ * Node|CompositorNode|CompositorNodeCurveVec.mapping -> mapping: pointer, "(read-only)" #+ * Node|CompositorNode|CompositorNodeDBlur.angle -> angle: float "NO DESCRIPTION" #+ * Node|CompositorNode|CompositorNodeDBlur.center_x -> center_x: float "NO DESCRIPTION" #+ * Node|CompositorNode|CompositorNodeDBlur.center_y -> center_y: float "NO DESCRIPTION" #+ * Node|CompositorNode|CompositorNodeDBlur.distance -> distance: float "NO DESCRIPTION" #+ * Node|CompositorNode|CompositorNodeDBlur.iterations -> iterations: int "NO DESCRIPTION" #+ * Node|CompositorNode|CompositorNodeDBlur.spin -> spin: float "NO DESCRIPTION" + * Node|CompositorNode|CompositorNodeDBlur.wrap -> use_wrap: boolean "NO DESCRIPTION" #+ * Node|CompositorNode|CompositorNodeDBlur.zoom -> zoom: float "NO DESCRIPTION" #+ * Node|CompositorNode|CompositorNodeDefocus.angle -> angle: int "Bokeh shape rotation offset in degrees" + * Node|CompositorNode|CompositorNodeDefocus.max_blur -> blur_max: float "blur limit, maximum CoC radius, 0=no limit" #+ * Node|CompositorNode|CompositorNodeDefocus.bokeh -> bokeh: enum "NO DESCRIPTION" #+ * Node|CompositorNode|CompositorNodeDefocus.f_stop -> f_stop: float "Amount of focal blur, 128=infinity=perfect focus, half the value doubles the blur radius" #+ * Node|CompositorNode|CompositorNodeDefocus.samples -> samples: int "Number of samples (16=grainy, higher=less noise)" #+ * Node|CompositorNode|CompositorNodeDefocus.threshold -> threshold: float "CoC radius threshold, prevents background bleed on in-focus midground, 0=off" + * Node|CompositorNode|CompositorNodeDefocus.gamma_correction -> use_gamma_correction: boolean "Enable gamma correction before and after main process" + * Node|CompositorNode|CompositorNodeDefocus.preview -> use_preview: boolean "Enable sampling mode, useful for preview when using low samplecounts" #+ * Node|CompositorNode|CompositorNodeDefocus.use_zbuffer -> use_zbuffer: boolean "Disable when using an image as input instead of actual zbuffer (auto enabled if node not image based, eg. time node)" #+ * Node|CompositorNode|CompositorNodeDefocus.z_scale -> z_scale: float "Scales the Z input when not using a zbuffer, controls maximum blur designated by the color white or input value 1" #+ * Node|CompositorNode|CompositorNodeDiffMatte.falloff -> falloff: float "Color distances below this additional threshold are partially keyed" #+ * Node|CompositorNode|CompositorNodeDiffMatte.tolerance -> tolerance: float "Color distances below this threshold are keyed" #+ * Node|CompositorNode|CompositorNodeDilateErode.distance -> distance: int "Distance to grow/shrink (number of iterations)" #+ * Node|CompositorNode|CompositorNodeDistanceMatte.falloff -> falloff: float "Color distances below this additional threshold are partially keyed" #+ * Node|CompositorNode|CompositorNodeDistanceMatte.tolerance -> tolerance: float "Color distances below this threshold are keyed" #+ * Node|CompositorNode|CompositorNodeFilter.filter_type -> filter_type: enum "NO DESCRIPTION" #+ * Node|CompositorNode|CompositorNodeFlip.axis -> axis: enum "NO DESCRIPTION" #+ * Node|CompositorNode|CompositorNodeGlare.angle_offset -> angle_offset: float "Streak angle offset in degrees" #+ * Node|CompositorNode|CompositorNodeGlare.color_modulation -> color_modulation: float "Amount of Color Modulation, modulates colors of streaks and ghosts for a spectral dispersion effect" #+ * Node|CompositorNode|CompositorNodeGlare.fade -> fade: float "Streak fade-out factor" #+ * Node|CompositorNode|CompositorNodeGlare.glare_type -> glare_type: enum "NO DESCRIPTION" #+ * Node|CompositorNode|CompositorNodeGlare.iterations -> iterations: int "NO DESCRIPTION" #+ * Node|CompositorNode|CompositorNodeGlare.mix -> mix: float "-1 is original image only, 0 is exact 50/50 mix, 1 is processed image only" #+ * Node|CompositorNode|CompositorNodeGlare.quality -> quality: enum "If not set to high quality, the effect will be applied to a low-res copy of the source image" #+ * Node|CompositorNode|CompositorNodeGlare.size -> size: int "Glow/glare size (not actual size; relative to initial size of bright area of pixels)" #+ * Node|CompositorNode|CompositorNodeGlare.streaks -> streaks: int "Total number of streaks" #+ * Node|CompositorNode|CompositorNodeGlare.threshold -> threshold: float "The glare filter will only be applied to pixels brighter than this value" + * Node|CompositorNode|CompositorNodeGlare.rotate_45 -> use_rotate_45: boolean "Simple star filter: add 45 degree rotation offset" #+ * Node|CompositorNode|CompositorNodeHueCorrect.mapping -> mapping: pointer, "(read-only)" + * Node|CompositorNode|CompositorNodeHueSat.hue -> color_hue: float "NO DESCRIPTION" + * Node|CompositorNode|CompositorNodeHueSat.sat -> color_saturation: float "NO DESCRIPTION" + * Node|CompositorNode|CompositorNodeHueSat.val -> color_value: float "NO DESCRIPTION" #+ * Node|CompositorNode|CompositorNodeIDMask.index -> index: int "Pass index number to convert to alpha" + * Node|CompositorNode|CompositorNodeImage.frames -> frame_duration: int "Number of images used in animation" + * Node|CompositorNode|CompositorNodeImage.offset -> frame_offset: int "Offsets the number of the frame to use in the animation" + * Node|CompositorNode|CompositorNodeImage.start -> frame_start: int "NO DESCRIPTION" #+ * Node|CompositorNode|CompositorNodeImage.image -> image: pointer "NO DESCRIPTION" #+ * Node|CompositorNode|CompositorNodeImage.layer -> layer: enum "NO DESCRIPTION" + * Node|CompositorNode|CompositorNodeImage.auto_refresh -> use_auto_refresh: boolean "NO DESCRIPTION" + * Node|CompositorNode|CompositorNodeImage.cyclic -> use_cyclic: boolean "NO DESCRIPTION" + * Node|CompositorNode|CompositorNodeInvert.alpha -> invert_alpha: boolean "NO DESCRIPTION" + * Node|CompositorNode|CompositorNodeInvert.rgb -> invert_rgb: boolean "NO DESCRIPTION" + * Node|CompositorNode|CompositorNodeLensdist.fit -> use_fit: boolean "For positive distortion factor only: scale image such that black areas are not visible" + * Node|CompositorNode|CompositorNodeLensdist.jitter -> use_jitter: boolean "Enable/disable jittering; faster, but also noisier" + * Node|CompositorNode|CompositorNodeLensdist.projector -> use_projector: boolean "Enable/disable projector mode. Effect is applied in horizontal direction only" #+ * Node|CompositorNode|CompositorNodeLevels.channel -> channel: enum "NO DESCRIPTION" #+ * Node|CompositorNode|CompositorNodeLumaMatte.high -> high: float "Values higher than this setting are 100% opaque" #+ * Node|CompositorNode|CompositorNodeLumaMatte.low -> low: float "Values lower than this setting are 100% keyed" #+ * Node|CompositorNode|CompositorNodeMapUV.alpha -> alpha: int "NO DESCRIPTION" #+ * Node|CompositorNode|CompositorNodeMapValue.max -> max: float[1] "NO DESCRIPTION" #+ * Node|CompositorNode|CompositorNodeMapValue.min -> min: float[1] "NO DESCRIPTION" #+ * Node|CompositorNode|CompositorNodeMapValue.offset -> offset: float[1] "NO DESCRIPTION" #+ * Node|CompositorNode|CompositorNodeMapValue.size -> size: float[1] "NO DESCRIPTION" #+ * Node|CompositorNode|CompositorNodeMapValue.use_max -> use_max: boolean "NO DESCRIPTION" #+ * Node|CompositorNode|CompositorNodeMapValue.use_min -> use_min: boolean "NO DESCRIPTION" #+ * Node|CompositorNode|CompositorNodeMath.operation -> operation: enum "NO DESCRIPTION" #+ * Node|CompositorNode|CompositorNodeMixRGB.blend_type -> blend_type: enum "NO DESCRIPTION" + * Node|CompositorNode|CompositorNodeMixRGB.alpha -> use_alpha: boolean "Include alpha of second input in this operation" #+ * Node|CompositorNode|CompositorNodeOutputFile.exr_codec -> exr_codec: enum "NO DESCRIPTION" #+ * Node|CompositorNode|CompositorNodeOutputFile.filepath -> filepath: string "Output path for the image, same functionality as render output." #+ * Node|CompositorNode|CompositorNodeOutputFile.frame_end -> frame_end: int "NO DESCRIPTION" #+ * Node|CompositorNode|CompositorNodeOutputFile.frame_start -> frame_start: int "NO DESCRIPTION" #+ * Node|CompositorNode|CompositorNodeOutputFile.image_type -> image_type: enum "NO DESCRIPTION" #+ * Node|CompositorNode|CompositorNodeOutputFile.quality -> quality: int "NO DESCRIPTION" + * Node|CompositorNode|CompositorNodeOutputFile.exr_half -> use_exr_half: boolean "NO DESCRIPTION" #+ * Node|CompositorNode|CompositorNodePremulKey.mapping -> mapping: enum "Conversion between premultiplied alpha and key alpha" #+ * Node|CompositorNode|CompositorNodeRLayers.layer -> layer: enum "NO DESCRIPTION" #+ * Node|CompositorNode|CompositorNodeRLayers.scene -> scene: pointer "NO DESCRIPTION" + * Node|CompositorNode|CompositorNodeRotate.filter -> filter_type: enum "Method to use to filter rotation" #+ * Node|CompositorNode|CompositorNodeScale.space -> space: enum "Coordinate space to scale relative to" #+ * Node|CompositorNode|CompositorNodeSplitViewer.axis -> axis: enum "NO DESCRIPTION" #+ * Node|CompositorNode|CompositorNodeSplitViewer.factor -> factor: int "NO DESCRIPTION" #+ * Node|CompositorNode|CompositorNodeTexture.node_output -> node_output: int "For node-based textures, which output node to use" #+ * Node|CompositorNode|CompositorNodeTexture.texture -> texture: pointer "NO DESCRIPTION" #+ * Node|CompositorNode|CompositorNodeTime.curve -> curve: pointer, "(read-only)" + * Node|CompositorNode|CompositorNodeTime.end -> frame_end: int "NO DESCRIPTION" + * Node|CompositorNode|CompositorNodeTime.start -> frame_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 -> type: enum "NO DESCRIPTION" #+ * Node|CompositorNode|CompositorNodeValToRGB.color_ramp -> color_ramp: pointer, "(read-only)" #+ * Node|CompositorNode|CompositorNodeVecBlur.factor -> factor: float "Scaling factor for motion vectors; actually shutter speed in frames" #+ * Node|CompositorNode|CompositorNodeVecBlur.samples -> samples: int "NO DESCRIPTION" + * Node|CompositorNode|CompositorNodeVecBlur.max_speed -> speed_max: int "Maximum speed, or zero for none" + * Node|CompositorNode|CompositorNodeVecBlur.min_speed -> speed_min: int "Minimum speed for a pixel to be blurred; used to separate background from foreground" + * Node|CompositorNode|CompositorNodeVecBlur.curved -> use_curved: boolean "Interpolate between frames in a bezier curve, rather than linearly" #+ * Node|NodeGroup.nodetree -> nodetree: pointer "NO DESCRIPTION" #+ * Node|ShaderNode.type -> type: enum, "(read-only)" #+ * Node|ShaderNode|ShaderNodeExtendedMaterial.invert_normal -> invert_normal: boolean "Material Node uses inverted normal" #+ * Node|ShaderNode|ShaderNodeExtendedMaterial.material -> material: pointer "NO DESCRIPTION" + * Node|ShaderNode|ShaderNodeExtendedMaterial.diffuse -> use_diffuse: boolean "Material Node outputs Diffuse" + * Node|ShaderNode|ShaderNodeExtendedMaterial.specular -> use_specular: boolean "Material Node outputs Specular" #+ * Node|ShaderNode|ShaderNodeGeometry.color_layer -> color_layer: string "NO DESCRIPTION" #+ * Node|ShaderNode|ShaderNodeGeometry.uv_layer -> uv_layer: string "NO DESCRIPTION" #+ * Node|ShaderNode|ShaderNodeMapping.location -> location: float[3] "Location offset for the input coordinate" + * Node|ShaderNode|ShaderNodeMapping.maximum -> max: float[3] "Maximum value to clamp coordinate to" + * Node|ShaderNode|ShaderNodeMapping.minimum -> min: float[3] "Minimum value to clamp coordinate to" #+ * Node|ShaderNode|ShaderNodeMapping.rotation -> rotation: float[3] "Rotation offset for the input coordinate" #+ * Node|ShaderNode|ShaderNodeMapping.scale -> scale: float[3] "Scale adjustment for the input coordinate" + * Node|ShaderNode|ShaderNodeMapping.clamp_maximum -> use_max: boolean "Clamp the output coordinate to a maximum value" + * Node|ShaderNode|ShaderNodeMapping.clamp_minimum -> use_min: boolean "Clamp the output coordinate to a minimum value" #+ * Node|ShaderNode|ShaderNodeMaterial.invert_normal -> invert_normal: boolean "Material Node uses inverted normal" #+ * Node|ShaderNode|ShaderNodeMaterial.material -> material: pointer "NO DESCRIPTION" + * Node|ShaderNode|ShaderNodeMaterial.diffuse -> use_diffuse: boolean "Material Node outputs Diffuse" + * Node|ShaderNode|ShaderNodeMaterial.specular -> use_specular: boolean "Material Node outputs Specular" #+ * Node|ShaderNode|ShaderNodeMath.operation -> operation: enum "NO DESCRIPTION" #+ * Node|ShaderNode|ShaderNodeMixRGB.blend_type -> blend_type: enum "NO DESCRIPTION" + * Node|ShaderNode|ShaderNodeMixRGB.alpha -> use_alpha: boolean "Include alpha of second input in this operation" #+ * Node|ShaderNode|ShaderNodeRGBCurve.mapping -> mapping: pointer, "(read-only)" #+ * Node|ShaderNode|ShaderNodeTexture.node_output -> node_output: int "For node-based textures, which output node to use" #+ * Node|ShaderNode|ShaderNodeTexture.texture -> texture: pointer "NO DESCRIPTION" #+ * Node|ShaderNode|ShaderNodeValToRGB.color_ramp -> color_ramp: pointer, "(read-only)" #+ * Node|ShaderNode|ShaderNodeVectorCurve.mapping -> mapping: pointer, "(read-only)" #+ * Node|ShaderNode|ShaderNodeVectorMath.operation -> operation: enum "NO DESCRIPTION" #+ * Node|TextureNode.type -> type: enum, "(read-only)" #+ * Node|TextureNode|TextureNodeBricks.offset -> offset: float "NO DESCRIPTION" #+ * Node|TextureNode|TextureNodeBricks.offset_frequency -> offset_frequency: int "Offset every N rows" #+ * Node|TextureNode|TextureNodeBricks.squash -> squash: float "NO DESCRIPTION" #+ * Node|TextureNode|TextureNodeBricks.squash_frequency -> squash_frequency: int "Squash every N rows" #+ * Node|TextureNode|TextureNodeCurveRGB.mapping -> mapping: pointer, "(read-only)" #+ * Node|TextureNode|TextureNodeCurveTime.curve -> curve: pointer, "(read-only)" + * Node|TextureNode|TextureNodeCurveTime.end -> frame_end: int "NO DESCRIPTION" + * Node|TextureNode|TextureNodeCurveTime.start -> frame_start: int "NO DESCRIPTION" #+ * Node|TextureNode|TextureNodeImage.image -> image: pointer "NO DESCRIPTION" #+ * Node|TextureNode|TextureNodeMath.operation -> operation: enum "NO DESCRIPTION" #+ * Node|TextureNode|TextureNodeMixRGB.blend_type -> blend_type: enum "NO DESCRIPTION" + * Node|TextureNode|TextureNodeMixRGB.alpha -> use_alpha: boolean "Include alpha of second input in this operation" + * Node|TextureNode|TextureNodeOutput.output_name -> filepath: 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[20] "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 Brush" #+ * Paint.show_brush -> show_brush: boolean "NO DESCRIPTION" #+ * Paint.show_brush_on_surface -> show_brush_on_surface: boolean "NO DESCRIPTION" #Paint.show_low_resolution -> show_low_resolution: boolean "For multires, show low resolution while navigating the view" #+ * Paint|ImagePaint.invert_stencil -> invert_stencil: boolean "Invert the stencil layer" #+ * Paint|ImagePaint.normal_angle -> normal_angle: int "Paint most on faces pointing towards the view according to this angle" #+ * Paint|ImagePaint.screen_grab_size -> screen_grab_size: int[2] "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_culling -> 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_symmetry -> radial_symmetry: int[3] "Number of times to copy strokes across the surface" #+ * Paint|Sculpt.use_symmetry_feather -> use_symmetry_feather: boolean "Reduce the strength of the brush where it overlaps symmetrical daubs" #Paint|Sculpt.use_symmetry_x -> use_symmetry_x: boolean "Mirror brush across the X axis" #Paint|Sculpt.use_symmetry_y -> use_symmetry_y: boolean "Mirror brush across the Y axis" #Paint|Sculpt.use_symmetry_z -> use_symmetry_z: boolean "Mirror brush across the Z axis" #Paint|Sculpt.use_threaded -> use_threaded: boolean "Take advantage of multiple CPU cores to improve sculpting performance" + * 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 "The context in which the panel belongs to. (TODO: explain the possible combinations bl_context/bl_region_type/bl_space_type)" #+ * Panel.bl_idname -> bl_idname: string "If this is set, the panel gets a custom ID, otherwise it takes the name of the class used to define the panel. For example, if the class name is OBJECT_PT_hello, and bl_idname is not set by the script, then bl_idname = OBJECT_PT_hello" #+ * Panel.bl_label -> bl_label: string "The panel label, shows up in the panel header at the right of the triangle used to collapse the panel." #+ * Panel.bl_region_type -> bl_region_type: enum "The region where the panel is going to be used in." #+ * Panel.bl_show_header -> bl_show_header: boolean "If set to True, the panel shows a header, which contains a clickable arrow to collapse the panel and the label (see bl_label)." #+ * Panel.bl_space_type -> bl_space_type: enum "The space where the panel is going to be used in." + * Panel.bl_default_closed -> bl_use_closed: boolean "Defines if the panel has to be open or collapsed at the time of its creation. Note that once the panel has been created with bl_default_closed = True, at reload (F8) it stays open." #+ * Panel.layout -> layout: pointer, "(read-only) Defines the structure of the panel in the UI." #TODO SHOULD THIS BE HERE * Panel.text -> text: string "XXX todo" #+ * Particle.alive_state -> alive_state: enum "NO DESCRIPTION" #+ * Particle.angular_velocity -> angular_velocity: float[3] "NO DESCRIPTION" #Particle.birth_time -> birth_time: float "NO DESCRIPTION" #+ * Particle.die_time -> die_time: float "NO DESCRIPTION" #Particle.is_exist -> is_exist: boolean, "(read-only)" #Particle.is_hair -> is_hair: collection, "(read-only)" #+ * Particle.is_visible -> is_visible: boolean, "(read-only)" #+ * Particle.keys -> keys: collection, "(read-only)" + * Particle.lifetime -> life_time: float "NO DESCRIPTION" #+ * Particle.location -> location: float[3] "NO DESCRIPTION" #+ * Particle.prev_angular_velocity -> prev_angular_velocity: float[3] "NO DESCRIPTION" #+ * Particle.prev_location -> prev_location: float[3] "NO DESCRIPTION" #+ * Particle.prev_rotation -> prev_rotation: float[4] "NO DESCRIPTION" #+ * Particle.prev_velocity -> prev_velocity: float[3] "NO DESCRIPTION" #+ * Particle.rotation -> rotation: float[4] "NO DESCRIPTION" #+ * Particle.size -> size: float "NO DESCRIPTION" #+ * Particle.velocity -> velocity: float[3] "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.brush -> brush: pointer, "(read-only)" + * ParticleEdit.add_keys -> default_key_count: int "How many keys to make new particles with" #+ * ParticleEdit.draw_step -> draw_step: int "How many steps to draw the path with" #+ * ParticleEdit.emitter_distance -> emitter_distance: float "Distance to keep particles away from the emitter" #+ * ParticleEdit.fade_frames -> fade_frames: int "How many frames to fade" #ParticleEdit.is_editable -> is_editable: boolean, "(read-only) A valid edit mode exists" #ParticleEdit.is_hair -> is_hair: boolean, "(read-only) Editing hair" #+ * ParticleEdit.object -> object: pointer, "(read-only) The edited object" + * ParticleEdit.selection_mode -> select_mode: enum "Particle select and display mode" #ParticleEdit.show_particles -> show_particles: boolean "Draw actual particles" #+ * ParticleEdit.tool -> tool: enum "NO DESCRIPTION" #+ * ParticleEdit.type -> type: enum "NO DESCRIPTION" + * ParticleEdit.auto_velocity -> use_auto_velocity: boolean "Calculate point velocities automatically" + * ParticleEdit.add_interpolate -> use_default_interpolate: boolean "Interpolate new particles from the existing ones" + * 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_length: boolean "Keep path lengths constant" + * ParticleEdit.keep_root -> use_preserve_root: boolean "Keep root keys unmodified" #ParticleHairKey.co -> co: float[3] "Location of the hair key in object space" #ParticleHairKey.co_hair_space -> co_hair_space: float[3] "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[3] "Key angular velocity" #+ * ParticleKey.location -> location: float[3] "Key location" #+ * ParticleKey.rotation -> rotation: float[4] "Key rotation quaterion" #+ * ParticleKey.time -> time: float "Time of key over the simulation" #+ * ParticleKey.velocity -> velocity: float[3] "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.has_multiple_caches -> has_multiple_caches: boolean, "(read-only) Particle system has multiple point caches" + * ParticleSystem.vertex_group_clump_negate -> invert_vertex_group_clump: boolean "Negate the effect of the clump vertex group" + * ParticleSystem.vertex_group_density_negate -> invert_vertex_group_density: boolean "Negate the effect of the density vertex group" + * ParticleSystem.vertex_group_field_negate -> invert_vertex_group_field: boolean "Negate the effect of the field vertex group" + * ParticleSystem.vertex_group_kink_negate -> invert_vertex_group_kink: boolean "Negate the effect of the kink vertex group" + * ParticleSystem.vertex_group_length_negate -> invert_vertex_group_length: boolean "Negate the effect of the length vertex group" + * ParticleSystem.vertex_group_rotation_negate -> invert_vertex_group_rotation: boolean "Negate the effect of the rotation vertex group" + * ParticleSystem.vertex_group_roughness1_negate -> invert_vertex_group_roughness_1: boolean "Negate the effect of the roughness 1 vertex group" + * ParticleSystem.vertex_group_roughness2_negate -> invert_vertex_group_roughness_2: boolean "Negate the effect of the roughness 2 vertex group" + * ParticleSystem.vertex_group_roughness_end_negate -> invert_vertex_group_roughness_end: boolean "Negate the effect of the roughness end vertex group" + * ParticleSystem.vertex_group_size_negate -> invert_vertex_group_size: boolean "Negate the effect of the size vertex group" + * ParticleSystem.vertex_group_tangent_negate -> invert_vertex_group_tangent: boolean "Negate the effect of the tangent vertex group" + * ParticleSystem.vertex_group_velocity_negate -> invert_vertex_group_velocity: boolean "Negate the effect of the velocity vertex group" #ParticleSystem.is_editable -> is_editable: boolean, "(read-only) Particle system can be edited in particle mode" #ParticleSystem.is_edited -> is_edited: boolean, "(read-only) Particle system has been edited in particle mode" #ParticleSystem.is_global_hair -> is_global_hair: boolean, "(read-only) Hair keys are in global coordinate space" #+ * ParticleSystem.name -> name: string "Particle system name" #+ * ParticleSystem.parent -> parent: pointer "Use this objects coordinate system instead of global coordinate system" #+ * ParticleSystem.particles -> particles: collection, "(read-only) Particles generated by the particle system" #+ * ParticleSystem.point_cache -> point_cache: pointer, "(read-only)" #+ * ParticleSystem.reactor_target_object -> reactor_target_object: pointer "For reactor systems, the object that has the target particle system (empty if same object)" #+ * ParticleSystem.reactor_target_particle_system -> reactor_target_particle_system: int "For reactor systems, index of particle system on the target object" #+ * ParticleSystem.seed -> seed: int "Offset in the random number table, to get a different randomized result" #+ * ParticleSystem.settings -> settings: pointer "Particle system settings" #+ * ParticleSystem.targets -> targets: collection, "(read-only) Target particle systems" + * ParticleSystem.hair_dynamics -> use_hair_dynamics: boolean "Enable hair dynamics using cloth simulation" + * ParticleSystem.keyed_timing -> use_keyed_timing: boolean "Use key times" #+ * ParticleSystem.vertex_group_clump -> vertex_group_clump: string "Vertex group to control clump" #+ * ParticleSystem.vertex_group_density -> vertex_group_density: string "Vertex group to control density" #+ * ParticleSystem.vertex_group_field -> vertex_group_field: string "Vertex group to control field" #+ * ParticleSystem.vertex_group_kink -> vertex_group_kink: string "Vertex group to control kink" #+ * ParticleSystem.vertex_group_length -> vertex_group_length: string "Vertex group to control length" #+ * ParticleSystem.vertex_group_rotation -> vertex_group_rotation: string "Vertex group to control rotation" + * ParticleSystem.vertex_group_roughness1 -> vertex_group_roughness_1: string "Vertex group to control roughness 1" + * ParticleSystem.vertex_group_roughness2 -> vertex_group_roughness_2: string "Vertex group to control roughness 2" #+ * ParticleSystem.vertex_group_roughness_end -> vertex_group_roughness_end: string "Vertex group to control roughness end" #+ * ParticleSystem.vertex_group_size -> vertex_group_size: string "Vertex group to control size" #+ * ParticleSystem.vertex_group_tangent -> vertex_group_tangent: string "Vertex group to control tangent" #+ * ParticleSystem.vertex_group_velocity -> vertex_group_velocity: string "Vertex group to control velocity" #ParticleTarget.alliance -> alliance: enum "NO DESCRIPTION" #+ * ParticleTarget.duration -> duration: float "NO DESCRIPTION" #ParticleTarget.is_valid -> is_valid: boolean "Keyed particles target is valid" #+ * ParticleTarget.name -> name: string, "(read-only) Particle target name" #+ * ParticleTarget.object -> object: pointer "The object that has the target particle system (empty if same object)" #+ * ParticleTarget.system -> system: int "The index of particle system on the target object" #+ * ParticleTarget.time -> time: float "NO DESCRIPTION" #+ * PointCache.active_point_cache_index -> active_point_cache_index: int "NO DESCRIPTION" #+ * PointCache.filepath -> filepath: string "Cache file path" #+ * PointCache.frame_end -> frame_end: int "Frame on which the simulation stops" #+ * PointCache.frame_start -> frame_start: int "Frame on which the simulation starts" #PointCache.frame_step -> frame_step: int "Number of frames between cached frames" #+ * 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.is_baked -> is_baked: boolean, "(read-only)" #PointCache.is_baking -> is_baking: boolean, "(read-only)" #PointCache.is_outdated -> is_outdated: boolean, "(read-only)" #+ * PointCache.name -> name: string "Cache name" #PointCache.point_caches -> point_caches: collection, "(read-only) Point cache list" #PointCache.use_disk_cache -> use_disk_cache: boolean "Save cache files to disk (.blend file must be saved first)" #PointCache.use_external -> use_external: boolean "Read cache from an external location" #+ * PointCache.use_library_path -> use_library_path: boolean "Use this files path when library linked into another file." #PointCache.use_quick_cache -> use_quick_cache: boolean "Update simulation with cache steps" #+ * PointDensity.color_ramp -> color_ramp: pointer, "(read-only)" #+ * PointDensity.color_source -> color_source: enum "Data to derive color results from" #+ * PointDensity.falloff -> falloff: enum "Method of attenuating density by distance from the point" + * PointDensity.falloff_softness -> falloff_soft: float "Softness of the soft falloff option" #+ * PointDensity.noise_basis -> noise_basis: enum "Noise formula used for turbulence" #+ * PointDensity.object -> object: pointer "Object to take point data from" + * PointDensity.particle_cache -> particle_cache_space: enum "Co-ordinate system to cache particles in" #+ * PointDensity.particle_system -> particle_system: pointer "Particle System to render as points" #+ * PointDensity.point_source -> point_source: enum "Point data to use as renderable point density" #+ * PointDensity.radius -> radius: float "Radius from the shaded sample to look for points within" #+ * PointDensity.speed_scale -> speed_scale: float "Multiplier to bring particle speed within an acceptable range" #+ * PointDensity.turbulence_depth -> turbulence_depth: int "Level of detail in the added turbulent noise" #+ * PointDensity.turbulence_influence -> turbulence_influence: enum "Method for driving added turbulent noise" + * PointDensity.turbulence_size -> turbulence_scale: float "Scale of the added turbulent noise" #+ * PointDensity.turbulence_strength -> turbulence_strength: float "NO DESCRIPTION" + * PointDensity.turbulence -> use_turbulence: boolean "Add directed noise to the density at render-time" + * PointDensity.vertices_cache -> vertex_cache_space: enum "Co-ordinate system to cache vertices in" #+ * Pose.active_bone_group -> active_bone_group: pointer "Active bone group for this pose" #+ * Pose.active_bone_group_index -> active_bone_group_index: int "Active index in bone groups array" #+ * Pose.animation_visualisation -> animation_visualisation: pointer, "(read-only) Animation data for this datablock" #+ * Pose.bone_groups -> bone_groups: collection, "(read-only) Groups of the bones" #+ * Pose.bones -> bones: collection, "(read-only) Individual pose bones for the armature" #+ * Pose.ik_param -> ik_param: pointer, "(read-only) Parameters for IK solver" #+ * Pose.ik_solver -> ik_solver: enum "Selection of IK solver for IK chain, current choice is 0 for Legacy, 1 for iTaSC" #+ * PoseBone.bone -> bone: pointer, "(read-only) Bone associated with this PoseBone" #+ * PoseBone.bone_group -> bone_group: pointer "Bone Group this pose channel belongs to" #+ * PoseBone.bone_group_index -> bone_group_index: int "Bone Group this pose channel belongs to (0=no group)" #+ * PoseBone.child -> child: pointer, "(read-only) Child of this pose bone" #+ * PoseBone.constraints -> constraints: collection, "(read-only) Constraints that act on this PoseChannel" #+ * PoseBone.custom_shape -> custom_shape: pointer "Object that defines custom draw type for this bone" #+ * PoseBone.custom_shape_transform -> custom_shape_transform: pointer "Bone that defines the display transform of this custom shape" #+ * PoseBone.head -> head: float[3], "(read-only) Location of head of the channels bone" + * PoseBone.ik_lin_weight -> ik_linear_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_rotation_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.is_in_ik_chain -> is_in_ik_chain: boolean, "(read-only) Is part of an IK chain" #+ * PoseBone.location -> location: float[3] "NO DESCRIPTION" #PoseBone.lock_ik_x -> lock_ik_x: boolean "Disallow movement around the X axis" #PoseBone.lock_ik_y -> lock_ik_y: boolean "Disallow movement around the Y axis" #PoseBone.lock_ik_z -> lock_ik_z: boolean "Disallow movement around the Z axis" #+ * PoseBone.lock_location -> lock_location: boolean[3] "Lock editing of location in the interface" #+ * PoseBone.lock_rotation -> lock_rotation: boolean[3] "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[3] "Lock editing of scale in the interface" #+ * PoseBone.matrix -> matrix: float[16], "(read-only) Final 4x4 matrix for this channel" #+ * PoseBone.matrix_channel -> matrix_channel: float[16], "(read-only) 4x4 matrix, before constraints" #+ * PoseBone.matrix_local -> matrix_local: float[16] "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[4] "Angle of Rotation for Axis-Angle rotation representation" #+ * PoseBone.rotation_euler -> rotation_euler: float[3] "Rotation in Eulers" #+ * PoseBone.rotation_mode -> rotation_mode: enum "NO DESCRIPTION" #+ * PoseBone.rotation_quaternion -> rotation_quaternion: float[4] "Rotation in Quaternions" #+ * PoseBone.scale -> scale: float[3] "NO DESCRIPTION" #+ * PoseBone.select -> select: boolean "NO DESCRIPTION" #+ * PoseBone.tail -> tail: float[3], "(read-only) Location of tail of the channels bone" + * PoseBone.ik_limit_x -> use_ik_limit_x: boolean "Limit movement around the X axis" + * PoseBone.ik_limit_y -> use_ik_limit_y: boolean "Limit movement around the Y axis" + * PoseBone.ik_limit_z -> use_ik_limit_z: boolean "Limit movement around the Z axis" + * PoseBone.ik_lin_control -> use_ik_linear_control: boolean "Apply channel size as IK constraint if stretching is enabled" + * PoseBone.ik_rot_control -> use_ik_rotation_control: boolean "Apply channel rotation as IK constraint" #+ * PoseBoneConstraints.active -> active: pointer "Active PoseChannel constraint" #+ * Property.description -> description: string, "(read-only) Description of the property for tooltips" #+ * Property.identifier -> identifier: string, "(read-only) Unique name used in the code and scripting" #+ * Property.is_never_none -> is_never_none: boolean, "(read-only) True when this value cant be set to None" #Property.is_output -> is_output: boolean, "(read-only) True when this property is an output value from an RNA function" #+ * Property.is_readonly -> is_readonly: boolean, "(read-only) Property is editable through RNA" #Property.is_registered -> is_registered: boolean, "(read-only) Property is registered as part of type registration" #Property.is_registered_optional -> is_registered_optional: boolean, "(read-only) Property is optionally registered as part of type registration" #+ * Property.is_required -> is_required: boolean, "(read-only) False when this property is an optional argument in an RNA function" #+ * Property.name -> name: string, "(read-only) Human readable name" #+ * Property.srna -> srna: pointer, "(read-only) Struct definition used for properties assigned to this item" #+ * Property.subtype -> subtype: enum, "(read-only) Semantic interpretation of the property" #+ * Property.type -> type: enum, "(read-only) Data type of the property" #+ * Property.unit -> unit: enum, "(read-only) Type of units for this property" #+ * Property|BooleanProperty.array_length -> array_length: int, "(read-only) Maximum length of the array, 0 means unlimited" #+ * Property|BooleanProperty.default -> default: boolean, "(read-only) Default value for this number" #+ * Property|BooleanProperty.default_array -> default_array: boolean[3], "(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[3], "(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[3], "(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.length_max -> length_max: int, "(read-only) Maximum length of the string, 0 means unlimited" #+ * RGBANodeSocket.default_value -> default_value: float[4] "Default value of the socket when no link is attached" #+ * RGBANodeSocket.name -> name: string, "(read-only) Socket name" #+ * Region.height -> height: int, "(read-only) Region height" #+ * Region.id -> id: int, "(read-only) Unique ID for this region" #+ * Region.type -> type: enum, "(read-only) Type of this region" #+ * Region.width -> width: int, "(read-only) Region width" #+ * RegionView3D.lock_rotation -> lock_rotation: boolean "Lock view rotation in side views" #+ * RegionView3D.perspective_matrix -> perspective_matrix: float[16], "(read-only) Current perspective matrix of the 3D region" #RegionView3D.show_sync_view -> show_sync_view: boolean "Sync view position between side views" #RegionView3D.use_box_clip -> use_box_clip: boolean "Clip objects based on whats visible in other side views" #+ * RegionView3D.view_distance -> view_distance: float "Distance to the view location" #+ * RegionView3D.view_location -> view_location: float[3] "View pivot location" #+ * RegionView3D.view_matrix -> view_matrix: float[16], "(read-only) Current view matrix of the 3D region" #+ * RegionView3D.view_perspective -> view_perspective: enum "View Perspective" #RegionView3D.view_rotate_method -> view_rotate_method: float[4] "Rotation in quaternions (keep normalized)" #+ * RenderEngine.bl_idname -> bl_idname: string "NO DESCRIPTION" #+ * RenderEngine.bl_label -> bl_label: string "NO DESCRIPTION" #RenderEngine.bl_use_postprocess -> bl_use_postprocess: boolean "NO DESCRIPTION" #RenderEngine.bl_use_preview -> bl_use_preview: boolean "NO DESCRIPTION" #RenderLayer.exclude_ambient_occlusion -> exclude_ambient_occlusion: boolean, "(read-only) Exclude AO pass from combined" #RenderLayer.exclude_emit -> exclude_emit: boolean, "(read-only) Exclude emission pass from combined" #RenderLayer.exclude_environment -> exclude_environment: boolean, "(read-only) Exclude environment pass from combined" #RenderLayer.exclude_indirect -> exclude_indirect: boolean, "(read-only) Exclude indirect pass from combined" #RenderLayer.exclude_reflection -> exclude_reflection: boolean, "(read-only) Exclude raytraced reflection pass from combined" #RenderLayer.exclude_refraction -> exclude_refraction: boolean, "(read-only) Exclude raytraced refraction pass from combined" #RenderLayer.exclude_shadow -> exclude_shadow: boolean, "(read-only) Exclude shadow pass from combined" #RenderLayer.exclude_specular -> exclude_specular: boolean, "(read-only) Exclude specular pass from combined" #RenderLayer.invert_zmask -> invert_zmask: boolean, "(read-only) For Zmask, only render what is behind solid z values instead of in front" #RenderLayer.layers -> layers: boolean[20], "(read-only) Scene layers included in this render layer" #RenderLayer.layers_zmask -> layers_zmask: boolean[20], "(read-only) Zmask scene layers" #+ * RenderLayer.light_override -> light_override: pointer, "(read-only) Group to override all other lights in this render layer" #+ * RenderLayer.material_override -> material_override: pointer, "(read-only) Material to override all other materials in this render layer" #+ * RenderLayer.name -> name: string, "(read-only) Render layer name" #+ * RenderLayer.passes -> passes: collection, "(read-only)" #+ * RenderLayer.rect -> rect: float "NO DESCRIPTION" #+ * RenderLayer.use -> use: boolean, "(read-only) Disable or enable the render layer" #RenderLayer.use_all_z -> use_all_z: boolean, "(read-only) Fill in Z values for solid faces in invisible layers, for masking" #RenderLayer.use_edge_enhance -> use_edge_enhance: boolean, "(read-only) Render Edge-enhance in this Layer (only works for Solid faces)" #RenderLayer.use_halo -> use_halo: boolean, "(read-only) Render Halos in this Layer (on top of Solid)" #RenderLayer.use_pass_ambient_occlusion -> use_pass_ambient_occlusion: boolean, "(read-only) Deliver AO pass" #RenderLayer.use_pass_color -> use_pass_color: boolean, "(read-only) Deliver shade-less color pass" #RenderLayer.use_pass_combined -> use_pass_combined: boolean, "(read-only) Deliver full combined RGBA buffer" #RenderLayer.use_pass_diffuse -> use_pass_diffuse: boolean, "(read-only) Deliver diffuse pass" #RenderLayer.use_pass_emit -> use_pass_emit: boolean, "(read-only) Deliver emission pass" #RenderLayer.use_pass_environment -> use_pass_environment: boolean, "(read-only) Deliver environment lighting pass" #RenderLayer.use_pass_indirect -> use_pass_indirect: boolean, "(read-only) Deliver indirect lighting pass" #RenderLayer.use_pass_mist -> use_pass_mist: boolean, "(read-only) Deliver mist factor pass (0.0-1.0)" #RenderLayer.use_pass_normal -> use_pass_normal: boolean, "(read-only) Deliver normal pass" #RenderLayer.use_pass_object_index -> use_pass_object_index: boolean, "(read-only) Deliver object index pass" #RenderLayer.use_pass_reflection -> use_pass_reflection: boolean, "(read-only) Deliver raytraced reflection pass" #RenderLayer.use_pass_refraction -> use_pass_refraction: boolean, "(read-only) Deliver raytraced refraction pass" #RenderLayer.use_pass_shadow -> use_pass_shadow: boolean, "(read-only) Deliver shadow pass" #RenderLayer.use_pass_specular -> use_pass_specular: boolean, "(read-only) Deliver specular pass" #RenderLayer.use_pass_uv -> use_pass_uv: boolean, "(read-only) Deliver texture UV pass" #RenderLayer.use_pass_vector -> use_pass_vector: boolean, "(read-only) Deliver speed vector pass" #RenderLayer.use_pass_z -> use_pass_z: boolean, "(read-only) Deliver Z values pass" #RenderLayer.use_sky -> use_sky: boolean, "(read-only) Render Sky in this Layer" #RenderLayer.use_solid -> use_solid: boolean, "(read-only) Render Solid faces in this Layer" #RenderLayer.use_strand -> use_strand: boolean, "(read-only) Render Strands in this Layer" #RenderLayer.use_zmask -> use_zmask: boolean, "(read-only) Only render whats in front of the solid z values" #RenderLayer.use_ztransp -> use_ztransp: boolean, "(read-only) Render Z-Transparent faces in this Layer (On top of Solid and Halos)" #+ * RenderPass.channel_id -> channel_id: string, "(read-only)" #+ * RenderPass.channels -> channels: int, "(read-only)" #+ * RenderPass.name -> name: string, "(read-only)" #+ * RenderPass.rect -> rect: float "NO DESCRIPTION" #+ * RenderPass.type -> type: enum, "(read-only)" #+ * RenderResult.layers -> layers: collection, "(read-only)" #+ * RenderResult.resolution_x -> resolution_x: int, "(read-only)" #+ * RenderResult.resolution_y -> resolution_y: int, "(read-only)" #+ * RenderSettings.active_layer_index -> active_layer_index: int "Active index in render layer array" #+ * RenderSettings.alpha_mode -> alpha_mode: enum "Representation of alpha information in the RGBA pixels" #+ * RenderSettings.antialiasing_samples -> antialiasing_samples: enum "Amount of anti-aliasing samples per pixel" #+ * RenderSettings.bake_aa_mode -> bake_aa_mode: enum "NO DESCRIPTION" #+ * RenderSettings.bake_bias -> bake_bias: float "Bias towards faces further away from the object (in blender units)" #+ * RenderSettings.bake_distance -> bake_distance: float "Maximum distance from active object to other object (in blender units" #+ * RenderSettings.bake_margin -> bake_margin: int "Amount of pixels to extend the baked result with, as post process filter" #+ * RenderSettings.bake_normal_space -> bake_normal_space: enum "Choose normal space for baking" #+ * RenderSettings.bake_quad_split -> bake_quad_split: enum "Choose the method used to split a quad into 2 triangles for baking" #+ * RenderSettings.bake_type -> bake_type: enum "Choose shading information to bake into the image" #+ * RenderSettings.border_max_x -> border_max_x: float "Sets maximum X value for the render border" #+ * RenderSettings.border_max_y -> border_max_y: float "Sets maximum Y value for the render border" #+ * RenderSettings.border_min_x -> border_min_x: float "Sets minimum X value to for the render border" #+ * RenderSettings.border_min_y -> border_min_y: float "Sets minimum Y value for the render border" #+ * RenderSettings.cineon_black -> cineon_black: int "Log conversion reference blackpoint" #+ * RenderSettings.cineon_gamma -> cineon_gamma: float "Log conversion gamma" #+ * RenderSettings.cineon_white -> cineon_white: int "Log conversion reference whitepoint" #+ * RenderSettings.color_mode -> color_mode: enum "Choose BW for saving greyscale images, RGB for saving red, green and blue channels, AND RGBA for saving red, green, blue + alpha channels" #+ * RenderSettings.display_mode -> display_mode: enum "Select where rendered images will be displayed" #+ * RenderSettings.dither_intensity -> dither_intensity: float "Amount of dithering noise added to the rendered image to break up banding" #+ * RenderSettings.edge_color -> edge_color: float[3] "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.exr_codec -> exr_codec: enum "Codec settings for OpenEXR" #RenderSettings.exr_half -> exr_half: boolean "Use 16 bit floats instead of 32 bit floats per channel" #RenderSettings.exr_preview -> exr_preview: boolean "When rendering animations, save JPG preview images in same directory" #RenderSettings.exr_zbuf -> exr_zbuf: boolean "Save the z-depth per pixel (32 bit unsigned int zbuffer)" #+ * RenderSettings.field_order -> field_order: enum "Order of video fields. Select which lines get rendered first, to create smooth motion for TV output" #+ * RenderSettings.file_extension -> file_extension: string, "(read-only) The file extension used for saving renders" #+ * RenderSettings.file_format -> file_format: enum "File format to save the rendered images as" #+ * RenderSettings.file_quality -> file_quality: int "Quality of JPEG images, AVI Jpeg and SGI movies, Compression for PNGs" #RenderSettings.filepath -> filepath: string "Directory/name to save animations, # characters defines the position and length of frame numbers" #+ * 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.has_multiple_engines -> has_multiple_engines: boolean, "(read-only) More than one rendering engine is available" #+ * RenderSettings.is_movie_format -> is_movie_format: boolean, "(read-only) When true the format is a movie" #RenderSettings.jpeg2k_depth -> jpeg2k_depth: enum "Bit depth per channel" #RenderSettings.jpeg2k_preset -> jpeg2k_preset: enum "Use a DCI Standard preset for saving jpeg2000" #RenderSettings.jpeg2k_ycc -> jpeg2k_ycc: boolean "Save luminance-chrominance-chrominance channels instead of RGB colors" #+ * RenderSettings.layers -> layers: collection, "(read-only)" #+ * RenderSettings.motion_blur_samples -> motion_blur_samples: int "Number of scene samples to take with motion blur" #+ * RenderSettings.motion_blur_shutter -> motion_blur_shutter: float "Time taken in frames between shutter open and close" #+ * RenderSettings.octree_resolution -> octree_resolution: enum "Resolution of raytrace accelerator. Use higher resolutions for larger scenes" #+ * RenderSettings.