Action.fcurves -> fcurves: collection, (read-only) The individual F-Curves that make up the Action Action.groups -> groups: collection, (read-only) Convenient groupings of F-Curves Action.pose_markers -> pose_markers: collection, (read-only) Markers specific to this Action, for labeling poses ActionActuator.action -> action: pointer ActionActuator.blendin -> blendin: int Number of frames of motion blending ActionActuator.frame_end -> frame_end: int ActionActuator.frame_property -> frame_property: string Assign the action's current frame number to this property ActionActuator.frame_start -> frame_start: int ActionActuator.mode -> mode: enum Action playback type ActionActuator.priority -> priority: int Execution priority - lower numbers will override actions with higher numbers. With 2 or more actions at once, the overriding channels must be lower in the stack ActionActuator.property -> property: string Use this property to define the Action position ActionConstraint.action -> action: pointer ActionConstraint.frame_end -> frame_end: int Last frame of the Action to use ActionConstraint.frame_start -> frame_start: int First frame of the Action to use ActionConstraint.maximum -> max: float Maximum value for target channel range ActionConstraint.minimum -> min: float Minimum value for target channel range ActionConstraint.subtarget -> subtarget: string ActionConstraint.target -> target: pointer Target Object ActionConstraint.transform_channel -> transform_channel: enum Transformation channel from the target that is used to key the Action ActionGroup.channels -> channels: collection, (read-only) F-Curves in this group ActionGroup.custom_color -> custom_color: int Index of custom color set ActionGroup.name -> name: string Actuator.name -> name: string Actuator.type -> type: enum ActuatorSensor.actuator -> actuator: string Actuator name, actuator active state modifications will be detected Addon.module -> module: string Module name AnimData.action -> action: pointer Active Action for this datablock AnimData.action_blending -> action_blend_type: enum Method used for combining Active Action's result with result of NLA stack AnimData.action_extrapolation -> action_extrapolation: enum Action to take for gaps past the Active Action's range (when evaluating with NLA) AnimData.action_influence -> action_influence: float Amount the Active Action contributes to the result of the NLA stack AnimData.drivers -> drivers: collection, (read-only) The Drivers/Expressions for this datablock AnimData.nla_tracks -> nla_tracks: collection, (read-only) NLA Tracks (i.e. Animation Layers) AnimViz.motion_paths -> motion_paths: pointer, (read-only) Motion Path settings for visualisation AnimViz.onion_skinning -> onion_skin_frames: pointer, (read-only) Onion Skinning (ghosting) settings for visualisation AnimVizMotionPaths.after_current -> after_current: int Number of frames to show after the current frame (only for 'Around Current Frame' Onion-skinning method) AnimVizMotionPaths.bake_location -> bake_location: enum When calculating Bone Paths, use Head or Tips AnimVizMotionPaths.before_current -> before_current: int Number of frames to show before the current frame (only for 'Around Current Frame' Onion-skinning method) AnimVizMotionPaths.frame_end -> frame_end: int End frame of range of paths to display/calculate (not for 'Around Current Frame' Onion-skinning method) AnimVizMotionPaths.frame_start -> frame_start: int Starting frame of range of paths to display/calculate (not for 'Around Current Frame' Onion-skinning method) AnimVizMotionPaths.frame_step -> frame_step: int Number of frames between paths shown (not for 'On Keyframes' Onion-skinning method) AnimVizMotionPaths.type -> type: enum Type of range to show for Motion Paths AnimVizOnionSkinning.after_current -> after_current: int Number of frames to show after the current frame (only for 'Around Current Frame' Onion-skinning method) AnimVizOnionSkinning.before_current -> before_current: int Number of frames to show before the current frame (only for 'Around Current Frame' Onion-skinning method) AnimVizOnionSkinning.frame_end -> frame_end: int End frame of range of Ghosts to display (not for 'Around Current Frame' Onion-skinning method) AnimVizOnionSkinning.frame_start -> frame_start: int Starting frame of range of Ghosts to display (not for 'Around Current Frame' Onion-skinning method) AnimVizOnionSkinning.frame_step -> frame_step: int Number of frames between ghosts shown (not for 'On Keyframes' Onion-skinning method) AnimVizOnionSkinning.type -> type: enum Method used for determining what ghosts get drawn Area.active_space -> active_space: pointer, (read-only) Space currently being displayed in this area Area.regions -> regions: collection, (read-only) Regions this area is subdivided in Area.spaces -> spaces: collection, (read-only) Spaces contained in this area, the first space is active Area.type -> type: enum Space type AreaLamp.gamma -> gamma: float Light gamma correction value AreaLamp.shadow_adaptive_threshold -> shadow_adaptive_threshold: float Threshold for Adaptive Sampling (Raytraced shadows) AreaLamp.shadow_color -> shadow_color: float Color of shadows cast by the lamp AreaLamp.shadow_method -> shadow_method: enum Method to compute lamp shadow with AreaLamp.shadow_ray_samples_x -> shadow_ray_samples_x: int Amount of samples taken extra (samples x samples) AreaLamp.shadow_ray_samples_y -> shadow_ray_samples_y: int Amount of samples taken extra (samples x samples) AreaLamp.shadow_ray_sampling_method -> shadow_ray_sample_method: enum Method for generating shadow samples: Adaptive QMC is fastest, Constant QMC is less noisy but slower AreaLamp.shadow_soft_size -> shadow_soft_size: float Light size for ray shadow sampling (Raytraced shadows) AreaLamp.shape -> shape: enum Shape of the area lamp AreaLamp.size -> size: float Size of the area of the area Lamp, X direction size for Rectangle shapes AreaLamp.size_y -> size_y: float Size of the area of the area Lamp in the Y direction for Rectangle shapes Armature.animation_data -> animation_data: pointer, (read-only) Animation data for this datablock Armature.bones -> bones: collection, (read-only) Armature.drawtype -> drawtype: enum Armature.edit_bones -> edit_bones: collection, (read-only) Armature.ghost_frame_end -> ghost_frame_end: int End frame of range of Ghosts to display (not for 'Around Current Frame' Onion-skinning method) Armature.ghost_frame_start -> ghost_frame_start: int Starting frame of range of Ghosts to display (not for 'Around Current Frame' Onion-skinning method) Armature.ghost_size -> ghost_size: int Frame step for Ghosts (not for 'On Keyframes' Onion-skinning method) Armature.ghost_step -> ghost_step: int Number of frame steps on either side of current frame to show as ghosts (only for 'Around Current Frame' Onion-skinning method) Armature.ghost_type -> ghost_type: enum Method of Onion-skinning for active Action Armature.pose_position -> pose_position: enum Show armature in binding pose or final posed state ArmatureActuator.bone -> bone: string Bone on which the constraint is defined ArmatureActuator.constraint -> constraint: string Name of the constraint you want to control ArmatureActuator.mode -> mode: enum ArmatureActuator.secondary_target -> secondary_target: pointer Set weight of this constraint ArmatureActuator.target -> target: pointer Set this object as the target of the constraint ArmatureActuator.weight -> weight: float Set weight of this constraint ArmatureBones.active -> active: pointer Armatures active bone ArmatureEditBones.active -> active: pointer Armatures active edit bone ArmatureModifier.object -> object: pointer Armature object to deform with ArmatureModifier.vertex_group -> vertex_group: string Vertex group name ArmatureSensor.bone -> bone: string Identify the bone to check value from ArmatureSensor.constraint -> constraint: string Identify the bone constraint to check value from ArmatureSensor.test_type -> test_type: enum Type of value and test ArmatureSensor.value -> value: float Specify value to be used in comparison ArrayModifier.constant_offset_displacement -> constant_offset_displacement: float ArrayModifier.count -> count: int Number of duplicates to make ArrayModifier.curve -> curve: pointer Curve object to fit array length to ArrayModifier.end_cap -> end_cap: pointer Mesh object to use as an end cap ArrayModifier.fit_type -> fit_type: enum Array length calculation method ArrayModifier.length -> length: float Length to fit array within ArrayModifier.merge_distance -> merge_distance: float Limit below which to merge vertices ArrayModifier.offset_object -> offset_object: pointer ArrayModifier.relative_offset_displacement -> relative_offset_displacement: float ArrayModifier.start_cap -> start_cap: pointer Mesh object to use as a start cap BackgroundImage.image -> image: pointer Image displayed and edited in this space BackgroundImage.image_user -> image_user: pointer, (read-only) Parameters defining which layer, pass and frame of the image is displayed BackgroundImage.offset_x -> offset_x: float Offsets image horizontally from the world origin BackgroundImage.offset_y -> offset_y: float Offsets image vertically from the world origin BackgroundImage.size -> size: float Scaling factor for the background image BackgroundImage.transparency -> transparency: float Amount to blend the image against the background color BackgroundImage.view_axis -> view_axis: enum The axis to display the image on BevelModifier.angle -> angle: float Angle above which to bevel edges BevelModifier.edge_weight_method -> edge_weight_method: enum What edge weight to use for weighting a vertex BevelModifier.limit_method -> limit_method: enum BevelModifier.width -> width: float Bevel value/amount BezierSplinePoint.co -> co: float Coordinates of the control point BezierSplinePoint.handle1 -> handle_left: float Coordinates of the first handle BezierSplinePoint.handle1_type -> handle_left_type: enum Handle types BezierSplinePoint.handle2 -> handle_right: float Coordinates of the second handle BezierSplinePoint.handle2_type -> handle_right_type: enum Handle types BezierSplinePoint.radius -> radius: float, (read-only) Radius for bevelling BezierSplinePoint.tilt -> tilt: float Tilt in 3D View BezierSplinePoint.weight -> weight: float Softbody goal weight BlendTexture.flip_axis -> flip_axis: enum Flips the texture's X and Y axis BlendTexture.progression -> progression: enum Sets the style of the color blending BlenderRNA.structs -> structs: collection, (read-only) BoidRule.name -> name: string Boid rule name BoidRule.type -> type: enum, (read-only) BoidRuleAverageSpeed.level -> level: float How much velocity's z-component is kept constant BoidRuleAverageSpeed.speed -> speed: float Percentage of maximum speed BoidRuleAverageSpeed.wander -> wander: float How fast velocity's direction is randomized BoidRuleAvoid.fear_factor -> fear_factor: float Avoid object if danger from it is above this threshold BoidRuleAvoid.object -> object: pointer Object to avoid BoidRuleAvoidCollision.look_ahead -> look_ahead: float Time to look ahead in seconds BoidRuleFight.distance -> distance: float Attack boids at max this distance BoidRuleFight.flee_distance -> flee_distance: float Flee to this distance BoidRuleFollowLeader.distance -> distance: float Distance behind leader to follow BoidRuleFollowLeader.object -> object: pointer Follow this object instead of a boid BoidRuleFollowLeader.queue_size -> queue_size: int How many boids in a line BoidRuleGoal.object -> object: pointer Goal object BoidSettings.accuracy -> accuracy: float Accuracy of attack BoidSettings.active_boid_state -> active_boid_state: pointer, (read-only) BoidSettings.active_boid_state_index -> active_boid_state_index: int BoidSettings.aggression -> aggression: float Boid will fight this times stronger enemy BoidSettings.air_max_acc -> air_acc_max: float Maximum acceleration in air (relative to maximum speed) BoidSettings.air_max_ave -> air_ave_max: float Maximum angular velocity in air (relative to 180 degrees) BoidSettings.air_max_speed -> air_speed_max: float Maximum speed in air BoidSettings.air_min_speed -> air_speed_min: float Minimum speed in air (relative to maximum speed) BoidSettings.air_personal_space -> air_personal_space: float Radius of boids personal space in air (% of particle size) BoidSettings.banking -> bank: float Amount of rotation around velocity vector on turns BoidSettings.health -> health: float Initial boid health when born BoidSettings.height -> height: float Boid height relative to particle size BoidSettings.land_jump_speed -> land_jump_speed: float Maximum speed for jumping BoidSettings.land_max_acc -> land_acc_max: float Maximum acceleration on land (relative to maximum speed) BoidSettings.land_max_ave -> land_ave_max: float Maximum angular velocity on land (relative to 180 degrees) BoidSettings.land_max_speed -> land_speed_max: float Maximum speed on land BoidSettings.land_personal_space -> land_personal_space: float Radius of boids personal space on land (% of particle size) BoidSettings.land_stick_force -> land_stick_force: float How strong a force must be to start effecting a boid on land BoidSettings.landing_smoothness -> land_smooth: float How smoothly the boids land BoidSettings.range -> range: float The maximum distance from which a boid can attack BoidSettings.states -> states: collection, (read-only) BoidSettings.strength -> strength: float Maximum caused damage on attack per second BoidState.active_boid_rule -> active_boid_rule: pointer, (read-only) BoidState.active_boid_rule_index -> active_boid_rule_index: int BoidState.falloff -> falloff: float BoidState.name -> name: string Boid state name BoidState.rule_fuzziness -> rule_fuzzy: float BoidState.rules -> rules: collection, (read-only) BoidState.ruleset_type -> ruleset_type: enum How the rules in the list are evaluated BoidState.volume -> volume: float Bone.bbone_in -> bbone_in: float Length of first Bezier Handle (for B-Bones only) Bone.bbone_out -> bbone_out: float Length of second Bezier Handle (for B-Bones only) Bone.bbone_segments -> bbone_segments: int Number of subdivisions of bone (for B-Bones only) Bone.children -> children: collection, (read-only) Bones which are children of this bone Bone.envelope_distance -> envelope_distance: float Bone deformation distance (for Envelope deform only) Bone.envelope_weight -> envelope_weight: float Bone deformation weight (for Envelope deform only) Bone.head -> head: float Location of head end of the bone relative to its parent Bone.head_local -> head_local: float Location of head end of the bone relative to armature Bone.head_radius -> head_radius: float Radius of head of bone (for Envelope deform only) Bone.matrix -> matrix: float 3x3 bone matrix Bone.matrix_local -> matrix_local: float 4x4 bone matrix relative to armature Bone.name -> name: string Bone.parent -> parent: pointer, (read-only) Parent bone (in same Armature) Bone.tail -> tail: float Location of tail end of the bone Bone.tail_local -> tail_local: float Location of tail end of the bone relative to armature Bone.tail_radius -> tail_radius: float Radius of tail of bone (for Envelope deform only) BoneGroup.color_set -> color_set: enum Custom color set to use BoneGroup.colors -> colors: pointer, (read-only) Copy of the colors associated with the group's color set BoneGroup.name -> name: string BooleanModifier.object -> object: pointer Mesh object to use for Boolean operation BooleanModifier.operation -> operation: enum BooleanProperty.array_length -> array_length: int, (read-only) Maximum length of the array, 0 means unlimited Brush.blend -> blend: enum Brush blending mode Brush.clone_alpha -> clone_alpha: float Opacity of clone image display Brush.clone_image -> clone_image: pointer Image for clone tool Brush.clone_offset -> clone_offset: float Brush.color -> color: float Brush.curve -> curve: pointer, (read-only) Editable falloff curve Brush.direction -> direction: enum Mapping type to use for this image in the game engine Brush.imagepaint_tool -> imagepaint_tool: enum Brush.jitter -> jitter: float Jitter the position of the brush while painting Brush.rate -> rate: float Interval between paints for Airbrush Brush.sculpt_tool -> sculpt_tool: enum Brush.size -> size: int Diameter of the brush Brush.smooth_stroke_factor -> smooth_stroke_factor: float Higher values give a smoother stroke Brush.smooth_stroke_radius -> smooth_stroke_radius: int Minimum distance from last point before stroke continues Brush.spacing -> spacing: float Spacing between brush stamps Brush.strength -> strength: float The amount of pressure on the brush Brush.texture -> texture: pointer Brush.texture_slot -> texture_slot: pointer, (read-only) Brush.vertexpaint_tool -> vertexpaint_tool: enum BrushTextureSlot.angle -> angle: float Defines brush texture rotation BrushTextureSlot.map_mode -> map_mode: enum BuildModifier.frame_start -> frame_start: float Specify the start frame of the effect BuildModifier.length -> length: float Specify the total time the build effect requires BuildModifier.seed -> seed: int Specify the seed for random if used Camera.angle -> angle: float Perspective Camera lens field of view in degrees Camera.animation_data -> animation_data: pointer, (read-only) Animation data for this datablock Camera.clip_end -> clip_end: float Camera far clipping distance Camera.clip_start -> clip_start: float Camera near clipping distance Camera.dof_distance -> dof_distance: float Distance to the focus point for depth of field Camera.dof_object -> dof_object: pointer Use this object to define the depth of field focal point Camera.draw_size -> draw_size: float Apparent size of the Camera object in the 3D View Camera.lens -> lens: float Perspective Camera lens value in millimeters Camera.lens_unit -> lens_unit: enum Unit to edit lens in for the user interface Camera.ortho_scale -> ortho_scale: float Orthographic Camera scale (similar to zoom) Camera.passepartout_alpha -> passepartout_alpha: float Opacity (alpha) of the darkened overlay in Camera view Camera.shift_x -> shift_x: float Perspective Camera horizontal shift Camera.shift_y -> shift_y: float Perspective Camera vertical shift Camera.type -> type: enum Camera types CameraActuator.axis -> axis: enum Specify the axis the Camera will try to get behind CameraActuator.height -> height: float CameraActuator.max -> max: float CameraActuator.min -> min: float CameraActuator.object -> object: pointer Look at this Object CastModifier.cast_type -> cast_type: enum CastModifier.factor -> factor: float CastModifier.object -> object: pointer Control object: if available, its location determines the center of the effect CastModifier.radius -> radius: float Only deform vertices within this distance from the center of the effect (leave as 0 for infinite.) CastModifier.size -> size: float Size of projection shape (leave as 0 for auto.) CastModifier.vertex_group -> vertex_group: string Vertex group name ChildOfConstraint.subtarget -> subtarget: string ChildOfConstraint.target -> target: pointer Target Object ClampToConstraint.main_axis -> main_axis: enum Main axis of movement ClampToConstraint.target -> target: pointer Target Object ClothCollisionSettings.collision_quality -> collision_quality: int How many collision iterations should be done. (higher is better quality but slower) ClothCollisionSettings.friction -> friction: float Friction force if a collision happened. (higher = less movement) ClothCollisionSettings.group -> group: pointer Limit colliders to this Group ClothCollisionSettings.min_distance -> distance_min: float Minimum distance between collision objects before collision response takes in ClothCollisionSettings.self_collision_quality -> self_collision_quality: int How many self collision iterations should be done. (higher is better quality but slower) ClothCollisionSettings.self_friction -> self_friction: float Friction/damping with self contact ClothCollisionSettings.self_min_distance -> self_distance_min: float 0.5 means no distance at all, 1.0 is maximum distance ClothModifier.collision_settings -> collision_settings: pointer, (read-only) ClothModifier.point_cache -> point_cache: pointer, (read-only) ClothModifier.settings -> settings: pointer, (read-only) ClothSettings.air_damping -> air_damping: float Air has normally some thickness which slows falling things down ClothSettings.bending_stiffness -> bending_stiffness: float Wrinkle coefficient. (higher = less smaller but more big wrinkles) ClothSettings.bending_stiffness_max -> bending_stiffness_max: float Maximum bending stiffness value ClothSettings.bending_vertex_group -> bending_vertex_group: string Vertex group for fine control over bending stiffness ClothSettings.collider_friction -> collider_friction: float ClothSettings.effector_weights -> effector_weights: pointer, (read-only) ClothSettings.goal_default -> goal_default: float Default Goal (vertex target position) value, when no Vertex Group used ClothSettings.goal_friction -> goal_friction: float Goal (vertex target position) friction ClothSettings.goal_max -> goal_max: float Goal maximum, vertex group weights are scaled to match this range ClothSettings.goal_min -> goal_min: float Goal minimum, vertex group weights are scaled to match this range ClothSettings.goal_spring -> goal_spring: float Goal (vertex target position) spring stiffness ClothSettings.gravity -> gravity: float Gravity or external force vector ClothSettings.internal_friction -> internal_friction: float ClothSettings.mass -> mass: float Mass of cloth material ClothSettings.mass_vertex_group -> mass_vertex_group: string Vertex Group for pinning of vertices ClothSettings.pin_stiffness -> pin_stiffness: float Pin (vertex target position) spring stiffness ClothSettings.pre_roll -> pre_roll: int Simulation starts on this frame ClothSettings.quality -> quality: int Quality of the simulation in steps per frame. (higher is better quality but slower) ClothSettings.rest_shape_key -> rest_shape_key: pointer Shape key to use the rest spring lengths from ClothSettings.spring_damping -> spring_damping: float Damping of cloth velocity. (higher = more smooth, less jiggling) ClothSettings.structural_stiffness -> structural_stiffness: float Overall stiffness of structure ClothSettings.structural_stiffness_max -> structural_stiffness_max: float Maximum structural stiffness value ClothSettings.structural_stiffness_vertex_group -> structural_stiffness_vertex_group: string Vertex group for fine control over structural stiffness CloudsTexture.nabla -> nabla: float Size of derivative offset used for calculating normal CloudsTexture.noise_basis -> noise_basis: enum Sets the noise basis used for turbulence CloudsTexture.noise_depth -> noise_depth: int Sets the depth of the cloud calculation CloudsTexture.noise_size -> noise_size: float Sets scaling for noise input CloudsTexture.noise_type -> noise_type: enum CloudsTexture.stype -> stype: enum CollectionProperty.fixed_type -> fixed_type: pointer, (read-only) Fixed pointer type, empty if variable type CollisionModifier.settings -> settings: pointer, (read-only) CollisionSensor.material -> material: string Only look for Objects with this material CollisionSensor.property -> property: string Only look for Objects with this property CollisionSettings.absorption -> absorption: float How much of effector force gets lost during collision with this object (in percent) CollisionSettings.damping -> damping: float Amount of damping during collision CollisionSettings.damping_factor -> damping_factor: float Amount of damping during particle collision CollisionSettings.friction_factor -> friction_factor: float Amount of friction during particle collision CollisionSettings.inner_thickness -> inner_thickness: float Inner face thickness CollisionSettings.outer_thickness -> outer_thickness: float Outer face thickness CollisionSettings.permeability -> permeability: float Chance that the particle will pass through the mesh CollisionSettings.random_damping -> random_damping: float Random variation of damping CollisionSettings.random_friction -> random_friction: float Random variation of friction CollisionSettings.stickness -> stickness: float Amount of stickness to surface collision ColorRamp.elements -> elements: collection, (read-only) ColorRamp.interpolation -> interpolation: enum ColorRampElement.color -> color: float ColorRampElement.position -> position: float ColorSequence.color -> color: float CompositorNode.type -> type: enum, (read-only) CompositorNodeAlphaOver.premul -> premul: float Mix Factor CompositorNodeBilateralblur.iterations -> iterations: int CompositorNodeBilateralblur.sigma_color -> sigma_color: float CompositorNodeBilateralblur.sigma_space -> sigma_space: float CompositorNodeBlur.factor -> factor: float CompositorNodeBlur.factor_x -> factor_x: float CompositorNodeBlur.factor_y -> factor_y: float CompositorNodeBlur.filter_type -> filter_type: enum CompositorNodeBlur.sizex -> size_x: int CompositorNodeBlur.sizey -> size_y: int CompositorNodeChannelMatte.algorithm -> algorithm: enum Algorithm to use to limit channel CompositorNodeChannelMatte.channel -> channel: enum Channel used to determine matte CompositorNodeChannelMatte.color_space -> color_space: enum CompositorNodeChannelMatte.high -> high: float Values higher than this setting are 100% opaque CompositorNodeChannelMatte.limit_channel -> limit_channel: enum Limit by this channels value CompositorNodeChannelMatte.low -> low: float Values lower than this setting are 100% keyed CompositorNodeChromaMatte.acceptance -> acceptance: float Tolerance for a color to be considered a keying color CompositorNodeChromaMatte.cutoff -> cutoff: float Tolerance below which colors will be considered as exact matches CompositorNodeChromaMatte.gain -> gain: float Alpha gain CompositorNodeChromaMatte.lift -> lift: float Alpha lift CompositorNodeChromaMatte.shadow_adjust -> shadow_adjust: float Adjusts the brightness of any shadows captured CompositorNodeColorBalance.correction_formula -> correction_formula: enum CompositorNodeColorBalance.gain -> gain: float Correction for Highlights CompositorNodeColorBalance.gamma -> gamma: float Correction for Midtones CompositorNodeColorBalance.lift -> lift: float Correction for Shadows CompositorNodeColorBalance.offset -> offset: float Correction for Shadows CompositorNodeColorBalance.power -> power: float Correction for Midtones CompositorNodeColorBalance.slope -> slope: float Correction for Highlights CompositorNodeColorMatte.h -> h: float Hue tolerance for colors to be considered a keying color CompositorNodeColorMatte.s -> s: float Saturation Tolerance for the color CompositorNodeColorMatte.v -> v: float Value Tolerance for the color CompositorNodeColorSpill.algorithm -> algorithm: enum CompositorNodeColorSpill.channel -> channel: enum CompositorNodeColorSpill.limit_channel -> limit_channel: enum CompositorNodeColorSpill.ratio -> ratio: float Scale limit by value CompositorNodeColorSpill.unspill_blue -> unspill_blue: float Blue spillmap scale CompositorNodeColorSpill.unspill_green -> unspill_green: float Green spillmap scale CompositorNodeColorSpill.unspill_red -> unspill_red: float Red spillmap scale CompositorNodeCrop.x1 -> x1: int CompositorNodeCrop.x2 -> x2: int CompositorNodeCrop.y1 -> y1: int CompositorNodeCrop.y2 -> y2: int CompositorNodeCurveRGB.mapping -> mapping: pointer, (read-only) CompositorNodeCurveVec.mapping -> mapping: pointer, (read-only) CompositorNodeDBlur.angle -> angle: float CompositorNodeDBlur.center_x -> center_x: float CompositorNodeDBlur.center_y -> center_y: float CompositorNodeDBlur.distance -> distance: float CompositorNodeDBlur.iterations -> iterations: int CompositorNodeDBlur.spin -> spin: float CompositorNodeDBlur.zoom -> zoom: float CompositorNodeDefocus.angle -> angle: int Bokeh shape rotation offset in degrees CompositorNodeDefocus.bokeh -> bokeh: enum CompositorNodeDefocus.f_stop -> f_stop: float Amount of focal blur, 128=infinity=perfect focus, half the value doubles the blur radius CompositorNodeDefocus.max_blur -> blur_max: float blur limit, maximum CoC radius, 0=no limit CompositorNodeDefocus.samples -> samples: int Number of samples (16=grainy, higher=less noise) CompositorNodeDefocus.threshold -> threshold: float CoC radius threshold, prevents background bleed on in-focus midground, 0=off CompositorNodeDefocus.z_scale -> z_scale: float Scales the Z input when not using a zbuffer, controls maximum blur designated by the color white or input value 1 CompositorNodeDiffMatte.falloff -> falloff: float Color distances below this additional threshold are partially keyed CompositorNodeDiffMatte.tolerance -> tolerance: float Color distances below this threshold are keyed CompositorNodeDilateErode.distance -> distance: int Distance to grow/shrink (number of iterations) CompositorNodeDistanceMatte.falloff -> falloff: float Color distances below this additional threshold are partially keyed CompositorNodeDistanceMatte.tolerance -> tolerance: float Color distances below this threshold are keyed CompositorNodeFilter.filter_type -> filter_type: enum CompositorNodeFlip.axis -> axis: enum CompositorNodeGlare.angle_offset -> angle_offset: float Streak angle offset in degrees CompositorNodeGlare.color_modulation -> color_modulation: float Amount of Color Modulation, modulates colors of streaks and ghosts for a spectral dispersion effect CompositorNodeGlare.fade -> fade: float Streak fade-out factor CompositorNodeGlare.glare_type -> glare_type: enum CompositorNodeGlare.iterations -> iterations: int CompositorNodeGlare.mix -> mix: float -1 is original image only, 0 is exact 50/50 mix, 1 is processed image only CompositorNodeGlare.quality -> quality: enum If not set to high quality, the effect will be applied to a low-res copy of the source image CompositorNodeGlare.size -> size: int Glow/glare size (not actual size; relative to initial size of bright area of pixels) CompositorNodeGlare.streaks -> streaks: int Total number of streaks CompositorNodeGlare.threshold -> threshold: float The glare filter will only be applied to pixels brighter than this value CompositorNodeHueCorrect.mapping -> mapping: pointer, (read-only) CompositorNodeHueSat.hue -> hue: float CompositorNodeHueSat.sat -> sat: float CompositorNodeHueSat.val -> val: float CompositorNodeIDMask.index -> index: int Pass index number to convert to alpha CompositorNodeImage.frames -> frames: int Number of images used in animation CompositorNodeImage.image -> image: pointer CompositorNodeImage.layer -> layer: enum CompositorNodeImage.offset -> offset: int Offsets the number of the frame to use in the animation CompositorNodeImage.start -> start: int CompositorNodeLevels.channel -> channel: enum CompositorNodeLumaMatte.high -> high: float Values higher than this setting are 100% opaque CompositorNodeLumaMatte.low -> low: float Values lower than this setting are 100% keyed CompositorNodeMapUV.alpha -> alpha: int CompositorNodeMapValue.max -> max: float CompositorNodeMapValue.min -> min: float CompositorNodeMapValue.offset -> offset: float CompositorNodeMapValue.size -> size: float CompositorNodeMath.operation -> operation: enum CompositorNodeMixRGB.blend_type -> blend_type: enum CompositorNodeOutputFile.exr_codec -> exr_codec: enum CompositorNodeOutputFile.filepath -> filepath: string Output path for the image, same functionality as render output. CompositorNodeOutputFile.frame_end -> frame_end: int CompositorNodeOutputFile.frame_start -> frame_start: int CompositorNodeOutputFile.image_type -> image_type: enum CompositorNodeOutputFile.quality -> quality: int CompositorNodePremulKey.mapping -> mapping: enum Conversion between premultiplied alpha and key alpha CompositorNodeRLayers.layer -> layer: enum CompositorNodeRLayers.scene -> scene: pointer CompositorNodeRotate.filter -> filter: enum Method to use to filter rotation CompositorNodeScale.space -> space: enum Coordinate space to scale relative to CompositorNodeSplitViewer.axis -> axis: enum CompositorNodeSplitViewer.factor -> factor: int CompositorNodeTexture.node_output -> node_output: int For node-based textures, which output node to use CompositorNodeTexture.texture -> texture: pointer CompositorNodeTime.curve -> curve: pointer, (read-only) CompositorNodeTime.end -> end: int CompositorNodeTime.start -> start: int CompositorNodeTonemap.adaptation -> adaptation: float If 0, global; if 1, based on pixel intensity CompositorNodeTonemap.contrast -> contrast: float Set to 0 to use estimate from input image CompositorNodeTonemap.correction -> correction: float If 0, same for all channels; if 1, each independent CompositorNodeTonemap.gamma -> gamma: float If not used, set to 1 CompositorNodeTonemap.intensity -> intensity: float If less than zero, darkens image; otherwise, makes it brighter CompositorNodeTonemap.key -> key: float The value the average luminance is mapped to CompositorNodeTonemap.offset -> offset: float Normally always 1, but can be used as an extra control to alter the brightness curve CompositorNodeTonemap.tonemap_type -> tonemap_type: enum CompositorNodeValToRGB.color_ramp -> color_ramp: pointer, (read-only) CompositorNodeVecBlur.factor -> factor: float Scaling factor for motion vectors; actually 'shutter speed' in frames CompositorNodeVecBlur.max_speed -> speed_max: int Maximum speed, or zero for none CompositorNodeVecBlur.min_speed -> speed_min: int Minimum speed for a pixel to be blurred; used to separate background from foreground CompositorNodeVecBlur.samples -> samples: int ConsoleLine.current_character -> current_character: int ConsoleLine.line -> line: string Text in the line Constraint.influence -> influence: float Amount of influence constraint will have on the final solution Constraint.lin_error -> lin_error: float, (read-only) Amount of residual error in Blender space unit for constraints that work on position Constraint.name -> name: string Constraint name Constraint.owner_space -> owner_space: enum Space that owner is evaluated in Constraint.rot_error -> rot_error: float, (read-only) Amount of residual error in radiant for constraints that work on orientation Constraint.target_space -> target_space: enum Space that target is evaluated in Constraint.type -> type: enum, (read-only) ConstraintActuator.damping -> damping: int Damping factor: time constant (in frame) of low pass filter ConstraintActuator.damping_rotation -> damping_rotation: int Use a different damping for orientation ConstraintActuator.direction -> direction: enum Set the direction of the ray ConstraintActuator.direction_axis -> direction_axis: enum Select the axis to be aligned along the reference direction ConstraintActuator.distance -> distance: float Set the maximum length of ray ConstraintActuator.fh_damping -> fh_damping: float Damping factor of the Fh spring force ConstraintActuator.fh_height -> fh_height: float Height of the Fh area ConstraintActuator.limit -> limit: enum ConstraintActuator.limit_max -> limit_max: float ConstraintActuator.limit_min -> limit_min: float ConstraintActuator.material -> material: string Ray detects only Objects with this material ConstraintActuator.max_angle -> angle_max: float Maximum angle (in degree) allowed with target direction. No correction is done if angle with target direction is between min and max ConstraintActuator.max_rotation -> rotation_max: float Reference Direction ConstraintActuator.min_angle -> angle_min: float Minimum angle (in degree) to maintain with target direction. No correction is done if angle with target direction is between min and max ConstraintActuator.mode -> mode: enum The type of the constraint ConstraintActuator.property -> property: string Ray detect only Objects with this property ConstraintActuator.range -> range: float Set the maximum length of ray ConstraintActuator.spring -> spring: float Spring force within the Fh area ConstraintActuator.time -> time: int Maximum activation time in frame, 0 for unlimited ConstraintTarget.subtarget -> subtarget: string ConstraintTarget.target -> target: pointer Target Object Context.area -> area: pointer, (read-only) Context.main -> main: pointer, (read-only) Context.manager -> manager: pointer, (read-only) Context.mode -> mode: enum, (read-only) Context.region -> region: pointer, (read-only) Context.scene -> scene: pointer, (read-only) Context.screen -> screen: pointer, (read-only) Context.space_data -> space_data: pointer, (read-only) Context.tool_settings -> tool_settings: pointer, (read-only) Context.user_preferences -> user_preferences: pointer, (read-only) Context.window -> window: pointer, (read-only) ControlFluidSettings.attraction_radius -> attraction_radius: float Specifies the force field radius around the control object ControlFluidSettings.attraction_strength -> attraction_strength: float Force strength for directional attraction towards the control object ControlFluidSettings.end_time -> end_time: float Specifies time when the control particles are deactivated ControlFluidSettings.quality -> quality: float Specifies the quality which is used for object sampling. (higher = better but slower) ControlFluidSettings.start_time -> start_time: float Specifies time when the control particles are activated ControlFluidSettings.velocity_radius -> velocity_radius: float Specifies the force field radius around the control object ControlFluidSettings.velocity_strength -> velocity_strength: float Force strength of how much of the control object's velocity is influencing the fluid velocity Controller.name -> name: string Controller.state_number -> state_number: int Set Controller state index (1 to 30) Controller.type -> type: enum CopyLocationConstraint.head_tail -> head_tail: float Target along length of bone: Head=0, Tail=1 CopyLocationConstraint.subtarget -> subtarget: string CopyLocationConstraint.target -> target: pointer Target Object CopyRotationConstraint.subtarget -> subtarget: string CopyRotationConstraint.target -> target: pointer Target Object CopyScaleConstraint.subtarget -> subtarget: string CopyScaleConstraint.target -> target: pointer Target Object CopyTransformsConstraint.head_tail -> head_tail: float Target along length of bone: Head=0, Tail=1 CopyTransformsConstraint.subtarget -> subtarget: string CopyTransformsConstraint.target -> target: pointer Target Object Curve.animation_data -> animation_data: pointer, (read-only) Animation data for this datablock Curve.bevel_depth -> bevel_depth: float Bevel depth when not using a bevel object Curve.bevel_object -> bevel_object: pointer Curve object name that defines the bevel shape Curve.bevel_resolution -> bevel_resolution: int Bevel resolution when depth is non-zero and no specific bevel object has been defined Curve.dimensions -> dimensions: enum Select 2D or 3D curve type Curve.eval_time -> eval_time: float Parametric position along the length of the curve that Objects 'following' it should be at. Position is evaluated by dividing by the 'Path Length' value Curve.extrude -> extrude: float Amount of curve extrusion when not using a bevel object Curve.materials -> materials: collection, (read-only) Curve.path_length -> path_length: int The number of frames that are needed to traverse the path, defining the maximum value for the 'Evaluation Time' setting Curve.render_resolution_u -> render_resolution_u: int Surface resolution in U direction used while rendering. Zero skips this property Curve.render_resolution_v -> render_resolution_v: int Surface resolution in V direction used while rendering. Zero skips this property Curve.resolution_u -> resolution_u: int Surface resolution in U direction Curve.resolution_v -> resolution_v: int Surface resolution in V direction Curve.shape_keys -> shape_keys: pointer, (read-only) Curve.splines -> splines: collection, (read-only) Collection of splines in this curve data object Curve.taper_object -> taper_object: pointer Curve object name that defines the taper (width) Curve.texspace_loc -> texspace_loc: float Texture space location Curve.texspace_size -> texspace_size: float Texture space size Curve.twist_mode -> twist_mode: enum The type of tilt calculation for 3D Curves Curve.twist_smooth -> twist_smooth: float Smoothing iteration for tangents Curve.width -> width: float Scale the original width (1.0) based on given factor CurveMap.extend -> extend: enum, (read-only) Extrapolate the curve or extend it horizontally CurveMap.points -> points: collection, (read-only) CurveMapPoint.handle_type -> handle_type: enum, (read-only) Curve interpolation at this point: bezier or vector CurveMapPoint.location -> location: float, (read-only) X/Y coordinates of the curve point CurveMapping.black_level -> black_level: float For RGB curves, the color that black is mapped to CurveMapping.clip_max_x -> clip_max_x: float CurveMapping.clip_max_y -> clip_max_y: float CurveMapping.clip_min_x -> clip_min_x: float CurveMapping.clip_min_y -> clip_min_y: float CurveMapping.curves -> curves: collection, (read-only) CurveMapping.white_level -> white_level: float For RGB curves, the color that white is mapped to CurveModifier.deform_axis -> deform_axis: enum The axis that the curve deforms along CurveModifier.object -> object: pointer Curve object to deform with CurveModifier.vertex_group -> vertex_group: string Vertex group name CurveSplines.active -> active: pointer Active curve spline DampedTrackConstraint.subtarget -> subtarget: string DampedTrackConstraint.target -> target: pointer Target Object DampedTrackConstraint.track -> track: enum Axis that points to the target object DecimateModifier.face_count -> face_count: int, (read-only) The current number of faces in the decimated mesh DecimateModifier.ratio -> ratio: float Defines the ratio of triangles to reduce to DelaySensor.delay -> delay: int Delay in number of logic tics before the positive trigger (default 60 per second) DelaySensor.duration -> duration: int If >0, delay in number of logic tics before the negative trigger following the positive trigger DisplaceModifier.direction -> direction: enum DisplaceModifier.midlevel -> midlevel: float Material value that gives no displacement DisplaceModifier.strength -> strength: float DisplaceModifier.texture -> texture: pointer DisplaceModifier.texture_coordinate_object -> texture_coordinate_object: pointer DisplaceModifier.texture_coordinates -> texture_coordinates: enum DisplaceModifier.uv_layer -> uv_layer: string UV layer name DisplaceModifier.vertex_group -> vertex_group: string Vertex group name DistortedNoiseTexture.distortion -> distortion: float DistortedNoiseTexture.nabla -> nabla: float Size of derivative offset used for calculating normal DistortedNoiseTexture.noise_basis -> noise_basis: enum Sets the noise basis used for turbulence DistortedNoiseTexture.noise_distortion -> noise_distortion: enum Sets the noise basis for the distortion DistortedNoiseTexture.noise_size -> noise_size: float Sets scaling for noise input DomainFluidSettings.compressibility -> compressibility: float Allowed compressibility due to gravitational force for standing fluid. (directly affects simulation step size) DomainFluidSettings.end_time -> end_time: float Simulation time of the last blender frame DomainFluidSettings.generate_particles -> generate_particles: float Amount of particles to generate (0=off, 1=normal, >1=more) DomainFluidSettings.gravity -> gravity: float Gravity in X, Y and Z direction DomainFluidSettings.grid_levels -> grid_levels: int Number of coarsened grids to use (-1 for automatic) DomainFluidSettings.memory_estimate -> memory_estimate: string, (read-only) Estimated amount of memory needed for baking the domain DomainFluidSettings.partial_slip_factor -> partial_slip_factor: float Amount of mixing between no- and free-slip, 0 is no slip and 1 is free slip DomainFluidSettings.path -> path: string Directory (and/or filename prefix) to store baked fluid simulation files in DomainFluidSettings.preview_resolution -> preview_resolution: int Preview resolution in X,Y and Z direction DomainFluidSettings.real_world_size -> real_world_size: float Size of the simulation domain in metres DomainFluidSettings.render_display_mode -> render_display_mode: enum How to display the mesh for rendering DomainFluidSettings.resolution -> resolution: int Domain resolution in X,Y and Z direction DomainFluidSettings.slip_type -> slip_type: enum DomainFluidSettings.start_time -> start_time: float Simulation time of the first blender frame DomainFluidSettings.surface_smoothing -> surface_smooth: float Amount of surface smoothing. A value of 0 is off, 1 is normal smoothing and more than 1 is extra smoothing DomainFluidSettings.surface_subdivisions -> surface_subdivisions: int Number of isosurface subdivisions. This is necessary for the inclusion of particles into the surface generation. Warning - can lead to longer computation times! DomainFluidSettings.tracer_particles -> tracer_particles: int Number of tracer particles to generate DomainFluidSettings.viewport_display_mode -> viewport_display_mode: enum How to display the mesh in the viewport DomainFluidSettings.viscosity_base -> viscosity_base: float Viscosity setting: value that is multiplied by 10 to the power of (exponent*-1) DomainFluidSettings.viscosity_exponent -> viscosity_exponent: int Negative exponent for the viscosity value (to simplify entering small values e.g. 5*10^-6.) DomainFluidSettings.viscosity_preset -> viscosity_preset: enum Set viscosity of the fluid to a preset value, or use manual input DopeSheet.filtering_group -> filtering_group: pointer Group that included Object should be a member of DopeSheet.source -> source: pointer, (read-only) ID-Block representing source data, currently ID_SCE (for Dopesheet), and ID_SC (for Grease Pencil) Driver.expression -> expression: string Expression to use for Scripted Expression Driver.type -> type: enum Driver type Driver.variables -> variables: collection, (read-only) Properties acting as inputs for this driver DriverTarget.bone_target -> bone_target: string Name of PoseBone to use as target DriverTarget.data_path -> data_path: string RNA Path (from ID-block) to property used DriverTarget.id -> id: pointer ID-block that the specific property used can be found from (id_type property must be set first) DriverTarget.id_type -> id_type: enum Type of ID-block that can be used DriverTarget.transform_type -> transform_type: enum Driver variable type DriverVariable.name -> name: string Name to use in scripted expressions/functions. (No spaces or dots are allowed. Also, must not start with a symbol or digit) DriverVariable.targets -> targets: collection, (read-only) Sources of input data for evaluating this variable DriverVariable.type -> type: enum Driver variable type DupliObject.matrix -> matrix: float Object duplicate transformation matrix DupliObject.object -> object: pointer, (read-only) Object being duplicated DupliObject.object_matrix -> object_matrix: float Duplicated object transformation matrix EdgeSplitModifier.split_angle -> split_angle: float Angle above which to split edges EditBone.bbone_in -> bbone_in: float Length of first Bezier Handle (for B-Bones only) EditBone.bbone_out -> bbone_out: float Length of second Bezier Handle (for B-Bones only) EditBone.bbone_segments -> bbone_segments: int Number of subdivisions of bone (for B-Bones only) EditBone.envelope_distance -> envelope_distance: float Bone deformation distance (for Envelope deform only) EditBone.envelope_weight -> envelope_weight: float Bone deformation weight (for Envelope deform only) EditBone.head -> head: float Location of head end of the bone EditBone.head_radius -> head_radius: float Radius of head of bone (for Envelope deform only) EditBone.matrix -> matrix: float, (read-only) Read-only matrix calculated from the roll (armature space) EditBone.name -> name: string EditBone.parent -> parent: pointer Parent edit bone (in same Armature) EditBone.roll -> roll: float Bone rotation around head-tail axis EditBone.tail -> tail: float Location of tail end of the bone EditBone.tail_radius -> tail_radius: float Radius of tail of bone (for Envelope deform only) EditObjectActuator.angular_velocity -> angular_velocity: float Angular velocity upon creation EditObjectActuator.dynamic_operation -> dynamic_operation: enum EditObjectActuator.linear_velocity -> linear_velocity: float Velocity upon creation EditObjectActuator.mass -> mass: float The mass of the object EditObjectActuator.mesh -> mesh: pointer Replace the existing, when left blank 'Phys' will remake the existing physics mesh EditObjectActuator.mode -> mode: enum The mode of the actuator EditObjectActuator.object -> object: pointer Add this Object and all its children (cant be on an visible layer) EditObjectActuator.time -> time: int Duration the new Object lives or the track takes EditObjectActuator.track_object -> track_object: pointer Track to this Object EffectSequence.color_balance -> color_balance: pointer, (read-only) EffectSequence.crop -> crop: pointer, (read-only) EffectSequence.multiply_colors -> color_multiply: float EffectSequence.proxy -> proxy: pointer, (read-only) EffectSequence.strobe -> strobe: float Only display every nth frame EffectSequence.transform -> transform: pointer, (read-only) EffectorWeights.all -> all: float All effector's weight EffectorWeights.boid -> boid: float Boid effector weight EffectorWeights.charge -> charge: float Charge effector weight EffectorWeights.curveguide -> curveguide: float Curve guide effector weight EffectorWeights.drag -> drag: float Drag effector weight EffectorWeights.force -> force: float Force effector weight EffectorWeights.gravity -> gravity: float Global gravity weight EffectorWeights.group -> group: pointer Limit effectors to this Group EffectorWeights.harmonic -> harmonic: float Harmonic effector weight EffectorWeights.lennardjones -> lennardjones: float Lennard-Jones effector weight EffectorWeights.magnetic -> magnetic: float Magnetic effector weight EffectorWeights.texture -> texture: float Texture effector weight EffectorWeights.turbulence -> turbulence: float Turbulence effector weight EffectorWeights.vortex -> vortex: float Vortex effector weight EffectorWeights.wind -> wind: float Wind effector weight EnumProperty.default -> default: enum, (read-only) Default value for this enum EnumProperty.items -> items: collection, (read-only) Possible values for the property EnumPropertyItem.description -> description: string, (read-only) Description of the item's purpose EnumPropertyItem.identifier -> identifier: string, (read-only) Unique name used in the code and scripting EnumPropertyItem.name -> name: string, (read-only) Human readable name EnumPropertyItem.value -> value: int, (read-only) Value of the item EnvironmentMap.clip_end -> clip_end: float Objects further than this are not visible to map EnvironmentMap.clip_start -> clip_start: float Objects nearer than this are not visible to map EnvironmentMap.depth -> depth: int Number of times a map will be rendered recursively (mirror effects.) EnvironmentMap.mapping -> mapping: enum EnvironmentMap.resolution -> resolution: int Pixel resolution of the rendered environment map EnvironmentMap.source -> source: enum EnvironmentMap.viewpoint_object -> viewpoint_object: pointer Object to use as the environment map's viewpoint location EnvironmentMap.zoom -> zoom: float EnvironmentMapTexture.environment_map -> environment_map: pointer, (read-only) Gets the environment map associated with this texture EnvironmentMapTexture.filter -> filter: enum Texture filter to use for sampling image EnvironmentMapTexture.filter_eccentricity -> filter_eccentricity: int Maximum eccentricity. Higher gives less blur at distant/oblique angles, but is also slower EnvironmentMapTexture.filter_probes -> filter_probes: int Maximum number of samples. Higher gives less blur at distant/oblique angles, but is also slower EnvironmentMapTexture.filter_size -> filter_size: float Multiplies the filter size used by MIP Map and Interpolation EnvironmentMapTexture.image -> image: pointer Source image file to read the environment map from EnvironmentMapTexture.image_user -> image_user: pointer, (read-only) Parameters defining which layer, pass and frame of the image is displayed Event.ascii -> ascii: string, (read-only) Single ASCII character for this event Event.mouse_prev_x -> mouse_prev_x: int, (read-only) The window relative vertical location of the mouse Event.mouse_prev_y -> mouse_prev_y: int, (read-only) The window relative horizontal location of the mouse Event.mouse_region_x -> mouse_region_x: int, (read-only) The region relative vertical location of the mouse Event.mouse_region_y -> mouse_region_y: int, (read-only) The region relative horizontal location of the mouse Event.mouse_x -> mouse_x: int, (read-only) The window relative vertical location of the mouse Event.mouse_y -> mouse_y: int, (read-only) The window relative horizontal location of the mouse Event.type -> type: enum, (read-only) Event.value -> value: enum, (read-only) The type of event, only applies to some ExplodeModifier.protect -> protect: float Clean vertex group edges ExplodeModifier.vertex_group -> vertex_group: string ExpressionController.expression -> expression: string FCurve.array_index -> array_index: int Index to the specific property affected by F-Curve if applicable FCurve.color -> color: float Color of the F-Curve in the Graph Editor FCurve.color_mode -> color_mode: enum Method used to determine color of F-Curve in Graph Editor FCurve.data_path -> data_path: string RNA Path to property affected by F-Curve FCurve.driver -> driver: pointer, (read-only) Channel Driver (only set for Driver F-Curves) FCurve.extrapolation -> extrapolation: enum FCurve.group -> group: pointer Action Group that this F-Curve belongs to FCurve.keyframe_points -> keyframe_points: collection, (read-only) User-editable keyframes FCurve.modifiers -> modifiers: collection, (read-only) Modifiers affecting the shape of the F-Curve FCurve.sampled_points -> sampled_points: collection, (read-only) Sampled animation data FCurveModifiers.active -> active: pointer Active F-Curve Modifier FCurveSample.co -> co: float Point coordinates FModifier.type -> type: enum, (read-only) F-Curve Modifier Type FModifierCycles.after_cycles -> after_cycles: float Maximum number of cycles to allow after last keyframe. (0 = infinite) FModifierCycles.after_mode -> after_mode: enum Cycling mode to use after last keyframe FModifierCycles.before_cycles -> before_cycles: float Maximum number of cycles to allow before first keyframe. (0 = infinite) FModifierCycles.before_mode -> before_mode: enum Cycling mode to use before first keyframe FModifierEnvelope.control_points -> control_points: collection, (read-only) Control points defining the shape of the envelope FModifierEnvelope.default_maximum -> default_max: float Upper distance from Reference Value for 1:1 default influence FModifierEnvelope.default_minimum -> default_min: float Lower distance from Reference Value for 1:1 default influence FModifierEnvelope.reference_value -> reference_value: float Value that envelope's influence is centered around / based on FModifierEnvelopeControlPoint.frame -> frame: float Frame this control-point occurs on FModifierEnvelopeControlPoint.maximum -> max: float Upper bound of envelope at this control-point FModifierEnvelopeControlPoint.minimum -> min: float Lower bound of envelope at this control-point FModifierFunctionGenerator.amplitude -> amplitude: float Scale factor determining the maximum/minimum values FModifierFunctionGenerator.function_type -> function_type: enum Type of built-in function to use FModifierFunctionGenerator.phase_multiplier -> phase_multiplier: float Scale factor determining the 'speed' of the function FModifierFunctionGenerator.phase_offset -> phase_offset: float Constant factor to offset time by for function FModifierFunctionGenerator.value_offset -> value_offset: float Constant factor to offset values by FModifierGenerator.coefficients -> coefficients: float Coefficients for 'x' (starting from lowest power of x^0) FModifierGenerator.mode -> mode: enum Type of generator to use FModifierGenerator.poly_order -> poly_order: int The highest power of 'x' for this polynomial. (number of coefficients - 1) FModifierLimits.maximum_x -> max_x: float Highest X value to allow FModifierLimits.maximum_y -> max_y: float Highest Y value to allow FModifierLimits.minimum_x -> min_x: float Lowest X value to allow FModifierLimits.minimum_y -> min_y: float Lowest Y value to allow FModifierNoise.depth -> depth: int Amount of fine level detail present in the noise FModifierNoise.modification -> modification: enum Method of modifying the existing F-Curve FModifierNoise.phase -> phase: float A random seed for the noise effect FModifierNoise.size -> size: float Scaling (in time) of the noise FModifierNoise.strength -> strength: float Amplitude of the noise - the amount that it modifies the underlying curve FModifierStepped.frame_end -> frame_end: float Frame that modifier's influence ends (if applicable) FModifierStepped.frame_start -> frame_start: float Frame that modifier's influence starts (if applicable) FModifierStepped.offset -> offset: float Reference number of frames before frames get held. Use to get hold for '1-3' vs '5-7' holding patterns FModifierStepped.step_size -> step_size: float Number of frames to hold each value FcurveActuator.frame_end -> frame_end: int FcurveActuator.frame_property -> frame_property: string Assign the action's current frame number to this property FcurveActuator.frame_start -> frame_start: int FcurveActuator.play_type -> play_type: enum Specify the way you want to play the animation FcurveActuator.property -> property: string Use this property to define the F-Curve position FieldSettings.falloff_power -> falloff_power: float Falloff power (real gravitational falloff = 2) FieldSettings.falloff_type -> falloff_type: enum Fall-off shape FieldSettings.flow -> flow: float Convert effector force into air flow velocity FieldSettings.guide_clump_amount -> guide_clump_amount: float Amount of clumping FieldSettings.guide_clump_shape -> guide_clump_shape: float Shape of clumping FieldSettings.guide_free -> guide_free: float Guide-free time from particle life's end FieldSettings.guide_kink_amplitude -> guide_kink_amplitude: float The amplitude of the offset FieldSettings.guide_kink_axis -> guide_kink_axis: enum Which axis to use for offset FieldSettings.guide_kink_frequency -> guide_kink_frequency: float The frequency of the offset (1/total length) FieldSettings.guide_kink_shape -> guide_kink_shape: float Adjust the offset to the beginning/end FieldSettings.guide_kink_type -> guide_kink_type: enum Type of periodic offset on the curve FieldSettings.guide_minimum -> guide_minimum: float The distance from which particles are affected fully FieldSettings.harmonic_damping -> harmonic_damping: float Damping of the harmonic force FieldSettings.inflow -> inflow: float Inwards component of the vortex force FieldSettings.linear_drag -> linear_drag: float Drag component proportional to velocity FieldSettings.maximum_distance -> distance_max: float Maximum distance for the field to work FieldSettings.minimum_distance -> distance_min: float Minimum distance for the field's fall-off FieldSettings.noise -> noise: float Noise of the force FieldSettings.quadratic_drag -> quadratic_drag: float Drag component proportional to the square of velocity FieldSettings.radial_falloff -> radial_falloff: float Radial falloff power (real gravitational falloff = 2) FieldSettings.radial_maximum -> radial_max: float Maximum radial distance for the field to work FieldSettings.radial_minimum -> radial_min: float Minimum radial distance for the field's fall-off FieldSettings.rest_length -> rest_length: float Rest length of the harmonic force FieldSettings.seed -> seed: int Seed of the noise FieldSettings.shape -> shape: enum Which direction is used to calculate the effector force FieldSettings.size -> size: float Size of the noise FieldSettings.strength -> strength: float Strength of force field FieldSettings.texture -> texture: pointer Texture to use as force FieldSettings.texture_mode -> texture_mode: enum How the texture effect is calculated (RGB & Curl need a RGB texture else Gradient will be used instead) FieldSettings.texture_nabla -> texture_nabla: float Defines size of derivative offset used for calculating gradient and curl FieldSettings.type -> type: enum Type of field FieldSettings.z_direction -> z_direction: enum Effect in full or only positive/negative Z direction FileSelectParams.directory -> directory: string Directory displayed in the file browser FileSelectParams.display -> display: enum Display mode for the file list FileSelectParams.file -> file: string Active file in the file browser FileSelectParams.sort -> sort: enum FileSelectParams.title -> title: string, (read-only) Title for the file browser Filter2DActuator.filter_pass -> filter_pass: int Set filter order Filter2DActuator.glsl_shader -> glsl_shader: pointer Filter2DActuator.mode -> mode: enum Filter2DActuator.motion_blur_value -> motion_blur_value: float Set motion blur value FloatProperty.array_length -> array_length: int, (read-only) Maximum length of the array, 0 means unlimited FloatProperty.default -> default: float, (read-only) Default value for this number FloatProperty.default_array -> default_array: float, (read-only) Default value for this array FloatProperty.hard_max -> hard_max: float, (read-only) Maximum value used by buttons FloatProperty.hard_min -> hard_min: float, (read-only) Minimum value used by buttons FloatProperty.precision -> precision: int, (read-only) Number of digits after the dot used by buttons FloatProperty.soft_max -> soft_max: float, (read-only) Maximum value used by buttons FloatProperty.soft_min -> soft_min: float, (read-only) Minimum value used by buttons FloatProperty.step -> step: float, (read-only) Step size used by number buttons, for floats 1/100th of the step size FloorConstraint.floor_location -> floor_location: enum Location of target that object will not pass through FloorConstraint.offset -> offset: float Offset of floor from object origin FloorConstraint.subtarget -> subtarget: string FloorConstraint.target -> target: pointer Target Object FluidFluidSettings.initial_velocity -> initial_velocity: float Initial velocity of fluid FluidFluidSettings.volume_initialization -> volume_initialization: enum Volume initialization type FluidSettings.type -> type: enum Type of participation in the fluid simulation FluidSimulationModifier.settings -> settings: pointer, (read-only) Settings for how this object is used in the fluid simulation FollowPathConstraint.forward -> forward: enum Axis that points forward along the path FollowPathConstraint.offset -> offset: int Offset from the position corresponding to the time frame FollowPathConstraint.offset_factor -> offset_factor: float Percentage value defining target position along length of bone FollowPathConstraint.target -> target: pointer Target Object FollowPathConstraint.up -> up: enum Axis that points upward Function.description -> description: string, (read-only) Description of the Function's purpose Function.identifier -> identifier: string, (read-only) Unique name used in the code and scripting Function.parameters -> parameters: collection, (read-only) Parameters for the function GPencilFrame.frame_number -> frame_number: int The frame on which this sketch appears GPencilFrame.strokes -> strokes: collection, (read-only) Freehand curves defining the sketch on this frame GPencilLayer.active_frame -> active_frame: pointer, (read-only) Frame currently being displayed for this layer GPencilLayer.color -> color: float Color for all strokes in this layer GPencilLayer.frames -> frames: collection, (read-only) Sketches for this layer on different frames GPencilLayer.info -> info: string Layer name GPencilLayer.line_thickness -> line_width: int Thickness of strokes (in pixels) GPencilLayer.max_ghost_range -> ghost_range_max: int Maximum number of frames on either side of the active frame to show (0 = show the 'first' available sketch on either side) GPencilLayer.opacity -> opacity: float Layer Opacity GPencilStroke.points -> points: collection, (read-only) Stroke data points GPencilStrokePoint.co -> co: float GPencilStrokePoint.pressure -> pressure: float Pressure of tablet at point when drawing it GameActuator.filename -> filename: string Load this blend file, use the "//" prefix for a path relative to the current blend file GameActuator.mode -> mode: enum GameFloatProperty.value -> value: float Property value GameIntProperty.value -> value: int Property value GameObjectSettings.actuators -> actuators: collection, (read-only) Game engine actuators to act on events GameObjectSettings.collision_bounds -> collision_bounds: enum Selects the collision type GameObjectSettings.collision_margin -> collision_margin: float Extra margin around object for collision detection, small amount required for stability GameObjectSettings.controllers -> controllers: collection, (read-only) Game engine controllers to process events, connecting sensor to actuators GameObjectSettings.damping -> damping: float General movement damping GameObjectSettings.form_factor -> form_factor: float Form factor scales the inertia tensor GameObjectSettings.friction_coefficients -> friction_coefficients: float Relative friction coefficient in the in the X, Y and Z directions, when anisotropic friction is enabled GameObjectSettings.mass -> mass: float Mass of the object GameObjectSettings.maximum_velocity -> velocity_max: float Clamp velocity to this maximum speed GameObjectSettings.minimum_velocity -> velocity_min: float Clamp velocity to this minimum speed (except when totally still) GameObjectSettings.physics_type -> physics_type: enum Selects the type of physical representation GameObjectSettings.properties -> properties: collection, (read-only) Game engine properties GameObjectSettings.radius -> radius: float Radius of bounding sphere and material physics GameObjectSettings.rotation_damping -> rotation_damping: float General rotation damping GameObjectSettings.sensors -> sensors: collection, (read-only) Game engine sensor to detect events GameObjectSettings.soft_body -> soft_body: pointer, (read-only) Settings for Bullet soft body simulation GameProperty.name -> name: string Available as GameObject attributes in the game engine's python API GameProperty.type -> type: enum GameSoftBodySettings.cluster_iterations -> cluster_iterations: int Specify the number of cluster iterations GameSoftBodySettings.dynamic_friction -> dynamic_friction: float Dynamic Friction GameSoftBodySettings.linstiff -> linear_stiffness: float Linear stiffness of the soft body links GameSoftBodySettings.margin -> margin: float Collision margin for soft body. Small value makes the algorithm unstable GameSoftBodySettings.position_iterations -> position_iterations: int Position solver iterations GameSoftBodySettings.threshold -> threshold: float Shape matching threshold GameSoftBodySettings.welding -> weld_threshold: float Welding threshold: distance between nearby vertices to be considered equal => set to 0.0 to disable welding test and speed up scene loading (ok if the mesh has no duplicates) GameStringProperty.value -> value: string Property value GameTimerProperty.value -> value: float Property value GlowSequence.blur_distance -> blur_distance: float Radius of glow effect GlowSequence.boost_factor -> boost_factor: float Brightness multiplier GlowSequence.clamp -> clamp: float rightness limit of intensity GlowSequence.quality -> quality: int Accuracy of the blur effect GlowSequence.threshold -> threshold: float Minimum intensity to trigger a glow GreasePencil.draw_mode -> draw_mode: enum GreasePencil.layers -> layers: collection, (read-only) Group.dupli_offset -> dupli_offset: float Offset from the origin to use when instancing as DupliGroup Group.objects -> objects: collection, (read-only) A collection of this groups objects Header.bl_idname -> bl_idname: string Header.bl_space_type -> bl_space_type: enum Header.layout -> layout: pointer, (read-only) Histogram.mode -> mode: enum Channels to display when drawing the histogram HookModifier.falloff -> falloff: float If not zero, the distance from the hook where influence ends HookModifier.force -> force: float Relative force of the hook HookModifier.object -> object: pointer Parent Object for hook, also recalculates and clears offset HookModifier.subtarget -> subtarget: string Name of Parent Bone for hook (if applicable), also recalculates and clears offset HookModifier.vertex_group -> vertex_group: string Vertex group name ID.library -> library: pointer, (read-only) Library file the datablock is linked from ID.name -> name: string Unique datablock ID name ID.users -> users: int, (read-only) Number of times this datablock is referenced IDProperty.collection -> collection: collection, (read-only) IDProperty.double -> double: float IDProperty.double_array -> double_array: float IDProperty.float -> float: float IDProperty.float_array -> float_array: float IDProperty.group -> group: pointer, (read-only) IDProperty.int -> int: int IDProperty.int_array -> int_array: int IDProperty.string -> string: string IDPropertyGroup.name -> name: string Unique name used in the code and scripting IKParam.ik_solver -> ik_solver: enum, (read-only) IK solver for which these parameters are defined, 0 for Legacy, 1 for iTaSC Image.animation_end -> animation_end: int End frame of an animated texture Image.animation_speed -> animation_speed: int Speed of the animation in frames per second Image.animation_start -> animation_start: int Start frame of an animated texture Image.bindcode -> bindcode: int, (read-only) OpenGL bindcode Image.depth -> depth: int, (read-only) Image bit depth Image.display_aspect -> display_aspect: float Display Aspect for this image, does not affect rendering Image.field_order -> field_order: enum Order of video fields. Select which lines are displayed first Image.file_format -> file_format: enum Format used for re-saving this file Image.filepath -> filepath: string Image/Movie file name Image.filepath_raw -> filepath_raw: string Image/Movie file name (without data refreshing) Image.generated_height -> generated_height: int Generated image height Image.generated_type -> generated_type: enum Generated image type Image.generated_width -> generated_width: int Generated image width Image.mapping -> mapping: enum Mapping type to use for this image in the game engine Image.packed_file -> packed_file: pointer, (read-only) Image.size -> size: int, (read-only) Width and height in pixels, zero when image data cant be loaded Image.source -> source: enum Where the image comes from Image.tiles_x -> tiles_x: int Degree of repetition in the X direction Image.tiles_y -> tiles_y: int Degree of repetition in the Y direction Image.type -> type: enum, (read-only) How to generate the image ImagePaint.normal_angle -> normal_angle: int Paint most on faces pointing towards the view according to this angle ImagePaint.screen_grab_size -> screen_grab_size: int Size to capture the image for re-projecting ImagePaint.seam_bleed -> seam_bleed: int Extend paint beyond the faces UVs to reduce seams (in pixels, slower) ImageSequence.animation_end_offset -> animation_end_offset: int Animation end offset (trim end) ImageSequence.animation_start_offset -> animation_start_offset: int Animation start offset (trim start) ImageSequence.color_balance -> color_balance: pointer, (read-only) ImageSequence.crop -> crop: pointer, (read-only) ImageSequence.directory -> directory: string ImageSequence.elements -> elements: collection, (read-only) ImageSequence.multiply_colors -> multiply_colors: float ImageSequence.proxy -> proxy: pointer, (read-only) ImageSequence.strobe -> strobe: float Only display every nth frame ImageSequence.transform -> transform: pointer, (read-only) ImageTexture.checker_distance -> checker_distance: float Sets distance between checker tiles ImageTexture.crop_max_x -> crop_max_x: float Sets maximum X value to crop the image ImageTexture.crop_max_y -> crop_max_y: float Sets maximum Y value to crop the image ImageTexture.crop_min_x -> crop_min_x: float Sets minimum X value to crop the image ImageTexture.crop_min_y -> crop_min_y: float Sets minimum Y value to crop the image ImageTexture.extension -> extension: enum Sets how the image is extrapolated past its original bounds ImageTexture.filter -> filter: enum Texture filter to use for sampling image ImageTexture.filter_eccentricity -> filter_eccentricity: int Maximum eccentricity. Higher gives less blur at distant/oblique angles, but is also slower ImageTexture.filter_probes -> filter_probes: int Maximum number of samples. Higher gives less blur at distant/oblique angles, but is also slower ImageTexture.filter_size -> filter_size: float Multiplies the filter size used by MIP Map and Interpolation ImageTexture.image -> image: pointer ImageTexture.image_user -> image_user: pointer, (read-only) Parameters defining which layer, pass and frame of the image is displayed ImageTexture.normal_space -> normal_space: enum Sets space of normal map image ImageTexture.repeat_x -> repeat_x: int Sets a repetition multiplier in the X direction ImageTexture.repeat_y -> repeat_y: int Sets a repetition multiplier in the Y direction ImageUser.fields_per_frame -> fields_per_frame: int The number of fields per rendered frame (2 fields is 1 image) ImageUser.frame_start -> frame_start: int Sets the global starting frame of the movie ImageUser.frames -> frames: int Sets the number of images of a movie to use ImageUser.multilayer_layer -> multilayer_layer: int, (read-only) Layer in multilayer image ImageUser.multilayer_pass -> multilayer_pass: int, (read-only) Pass in multilayer image ImageUser.offset -> offset: int Offsets the number of the frame to use in the animation InflowFluidSettings.inflow_velocity -> inflow_velocity: float Initial velocity of fluid InflowFluidSettings.volume_initialization -> volume_initialization: enum Volume initialization type IntProperty.array_length -> array_length: int, (read-only) Maximum length of the array, 0 means unlimited IntProperty.default -> default: int, (read-only) Default value for this number IntProperty.default_array -> default_array: int, (read-only) Default value for this array IntProperty.hard_max -> hard_max: int, (read-only) Maximum value used by buttons IntProperty.hard_min -> hard_min: int, (read-only) Minimum value used by buttons IntProperty.soft_max -> soft_max: int, (read-only) Maximum value used by buttons IntProperty.soft_min -> soft_min: int, (read-only) Minimum value used by buttons IntProperty.step -> step: int, (read-only) Step size used by number buttons, for floats 1/100th of the step size Itasc.dampeps -> dampeps: float Singular value under which damping is progressively applied. Higher values=more stability, less reactivity. Default=0.1 Itasc.dampmax -> dampmax: float Maximum damping coefficient when singular value is nearly 0. Higher values=more stability, less reactivity. Default=0.5 Itasc.feedback -> feedback: float Feedback coefficient for error correction. Average response time=1/feedback. Default=20 Itasc.max_step -> step_max: float Higher bound for timestep in second in case of automatic substeps Itasc.max_velocity -> velocity_max: float Maximum joint velocity in rad/s. Default=50 Itasc.min_step -> step_min: float Lower bound for timestep in second in case of automatic substeps Itasc.mode -> mode: enum Itasc.num_iter -> num_iter: int Maximum number of iterations for convergence in case of reiteration Itasc.num_step -> num_step: int Divides the frame interval into this many steps Itasc.precision -> precision: float Precision of convergence in case of reiteration Itasc.reiteration -> reiteration: enum Defines if the solver is allowed to reiterate (converges until precision is met) on none, first or all frames Itasc.solver -> solver: enum Solving method selection: Automatic damping or manual damping JoystickSensor.axis_direction -> axis_direction: enum The direction of the axis JoystickSensor.axis_number -> axis_number: int Specify which axis pair to use, 1 is usually the main direction input JoystickSensor.axis_threshold -> axis_threshold: int Specify the precision of the axis JoystickSensor.button_number -> button_number: int Specify which button to use JoystickSensor.event_type -> event_type: enum The type of event this joystick sensor is triggered on JoystickSensor.hat_direction -> hat_direction: enum Specify hat direction JoystickSensor.hat_number -> hat_number: int Specify which hat to use JoystickSensor.joystick_index -> joystick_index: int Specify which joystick to use JoystickSensor.single_axis_number -> single_axis_number: int Specify a single axis (verticle/horizontal/other) to detect Key.animation_data -> animation_data: pointer, (read-only) Animation data for this datablock Key.keys -> keys: collection, (read-only) Shape keys Key.reference_key -> reference_key: pointer, (read-only) Key.slurph -> slurph: int Creates a delay in amount of frames in applying keypositions, first vertex goes first Key.user -> user: pointer, (read-only) Datablock using these shape keys KeyConfig.keymaps -> keymaps: collection, (read-only) Key maps configured as part of this configuration KeyConfig.name -> name: string Name of the key configuration KeyMap.items -> items: collection, (read-only) Items in the keymap, linking an operator to an input event KeyMap.name -> name: string, (read-only) Name of the key map KeyMap.region_type -> region_type: enum, (read-only) Optional region type keymap is associated with KeyMap.space_type -> space_type: enum, (read-only) Optional space type keymap is associated with KeyMapItem.id -> id: int, (read-only) ID of the item KeyMapItem.idname -> idname: string Identifier of operator to call on input event KeyMapItem.key_modifier -> key_modifier: enum Regular key pressed as a modifier KeyMapItem.map_type -> map_type: enum Type of event mapping KeyMapItem.name -> name: string, (read-only) Name of operator to call on input event KeyMapItem.properties -> properties: pointer, (read-only) Properties to set when the operator is called KeyMapItem.propvalue -> propvalue: enum The value this event translates to in a modal keymap KeyMapItem.type -> type: enum Type of event KeyMapItem.value -> value: enum KeyboardSensor.key -> key: enum KeyboardSensor.log -> log: string Property that receive the keystrokes in case a string is logged KeyboardSensor.modifier_key -> modifier_key: enum Modifier key code KeyboardSensor.second_modifier_key -> second_modifier_key: enum Modifier key code KeyboardSensor.target -> target: string Property that indicates whether to log keystrokes as a string Keyframe.co -> co: float Coordinates of the control point Keyframe.handle1 -> handle_left: float Coordinates of the first handle Keyframe.handle1_type -> handle_left_type: enum Handle types Keyframe.handle2 -> handle_right: float Coordinates of the second handle Keyframe.handle2_type -> handle_right_type: enum Handle types Keyframe.interpolation -> interpolation: enum Interpolation method to use for segment of the curve from this Keyframe until the next Keyframe Keyframe.type -> type: enum The type of keyframe KeyingSet.active_path -> active_path: pointer Active Keying Set used to insert/delete keyframes KeyingSet.active_path_index -> active_path_index: int Current Keying Set index KeyingSet.name -> name: string KeyingSet.paths -> paths: collection, (read-only) Keying Set Paths to define settings that get keyframed together KeyingSet.type_info -> type_info: pointer, (read-only) Callback function defines for built-in Keying Sets KeyingSetInfo.bl_idname -> bl_idname: string KeyingSetInfo.bl_label -> bl_label: string KeyingSetPath.array_index -> array_index: int Index to the specific setting if applicable KeyingSetPath.data_path -> data_path: string Path to property setting KeyingSetPath.group -> group: string Name of Action Group to assign setting(s) for this path to KeyingSetPath.grouping -> group_method: enum Method used to define which Group-name to use KeyingSetPath.id -> id: pointer ID-Block that keyframes for Keying Set should be added to (for Absolute Keying Sets only) KeyingSetPath.id_type -> id_type: enum Type of ID-block that can be used KinematicConstraint.axis_reference -> axis_reference: enum Constraint axis Lock options relative to Bone or Target reference KinematicConstraint.chain_length -> chain_length: int How many bones are included in the IK effect - 0 uses all bones KinematicConstraint.distance -> distance: float Radius of limiting sphere KinematicConstraint.ik_type -> ik_type: enum KinematicConstraint.iterations -> iterations: int Maximum number of solving iterations KinematicConstraint.limit_mode -> limit_mode: enum Distances in relation to sphere of influence to allow KinematicConstraint.orient_weight -> orient_weight: float For Tree-IK: Weight of orientation control for this target KinematicConstraint.pole_angle -> pole_angle: float Pole rotation offset KinematicConstraint.pole_subtarget -> pole_subtarget: string KinematicConstraint.pole_target -> pole_target: pointer Object for pole rotation KinematicConstraint.subtarget -> subtarget: string KinematicConstraint.target -> target: pointer Target Object KinematicConstraint.weight -> weight: float For Tree-IK: Weight of position control for this target Lamp.active_texture -> active_texture: pointer Active texture slot being displayed Lamp.active_texture_index -> active_texture_index: int Index of active texture slot Lamp.animation_data -> animation_data: pointer, (read-only) Animation data for this datablock Lamp.color -> color: float Light color Lamp.distance -> distance: float Falloff distance - the light is at half the original intensity at this point Lamp.energy -> energy: float Amount of light that the lamp emits Lamp.texture_slots -> texture_slots: collection, (read-only) Texture slots defining the mapping and influence of textures Lamp.type -> type: enum Type of Lamp LampSkySettings.atmosphere_distance_factor -> atmosphere_distance_factor: float Multiplier to convert blender units to physical distance LampSkySettings.atmosphere_extinction -> atmosphere_extinction: float Extinction scattering contribution factor LampSkySettings.atmosphere_inscattering -> atmosphere_inscattering: float Scatter contribution factor LampSkySettings.atmosphere_turbidity -> atmosphere_turbidity: float Sky turbidity LampSkySettings.backscattered_light -> backscattered_light: float Backscattered light LampSkySettings.horizon_brightness -> horizon_intensity: float Horizon brightness LampSkySettings.sky_blend -> sky_blend: float Blend factor with sky LampSkySettings.sky_blend_type -> sky_blend_type: enum Blend mode for combining sun sky with world sky LampSkySettings.sky_color_space -> sky_color_space: enum Color space to use for internal XYZ->RGB color conversion LampSkySettings.sky_exposure -> sky_exposure: float Strength of sky shading exponential exposure correction LampSkySettings.spread -> spread: float Horizon Spread LampSkySettings.sun_brightness -> sun_intensity: float Sun brightness LampSkySettings.sun_intensity -> sun_intensity: float Sun intensity LampSkySettings.sun_size -> sun_size: float Sun size LampTextureSlot.color_factor -> color_factor: float Amount texture affects color values LampTextureSlot.object -> object: pointer Object to use for mapping with Object texture coordinates LampTextureSlot.shadow_factor -> shadow_factor: float Amount texture affects shadow LampTextureSlot.texture_coordinates -> texture_coordinates: enum Lattice.interpolation_type_u -> interpolation_type_u: enum Lattice.interpolation_type_v -> interpolation_type_v: enum Lattice.interpolation_type_w -> interpolation_type_w: enum Lattice.points -> points: collection, (read-only) Points of the lattice Lattice.points_u -> points_u: int Points in U direction Lattice.points_v -> points_v: int Points in V direction Lattice.points_w -> points_w: int Points in W direction Lattice.shape_keys -> shape_keys: pointer, (read-only) Lattice.vertex_group -> vertex_group: string Vertex group to apply the influence of the lattice LatticeModifier.object -> object: pointer Lattice object to deform with LatticeModifier.vertex_group -> vertex_group: string Vertex group name LatticePoint.co -> co: float, (read-only) LatticePoint.deformed_co -> deformed_co: float LatticePoint.groups -> groups: collection, (read-only) Weights for the vertex groups this point is member of Library.filepath -> filepath: string Path to the library .blend file Library.parent -> parent: pointer, (read-only) LimitDistanceConstraint.distance -> distance: float Radius of limiting sphere LimitDistanceConstraint.limit_mode -> limit_mode: enum Distances in relation to sphere of influence to allow LimitDistanceConstraint.subtarget -> subtarget: string LimitDistanceConstraint.target -> target: pointer Target Object LimitLocationConstraint.maximum_x -> max_x: float Highest X value to allow LimitLocationConstraint.maximum_y -> max_y: float Highest Y value to allow LimitLocationConstraint.maximum_z -> max_z: float Highest Z value to allow LimitLocationConstraint.minimum_x -> min_x: float Lowest X value to allow LimitLocationConstraint.minimum_y -> min_y: float Lowest Y value to allow LimitLocationConstraint.minimum_z -> min_z: float Lowest Z value to allow LimitRotationConstraint.maximum_x -> max_x: float Highest X value to allow LimitRotationConstraint.maximum_y -> max_y: float Highest Y value to allow LimitRotationConstraint.maximum_z -> max_z: float Highest Z value to allow LimitRotationConstraint.minimum_x -> min_x: float Lowest X value to allow LimitRotationConstraint.minimum_y -> min_y: float Lowest Y value to allow LimitRotationConstraint.minimum_z -> min_z: float Lowest Z value to allow LimitScaleConstraint.maximum_x -> max_x: float Highest X value to allow LimitScaleConstraint.maximum_y -> max_y: float Highest Y value to allow LimitScaleConstraint.maximum_z -> max_z: float Highest Z value to allow LimitScaleConstraint.minimum_x -> min_x: float Lowest X value to allow LimitScaleConstraint.minimum_y -> min_y: float Lowest Y value to allow LimitScaleConstraint.minimum_z -> min_z: float Lowest Z value to allow LockedTrackConstraint.locked -> locked: enum Axis that points upward LockedTrackConstraint.subtarget -> subtarget: string LockedTrackConstraint.target -> target: pointer Target Object LockedTrackConstraint.track -> track: enum Axis that points to the target object Macro.bl_description -> bl_description: string Macro.bl_idname -> bl_idname: string Macro.bl_label -> bl_label: string Macro.bl_options -> bl_options: enum Options for this operator type Macro.name -> name: string, (read-only) Macro.properties -> properties: pointer, (read-only) MagicTexture.noise_depth -> noise_depth: int Sets the depth of the cloud calculation MagicTexture.turbulence -> turbulence: float Sets the turbulence of the bandnoise and ringnoise types Main.actions -> actions: collection, (read-only) Action datablocks. Main.armatures -> armatures: collection, (read-only) Armature datablocks. Main.brushes -> brushes: collection, (read-only) Brush datablocks. Main.cameras -> cameras: collection, (read-only) Camera datablocks. Main.curves -> curves: collection, (read-only) Curve datablocks. Main.filepath -> filepath: string, (read-only) Path to the .blend file Main.fonts -> fonts: collection, (read-only) Vector font datablocks. Main.gpencil -> gpencil: collection, (read-only) Grease Pencil datablocks. Main.groups -> groups: collection, (read-only) Group datablocks. Main.images -> images: collection, (read-only) Image datablocks. Main.lamps -> lamps: collection, (read-only) Lamp datablocks. Main.lattices -> lattices: collection, (read-only) Lattice datablocks. Main.libraries -> libraries: collection, (read-only) Library datablocks. Main.materials -> materials: collection, (read-only) Material datablocks. Main.meshes -> meshes: collection, (read-only) Mesh datablocks. Main.metaballs -> metaballs: collection, (read-only) Metaball datablocks. Main.node_groups -> node_groups: collection, (read-only) Node group datablocks. Main.objects -> objects: collection, (read-only) Object datablocks. Main.particles -> particles: collection, (read-only) Particle datablocks. Main.scenes -> scenes: collection, (read-only) Scene datablocks. Main.screens -> screens: collection, (read-only) Screen datablocks. Main.scripts -> scripts: collection, (read-only) Script datablocks (DEPRECATED). Main.sounds -> sounds: collection, (read-only) Sound datablocks. Main.texts -> texts: collection, (read-only) Text datablocks. Main.textures -> textures: collection, (read-only) Texture datablocks. Main.window_managers -> window_managers: collection, (read-only) Window manager datablocks. Main.worlds -> worlds: collection, (read-only) World datablocks. MaintainVolumeConstraint.axis -> axis: enum The free scaling axis of the object MaintainVolumeConstraint.volume -> volume: float Volume of the bone at rest MarbleTexture.nabla -> nabla: float Size of derivative offset used for calculating normal MarbleTexture.noise_basis -> noise_basis: enum Sets the noise basis used for turbulence MarbleTexture.noise_depth -> noise_depth: int Sets the depth of the cloud calculation MarbleTexture.noise_size -> noise_size: float Sets scaling for noise input MarbleTexture.noise_type -> noise_type: enum MarbleTexture.noisebasis2 -> noisebasis2: enum MarbleTexture.stype -> stype: enum MarbleTexture.turbulence -> turbulence: float Sets the turbulence of the bandnoise and ringnoise types MaskModifier.armature -> armature: pointer Armature to use as source of bones to mask MaskModifier.mode -> mode: enum MaskModifier.vertex_group -> vertex_group: string Vertex group name Material.active_node_material -> active_node_material: pointer Active node material Material.active_texture -> active_texture: pointer Active texture slot being displayed Material.active_texture_index -> active_texture_index: int Index of active texture slot Material.alpha -> alpha: float Alpha transparency of the material Material.ambient -> ambient: float Amount of global ambient color the material receives Material.animation_data -> animation_data: pointer, (read-only) Animation data for this datablock Material.darkness -> darkness: float Minnaert darkness Material.diffuse_color -> diffuse_color: float Material.diffuse_fresnel -> diffuse_fresnel: float Power of Fresnel Material.diffuse_fresnel_factor -> diffuse_fresnel_factor: float Blending factor of Fresnel Material.diffuse_intensity -> diffuse_intensity: float Amount of diffuse reflection Material.diffuse_ramp -> diffuse_ramp: pointer, (read-only) Color ramp used to affect diffuse shading Material.diffuse_ramp_blend -> diffuse_ramp_blend: enum Material.diffuse_ramp_factor -> diffuse_ramp_factor: float Blending factor (also uses alpha in Colorband) Material.diffuse_ramp_input -> diffuse_ramp_input: enum Material.diffuse_shader -> diffuse_shader: enum Material.diffuse_toon_size -> diffuse_toon_size: float Size of diffuse toon area Material.diffuse_toon_smooth -> diffuse_toon_smooth: float Smoothness of diffuse toon area Material.emit -> emit: float Amount of light to emit Material.halo -> halo: pointer, (read-only) Halo settings for the material Material.light_group -> light_group: pointer Limit lighting to lamps in this Group Material.mirror_color -> mirror_color: float Mirror color of the material Material.node_tree -> node_tree: pointer, (read-only) Node tree for node based materials Material.physics -> physics: pointer, (read-only) Game physics settings Material.preview_render_type -> preview_render_type: enum Type of preview render Material.raytrace_mirror -> raytrace_mirror: pointer, (read-only) Raytraced reflection settings for the material Material.raytrace_transparency -> raytrace_transparency: pointer, (read-only) Raytraced transparency settings for the material Material.roughness -> rough: float Oren-Nayar Roughness Material.shadow_buffer_bias -> shadow_buffer_bias: float Factor to multiply shadow buffer bias with (0 is ignore.) Material.shadow_casting_alpha -> shadow_cast_alpha: float Shadow casting alpha, in use for Irregular and Deep shadow buffer Material.shadow_ray_bias -> shadow_ray_bias: float Shadow raytracing bias to prevent terminator problems on shadow boundary Material.specular_alpha -> specular_alpha: float Alpha transparency for specular areas Material.specular_color -> specular_color: float Specular color of the material Material.specular_hardness -> specular_hard: int Material.specular_intensity -> specular_intensity: float Material.specular_ior -> specular_ior: float Material.specular_ramp -> specular_ramp: pointer, (read-only) Color ramp used to affect specular shading Material.specular_ramp_blend -> specular_ramp_blend: enum Material.specular_ramp_factor -> specular_ramp_factor: float Blending factor (also uses alpha in Colorband) Material.specular_ramp_input -> specular_ramp_input: enum Material.specular_shader -> specular_shader: enum Material.specular_slope -> specular_slope: float The standard deviation of surface slope Material.specular_toon_size -> specular_toon_size: float Size of specular toon area Material.specular_toon_smooth -> specular_toon_smooth: float Smoothness of specular toon area Material.strand -> strand: pointer, (read-only) Strand settings for the material Material.subsurface_scattering -> subsurface_scattering: pointer, (read-only) Subsurface scattering settings for the material Material.texture_slots -> texture_slots: collection, (read-only) Texture slots defining the mapping and influence of textures Material.translucency -> translucency: float Amount of diffuse shading on the back side Material.transparency_method -> transparency_method: enum Method to use for rendering transparency Material.type -> type: enum Material type defining how the object is rendered Material.volume -> volume: pointer, (read-only) Volume settings for the material Material.z_offset -> z_offset: float Gives faces an artificial offset in the Z buffer for Z transparency MaterialHalo.add -> add: float Sets the strength of the add effect MaterialHalo.flare_boost -> flare_boost: float Gives the flare extra strength MaterialHalo.flare_seed -> flare_seed: int Specifies an offset in the flare seed table MaterialHalo.flare_size -> flare_size: float Sets the factor by which the flare is larger than the halo MaterialHalo.flare_subsize -> flare_subsize: float Sets the dimension of the subflares, dots and circles MaterialHalo.flares_sub -> flares_sub: int Sets the number of subflares MaterialHalo.hardness -> hard: int Sets the hardness of the halo MaterialHalo.line_number -> line_number: int Sets the number of star shaped lines rendered over the halo MaterialHalo.rings -> rings: int Sets the number of rings rendered over the halo MaterialHalo.seed -> seed: int Randomizes ring dimension and line location MaterialHalo.size -> size: float Sets the dimension of the halo MaterialHalo.star_tips -> star_tips: int Sets the number of points on the star shaped halo MaterialPhysics.damp -> damp: float Damping of the spring force, when inside the physics distance area MaterialPhysics.distance -> distance: float Distance of the physics area MaterialPhysics.elasticity -> elasticity: float Elasticity of collisions MaterialPhysics.force -> force: float Upward spring force, when inside the physics distance area MaterialPhysics.friction -> friction: float Coulomb friction coefficient, when inside the physics distance area MaterialRaytraceMirror.depth -> depth: int Maximum allowed number of light inter-reflections MaterialRaytraceMirror.distance -> distance: float Maximum distance of reflected rays. Reflections further than this range fade to sky color or material color MaterialRaytraceMirror.fade_to -> fade_to: enum The color that rays with no intersection within the Max Distance take. Material color can be best for indoor scenes, sky color for outdoor MaterialRaytraceMirror.fresnel -> fresnel: float Power of Fresnel for mirror reflection MaterialRaytraceMirror.fresnel_factor -> fresnel_factor: float Blending factor for Fresnel MaterialRaytraceMirror.gloss_anisotropic -> gloss_anisotropic: float The shape of the reflection, from 0.0 (circular) to 1.0 (fully stretched along the tangent MaterialRaytraceMirror.gloss_factor -> gloss_factor: float The shininess of the reflection. Values < 1.0 give diffuse, blurry reflections MaterialRaytraceMirror.gloss_samples -> gloss_samples: int Number of cone samples averaged for blurry reflections MaterialRaytraceMirror.gloss_threshold -> gloss_threshold: float Threshold for adaptive sampling. If a sample contributes less than this amount (as a percentage), sampling is stopped MaterialRaytraceMirror.reflect_factor -> reflect_factor: float Sets the amount mirror reflection for raytrace MaterialRaytraceTransparency.depth -> depth: int Maximum allowed number of light inter-refractions MaterialRaytraceTransparency.falloff -> falloff: float Falloff power for transmissivity filter effect (1.0 is linear) MaterialRaytraceTransparency.filter -> filter: float Amount to blend in the material's diffuse color in raytraced transparency (simulating absorption) MaterialRaytraceTransparency.fresnel -> fresnel: float Power of Fresnel for transparency (Ray or ZTransp) MaterialRaytraceTransparency.fresnel_factor -> fresnel_factor: float Blending factor for Fresnel MaterialRaytraceTransparency.gloss_factor -> gloss_factor: float The clarity of the refraction. Values < 1.0 give diffuse, blurry refractions MaterialRaytraceTransparency.gloss_samples -> gloss_samples: int Number of cone samples averaged for blurry refractions MaterialRaytraceTransparency.gloss_threshold -> gloss_threshold: float Threshold for adaptive sampling. If a sample contributes less than this amount (as a percentage), sampling is stopped MaterialRaytraceTransparency.ior -> ior: float Sets angular index of refraction for raytraced refraction MaterialRaytraceTransparency.limit -> limit: float Maximum depth for light to travel through the transparent material before becoming fully filtered (0.0 is disabled) MaterialSlot.link -> link: enum Link material to object or the object's data MaterialSlot.material -> material: pointer Material datablock used by this material slot MaterialSlot.name -> name: string, (read-only) Material slot name MaterialStrand.blend_distance -> blend_distance: float Worldspace distance over which to blend in the surface normal MaterialStrand.min_size -> size_min: float Minimum size of strands in pixels MaterialStrand.root_size -> root_size: float Start size of strands in pixels or Blender units MaterialStrand.shape -> shape: float Positive values make strands rounder, negative makes strands spiky MaterialStrand.tip_size -> tip_size: float End size of strands in pixels or Blender units MaterialStrand.uv_layer -> uv_layer: string Name of UV layer to override MaterialStrand.width_fade -> width_fade: float Transparency along the width of the strand MaterialSubsurfaceScattering.back -> back: float Back scattering weight MaterialSubsurfaceScattering.color -> color: float Scattering color MaterialSubsurfaceScattering.color_factor -> color_factor: float Blend factor for SSS colors MaterialSubsurfaceScattering.error_tolerance -> error_tolerance: float Error tolerance (low values are slower and higher quality) MaterialSubsurfaceScattering.front -> front: float Front scattering weight MaterialSubsurfaceScattering.ior -> ior: float Index of refraction (higher values are denser) MaterialSubsurfaceScattering.radius -> radius: float Mean red/green/blue scattering path length MaterialSubsurfaceScattering.scale -> scale: float Object scale factor MaterialSubsurfaceScattering.texture_factor -> texture_factor: float Texture scatting blend factor MaterialTextureSlot.alpha_factor -> alpha_factor: float Amount texture affects alpha MaterialTextureSlot.ambient_factor -> ambient_factor: float Amount texture affects ambient MaterialTextureSlot.colordiff_factor -> colordiff_factor: float Amount texture affects diffuse color MaterialTextureSlot.coloremission_factor -> coloremission_factor: float Amount texture affects emission color MaterialTextureSlot.colorreflection_factor -> colorreflection_factor: float Amount texture affects color of out-scattered light MaterialTextureSlot.colorspec_factor -> colorspec_factor: float Amount texture affects specular color MaterialTextureSlot.colortransmission_factor -> colortransmission_factor: float Amount texture affects result color after light has been scattered/absorbed MaterialTextureSlot.density_factor -> density_factor: float Amount texture affects density MaterialTextureSlot.diffuse_factor -> diffuse_factor: float Amount texture affects diffuse reflectivity MaterialTextureSlot.displacement_factor -> displacement_factor: float Amount texture displaces the surface MaterialTextureSlot.emission_factor -> emission_factor: float Amount texture affects emission MaterialTextureSlot.emit_factor -> emit_factor: float Amount texture affects emission MaterialTextureSlot.hardness_factor -> hard_factor: float Amount texture affects hardness MaterialTextureSlot.mapping -> mapping: enum MaterialTextureSlot.mirror_factor -> mirror_factor: float Amount texture affects mirror color MaterialTextureSlot.normal_factor -> normal_factor: float Amount texture affects normal values MaterialTextureSlot.normal_map_space -> normal_map_space: enum MaterialTextureSlot.object -> object: pointer Object to use for mapping with Object texture coordinates MaterialTextureSlot.raymir_factor -> raymir_factor: float Amount texture affects ray mirror MaterialTextureSlot.reflection_factor -> reflection_factor: float Amount texture affects brightness of out-scattered light MaterialTextureSlot.scattering_factor -> scattering_factor: float Amount texture affects scattering MaterialTextureSlot.specular_factor -> specular_factor: float Amount texture affects specular reflectivity MaterialTextureSlot.texture_coordinates -> texture_coordinates: enum MaterialTextureSlot.translucency_factor -> translucency_factor: float Amount texture affects translucency MaterialTextureSlot.uv_layer -> uv_layer: string UV layer to use for mapping with UV texture coordinates MaterialTextureSlot.warp_factor -> warp_factor: float Amount texture affects texture coordinates of next channels MaterialTextureSlot.x_mapping -> x_mapping: enum MaterialTextureSlot.y_mapping -> y_mapping: enum MaterialTextureSlot.z_mapping -> z_mapping: enum MaterialVolume.asymmetry -> asymmetry: float Back scattering (-1.0) to Forward scattering (1.0) and the range in between MaterialVolume.cache_resolution -> cache_resolution: int Resolution of the voxel grid, low resolutions are faster, high resolutions use more memory MaterialVolume.density -> density: float The base density of the volume MaterialVolume.density_scale -> density_scale: float Multiplier for the material's density MaterialVolume.depth_cutoff -> depth_cutoff: float Stop ray marching early if transmission drops below this luminance - higher values give speedups in dense volumes at the expense of accuracy MaterialVolume.emission -> emission: float Amount of light that gets emitted by the volume MaterialVolume.emission_color -> emission_color: float MaterialVolume.lighting_mode -> light_mode: enum Method of shading, attenuating, and scattering light through the volume MaterialVolume.ms_diffusion -> ms_diffusion: float Diffusion factor, the strength of the blurring effect MaterialVolume.ms_intensity -> ms_intensity: float Multiplier for multiple scattered light energy MaterialVolume.ms_spread -> ms_spread: float Proportional distance over which the light is diffused MaterialVolume.reflection -> reflection: float Multiplier to make out-scattered light brighter or darker (non-physically correct) MaterialVolume.reflection_color -> reflection_color: float Colour of light scattered out of the volume (does not affect transmission) MaterialVolume.scattering -> scattering: float Amount of light that gets scattered out by the volume - the more out-scattering, the shallower the light will penetrate MaterialVolume.step_calculation -> step_calculation: enum Method of calculating the steps through the volume MaterialVolume.step_size -> step_size: float Distance between subsequent volume depth samples MaterialVolume.transmission_color -> transmission_color: float Result color of the volume, after other light has been scattered/absorbed Menu.bl_idname -> bl_idname: string Menu.bl_label -> bl_label: string Menu.layout -> layout: pointer, (read-only) Mesh.active_uv_texture -> active_uv_texture: pointer Active UV texture Mesh.active_uv_texture_index -> active_uv_texture_index: int Active UV texture index Mesh.active_vertex_color -> active_vertex_color: pointer Active vertex color layer Mesh.active_vertex_color_index -> active_vertex_color_index: int Active vertex color index Mesh.animation_data -> animation_data: pointer, (read-only) Animation data for this datablock Mesh.autosmooth_angle -> autosmooth_angle: int Defines maximum angle between face normals that 'Auto Smooth' will operate on Mesh.edges -> edges: collection, (read-only) Edges of the mesh Mesh.faces -> faces: collection, (read-only) Faces of the mesh Mesh.float_layers -> float_layers: collection, (read-only) Mesh.int_layers -> int_layers: collection, (read-only) Mesh.materials -> materials: collection, (read-only) Mesh.shape_keys -> shape_keys: pointer, (read-only) Mesh.sticky -> sticky: collection, (read-only) Sticky texture coordinates Mesh.string_layers -> string_layers: collection, (read-only) Mesh.texco_mesh -> texco_mesh: pointer Derive texture coordinates from another mesh Mesh.texspace_loc -> texspace_loc: float Texture space location Mesh.texspace_size -> texspace_size: float Texture space size Mesh.texture_mesh -> texture_mesh: pointer Use another mesh for texture indices (vertex indices must be aligned) Mesh.total_edge_sel -> total_edge_sel: int, (read-only) Selected edge count in editmode Mesh.total_face_sel -> total_face_sel: int, (read-only) Selected face count in editmode Mesh.total_vert_sel -> total_vert_sel: int, (read-only) Selected vertex count in editmode Mesh.uv_texture_clone -> uv_texture_clone: pointer UV texture to be used as cloning source Mesh.uv_texture_clone_index -> uv_texture_clone_index: int Clone UV texture index Mesh.uv_texture_stencil -> uv_texture_stencil: pointer UV texture to mask the painted area Mesh.uv_texture_stencil_index -> uv_texture_stencil_index: int Mask UV texture index Mesh.uv_textures -> uv_textures: collection, (read-only) Mesh.vertex_colors -> vertex_colors: collection, (read-only) Mesh.verts -> verts: collection, (read-only) Vertices of the mesh MeshColor.color1 -> color1: float MeshColor.color2 -> color2: float MeshColor.color3 -> color3: float MeshColor.color4 -> color4: float MeshColorLayer.data -> data: collection, (read-only) MeshColorLayer.name -> name: string MeshDeformModifier.object -> object: pointer Mesh object to deform with MeshDeformModifier.precision -> precision: int The grid size for binding MeshDeformModifier.vertex_group -> vertex_group: string Vertex group name MeshEdge.bevel_weight -> bevel_weight: float Weight used by the Bevel modifier MeshEdge.crease -> crease: float Weight used by the Subsurf modifier for creasing MeshEdge.index -> index: int, (read-only) Index number of the vertex MeshEdge.verts -> verts: int Vertex indices MeshFace.area -> area: float, (read-only) read only area of the face MeshFace.index -> index: int, (read-only) Index number of the vertex MeshFace.material_index -> material_index: int MeshFace.normal -> normal: float, (read-only) local space unit length normal vector for this face MeshFace.verts -> verts: int Vertex indices MeshFace.verts_raw -> verts_raw: int Fixed size vertex indices array MeshFaces.active -> active: int The active face for this mesh MeshFaces.active_tface -> active_tface: pointer, (read-only) Active Texture Face MeshFloatProperty.value -> value: float MeshFloatPropertyLayer.data -> data: collection, (read-only) MeshFloatPropertyLayer.name -> name: string MeshIntProperty.value -> value: int MeshIntPropertyLayer.data -> data: collection, (read-only) MeshIntPropertyLayer.name -> name: string MeshSticky.co -> co: float Sticky texture coordinate location MeshStringProperty.value -> value: string MeshStringPropertyLayer.data -> data: collection, (read-only) MeshStringPropertyLayer.name -> name: string MeshTextureFace.image -> image: pointer MeshTextureFace.transp -> transp: enum Transparency blending mode MeshTextureFace.uv -> uv: float MeshTextureFace.uv1 -> uv1: float MeshTextureFace.uv2 -> uv2: float MeshTextureFace.uv3 -> uv3: float MeshTextureFace.uv4 -> uv4: float MeshTextureFace.uv_raw -> uv_raw: float Fixed size UV coordinates array MeshTextureFaceLayer.data -> data: collection, (read-only) MeshTextureFaceLayer.name -> name: string MeshVertex.bevel_weight -> bevel_weight: float Weight used by the Bevel modifier 'Only Vertices' option MeshVertex.co -> co: float MeshVertex.groups -> groups: collection, (read-only) Weights for the vertex groups this vertex is member of MeshVertex.index -> index: int, (read-only) Index number of the vertex MeshVertex.normal -> normal: float Vertex Normal MessageActuator.body_message -> body_message: string Optional message body Text MessageActuator.body_property -> body_property: string The message body will be set by the Property Value MessageActuator.body_type -> body_type: enum Toggle message type: either Text or a PropertyName MessageActuator.subject -> subject: string Optional message subject. This is what can be filtered on MessageActuator.to_property -> to_property: string Optional send message to objects with this name only, or empty to broadcast MessageSensor.subject -> subject: string Optional subject filter: only accept messages with this subject, or empty for all MetaBall.active_element -> active_element: pointer, (read-only) Last selected element MetaBall.animation_data -> animation_data: pointer, (read-only) Animation data for this datablock MetaBall.elements -> elements: collection, (read-only) Meta elements MetaBall.flag -> flag: enum Metaball edit update behavior MetaBall.materials -> materials: collection, (read-only) MetaBall.render_size -> render_size: float Polygonization resolution in rendering MetaBall.texspace_loc -> texspace_loc: float Texture space location MetaBall.texspace_size -> texspace_size: float Texture space size MetaBall.threshold -> threshold: float Influence of meta elements MetaBall.wire_size -> wire_size: float Polygonization resolution in the 3D viewport MetaElement.location -> location: float MetaElement.radius -> radius: float MetaElement.rotation -> rotation: float MetaElement.size_x -> size_x: float Size