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_type -> pixel_filter_type: enum "Reconstruction filter used for combining anti-aliasing samples" #RenderSettings.raytrace_method -> raytrace_method: enum "Type of raytrace accelerator structure" #+ * RenderSettings.resolution_percentage -> resolution_percentage: int "Percentage scale for render resolution" #+ * RenderSettings.resolution_x -> resolution_x: int "Number of horizontal pixels in the rendered image" #+ * RenderSettings.resolution_y -> resolution_y: int "Number of vertical pixels in the rendered image" #+ * RenderSettings.sequencer_gl_preview -> sequencer_gl_preview: enum "Method to draw in the sequencer view" #+ * RenderSettings.sequencer_gl_render -> sequencer_gl_render: enum "Method to draw in the sequencer view" #+ * RenderSettings.simplify_ao_sss -> simplify_ao_sss: float "Global approximate AA and SSS quality factor" #+ * RenderSettings.simplify_child_particles -> simplify_child_particles: float "Global child particles percentage" #+ * RenderSettings.simplify_shadow_samples -> simplify_shadow_samples: int "Global maximum shadow samples" #+ * RenderSettings.simplify_subdivision -> simplify_subdivision: int "Global maximum subdivision level" #+ * RenderSettings.stamp_background -> stamp_background: float[4] "Color to use behind stamp text" #+ * RenderSettings.stamp_font_size -> stamp_font_size: int "Size of the font used when rendering stamp text" #+ * RenderSettings.stamp_foreground -> stamp_foreground: float[4] "Color to use for stamp text" #+ * RenderSettings.stamp_note_text -> stamp_note_text: string "Custom text to appear in the stamp note" #+ * RenderSettings.threads -> threads: int "Number of CPU threads to use simultaneously while rendering (for multi-core/CPU systems)" #+ * RenderSettings.threads_mode -> threads_mode: enum "Determine the amount of render threads used" #RenderSettings.use_antialiasing -> use_antialiasing: boolean "Render and combine multiple samples per pixel to prevent jagged edges" #RenderSettings.use_backbuf -> use_backbuf: boolean "Render backbuffer image" #RenderSettings.use_bake_antialiasing -> use_bake_antialiasing: boolean "Enables Anti-aliasing" #RenderSettings.use_bake_clear -> use_bake_clear: boolean "Clear Images before baking" #RenderSettings.use_bake_normalize -> use_bake_normalize: boolean "With displacement normalize to the distance, with ambient occlusion normalize without using material settings" #RenderSettings.use_bake_selected_to_active -> use_bake_selected_to_active: boolean "Bake shading on the surface of selected objects to the active object" #+ * 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_cineon_log -> use_cineon_log: boolean "Convert to logarithmic color space" #RenderSettings.use_color_management -> use_color_management: boolean "Use linear workflow - gamma corrected imaging pipeline" #+ * RenderSettings.use_compositing -> use_compositing: boolean "Process the render result through the compositing pipeline, if compositing nodes are enabled" #RenderSettings.use_crop_to_border -> use_crop_to_border: boolean "Crop the rendered frame to the defined border size" #RenderSettings.use_edge_enhance -> use_edge_enhance: boolean "Create a toon outline around the edges of geometry" #+ * RenderSettings.use_envmaps -> use_envmaps: boolean "Calculate environment maps while rendering" #RenderSettings.use_fields -> use_fields: boolean "Render image to two fields per frame, for interlaced TV output" #RenderSettings.use_fields_still -> use_fields_still: boolean "Disable the time difference between fields" #+ * RenderSettings.use_file_extension -> use_file_extension: boolean "Add the file format extensions to the rendered file name (eg: filename + .jpg)" #RenderSettings.use_free_image_textures -> use_free_image_textures: boolean "Free all image texture from memory after render, to save memory before compositing" #RenderSettings.use_free_unused_nodes -> use_free_unused_nodes: boolean "Free Nodes that are not used while compositing, to save memory" #RenderSettings.use_full_sample -> use_full_sample: boolean "Save for every anti-aliasing sample the entire RenderLayer results. This solves anti-aliasing issues with compositing" #+ * RenderSettings.use_game_engine -> use_game_engine: boolean, "(read-only) Current rendering engine is a game engine" #+ * RenderSettings.use_instances -> use_instances: boolean "Instance support leads to effective memory reduction when using duplicates" #+ * RenderSettings.use_local_coords -> use_local_coords: boolean "Vertex coordinates are stored localy on each primitive. Increases memory usage, but may have impact on speed" #RenderSettings.use_motion_blur -> use_motion_blur: boolean "Use multi-sampled 3D scene motion blur" #+ * RenderSettings.use_overwrite -> use_overwrite: boolean "Overwrite existing files while rendering" #+ * RenderSettings.use_placeholder -> use_placeholder: boolean "Create empty placeholder files while rendering frames (similar to Unix touch)" #+ * RenderSettings.use_radiosity -> use_radiosity: boolean "Calculate radiosity in a pre-process before rendering" #RenderSettings.use_raytrace -> use_raytrace: boolean "Pre-calculate the raytrace accelerator and render raytracing effects" #RenderSettings.use_save_buffers -> use_save_buffers: boolean "Save tiles for all RenderLayers and SceneNodes to files in the temp directory (saves memory, required for Full Sample)" #+ * RenderSettings.use_sequencer -> use_sequencer: boolean "Process the render (and composited) result through the video sequence editor pipeline, if sequencer strips exist" #+ * RenderSettings.use_sequencer_gl_preview -> use_sequencer_gl_preview: boolean "NO DESCRIPTION" #+ * RenderSettings.use_sequencer_gl_render -> use_sequencer_gl_render: boolean "NO DESCRIPTION" #+ * RenderSettings.use_shadows -> use_shadows: boolean "Calculate shadows while rendering" #+ * RenderSettings.use_simplify -> use_simplify: boolean "Enable simplification of scene for quicker preview renders" #RenderSettings.use_simplify_triangulate -> use_simplify_triangulate: boolean "Disables non-planer quads being triangulated" #RenderSettings.use_single_layer -> use_single_layer: boolean "Only render the active layer" #+ * RenderSettings.use_sss -> use_sss: boolean "Calculate sub-surface scattering in materials rendering" #RenderSettings.use_stamp -> use_stamp: boolean "Render the stamp info text in the rendered image" #RenderSettings.use_stamp_camera -> use_stamp_camera: boolean "Include the name of the active camera in image metadata" #RenderSettings.use_stamp_date -> use_stamp_date: boolean "Include the current date in image metadata" #RenderSettings.use_stamp_filename -> use_stamp_filename: boolean "Include the filename of the .blend file in image metadata" #RenderSettings.use_stamp_frame -> use_stamp_frame: boolean "Include the frame number in image metadata" #RenderSettings.use_stamp_marker -> use_stamp_marker: boolean "Include the name of the last marker in image metadata" #RenderSettings.use_stamp_note -> use_stamp_note: boolean "Include a custom note in image metadata" #RenderSettings.use_stamp_render_time -> use_stamp_render_time: boolean "Include the render time in the stamp image" #RenderSettings.use_stamp_scene -> use_stamp_scene: boolean "Include the name of the active scene in image metadata" #RenderSettings.use_stamp_sequencer_strip -> use_stamp_sequencer_strip: boolean "Include the name of the foreground sequence strip in image metadata" #RenderSettings.use_stamp_time -> use_stamp_time: boolean "Include the render frame as HH:MM:SS.FF in image metadata" #+ * RenderSettings.use_textures -> use_textures: boolean "Use textures to affect material properties" #RenderSettings.use_tiff_16bit -> use_tiff_16bit: boolean "Save TIFF with 16 bits per channel" #+ * SPHFluidSettings.buoyancy -> buoyancy: float "NO DESCRIPTION" #+ * SPHFluidSettings.fluid_radius -> fluid_radius: float "Fluid interaction Radius" #+ * SPHFluidSettings.rest_density -> rest_density: float "Density" #+ * SPHFluidSettings.rest_length -> rest_length: float "The Spring Rest Length (factor of interaction radius)" + * SPHFluidSettings.spring_k -> spring_force: float "Spring force constant" + * SPHFluidSettings.stiffness_k -> stiffness: float "Constant K - Stiffness" + * SPHFluidSettings.stiffness_knear -> stiffness_near: float "Repulsion factor: stiffness_knear" #+ * SPHFluidSettings.viscosity_beta -> viscosity_beta: float "Square viscosity factor" #+ * SPHFluidSettings.viscosity_omega -> viscosity_omega: float "Linear viscosity" #+ * SceneBases.active -> active: pointer "Active object base in the scene" #+ * SceneGameData.activity_culling_box_radius -> activity_culling_box_radius: float "Radius of the activity bubble, in Manhattan length. Objects outside the box are activity-culled" #+ * SceneGameData.depth -> depth: int "Displays bit depth of full screen display" #+ * SceneGameData.dome_angle -> dome_angle: int "Field of View of the Dome - it only works in mode Fisheye and Truncated" #+ * SceneGameData.dome_buffer_resolution -> dome_buffer_resolution: float "Buffer Resolution - decrease it to increase speed" #+ * SceneGameData.dome_mode -> dome_mode: enum "Dome physical configurations" #+ * SceneGameData.dome_tesselation -> dome_tesselation: int "Tessellation level - check the generated mesh in wireframe mode" #+ * SceneGameData.dome_text -> dome_text: pointer "Custom Warp Mesh data file" #+ * SceneGameData.dome_tilt -> dome_tilt: int "Camera rotation in horizontal axis" #+ * SceneGameData.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[3] "Set colour of the bars" + * SceneGameData.framing_type -> frame_type: enum "Select the type of Framing you want" #+ * SceneGameData.frequency -> frequency: int "Displays clock frequency of fullscreen display" #+ * SceneGameData.logic_step_max -> logic_step_max: int "Sets the maximum number of logic frame per game frame if graphics slows down the game, higher value allows better synchronization with physics" #+ * SceneGameData.material_mode -> material_mode: enum "Material mode to use for rendering" #+ * SceneGameData.occlusion_culling_resolution -> occlusion_culling_resolution: float "The size of the occlusion buffer in pixel, use higher value for better precision (slower)" #+ * SceneGameData.physics_engine -> physics_engine: enum "Physics engine used for physics simulation in the game engine" #+ * SceneGameData.physics_gravity -> physics_gravity: float "Gravitational constant used for physics simulation in the game engine" #+ * SceneGameData.physics_step_max -> physics_step_max: int "Sets the maximum number of physics step per game frame if graphics slows down the game, higher value allows physics to keep up with realtime" #+ * SceneGameData.physics_step_sub -> physics_step_sub: int "Sets the number of simulation substep per physic timestep, higher value give better physics precision" #+ * SceneGameData.resolution_x -> resolution_x: int "Number of horizontal pixels in the screen" #+ * SceneGameData.resolution_y -> resolution_y: int "Number of vertical pixels in the screen" #+ * SceneGameData.show_debug_properties -> show_debug_properties: boolean "Show properties marked for debugging while the game runs" #+ * SceneGameData.show_framerate_profile -> show_framerate_profile: boolean "Show framerate and profiling information while the game runs" #SceneGameData.show_fullscreen -> show_fullscreen: boolean "Starts player in a new fullscreen display" #+ * SceneGameData.show_physics_visualization -> show_physics_visualization: boolean "Show a visualization of physics bounds and interactions" #+ * SceneGameData.stereo -> stereo: enum "NO DESCRIPTION" + * SceneGameData.eye_separation -> stereo_eye_separation: float "Set the distance between the eyes - the camera focal length/30 should be fine" #+ * SceneGameData.stereo_mode -> stereo_mode: enum "Stereographic techniques" + * SceneGameData.activity_culling -> use_activity_culling: boolean "Activity culling is enabled" #+ * SceneGameData.use_animation_record -> use_animation_record: boolean "Record animation to fcurves" + * SceneGameData.auto_start -> use_auto_start: boolean "Automatically start game at load time" #+ * SceneGameData.use_deprecation_warnings -> use_deprecation_warnings: boolean "Print warnings when using deprecated features in the python API" #+ * SceneGameData.use_display_lists -> use_display_lists: boolean "Use display lists to speed up rendering by keeping geometry on the GPU" #+ * SceneGameData.use_frame_rate -> use_frame_rate: boolean "Respect the frame rate rather than rendering as many frames as possible" + * SceneGameData.glsl_extra_textures -> use_glsl_extra_textures: boolean "Use extra textures like normal or specular maps for GLSL rendering" + * SceneGameData.glsl_lights -> use_glsl_lights: boolean "Use lights for GLSL rendering" + * SceneGameData.glsl_nodes -> use_glsl_nodes: boolean "Use nodes for GLSL rendering" + * SceneGameData.glsl_ramps -> use_glsl_ramps: boolean "Use ramps for GLSL rendering" + * SceneGameData.glsl_shaders -> use_glsl_shaders: boolean "Use shaders for GLSL rendering" + * SceneGameData.glsl_shadows -> use_glsl_shadows: boolean "Use shadows for GLSL rendering" #+ * SceneGameData.use_occlusion_culling -> use_occlusion_culling: boolean "Use optimized Bullet DBVT tree for view frustum and occlusion culling" #+ * SceneObjects.active -> active: pointer "Active object for this scene" #SceneRenderLayer.exclude_ambient_occlusion -> exclude_ambient_occlusion: boolean "Exclude AO pass from combined" #SceneRenderLayer.exclude_emit -> exclude_emit: boolean "Exclude emission pass from combined" #SceneRenderLayer.exclude_environment -> exclude_environment: boolean "Exclude environment pass from combined" #SceneRenderLayer.exclude_indirect -> exclude_indirect: boolean "Exclude indirect pass from combined" #SceneRenderLayer.exclude_reflection -> exclude_reflection: boolean "Exclude raytraced reflection pass from combined" #SceneRenderLayer.exclude_refraction -> exclude_refraction: boolean "Exclude raytraced refraction pass from combined" #SceneRenderLayer.exclude_shadow -> exclude_shadow: boolean "Exclude shadow pass from combined" #SceneRenderLayer.exclude_specular -> exclude_specular: boolean "Exclude specular pass from combined" #SceneRenderLayer.invert_zmask -> invert_zmask: boolean "For Zmask, only render what is behind solid z values instead of in front" #SceneRenderLayer.layers -> layers: boolean[20] "Scene layers included in this render layer" #SceneRenderLayer.layers_zmask -> layers_zmask: boolean[20] "Zmask scene layers" #+ * SceneRenderLayer.light_override -> light_override: pointer "Group to override all other lights in this render layer" #+ * SceneRenderLayer.material_override -> material_override: pointer "Material to override all other materials in this render layer" #+ * SceneRenderLayer.name -> name: string "Render layer name" #+ * SceneRenderLayer.use -> use: boolean "Disable or enable the render layer" #SceneRenderLayer.use_all_z -> use_all_z: boolean "Fill in Z values for solid faces in invisible layers, for masking" #SceneRenderLayer.use_edge_enhance -> use_edge_enhance: boolean "Render Edge-enhance in this Layer (only works for Solid faces)" #SceneRenderLayer.use_halo -> use_halo: boolean "Render Halos in this Layer (on top of Solid)" #SceneRenderLayer.use_pass_ambient_occlusion -> use_pass_ambient_occlusion: boolean "Deliver AO pass" #SceneRenderLayer.use_pass_color -> use_pass_color: boolean "Deliver shade-less color pass" #SceneRenderLayer.use_pass_combined -> use_pass_combined: boolean "Deliver full combined RGBA buffer" #SceneRenderLayer.use_pass_diffuse -> use_pass_diffuse: boolean "Deliver diffuse pass" #SceneRenderLayer.use_pass_emit -> use_pass_emit: boolean "Deliver emission pass" #SceneRenderLayer.use_pass_environment -> use_pass_environment: boolean "Deliver environment lighting pass" #SceneRenderLayer.use_pass_indirect -> use_pass_indirect: boolean "Deliver indirect lighting pass" #SceneRenderLayer.use_pass_mist -> use_pass_mist: boolean "Deliver mist factor pass (0.0-1.0)" #SceneRenderLayer.use_pass_normal -> use_pass_normal: boolean "Deliver normal pass" #SceneRenderLayer.use_pass_object_index -> use_pass_object_index: boolean "Deliver object index pass" #SceneRenderLayer.use_pass_reflection -> use_pass_reflection: boolean "Deliver raytraced reflection pass" #SceneRenderLayer.use_pass_refraction -> use_pass_refraction: boolean "Deliver raytraced refraction pass" #SceneRenderLayer.use_pass_shadow -> use_pass_shadow: boolean "Deliver shadow pass" #SceneRenderLayer.use_pass_specular -> use_pass_specular: boolean "Deliver specular pass" #SceneRenderLayer.use_pass_uv -> use_pass_uv: boolean "Deliver texture UV pass" #SceneRenderLayer.use_pass_vector -> use_pass_vector: boolean "Deliver speed vector pass" #SceneRenderLayer.use_pass_z -> use_pass_z: boolean "Deliver Z values pass" #SceneRenderLayer.use_sky -> use_sky: boolean "Render Sky in this Layer" #SceneRenderLayer.use_solid -> use_solid: boolean "Render Solid faces in this Layer" #SceneRenderLayer.use_strand -> use_strand: boolean "Render Strands in this Layer" #SceneRenderLayer.use_zmask -> use_zmask: boolean "Only render whats in front of the solid z values" #SceneRenderLayer.use_ztransp -> use_ztransp: boolean "Render Z-Transparent faces in this Layer (On top of Solid and Halos)" #+ * Scopes.accuracy -> accuracy: float "Proportion of original image source pixel lines to sample" #+ * Scopes.histogram -> histogram: pointer, "(read-only) Histogram for viewing image statistics" #+ * Scopes.use_full_resolution -> use_full_resolution: boolean "Sample every pixel of the image" #+ * Scopes.vectorscope_alpha -> vectorscope_alpha: float "Opacity of the points" #+ * Scopes.waveform_alpha -> waveform_alpha: float "Opacity of the points" #+ * Scopes.waveform_mode -> waveform_mode: enum "NO DESCRIPTION" #+ * Sensor.frequency -> frequency: int "Delay between repeated pulses(in logic tics, 0=no delay)" #+ * Sensor.invert -> invert: boolean "Invert the level(output) of this sensor" #+ * Sensor.name -> name: string "Sensor name" #Sensor.pin -> pin: boolean "Display when not linked to a visible states controller" #Sensor.show_expanded -> show_expanded: boolean "Set sensor expanded in the user interface" #+ * Sensor.type -> type: enum "NO DESCRIPTION" #Sensor.use_level -> use_level: boolean "Level detector, trigger controllers of new states(only applicable upon logic state transition)" #Sensor.use_pulse_false_level -> use_pulse_false_level: boolean "Activate FALSE level triggering (pulse mode)" #Sensor.use_pulse_true_level -> use_pulse_true_level: boolean "Activate TRUE level triggering (pulse mode)" #Sensor.use_tap -> use_tap: boolean "Trigger controllers only for an instant, even while the sensor remains true" #+ * Sensor|ActuatorSensor.actuator -> actuator: string "Actuator name, actuator active state modifications will be detected" #+ * Sensor|ArmatureSensor.bone -> bone: string "Identify the bone to check value from" #+ * Sensor|ArmatureSensor.constraint -> constraint: string "Identify the bone constraint to check value from" #+ * Sensor|ArmatureSensor.test_type -> test_type: enum "Type of value and test" #+ * Sensor|ArmatureSensor.value -> value: float "Specify value to be used in comparison" #+ * Sensor|CollisionSensor.material -> material: string "Only look for Objects with this material" #+ * Sensor|CollisionSensor.property -> property: string "Only look for Objects with this property" #Sensor|CollisionSensor.use_material -> use_material: boolean "Toggle collision on material or property" #Sensor|CollisionSensor.use_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.use_repeat -> use_repeat: boolean "Toggle repeat option. If selected, the sensor restarts after Delay+Dur logic tics" #+ * Sensor|JoystickSensor.axis_direction -> axis_direction: enum "The direction of the axis" #+ * Sensor|JoystickSensor.axis_number -> axis_number: int "Specify which axis pair to use, 1 is usually the main direction input" #+ * Sensor|JoystickSensor.axis_threshold -> axis_threshold: int "Specify the precision of the axis" #+ * Sensor|JoystickSensor.button_number -> button_number: int "Specify which button to use" #+ * Sensor|JoystickSensor.event_type -> event_type: enum "The type of event this joystick sensor is triggered on" #+ * Sensor|JoystickSensor.hat_direction -> hat_direction: enum "Specify hat direction" #+ * Sensor|JoystickSensor.hat_number -> hat_number: int "Specify which hat to use" #+ * Sensor|JoystickSensor.joystick_index -> joystick_index: int "Specify which joystick to use" #+ * Sensor|JoystickSensor.single_axis_number -> single_axis_number: int "Specify a single axis (verticle/horizontal/other) to detect" #Sensor|JoystickSensor.use_all_events -> use_all_events: boolean "Triggered by all events on this joysticks current type (axis/button/hat)" #+ * Sensor|KeyboardSensor.key -> key: enum "NO DESCRIPTION" #+ * Sensor|KeyboardSensor.log -> log: string "Property that receive the keystrokes in case a string is logged" #Sensor|KeyboardSensor.modifier_key_1 -> modifier_key_1: enum "Modifier key code" #Sensor|KeyboardSensor.modifier_key_2 -> modifier_key_2: enum "Modifier key code" #+ * Sensor|KeyboardSensor.target -> target: string "Property that indicates whether to log keystrokes as a string" #Sensor|KeyboardSensor.use_all_keys -> use_all_keys: boolean "Trigger this sensor on any keystroke" #+ * Sensor|MessageSensor.subject -> subject: string "Optional subject filter: only accept messages with this subject, or empty for all" #+ * Sensor|MouseSensor.mouse_event -> mouse_event: enum "Specify the type of event this mouse sensor should trigger on" #+ * Sensor|NearSensor.distance -> distance: float "Trigger distance" #+ * Sensor|NearSensor.property -> property: string "Only look for objects with this property" #+ * Sensor|NearSensor.reset_distance -> reset_distance: float "NO DESCRIPTION" #+ * Sensor|PropertySensor.evaluation_type -> evaluation_type: enum "Type of property evaluation" #+ * Sensor|PropertySensor.property -> property: string "NO DESCRIPTION" #+ * Sensor|PropertySensor.value -> value: string "Check for this value in types in Equal or Not Equal types" #Sensor|PropertySensor.value_max -> value_max: string "Specify maximum value in Interval type" #Sensor|PropertySensor.value_min -> value_min: string "Specify minimum value in Interval type" #+ * Sensor|RadarSensor.angle -> angle: float "Opening angle of the radar cone" #+ * Sensor|RadarSensor.axis -> axis: enum "Specify along which axis the radar cone is cast" #+ * Sensor|RadarSensor.distance -> distance: float "Depth of the radar cone" #+ * Sensor|RadarSensor.property -> property: string "Only look for Objects with this property" #+ * Sensor|RandomSensor.seed -> seed: int "Initial seed of the generator. (Choose 0 for not random)" #+ * Sensor|RaySensor.axis -> axis: enum "Specify along which axis the ray is cast" #+ * Sensor|RaySensor.material -> material: string "Only look for Objects with this material" #+ * Sensor|RaySensor.property -> property: string "Only look for Objects with this property" #+ * Sensor|RaySensor.range -> range: float "Sense objects no farther than this distance" #+ * Sensor|RaySensor.ray_type -> ray_type: enum "Toggle collision on material or property" #Sensor|RaySensor.use_x_ray -> use_x_ray: boolean "Toggle X-Ray option (see through objects that dont have the property)" #+ * Sensor|TouchSensor.material -> material: pointer "Only look for objects with this material" + * Sequence.blend_opacity -> blend_alpha: float "NO DESCRIPTION" + * Sequence.blend_mode -> blend_type: enum "NO DESCRIPTION" #+ * Sequence.channel -> channel: int "Y position of the sequence strip" #+ * Sequence.effect_fader -> effect_fader: float "NO DESCRIPTION" #Sequence.frame_duration -> frame_duration: int, "(read-only) The length of the contents of this strip before the handles are applied" + * Sequence.frame_final_length -> frame_final_duration: int "The length of the contents of this strip before the handles are applied" #+ * Sequence.frame_final_end -> frame_final_end: int "End frame displayed in the sequence editor after offsets 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_offset_end -> frame_offset_end: int, "(read-only)" #+ * Sequence.frame_offset_start -> frame_offset_start: int, "(read-only)" #+ * Sequence.frame_start -> frame_start: int "NO DESCRIPTION" #+ * Sequence.frame_still_end -> frame_still_end: int, "(read-only)" #+ * Sequence.frame_still_start -> frame_still_start: int, "(read-only)" #+ * Sequence.lock -> lock: boolean "Lock strip so that it cant be transformed" #+ * Sequence.mute -> mute: boolean "NO DESCRIPTION" #+ * Sequence.name -> name: string "NO DESCRIPTION" #+ * Sequence.select -> select: boolean "NO DESCRIPTION" #+ * Sequence.select_left_handle -> select_left_handle: boolean "NO DESCRIPTION" #+ * Sequence.select_right_handle -> select_right_handle: boolean "NO DESCRIPTION" #+ * Sequence.speed_fader -> speed_fader: float "NO DESCRIPTION" #+ * Sequence.type -> type: enum, "(read-only)" + * Sequence.use_effect_default_fade -> use_default_fade: boolean "Fade effect using the built-in default (usually make transition as long as effect strip)" #+ * SequenceColorBalance.gain -> gain: float[3] "Color balance gain (highlights)" #+ * SequenceColorBalance.gamma -> gamma: float[3] "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[3] "Color balance lift (shadows)" + * SequenceCrop.right -> max_x: int "NO DESCRIPTION" + * SequenceCrop.top -> max_y: int "NO DESCRIPTION" + * SequenceCrop.bottom -> min_x: int "NO DESCRIPTION" + * SequenceCrop.left -> min_y: int "NO DESCRIPTION" #+ * SequenceEditor.active_strip -> active_strip: pointer "NO DESCRIPTION" #+ * SequenceEditor.meta_stack -> meta_stack: collection, "(read-only) Meta strip stack, last is currently edited meta strip" #+ * SequenceEditor.overlay_frame -> overlay_frame: int "Sequencers active strip" #+ * SequenceEditor.overlay_lock -> overlay_lock: boolean "NO DESCRIPTION" #+ * SequenceEditor.sequences -> sequences: collection, "(read-only)" #+ * SequenceEditor.sequences_all -> sequences_all: collection, "(read-only)" #+ * SequenceEditor.show_overlay -> show_overlay: boolean "Partial overlay ontop of the sequencer" #+ * SequenceElement.filename -> filename: string "NO DESCRIPTION" #+ * SequenceProxy.directory -> directory: string "Location to store the proxy files" #+ * SequenceProxy.filepath -> filepath: string "Location of custom proxy file" #+ * SequenceTransform.offset_x -> offset_x: int "NO DESCRIPTION" #+ * SequenceTransform.offset_y -> offset_y: int "NO DESCRIPTION" #+ * Sequence|EffectSequence.color_balance -> color_balance: pointer, "(read-only)" + * Sequence|EffectSequence.multiply_colors -> color_multiply: float "NO DESCRIPTION" #+ * Sequence|EffectSequence.color_saturation -> color_saturation: float "NO DESCRIPTION" #+ * Sequence|EffectSequence.crop -> crop: pointer, "(read-only)" #+ * Sequence|EffectSequence.proxy -> proxy: pointer, "(read-only)" #+ * Sequence|EffectSequence.strobe -> strobe: float "Only display every nth frame" #+ * Sequence|EffectSequence.transform -> transform: pointer, "(read-only)" #+ * Sequence|EffectSequence.use_color_balance -> use_color_balance: boolean "(3-Way color correction) on input" #+ * Sequence|EffectSequence.use_crop -> use_crop: boolean "Crop image before processing" + * Sequence|EffectSequence.de_interlace -> use_deinterlace: boolean "For video movies to remove fields" + * Sequence|EffectSequence.flip_x -> use_flip_x: boolean "Flip on the X axis" + * Sequence|EffectSequence.flip_y -> use_flip_y: boolean "Flip on the Y axis" + * Sequence|EffectSequence.convert_float -> use_float: boolean "Convert input to float data" + * Sequence|EffectSequence.premultiply -> use_premultiply: boolean "Convert RGB from key alpha to premultiplied alpha" #+ * Sequence|EffectSequence.use_proxy -> use_proxy: boolean "Use a preview proxy for this strip" + * Sequence|EffectSequence.proxy_custom_directory -> use_proxy_custom_directory: boolean "Use a custom directory to store data" + * Sequence|EffectSequence.proxy_custom_file -> use_proxy_custom_file: boolean "Use a custom file to read proxy data from" + * Sequence|EffectSequence.reverse_frames -> use_reverse_frames: boolean "Reverse frame order" #+ * Sequence|EffectSequence.use_translation -> use_translation: boolean "Translate image before processing" #+ * Sequence|EffectSequence|ColorSequence.color -> color: float[3] "NO DESCRIPTION" + * Sequence|EffectSequence|GlowSequence.blur_distance -> blur_radius: float "Radius of glow effect" #+ * Sequence|EffectSequence|GlowSequence.boost_factor -> boost_factor: float "Brightness multiplier" #+ * Sequence|EffectSequence|GlowSequence.clamp -> clamp: float "rightness limit of intensity" #+ * Sequence|EffectSequence|GlowSequence.quality -> quality: int "Accuracy of the blur effect" #+ * Sequence|EffectSequence|GlowSequence.threshold -> threshold: float "Minimum intensity to trigger a glow" + * Sequence|EffectSequence|GlowSequence.only_boost -> use_only_boost: boolean "Show the glow buffer only" #+ * Sequence|EffectSequence|PluginSequence.filename -> filename: string, "(read-only)" #+ * Sequence|EffectSequence|SpeedControlSequence.global_speed -> global_speed: float "NO DESCRIPTION" + * Sequence|EffectSequence|SpeedControlSequence.curve_compress_y -> use_curve_compress_y: boolean "Scale F-Curve value to get the target frame number, F-Curve value runs from 0.0 to 1.0" + * Sequence|EffectSequence|SpeedControlSequence.curve_velocity -> use_curve_velocity: boolean "Interpret the F-Curve value as a velocity instead of a frame number" + * Sequence|EffectSequence|SpeedControlSequence.frame_blending -> use_frame_blend: boolean "Blend two frames into the target for a smoother result" #+ * Sequence|EffectSequence|TransformSequence.interpolation -> interpolation: enum "NO DESCRIPTION" #+ * Sequence|EffectSequence|TransformSequence.rotation_start -> rotation_start: float "NO DESCRIPTION" #+ * Sequence|EffectSequence|TransformSequence.scale_start_x -> scale_start_x: float "NO DESCRIPTION" #+ * Sequence|EffectSequence|TransformSequence.scale_start_y -> scale_start_y: float "NO DESCRIPTION" #+ * Sequence|EffectSequence|TransformSequence.translate_start_x -> translate_start_x: float "NO DESCRIPTION" #+ * Sequence|EffectSequence|TransformSequence.translate_start_y -> translate_start_y: float "NO DESCRIPTION" #+ * Sequence|EffectSequence|TransformSequence.translation_unit -> translation_unit: enum "NO DESCRIPTION" + * Sequence|EffectSequence|TransformSequence.uniform_scale -> use_uniform_scale: boolean "Scale uniformly, preserving aspect ratio" #+ * Sequence|EffectSequence|WipeSequence.angle -> angle: float "Edge angle" #+ * Sequence|EffectSequence|WipeSequence.blur_width -> blur_width: float "Width of the blur edge, in percentage relative to the image size" #+ * Sequence|EffectSequence|WipeSequence.direction -> direction: enum "Wipe direction" #+ * Sequence|EffectSequence|WipeSequence.transition_type -> transition_type: enum "NO DESCRIPTION" + * Sequence|ImageSequence.animation_end_offset -> animation_offset_end: int "Animation end offset (trim end)" + * Sequence|ImageSequence.animation_start_offset -> animation_offset_start: int "Animation start offset (trim start)" #+ * Sequence|ImageSequence.color_balance -> color_balance: pointer, "(read-only)" + * Sequence|ImageSequence.multiply_colors -> color_multiply: float "NO DESCRIPTION" #+ * Sequence|ImageSequence.color_saturation -> color_saturation: float "NO DESCRIPTION" #+ * Sequence|ImageSequence.crop -> crop: pointer, "(read-only)" #+ * Sequence|ImageSequence.directory -> directory: string "NO DESCRIPTION" #+ * Sequence|ImageSequence.elements -> elements: collection, "(read-only)" #+ * Sequence|ImageSequence.proxy -> proxy: pointer, "(read-only)" #+ * Sequence|ImageSequence.strobe -> strobe: float "Only display every nth frame" #+ * Sequence|ImageSequence.transform -> transform: pointer, "(read-only)" #+ * Sequence|ImageSequence.use_color_balance -> use_color_balance: boolean "(3-Way color correction) on input" #+ * Sequence|ImageSequence.use_crop -> use_crop: boolean "Crop image before processing" + * Sequence|ImageSequence.de_interlace -> use_deinterlace: boolean "For video movies to remove fields" + * Sequence|ImageSequence.flip_x -> use_flip_x: boolean "Flip on the X axis" + * Sequence|ImageSequence.flip_y -> use_flip_y: boolean "Flip on the Y axis" + * Sequence|ImageSequence.convert_float -> use_float: boolean "Convert input to float data" + * Sequence|ImageSequence.premultiply -> use_premultiply: boolean "Convert RGB from key alpha to premultiplied alpha" #+ * Sequence|ImageSequence.use_proxy -> use_proxy: boolean "Use a preview proxy for this strip" + * Sequence|ImageSequence.proxy_custom_directory -> use_proxy_custom_directory: boolean "Use a custom directory to store data" + * Sequence|ImageSequence.proxy_custom_file -> use_proxy_custom_file: boolean "Use a custom file to read proxy data from" + * Sequence|ImageSequence.reverse_frames -> use_reverse_frames: boolean "Reverse frame order" #+ * Sequence|ImageSequence.use_translation -> use_translation: boolean "Translate image before processing" + * Sequence|MetaSequence.animation_end_offset -> animation_offset_end: int "Animation end offset (trim end)" + * Sequence|MetaSequence.animation_start_offset -> animation_offset_start: int "Animation start offset (trim start)" #+ * Sequence|MetaSequence.color_balance -> color_balance: pointer, "(read-only)" + * Sequence|MetaSequence.multiply_colors -> color_multiply: float "NO DESCRIPTION" #+ * Sequence|MetaSequence.color_saturation -> color_saturation: float "NO DESCRIPTION" #+ * Sequence|MetaSequence.crop -> crop: pointer, "(read-only)" #+ * Sequence|MetaSequence.proxy -> proxy: pointer, "(read-only)" #+ * Sequence|MetaSequence.sequences -> sequences: collection, "(read-only)" #+ * Sequence|MetaSequence.strobe -> strobe: float "Only display every nth frame" #+ * Sequence|MetaSequence.transform -> transform: pointer, "(read-only)" #+ * Sequence|MetaSequence.use_color_balance -> use_color_balance: boolean "(3-Way color correction) on input" #+ * Sequence|MetaSequence.use_crop -> use_crop: boolean "Crop image before processing" + * Sequence|MetaSequence.de_interlace -> use_deinterlace: boolean "For video movies to remove fields" + * Sequence|MetaSequence.flip_x -> use_flip_x: boolean "Flip on the X axis" + * Sequence|MetaSequence.flip_y -> use_flip_y: boolean "Flip on the Y axis" + * Sequence|MetaSequence.convert_float -> use_float: boolean "Convert input to float data" + * Sequence|MetaSequence.premultiply -> use_premultiply: boolean "Convert RGB from key alpha to premultiplied alpha" #+ * Sequence|MetaSequence.use_proxy -> use_proxy: boolean "Use a preview proxy for this strip" + * Sequence|MetaSequence.proxy_custom_directory -> use_proxy_custom_directory: boolean "Use a custom directory to store data" + * Sequence|MetaSequence.proxy_custom_file -> use_proxy_custom_file: boolean "Use a custom file to read proxy data from" + * Sequence|MetaSequence.reverse_frames -> use_reverse_frames: boolean "Reverse frame order" #+ * Sequence|MetaSequence.use_translation -> use_translation: boolean "Translate image before processing" + * Sequence|MovieSequence.animation_end_offset -> animation_offset_end: int "Animation end offset (trim end)" + * Sequence|MovieSequence.animation_start_offset -> animation_offset_start: int "Animation start offset (trim start)" #+ * Sequence|MovieSequence.color_balance -> color_balance: pointer, "(read-only)" + * Sequence|MovieSequence.multiply_colors -> color_multiply: float "NO DESCRIPTION" #+ * Sequence|MovieSequence.color_saturation -> color_saturation: float "NO DESCRIPTION" #+ * Sequence|MovieSequence.crop -> crop: pointer, "(read-only)" #+ * Sequence|MovieSequence.filepath -> filepath: string "NO DESCRIPTION" #+ * Sequence|MovieSequence.mpeg_preseek -> mpeg_preseek: int "For MPEG movies, preseek this many frames" #+ * Sequence|MovieSequence.proxy -> proxy: pointer, "(read-only)" #+ * Sequence|MovieSequence.strobe -> strobe: float "Only display every nth frame" #+ * Sequence|MovieSequence.transform -> transform: pointer, "(read-only)" #+ * Sequence|MovieSequence.use_color_balance -> use_color_balance: boolean "(3-Way color correction) on input" #+ * Sequence|MovieSequence.use_crop -> use_crop: boolean "Crop image before processing" + * Sequence|MovieSequence.de_interlace -> use_deinterlace: boolean "For video movies to remove fields" + * Sequence|MovieSequence.flip_x -> use_flip_x: boolean "Flip on the X axis" + * Sequence|MovieSequence.flip_y -> use_flip_y: boolean "Flip on the Y axis" + * Sequence|MovieSequence.convert_float -> use_float: boolean "Convert input to float data" + * Sequence|MovieSequence.premultiply -> use_premultiply: boolean "Convert RGB from key alpha to premultiplied alpha" #+ * Sequence|MovieSequence.use_proxy -> use_proxy: boolean "Use a preview proxy for this strip" + * Sequence|MovieSequence.proxy_custom_directory -> use_proxy_custom_directory: boolean "Use a custom directory to store data" + * Sequence|MovieSequence.proxy_custom_file -> use_proxy_custom_file: boolean "Use a custom file to read proxy data from" + * Sequence|MovieSequence.reverse_frames -> use_reverse_frames: boolean "Reverse frame order" #+ * Sequence|MovieSequence.use_translation -> use_translation: boolean "Translate image before processing" + * Sequence|MulticamSequence.animation_end_offset -> animation_offset_end: int "Animation end offset (trim end)" + * Sequence|MulticamSequence.animation_start_offset -> animation_offset_start: int "Animation start offset (trim start)" #+ * Sequence|MulticamSequence.color_balance -> color_balance: pointer, "(read-only)" + * Sequence|MulticamSequence.multiply_colors -> color_multiply: float "NO DESCRIPTION" #+ * Sequence|MulticamSequence.color_saturation -> color_saturation: float "NO DESCRIPTION" #+ * Sequence|MulticamSequence.crop -> crop: pointer, "(read-only)" #+ * Sequence|MulticamSequence.multicam_source -> multicam_source: int "NO DESCRIPTION" #+ * Sequence|MulticamSequence.proxy -> proxy: pointer, "(read-only)" #+ * Sequence|MulticamSequence.strobe -> strobe: float "Only display every nth frame" #+ * Sequence|MulticamSequence.transform -> transform: pointer, "(read-only)" #+ * Sequence|MulticamSequence.use_color_balance -> use_color_balance: boolean "(3-Way color correction) on input" #+ * Sequence|MulticamSequence.use_crop -> use_crop: boolean "Crop image before processing" + * Sequence|MulticamSequence.de_interlace -> use_deinterlace: boolean "For video movies to remove fields" + * Sequence|MulticamSequence.flip_x -> use_flip_x: boolean "Flip on the X axis" + * Sequence|MulticamSequence.flip_y -> use_flip_y: boolean "Flip on the Y axis" + * Sequence|MulticamSequence.convert_float -> use_float: boolean "Convert input to float data" + * Sequence|MulticamSequence.premultiply -> use_premultiply: boolean "Convert RGB from key alpha to premultiplied alpha" #+ * Sequence|MulticamSequence.use_proxy -> use_proxy: boolean "Use a preview proxy for this strip" + * Sequence|MulticamSequence.proxy_custom_directory -> use_proxy_custom_directory: boolean "Use a custom directory to store data" + * Sequence|MulticamSequence.proxy_custom_file -> use_proxy_custom_file: boolean "Use a custom file to read proxy data from" + * Sequence|MulticamSequence.reverse_frames -> use_reverse_frames: boolean "Reverse frame order" #+ * Sequence|MulticamSequence.use_translation -> use_translation: boolean "Translate image before processing" + * Sequence|SceneSequence.animation_end_offset -> animation_offset_end: int "Animation end offset (trim end)" + * Sequence|SceneSequence.animation_start_offset -> animation_offset_start: int "Animation start offset (trim start)" #+ * Sequence|SceneSequence.color_balance -> color_balance: pointer, "(read-only)" + * Sequence|SceneSequence.multiply_colors -> color_multiply: float "NO DESCRIPTION" #+ * Sequence|SceneSequence.color_saturation -> color_saturation: float "NO DESCRIPTION" #+ * Sequence|SceneSequence.crop -> crop: pointer, "(read-only)" #+ * Sequence|SceneSequence.proxy -> proxy: pointer, "(read-only)" #+ * Sequence|SceneSequence.scene -> scene: pointer "Scene that this sequence uses" #+ * Sequence|SceneSequence.scene_camera -> scene_camera: pointer "Override the scenes active camera" #+ * Sequence|SceneSequence.strobe -> strobe: float "Only display every nth frame" #+ * Sequence|SceneSequence.transform -> transform: pointer, "(read-only)" #+ * Sequence|SceneSequence.use_color_balance -> use_color_balance: boolean "(3-Way color correction) on input" #+ * Sequence|SceneSequence.use_crop -> use_crop: boolean "Crop image before processing" + * Sequence|SceneSequence.de_interlace -> use_deinterlace: boolean "For video movies to remove fields" + * Sequence|SceneSequence.flip_x -> use_flip_x: boolean "Flip on the X axis" + * Sequence|SceneSequence.flip_y -> use_flip_y: boolean "Flip on the Y axis" + * Sequence|SceneSequence.convert_float -> use_float: boolean "Convert input to float data" + * Sequence|SceneSequence.premultiply -> use_premultiply: boolean "Convert RGB from key alpha to premultiplied alpha" #+ * Sequence|SceneSequence.use_proxy -> use_proxy: boolean "Use a preview proxy for this strip" + * Sequence|SceneSequence.proxy_custom_directory -> use_proxy_custom_directory: boolean "Use a custom directory to store data" + * Sequence|SceneSequence.proxy_custom_file -> use_proxy_custom_file: boolean "Use a custom file to read proxy data from" + * Sequence|SceneSequence.reverse_frames -> use_reverse_frames: boolean "Reverse frame order" #+ * Sequence|SceneSequence.use_translation -> use_translation: boolean "Translate image before processing" + * Sequence|SoundSequence.animation_end_offset -> animation_offset_end: int "Animation end offset (trim end)" + * Sequence|SoundSequence.animation_start_offset -> animation_offset_start: 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[3] "NO DESCRIPTION" #ShapeKeyBezierPoint.handle_left -> handle_left: float[3] "NO DESCRIPTION" #ShapeKeyBezierPoint.handle_right -> handle_right: float[3] "NO DESCRIPTION" #+ * ShapeKeyCurvePoint.co -> co: float[3] "NO DESCRIPTION" #+ * ShapeKeyCurvePoint.tilt -> tilt: float "NO DESCRIPTION" #+ * ShapeKeyPoint.co -> co: float[3] "NO DESCRIPTION" #TODO BETTER NAME * SmokeDomainSettings.alpha -> alpha: float "Higher value results in sinking smoke" #+ * SmokeDomainSettings.amplify -> amplify: int "Enhance the resolution of smoke by this factor using noise" #TODO BETTER NAME * SmokeDomainSettings.beta -> beta: float "Higher value results in faster rising smoke" + * SmokeDomainSettings.smoke_domain_colli -> collision_extents: enum "Selects which domain border will be treated as collision object." #SmokeDomainSettings.collision_group -> collision_group: pointer "Limit collisions to this group" #+ * SmokeDomainSettings.dissolve_speed -> dissolve_speed: int "Dissolve Speed" #+ * SmokeDomainSettings.eff_group -> eff_group: pointer "Limit effectors to this group" #+ * SmokeDomainSettings.effector_weights -> effector_weights: pointer, "(read-only)" #+ * SmokeDomainSettings.fluid_group -> fluid_group: pointer "Limit fluid objects to this group" #+ * SmokeDomainSettings.noise_type -> noise_type: enum "Noise method which is used for creating the high resolution" + * SmokeDomainSettings.smoke_cache_high_comp -> point_cache_compress_high_type: enum "Compression method to be used" + * SmokeDomainSettings.smoke_cache_comp -> point_cache_compress_type: enum "Compression method to be used" #+ * SmokeDomainSettings.point_cache_high -> point_cache_high: pointer, "(read-only)" #+ * SmokeDomainSettings.point_cache_low -> point_cache_low: pointer, "(read-only)" + * SmokeDomainSettings.maxres -> resolution_max: int "Maximal resolution used in the fluid domain" #SmokeDomainSettings.show_high_resolution -> show_high_resolution: boolean "Show high resolution (using amplification)" + * SmokeDomainSettings.smoothemitter -> smooth_emitter: boolean "Smoothens emitted smoke to avoid blockiness." #+ * SmokeDomainSettings.strength -> strength: float "Strength of wavelet noise" #+ * SmokeDomainSettings.time_scale -> time_scale: float "Adjust simulation speed." + * SmokeDomainSettings.dissolve_smoke -> use_dissolve_smoke: boolean "Enable smoke to disappear over time" + * SmokeDomainSettings.dissolve_smoke_log -> use_dissolve_smoke_log: boolean "Using 1/x" + * SmokeDomainSettings.highres -> use_high_resolution: boolean "Enable high resolution (using amplification)" #+ * SmokeDomainSettings.vorticity -> vorticity: float "Amount of turbulence/rotation in fluid." #+ * SmokeFlowSettings.density -> density: float "NO DESCRIPTION" #+ * SmokeFlowSettings.initial_velocity -> initial_velocity: boolean "Smoke inherits its velocity from the emitter particle" #SmokeFlowSettings.particle_system -> particle_system: pointer "Particle systems emitted from the object" #+ * SmokeFlowSettings.temperature -> temperature: float "Temperature difference to ambient temperature" #SmokeFlowSettings.use_absolute -> use_absolute: boolean "Only allows given density value in emitter area." #SmokeFlowSettings.use_outflow -> use_outflow: boolean "Deletes smoke from simulation" #SmokeFlowSettings.velocity_factor -> velocity_factor: float "Multiplier to adjust velocity passed to smoke" #+ * SoftBodySettings.aero -> aero: float "Make edges sail" #+ * SoftBodySettings.aerodynamics_type -> aerodynamics_type: enum "Method of calculating aerodynamic interaction" #+ * SoftBodySettings.ball_damp -> ball_damp: float "Blending to inelastic collision" #+ * SoftBodySettings.ball_size -> ball_size: float "Absolute ball size or factor if not manual adjusted" #+ * SoftBodySettings.ball_stiff -> ball_stiff: float "Ball inflating pressure" + * SoftBodySettings.bending -> bend: float "Bending Stiffness" #+ * SoftBodySettings.choke -> choke: int "Viscosity inside collision target" #+ * SoftBodySettings.collision_type -> collision_type: enum "Choose Collision Type" + * SoftBodySettings.damp -> damping: float "Edge spring friction" #+ * SoftBodySettings.effector_weights -> effector_weights: pointer, "(read-only)" + * SoftBodySettings.error_limit -> error_threshold: float "The Runge-Kutta ODE solver