of element, use of components depends on element type MetaElement.size_y -> size_y: float Size of element, use of components depends on element type MetaElement.size_z -> size_z: float Size of element, use of components depends on element type MetaElement.stiffness -> stiffness: float Stiffness defines how much of the element to fill MetaElement.type -> type: enum Metaball types MetaSequence.animation_end_offset -> animation_end_offset: int Animation end offset (trim end) MetaSequence.animation_start_offset -> animation_start_offset: int Animation start offset (trim start) MetaSequence.color_balance -> color_balance: pointer, (read-only) MetaSequence.crop -> crop: pointer, (read-only) MetaSequence.multiply_colors -> multiply_colors: float MetaSequence.proxy -> proxy: pointer, (read-only) MetaSequence.sequences -> sequences: collection, (read-only) MetaSequence.strobe -> strobe: float Only display every nth frame MetaSequence.transform -> transform: pointer, (read-only) MirrorModifier.merge_limit -> merge_limit: float Distance from axis within which mirrored vertices are merged MirrorModifier.mirror_object -> mirror_object: pointer Object to use as mirror Modifier.name -> name: string Modifier name Modifier.type -> type: enum, (read-only) MotionPath.frame_end -> frame_end: int, (read-only) End frame of the stored range MotionPath.frame_start -> frame_start: int, (read-only) Starting frame of the stored range MotionPath.length -> length: int, (read-only) Number of frames cached MotionPath.points -> points: collection, (read-only) Cached positions per frame MotionPathVert.co -> co: float MouseSensor.mouse_event -> mouse_event: enum Specify the type of event this mouse sensor should trigger on MovieSequence.animation_end_offset -> animation_end_offset: int Animation end offset (trim end) MovieSequence.animation_start_offset -> animation_start_offset: int Animation start offset (trim start) MovieSequence.color_balance -> color_balance: pointer, (read-only) MovieSequence.crop -> crop: pointer, (read-only) MovieSequence.filepath -> filepath: string MovieSequence.mpeg_preseek -> mpeg_preseek: int For MPEG movies, preseek this many frames MovieSequence.multiply_colors -> multiply_colors: float MovieSequence.proxy -> proxy: pointer, (read-only) MovieSequence.strobe -> strobe: float Only display every nth frame MovieSequence.transform -> transform: pointer, (read-only) MulticamSequence.animation_end_offset -> animation_end_offset: int Animation end offset (trim end) MulticamSequence.animation_start_offset -> animation_start_offset: int Animation start offset (trim start) MulticamSequence.color_balance -> color_balance: pointer, (read-only) MulticamSequence.crop -> crop: pointer, (read-only) MulticamSequence.multicam_source -> multicam_source: int MulticamSequence.multiply_colors -> multiply_colors: float MulticamSequence.proxy -> proxy: pointer, (read-only) MulticamSequence.strobe -> strobe: float Only display every nth frame MulticamSequence.transform -> transform: pointer, (read-only) MultiresModifier.filepath -> filepath: string Path to external displacements file MultiresModifier.levels -> levels: int Number of subdivisions to use in the viewport MultiresModifier.render_levels -> render_levels: int MultiresModifier.sculpt_levels -> sculpt_levels: int Number of subdivisions to use in sculpt mode MultiresModifier.subdivision_type -> subdivision_type: enum Selects type of subdivision algorithm MultiresModifier.total_levels -> total_levels: int, (read-only) Number of subdivisions for which displacements are stored MusgraveTexture.gain -> gain: float The gain multiplier MusgraveTexture.highest_dimension -> highest_dimension: float Highest fractal dimension MusgraveTexture.lacunarity -> lacunarity: float Gap between successive frequencies MusgraveTexture.musgrave_type -> musgrave_type: enum MusgraveTexture.nabla -> nabla: float Size of derivative offset used for calculating normal MusgraveTexture.noise_basis -> noise_basis: enum Sets the noise basis used for turbulence MusgraveTexture.noise_intensity -> noise_intensity: float MusgraveTexture.noise_size -> noise_size: float Sets scaling for noise input MusgraveTexture.octaves -> octaves: float Number of frequencies used MusgraveTexture.offset -> offset: float The fractal offset NearSensor.distance -> distance: float Trigger distance NearSensor.property -> property: string Only look for objects with this property NearSensor.reset_distance -> reset_distance: float NetRenderJob.name -> name: string NetRenderSettings.active_blacklisted_slave_index -> active_blacklisted_slave_index: int NetRenderSettings.active_job_index -> active_job_index: int NetRenderSettings.active_slave_index -> active_slave_index: int NetRenderSettings.chunks -> chunks: int Number of frame to dispatch to each slave in one chunk NetRenderSettings.job_category -> job_category: string Category of the job NetRenderSettings.job_id -> job_id: string id of the last sent render job NetRenderSettings.job_name -> job_name: string Name of the job NetRenderSettings.jobs -> jobs: collection, (read-only) NetRenderSettings.mode -> mode: enum Mode of operation of this instance NetRenderSettings.path -> path: string Path for temporary files NetRenderSettings.priority -> priority: int Priority of the job NetRenderSettings.server_address -> server_address: string IP or name of the master render server NetRenderSettings.server_port -> server_port: int port of the master render server NetRenderSettings.slaves -> slaves: collection, (read-only) NetRenderSettings.slaves_blacklist -> slaves_blacklist: collection, (read-only) NetRenderSlave.name -> name: string NlaStrip.action -> action: pointer Action referenced by this strip NlaStrip.action_frame_end -> action_frame_end: float NlaStrip.action_frame_start -> action_frame_start: float NlaStrip.blend_in -> blend_in: float Number of frames at start of strip to fade in influence NlaStrip.blend_out -> blend_out: float NlaStrip.blending -> blend_type: enum Method used for combining strip's result with accumulated result NlaStrip.extrapolation -> extrapolation: enum Action to take for gaps past the strip extents NlaStrip.fcurves -> fcurves: collection, (read-only) F-Curves for controlling the strip's influence and timing NlaStrip.frame_end -> frame_end: float NlaStrip.frame_start -> frame_start: float NlaStrip.influence -> influence: float Amount the strip contributes to the current result NlaStrip.modifiers -> modifiers: collection, (read-only) Modifiers affecting all the F-Curves in the referenced Action NlaStrip.name -> name: string NlaStrip.repeat -> repeat: float Number of times to repeat the action range NlaStrip.scale -> scale: float Scaling factor for action NlaStrip.strip_time -> strip_time: float Frame of referenced Action to evaluate NlaStrip.strips -> strips: collection, (read-only) NLA Strips that this strip acts as a container for (if it is of type Meta) NlaStrip.type -> type: enum, (read-only) Type of NLA Strip NlaTrack.name -> name: string NlaTrack.strips -> strips: collection, (read-only) NLA Strips on this NLA-track Node.inputs -> inputs: collection, (read-only) Node.location -> location: float Node.name -> name: string Node name Node.outputs -> outputs: collection, (read-only) NodeGroup.nodetree -> nodetree: pointer NodeTree.animation_data -> animation_data: pointer, (read-only) Animation data for this datablock NodeTree.grease_pencil -> grease_pencil: pointer Grease Pencil datablock NodeTree.nodes -> nodes: collection, (read-only) Object.active_material -> active_material: pointer Active material being displayed Object.active_material_index -> active_material_index: int Index of active material slot Object.active_particle_system -> active_particle_system: pointer, (read-only) Active particle system being displayed Object.active_particle_system_index -> active_particle_system_index: int Index of active particle system slot Object.active_shape_key -> active_shape_key: pointer, (read-only) Current shape key Object.active_shape_key_index -> active_shape_key_index: int Current shape key index Object.active_vertex_group -> active_vertex_group: pointer, (read-only) Vertex groups of the object Object.active_vertex_group_index -> active_vertex_group_index: int Active index in vertex group array Object.animation_data -> animation_data: pointer, (read-only) Animation data for this datablock Object.animation_visualisation -> animation_visualisation: pointer, (read-only) Animation data for this datablock Object.bound_box -> bound_box: float, (read-only) Objects bound box in object-space coordinates Object.collision -> collision: pointer, (read-only) Settings for using the objects as a collider in physics simulation Object.color -> color: float Object color and alpha, used when faces have the ObColor mode enabled Object.constraints -> constraints: collection, (read-only) Constraints affecting the transformation of the object Object.data -> data: pointer Object data Object.delta_location -> delta_location: float Extra translation added to the location of the object Object.delta_rotation_euler -> delta_rotation_euler: float Extra rotation added to the rotation of the object (when using Euler rotations) Object.delta_rotation_quaternion -> delta_rotation_quaternion: float Extra rotation added to the rotation of the object (when using Quaternion rotations) Object.delta_scale -> delta_scale: float Extra scaling added to the scale of the object Object.dimensions -> dimensions: float Absolute bounding box dimensions of the object Object.draw_bounds_type -> draw_bounds_type: enum Object boundary display type Object.dupli_faces_scale -> dupli_faces_scale: float Scale the DupliFace objects Object.dupli_frames_end -> dupli_frames_end: int End frame for DupliFrames Object.dupli_frames_off -> dupli_frames_off: int Recurring frames to exclude from the Dupliframes Object.dupli_frames_on -> dupli_frames_on: int Number of frames to use between DupOff frames Object.dupli_frames_start -> dupli_frames_start: int Start frame for DupliFrames Object.dupli_group -> dupli_group: pointer Instance an existing group Object.dupli_list -> dupli_list: collection, (read-only) Object duplis Object.dupli_type -> dupli_type: enum If not None, object duplication method to use Object.empty_draw_size -> empty_draw_size: float Size of display for empties in the viewport Object.empty_draw_type -> empty_draw_type: enum Viewport display style for empties Object.field -> field: pointer, (read-only) Settings for using the objects as a field in physics simulation Object.game -> game: pointer, (read-only) Game engine related settings for the object Object.grease_pencil -> grease_pencil: pointer Grease Pencil datablock Object.location -> location: float Location of the object Object.material_slots -> material_slots: collection, (read-only) Material slots in the object Object.matrix_local -> matrix_local: float Parent relative transformation matrix Object.matrix_world -> matrix_world: float Worldspace transformation matrix Object.max_draw_type -> draw_type: enum Maximum draw type to display object with in viewport Object.mode -> mode: enum, (read-only) Object interaction mode Object.modifiers -> modifiers: collection, (read-only) Modifiers affecting the geometric data of the object Object.motion_path -> motion_path: pointer, (read-only) Motion Path for this element Object.parent -> parent: pointer Parent Object Object.parent_bone -> parent_bone: string Name of parent bone in case of a bone parenting relation Object.parent_type -> parent_type: enum Type of parent relation Object.parent_vertices -> parent_vertices: int, (read-only) Indices of vertices in cases of a vertex parenting relation Object.particle_systems -> particle_systems: collection, (read-only) Particle systems emitted from the object Object.pass_index -> pass_index: int Index # for the IndexOB render pass Object.pose -> pose: pointer, (read-only) Current pose for armatures Object.pose_library -> pose_library: pointer, (read-only) Action used as a pose library for armatures Object.proxy -> proxy: pointer, (read-only) Library object this proxy object controls Object.proxy_group -> proxy_group: pointer, (read-only) Library group duplicator object this proxy object controls Object.rotation_axis_angle -> rotation_axis_angle: float Angle of Rotation for Axis-Angle rotation representation Object.rotation_euler -> rotation_euler: float Rotation in Eulers Object.rotation_mode -> rotation_mode: enum Object.rotation_quaternion -> rotation_quaternion: float Rotation in Quaternions Object.scale -> scale: float Scaling of the object Object.soft_body -> soft_body: pointer, (read-only) Settings for soft body simulation Object.time_offset -> time_offset: float Animation offset in frames for F-Curve and dupligroup instances Object.track_axis -> track_axis: enum Axis that points in 'forward' direction Object.type -> type: enum, (read-only) Type of Object Object.up_axis -> up_axis: enum Axis that points in the upward direction Object.vertex_groups -> vertex_groups: collection, (read-only) Vertex groups of the object ObjectActuator.angular_velocity -> angular_velocity: float Sets the angular velocity ObjectActuator.damping -> damping: int Number of frames to reach the target velocity ObjectActuator.derivate_coefficient -> derivate_coefficient: float Not required, high values can cause instability ObjectActuator.force -> force: float Sets the force ObjectActuator.force_max_x -> force_max_x: float Set the upper limit for force ObjectActuator.force_max_y -> force_max_y: float Set the upper limit for force ObjectActuator.force_max_z -> force_max_z: float Set the upper limit for force ObjectActuator.force_min_x -> force_min_x: float Set the lower limit for force ObjectActuator.force_min_y -> force_min_y: float Set the lower limit for force ObjectActuator.force_min_z -> force_min_z: float Set the lower limit for force ObjectActuator.integral_coefficient -> integral_coefficient: float Low value (0.01) for slow response, high value (0.5) for fast response ObjectActuator.linear_velocity -> linear_velocity: float Sets the linear velocity (in Servo mode it sets the target relative linear velocity, it will be achieved by automatic application of force. Null velocity is a valid target) ObjectActuator.loc -> loc: float Sets the location ObjectActuator.mode -> mode: enum Specify the motion system ObjectActuator.proportional_coefficient -> proportional_coefficient: float Typical value is 60x integral coefficient ObjectActuator.reference_object -> reference_object: pointer Reference object for velocity calculation, leave empty for world reference ObjectActuator.rot -> rot: float Sets the rotation ObjectActuator.torque -> torque: float Sets the torque ObjectBase.object -> object: pointer, (read-only) Object this base links to ObjectConstraints.active -> active: pointer Active Object constraint ObstacleFluidSettings.impact_factor -> impact_factor: float This is an unphysical value for moving objects - it controls the impact an obstacle has on the fluid, =0 behaves a bit like outflow (deleting fluid), =1 is default, while >1 results in high forces. Can be used to tweak total mass ObstacleFluidSettings.partial_slip_factor -> partial_slip_factor: float Amount of mixing between no- and free-slip, 0 is no slip and 1 is free slip ObstacleFluidSettings.slip_type -> slip_type: enum ObstacleFluidSettings.volume_initialization -> volume_initialization: enum Volume initialization type Operator.bl_description -> bl_description: string Operator.bl_idname -> bl_idname: string Operator.bl_label -> bl_label: string Operator.bl_options -> bl_options: enum Options for this operator type Operator.layout -> layout: pointer, (read-only) Operator.name -> name: string, (read-only) Operator.properties -> properties: pointer, (read-only) OperatorFileListElement.name -> name: string the name of a file or directory within a file list OperatorMousePath.loc -> loc: float Mouse location OperatorMousePath.time -> time: float Time of mouse location OperatorStrokeElement.location -> location: float OperatorStrokeElement.mouse -> mouse: float OperatorStrokeElement.pressure -> pressure: float Tablet pressure OperatorStrokeElement.time -> time: float OperatorTypeMacro.properties -> properties: pointer, (read-only) OutflowFluidSettings.volume_initialization -> volume_initialization: enum Volume initialization type PackedFile.size -> size: int, (read-only) Size of packed file in bytes Paint.active_brush_index -> active_brush_index: int Paint.active_brush_name -> active_brush_name: string Paint.brush -> brush: pointer Active paint brush Paint.brushes -> brushes: collection, (read-only) Brushes selected for this paint mode Panel.bl_context -> bl_context: string Panel.bl_idname -> bl_idname: string Panel.bl_label -> bl_label: string Panel.bl_region_type -> bl_region_type: enum Panel.bl_space_type -> bl_space_type: enum Panel.layout -> layout: pointer, (read-only) Panel.text -> text: string ParentActuator.mode -> mode: enum ParentActuator.object -> object: pointer Set this object as parent Particle.alive_state -> alive_state: enum Particle.angular_velocity -> angular_velocity: float Particle.birthtime -> birthtime: float Particle.die_time -> die_time: float Particle.hair -> hair: collection, (read-only) Particle.keys -> keys: collection, (read-only) Particle.lifetime -> lifetime: float Particle.location -> location: float Particle.prev_angular_velocity -> prev_angular_velocity: float Particle.prev_location -> prev_location: float Particle.prev_rotation -> prev_rotation: float Particle.prev_velocity -> prev_velocity: float Particle.rotation -> rotation: float Particle.size -> size: float Particle.velocity -> velocity: float ParticleBrush.count -> count: int Particle count ParticleBrush.curve -> curve: pointer, (read-only) ParticleBrush.length_mode -> length_mode: enum ParticleBrush.puff_mode -> puff_mode: enum ParticleBrush.size -> size: int Brush size ParticleBrush.steps -> steps: int Brush steps ParticleBrush.strength -> strength: float Brush strength ParticleDupliWeight.count -> count: int The number of times this object is repeated with respect to other objects ParticleDupliWeight.name -> name: string, (read-only) Particle dupliobject name ParticleEdit.add_keys -> add_keys: int How many keys to make new particles with ParticleEdit.brush -> brush: pointer, (read-only) ParticleEdit.draw_step -> draw_step: int How many steps to draw the path with ParticleEdit.emitter_distance -> emitter_distance: float Distance to keep particles away from the emitter ParticleEdit.fade_frames -> fade_frames: int How many frames to fade ParticleEdit.object -> object: pointer, (read-only) The edited object ParticleEdit.selection_mode -> selection_mode: enum Particle select and display mode ParticleEdit.tool -> tool: enum ParticleEdit.type -> type: enum ParticleFluidSettings.alpha_influence -> alpha_influence: float Amount of particle alpha change, inverse of size influence: 0=off (all same alpha), 1=full. (large particles get lower alphas, smaller ones higher values) ParticleFluidSettings.particle_influence -> particle_influence: float Amount of particle size scaling: 0=off (all same size), 1=full (range 0.2-2.0), >1=stronger ParticleFluidSettings.path -> path: string Directory (and/or filename prefix) to store and load particles from ParticleHairKey.location -> location: float Location of the hair key in object space ParticleHairKey.location_hairspace -> location_hairspace: float Location of the hair key in its internal coordinate system, relative to the emitting face ParticleHairKey.time -> time: float Relative time of key over hair length ParticleHairKey.weight -> weight: float Weight for cloth simulation ParticleInstanceModifier.axis -> axis: enum Pole axis for rotation ParticleInstanceModifier.object -> object: pointer Object that has the particle system ParticleInstanceModifier.particle_system_number -> particle_system_number: int ParticleInstanceModifier.position -> position: float Position along path ParticleInstanceModifier.random_position -> random_position: float Randomize position along path ParticleKey.angular_velocity -> angular_velocity: float Key angular velocity ParticleKey.location -> location: float Key location ParticleKey.rotation -> rotation: float Key rotation quaterion ParticleKey.time -> time: float Time of key over the simulation ParticleKey.velocity -> velocity: float Key velocity ParticleSettings.active_dupliweight -> active_dupliweight: pointer, (read-only) ParticleSettings.active_dupliweight_index -> active_dupliweight_index: int ParticleSettings.adaptive_angle -> adaptive_angle: int How many degrees path has to curve to make another render segment ParticleSettings.adaptive_pix -> adaptive_pix: int How many pixels path has to cover to make another render segment ParticleSettings.amount -> amount: int Total number of particles ParticleSettings.angular_velocity_factor -> angular_velocity_factor: float Angular velocity amount ParticleSettings.angular_velocity_mode -> angular_velocity_mode: enum Particle angular velocity mode ParticleSettings.animation_data -> animation_data: pointer, (read-only) Animation data for this datablock ParticleSettings.billboard_align -> billboard_align: enum In respect to what the billboards are aligned ParticleSettings.billboard_animation -> billboard_animation: enum How to animate billboard textures ParticleSettings.billboard_object -> billboard_object: pointer Billboards face this object (default is active camera) ParticleSettings.billboard_offset -> billboard_offset: float ParticleSettings.billboard_random_tilt -> billboard_random_tilt: float Random tilt of the billboards ParticleSettings.billboard_split_offset -> billboard_split_offset: enum How to offset billboard textures ParticleSettings.billboard_tilt -> billboard_tilt: float Tilt of the billboards ParticleSettings.billboard_uv_split -> billboard_uv_split: int Amount of rows/columns to split UV coordinates for billboards ParticleSettings.boids -> boids: pointer, (read-only) ParticleSettings.branch_threshold -> branch_threshold: float Threshold of branching ParticleSettings.brownian_factor -> brownian_factor: float Specify the amount of Brownian motion ParticleSettings.child_length -> child_length: float Length of child paths ParticleSettings.child_length_thres -> child_length_thres: float Amount of particles left untouched by child path length ParticleSettings.child_nbr -> child_nbr: int Amount of children/parent ParticleSettings.child_radius -> child_radius: float Radius of children around parent ParticleSettings.child_random_size -> child_random_size: float Random variation to the size of the child particles ParticleSettings.child_roundness -> child_roundness: float Roundness of children around parent ParticleSettings.child_size -> child_size: float A multiplier for the child particle size ParticleSettings.child_type -> child_type: enum Create child particles ParticleSettings.clump_factor -> clump_factor: float Amount of clumping ParticleSettings.clumppow -> clumppow: float Shape of clumping ParticleSettings.damp_factor -> damp_factor: float Specify the amount of damping ParticleSettings.display -> display: int Percentage of particles to display in 3D view ParticleSettings.distribution -> distribution: enum How to distribute particles on selected element ParticleSettings.drag_factor -> drag_factor: float Specify the amount of air-drag ParticleSettings.draw_as -> draw_as: enum How particles are drawn in viewport ParticleSettings.draw_size -> draw_size: int Size of particles on viewport in pixels (0=default) ParticleSettings.draw_step -> draw_step: int How many steps paths are drawn with (power of 2) ParticleSettings.dupli_group -> dupli_group: pointer Show Objects in this Group in place of particles ParticleSettings.dupli_object -> dupli_object: pointer Show this Object in place of particles ParticleSettings.dupliweights -> dupliweights: collection, (read-only) Weights for all of the objects in the dupli group ParticleSettings.effect_hair -> effect_hair: float Hair stiffness for effectors ParticleSettings.effector_weights -> effector_weights: pointer, (read-only) ParticleSettings.emit_from -> emit_from: enum Where to emit particles from ParticleSettings.fluid -> fluid: pointer, (read-only) ParticleSettings.force_field_1 -> force_field_1: pointer, (read-only) ParticleSettings.force_field_2 -> force_field_2: pointer, (read-only) ParticleSettings.frame_end -> frame_end: float Frame # to stop emitting particles ParticleSettings.frame_start -> frame_start: float Frame # to start emitting particles ParticleSettings.grid_resolution -> grid_resolution: int The resolution of the particle grid ParticleSettings.hair_step -> hair_step: int Number of hair segments ParticleSettings.integrator -> integrator: enum Select physics integrator type ParticleSettings.jitter_factor -> jitter_factor: float Amount of jitter applied to the sampling ParticleSettings.keyed_loops -> keyed_loops: int Number of times the keys are looped ParticleSettings.keys_step -> keys_step: int ParticleSettings.kink -> kink: enum Type of periodic offset on the path ParticleSettings.kink_amplitude -> kink_amplitude: float The amplitude of the offset ParticleSettings.kink_axis -> kink_axis: enum Which axis to use for offset ParticleSettings.kink_frequency -> kink_frequency: float The frequency of the offset (1/total length) ParticleSettings.kink_shape -> kink_shape: float Adjust the offset to the beginning/end ParticleSettings.lifetime -> lifetime: float Specify the life span of the particles ParticleSettings.line_length_head -> line_length_head: float Length of the line's head ParticleSettings.line_length_tail -> line_length_tail: float Length of the line's tail ParticleSettings.mass -> mass: float Specify the mass of the particles ParticleSettings.material -> material: int Specify material used for the particles ParticleSettings.normal_factor -> normal_factor: float Let the surface normal give the particle a starting speed ParticleSettings.object_aligned_factor -> object_aligned_factor: float Let the emitter object orientation give the particle a starting speed ParticleSettings.object_factor -> object_factor: float Let the object give the particle a starting speed ParticleSettings.particle_factor -> particle_factor: float Let the target particle give the particle a starting speed ParticleSettings.particle_size -> particle_size: float The size of the particles ParticleSettings.path_end -> path_end: float End time of drawn path ParticleSettings.path_start -> path_start: float Starting time of drawn path ParticleSettings.phase_factor -> phase_factor: float Initial rotation phase ParticleSettings.physics_type -> physics_type: enum Particle physics type ParticleSettings.random_factor -> random_factor: float Give the starting speed a random variation ParticleSettings.random_length -> random_length: float Give path length a random variation ParticleSettings.random_lifetime -> random_lifetime: float Give the particle life a random variation ParticleSettings.random_phase_factor -> random_phase_factor: float Randomize rotation phase ParticleSettings.random_rotation_factor -> random_rotation_factor: float Randomize rotation ParticleSettings.random_size -> random_size: float Give the particle size a random variation ParticleSettings.react_event -> react_event: enum The event of target particles to react on ParticleSettings.reaction_shape -> reaction_shape: float Power of reaction strength dependence on distance to target ParticleSettings.reactor_factor -> reactor_factor: float Let the vector away from the target particles location give the particle a starting speed ParticleSettings.ren_as -> ren_as: enum How particles are rendered