error limit, low value gives more precision, high values speed" #+ * SoftBodySettings.friction -> friction: float "General media friction for point movements" #+ * SoftBodySettings.fuzzy -> fuzzy: int "Fuzziness while on collision, high values make collsion handling faster but less stable" #+ * SoftBodySettings.goal_default -> goal_default: float "Default Goal (vertex target position) value, when no Vertex Group used" #+ * SoftBodySettings.goal_friction -> goal_friction: float "Goal (vertex target position) friction" #+ * SoftBodySettings.goal_max -> goal_max: float "Goal maximum, vertex weights are scaled to match this range" #+ * SoftBodySettings.goal_min -> goal_min: float "Goal minimum, vertex weights are scaled to match this range" #+ * SoftBodySettings.goal_spring -> goal_spring: float "Goal (vertex target position) spring stiffness" #+ * SoftBodySettings.goal_vertex_group -> goal_vertex_group: string "Control point weight values" #+ * SoftBodySettings.gravity -> gravity: float "Apply gravitation to point movement" + * SoftBodySettings.lcom -> location_mass_center: float[3] "Location of Center of mass" #+ * SoftBodySettings.mass -> mass: float "General Mass value" #+ * SoftBodySettings.mass_vertex_group -> mass_vertex_group: string "Control point mass values" #+ * SoftBodySettings.plastic -> plastic: float "Permanent deform" #+ * SoftBodySettings.pull -> pull: float "Edge spring stiffness when longer than rest length" #+ * SoftBodySettings.push -> push: float "Edge spring stiffness when shorter than rest length" + * SoftBodySettings.lrot -> rotation_estimate: float[9] "Estimated rotation matrix" + * SoftBodySettings.lscale -> scale_estimate: float[9] "Estimated scale matrix" #+ * SoftBodySettings.shear -> shear: float "Shear Stiffness" #+ * SoftBodySettings.speed -> speed: float "Tweak timing for physics to control frequency and speed" #+ * SoftBodySettings.spring_length -> spring_length: float "Alter spring length to shrink/blow up (unit %) 0 to disable" #+ * SoftBodySettings.spring_vertex_group -> spring_vertex_group: string "Control point spring strength values" + * SoftBodySettings.maxstep -> step_max: int "Maximal # solver steps/frame" + * SoftBodySettings.minstep -> step_min: int "Minimal # solver steps/frame" #SoftBodySettings.use_auto_step -> use_auto_step: boolean "Use velocities for automagic step sizes" + * SoftBodySettings.diagnose -> use_diagnose: boolean "Turn on SB diagnose console prints" + * SoftBodySettings.edge_collision -> use_edge_collision: boolean "Edges collide too" #+ * SoftBodySettings.use_edges -> use_edges: boolean "Use Edges as springs" + * SoftBodySettings.estimate_matrix -> use_estimate_matrix: boolean "estimate matrix .. split to COM , ROT ,SCALE" + * SoftBodySettings.face_collision -> use_face_collision: boolean "Faces collide too, can be very slow" #+ * SoftBodySettings.use_goal -> use_goal: boolean "Define forces for vertices to stick to animated position" + * SoftBodySettings.self_collision -> use_self_collision: boolean "Enable naive vertex ball self collision" + * SoftBodySettings.stiff_quads -> use_stiff_quads: boolean "Adds diagonal springs on 4-gons" #+ * Space.type -> type: enum, "(read-only) Space data type" #+ * SpaceUVEditor.cursor_location -> cursor_location: float[2] "2D cursor location for this view" #+ * SpaceUVEditor.draw_stretch_type -> draw_stretch_type: enum "Type of stretch to draw" #+ * SpaceUVEditor.edge_draw_type -> edge_draw_type: enum "Draw type for drawing UV edges" #SpaceUVEditor.lock_bounds -> lock_bounds: boolean "Constraint to stay within the image bounds while editing" #SpaceUVEditor.pivot_point -> pivot_point: enum "Rotation/Scaling Pivot" #SpaceUVEditor.show_modified_edges -> show_modified_edges: boolean "Draw edges after modifiers are applied" #SpaceUVEditor.show_normalized_coords -> show_normalized_coords: boolean "Display UV coordinates from 0.0 to 1.0 rather than in pixels" #SpaceUVEditor.show_other_objects -> show_other_objects: boolean "Draw other selected objects that share the same image" #SpaceUVEditor.show_smooth_edges -> show_smooth_edges: boolean "Draw UV edges anti-aliased" #SpaceUVEditor.show_stretch -> show_stretch: boolean "Draw faces colored according to the difference in shape between UVs and their 3D coordinates (blue for low distortion, red for high distortion)" #SpaceUVEditor.sticky_select_mode -> sticky_select_mode: enum "Automatically select also UVs sharing the same vertex as the ones being selected" #SpaceUVEditor.use_live_unwrap -> use_live_unwrap: boolean "Continuously unwrap the selected UV island while transforming pinned vertices" #SpaceUVEditor.use_snap_to_pixels -> use_snap_to_pixels: boolean "Snap UVs to pixel locations while editing" #+ * Space|SpaceConsole.console_type -> console_type: enum "Console type" #+ * Space|SpaceConsole.font_size -> font_size: int "Font size to use for displaying the text" #+ * Space|SpaceConsole.history -> history: collection, "(read-only) Command history" #+ * Space|SpaceConsole.language -> language: string "Command line prompt language" #+ * Space|SpaceConsole.prompt -> prompt: string "Command line prompt" #+ * Space|SpaceConsole.scrollback -> scrollback: collection, "(read-only) Command output" #Space|SpaceConsole.select_end -> select_end: int "NO DESCRIPTION" #Space|SpaceConsole.select_start -> select_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_warning -> show_report_warning: boolean "Display warnings" #+ * Space|SpaceDopeSheetEditor.action -> action: pointer "Action displayed and edited in this space" #Space|SpaceDopeSheetEditor.auto_snap -> auto_snap: enum "Automatic time snapping settings for transformations" #+ * Space|SpaceDopeSheetEditor.dopesheet -> dopesheet: pointer, "(read-only) Settings for filtering animation data" #+ * Space|SpaceDopeSheetEditor.mode -> mode: enum "Editing context being displayed" #Space|SpaceDopeSheetEditor.show_frame_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_auto_merge_keyframes -> use_auto_merge_keyframes: boolean "Automatically merge nearby keyframes" #+ * Space|SpaceDopeSheetEditor.use_marker_sync -> use_marker_sync: boolean "Sync Markers with keyframe edits" #Space|SpaceDopeSheetEditor.use_realtime_update -> use_realtime_update: boolean "When transforming keyframes, changes to the animation data are flushed to other views" #+ * Space|SpaceFileBrowser.params -> params: pointer, "(read-only) Parameters and Settings for the Filebrowser" #Space|SpaceGraphEditor.auto_snap -> auto_snap: enum "Automatic time snapping settings for transformations" #Space|SpaceGraphEditor.cursor_position_y -> cursor_position_y: float "Graph Editor 2D-Value cursor - Y-Value component" #+ * Space|SpaceGraphEditor.dopesheet -> dopesheet: pointer, "(read-only) Settings for filtering animation data" #+ * Space|SpaceGraphEditor.has_ghost_curves -> has_ghost_curves: boolean "Graph Editor instance has some ghost curves stored" #+ * Space|SpaceGraphEditor.mode -> mode: enum "Editing context being displayed" #+ * Space|SpaceGraphEditor.pivot_point -> pivot_point: enum "Pivot center for rotation/scaling" #+ * Space|SpaceGraphEditor.show_cursor -> show_cursor: boolean "Show 2D cursor" #Space|SpaceGraphEditor.show_frame_indicator -> show_frame_indicator: boolean "Show frame number beside the current frame indicator line" #+ * Space|SpaceGraphEditor.show_handles -> show_handles: boolean "Show handles of Bezier control points" #+ * Space|SpaceGraphEditor.show_seconds -> show_seconds: boolean, "(read-only) Show timing in seconds not frames" #+ * Space|SpaceGraphEditor.show_sliders -> show_sliders: boolean "Show sliders beside F-Curve channels" #Space|SpaceGraphEditor.use_auto_merge_keyframes -> use_auto_merge_keyframes: boolean "Automatically merge nearby keyframes" #Space|SpaceGraphEditor.use_only_selected_curves_handles -> use_only_selected_curves_handles: boolean "Only keyframes of selected F-Curves are visible and editable" #Space|SpaceGraphEditor.use_only_selected_keyframe_handles -> use_only_selected_keyframe_handles: boolean "Only show and edit handles of selected keyframes" #Space|SpaceGraphEditor.use_realtime_update -> use_realtime_update: boolean "When transforming keyframes, changes to the animation data are flushed to other views" #+ * Space|SpaceImageEditor.curves -> curves: pointer, "(read-only) Color curve mapping to use for displaying the image" #+ * Space|SpaceImageEditor.draw_channels -> draw_channels: enum "Channels of the image to draw" #+ * Space|SpaceImageEditor.grease_pencil -> grease_pencil: pointer "Grease pencil data for this space" #+ * Space|SpaceImageEditor.image -> image: pointer "Image displayed and edited in this space" #+ * Space|SpaceImageEditor.image_user -> image_user: pointer, "(read-only) Parameters defining which layer, pass and frame of the image is displayed" #+ * Space|SpaceImageEditor.sample_histogram -> sample_histogram: pointer, "(read-only) Sampled colors along line" #+ * Space|SpaceImageEditor.scopes -> scopes: pointer, "(read-only) Scopes to visualize image statistics." #+ * Space|SpaceImageEditor.show_paint -> show_paint: boolean, "(read-only) Show paint related properties" #+ * Space|SpaceImageEditor.show_render -> show_render: boolean, "(read-only) Show render related properties" #Space|SpaceImageEditor.show_repeat -> show_repeat: boolean "Draw the image repeated outside of the main view" #+ * Space|SpaceImageEditor.show_uvedit -> show_uvedit: boolean, "(read-only) Show UV editing related properties" #+ * Space|SpaceImageEditor.use_grease_pencil -> use_grease_pencil: boolean "Display and edit the grease pencil freehand annotations overlay" #Space|SpaceImageEditor.use_image_paint -> use_image_paint: boolean "Enable image painting mode" #Space|SpaceImageEditor.use_image_pin -> use_image_pin: boolean "Display current image regardless of object selection" #Space|SpaceImageEditor.use_realtime_update -> use_realtime_update: boolean "Update other affected window spaces automatically to reflect changes during interactive operations such as transform" #+ * Space|SpaceImageEditor.uv_editor -> uv_editor: pointer, "(read-only) UV editor settings" #Space|SpaceLogicEditor.show_actuators_active_object -> show_actuators_active_object: boolean "Show actuators of active object" #Space|SpaceLogicEditor.show_actuators_active_states -> show_actuators_active_states: boolean "Show only actuators connected to active states" #Space|SpaceLogicEditor.show_actuators_linked_controller -> show_actuators_linked_controller: boolean "Show linked objects to the actuator" #Space|SpaceLogicEditor.show_actuators_selected_objects -> show_actuators_selected_objects: boolean "Show actuators of all selected objects" #Space|SpaceLogicEditor.show_controllers_active_object -> show_controllers_active_object: boolean "Show controllers of active object" #Space|SpaceLogicEditor.show_controllers_linked_controller -> show_controllers_linked_controller: boolean "Show linked objects to sensor/actuator" #Space|SpaceLogicEditor.show_controllers_selected_objects -> show_controllers_selected_objects: boolean "Show controllers of all selected objects" #Space|SpaceLogicEditor.show_sensors_active_object -> show_sensors_active_object: boolean "Show sensors of active object" #Space|SpaceLogicEditor.show_sensors_active_states -> show_sensors_active_states: boolean "Show only sensors connected to active states" #Space|SpaceLogicEditor.show_sensors_linked_controller -> show_sensors_linked_controller: boolean "Show linked objects to the controller" #Space|SpaceLogicEditor.show_sensors_selected_objects -> show_sensors_selected_objects: boolean "Show sensors of all selected objects" #Space|SpaceNLA.auto_snap -> auto_snap: enum "Automatic time snapping settings for transformations" #+ * Space|SpaceNLA.dopesheet -> dopesheet: pointer, "(read-only) Settings for filtering animation data" #Space|SpaceNLA.show_frame_indicator -> show_frame_indicator: boolean "Show frame number beside the current frame indicator line" #+ * Space|SpaceNLA.show_seconds -> show_seconds: boolean, "(read-only) Show timing in seconds not frames" #+ * Space|SpaceNLA.show_strip_curves -> show_strip_curves: boolean "Show influence curves on strips" #Space|SpaceNLA.use_realtime_update -> use_realtime_update: boolean "When transforming strips, changes to the animation data are flushed to other views" #+ * Space|SpaceNodeEditor.id -> id: pointer, "(read-only) Datablock whose nodes are being edited" #+ * Space|SpaceNodeEditor.id_from -> id_from: pointer, "(read-only) Datablock from which the edited datablock is linked" #+ * Space|SpaceNodeEditor.nodetree -> nodetree: pointer, "(read-only) Node tree being displayed and edited" #Space|SpaceNodeEditor.show_backdrop -> show_backdrop: boolean "Use active Viewer Node output as backdrop for compositing nodes" #+ * Space|SpaceNodeEditor.texture_type -> texture_type: enum "Type of data to take texture from" #+ * Space|SpaceNodeEditor.tree_type -> tree_type: enum "Node tree type to display and edit" #+ * Space|SpaceOutliner.display_mode -> display_mode: enum "Type of information to display" #Space|SpaceOutliner.filter_text -> filter_text: string "Live search filtering string" #Space|SpaceOutliner.show_restrict_columns -> show_restrict_columns: boolean "Show column" #Space|SpaceOutliner.use_filter_case_sensitive -> use_filter_case_sensitive: boolean "Only use case sensitive matches of search string" #Space|SpaceOutliner.use_filter_complete -> use_filter_complete: boolean "Only use complete matches of search string" #+ * Space|SpaceProperties.align -> align: enum "Arrangement of the panels" #+ * Space|SpaceProperties.context -> context: enum "Type of active data to display and edit" #+ * Space|SpaceProperties.pin_id -> pin_id: pointer "NO DESCRIPTION" #Space|SpaceProperties.show_brush_texture -> show_brush_texture: boolean "Show brush textures" #+ * Space|SpaceProperties.use_pin_id -> use_pin_id: boolean "Use the pinned context" #+ * Space|SpaceSequenceEditor.display_channel -> display_channel: int "The channel number shown in the image preview. 0 is the result of all strips combined" #+ * Space|SpaceSequenceEditor.display_mode -> display_mode: enum "The view mode to use for displaying sequencer output" #+ * Space|SpaceSequenceEditor.draw_overexposed -> draw_overexposed: int "Show overexposed areas with zebra stripes" #+ * Space|SpaceSequenceEditor.grease_pencil -> grease_pencil: pointer, "(read-only) Grease pencil data for this space" #+ * Space|SpaceSequenceEditor.offset_x -> offset_x: float "Offsets image horizontally from the view center" #+ * Space|SpaceSequenceEditor.offset_y -> offset_y: float "Offsets image horizontally from the view center" #+ * Space|SpaceSequenceEditor.proxy_render_size -> proxy_render_size: enum "Draw preview using full resolution or different proxy resolutions" #Space|SpaceSequenceEditor.show_frame_indicator -> show_frame_indicator: boolean "Show frame number beside the current frame indicator line" #Space|SpaceSequenceEditor.show_frames -> show_frames: boolean "Draw frames rather than seconds" #Space|SpaceSequenceEditor.show_safe_margin -> show_safe_margin: boolean "Draw title safe margins in preview" #Space|SpaceSequenceEditor.show_separate_color -> show_separate_color: boolean "Separate color channels in preview" #+ * Space|SpaceSequenceEditor.use_grease_pencil -> use_grease_pencil: boolean "Display and edit the grease pencil freehand annotations overlay" #+ * Space|SpaceSequenceEditor.use_marker_sync -> use_marker_sync: boolean "Transform markers as well as strips" #+ * Space|SpaceSequenceEditor.view_type -> view_type: enum "The type of the Sequencer view (sequencer, preview or both)" #+ * Space|SpaceSequenceEditor.zoom -> zoom: float "Display zoom level" #+ * Space|SpaceTextEditor.find_text -> find_text: string "Text to search for with the find tool" #+ * Space|SpaceTextEditor.font_size -> font_size: int "Font size to use for displaying the text" #+ * Space|SpaceTextEditor.replace_text -> replace_text: string "Text to replace selected text with using the replace tool" #Space|SpaceTextEditor.show_line_highlight -> show_line_highlight: boolean "Highlight the current line" #+ * Space|SpaceTextEditor.show_line_numbers -> show_line_numbers: boolean "Show line numbers next to the text" #+ * Space|SpaceTextEditor.show_syntax_highlight -> show_syntax_highlight: boolean "Syntax highlight for scripting" #+ * Space|SpaceTextEditor.show_word_wrap -> show_word_wrap: boolean "Wrap words if there is not enough horizontal space" #+ * Space|SpaceTextEditor.tab_width -> tab_width: int "Number of spaces to display tabs with" #+ * Space|SpaceTextEditor.text -> text: pointer "Text displayed and edited in this space" #Space|SpaceTextEditor.use_find_all -> use_find_all: boolean "Search in all text datablocks, instead of only the active one" #Space|SpaceTextEditor.use_find_wrap -> use_find_wrap: boolean "Search again from the start of the file when reaching the end" #Space|SpaceTextEditor.use_live_edit -> use_live_edit: boolean "Run python while editing" #Space|SpaceTextEditor.use_overwrite -> use_overwrite: boolean "Overwrite characters when typing rather than inserting them" #+ * Space|SpaceTimeline.cache_cloth -> cache_cloth: boolean "Show the active objects cloth point cache" #+ * Space|SpaceTimeline.cache_particles -> cache_particles: boolean "Show the active objects particle point cache" #+ * Space|SpaceTimeline.cache_smoke -> cache_smoke: boolean "Show the active objects smoke cache" #+ * Space|SpaceTimeline.cache_softbody -> cache_softbody: boolean "Show the active objects softbody point cache" #+ * Space|SpaceTimeline.show_cache -> show_cache: boolean "Show the status of cached frames in the timeline" #Space|SpaceTimeline.show_frame_indicator -> show_frame_indicator: boolean "Show frame number beside the current frame indicator line" #Space|SpaceTimeline.show_only_selected -> show_only_selected: boolean "Show keyframes for active Object and/or its selected channels only" #Space|SpaceTimeline.use_play_3d_editors -> use_play_3d_editors: boolean "NO DESCRIPTION" #Space|SpaceTimeline.use_play_animation_editors -> use_play_animation_editors: boolean "NO DESCRIPTION" #Space|SpaceTimeline.use_play_image_editors -> use_play_image_editors: boolean "NO DESCRIPTION" #Space|SpaceTimeline.use_play_node_editors -> use_play_node_editors: boolean "NO DESCRIPTION" #Space|SpaceTimeline.use_play_properties_editors -> use_play_properties_editors: boolean "NO DESCRIPTION" #Space|SpaceTimeline.use_play_sequence_editors -> use_play_sequence_editors: boolean "NO DESCRIPTION" #Space|SpaceTimeline.use_play_top_left_3d_editor -> use_play_top_left_3d_editor: boolean "NO DESCRIPTION" #Space|SpaceUserPreferences.filter_text -> filter_text: string "Search term for filtering in the UI" #+ * Space|SpaceView3D.background_images -> background_images: collection, "(read-only) List of background images" #+ * Space|SpaceView3D.camera -> camera: pointer "Active camera used in this view (when unlocked from the scenes active camera)" #+ * Space|SpaceView3D.clip_end -> clip_end: float "3D View far clipping distance" #+ * Space|SpaceView3D.clip_start -> clip_start: float "3D View near clipping distance" #+ * Space|SpaceView3D.current_orientation -> current_orientation: pointer, "(read-only) Current Transformation orientation" #+ * Space|SpaceView3D.cursor_location -> cursor_location: float[3] "3D cursor location for this view (dependent on local view setting)" #+ * Space|SpaceView3D.grid_lines -> grid_lines: int "The number of grid lines to display in perspective view" #+ * Space|SpaceView3D.grid_spacing -> grid_spacing: float "The distance between 3D View grid lines" #+ * Space|SpaceView3D.grid_subdivisions -> grid_subdivisions: int "The number of subdivisions between grid lines" #+ * Space|SpaceView3D.layers -> layers: boolean[20] "Layers visible in this 3D View" #Space|SpaceView3D.layers_used -> layers_used: boolean[20], "(read-only) Layers that contain something" #+ * Space|SpaceView3D.lens -> lens: float "Lens angle (mm) in perspective view" #+ * Space|SpaceView3D.local_view -> local_view: pointer, "(read-only) Display an isolated sub-set of objects, apart from the scene visibility" #+ * Space|SpaceView3D.lock_bone -> lock_bone: string "3D View center is locked to this bones position" #+ * Space|SpaceView3D.lock_camera_and_layers -> lock_camera_and_layers: boolean "Use the scenes active camera and layers in this view, rather than local layers" #+ * Space|SpaceView3D.lock_object -> lock_object: pointer "3D View center is locked to this objects position" #+ * Space|SpaceView3D.pivot_point -> pivot_point: enum "Pivot center for rotation/scaling" #+ * Space|SpaceView3D.region_3d -> region_3d: pointer, "(read-only) 3D region in this space, in case of quad view the camera region" #+ * Space|SpaceView3D.region_quadview -> region_quadview: pointer, "(read-only) 3D region that defines the quad view settings" #Space|SpaceView3D.show_all_objects_origin -> show_all_objects_origin: boolean "Show the object origin center dot for all (selected and unselected) objects" #Space|SpaceView3D.show_axis_x -> show_axis_x: boolean "Show the X axis line in perspective view" #Space|SpaceView3D.show_axis_y -> show_axis_y: boolean "Show the Y axis line in perspective view" #Space|SpaceView3D.show_axis_z -> show_axis_z: boolean "Show the Z axis line in perspective view" #Space|SpaceView3D.show_background_images -> show_background_images: boolean "Display reference images behind objects in the 3D View" #Space|SpaceView3D.show_floor -> show_floor: boolean "Show the ground plane grid in perspective view" #Space|SpaceView3D.show_manipulator -> show_manipulator: boolean "Use a 3D manipulator widget for controlling transforms" #Space|SpaceView3D.show_only_render -> show_only_render: boolean "Display only objects which will be rendered" #Space|SpaceView3D.show_outline_selected -> show_outline_selected: boolean "Show an outline highlight around selected objects in non-wireframe views" #Space|SpaceView3D.show_relationship_lines -> show_relationship_lines: boolean "Show dashed lines indicating parent or constraint relationships" #Space|SpaceView3D.show_textured_solid -> show_textured_solid: boolean "Display face-assigned textures in solid view" #+ * Space|SpaceView3D.transform_orientation -> transform_orientation: enum "Transformation orientation" #Space|SpaceView3D.use_manipulator_rotate -> use_manipulator_rotate: boolean "Use the manipulator for rotation transformations" #Space|SpaceView3D.use_manipulator_scale -> use_manipulator_scale: boolean "Use the manipulator for scale transformations" #Space|SpaceView3D.use_manipulator_translate -> use_manipulator_translate: boolean "Use the manipulator for movement transformations" #Space|SpaceView3D.use_occlude_geometry -> use_occlude_geometry: boolean "Limit selection to visible (clipped with depth buffer)" #Space|SpaceView3D.use_pivot_point_align -> use_pivot_point_align: boolean "Manipulate object centers only" #Space|SpaceView3D.viewport_shade -> viewport_shade: enum "Method to display/shade objects in the 3D View" #+ * Spline.bezier_points -> bezier_points: collection, "(read-only) Collection of points for bezier curves only" #+ * Spline.character_index -> character_index: int, "(read-only) Location of this character in the text data (only for text curves)" #+ * Spline.hide -> hide: boolean "Hide this curve in editmode" #+ * Spline.material_index -> material_index: int "NO DESCRIPTION" #+ * Spline.order_u -> order_u: int "Nurbs order in the U direction (For splines and surfaces), Higher values let points influence a greater area" #+ * Spline.order_v -> order_v: int "Nurbs order in the V direction (For surfaces only), Higher values let points influence a greater area" #+ * Spline.point_count_u -> point_count_u: int, "(read-only) Total number points for the curve or surface in the U direction" #+ * Spline.point_count_v -> point_count_v: int, "(read-only) Total number points for the surface on the V direction" #+ * Spline.points -> points: collection, "(read-only) Collection of points that make up this poly or nurbs spline" #+ * Spline.radius_interpolation -> radius_interpolation: enum "The type of radius interpolation for Bezier curves" #+ * Spline.resolution_u -> resolution_u: int "Curve or Surface subdivisions per segment" #+ * Spline.resolution_v -> resolution_v: int "Surface subdivisions per segment" #+ * Spline.tilt_interpolation -> tilt_interpolation: enum "The type of tilt interpolation for 3D, Bezier curves" #+ * Spline.type -> type: enum "The interpolation type for this curve element" #Spline.use_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.use_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.use_cyclic_u -> use_cyclic_u: boolean "Make this curve or surface a closed loop in the U direction" #Spline.use_cyclic_v -> use_cyclic_v: boolean "Make this surface a closed loop in the V direction" #Spline.use_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.use_endpoint_v -> use_endpoint_v: boolean "Make this nurbs surface meet the endpoints in the V direction (Cyclic V must be disabled)" #Spline.use_smooth -> use_smooth: boolean "Smooth the normals of the surface or beveled curve" #+ * SplinePoint.co -> co: float[4] "Point coordinates" #+ * SplinePoint.hide -> hide: boolean "Visibility status" #+ * SplinePoint.radius -> radius: float, "(read-only) Radius for bevelling" #+ * SplinePoint.select -> select: boolean "Selection status" #+ * SplinePoint.tilt -> tilt: float "Tilt in 3D View" #+ * SplinePoint.weight -> weight: float "Nurbs weight" #+ * SplinePoint.weight_softbody -> weight_softbody: float "Softbody goal weight" #+ * Struct.base -> base: pointer, "(read-only) Struct definition this is derived from" #+ * Struct.description -> description: string, "(read-only) Description of the Structs purpose" #+ * Struct.functions -> functions: collection, "(read-only)" #+ * Struct.identifier -> identifier: string, "(read-only) Unique name used in the code and scripting" #+ * Struct.name -> name: string, "(read-only) Human readable name" #+ * Struct.name_property -> name_property: pointer, "(read-only) Property that gives the name of the struct" #+ * Struct.nested -> nested: pointer, "(read-only) Struct in which this struct is always nested, and to which it logically belongs" #+ * Struct.properties -> properties: collection, "(read-only) Properties in the struct" #+ * TexMapping.location -> location: float[3] "NO DESCRIPTION" + * TexMapping.maximum -> max: float[3] "Maximum value for clipping" + * TexMapping.minimum -> min: float[3] "Minimum value for clipping" #+ * TexMapping.rotation -> rotation: float[3] "NO DESCRIPTION" #+ * TexMapping.scale -> scale: float[3] "NO DESCRIPTION" + * TexMapping.has_maximum -> use_max: boolean "Whether to use maximum clipping value" + * TexMapping.has_minimum -> use_min: boolean "Whether to use minimum clipping value" #+ * TextBox.height -> height: float "NO DESCRIPTION" #+ * TextBox.width -> width: float "NO DESCRIPTION" #+ * TextBox.x -> x: float "NO DESCRIPTION" #+ * TextBox.y -> y: float "NO DESCRIPTION" + * TextCharacterFormat.bold -> use_bold: boolean "NO DESCRIPTION" + * TextCharacterFormat.italic -> use_italic: boolean "NO DESCRIPTION" #+ * TextCharacterFormat.use_small_caps -> use_small_caps: boolean "NO DESCRIPTION" + * TextCharacterFormat.underline -> use_underline: boolean "NO DESCRIPTION" #+ * TextLine.body -> body: string "Text in the line" #TextMarker.character_index_end -> character_index_end: int, "(read-only) Start position of the marker in the line" #TextMarker.character_index_start -> character_index_start: int, "(read-only) Start position of the marker in the line" #+ * TextMarker.color -> color: float[4] "Color to display the marker with" #+ * TextMarker.group -> group: int, "(read-only)" #TextMarker.is_temporary -> is_temporary: boolean, "(read-only) Marker is temporary" #+ * TextMarker.line -> line: int, "(read-only) Line in which the marker is located" #TextMarker.use_edit_all -> use_edit_all: boolean, "(read-only) Edit all markers of the same group as one" #+ * TextureSlot.blend_type -> blend_type: enum "NO DESCRIPTION" #+ * TextureSlot.color -> color: float[3] "The default color for textures that dont return RGB" #+ * TextureSlot.default_value -> default_value: float "Value to use for Ref, Spec, Amb, Emit, Alpha, RayMir, TransLu and Hard" + * TextureSlot.negate -> invert: boolean "Inverts the values of the texture to reverse its effect" #+ * TextureSlot.name -> name: string, "(read-only) Texture slot name" #+ * TextureSlot.offset -> offset: float[3] "Fine tunes texture mapping X, Y and Z locations" #+ * TextureSlot.output_node -> output_node: enum "Which output node to use, for node-based textures" + * TextureSlot.size -> scale: float[3] "Sets scaling for the textures X, Y and Z sizes" #+ * TextureSlot.texture -> texture: pointer "Texture datablock used by this texture slot" + * TextureSlot.rgb_to_intensity -> use_rgb_to_intensity: boolean "Converts texture RGB values to intensity (gray) values" + * TextureSlot.stencil -> use_stencil: boolean "Use this texture as a blending value on the next texture" #+ * TextureSlot|BrushTextureSlot.angle -> angle: float "Defines brush texture rotation" #+ * TextureSlot|BrushTextureSlot.map_mode -> map_mode: enum "NO DESCRIPTION" #+ * TextureSlot|LampTextureSlot.color_factor -> color_factor: float "Amount texture affects color values" #+ * TextureSlot|LampTextureSlot.object -> object: pointer "Object to use for mapping with Object texture coordinates" #+ * TextureSlot|LampTextureSlot.shadow_factor -> shadow_factor: float "Amount texture affects shadow" + * TextureSlot|LampTextureSlot.texture_coordinates -> texture_coords: enum "NO DESCRIPTION" + * TextureSlot|LampTextureSlot.map_color -> use_map_color: boolean "Lets the texture affect the basic color of the lamp" + * TextureSlot|LampTextureSlot.map_shadow -> use_map_shadow: boolean "Lets the texture affect the shadow color of the lamp" #+ * TextureSlot|MaterialTextureSlot.alpha_factor -> alpha_factor: float "Amount texture affects alpha" #+ * TextureSlot|MaterialTextureSlot.ambient_factor -> ambient_factor: float "Amount texture affects ambient" + * TextureSlot|MaterialTextureSlot.coloremission_factor -> color_emission_factor: float "Amount texture affects emission color" #+ * TextureSlot|MaterialTextureSlot.density_factor -> density_factor: float "Amount texture affects density" + * TextureSlot|MaterialTextureSlot.colordiff_factor -> diffuse_color_factor: float "Amount texture affects diffuse color" #+ * 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 -> hardness_factor: float "Amount texture affects hardness" #+ * TextureSlot|MaterialTextureSlot.mapping -> mapping: enum "NO DESCRIPTION" + * TextureSlot|MaterialTextureSlot.x_mapping -> mapping_x: enum "NO DESCRIPTION" + * TextureSlot|MaterialTextureSlot.y_mapping -> mapping_y: enum "NO DESCRIPTION" + * TextureSlot|MaterialTextureSlot.z_mapping -> mapping_z: enum "NO DESCRIPTION" #+ * TextureSlot|MaterialTextureSlot.mirror_factor -> mirror_factor: float "Amount texture affects mirror color" #+ * TextureSlot|MaterialTextureSlot.normal_factor -> normal_factor: float "Amount texture affects normal values" #+ * TextureSlot|MaterialTextureSlot.normal_map_space -> normal_map_space: enum "NO DESCRIPTION" #+ * TextureSlot|MaterialTextureSlot.object -> object: pointer "Object to use for mapping with Object texture coordinates" #+ * TextureSlot|MaterialTextureSlot.raymir_factor -> raymir_factor: float "Amount texture affects ray mirror" + * TextureSlot|MaterialTextureSlot.colorreflection_factor -> reflection_color_factor: float "Amount texture affects color of out-scattered light" #+ * 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.colorspec_factor -> specular_color_factor: float "Amount texture affects specular color" #+ * TextureSlot|MaterialTextureSlot.specular_factor -> specular_factor: float "Amount texture affects specular reflectivity" + * TextureSlot|MaterialTextureSlot.texture_coordinates -> texture_coords: enum "NO DESCRIPTION" #+ * TextureSlot|MaterialTextureSlot.translucency_factor -> translucency_factor: float "Amount texture affects translucency" + * TextureSlot|MaterialTextureSlot.colortransmission_factor -> transmission_color_factor: float "Amount texture affects result color after light has been scattered/absorbed" #+ * TextureSlot|MaterialTextureSlot.use -> use: boolean "Enable this material texture slot" + * TextureSlot|MaterialTextureSlot.from_dupli -> use_from_dupli: boolean "Duplis instanced from verts, faces or particles, inherit texture coordinate from their parent" + * TextureSlot|MaterialTextureSlot.from_original -> use_from_original: boolean "Duplis derive their object coordinates from the original objects transformation" + * TextureSlot|MaterialTextureSlot.map_alpha -> use_map_alpha: boolean "Causes the texture to affect the alpha value" + * TextureSlot|MaterialTextureSlot.map_ambient -> use_map_ambient: boolean "Causes the texture to affect the value of ambient" + * TextureSlot|MaterialTextureSlot.map_colordiff -> use_map_color_diff: boolean "Causes the texture to affect basic color of the material" + * TextureSlot|MaterialTextureSlot.map_coloremission -> use_map_color_emission: boolean "Causes the texture to affect the color of emission" + * TextureSlot|MaterialTextureSlot.map_colorreflection -> use_map_color_reflection: boolean "Causes the texture to affect the color of scattered light" + * TextureSlot|MaterialTextureSlot.map_colorspec -> use_map_color_spec: boolean "Causes the texture to affect the specularity color" + * TextureSlot|MaterialTextureSlot.map_colortransmission -> use_map_color_transmission: boolean "Causes the texture to affect the result color after other light has been scattered/absorbed" + * TextureSlot|MaterialTextureSlot.map_density -> use_map_density: boolean "Causes the texture to affect the volumes density" + * TextureSlot|MaterialTextureSlot.map_diffuse -> use_map_diffuse: boolean "Causes the texture to affect the value of the materials diffuse reflectivity" + * TextureSlot|MaterialTextureSlot.map_displacement -> use_map_displacement: boolean "Let the texture displace the surface" + * TextureSlot|MaterialTextureSlot.map_emission -> use_map_emission: boolean "Causes the texture to affect the volumes emission" + * TextureSlot|MaterialTextureSlot.map_emit -> use_map_emit: boolean "Causes the texture to affect the emit value" + * TextureSlot|MaterialTextureSlot.map_hardness -> use_map_hardness: boolean "Causes the texture to affect the hardness value" + * TextureSlot|MaterialTextureSlot.map_mirror -> use_map_mirror: boolean "Causes the texture to affect the mirror color" + * TextureSlot|MaterialTextureSlot.map_normal -> use_map_normal: boolean "Causes the texture to affect the rendered normal" + * TextureSlot|MaterialTextureSlot.map_raymir -> use_map_raymir: boolean "Causes the texture to affect the ray-mirror value" + * TextureSlot|MaterialTextureSlot.map_reflection -> use_map_reflect: boolean "Causes the texture to affect the reflected lights brightness" + * TextureSlot|MaterialTextureSlot.map_scattering -> use_map_scatter: boolean "Causes the texture to affect the volumes scattering" + * TextureSlot|MaterialTextureSlot.map_specular -> use_map_specular: boolean "Causes the texture to affect the value of specular reflectivity" + * TextureSlot|MaterialTextureSlot.map_translucency -> use_map_translucency: boolean "Causes the texture to affect the translucency value" + * TextureSlot|MaterialTextureSlot.map_warp -> use_map_warp: boolean "Let the texture warp texture coordinates of next channels" #TextureSlot|MaterialTextureSlot.use_old_bump -> use_old_bump: boolean "Use old bump mapping (backwards compatibility option)" #+ * TextureSlot|MaterialTextureSlot.uv_layer -> uv_layer: string "UV layer to use for mapping with UV texture coordinates" #+ * TextureSlot|MaterialTextureSlot.warp_factor -> warp_factor: float "Amount texture affects texture coordinates of next channels" #+ * TextureSlot|WorldTextureSlot.blend_factor -> blend_factor: float "Amount texture affects color progression of the background" #+ * TextureSlot|WorldTextureSlot.horizon_factor -> horizon_factor: float "Amount texture affects color of the horizon" #+ * TextureSlot|WorldTextureSlot.object -> object: pointer "Object to use for mapping with Object texture coordinates" + * TextureSlot|WorldTextureSlot.texture_coordinates -> texture_coords: enum "Texture coordinates used to map the texture onto the background" + * TextureSlot|WorldTextureSlot.map_blend -> use_map_blend: boolean "Affect the color progression of the background" + * TextureSlot|WorldTextureSlot.map_horizon -> use_map_horizon: boolean "Affect the color of the horizon" + * TextureSlot|WorldTextureSlot.map_zenith_down -> use_map_zenith_down: boolean "Affect the color of the zenith below" + * TextureSlot|WorldTextureSlot.map_zenith_up -> use_map_zenith_up: boolean "Affect the color of the zenith above" #+ * TextureSlot|WorldTextureSlot.zenith_down_factor -> zenith_down_factor: float "Amount texture affects color of the zenith below" #+ * TextureSlot|WorldTextureSlot.zenith_up_factor -> zenith_up_factor: float "Amount texture affects color of the zenith above" #+ * Theme.bone_color_sets -> bone_color_sets: collection, "(read-only)" #+ * Theme.console -> console: pointer, "(read-only)" #+ * Theme.dopesheet_editor -> dopesheet_editor: pointer, "(read-only)" #+ * Theme.file_browser -> file_browser: pointer, "(read-only)" #+ * Theme.graph_editor -> graph_editor: pointer, "(read-only)" #+ * Theme.image_editor -> image_editor: pointer, "(read-only)" #+ * Theme.info -> info: pointer, "(read-only)" #+ * Theme.logic_editor -> logic_editor: pointer, "(read-only)" #+ * Theme.name -> name: string "Name of the theme" #+ * Theme.nla_editor -> nla_editor: pointer, "(read-only)" #+ * Theme.node_editor -> node_editor: pointer, "(read-only)" #+ * Theme.outliner -> outliner: pointer, "(read-only)" #+ * Theme.properties -> properties: pointer, "(read-only)" #+ * Theme.sequence_editor -> sequence_editor: pointer, "(read-only)" #+ * Theme.text_editor -> text_editor: pointer, "(read-only)" #+ * Theme.theme_area -> theme_area: enum "NO DESCRIPTION" #+ * Theme.timeline -> timeline: pointer, "(read-only)" #+ * Theme.user_interface -> user_interface: pointer, "(read-only)" #+ * Theme.user_preferences -> user_preferences: pointer, "(read-only)" #+ * Theme.view_3d -> view_3d: pointer, "(read-only)" #+ * ThemeAudioWindow.back -> back: float[3] "NO DESCRIPTION" #+ * ThemeAudioWindow.button -> button: float[3] "NO DESCRIPTION" #+ * ThemeAudioWindow.button_text -> button_text: float[3] "NO DESCRIPTION" #+ * ThemeAudioWindow.button_text_hi -> button_text_hi: float[3] "NO DESCRIPTION" #+ * ThemeAudioWindow.button_title -> button_title: float[3] "NO DESCRIPTION" #+ * ThemeAudioWindow.frame_current -> frame_current: float[3] "NO DESCRIPTION" #+ * ThemeAudioWindow.grid -> grid: float[3] "NO DESCRIPTION" #+ * ThemeAudioWindow.header -> header: float[3] "NO DESCRIPTION" #+ * ThemeAudioWindow.header_text -> header_text: float[3] "NO DESCRIPTION" #+ * ThemeAudioWindow.header_text_hi -> header_text_hi: float[3] "NO DESCRIPTION" #+ * ThemeAudioWindow.text -> text: float[3] "NO DESCRIPTION" #+ * ThemeAudioWindow.text_hi -> text_hi: float[3] "NO DESCRIPTION" #+ * ThemeAudioWindow.title -> title: float[3] "NO DESCRIPTION" #+ * ThemeAudioWindow.window_sliders -> window_sliders: float[3] "NO DESCRIPTION" #+ * ThemeBoneColorSet.active -> active: float[3] "Color used for active bones" #+ * ThemeBoneColorSet.normal -> normal: float[3] "Color used for the surface of bones" #+ * ThemeBoneColorSet.select -> select: float[3] "Color used for selected bones" #ThemeBoneColorSet.show_colored_constraints -> show_colored_constraints: boolean "Allow the use of colors indicating constraints/keyed status" #+ * ThemeConsole.back -> back: float[3] "NO DESCRIPTION" #+ * ThemeConsole.button -> button: float[3] "NO DESCRIPTION" #+ * ThemeConsole.button_text -> button_text: float[3] "NO DESCRIPTION" #+ * ThemeConsole.button_text_hi -> button_text_hi: float[3] "NO DESCRIPTION" #+ * ThemeConsole.button_title -> button_title: float[3] "NO DESCRIPTION" #+ * ThemeConsole.cursor -> cursor: float[3] "NO DESCRIPTION" #+ * ThemeConsole.header -> header: float[3] "NO DESCRIPTION" #+ * ThemeConsole.header_text -> header_text: float[3] "NO DESCRIPTION" #+ * ThemeConsole.header_text_hi -> header_text_hi: float[3] "NO DESCRIPTION" #+ * ThemeConsole.line_error -> line_error: float[3] "NO DESCRIPTION" #+ * ThemeConsole.line_info -> line_info: float[3] "NO DESCRIPTION" #+ * ThemeConsole.line_input -> line_input: float[3] "NO DESCRIPTION" #+ * ThemeConsole.line_output -> line_output: float[3] "NO DESCRIPTION" #+ * ThemeConsole.text -> text: float[3] "NO DESCRIPTION" #+ * ThemeConsole.text_hi -> text_hi: float[3] "NO DESCRIPTION" #+ * ThemeConsole.title -> title: float[3] "NO DESCRIPTION" #+ * ThemeDopeSheet.active_channels_group -> active_channels_group: float[3] "NO DESCRIPTION" #+ * ThemeDopeSheet.back -> back: float[3] "NO DESCRIPTION" #+ * ThemeDopeSheet.button -> button: float[3] "NO DESCRIPTION" #+ * ThemeDopeSheet.button_text -> button_text: float[3] "NO DESCRIPTION" #+ * ThemeDopeSheet.button_text_hi -> button_text_hi: float[3] "NO DESCRIPTION" #+ * ThemeDopeSheet.button_title -> button_title: float[3] "NO DESCRIPTION" #+ * ThemeDopeSheet.channel_group -> channel_group: float[3] "NO DESCRIPTION" #+ * ThemeDopeSheet.channels -> channels: float[3] "NO DESCRIPTION" #+ * ThemeDopeSheet.channels_selected -> channels_selected: float[3] "NO DESCRIPTION" #+ * ThemeDopeSheet.dopesheet_channel -> dopesheet_channel: float[3] "NO DESCRIPTION" #+ * ThemeDopeSheet.dopesheet_subchannel -> dopesheet_subchannel: float[3] "NO DESCRIPTION" #+ * ThemeDopeSheet.frame_current -> frame_current: float[3] "NO DESCRIPTION" #+ * ThemeDopeSheet.grid -> grid: float[3] "NO DESCRIPTION" #+ * ThemeDopeSheet.header -> header: float[3] "NO DESCRIPTION" #+ * ThemeDopeSheet.header_text -> header_text: float[3] "NO DESCRIPTION" #+ * ThemeDopeSheet.header_text_hi -> header_text_hi: float[3] "NO DESCRIPTION" #+ * ThemeDopeSheet.list -> list: float[3] "NO DESCRIPTION" #+ * ThemeDopeSheet.list_text -> list_text: float[3] "NO DESCRIPTION" #+ * ThemeDopeSheet.list_text_hi -> list_text_hi: float[3] "NO DESCRIPTION" #+ * ThemeDopeSheet.list_title -> list_title: float[3] "NO DESCRIPTION" #+ * ThemeDopeSheet.long_key -> long_key: float[3] "NO DESCRIPTION" #+ * ThemeDopeSheet.long_key_selected -> long_key_selected: float[3] "NO DESCRIPTION" #+ * ThemeDopeSheet.text -> text: float[3] "NO DESCRIPTION" #+ * ThemeDopeSheet.text_hi -> text_hi: float[3] "NO DESCRIPTION" #+ * ThemeDopeSheet.title -> title: float[3] "NO DESCRIPTION" #+ * ThemeDopeSheet.value_sliders -> value_sliders: float[3] "NO DESCRIPTION" #+ * ThemeDopeSheet.view_sliders -> view_sliders: float[3] "NO DESCRIPTION" #+ * ThemeFileBrowser.active_file -> active_file: float[3] "NO DESCRIPTION" #+ * ThemeFileBrowser.active_file_text -> active_file_text: float[3] "NO DESCRIPTION" #+ * ThemeFileBrowser.back -> back: float[3] "NO DESCRIPTION" #+ * ThemeFileBrowser.button -> button: float[3] "NO DESCRIPTION" #+ * ThemeFileBrowser.button_text -> button_text: float[3] "NO DESCRIPTION" #+ * ThemeFileBrowser.button_text_hi -> button_text_hi: float[3] "NO DESCRIPTION" #+ * ThemeFileBrowser.button_title -> button_title: float[3] "NO DESCRIPTION" #+ * ThemeFileBrowser.header -> header: float[3] "NO DESCRIPTION" #+ * ThemeFileBrowser.header_text -> header_text: float[3] "NO DESCRIPTION" #+ * ThemeFileBrowser.header_text_hi -> header_text_hi: float[3] "NO DESCRIPTION" #+ * ThemeFileBrowser.list -> list: float[3] "NO DESCRIPTION" #+ * ThemeFileBrowser.list_text -> list_text: float[3] "NO DESCRIPTION" #+ * ThemeFileBrowser.list_text_hi -> list_text_hi: float[3] "NO DESCRIPTION" #+ * ThemeFileBrowser.list_title -> list_title: float[3] "NO DESCRIPTION" #+ * ThemeFileBrowser.scroll_handle -> scroll_handle: float[3] "NO DESCRIPTION" #+ * ThemeFileBrowser.scrollbar -> scrollbar: float[3] "NO DESCRIPTION" #+ * ThemeFileBrowser.selected_file -> selected_file: float[3] "NO DESCRIPTION" #+ * ThemeFileBrowser.text -> text: float[3] "NO DESCRIPTION" #+ * ThemeFileBrowser.text_hi -> text_hi: float[3] "NO DESCRIPTION" #+ * ThemeFileBrowser.tiles -> tiles: float[3] "NO DESCRIPTION" #+ * ThemeFileBrowser.title -> title: float[3] "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.shadow_offset_x -> shadow_offset_x: int "Shadow offset in pixels" #ThemeFontStyle.shadow_offset_y -> shadow_offset_y: int "Shadow offset in pixels" #+ * ThemeFontStyle.shadowalpha -> shadowalpha: float "NO DESCRIPTION" #+ * ThemeFontStyle.shadowcolor -> shadowcolor: float "Shadow color in grey value" #+ * ThemeGraphEditor.active_channels_group -> active_channels_group: float[3] "NO DESCRIPTION" #+ * ThemeGraphEditor.back -> back: float[3] "NO DESCRIPTION" #+ * ThemeGraphEditor.button -> button: float[3] "NO DESCRIPTION" #+ * ThemeGraphEditor.button_text -> button_text: float[3] "NO DESCRIPTION" #+ * ThemeGraphEditor.button_text_hi -> button_text_hi: float[3] "NO DESCRIPTION" #+ * ThemeGraphEditor.button_title -> button_title: float[3] "NO DESCRIPTION" #+ * ThemeGraphEditor.channel_group -> channel_group: float[3] "NO DESCRIPTION" #+ * ThemeGraphEditor.channels_region -> channels_region: float[3] "NO DESCRIPTION" #+ * ThemeGraphEditor.dopesheet_channel -> dopesheet_channel: float[3] "NO DESCRIPTION" #+ * ThemeGraphEditor.dopesheet_subchannel -> dopesheet_subchannel: float[3] "NO DESCRIPTION" #+ * ThemeGraphEditor.frame_current -> frame_current: float[3] "NO DESCRIPTION" #+ * ThemeGraphEditor.grid -> grid: float[3] "NO DESCRIPTION" #+ * ThemeGraphEditor.handle_align -> handle_align: float[3] "NO DESCRIPTION" #+ * ThemeGraphEditor.handle_auto -> handle_auto: float[3] "NO DESCRIPTION" #+ * ThemeGraphEditor.handle_free -> handle_free: float[3] "NO DESCRIPTION" #+ * ThemeGraphEditor.handle_sel_align -> handle_sel_align: float[3] "NO DESCRIPTION" #+ * ThemeGraphEditor.handle_sel_auto -> handle_sel_auto: float[3] "NO DESCRIPTION" #+ * ThemeGraphEditor.handle_sel_free -> handle_sel_free: float[3] "NO DESCRIPTION" #+ * ThemeGraphEditor.handle_sel_vect -> handle_sel_vect: float[3] "NO DESCRIPTION" #+ * ThemeGraphEditor.handle_vect -> handle_vect: float[3] "NO DESCRIPTION" #+ * ThemeGraphEditor.handle_vertex -> handle_vertex: float[3] "NO DESCRIPTION" #+ * ThemeGraphEditor.handle_vertex_select -> handle_vertex_select: float[3] "NO DESCRIPTION" #+ * ThemeGraphEditor.handle_vertex_size -> handle_vertex_size: int "NO DESCRIPTION" #+ * ThemeGraphEditor.header -> header: float[3] "NO DESCRIPTION" #+ * ThemeGraphEditor.header_text -> header_text: float[3] "NO DESCRIPTION" #+ * ThemeGraphEditor.header_text_hi -> header_text_hi: float[3] "NO DESCRIPTION" #+ * ThemeGraphEditor.lastsel_point -> lastsel_point: float[3] "NO DESCRIPTION" #+ * ThemeGraphEditor.list -> list: float[3] "NO DESCRIPTION" #+ * ThemeGraphEditor.list_text -> list_text: float[3] "NO DESCRIPTION" #+ * ThemeGraphEditor.list_text_hi -> list_text_hi: float[3] "NO DESCRIPTION" #+ * ThemeGraphEditor.list_title -> list_title: float[3] "NO DESCRIPTION" #+ * ThemeGraphEditor.panel -> panel: float[3] "NO DESCRIPTION" #+ * ThemeGraphEditor.text -> text: float[3] "NO DESCRIPTION" #+ * ThemeGraphEditor.text_hi -> text_hi: float[3] "NO DESCRIPTION" #+ * ThemeGraphEditor.title -> title: float[3] "NO DESCRIPTION" #+ * ThemeGraphEditor.vertex -> vertex: float[3] "NO DESCRIPTION" #+ * ThemeGraphEditor.vertex_select -> vertex_select: float[3] "NO DESCRIPTION" #+ * ThemeGraphEditor.vertex_size -> vertex_size: int "NO DESCRIPTION" #+ * ThemeGraphEditor.window_sliders -> window_sliders: float[3] "NO DESCRIPTION" #+ * ThemeImageEditor.back -> back: float[3] "NO DESCRIPTION" #+ * ThemeImageEditor.button -> button: float[3] "NO DESCRIPTION" #+ * ThemeImageEditor.button_text -> button_text: float[3] "NO DESCRIPTION" #+ * ThemeImageEditor.button_text_hi -> button_text_hi: float[3] "NO DESCRIPTION" #+ * ThemeImageEditor.button_title -> button_title: float[3] "NO DESCRIPTION" #+ * ThemeImageEditor.editmesh_active -> editmesh_active: float[4] "NO DESCRIPTION" #+ * ThemeImageEditor.face -> face: float[4] "NO DESCRIPTION" #+ * ThemeImageEditor.face_dot -> face_dot: float[3] "NO DESCRIPTION" #+ * ThemeImageEditor.face_select -> face_select: float[4] "NO DESCRIPTION" #+ * ThemeImageEditor.facedot_size -> facedot_size: int "NO DESCRIPTION" #+ * ThemeImageEditor.header -> header: float[3] "NO DESCRIPTION" #+ * ThemeImageEditor.header_text -> header_text: float[3] "NO DESCRIPTION" #+ * ThemeImageEditor.header_text_hi -> header_text_hi: float[3] "NO DESCRIPTION" #+ * ThemeImageEditor.scope_back -> scope_back: float[4] "NO DESCRIPTION" #+ * ThemeImageEditor.text -> text: float[3] "NO DESCRIPTION" #+ * ThemeImageEditor.text_hi -> text_hi: float[3] "NO DESCRIPTION" #+ * ThemeImageEditor.title -> title: float[3] "NO DESCRIPTION" #+ * ThemeImageEditor.vertex -> vertex: float[3] "NO DESCRIPTION" #+ * ThemeImageEditor.vertex_select -> vertex_select: float[3] "NO DESCRIPTION" #+ * ThemeImageEditor.vertex_size -> vertex_size: int "NO DESCRIPTION" #+ * ThemeInfo.back -> back: float[3] "NO DESCRIPTION" #+ * ThemeInfo.button -> button: float[3] "NO DESCRIPTION" #+ * ThemeInfo.button_text -> button_text: float[3] "NO DESCRIPTION" #+ * ThemeInfo.button_text_hi -> button_text_hi: float[3] "NO DESCRIPTION" #+ * ThemeInfo.button_title -> button_title: float[3] "NO DESCRIPTION" #+ * ThemeInfo.header -> header: float[3] "NO DESCRIPTION" #+ * ThemeInfo.header_text -> header_text: float[3] "NO DESCRIPTION" #+ * ThemeInfo.header_text_hi -> header_text_hi: float[3] "NO DESCRIPTION" #+ * ThemeInfo.text -> text: float[3] "NO DESCRIPTION" #+ * ThemeInfo.text_hi -> text_hi: float[3] "NO DESCRIPTION" #+ * ThemeInfo.title -> title: float[3] "NO DESCRIPTION" #+ * ThemeLogicEditor.back -> back: float[3] "NO DESCRIPTION" #+ * ThemeLogicEditor.button -> button: float[3] "NO DESCRIPTION" #+ * ThemeLogicEditor.button_text -> button_text: float[3] "NO DESCRIPTION" #+ * ThemeLogicEditor.button_text_hi -> button_text_hi: float[3] "NO DESCRIPTION" #+ * ThemeLogicEditor.button_title -> button_title: float[3] "NO DESCRIPTION" #+ * ThemeLogicEditor.header -> header: float[3] "NO DESCRIPTION" #+ * ThemeLogicEditor.header_text -> header_text: float[3] "NO DESCRIPTION" #+ * ThemeLogicEditor.header_text_hi -> header_text_hi: float[3] "NO DESCRIPTION" #+ * ThemeLogicEditor.panel -> panel: float[3] "NO DESCRIPTION" #+ * ThemeLogicEditor.text -> text: float[3] "NO DESCRIPTION" #+ * ThemeLogicEditor.text_hi -> text_hi: float[3] "NO DESCRIPTION" #+ * ThemeLogicEditor.title -> title: float[3] "NO DESCRIPTION" #+ * ThemeNLAEditor.back -> back: float[3] "NO DESCRIPTION" #+ * ThemeNLAEditor.bars -> bars: float[3] "NO DESCRIPTION" #+ * ThemeNLAEditor.bars_selected -> bars_selected: float[3] "NO DESCRIPTION" #+ * ThemeNLAEditor.button -> button: float[3] "NO DESCRIPTION" #+ * ThemeNLAEditor.button_text -> button_text: float[3] "NO DESCRIPTION" #+ * ThemeNLAEditor.button_text_hi -> button_text_hi: float[3] "NO DESCRIPTION" #+ * ThemeNLAEditor.button_title -> button_title: float[3] "NO DESCRIPTION" #+ * ThemeNLAEditor.frame_current -> frame_current: float[3] "NO DESCRIPTION" #+ * ThemeNLAEditor.grid -> grid: float[3] "NO DESCRIPTION" #+ * ThemeNLAEditor.header -> header: float[3] "NO DESCRIPTION" #+ * ThemeNLAEditor.header_text -> header_text: float[3] "NO DESCRIPTION" #+ * ThemeNLAEditor.header_text_hi -> header_text_hi: float[3] "NO DESCRIPTION" #+ * ThemeNLAEditor.list -> list: float[3] "NO DESCRIPTION" #+ * ThemeNLAEditor.list_text -> list_text: float[3] "NO DESCRIPTION" #+ * ThemeNLAEditor.list_text_hi -> list_text_hi: float[3] "NO DESCRIPTION" #+ * ThemeNLAEditor.list_title -> list_title: float[3] "NO DESCRIPTION" #+ * ThemeNLAEditor.strips -> strips: float[3] "NO DESCRIPTION" #+ * ThemeNLAEditor.strips_selected -> strips_selected: float[3] "NO DESCRIPTION" #+ * ThemeNLAEditor.text -> text: float[3] "NO DESCRIPTION" #+ * ThemeNLAEditor.text_hi -> text_hi: float[3] "NO DESCRIPTION" #+ * ThemeNLAEditor.title -> title: float[3] "NO DESCRIPTION" #+ * ThemeNLAEditor.view_sliders -> view_sliders: float[3] "NO DESCRIPTION" #+ * ThemeNodeEditor.back -> back: float[3] "NO DESCRIPTION" #+ * ThemeNodeEditor.button -> button: float[3] "NO DESCRIPTION" #+ * ThemeNodeEditor.button_text -> button_text: float[3] "NO DESCRIPTION" #+ * ThemeNodeEditor.button_text_hi -> button_text_hi: float[3] "NO DESCRIPTION" #+ * ThemeNodeEditor.button_title -> button_title: float[3] "NO DESCRIPTION" #+ * ThemeNodeEditor.converter_node -> converter_node: float[3] "NO DESCRIPTION" #+ * ThemeNodeEditor.group_node -> group_node: float[3] "NO DESCRIPTION" #+ * ThemeNodeEditor.header -> header: float[3] "NO DESCRIPTION" #+ * ThemeNodeEditor.header_text -> header_text: float[3] "NO DESCRIPTION" #+ * ThemeNodeEditor.header_text_hi -> header_text_hi: float[3] "NO DESCRIPTION" #+ * ThemeNodeEditor.in_out_node -> in_out_node: float[3] "NO DESCRIPTION" #+ * ThemeNodeEditor.list -> list: float[3] "NO DESCRIPTION" #+ * ThemeNodeEditor.list_text -> list_text: float[3] "NO DESCRIPTION" #+ * ThemeNodeEditor.list_text_hi -> list_text_hi: float[3] "NO DESCRIPTION" #+ * ThemeNodeEditor.list_title -> list_title: float[3] "NO DESCRIPTION" #+ * ThemeNodeEditor.node_backdrop -> node_backdrop: float[4] "NO DESCRIPTION" #+ * ThemeNodeEditor.operator_node -> operator_node: float[3] "NO DESCRIPTION" #+ * ThemeNodeEditor.selected_text -> selected_text: float[3] "NO DESCRIPTION" #+ * ThemeNodeEditor.text -> text: float[3] "NO DESCRIPTION" #+ * ThemeNodeEditor.text_hi -> text_hi: float[3] "NO DESCRIPTION" #+ * ThemeNodeEditor.title -> title: float[3] "NO DESCRIPTION" #ThemeNodeEditor.wire -> wire: float[3] "NO DESCRIPTION" #+ * ThemeNodeEditor.wire_select -> wire_select: float[3] "NO DESCRIPTION" #+ * ThemeOutliner.back -> back: float[3] "NO DESCRIPTION" #+ * ThemeOutliner.button -> button: float[3] "NO DESCRIPTION" #+ * ThemeOutliner.button_text -> button_text: float[3] "NO DESCRIPTION" #+ * ThemeOutliner.button_text_hi -> button_text_hi: float[3] "NO DESCRIPTION" #+ * ThemeOutliner.button_title -> button_title: float[3] "NO DESCRIPTION" #+ * ThemeOutliner.header -> header: float[3] "NO DESCRIPTION" #+ * ThemeOutliner.header_text -> header_text: float[3] "NO DESCRIPTION" #+ * ThemeOutliner.header_text_hi -> header_text_hi: float[3] "NO DESCRIPTION" #+ * ThemeOutliner.text -> text: float[3] "NO DESCRIPTION" #+ * ThemeOutliner.text_hi -> text_hi: float[3] "NO DESCRIPTION" #+ * ThemeOutliner.title -> title: float[3] "NO DESCRIPTION" #+ * ThemeProperties.back -> back: float[3] "NO DESCRIPTION" #+ * ThemeProperties.button -> button: float[3] "NO DESCRIPTION" #+ * ThemeProperties.button_text -> button_text: float[3] "NO DESCRIPTION" #+ * ThemeProperties.button_text_hi -> button_text_hi: float[3] "NO DESCRIPTION" #+ * ThemeProperties.button_title -> button_title: float[3] "NO DESCRIPTION" #+ * ThemeProperties.header -> header: float[3] "NO DESCRIPTION" #+ * ThemeProperties.header_text -> header_text: float[3] "NO DESCRIPTION" #+ * ThemeProperties.header_text_hi -> header_text_hi: float[3] "NO DESCRIPTION" #+ * ThemeProperties.panel -> panel: float[3] "NO DESCRIPTION" #+ * ThemeProperties.text -> text: float[3] "NO DESCRIPTION" #+ * ThemeProperties.text_hi -> text_hi: float[3] "NO DESCRIPTION" #+ * ThemeProperties.title -> title: float[3] "NO DESCRIPTION" #+ * ThemeSequenceEditor.audio_strip -> audio_strip: float[3] "NO DESCRIPTION" #+ * ThemeSequenceEditor.back -> back: float[3] "NO DESCRIPTION" #+ * ThemeSequenceEditor.button -> button: float[3] "NO DESCRIPTION" #+ * ThemeSequenceEditor.button_text -> button_text: float[3] "NO DESCRIPTION" #+ * ThemeSequenceEditor.button_text_hi -> button_text_hi: float[3] "NO DESCRIPTION" #+ * ThemeSequenceEditor.button_title -> button_title: float[3] "NO DESCRIPTION" #+ * ThemeSequenceEditor.draw_action -> draw_action: float[3] "NO DESCRIPTION" #+ * ThemeSequenceEditor.effect_strip -> effect_strip: float[3] "NO DESCRIPTION" #+ * ThemeSequenceEditor.frame_current -> frame_current: float[3] "NO DESCRIPTION" #+ * ThemeSequenceEditor.grid -> grid: float[3] "NO DESCRIPTION" #+ * ThemeSequenceEditor.header -> header: float[3] "NO DESCRIPTION" #+ * ThemeSequenceEditor.header_text -> header_text: float[3] "NO DESCRIPTION" #+ * ThemeSequenceEditor.header_text_hi -> header_text_hi: float[3] "NO DESCRIPTION" #+ * ThemeSequenceEditor.image_strip -> image_strip: float[3] "NO DESCRIPTION" #+ * ThemeSequenceEditor.keyframe -> keyframe: float[3] "NO DESCRIPTION" #+ * ThemeSequenceEditor.meta_strip -> meta_strip: float[3] "NO DESCRIPTION" #+ * ThemeSequenceEditor.movie_strip -> movie_strip: float[3] "NO DESCRIPTION" #+ * ThemeSequenceEditor.plugin_strip -> plugin_strip: float[3] "NO DESCRIPTION" #+ * ThemeSequenceEditor.scene_strip -> scene_strip: float[3] "NO DESCRIPTION" #+ * ThemeSequenceEditor.text -> text: float[3] "NO DESCRIPTION" #+ * ThemeSequenceEditor.text_hi -> text_hi: float[3] "NO DESCRIPTION" #+ * ThemeSequenceEditor.title -> title: float[3] "NO DESCRIPTION" #+ * ThemeSequenceEditor.transition_strip -> transition_strip: float[3] "NO DESCRIPTION" #+ * ThemeSequenceEditor.window_sliders -> window_sliders: float[3] "NO DESCRIPTION" #ThemeStyle.group_label -> group_label: pointer, "(read-only)" #ThemeStyle.panel_title -> panel_title: pointer, "(read-only)" #+ * ThemeStyle.panelzoom -> panelzoom: float "Default zoom level for panel areas" #+ * ThemeStyle.widget -> widget: pointer, "(read-only)" #ThemeStyle.widget_label -> widget_label: pointer, "(read-only)" #+ * ThemeTextEditor.back -> back: float[3] "NO DESCRIPTION" #+ * ThemeTextEditor.button -> button: float[3] "NO DESCRIPTION" #+ * ThemeTextEditor.button_text -> button_text: float[3] "NO DESCRIPTION" #+ * ThemeTextEditor.button_text_hi -> button_text_hi: float[3] "NO DESCRIPTION" #+ * ThemeTextEditor.button_title -> button_title: float[3] "NO DESCRIPTION" #+ * ThemeTextEditor.cursor -> cursor: float[3] "NO DESCRIPTION" #+ * ThemeTextEditor.header -> header: float[3] "NO DESCRIPTION" #+ * ThemeTextEditor.header_text -> header_text: float[3] "NO DESCRIPTION" #+ * ThemeTextEditor.header_text_hi -> header_text_hi: float[3] "NO DESCRIPTION" #+ * ThemeTextEditor.line_numbers_background -> line_numbers_background: float[3] "NO DESCRIPTION" #+ * ThemeTextEditor.scroll_bar -> scroll_bar: float[3] "NO DESCRIPTION" #+ * ThemeTextEditor.selected_text -> selected_text: float[3] "NO DESCRIPTION" #+ * ThemeTextEditor.syntax_builtin -> syntax_builtin: float[3] "NO DESCRIPTION" #+ * ThemeTextEditor.syntax_comment -> syntax_comment: float[3] "NO DESCRIPTION" #+ * ThemeTextEditor.syntax_numbers -> syntax_numbers: float[3] "NO DESCRIPTION" #+ * ThemeTextEditor.syntax_special -> syntax_special: float[3] "NO DESCRIPTION" #+ * ThemeTextEditor.syntax_string -> syntax_string: float[3] "NO DESCRIPTION" #+ * ThemeTextEditor.text -> text: float[3] "NO DESCRIPTION" #+ * ThemeTextEditor.text_hi -> text_hi: float[3] "NO DESCRIPTION" #+ * ThemeTextEditor.title -> title: float[3] "NO DESCRIPTION" #+ * ThemeTimeline.back -> back: float[3] "NO DESCRIPTION" #+ * ThemeTimeline.button -> button: float[3] "NO DESCRIPTION" #+ * ThemeTimeline.button_text -> button_text: float[3] "NO DESCRIPTION" #+ * ThemeTimeline.button_text_hi -> button_text_hi: float[3] "NO DESCRIPTION" #+ * ThemeTimeline.button_title -> button_title: float[3] "NO DESCRIPTION" #+ * ThemeTimeline.frame_current -> frame_current: float[3] "NO DESCRIPTION" #+ * ThemeTimeline.grid -> grid: float[3] "NO DESCRIPTION" #+ * ThemeTimeline.header -> header: float[3] "NO DESCRIPTION" #+ * ThemeTimeline.header_text -> header_text: float[3] "NO DESCRIPTION" #+ * ThemeTimeline.header_text_hi -> header_text_hi: float[3] "NO DESCRIPTION" #+ * ThemeTimeline.text -> text: float[3] "NO DESCRIPTION" #+ * ThemeTimeline.text_hi -> text_hi: float[3] "NO DESCRIPTION" #+ * ThemeTimeline.title -> title: float[3] "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[3] "NO DESCRIPTION" #+ * ThemeUserPreferences.button -> button: float[3] "NO DESCRIPTION" #+ * ThemeUserPreferences.button_text -> button_text: float[3] "NO DESCRIPTION" #+ * ThemeUserPreferences.button_text_hi -> button_text_hi: float[3] "NO DESCRIPTION" #+ * ThemeUserPreferences.button_title -> button_title: float[3] "NO DESCRIPTION" #+ * ThemeUserPreferences.header -> header: float[3] "NO DESCRIPTION" #+ * ThemeUserPreferences.header_text -> header_text: float[3] "NO DESCRIPTION" #+ * ThemeUserPreferences.header_text_hi -> header_text_hi: float[3] "NO DESCRIPTION" #+ * ThemeUserPreferences.text -> text: float[3] "NO DESCRIPTION" #+ * ThemeUserPreferences.text_hi -> text_hi: float[3] "NO DESCRIPTION" #+ * ThemeUserPreferences.title -> title: float[3] "NO DESCRIPTION" #+ * ThemeView3D.act_spline -> act_spline: float[3] "NO DESCRIPTION" #+ * ThemeView3D.back -> back: float[3] "NO DESCRIPTION" #+ * ThemeView3D.bone_pose -> bone_pose: float[3] "NO DESCRIPTION" #+ * ThemeView3D.bone_solid -> bone_solid: float[3] "NO DESCRIPTION" #+ * ThemeView3D.button -> button: float[3] "NO DESCRIPTION" #+ * ThemeView3D.button_text -> button_text: float[3] "NO DESCRIPTION" #+ * ThemeView3D.button_text_hi -> button_text_hi: float[3] "NO DESCRIPTION" #+ * ThemeView3D.button_title -> button_title: float[3] "NO DESCRIPTION" #+ * ThemeView3D.edge_crease -> edge_crease: float[3] "NO DESCRIPTION" #+ * ThemeView3D.edge_facesel -> edge_facesel: float[3] "NO DESCRIPTION" #+ * ThemeView3D.edge_seam -> edge_seam: float[3] "NO DESCRIPTION" #+ * ThemeView3D.edge_select -> edge_select: float[3] "NO DESCRIPTION" #+ * ThemeView3D.edge_sharp -> edge_sharp: float[3] "NO DESCRIPTION" #+ * ThemeView3D.editmesh_active -> editmesh_active: float[4] "NO DESCRIPTION" #+ * ThemeView3D.face -> face: float[4] "NO DESCRIPTION" #+ * ThemeView3D.face_dot -> face_dot: float[3] "NO DESCRIPTION" #+ * ThemeView3D.face_select -> face_select: float[4] "NO DESCRIPTION" #+ * ThemeView3D.facedot_size -> facedot_size: int "NO DESCRIPTION" #+ * ThemeView3D.frame_current -> frame_current: float[3] "NO DESCRIPTION" #+ * ThemeView3D.grid -> grid: float[3] "NO DESCRIPTION" #+ * ThemeView3D.handle_align -> handle_align: float[3] "NO DESCRIPTION" #+ * ThemeView3D.handle_auto -> handle_auto: float[3] "NO DESCRIPTION" #+ * ThemeView3D.handle_free -> handle_free: float[3] "NO DESCRIPTION" #+ * ThemeView3D.handle_sel_align -> handle_sel_align: float[3] "NO DESCRIPTION" #+ * ThemeView3D.handle_sel_auto -> handle_sel_auto: float[3] "NO DESCRIPTION" #+ * ThemeView3D.handle_sel_free -> handle_sel_free: float[3] "NO DESCRIPTION" #+ * ThemeView3D.handle_sel_vect -> handle_sel_vect: float[3] "NO DESCRIPTION" #+ * ThemeView3D.handle_vect -> handle_vect: float[3] "NO DESCRIPTION" #+ * ThemeView3D.header -> header: float[3] "NO DESCRIPTION" #+ * ThemeView3D.header_text -> header_text: float[3] "NO DESCRIPTION" #+ * ThemeView3D.header_text_hi -> header_text_hi: float[3] "NO DESCRIPTION" #+ * ThemeView3D.lamp -> lamp: float[4] "NO DESCRIPTION" #+ * ThemeView3D.lastsel_point -> lastsel_point: float[3] "NO DESCRIPTION" #+ * ThemeView3D.normal -> normal: float[3] "NO DESCRIPTION" #+ * ThemeView3D.nurb_sel_uline -> nurb_sel_uline: float[3] "NO DESCRIPTION" #+ * ThemeView3D.nurb_sel_vline -> nurb_sel_vline: float[3] "NO DESCRIPTION" #+ * ThemeView3D.nurb_uline -> nurb_uline: float[3] "NO DESCRIPTION" #+ * ThemeView3D.nurb_vline -> nurb_vline: float[3] "NO DESCRIPTION" #+ * ThemeView3D.object_active -> object_active: float[3] "NO DESCRIPTION" #+ * ThemeView3D.object_grouped -> object_grouped: float[3] "NO DESCRIPTION" #+ * ThemeView3D.object_grouped_active -> object_grouped_active: float[3] "NO DESCRIPTION" #+ * ThemeView3D.object_selected -> object_selected: float[3] "NO DESCRIPTION" #+ * ThemeView3D.panel -> panel: float[4] "NO DESCRIPTION" #+ * ThemeView3D.text -> text: float[3] "NO DESCRIPTION" #+ * ThemeView3D.text_hi -> text_hi: float[3] "NO DESCRIPTION" #+ * ThemeView3D.title -> title: float[3] "NO DESCRIPTION" #+ * ThemeView3D.transform -> transform: float[3] "NO DESCRIPTION" #+ * ThemeView3D.vertex -> vertex: float[3] "NO DESCRIPTION" #+ * ThemeView3D.vertex_normal -> vertex_normal: float[3] "NO DESCRIPTION" #+ * ThemeView3D.vertex_select -> vertex_select: float[3] "NO DESCRIPTION" #+ * ThemeView3D.vertex_size -> vertex_size: int "NO DESCRIPTION" #+ * ThemeView3D.wire -> wire: float[3] "NO DESCRIPTION" #+ * ThemeWidgetColors.inner -> inner: float[4] "NO DESCRIPTION" #+ * ThemeWidgetColors.inner_sel -> inner_sel: float[4] "NO DESCRIPTION" #+ * ThemeWidgetColors.item -> item: float[4] "NO DESCRIPTION" #+ * ThemeWidgetColors.outline -> outline: float[3] "NO DESCRIPTION" #+ * ThemeWidgetColors.shadedown -> shadedown: int "NO DESCRIPTION" #+ * ThemeWidgetColors.shadetop -> shadetop: int "NO DESCRIPTION" #ThemeWidgetColors.show_shaded -> show_shaded: boolean "NO DESCRIPTION" #+ * ThemeWidgetColors.text -> text: float[3] "NO DESCRIPTION" #+ * ThemeWidgetColors.text_sel -> text_sel: float[3] "NO DESCRIPTION" #+ * ThemeWidgetStateColors.blend -> blend: float "NO DESCRIPTION" #+ * ThemeWidgetStateColors.inner_anim -> inner_anim: float[3] "NO DESCRIPTION" #+ * ThemeWidgetStateColors.inner_anim_sel -> inner_anim_sel: float[3] "NO DESCRIPTION" #+ * ThemeWidgetStateColors.inner_driven -> inner_driven: float[3] "NO DESCRIPTION" #+ * ThemeWidgetStateColors.inner_driven_sel -> inner_driven_sel: float[3] "NO DESCRIPTION" #+ * ThemeWidgetStateColors.inner_key -> inner_key: float[3] "NO DESCRIPTION" #+ * ThemeWidgetStateColors.inner_key_sel -> inner_key_sel: float[3] "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_keying_mode -> auto_keying_mode: enum "Mode of automatic keyframe insertion for Objects and Bones" #+ * ToolSettings.edge_path_mode -> edge_path_mode: enum "The edge flag to tag when selecting the shortest path" #+ * ToolSettings.etch_adaptive_limit -> etch_adaptive_limit: float "Number of bones in the subdivided stroke" #+ * ToolSettings.etch_convert_mode -> etch_convert_mode: enum "Method used to convert stroke to bones" #+ * ToolSettings.etch_length_limit -> etch_length_limit: float "Number of bones in the subdivided stroke" #+ * ToolSettings.etch_number -> etch_number: string "DOC BROKEN" #+ * ToolSettings.etch_roll_mode -> etch_roll_mode: enum "Method used to adjust the roll of bones when retargeting" #+ * ToolSettings.etch_side -> etch_side: string "DOC BROKEN" #+ * ToolSettings.etch_subdivision_number -> etch_subdivision_number: int "Number of bones in the subdivided stroke" #+ * ToolSettings.etch_template -> etch_template: pointer "Template armature that will be retargeted to the stroke" #+ * ToolSettings.image_paint -> image_paint: pointer, "(read-only)" #ToolSettings.mesh_select_mode -> mesh_select_mode: boolean[3] "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_edit -> proportional_edit: enum "Proportional editing mode" #ToolSettings.proportional_edit_falloff -> proportional_edit_falloff: enum "Falloff type for proportional editing mode" #+ * ToolSettings.sculpt -> sculpt: pointer, "(read-only)" #+ * ToolSettings.sculpt_paint_use_unified_size -> sculpt_paint_use_unified_size: boolean "Instead of per brush radius, the radius is shared across brushes" #+ * ToolSettings.sculpt_paint_use_unified_strength -> sculpt_paint_use_unified_strength: boolean "Instead of per brush strength, the strength is shared across brushes" #ToolSettings.show_uv_local_view -> show_uv_local_view: boolean "Draw only faces with the currently displayed image assigned" #+ * ToolSettings.snap_element -> snap_element: enum "Type of element to snap to" #+ * ToolSettings.snap_target -> snap_target: enum "Which part to snap onto the target" #ToolSettings.use_auto_normalize -> use_auto_normalize: boolean "Ensure all bone-deforming vertex groups add up to 1.0 while weight painting" #ToolSettings.use_bone_sketching -> use_bone_sketching: boolean "DOC BROKEN" #ToolSettings.use_etch_autoname -> use_etch_autoname: boolean "DOC BROKEN" #ToolSettings.use_etch_overdraw -> use_etch_overdraw: boolean "DOC BROKEN" #ToolSettings.use_etch_quick -> use_etch_quick: boolean "DOC BROKEN" #ToolSettings.use_keyframe_insert_auto -> use_keyframe_insert_auto: boolean "Automatic keyframe insertion for Objects and Bones" #ToolSettings.use_mesh_automerge -> use_mesh_automerge: boolean "Automatically merge vertices moved to the same location" #ToolSettings.use_proportional_edit_objects -> use_proportional_edit_objects: boolean "Proportional editing object mode" #ToolSettings.use_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.use_snap -> use_snap: boolean "Snap during transform" #ToolSettings.use_snap_align_rotation -> use_snap_align_rotation: boolean "Align rotation with the snapping target" #ToolSettings.use_snap_peel_object -> use_snap_peel_object: boolean "Consider objects as whole when finding volume center" #ToolSettings.use_snap_project -> use_snap_project: boolean "Project vertices on the surface of other objects" #ToolSettings.use_uv_select_sync -> use_uv_select_sync: boolean "Keep UV and edit mode mesh selection in sync" #ToolSettings.uv_select_mode -> uv_select_mode: enum "UV selection and display mode" #+ * ToolSettings.vertex_group_weight -> vertex_group_weight: float "Weight to assign in vertex groups" #+ * ToolSettings.vertex_paint -> vertex_paint: pointer, "(read-only)" #+ * ToolSettings.weight_paint -> weight_paint: pointer, "(read-only)" #+ * TransformOrientation.matrix -> matrix: float[9] "NO DESCRIPTION" #+ * TransformOrientation.name -> name: string "NO DESCRIPTION" #+ * UILayout.alignment -> alignment: enum "NO DESCRIPTION" #+ * UILayout.operator_context -> operator_context: enum "NO DESCRIPTION" #+ * UILayout.scale_x -> scale_x: float "Scale factor along the X for items in this (sub)layout." #+ * UILayout.scale_y -> scale_y: float "Scale factor along the Y for items in this (sub)layout." + * UILayout.active -> show_active: boolean "NO DESCRIPTION" + * UILayout.enabled -> show_enabled: boolean "When false, this (sub)layout is greyed out." #+ * 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.ui_styles -> ui_styles: collection, "(read-only)" #+ * UserPreferences.view -> view: pointer, "(read-only) Preferences related to viewing data" #+ * UserPreferencesEdit.auto_keying_mode -> auto_keying_mode: enum "Mode of automatic keyframe insertion for Objects and Bones" #+ * UserPreferencesEdit.grease_pencil_eraser_radius -> grease_pencil_eraser_radius: int "Radius of eraser brush" #+ * UserPreferencesEdit.grease_pencil_euclidean_distance -> grease_pencil_euclidean_distance: int "Distance moved by mouse when drawing stroke (in pixels) to include" #+ * UserPreferencesEdit.grease_pencil_manhattan_distance -> grease_pencil_manhattan_distance: int "Pixels moved by mouse per axis when drawing stroke" #+ * UserPreferencesEdit.keyframe_new_handle_type -> keyframe_new_handle_type: enum "NO DESCRIPTION" #+ * UserPreferencesEdit.keyframe_new_interpolation_type -> keyframe_new_interpolation_type: enum "NO DESCRIPTION" #+ * UserPreferencesEdit.material_link -> material_link: enum "Toggle whether the material is linked to object data or the object block" #+ * UserPreferencesEdit.object_align -> object_align: enum "When adding objects from a 3D View menu, either align them to that views direction or the world coordinates" #UserPreferencesEdit.sculpt_paint_overlay_color -> sculpt_paint_overlay_color: float[3] "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_drag_immediately -> use_drag_immediately: boolean "Moving things with a mouse drag confirms when releasing the button" #UserPreferencesEdit.use_duplicate_action -> use_duplicate_action: boolean "Causes actions to be duplicated with the object" #UserPreferencesEdit.use_duplicate_armature -> use_duplicate_armature: boolean "Causes armature data to be duplicated with the object" #UserPreferencesEdit.use_duplicate_curve -> use_duplicate_curve: boolean "Causes curve data to be duplicated with the object" #UserPreferencesEdit.use_duplicate_fcurve -> use_duplicate_fcurve: boolean "Causes F-curve data to be duplicated with the object" #UserPreferencesEdit.use_duplicate_lamp -> use_duplicate_lamp: boolean "Causes lamp data to be duplicated with the object" #UserPreferencesEdit.use_duplicate_material -> use_duplicate_material: boolean "Causes material data to be duplicated with the object" #UserPreferencesEdit.use_duplicate_mesh -> use_duplicate_mesh: boolean "Causes mesh data to be duplicated with the object" #UserPreferencesEdit.use_duplicate_metaball -> use_duplicate_metaball: boolean "Causes metaball data to be duplicated with the object" #UserPreferencesEdit.use_duplicate_particle -> use_duplicate_particle: boolean "Causes particle systems to be duplicated with the object" #UserPreferencesEdit.use_duplicate_surface -> use_duplicate_surface: boolean "Causes surface data to be duplicated with the object" #UserPreferencesEdit.use_duplicate_text -> use_duplicate_text: boolean "Causes text data to be duplicated with the object" #UserPreferencesEdit.use_duplicate_texture -> use_duplicate_texture: boolean "Causes texture data to be duplicated with the object" #UserPreferencesEdit.use_enter_edit_mode -> use_enter_edit_mode: boolean "Enter Edit Mode automatically after adding a new object" #UserPreferencesEdit.use_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.use_grease_pencil_simplify_stroke -> use_grease_pencil_simplify_stroke: boolean "Simplify the final stroke" #UserPreferencesEdit.use_grease_pencil_smooth_stroke -> use_grease_pencil_smooth_stroke: boolean "Smooth the final stroke" #UserPreferencesEdit.use_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.use_keyframe_insert_available -> use_keyframe_insert_available: boolean "Automatic keyframe insertion in available curves" #UserPreferencesEdit.use_keyframe_insert_keyingset -> use_keyframe_insert_keyingset: boolean "Automatic keyframe insertion using active Keying Set" #UserPreferencesEdit.use_keyframe_insert_needed -> use_keyframe_insert_needed: boolean "Keyframe insertion only when keyframe needed" #+ * UserPreferencesEdit.use_negative_frames -> use_negative_frames: boolean "Current frame number can be manually set to a negative value" #+ * UserPreferencesEdit.use_visual_keying -> use_visual_keying: boolean "Use Visual keying automatically for constrained objects" #+ * UserPreferencesFilePaths.animation_player -> animation_player: string "Path to a custom animation/frame sequence player" #+ * UserPreferencesFilePaths.animation_player_preset -> animation_player_preset: enum "Preset configs for external animation players" #+ * UserPreferencesFilePaths.auto_save_time -> auto_save_time: int "The time (in minutes) to wait between automatic temporary saves" #UserPreferencesFilePaths.font_directory -> font_directory: string "The default directory to search for loading fonts" #+ * UserPreferencesFilePaths.image_editor -> image_editor: string "Path to an image editor" #+ * UserPreferencesFilePaths.recent_files -> recent_files: int "Maximum number of recently opened files to remember" #+ * UserPreferencesFilePaths.render_output_directory -> render_output_directory: string "The default directory for rendering output" #+ * UserPreferencesFilePaths.save_version -> save_version: int "The number of old versions to maintain in the current directory, when manually saving" #UserPreferencesFilePaths.script_directory -> script_directory: string "The default directory to search for Python scripts (resets python module search path: sys.path)" #+ * UserPreferencesFilePaths.sequence_plugin_directory -> sequence_plugin_directory: string "The default directory to search for sequence plugins" #UserPreferencesFilePaths.show_hidden_files_datablocks -> show_hidden_files_datablocks: boolean "Hide files/datablocks that start with a dot(.*)" #UserPreferencesFilePaths.sound_directory -> sound_directory: string "The default directory to search for sounds" #+ * UserPreferencesFilePaths.temporary_directory -> temporary_directory: string "The directory for storing temporary save files" #UserPreferencesFilePaths.texture_directory -> texture_directory: string "The default directory to search for textures" #+ * UserPreferencesFilePaths.texture_plugin_directory -> texture_plugin_directory: string "The default directory to search for texture plugins" #UserPreferencesFilePaths.use_auto_save_temporary_files -> use_auto_save_temporary_files: boolean "Automatic saving of temporary files" #UserPreferencesFilePaths.use_file_compression -> use_file_compression: boolean "Enable file compression when saving .blend files" #UserPreferencesFilePaths.use_filter_files -> use_filter_files: boolean "Display only files with extensions in the image select window" #UserPreferencesFilePaths.use_load_ui -> use_load_ui: boolean "Load user interface setup when loading .blend files" #+ * UserPreferencesFilePaths.use_relative_paths -> use_relative_paths: boolean "Default relative path option for the file selector" #UserPreferencesFilePaths.use_save_preview_images -> use_save_preview_images: boolean "Enables automatic saving of preview images in the .blend file" #+ * UserPreferencesInput.edited_keymaps -> edited_keymaps: collection, "(read-only)" #UserPreferencesInput.invert_mouse_wheel_zoom -> invert_mouse_wheel_zoom: boolean "Invert the axis of mouse movement for zooming" #UserPreferencesInput.invert_zoom_wheel -> invert_zoom_wheel: boolean "Swap the Mouse Wheel zoom direction" #UserPreferencesInput.mouse_double_click_time -> mouse_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.select_mouse -> select_mouse: enum "The mouse button used for selection" #UserPreferencesInput.use_emulate_numpad -> use_emulate_numpad: boolean "Causes the 1 to 0 keys to act as the numpad (useful for laptops)" #UserPreferencesInput.use_mouse_continuous -> use_mouse_continuous: boolean "Allow moving the mouse outside the view on some manipulations (transform, ui control drag)" #UserPreferencesInput.use_mouse_emulate_3_button -> use_mouse_emulate_3_button: boolean "Emulates Middle Mouse with Alt+LeftMouse (doesnt work with Left Mouse Select option)" #UserPreferencesInput.use_mouse_mmb_paste -> use_mouse_mmb_paste: boolean "In text window, paste with middle mouse button instead of panning" #UserPreferencesInput.view_rotate_method -> view_rotate_method: enum "Rotation style in the viewport" #UserPreferencesInput.view_zoom_axis -> view_zoom_axis: enum "Axis of mouse movement to zoom in or out on" #UserPreferencesInput.view_zoom_method -> view_zoom_method: enum "Which style to use for viewport scaling" #+ * UserPreferencesInput.wheel_scroll_lines -> wheel_scroll_lines: int "The number of lines scrolled at a time with the mouse wheel" #+ * 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.dpi -> dpi: int "Font size and resolution for display" #+ * UserPreferencesSystem.frame_server_port -> frame_server_port: int "Frameserver Port for Frameserver Rendering" #UserPreferencesSystem.gl_clip_alpha -> gl_clip_alpha: float "Clip alpha below this threshold in the 3D textured view" #+ * UserPreferencesSystem.gl_texture_limit -> gl_texture_limit: enum "Limit the texture size to save graphics memory" #+ * UserPreferencesSystem.language -> language: enum "Language use for translation" #+ * UserPreferencesSystem.memory_cache_limit -> memory_cache_limit: int "Memory cache limit in sequencer (megabytes)" #+ * UserPreferencesSystem.prefetch_frames -> prefetch_frames: int "Number of frames to render ahead during playback" #+ * UserPreferencesSystem.screencast_fps -> screencast_fps: int "Frame rate for the screencast to be played back" #+ * UserPreferencesSystem.screencast_wait_time -> screencast_wait_time: int "Time in milliseconds between each frame recorded for screencast" #+ * UserPreferencesSystem.scrollback -> scrollback: int "Maximum number of lines to store for the console buffer" #+ * UserPreferencesSystem.solid_lights -> solid_lights: collection, "(read-only) Lights user to display objects in solid draw mode" #+ * UserPreferencesSystem.texture_collection_rate -> texture_collection_rate: int "Number of seconds between each run of the GL texture garbage collector" #+ * UserPreferencesSystem.texture_time_out -> texture_time_out: int "Time since last access of a GL texture in seconds after which it is freed. (Set to 0 to keep textures allocated.)" #+ * UserPreferencesSystem.use_antialiasing -> use_antialiasing: boolean "Use anti-aliasing for the 3D view (may impact redraw performance)" #UserPreferencesSystem.use_international_fonts -> use_international_fonts: boolean "Use international fonts" #+ * UserPreferencesSystem.use_mipmaps -> use_mipmaps: boolean "Scale textures for the 3D View (looks nicer but uses more memory and slows image reloading)" #UserPreferencesSystem.use_preview_images -> use_preview_images: boolean "Enables automatic saving of preview images in the .blend file (Windows only)" #UserPreferencesSystem.use_scripts_auto_execute -> use_scripts_auto_execute: boolean "Allow any .blend file to run scripts automatically (unsafe with blend files from an untrusted source)" #UserPreferencesSystem.use_tabs_as_spaces -> use_tabs_as_spaces: boolean "Automatically converts all new tabs into spaces for new and loaded text files" #+ * UserPreferencesSystem.use_textured_fonts -> use_textured_fonts: boolean "Use textures for drawing international fonts" #UserPreferencesSystem.use_translate_buttons -> use_translate_buttons: boolean "Translate button labels" #UserPreferencesSystem.use_translate_toolbox -> use_translate_toolbox: boolean "Translate toolbox menu" #UserPreferencesSystem.use_translate_tooltips -> use_translate_tooltips: boolean "Translate Tooltips" #UserPreferencesSystem.use_vertex_buffer_objects -> use_vertex_buffer_objects: boolean "Use Vertex Buffer Objects (or Vertex Arrays, if unsupported) for viewport rendering" #+ * UserPreferencesSystem.use_weight_color_range -> use_weight_color_range: boolean "Enable color range used for weight visualization in weight painting mode" #+ * UserPreferencesSystem.weight_color_range -> weight_color_range: pointer, "(read-only) Color range used for weight visualization in weight painting mode" #+ * UserPreferencesSystem.window_draw_method -> window_draw_method: enum "Drawing method used by the window manager" #+ * UserPreferencesView.manipulator_handle_size -> manipulator_handle_size: int "Size of widget handles as percentage of widget radius" #+ * UserPreferencesView.manipulator_hotspot -> manipulator_hotspot: int "Hotspot in pixels for clicking widget handles" #+ * UserPreferencesView.manipulator_size -> manipulator_size: int "Diameter of widget, in 10 pixel units" #+ * UserPreferencesView.mini_axis_brightness -> mini_axis_brightness: int "The brightness of the icon" #+ * UserPreferencesView.mini_axis_size -> mini_axis_size: int "The axis icons size" #+ * UserPreferencesView.object_origin_size -> object_origin_size: int "Diameter in Pixels for Object/Lamp origin display" #+ * UserPreferencesView.open_left_mouse_delay -> open_left_mouse_delay: int "Time in 1/10 seconds to hold the Left Mouse Button before opening the toolbox" #+ * UserPreferencesView.open_right_mouse_delay -> open_right_mouse_delay: int "Time in 1/10 seconds to hold the Right Mouse Button before opening the toolbox" #+ * UserPreferencesView.open_sublevel_delay -> open_sublevel_delay: int "Time delay in 1/10 seconds before automatically opening sub level menus" #+ * UserPreferencesView.open_toplevel_delay -> open_toplevel_delay: int "Time delay in 1/10 seconds before automatically opening top level menus" #+ * UserPreferencesView.rotation_angle -> rotation_angle: int "The rotation step for numerical pad keys (2 4 6 8)" #UserPreferencesView.show_column_layout -> show_column_layout: boolean "Use a column layout for toolbox" #UserPreferencesView.show_large_cursors -> show_large_cursors: boolean "Use large mouse cursors when available" #UserPreferencesView.show_manipulator -> show_manipulator: boolean "Use 3D transform manipulator" #+ * UserPreferencesView.show_mini_axis -> show_mini_axis: boolean "Show a small rotating 3D axis in the bottom left corner of the 3D View" #UserPreferencesView.show_object_info -> show_object_info: boolean "Display objects name and frame number in 3D view" #+ * UserPreferencesView.show_playback_fps -> show_playback_fps: boolean "Show the frames per second screen refresh rate, while animation is played back" #+ * UserPreferencesView.show_splash -> show_splash: boolean "Display splash screen on startup" #UserPreferencesView.show_tooltips -> show_tooltips: boolean "Display tooltips" #+ * UserPreferencesView.show_view_name -> show_view_name: boolean "Show the name of the views direction in each 3D View" #+ * UserPreferencesView.smooth_view -> smooth_view: int "The time to animate the view in milliseconds, zero to disable" #+ * UserPreferencesView.timecode_style -> timecode_style: enum "Format of Time Codes displayed when not displaying timing in terms of frames" #UserPreferencesView.use_auto_perspective -> use_auto_perspective: boolean "Automatically switch between orthographic and perspective when changing from top/front/side views" #UserPreferencesView.use_directional_menus -> use_directional_menus: boolean "Otherwise menus, etc will always be top to bottom, left to right, no matter opening direction" #UserPreferencesView.use_global_pivot -> use_global_pivot: boolean "Lock the same rotation/scaling pivot in all 3D Views" #UserPreferencesView.use_global_scene -> use_global_scene: boolean "Forces the current Scene to be displayed in all Screens" #UserPreferencesView.use_mouse_auto_depth -> use_mouse_auto_depth: boolean "Use the depth under the mouse to improve view pan/rotate/zoom functionality" #UserPreferencesView.use_mouse_over_open -> use_mouse_over_open: boolean "Open menu buttons and pulldowns automatically when the mouse is hovering" #UserPreferencesView.use_rotate_around_active -> use_rotate_around_active: boolean "Use selection as the pivot point" #UserPreferencesView.use_zoom_to_mouse -> use_zoom_to_mouse: boolean "Zoom in towards the mouse pointers position in the 3D view, rather than the 2D window center" #UserPreferencesView.view2d_grid_spacing_min -> view2d_grid_spacing_min: int "Minimum number of pixels between each gridline in 2D Viewports" #+ * UserSolidLight.diffuse_color -> diffuse_color: float[3] "The diffuse color of the OpenGL light" #+ * UserSolidLight.direction -> direction: float[3] "The direction that the OpenGL light is shining" #+ * UserSolidLight.specular_color -> specular_color: float[3] "The color of the lights specular highlight" #+ * UserSolidLight.use -> use: boolean "Enable this OpenGL light in solid draw mode" #+ * ValueNodeSocket.default_value -> default_value: float[1] "Default value of the socket when no link is attached" #+ * ValueNodeSocket.name -> name: string, "(read-only) Socket name" #+ * VectorNodeSocket.default_value -> default_value: float[3] "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.source_path -> filepath: string "The external source data file to use" #+ * VoxelData.intensity -> intensity: float "Multiplier for intensity values" #+ * VoxelData.interpolation -> interpolation: enum "Method to interpolate/smooth values between voxel cells" #+ * VoxelData.resolution -> resolution: int[3] "Resolution of the voxel grid" #+ * VoxelData.smoke_data_type -> smoke_data_type: enum "Simulation value to be used as a texture" + * VoxelData.still_frame_number -> still_frame: int "The frame number to always use" + * VoxelData.still -> use_still_frame: boolean "Always render a still frame from the voxel data sequence" #+ * Window.screen -> screen: pointer "Active screen showing in the window" #+ * WorldLighting.adapt_to_speed -> adapt_to_speed: float "Use the speed vector pass to reduce AO samples in fast moving pixels. Higher values result in more aggressive sample reduction. Requires Vec pass enabled (for Raytrace Adaptive QMC)" + * WorldLighting.ao_blend_mode -> ao_blend_type: enum "Defines how AO mixes with material shading" #+ * WorldLighting.ao_factor -> ao_factor: float "Factor for ambient occlusion blending" #+ * WorldLighting.bias -> bias: float "Bias (in radians) to prevent smoothed faces from showing banding (for Raytrace Constant Jittered)" #+ * WorldLighting.correction -> correction: float "Ad-hoc correction for over-occlusion due to the approximation (for Approximate)" #+ * WorldLighting.distance -> distance: float "Length of rays, defines how far away other faces give occlusion effect" #+ * WorldLighting.environment_color -> environment_color: enum "Defines where the color of the environment light comes from" #+ * WorldLighting.environment_energy -> environment_energy: float "Defines the strength of environment light" + * WorldLighting.error_tolerance -> error_threshold: float "Low values are slower and higher quality (for Approximate)" #+ * WorldLighting.falloff_strength -> falloff_strength: float "Distance attenuation factor, the higher, the shorter the shadows" #+ * WorldLighting.gather_method -> gather_method: enum "NO DESCRIPTION" #+ * WorldLighting.indirect_bounces -> indirect_bounces: int "Number of indirect diffuse light bounces to use for approximate ambient occlusion" #+ * WorldLighting.indirect_factor -> indirect_factor: float "Factor for how much surrounding objects contribute to light" #+ * WorldLighting.passes -> passes: int "Number of preprocessing passes to reduce overocclusion (for approximate ambient occlusion)" #+ * WorldLighting.sample_method -> sample_method: enum "Method for generating shadow samples (for Raytrace)" #+ * WorldLighting.samples -> samples: int "Amount of ray samples. Higher values give smoother results and longer rendering times" #+ * WorldLighting.threshold -> threshold: float "Samples below this threshold will be considered fully shadowed/unshadowed and skipped (for Raytrace Adaptive QMC)" + * WorldLighting.use_ambient_occlusion -> use_ambient_occlusian: boolean "Use Ambient Occlusion to add shadowing based on distance between objects" + * WorldLighting.pixel_cache -> use_cache: boolean "Cache AO results in pixels and interpolate over neighbouring pixels for speedup (for Approximate)" + * WorldLighting.use_environment_lighting -> use_environment_light: boolean "Add light coming from the environment" + * WorldLighting.falloff -> use_falloff: boolean "NO DESCRIPTION" + * WorldLighting.use_indirect_lighting -> use_indirect_light: 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_random: 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"