ParticleSettings.render_step -> render_step: int How many steps paths are rendered with (power of 2) ParticleSettings.rendered_child_nbr -> rendered_child_nbr: int Amount of children/parent for rendering ParticleSettings.rotate_from -> rotate_from: enum ParticleSettings.rotation_mode -> rotation_mode: enum Particles initial rotation ParticleSettings.rough1 -> rough1: float Amount of location dependent rough ParticleSettings.rough1_size -> rough1_size: float Size of location dependent rough ParticleSettings.rough2 -> rough2: float Amount of random rough ParticleSettings.rough2_size -> rough2_size: float Size of random rough ParticleSettings.rough2_thres -> rough2_thres: float Amount of particles left untouched by random rough ParticleSettings.rough_end_shape -> rough_end_shape: float Shape of end point rough ParticleSettings.rough_endpoint -> rough_endpoint: float Amount of end point rough ParticleSettings.simplify_rate -> simplify_rate: float Speed of simplification ParticleSettings.simplify_refsize -> simplify_refsize: int Reference size in pixels, after which simplification begins ParticleSettings.simplify_transition -> simplify_transition: float Transition period for fading out strands ParticleSettings.simplify_viewport -> simplify_viewport: float Speed of Simplification ParticleSettings.subframes -> subframes: int Subframes to simulate for improved stability and finer granularity simulations ParticleSettings.tangent_factor -> tangent_factor: float Let the surface tangent give the particle a starting speed ParticleSettings.tangent_phase -> tangent_phase: float Rotate the surface tangent ParticleSettings.time_tweak -> time_tweak: float A multiplier for physics timestep (1.0 means one frame = 1/25 seconds) ParticleSettings.trail_count -> trail_count: int Number of trail particles ParticleSettings.type -> type: enum ParticleSettings.userjit -> userjit: int Emission locations / face (0 = automatic) ParticleSettings.virtual_parents -> virtual_parents: float Relative amount of virtual parents ParticleSystem.active_particle_target -> active_particle_target: pointer, (read-only) ParticleSystem.active_particle_target_index -> active_particle_target_index: int ParticleSystem.billboard_normal_uv -> billboard_normal_uv: string UV Layer to control billboard normals ParticleSystem.billboard_split_uv -> billboard_split_uv: string UV Layer to control billboard splitting ParticleSystem.billboard_time_index_uv -> billboard_time_index_uv: string UV Layer to control billboard time index (X-Y) ParticleSystem.child_particles -> child_particles: collection, (read-only) Child particles generated by the particle system ParticleSystem.cloth -> cloth: pointer, (read-only) Cloth dynamics for hair ParticleSystem.name -> name: string Particle system name ParticleSystem.parent -> parent: pointer Use this object's coordinate system instead of global coordinate system ParticleSystem.particles -> particles: collection, (read-only) Particles generated by the particle system ParticleSystem.point_cache -> point_cache: pointer, (read-only) ParticleSystem.reactor_target_object -> reactor_target_object: pointer For reactor systems, the object that has the target particle system (empty if same object) ParticleSystem.reactor_target_particle_system -> reactor_target_particle_system: int For reactor systems, index of particle system on the target object ParticleSystem.seed -> seed: int Offset in the random number table, to get a different randomized result ParticleSystem.settings -> settings: pointer Particle system settings ParticleSystem.targets -> targets: collection, (read-only) Target particle systems ParticleSystem.vertex_group_clump -> vertex_group_clump: string Vertex group to control clump ParticleSystem.vertex_group_density -> vertex_group_density: string Vertex group to control density ParticleSystem.vertex_group_field -> vertex_group_field: string Vertex group to control field ParticleSystem.vertex_group_kink -> vertex_group_kink: string Vertex group to control kink ParticleSystem.vertex_group_length -> vertex_group_length: string Vertex group to control length ParticleSystem.vertex_group_rotation -> vertex_group_rotation: string Vertex group to control rotation ParticleSystem.vertex_group_roughness1 -> vertex_group_rough1: string Vertex group to control roughness 1 ParticleSystem.vertex_group_roughness2 -> vertex_group_rough2: string Vertex group to control roughness 2 ParticleSystem.vertex_group_roughness_end -> vertex_group_rough_end: string Vertex group to control roughness end ParticleSystem.vertex_group_size -> vertex_group_size: string Vertex group to control size ParticleSystem.vertex_group_tangent -> vertex_group_tangent: string Vertex group to control tangent ParticleSystem.vertex_group_velocity -> vertex_group_velocity: string Vertex group to control velocity ParticleSystemModifier.particle_system -> particle_system: pointer, (read-only) Particle System that this modifier controls ParticleTarget.duration -> duration: float ParticleTarget.mode -> mode: enum ParticleTarget.name -> name: string, (read-only) Particle target name ParticleTarget.object -> object: pointer The object that has the target particle system (empty if same object) ParticleTarget.system -> system: int The index of particle system on the target object ParticleTarget.time -> time: float PivotConstraint.enabled_rotation_range -> enabled_rotation_range: enum Rotation range on which pivoting should occur PivotConstraint.head_tail -> head_tail: float Target along length of bone: Head=0, Tail=1 PivotConstraint.offset -> offset: float Offset of pivot from target (when set), or from owner's location (when Fixed Position is off), or the absolute pivot point PivotConstraint.subtarget -> subtarget: string PivotConstraint.target -> target: pointer Target Object, defining the position of the pivot when defined PluginSequence.filename -> filename: string, (read-only) PointCache.active_point_cache_index -> active_point_cache_index: int PointCache.filepath -> filepath: string Cache file path PointCache.frame_end -> frame_end: int Frame on which the simulation stops PointCache.frame_start -> frame_start: int Frame on which the simulation starts PointCache.index -> index: int Index number of cache files PointCache.info -> info: string, (read-only) Info on current cache status PointCache.name -> name: string Cache name PointCache.point_cache_list -> point_cache_list: collection, (read-only) Point cache list PointCache.step -> step: int Number of frames between cached frames PointDensity.color_ramp -> color_ramp: pointer, (read-only) PointDensity.color_source -> color_source: enum Data to derive color results from PointDensity.falloff -> falloff: enum Method of attenuating density by distance from the point PointDensity.falloff_softness -> falloff_soft: float Softness of the 'soft' falloff option PointDensity.noise_basis -> noise_basis: enum Noise formula used for turbulence PointDensity.object -> object: pointer Object to take point data from PointDensity.particle_cache -> particle_cache: enum Co-ordinate system to cache particles in PointDensity.particle_system -> particle_system: pointer Particle System to render as points PointDensity.point_source -> point_source: enum Point data to use as renderable point density PointDensity.radius -> radius: float Radius from the shaded sample to look for points within PointDensity.speed_scale -> speed_scale: float Multiplier to bring particle speed within an acceptable range PointDensity.turbulence_depth -> turbulence_depth: int Level of detail in the added turbulent noise PointDensity.turbulence_influence -> turbulence_influence: enum Method for driving added turbulent noise PointDensity.turbulence_size -> turbulence_size: float Scale of the added turbulent noise PointDensity.turbulence_strength -> turbulence_strength: float PointDensity.vertices_cache -> vertices_cache: enum Co-ordinate system to cache vertices in PointDensityTexture.pointdensity -> pointdensity: pointer, (read-only) The point density settings associated with this texture PointLamp.falloff_curve -> falloff_curve: pointer, (read-only) Custom Lamp Falloff Curve PointLamp.falloff_type -> falloff_type: enum Intensity Decay with distance PointLamp.linear_attenuation -> linear_attenuation: float Linear distance attenuation PointLamp.quadratic_attenuation -> quadratic_attenuation: float Quadratic distance attenuation PointLamp.shadow_adaptive_threshold -> shadow_adaptive_threshold: float Threshold for Adaptive Sampling (Raytraced shadows) PointLamp.shadow_color -> shadow_color: float Color of shadows cast by the lamp PointLamp.shadow_method -> shadow_method: enum Method to compute lamp shadow with PointLamp.shadow_ray_samples -> shadow_ray_samples: int Amount of samples taken extra (samples x samples) PointLamp.shadow_ray_sampling_method -> shadow_ray_sample_method: enum Method for generating shadow samples: Adaptive QMC is fastest, Constant QMC is less noisy but slower PointLamp.shadow_soft_size -> shadow_soft_size: float Light size for ray shadow sampling (Raytraced shadows) PointerProperty.fixed_type -> fixed_type: pointer, (read-only) Fixed pointer type, empty if variable type Pose.active_bone_group -> active_bone_group: pointer Active bone group for this pose Pose.active_bone_group_index -> active_bone_group_index: int Active index in bone groups array Pose.animation_visualisation -> animation_visualisation: pointer, (read-only) Animation data for this datablock Pose.bone_groups -> bone_groups: collection, (read-only) Groups of the bones Pose.bones -> bones: collection, (read-only) Individual pose bones for the armature Pose.ik_param -> ik_param: pointer, (read-only) Parameters for IK solver Pose.ik_solver -> ik_solver: enum Selection of IK solver for IK chain, current choice is 0 for Legacy, 1 for iTaSC PoseBone.bone -> bone: pointer, (read-only) Bone associated with this PoseBone PoseBone.bone_group -> bone_group: pointer Bone Group this pose channel belongs to PoseBone.bone_group_index -> bone_group_index: int Bone Group this pose channel belongs to (0=no group) PoseBone.child -> child: pointer, (read-only) Child of this pose bone PoseBone.constraints -> constraints: collection, (read-only) Constraints that act on this PoseChannel PoseBone.custom_shape -> custom_shape: pointer Object that defines custom draw type for this bone PoseBone.custom_shape_transform -> custom_shape_transform: pointer Bone that defines the display transform of this custom shape PoseBone.head -> head: float, (read-only) Location of head of the channel's bone PoseBone.ik_lin_weight -> ik_lin_weight: float Weight of scale constraint for IK PoseBone.ik_max_x -> ik_max_x: float Maximum angles for IK Limit PoseBone.ik_max_y -> ik_max_y: float Maximum angles for IK Limit PoseBone.ik_max_z -> ik_max_z: float Maximum angles for IK Limit PoseBone.ik_min_x -> ik_min_x: float Minimum angles for IK Limit PoseBone.ik_min_y -> ik_min_y: float Minimum angles for IK Limit PoseBone.ik_min_z -> ik_min_z: float Minimum angles for IK Limit PoseBone.ik_rot_weight -> ik_rot_weight: float Weight of rotation constraint for IK PoseBone.ik_stiffness_x -> ik_stiffness_x: float IK stiffness around the X axis PoseBone.ik_stiffness_y -> ik_stiffness_y: float IK stiffness around the Y axis PoseBone.ik_stiffness_z -> ik_stiffness_z: float IK stiffness around the Z axis PoseBone.ik_stretch -> ik_stretch: float Allow scaling of the bone for IK PoseBone.location -> location: float PoseBone.matrix -> matrix: float, (read-only) Final 4x4 matrix for this channel PoseBone.matrix_channel -> matrix_channel: float, (read-only) 4x4 matrix, before constraints PoseBone.matrix_local -> matrix_local: float Matrix representing the parent relative location, scale and rotation. Provides an alternative access to these properties. PoseBone.motion_path -> motion_path: pointer, (read-only) Motion Path for this element PoseBone.name -> name: string PoseBone.parent -> parent: pointer, (read-only) Parent of this pose bone PoseBone.rotation_axis_angle -> rotation_axis_angle: float Angle of Rotation for Axis-Angle rotation representation PoseBone.rotation_euler -> rotation_euler: float Rotation in Eulers PoseBone.rotation_mode -> rotation_mode: enum PoseBone.rotation_quaternion -> rotation_quaternion: float Rotation in Quaternions PoseBone.scale -> scale: float PoseBone.tail -> tail: float, (read-only) Location of tail of the channel's bone PoseBoneConstraints.active -> active: pointer Active PoseChannel constraint PoseTemplate.name -> name: string PoseTemplateSettings.active_template_index -> active_template_index: int PoseTemplateSettings.templates -> templates: collection, (read-only) Property.description -> description: string, (read-only) Description of the property for tooltips Property.identifier -> identifier: string, (read-only) Unique name used in the code and scripting Property.name -> name: string, (read-only) Human readable name Property.srna -> srna: pointer, (read-only) Struct definition used for properties assigned to this item Property.subtype -> subtype: enum, (read-only) Semantic interpretation of the property Property.type -> type: enum, (read-only) Data type of the property Property.unit -> unit: enum, (read-only) Type of units for this property PropertyActuator.mode -> mode: enum PropertyActuator.object -> object: pointer Copy from this Object PropertyActuator.object_property -> object_property: string Copy this property PropertyActuator.property -> property: string The name of the property PropertyActuator.value -> value: string The value to use, use "" around strings PropertySensor.evaluation_type -> evaluation_type: enum Type of property evaluation PropertySensor.max_value -> value_max: string Specify maximum value in Interval type PropertySensor.min_value -> value_min: string Specify minimum value in Interval type PropertySensor.property -> property: string PropertySensor.value -> value: string Check for this value in types in Equal or Not Equal types PythonConstraint.number_of_targets -> number_of_targets: int Usually only 1-3 are needed PythonConstraint.targets -> targets: collection, (read-only) Target Objects PythonConstraint.text -> text: pointer The text object that contains the Python script PythonController.mode -> mode: enum Python script type (textblock or module - faster) PythonController.module -> module: string Module name and function to run e.g. "someModule.main". Internal texts and external python files can be used PythonController.text -> text: pointer Text datablock with the python script RGBANodeSocket.default_value -> default_value: float Default value of the socket when no link is attached RGBANodeSocket.name -> name: string, (read-only) Socket name RadarSensor.angle -> angle: float Opening angle of the radar cone RadarSensor.axis -> axis: enum Specify along which axis the radar cone is cast RadarSensor.distance -> distance: float Depth of the radar cone RadarSensor.property -> property: string Only look for Objects with this property RandomActuator.chance -> chance: float Pick a number between 0 and 1. Success if you stay below this value RandomActuator.distribution -> distribution: enum Choose the type of distribution RandomActuator.float_max -> float_max: float Choose a number from a range. Upper boundary of the range RandomActuator.float_mean -> float_mean: float A normal distribution. Mean of the distribution RandomActuator.float_min -> float_min: float Choose a number from a range. Lower boundary of the range RandomActuator.float_value -> float_value: float Always return this number RandomActuator.half_life_time -> half_life_time: float Negative exponential dropoff RandomActuator.int_max -> int_max: int Choose a number from a range. Upper boundary of the range RandomActuator.int_mean -> int_mean: float Expected mean value of the distribution RandomActuator.int_min -> int_min: int Choose a number from a range. Lower boundary of the range RandomActuator.int_value -> int_value: int Always return this number RandomActuator.property -> property: string Assign the random value to this property RandomActuator.seed -> seed: int Initial seed of the random generator. Use Python for more freedom (choose 0 for not random) RandomActuator.standard_derivation -> standard_derivation: float A normal distribution. Standard deviation of the distribution RandomSensor.seed -> seed: int Initial seed of the generator. (Choose 0 for not random) RaySensor.axis -> axis: enum Specify along which axis the ray is cast RaySensor.material -> material: string Only look for Objects with this material RaySensor.property -> property: string Only look for Objects with this property RaySensor.range -> range: float Sense objects no farther than this distance RaySensor.ray_type -> ray_type: enum Toggle collision on material or property Region.height -> height: int, (read-only) Region height Region.id -> id: int, (read-only) Unique ID for this region Region.type -> type: enum, (read-only) Type of this region Region.width -> width: int, (read-only) Region width RegionView3D.perspective_matrix -> perspective_matrix: float, (read-only) Current perspective matrix of the 3D region RegionView3D.view_distance -> view_distance: float Distance to the view location RegionView3D.view_location -> view_location: float View pivot location RegionView3D.view_matrix -> view_matrix: float, (read-only) Current view matrix of the 3D region RegionView3D.view_perspective -> view_perspective: enum View Perspective RegionView3D.view_rotation -> view_rotation: float Rotation in quaternions (keep normalized) RenderEngine.bl_idname -> bl_idname: string RenderEngine.bl_label -> bl_label: string RenderLayer.light_override -> light_override: pointer, (read-only) Group to override all other lights in this render layer RenderLayer.material_override -> material_override: pointer, (read-only) Material to override all other materials in this render layer RenderLayer.name -> name: string, (read-only) Render layer name RenderLayer.passes -> passes: collection, (read-only) RenderLayer.rect -> rect: float RenderPass.channel_id -> channel_id: string, (read-only) RenderPass.channels -> channels: int, (read-only) RenderPass.name -> name: string, (read-only) RenderPass.rect -> rect: float RenderPass.type -> type: enum, (read-only) RenderResult.layers -> layers: collection, (read-only) RenderResult.resolution_x -> resolution_x: int, (read-only) RenderResult.resolution_y -> resolution_y: int, (read-only) RenderSettings.active_layer_index -> active_layer_index: int Active index in render layer array RenderSettings.alpha_mode -> alpha_mode: enum Representation of alpha information in the RGBA pixels RenderSettings.antialiasing_samples -> antialiasing_samples: enum Amount of anti-aliasing samples per pixel RenderSettings.bake_aa_mode -> bake_aa_mode: enum RenderSettings.bake_bias -> bake_bias: float Bias towards faces further away from the object (in blender units) RenderSettings.bake_distance -> bake_distance: float Maximum distance from active object to other object (in blender units RenderSettings.bake_margin -> bake_margin: int Amount of pixels to extend the baked result with, as post process filter RenderSettings.bake_normal_space -> bake_normal_space: enum Choose normal space for baking RenderSettings.bake_quad_split -> bake_quad_split: enum Choose the method used to split a quad into 2 triangles for baking RenderSettings.bake_type -> bake_type: enum Choose shading information to bake into the image RenderSettings.border_max_x -> border_max_x: float Sets maximum X value for the render border RenderSettings.border_max_y -> border_max_y: float Sets maximum Y value for the render border RenderSettings.border_min_x -> border_min_x: float Sets minimum X value to for the render border RenderSettings.border_min_y -> border_min_y: float Sets minimum Y value for the render border RenderSettings.cineon_black -> cineon_black: int Log conversion reference blackpoint RenderSettings.cineon_gamma -> cineon_gamma: float Log conversion gamma RenderSettings.cineon_white -> cineon_white: int Log conversion reference whitepoint RenderSettings.color_mode -> color_mode: enum Choose BW for saving greyscale images, RGB for saving red, green and blue channels, AND RGBA for saving red, green, blue + alpha channels RenderSettings.display_mode -> display_mode: enum Select where rendered images will be displayed RenderSettings.dither_intensity -> dither_intensity: float Amount of dithering noise added to the rendered image to break up banding RenderSettings.edge_color -> edge_color: float RenderSettings.edge_threshold -> edge_threshold: int Threshold for drawing outlines on geometry edges RenderSettings.engine -> engine: enum Engine to use for rendering RenderSettings.field_order -> field_order: enum Order of video fields. Select which lines get rendered first, to create smooth motion for TV output RenderSettings.file_extension -> file_extension: string, (read-only) The file extension used for saving renders RenderSettings.file_format -> file_format: enum File format to save the rendered images as RenderSettings.file_quality -> file_quality: int Quality of JPEG images, AVI Jpeg and SGI movies RenderSettings.filter_size -> filter_size: float Pixel width over which the reconstruction filter combines samples RenderSettings.fps -> fps: int Framerate, expressed in frames per second RenderSettings.fps_base -> fps_base: float Framerate base RenderSettings.layers -> layers: collection, (read-only) RenderSettings.motion_blur_samples -> motion_blur_samples: int Number of scene samples to take with motion blur RenderSettings.motion_blur_shutter -> motion_blur_shutter: float Time taken in frames between shutter open and close RenderSettings.octree_resolution -> octree_resolution: enum Resolution of raytrace accelerator. Use higher resolutions for larger scenes RenderSettings.output_path -> output_path: string Directory/name to save animations, # characters defines the position and length of frame numbers RenderSettings.parts_x -> parts_x: int Number of horizontal tiles to use while rendering RenderSettings.parts_y -> parts_y: int Number of vertical tiles to use while rendering RenderSettings.pixel_aspect_x -> pixel_aspect_x: float Horizontal aspect ratio - for anamorphic or non-square pixel output RenderSettings.pixel_aspect_y -> pixel_aspect_y: float Vertical aspect ratio - for anamorphic or non-square pixel output RenderSettings.pixel_filter -> pixel_filter: enum Reconstruction filter used for combining anti-aliasing samples RenderSettings.raytrace_structure -> raytrace_structure: enum Type of raytrace accelerator structure RenderSettings.resolution_percentage -> resolution_percentage: int Percentage scale for render resolution RenderSettings.resolution_x -> resolution_x: int Number of horizontal pixels in the rendered image RenderSettings.resolution_y -> resolution_y: int Number of vertical pixels in the rendered image RenderSettings.sequencer_gl_preview -> sequencer_gl_preview: enum Method to draw in the sequencer view RenderSettings.sequencer_gl_render -> sequencer_gl_render: enum Method to draw in the sequencer view RenderSettings.simplify_ao_sss -> simplify_ao_sss: float Global approximate AA and SSS quality factor RenderSettings.simplify_child_particles -> simplify_child_particles: float Global child particles percentage RenderSettings.simplify_shadow_samples -> simplify_shadow_samples: int Global maximum shadow samples RenderSettings.simplify_subdivision -> simplify_subdivision: int Global maximum subdivision level RenderSettings.stamp_background -> stamp_background: float Color to use behind stamp text RenderSettings.stamp_font_size -> stamp_font_size: int Size of the font used when rendering stamp text RenderSettings.stamp_foreground -> stamp_foreground: float Color to use for stamp text RenderSettings.stamp_note_text -> stamp_note_text: string Custom text to appear in the stamp note RenderSettings.threads -> threads: int Number of CPU threads to use simultaneously while rendering (for multi-core/CPU systems) RenderSettings.threads_mode -> threads_mode: enum Determine the amount of render threads used RigidBodyJointConstraint.axis_x -> axis_x: float Rotate pivot on X axis in degrees RigidBodyJointConstraint.axis_y -> axis_y: float Rotate pivot on Y axis in degrees RigidBodyJointConstraint.axis_z -> axis_z: float Rotate pivot on Z axis in degrees RigidBodyJointConstraint.child -> child: pointer Child object RigidBodyJointConstraint.pivot_type -> pivot_type: enum RigidBodyJointConstraint.pivot_x -> pivot_x: float Offset pivot on X RigidBodyJointConstraint.pivot_y -> pivot_y: float Offset pivot on Y RigidBodyJointConstraint.pivot_z -> pivot_z: float Offset pivot on Z RigidBodyJointConstraint.target -> target: pointer Target Object SPHFluidSettings.buoyancy -> buoyancy: float SPHFluidSettings.fluid_radius -> fluid_radius: float Fluid interaction Radius SPHFluidSettings.rest_density -> rest_density: float Density SPHFluidSettings.rest_length -> rest_length: float The Spring Rest Length (factor of interaction radius) SPHFluidSettings.spring_k -> spring_k: float Spring force constant SPHFluidSettings.stiffness_k -> stiffness_k: float Constant K - Stiffness SPHFluidSettings.stiffness_knear -> stiffness_knear: float Repulsion factor: stiffness_knear SPHFluidSettings.viscosity_beta -> viscosity_beta: float Square viscosity factor SPHFluidSettings.viscosity_omega -> viscosity_omega: float Linear viscosity Scene.active_keying_set -> active_keying_set: pointer Active Keying Set used to insert/delete keyframes Scene.active_keying_set_index -> active_keying_set_index: int Current Keying Set index (negative for 'builtin' and positive for 'absolute') Scene.all_keying_sets -> all_keying_sets: collection, (read-only) All Keying Sets available for use (builtins and Absolute Keying Sets for this Scene) Scene.animation_data -> animation_data: pointer, (read-only) Animation data for this datablock Scene.bases -> bases: collection, (read-only) Scene.camera -> camera: pointer Active camera used for rendering the scene Scene.cursor_location -> cursor_location: float 3D cursor location Scene.distance_model -> distance_model: enum Distance model for distance attenuation calculation Scene.doppler_factor -> doppler_factor: float Pitch factor for Doppler effect calculation Scene.frame_current -> frame_current: int Scene.frame_end -> frame_end: int Final frame of the playback/rendering range Scene.frame_start -> frame_start: int First frame of the playback/rendering range Scene.frame_step -> frame_step: int Number of frames to skip forward while rendering/playing back each frame Scene.game_data -> game_data: pointer, (read-only) Scene.gravity -> gravity: float Constant acceleration in a given direction Scene.grease_pencil -> grease_pencil: pointer Grease Pencil datablock Scene.keying_sets -> keying_sets: collection, (read-only) Absolute Keying Sets for this Scene Scene.network_render -> network_render: pointer, (read-only) Network Render Settings Scene.nodetree -> nodetree: pointer, (read-only) Compositing node tree Scene.objects -> objects: collection, (read-only) Scene.orientations -> orientations: collection, (read-only) Scene.pose_templates -> pose_templates: pointer, (read-only) Pose Template Settings Scene.pov_radio_adc_bailout -> pov_radio_adc_bailout: float The adc_bailout for radiosity rays. Use adc_bailout = 0.01 / brightest_ambient_object for good results Scene.pov_radio_brightness -> pov_radio_intensity: float Amount objects are brightened before being returned upwards to the rest of the system Scene.pov_radio_count -> pov_radio_count: int Number of rays that are sent out whenever a new radiosity value has to be calculated Scene.pov_radio_error_bound -> pov_radio_error_bound: float One of the two main speed/quality tuning values, lower values are more accurate Scene.pov_radio_gray_threshold -> pov_radio_gray_threshold: float One of the two main speed/quality tuning values, lower values are more accurate Scene.pov_radio_low_error_factor -> pov_radio_low_error_factor: float If you calculate just enough samples, but no more, you will get an image which has slightly blotchy lighting Scene.pov_radio_minimum_reuse -> pov_radio_minimum_reuse: float Fraction of the screen width which sets the minimum radius of reuse for each sample point (At values higher than 2% expect errors) Scene.pov_radio_nearest_count -> pov_radio_nearest_count: int Number of old ambient values blended together to create a new interpolated value Scene.pov_radio_recursion_limit -> pov_radio_recursion_limit: int how many recursion levels are used to calculate the diffuse inter-reflection Scene.preview_range_frame_end -> preview_range_frame_end: int Alternative end frame for UI playback Scene.preview_range_frame_start -> preview_range_frame_start: int Alternative start frame for UI playback Scene.render -> render: pointer, (read-only) Scene.sequence_editor -> sequence_editor: pointer, (read-only) Scene.set -> set: pointer Background set scene Scene.speed_of_sound -> speed_of_sound: float Speed of sound for Doppler effect calculation Scene.stamp_note -> stamp_note: string User define note for the render stamping Scene.sync_mode -> sync_mode: enum How to sync playback Scene.timeline_markers -> timeline_markers: collection, (read-only) Markers used in all timelines for the current scene Scene.tool_settings -> tool_settings: pointer, (read-only) Scene.unit_settings -> unit_settings: pointer, (read-only) Unit editing settings Scene.world -> world: pointer World used for rendering the scene SceneActuator.camera -> camera: pointer Set this Camera. Leave empty to refer to self object SceneActuator.mode -> mode: enum SceneActuator.scene -> scene: pointer Set the Scene to be added/removed/paused/resumed SceneBases.active -> active: pointer Active object base in the scene SceneGameData.activity_culling_box_radius -> activity_culling_box_radius: float Radius of the activity bubble, in Manhattan length. Objects outside the box are activity-culled SceneGameData.depth -> depth: int Displays bit depth of full screen display SceneGameData.dome_angle -> dome_angle: int Field of View of the Dome - it only works in mode Fisheye and Truncated SceneGameData.dome_buffer_resolution -> dome_buffer_resolution: float Buffer Resolution - decrease it to increase speed SceneGameData.dome_mode -> dome_mode: enum Dome physical configurations SceneGameData.dome_tesselation -> dome_tesselation: int Tessellation level - check the generated mesh in wireframe mode SceneGameData.dome_text -> dome_text: pointer Custom Warp Mesh data file SceneGameData.dome_tilt -> dome_tilt: int Camera rotation in horizontal axis SceneGameData.eye_separation -> eye_separation: float Set the distance between the eyes - the camera focal length/30 should be fine SceneGameData.fps -> fps: int The nominal number of game frames per second. Physics fixed timestep = 1/fps, independently of actual frame rate SceneGameData.framing_color -> frame_color: float Set colour of the bars SceneGameData.framing_type -> frame_type: enum Select the type of Framing you want SceneGameData.frequency -> frequency: int Displays clock frequency of fullscreen display SceneGameData.logic_step_max -> logic_step_max: int Sets the maximum number of logic frame per game frame if graphics slows down the game, higher value allows better synchronization with physics SceneGameData.material_mode -> material_mode: enum Material mode to use for rendering SceneGameData.occlusion_culling_resolution -> occlusion_culling_resolution: float The size of the occlusion buffer in pixel, use higher value for better precision (slower) SceneGameData.physics_engine -> physics_engine: enum Physics engine used for physics simulation in the game engine SceneGameData.physics_gravity -> physics_gravity: float Gravitational constant used for physics simulation in the game engine SceneGameData.physics_step_max -> physics_step_max: int Sets the maximum number of physics step per game frame if graphics slows down the game, higher value allows physics to keep up with realtime SceneGameData.physics_step_sub -> physics_step_sub: int Sets the number of simulation substep per physic timestep, higher value give better physics precision SceneGameData.resolution_x -> resolution_x: int Number of horizontal pixels in the screen SceneGameData.resolution_y -> resolution_y: int Number of vertical pixels in the screen SceneGameData.stereo -> stereo: enum SceneGameData.stereo_mode -> stereo_mode: enum Stereographic techniques SceneObjects.active -> active: pointer Active object for this scene SceneRenderLayer.light_override -> light_override: pointer Group to override all other lights in this render layer SceneRenderLayer.material_override -> material_override: pointer Material to override all other materials in this render layer SceneRenderLayer.name -> name: string Render layer name SceneSequence.animation_end_offset -> animation_end_offset: int Animation end offset (trim end) SceneSequence.animation_start_offset -> animation_start_offset: int Animation start offset (trim start) SceneSequence.color_balance -> color_balance: pointer, (read-only) SceneSequence.crop -> crop: pointer, (read-only) SceneSequence.multiply_colors -> multiply_colors: float SceneSequence.proxy -> proxy: pointer, (read-only) SceneSequence.scene -> scene: pointer Scene that this sequence uses SceneSequence.scene_camera -> scene_camera: pointer Override the scenes active camera SceneSequence.strobe -> strobe: float Only display every nth frame SceneSequence.transform -> transform: pointer, (read-only) Scopes.accuracy -> accuracy: float Proportion of original image source pixel lines to sample Scopes.histogram -> histogram: pointer, (read-only) Histogram for viewing image statistics Scopes.vectorscope_alpha -> vectorscope_alpha: float Opacity of the points Scopes.waveform_alpha -> waveform_alpha: float Opacity of the points Scopes.waveform_mode -> waveform_mode: enum Screen.areas -> areas: collection, (read-only) Areas the screen is subdivided into Screen.scene -> scene: pointer Active scene to be edited in the screen ScrewModifier.angle -> angle: float Angle of revolution ScrewModifier.axis -> axis: enum Screw axis ScrewModifier.iterations -> iterations: int Number of times to apply the screw operation ScrewModifier.object -> object: pointer Object to define the screw axis ScrewModifier.render_steps -> render_steps: int Number of steps in the revolution ScrewModifier.screw_offset -> screw_offset: float Offset the revolution along its axis ScrewModifier.steps -> steps: int Number of steps in the revolution Sensor.frequency -> frequency: int Delay between repeated pulses(in logic tics, 0=no delay) Sensor.name -> name: string Sensor name Sensor.type -> type: enum Sequence.blend_mode -> blend_type: enum Sequence.blend_opacity -> blend_opacity: float Sequence.channel -> channel: int Y position of the sequence strip Sequence.effect_fader -> effect_fader: float Sequence.frame_final_end -> frame_final_end: int End frame displayed in the sequence editor after offsets are applied Sequence.frame_final_length -> frame_final_length: int The length of the contents of this strip before the handles are applied Sequence.frame_final_start -> frame_final_start: int Start frame displayed in the sequence editor after offsets are applied, setting this is equivalent to moving the handle, not the actual start frame Sequence.frame_length -> frame_length: int, (read-only) The length of the contents of this strip before the handles are applied Sequence.frame_offset_end -> frame_offset_end: int, (read-only) Sequence.frame_offset_start -> frame_offset_start: int, (read-only) Sequence.frame_start -> frame_start: int Sequence.frame_still_end -> frame_still_end: int, (read-only) Sequence.frame_still_start -> frame_still_start: int, (read-only) Sequence.name -> name: string Sequence.speed_fader -> speed_fader: float Sequence.type -> type: enum, (read-only) SequenceColorBalance.gain -> gain: float Color balance gain (highlights) SequenceColorBalance.gamma -> gamma: float Color balance gamma (midtones) SequenceColorBalance.lift -> lift: float Color balance lift (shadows) SequenceCrop.bottom -> bottom: int SequenceCrop.left -> left: int SequenceCrop.right -> right: int SequenceCrop.top -> top: int SequenceEditor.active_strip -> active_strip: pointer SequenceEditor.meta_stack -> meta_stack: collection, (read-only) Meta strip stack, last is currently edited meta strip SequenceEditor.overlay_frame -> overlay_frame: int Sequencers active strip SequenceEditor.sequences -> sequences: collection, (read-only) SequenceEditor.sequences_all -> sequences_all: collection, (read-only) SequenceElement.filename -> filename: string SequenceProxy.directory -> directory: string Location to store the proxy files SequenceProxy.filepath -> filepath: string Location of custom proxy file SequenceTransform.offset_x -> offset_x: int SequenceTransform.offset_y -> offset_y: int ShaderNode.type -> type: enum, (read-only) ShaderNodeExtendedMaterial.material -> material: pointer ShaderNodeGeometry.color_layer -> color_layer: string ShaderNodeGeometry.uv_layer -> uv_layer: string ShaderNodeMapping.location -> location: float Location offset for the input coordinate ShaderNodeMapping.maximum -> max: float Maximum value to clamp coordinate to ShaderNodeMapping.minimum -> min: float Minimum value to clamp coordinate to ShaderNodeMapping.rotation -> rotation: float Rotation offset for the input coordinate ShaderNodeMapping.scale -> scale: float Scale adjustment for the input coordinate ShaderNodeMaterial.material -> material: pointer ShaderNodeMath.operation -> operation: enum ShaderNodeMixRGB.blend_type -> blend_type: enum ShaderNodeRGBCurve.mapping -> mapping: pointer, (read-only) ShaderNodeTexture.node_output -> node_output: int For node-based textures, which output node to use ShaderNodeTexture.texture -> texture: pointer ShaderNodeValToRGB.color_ramp -> color_ramp: pointer, (read-only) ShaderNodeVectorCurve.mapping -> mapping: pointer, (read-only) ShaderNodeVectorMath.operation -> operation: enum ShapeActionActuator.action -> action: pointer ShapeActionActuator.blendin -> blendin: int Number of frames of motion blending ShapeActionActuator.frame_end -> frame_end: int ShapeActionActuator.frame_property -> frame_property: string Assign the action's current frame number to this property ShapeActionActuator.frame_start -> frame_start: int ShapeActionActuator.mode -> mode: enum Action playback type ShapeActionActuator.priority -> priority: int Execution priority - lower numbers will override actions with higher numbers. With 2 or more actions at once, the overriding channels must be lower in the stack ShapeActionActuator.property -> property: string Use this property to define the Action position ShapeKey.data -> data: collection, (read-only) ShapeKey.frame -> frame: float, (read-only) Frame for absolute keys ShapeKey.interpolation -> interpolation: enum Interpolation type ShapeKey.name -> name: string ShapeKey.relative_key -> relative_key: pointer Shape used as a relative key ShapeKey.slider_max -> slider_max: float Maximum for slider ShapeKey.slider_min -> slider_min: float Minimum for slider ShapeKey.value -> value: float Value of shape key at the current frame ShapeKey.vertex_group -> vertex_group: string Vertex weight group, to blend with basis shape ShapeKeyBezierPoint.co -> co: float ShapeKeyBezierPoint.handle_1_co -> handle_1_co: float ShapeKeyBezierPoint.handle_2_co -> handle_2_co: float ShapeKeyCurvePoint.co -> co: float ShapeKeyCurvePoint.tilt -> tilt: float ShapeKeyPoint.co -> co: float ShrinkwrapConstraint.distance -> distance: float Distance to Target ShrinkwrapConstraint.shrinkwrap_type -> shrinkwrap_type: enum Selects type of shrinkwrap algorithm for target position ShrinkwrapConstraint.target -> target: pointer Target Object ShrinkwrapModifier.auxiliary_target -> auxiliary_target: pointer Additional mesh target to shrink to ShrinkwrapModifier.mode -> mode: enum ShrinkwrapModifier.offset -> offset: float Distance to keep from the target ShrinkwrapModifier.subsurf_levels -> subsurf_levels: int Number of subdivisions that must be performed before extracting vertices' positions and normals ShrinkwrapModifier.target -> target: pointer Mesh target to shrink to ShrinkwrapModifier.vertex_group -> vertex_group: string Vertex group name SimpleDeformModifier.factor -> factor: float SimpleDeformModifier.limits -> limits: float Lower/Upper limits for deform SimpleDeformModifier.mode -> mode: enum SimpleDeformModifier.origin -> origin: pointer Origin of modifier space coordinates SimpleDeformModifier.vertex_group -> vertex_group: string Vertex group name SmokeDomainSettings.alpha -> alpha: float Higher value results in sinking smoke SmokeDomainSettings.amplify -> amplify: int Enhance the resolution of smoke by this factor using noise SmokeDomainSettings.beta -> beta: float Higher value results in faster rising smoke SmokeDomainSettings.coll_group -> coll_group: pointer Limit collisions to this group SmokeDomainSettings.dissolve_speed -> dissolve_speed: int Dissolve Speed SmokeDomainSettings.eff_group -> eff_group: pointer Limit effectors to this group SmokeDomainSettings.effector_weights -> effector_weights: pointer, (read-only) SmokeDomainSettings.fluid_group -> fluid_group: pointer Limit fluid objects to this group SmokeDomainSettings.maxres -> maxres: int Maximal resolution used in the fluid domain SmokeDomainSettings.noise_type -> noise_type: enum Noise method which is used for creating the high resolution SmokeDomainSettings.point_cache_high -> point_cache_high: pointer, (read-only) SmokeDomainSettings.point_cache_low -> point_cache_low: pointer, (read-only) SmokeDomainSettings.smoke_cache_comp -> smoke_cache_comp: enum Compression method to be used SmokeDomainSettings.smoke_cache_high_comp -> smoke_cache_high_comp: enum Compression method to be used SmokeDomainSettings.strength -> strength: float Strength of wavelet noise SmokeFlowSettings.density -> density: float SmokeFlowSettings.psys -> psys: pointer Particle systems emitted from the object SmokeFlowSettings.temperature -> temperature: float Temperature difference to ambient temperature SmokeModifier.coll_settings -> coll_settings: pointer, (read-only) SmokeModifier.domain_settings -> domain_settings: pointer, (read-only) SmokeModifier.flow_settings -> flow_settings: pointer, (read-only) SmokeModifier.smoke_type -> smoke_type: enum SmoothModifier.factor -> factor: float SmoothModifier.repeat -> repeat: int SmoothModifier.vertex_group -> vertex_group: string Vertex group name SoftBodyModifier.point_cache -> point_cache: pointer, (read-only) SoftBodyModifier.settings -> settings: pointer, (read-only) SoftBodySettings.aero -> aero: float Make edges 'sail' SoftBodySettings.aerodynamics_type -> aerodynamics_type: enum Method of calculating aerodynamic interaction SoftBodySettings.ball_damp -> ball_damp: float Blending to inelastic collision SoftBodySettings.ball_size -> ball_size: float Absolute ball size or factor if not manual adjusted SoftBodySettings.ball_stiff -> ball_stiff: float Ball inflating pressure SoftBodySettings.bending -> bend: float Bending Stiffness SoftBodySettings.choke -> choke: int 'Viscosity' inside collision target SoftBodySettings.collision_type -> collision_type: enum Choose Collision Type SoftBodySettings.damp -> damp: float Edge spring friction SoftBodySettings.effector_weights -> effector_weights: pointer, (read-only) SoftBodySettings.error_limit -> error_limit: float The Runge-Kutta ODE solver error limit, low value gives more precision, high values speed SoftBodySettings.friction -> friction: float General media friction for point movements SoftBodySettings.fuzzy -> fuzzy: int Fuzziness while on collision, high values make collsion handling faster but less stable SoftBodySettings.goal_default -> goal_default: float Default Goal (vertex target position) value, when no Vertex Group used SoftBodySettings.goal_friction -> goal_friction: float Goal (vertex target position) friction SoftBodySettings.goal_max -> goal_max: float Goal maximum, vertex weights are scaled to match this range SoftBodySettings.goal_min -> goal_min: float Goal minimum, vertex weights are scaled to match this range SoftBodySettings.goal_spring -> goal_spring: float Goal (vertex target position) spring stiffness SoftBodySettings.goal_vertex_group -> goal_vertex_group: string Control point weight values SoftBodySettings.gravity -> gravity: float Apply gravitation to point movement SoftBodySettings.lcom -> lcom: float Location of Center of mass SoftBodySettings.lrot -> lrot: float Estimated rotation matrix SoftBodySettings.lscale -> lscale: float Estimated scale matrix SoftBodySettings.mass -> mass: float General Mass value SoftBodySettings.mass_vertex_group -> mass_vertex_group: string Control point mass values SoftBodySettings.maxstep -> step_max: int Maximal # solver steps/frame SoftBodySettings.minstep -> step_min: int Minimal # solver steps/frame SoftBodySettings.plastic -> plastic: float Permanent deform SoftBodySettings.pull -> pull: float Edge spring stiffness when longer than rest length SoftBodySettings.push -> push: float Edge spring stiffness when shorter than rest length SoftBodySettings.shear -> shear: float Shear Stiffness SoftBodySettings.speed -> speed: float Tweak timing for physics to control frequency and speed SoftBodySettings.spring_length -> spring_length: float Alter spring length to shrink/blow up (unit %) 0 to disable SoftBodySettings.spring_vertex_group -> spring_vertex_group: string Control point spring strength values SolidifyModifier.edge_crease_inner -> edge_crease_inner: float Assign a crease to inner edges SolidifyModifier.edge_crease_outer -> edge_crease_outer: float Assign a crease to outer edges SolidifyModifier.edge_crease_rim -> edge_crease_rim: float Assign a crease to the edges making up the rim SolidifyModifier.offset -> offset: float SolidifyModifier.thickness -> thickness: float Thickness of the shell SolidifyModifier.vertex_group -> vertex_group: string Vertex group name Sound.filepath -> filepath: string Sound sample file used by this Sound datablock Sound.packed_file -> packed_file: pointer, (read-only) SoundActuator.cone_inner_angle_3d -> cone_inner_angle_3d: float The angle of the inner cone SoundActuator.cone_outer_angle_3d -> cone_outer_angle_3d: float The angle of the outer cone SoundActuator.cone_outer_gain_3d -> cone_outer_gain_3d: float The gain outside the outer cone. The gain in the outer cone will be interpolated between this value and the normal gain in the inner cone SoundActuator.max_distance_3d -> distance_3d_max: float The maximum distance at which you can hear the sound SoundActuator.maximum_gain_3d -> gain_3d_max: float The maximum gain of the sound, no matter how near it is SoundActuator.minimum_gain_3d -> gain_3d_min: float The minimum gain of the sound, no matter how far it is away SoundActuator.mode -> mode: enum SoundActuator.pitch -> pitch: float Sets the pitch of the sound SoundActuator.reference_distance_3d -> reference_distance_3d: float The distance where the sound has a gain of 1.0 SoundActuator.rolloff_factor_3d -> rolloff_factor_3d: float The influence factor on volume depending on distance SoundActuator.sound -> sound: pointer SoundActuator.volume -> volume: float Sets the initial volume of the sound SoundSequence.animation_end_offset -> animation_end_offset: int Animation end offset (trim end) SoundSequence.animation_start_offset -> animation_start_offset: int Animation start offset (trim start) SoundSequence.attenuation -> attenuation: float Attenuation in dezibel SoundSequence.filepath -> filepath: string SoundSequence.sound -> sound: pointer, (read-only) Sound datablock used by this sequence SoundSequence.volume -> volume: float Playback volume of the sound Space.type -> type: enum, (read-only) Space data type SpaceConsole.console_type -> console_type: enum Console type SpaceConsole.font_size -> font_size: int Font size to use for displaying the text SpaceConsole.history -> history: collection, (read-only) Command history SpaceConsole.language -> language: string Command line prompt language SpaceConsole.prompt -> prompt: string Command line prompt SpaceConsole.scrollback -> scrollback: collection, (read-only) Command output SpaceConsole.selection_end -> selection_end: int SpaceConsole.selection_start -> selection_start: int SpaceDopeSheetEditor.action -> action: pointer Action displayed and edited in this space SpaceDopeSheetEditor.autosnap -> autosnap: enum Automatic time snapping settings for transformations SpaceDopeSheetEditor.dopesheet -> dopesheet: pointer, (read-only) Settings for filtering animation data SpaceDopeSheetEditor.mode -> mode: enum Editing context being displayed SpaceFileBrowser.params -> params: pointer, (read-only) Parameters and Settings for the Filebrowser SpaceGraphEditor.autosnap -> autosnap: enum Automatic time snapping settings for transformations SpaceGraphEditor.cursor_value -> cursor_value: float Graph Editor 2D-Value cursor - Y-Value component SpaceGraphEditor.dopesheet -> dopesheet: pointer, (read-only) Settings for filtering animation data SpaceGraphEditor.mode -> mode: enum Editing context being displayed SpaceGraphEditor.pivot_point -> pivot_point: enum Pivot center for rotation/scaling SpaceImageEditor.curves -> curves: pointer, (read-only) Color curve mapping to use for displaying the image SpaceImageEditor.draw_channels -> draw_channels: enum Channels of the image to draw SpaceImageEditor.grease_pencil -> grease_pencil: pointer Grease pencil data for this space SpaceImageEditor.image -> image: pointer Image displayed and edited in this space SpaceImageEditor.image_user -> image_user: pointer, (read-only) Parameters defining which layer, pass and frame of the image is displayed SpaceImageEditor.sample_histogram -> sample_histogram: pointer, (read-only) Sampled colors along line SpaceImageEditor.scopes -> scopes: pointer, (read-only) Scopes to visualize image statistics. SpaceImageEditor.uv_editor -> uv_editor: pointer, (read-only) UV editor settings SpaceNLA.autosnap -> autosnap: enum Automatic time snapping settings for transformations SpaceNLA.dopesheet -> dopesheet: pointer, (read-only) Settings for filtering animation data SpaceNodeEditor.id -> id: pointer, (read-only) Datablock whose nodes are being edited SpaceNodeEditor.id_from -> id_from: pointer, (read-only) Datablock from which the edited datablock is linked SpaceNodeEditor.nodetree -> nodetree: pointer, (read-only) Node tree being displayed and edited SpaceNodeEditor.texture_type -> texture_type: enum Type of data to take texture from SpaceNodeEditor.tree_type -> tree_type: enum Node tree type to display and edit SpaceOutliner.display_filter -> display_filter: string Live search filtering string SpaceOutliner.display_mode -> display_mode: enum Type of information to display SpaceProperties.align -> align: enum Arrangement of the panels SpaceProperties.context -> context: enum Type of active data to display and edit SpaceProperties.pin_id -> pin_id: pointer SpaceSequenceEditor.display_channel -> display_channel: int The channel number shown in the image preview. 0 is the result of all strips combined SpaceSequenceEditor.display_mode -> display_mode: enum The view mode to use for displaying sequencer output SpaceSequenceEditor.draw_overexposed -> draw_overexposed: int Show overexposed areas with zebra stripes SpaceSequenceEditor.grease_pencil -> grease_pencil: pointer, (read-only) Grease pencil data for this space SpaceSequenceEditor.offset_x -> offset_x: float Offsets image horizontally from the view center SpaceSequenceEditor.offset_y -> offset_y: float Offsets image horizontally from the view center SpaceSequenceEditor.proxy_render_size -> proxy_render_size: enum Draw preview using full resolution or different proxy resolutions SpaceSequenceEditor.view_type -> view_type: enum The type of the Sequencer view (sequencer, preview or both) SpaceSequenceEditor.zoom -> zoom: float Display zoom level SpaceTextEditor.find_text -> find_text: string Text to search for with the find tool SpaceTextEditor.font_size -> font_size: int Font size to use for displaying the text SpaceTextEditor.replace_text -> replace_text: string Text to replace selected text with using the replace tool SpaceTextEditor.tab_width -> tab_width: int Number of spaces to display tabs with SpaceTextEditor.text -> text: pointer Text displayed and edited in this space SpaceUVEditor.cursor_location -> cursor_location: float 2D cursor location for this view SpaceUVEditor.draw_stretch_type -> draw_stretch_type: enum Type of stretch to draw SpaceUVEditor.edge_draw_type -> edge_draw_type: enum Draw type for drawing UV edges SpaceUVEditor.pivot -> pivot: enum Rotation/Scaling Pivot SpaceUVEditor.sticky_selection_mode -> sticky_selection_mode: enum Automatically select also UVs sharing the same vertex as the ones being selected SpaceUserPreferences.filter -> filter: string Search term for filtering in the UI SpaceView3D.background_images -> background_images: collection, (read-only) List of background images SpaceView3D.camera -> camera: pointer Active camera used in this view (when unlocked from the scene's active camera) SpaceView3D.clip_end -> clip_end: float 3D View far clipping distance SpaceView3D.clip_start -> clip_start: float 3D View near clipping distance SpaceView3D.current_orientation -> current_orientation: pointer, (read-only) Current Transformation orientation SpaceView3D.cursor_location -> cursor_location: float 3D cursor location for this view (dependent on local view setting) SpaceView3D.grid_lines -> grid_lines: int The number of grid lines to display in perspective view SpaceView3D.grid_spacing -> grid_spacing: float The distance between 3D View grid lines SpaceView3D.grid_subdivisions -> grid_subdivisions: int The number of subdivisions between grid lines SpaceView3D.lens -> lens: float Lens angle (mm) in perspective view SpaceView3D.local_view -> local_view: pointer, (read-only) Display an isolated sub-set of objects, apart from the scene visibility SpaceView3D.lock_bone -> lock_bone: string 3D View center is locked to this bone's position SpaceView3D.lock_object -> lock_object: pointer 3D View center is locked to this object's position SpaceView3D.pivot_point -> pivot_point: enum Pivot center for rotation/scaling SpaceView3D.region_3d -> region_3d: pointer, (read-only) 3D region in this space, in case of quad view the camera region SpaceView3D.region_quadview -> region_quadview: pointer, (read-only) 3D region that defines the quad view settings SpaceView3D.transform_orientation -> transform_orientation: enum Transformation orientation SpaceView3D.viewport_shading -> viewport_shade: enum Method to display/shade objects in the 3D View SpeedControlSequence.global_speed -> global_speed: float Spline.bezier_points -> bezier_points: collection, (read-only) Collection of points for bezier curves only Spline.character_index -> character_index: int, (read-only) Location of this character in the text data (only for text curves) Spline.material_index -> material_index: int Spline.order_u -> order_u: int Nurbs order in the U direction (For splines and surfaces), Higher values let points influence a greater area Spline.order_v -> order_v: int Nurbs order in the V direction (For surfaces only), Higher values let points influence a greater area Spline.point_count_u -> point_count_u: int, (read-only) Total number points for the curve or surface in the U direction Spline.point_count_v -> point_count_v: int, (read-only) Total number points for the surface on the V direction Spline.points -> points: collection, (read-only) Collection of points that make up this poly or nurbs spline Spline.radius_interpolation -> radius_interpolation: enum The type of radius interpolation for Bezier curves Spline.resolution_u -> resolution_u: int Curve or Surface subdivisions per segment Spline.resolution_v -> resolution_v: int Surface subdivisions per segment Spline.tilt_interpolation -> tilt_interpolation: enum The type of tilt interpolation for 3D, Bezier curves Spline.type -> type: enum The interpolation type for this curve element SplineIKConstraint.chain_length -> chain_length: int How many bones are included in the chain SplineIKConstraint.joint_bindings -> joint_bindings: float (EXPERIENCED USERS ONLY) The relative positions of the joints along the chain as percentages SplineIKConstraint.target -> target: pointer Curve that controls this relationship SplineIKConstraint.xz_scaling_mode -> xz_scale_mode: enum Method used for determining the scaling of the X and Z axes of the bones SplinePoint.co -> co: float Point coordinates SplinePoint.radius -> radius: float, (read-only) Radius for bevelling SplinePoint.tilt -> tilt: float Tilt in 3D View SplinePoint.weight -> weight: float Nurbs weight SplinePoint.weight_softbody -> weight_softbody: float Softbody goal weight SpotLamp.compression_threshold -> compression_threshold: float Deep shadow map compression threshold SpotLamp.falloff_curve -> falloff_curve: pointer, (read-only) Custom Lamp Falloff Curve SpotLamp.falloff_type -> falloff_type: enum Intensity Decay with distance SpotLamp.halo_intensity -> halo_intensity: float Brightness of the spotlight's halo cone (Buffer Shadows) SpotLamp.halo_step -> halo_step: int Volumetric halo sampling frequency SpotLamp.linear_attenuation -> linear_attenuation: float Linear distance attenuation SpotLamp.quadratic_attenuation -> quadratic_attenuation: float Quadratic distance attenuation SpotLamp.shadow_adaptive_threshold -> shadow_adaptive_threshold: float Threshold for Adaptive Sampling (Raytraced shadows) SpotLamp.shadow_buffer_bias -> shadow_buffer_bias: float Shadow buffer sampling bias SpotLamp.shadow_buffer_clip_end -> shadow_buffer_clip_end: float Shadow map clip end beyond which objects will not generate shadows SpotLamp.shadow_buffer_clip_start -> shadow_buffer_clip_start: float Shadow map clip start: objects closer will not generate shadows SpotLamp.shadow_buffer_samples -> shadow_buffer_samples: int Number of shadow buffer samples SpotLamp.shadow_buffer_size -> shadow_buffer_size: int Resolution of the shadow buffer, higher values give crisper shadows but use more memory SpotLamp.shadow_buffer_soft -> shadow_buffer_soft: float Size of shadow buffer sampling area SpotLamp.shadow_buffer_type -> shadow_buffer_type: enum Type of shadow buffer SpotLamp.shadow_color -> shadow_color: float Color of shadows cast by the lamp SpotLamp.shadow_filter_type -> shadow_filter_type: enum Type of shadow filter (Buffer Shadows) SpotLamp.shadow_method -> shadow_method: enum Method to compute lamp shadow with SpotLamp.shadow_ray_samples -> shadow_ray_samples: int Amount of samples taken extra (samples x samples) SpotLamp.shadow_ray_sampling_method -> shadow_ray_sample_method: enum Method for generating shadow samples: Adaptive QMC is fastest, Constant QMC is less noisy but slower SpotLamp.shadow_sample_buffers -> shadow_sample_buffers: enum Number of shadow buffers to render for better AA, this increases memory usage SpotLamp.shadow_soft_size -> shadow_soft_size: float Light size for ray shadow sampling (Raytraced shadows) SpotLamp.spot_blend -> spot_blend: float The softness of the spotlight edge SpotLamp.spot_size -> spot_size: float Angle of the spotlight beam in degrees StateActuator.operation -> operation: enum Select the bit operation on object state mask StretchToConstraint.bulge -> bulge: float Factor between volume variation and stretching StretchToConstraint.head_tail -> head_tail: float Target along length of bone: Head=0, Tail=1 StretchToConstraint.keep_axis -> keep_axis: enum Axis to maintain during stretch StretchToConstraint.original_length -> original_length: float Length at rest position StretchToConstraint.subtarget -> subtarget: string StretchToConstraint.target -> target: pointer Target Object StretchToConstraint.volume -> volume: enum Maintain the object's volume as it stretches StringProperty.default -> default: string, (read-only) string default value StringProperty.max_length -> length_max: int, (read-only) Maximum length of the string, 0 means unlimited Struct.base -> base: pointer, (read-only) Struct definition this is derived from Struct.description -> description: string, (read-only) Description of the Struct's purpose Struct.functions -> functions: collection, (read-only) Struct.identifier -> identifier: string, (read-only) Unique name used in the code and scripting Struct.name -> name: string, (read-only) Human readable name Struct.name_property -> name_property: pointer, (read-only) Property that gives the name of the struct Struct.nested -> nested: pointer, (read-only) Struct in which this struct is always nested, and to which it logically belongs Struct.properties -> properties: collection, (read-only) Properties in the struct StucciTexture.noise_basis -> noise_basis: enum Sets the noise basis used for turbulence StucciTexture.noise_size -> noise_size: float Sets scaling for noise input StucciTexture.noise_type -> noise_type: enum StucciTexture.stype -> stype: enum StucciTexture.turbulence -> turbulence: float Sets the turbulence of the bandnoise and ringnoise types SubsurfModifier.levels -> levels: int Number of subdivisions to perform SubsurfModifier.render_levels -> render_levels: int Number of subdivisions to perform when rendering SubsurfModifier.subdivision_type -> subdivision_type: enum Selects type of subdivision algorithm SunLamp.shadow_adaptive_threshold -> shadow_adaptive_threshold: float Threshold for Adaptive Sampling (Raytraced shadows) SunLamp.shadow_color -> shadow_color: float Color of shadows cast by the lamp SunLamp.shadow_method -> shadow_method: enum Method to compute lamp shadow with SunLamp.shadow_ray_samples -> shadow_ray_samples: int Amount of samples taken extra (samples x samples) SunLamp.shadow_ray_sampling_method -> shadow_ray_sampling_method: enum Method for generating shadow samples: Adaptive QMC is fastest, Constant QMC is less noisy but slower SunLamp.shadow_soft_size -> shadow_soft_size: float Light size for ray shadow sampling (Raytraced shadows) SunLamp.sky -> sky: pointer, (read-only) Sky related settings for sun lamps TexMapping.location -> location: float TexMapping.maximum -> max: float Maximum value for clipping TexMapping.minimum -> min: float Minimum value for clipping TexMapping.rotation -> rotation: float TexMapping.scale -> scale: float Text.current_character -> current_character: int, (read-only) Index of current character in current line, and also start index of character in selection if one exists Text.current_line -> current_line: pointer, (read-only) Current line, and start line of selection if one exists Text.filepath -> filepath: string Filename of the text file Text.lines -> lines: collection, (read-only) Lines of text Text.markers -> markers: collection, (read-only) Text markers highlighting part of the text Text.selection_end_character -> selection_end_character: int, (read-only) Index of character after end of selection in the selection end line Text.selection_end_line -> selection_end_line: pointer, (read-only) End line of selection TextBox.height -> height: float TextBox.width -> width: float TextBox.x -> x: float TextBox.y -> y: float TextCurve.active_textbox -> active_textbox: int TextCurve.body -> body: string contents of this text object TextCurve.edit_format -> edit_format: pointer, (read-only) Editing settings character formatting TextCurve.family -> family: string Use Blender Objects as font characters. Give font objects a common name followed by the character it represents, eg. familya, familyb etc, and turn on Verts Duplication TextCurve.font -> font: pointer TextCurve.line_dist -> line_distance: float TextCurve.offset_x -> offset_x: float Horizontal offset from the object origin TextCurve.offset_y -> offset_y: float Vertical offset from the object origin TextCurve.shear -> shear: float Italic angle of the characters TextCurve.spacemode -> spacemode: enum Text align from the object center TextCurve.spacing -> spacing: float TextCurve.text_on_curve -> text_on_curve: pointer Curve deforming text object TextCurve.text_size -> text_size: float TextCurve.textboxes -> textboxes: collection, (read-only) TextCurve.ul_height -> ul_height: float TextCurve.ul_position -> ul_position: float Vertical position of underline TextCurve.word_spacing -> word_spacing: float TextLine.line -> line: string Text in the line TextMarker.color -> color: float Color to display the marker with TextMarker.end -> end: int, (read-only) Start position of the marker in the line TextMarker.group -> group: int, (read-only) TextMarker.line -> line: int, (read-only) Line in which the marker is located TextMarker.start -> start: int, (read-only) Start position of the marker in the line Texture.animation_data -> animation_data: pointer, (read-only) Animation data for this datablock Texture.brightness -> intensity: float Texture.color_ramp -> color_ramp: pointer, (read-only) Texture.contrast -> contrast: float Texture.factor_blue -> factor_blue: float Texture.factor_green -> factor_green: float Texture.factor_red -> factor_red: float Texture.node_tree -> node_tree: pointer, (read-only) Node tree for node-based textures Texture.saturation -> saturation: float Texture.type -> type: enum TextureNode.type -> type: enum, (read-only) TextureNodeBricks.offset -> offset: float TextureNodeBricks.offset_frequency -> offset_frequency: int Offset every N rows TextureNodeBricks.squash -> squash: float TextureNodeBricks.squash_frequency -> squash_frequency: int Squash every N rows TextureNodeCurveRGB.mapping -> mapping: pointer, (read-only) TextureNodeCurveTime.curve -> curve: pointer, (read-only) TextureNodeCurveTime.end -> end: int TextureNodeCurveTime.start -> start: int TextureNodeImage.image -> image: pointer TextureNodeMath.operation -> operation: enum TextureNodeMixRGB.blend_type -> blend_type: enum TextureNodeOutput.output_name -> output_name: string TextureNodeTexture.node_output -> node_output: int For node-based textures, which output node to use TextureNodeTexture.texture -> texture: pointer TextureNodeValToRGB.color_ramp -> color_ramp: pointer, (read-only) TextureSlot.blend_type -> blend_type: enum TextureSlot.color -> color: float The default color for textures that don't return RGB TextureSlot.default_value -> default_value: float Value to use for Ref, Spec, Amb, Emit, Alpha, RayMir, TransLu and Hard TextureSlot.name -> name: string, (read-only) Texture slot name TextureSlot.offset -> offset: float Fine tunes texture mapping X, Y and Z locations TextureSlot.output_node -> output_node: enum Which output node to use, for node-based textures TextureSlot.size -> size: float Sets scaling for the texture's X, Y and Z sizes TextureSlot.texture -> texture: pointer Texture datablock used by this texture slot Theme.bone_color_sets -> bone_color_sets: collection, (read-only) Theme.console -> console: pointer, (read-only) Theme.dopesheet_editor -> dopesheet_editor: pointer, (read-only) Theme.file_browser -> file_browser: pointer, (read-only) Theme.graph_editor -> graph_editor: pointer, (read-only) Theme.image_editor -> image_editor: pointer, (read-only) Theme.info -> info: pointer, (read-only) Theme.logic_editor -> logic_editor: pointer, (read-only) Theme.name -> name: string Name of the theme Theme.nla_editor -> nla_editor: pointer, (read-only) Theme.node_editor -> node_editor: pointer, (read-only) Theme.outliner -> outliner: pointer, (read-only) Theme.properties -> properties: pointer, (read-only) Theme.sequence_editor -> sequence_editor: pointer, (read-only) Theme.text_editor -> text_editor: pointer, (read-only) Theme.theme_area -> theme_area: enum Theme.timeline -> timeline: pointer, (read-only) Theme.user_interface -> user_interface: pointer, (read-only) Theme.user_preferences -> user_preferences: pointer, (read-only) Theme.view_3d -> view_3d: pointer, (read-only) ThemeAudioWindow.back -> back: float ThemeAudioWindow.button -> button: float ThemeAudioWindow.button_text -> button_text: float ThemeAudioWindow.button_text_hi -> button_text_hi: float ThemeAudioWindow.button_title -> button_title: float ThemeAudioWindow.frame_current -> frame_current: float ThemeAudioWindow.grid -> grid: float ThemeAudioWindow.header -> header: float ThemeAudioWindow.header_text -> header_text: float ThemeAudioWindow.header_text_hi -> header_text_hi: float ThemeAudioWindow.text -> text: float ThemeAudioWindow.text_hi -> text_hi: float ThemeAudioWindow.title -> title: float ThemeAudioWindow.window_sliders -> window_sliders: float ThemeBoneColorSet.active -> active: float Color used for active bones ThemeBoneColorSet.normal -> normal: float Color used for the surface of bones ThemeBoneColorSet.selected -> select: float Color used for selected bones ThemeConsole.back -> back: float ThemeConsole.button -> button: float ThemeConsole.button_text -> button_text: float ThemeConsole.button_text_hi -> button_text_hi: float ThemeConsole.button_title -> button_title: float ThemeConsole.cursor -> cursor: float ThemeConsole.header -> header: float ThemeConsole.header_text -> header_text: float ThemeConsole.header_text_hi -> header_text_hi: float ThemeConsole.line_error -> line_error: float ThemeConsole.line_info -> line_info: float ThemeConsole.line_input -> line_input: float ThemeConsole.line_output -> line_output: float ThemeConsole.text -> text: float ThemeConsole.text_hi -> text_hi: float ThemeConsole.title -> title: float ThemeDopeSheet.active_channels_group -> active_channels_group: float ThemeDopeSheet.back -> back: float ThemeDopeSheet.button -> button: float ThemeDopeSheet.button_text -> button_text: float ThemeDopeSheet.button_text_hi -> button_text_hi: float ThemeDopeSheet.button_title -> button_title: float ThemeDopeSheet.channel_group -> channel_group: float ThemeDopeSheet.channels -> channels: float ThemeDopeSheet.channels_selected -> channels_selected: float ThemeDopeSheet.dopesheet_channel -> dopesheet_channel: float ThemeDopeSheet.dopesheet_subchannel -> dopesheet_subchannel: float ThemeDopeSheet.frame_current -> frame_current: float ThemeDopeSheet.grid -> grid: float ThemeDopeSheet.header -> header: float ThemeDopeSheet.header_text -> header_text: float ThemeDopeSheet.header_text_hi -> header_text_hi: float ThemeDopeSheet.list -> list: float ThemeDopeSheet.list_text -> list_text: float ThemeDopeSheet.list_text_hi -> list_text_hi: float ThemeDopeSheet.list_title -> list_title: float ThemeDopeSheet.long_key -> long_key: float ThemeDopeSheet.long_key_selected -> long_key_selected: float ThemeDopeSheet.text -> text: float ThemeDopeSheet.text_hi -> text_hi: float ThemeDopeSheet.title -> title: float ThemeDopeSheet.value_sliders -> value_sliders: float ThemeDopeSheet.view_sliders -> view_sliders: float ThemeFileBrowser.active_file -> active_file: float ThemeFileBrowser.active_file_text -> active_file_text: float ThemeFileBrowser.back -> back: float ThemeFileBrowser.button -> button: float ThemeFileBrowser.button_text -> button_text: float ThemeFileBrowser.button_text_hi -> button_text_hi: float ThemeFileBrowser.button_title -> button_title: float ThemeFileBrowser.header -> header: float ThemeFileBrowser.header_text -> header_text: float ThemeFileBrowser.header_text_hi -> header_text_hi: float ThemeFileBrowser.list -> list: float ThemeFileBrowser.list_text -> list_text: float ThemeFileBrowser.list_text_hi -> list_text_hi: float ThemeFileBrowser.list_title -> list_title: float ThemeFileBrowser.scroll_handle -> scroll_handle: float ThemeFileBrowser.scrollbar -> scrollbar: float ThemeFileBrowser.selected_file -> selected_file: float ThemeFileBrowser.text -> text: float ThemeFileBrowser.text_hi -> text_hi: float ThemeFileBrowser.tiles -> tiles: float ThemeFileBrowser.title -> title: float ThemeFontStyle.font_kerning_style -> font_kerning_style: enum Which style to use for font kerning ThemeFontStyle.points -> points: int ThemeFontStyle.shadow -> shadow: int Shadow size in pixels (0, 3 and 5 supported) ThemeFontStyle.shadowalpha -> shadowalpha: float ThemeFontStyle.shadowcolor -> shadowcolor: float Shadow color in grey value ThemeFontStyle.shadx -> shadow_offset_x: int Shadow offset in pixels ThemeFontStyle.shady -> shadow_offset_y: int Shadow offset in pixels ThemeGraphEditor.active_channels_group -> active_channels_group: float ThemeGraphEditor.back -> back: float ThemeGraphEditor.button -> button: float ThemeGraphEditor.button_text -> button_text: float ThemeGraphEditor.button_text_hi -> button_text_hi: float ThemeGraphEditor.button_title -> button_title: float ThemeGraphEditor.channel_group -> channel_group: float ThemeGraphEditor.channels_region -> channels_region: float ThemeGraphEditor.dopesheet_channel -> dopesheet_channel: float ThemeGraphEditor.dopesheet_subchannel -> dopesheet_subchannel: float ThemeGraphEditor.frame_current -> frame_current: float ThemeGraphEditor.grid -> grid: float ThemeGraphEditor.handle_align -> handle_align: float ThemeGraphEditor.handle_auto -> handle_auto: float ThemeGraphEditor.handle_free -> handle_free: float ThemeGraphEditor.handle_sel_align -> handle_sel_align: float ThemeGraphEditor.handle_sel_auto -> handle_sel_auto: float ThemeGraphEditor.handle_sel_free -> handle_sel_free: float ThemeGraphEditor.handle_sel_vect -> handle_sel_vect: float ThemeGraphEditor.handle_vect -> handle_vect: float ThemeGraphEditor.handle_vertex -> handle_vertex: float ThemeGraphEditor.handle_vertex_select -> handle_vertex_select: float ThemeGraphEditor.handle_vertex_size -> handle_vertex_size: int ThemeGraphEditor.header -> header: float ThemeGraphEditor.header_text -> header_text: float ThemeGraphEditor.header_text_hi -> header_text_hi: float ThemeGraphEditor.lastsel_point -> lastsel_point: float ThemeGraphEditor.list -> list: float ThemeGraphEditor.list_text -> list_text: float ThemeGraphEditor.list_text_hi -> list_text_hi: float ThemeGraphEditor.list_title -> list_title: float ThemeGraphEditor.panel -> panel: float ThemeGraphEditor.text -> text: float ThemeGraphEditor.text_hi -> text_hi: float ThemeGraphEditor.title -> title: float ThemeGraphEditor.vertex -> vertex: float ThemeGraphEditor.vertex_select -> vertex_select: float ThemeGraphEditor.vertex_size -> vertex_size: int ThemeGraphEditor.window_sliders -> window_sliders: float ThemeImageEditor.back -> back: float ThemeImageEditor.button -> button: float ThemeImageEditor.button_text -> button_text: float ThemeImageEditor.button_text_hi -> button_text_hi: float ThemeImageEditor.button_title -> button_title: float ThemeImageEditor.editmesh_active -> editmesh_active: float ThemeImageEditor.face -> face: float ThemeImageEditor.face_dot -> face_dot: float ThemeImageEditor.face_select -> face_select: float ThemeImageEditor.facedot_size -> facedot_size: int ThemeImageEditor.header -> header: float ThemeImageEditor.header_text -> header_text: float ThemeImageEditor.header_text_hi -> header_text_hi: float ThemeImageEditor.scope_back -> scope_back: float ThemeImageEditor.text -> text: float ThemeImageEditor.text_hi -> text_hi: float ThemeImageEditor.title -> title: float ThemeImageEditor.vertex -> vertex: float ThemeImageEditor.vertex_select -> vertex_select: float ThemeImageEditor.vertex_size -> vertex_size: int ThemeInfo.back -> back: float ThemeInfo.button -> button: float ThemeInfo.button_text -> button_text: float ThemeInfo.button_text_hi -> button_text_hi: float ThemeInfo.button_title -> button_title: float ThemeInfo.header -> header: float ThemeInfo.header_text -> header_text: float ThemeInfo.header_text_hi -> header_text_hi: float ThemeInfo.text -> text: float ThemeInfo.text_hi -> text_hi: float ThemeInfo.title -> title: float ThemeLogicEditor.back -> back: float ThemeLogicEditor.button -> button: float ThemeLogicEditor.button_text -> button_text: float ThemeLogicEditor.button_text_hi -> button_text_hi: float ThemeLogicEditor.button_title -> button_title: float ThemeLogicEditor.header -> header: float ThemeLogicEditor.header_text -> header_text: float ThemeLogicEditor.header_text_hi -> header_text_hi: float ThemeLogicEditor.panel -> panel: float ThemeLogicEditor.text -> text: float ThemeLogicEditor.text_hi -> text_hi: float ThemeLogicEditor.title -> title: float ThemeNLAEditor.back -> back: float ThemeNLAEditor.bars -> bars: float ThemeNLAEditor.bars_selected -> bars_selected: float ThemeNLAEditor.button -> button: float ThemeNLAEditor.button_text -> button_text: float ThemeNLAEditor.button_text_hi -> button_text_hi: float ThemeNLAEditor.button_title -> button_title: float ThemeNLAEditor.frame_current -> frame_current: float ThemeNLAEditor.grid -> grid: float ThemeNLAEditor.header -> header: float ThemeNLAEditor.header_text -> header_text: float ThemeNLAEditor.header_text_hi -> header_text_hi: float ThemeNLAEditor.list -> list: float ThemeNLAEditor.list_text -> list_text: float ThemeNLAEditor.list_text_hi -> list_text_hi: float ThemeNLAEditor.list_title -> list_title: float ThemeNLAEditor.strips -> strips: float ThemeNLAEditor.strips_selected -> strips_selected: float ThemeNLAEditor.text -> text: float ThemeNLAEditor.text_hi -> text_hi: float ThemeNLAEditor.title -> title: float ThemeNLAEditor.view_sliders -> view_sliders: float ThemeNodeEditor.back -> back: float ThemeNodeEditor.button -> button: float ThemeNodeEditor.button_text -> button_text: float ThemeNodeEditor.button_text_hi -> button_text_hi: float ThemeNodeEditor.button_title -> button_title: float ThemeNodeEditor.converter_node -> converter_node: float ThemeNodeEditor.group_node -> group_node: float ThemeNodeEditor.header -> header: float ThemeNodeEditor.header_text -> header_text: float ThemeNodeEditor.header_text_hi -> header_text_hi: float ThemeNodeEditor.in_out_node -> in_out_node: float ThemeNodeEditor.list -> list: float ThemeNodeEditor.list_text -> list_text: float ThemeNodeEditor.list_text_hi -> list_text_hi: float ThemeNodeEditor.list_title -> list_title: float ThemeNodeEditor.node_backdrop -> node_backdrop: float ThemeNodeEditor.operator_node -> operator_node: float ThemeNodeEditor.selected_text -> selected_text: float ThemeNodeEditor.text -> text: float ThemeNodeEditor.text_hi -> text_hi: float ThemeNodeEditor.title -> title: float ThemeNodeEditor.wire_select -> wire_select: float ThemeNodeEditor.wires -> wires: float ThemeOutliner.back -> back: float ThemeOutliner.button -> button: float ThemeOutliner.button_text -> button_text: float ThemeOutliner.button_text_hi -> button_text_hi: float ThemeOutliner.button_title -> button_title: float ThemeOutliner.header -> header: float ThemeOutliner.header_text -> header_text: float ThemeOutliner.header_text_hi -> header_text_hi: float ThemeOutliner.text -> text: float ThemeOutliner.text_hi -> text_hi: float ThemeOutliner.title -> title: float ThemeProperties.back -> back: float ThemeProperties.button -> button: float ThemeProperties.button_text -> button_text: float ThemeProperties.button_text_hi -> button_text_hi: float ThemeProperties.button_title -> button_title: float ThemeProperties.header -> header: float ThemeProperties.header_text -> header_text: float ThemeProperties.header_text_hi -> header_text_hi: float ThemeProperties.panel -> panel: float ThemeProperties.text -> text: float ThemeProperties.text_hi -> text_hi: float ThemeProperties.title -> title: float ThemeSequenceEditor.audio_strip -> audio_strip: float ThemeSequenceEditor.back -> back: float ThemeSequenceEditor.button -> button: float ThemeSequenceEditor.button_text -> button_text: float ThemeSequenceEditor.button_text_hi -> button_text_hi: float ThemeSequenceEditor.button_title -> button_title: float ThemeSequenceEditor.draw_action -> draw_action: float ThemeSequenceEditor.effect_strip -> effect_strip: float ThemeSequenceEditor.frame_current -> frame_current: float ThemeSequenceEditor.grid -> grid: float ThemeSequenceEditor.header -> header: float ThemeSequenceEditor.header_text -> header_text: float ThemeSequenceEditor.header_text_hi -> header_text_hi: float ThemeSequenceEditor.image_strip -> image_strip: float ThemeSequenceEditor.keyframe -> keyframe: float ThemeSequenceEditor.meta_strip -> meta_strip: float ThemeSequenceEditor.movie_strip -> movie_strip: float ThemeSequenceEditor.plugin_strip -> plugin_strip: float ThemeSequenceEditor.scene_strip -> scene_strip: float ThemeSequenceEditor.text -> text: float ThemeSequenceEditor.text_hi -> text_hi: float ThemeSequenceEditor.title -> title: float ThemeSequenceEditor.transition_strip -> transition_strip: float ThemeSequenceEditor.window_sliders -> window_sliders: float ThemeStyle.grouplabel -> grouplabel: pointer, (read-only) ThemeStyle.paneltitle -> paneltitle: pointer, (read-only) ThemeStyle.panelzoom -> panelzoom: float Default zoom level for panel areas ThemeStyle.widget -> widget: pointer, (read-only) ThemeStyle.widgetlabel -> widgetlabel: pointer, (read-only) ThemeTextEditor.back -> back: float ThemeTextEditor.button -> button: float ThemeTextEditor.button_text -> button_text: float ThemeTextEditor.button_text_hi -> button_text_hi: float ThemeTextEditor.button_title -> button_title: float ThemeTextEditor.cursor -> cursor: float ThemeTextEditor.header -> header: float ThemeTextEditor.header_text -> header_text: float ThemeTextEditor.header_text_hi -> header_text_hi: float ThemeTextEditor.line_numbers_background -> line_numbers_background: float ThemeTextEditor.scroll_bar -> scroll_bar: float ThemeTextEditor.selected_text -> selected_text: float ThemeTextEditor.syntax_builtin -> syntax_builtin: float ThemeTextEditor.syntax_comment -> syntax_comment: float ThemeTextEditor.syntax_numbers -> syntax_numbers: float ThemeTextEditor.syntax_special -> syntax_special: float ThemeTextEditor.syntax_string -> syntax_string: float ThemeTextEditor.text -> text: float ThemeTextEditor.text_hi -> text_hi: float ThemeTextEditor.title -> title: float ThemeTimeline.back -> back: float ThemeTimeline.button -> button: float ThemeTimeline.button_text -> button_text: float ThemeTimeline.button_text_hi -> button_text_hi: float ThemeTimeline.button_title -> button_title: float ThemeTimeline.frame_current -> frame_current: float ThemeTimeline.grid -> grid: float ThemeTimeline.header -> header: float ThemeTimeline.header_text -> header_text: float ThemeTimeline.header_text_hi -> header_text_hi: float ThemeTimeline.text -> text: float ThemeTimeline.text_hi -> text_hi: float ThemeTimeline.title -> title: float ThemeUserInterface.icon_file -> icon_file: string ThemeUserInterface.wcol_box -> wcol_box: pointer, (read-only) ThemeUserInterface.wcol_list_item -> wcol_list_item: pointer, (read-only) ThemeUserInterface.wcol_menu -> wcol_menu: pointer, (read-only) ThemeUserInterface.wcol_menu_back -> wcol_menu_back: pointer, (read-only) ThemeUserInterface.wcol_menu_item -> wcol_menu_item: pointer, (read-only) ThemeUserInterface.wcol_num -> wcol_num: pointer, (read-only) ThemeUserInterface.wcol_numslider -> wcol_numslider: pointer, (read-only) ThemeUserInterface.wcol_option -> wcol_option: pointer, (read-only) ThemeUserInterface.wcol_progress -> wcol_progress: pointer, (read-only) ThemeUserInterface.wcol_pulldown -> wcol_pulldown: pointer, (read-only) ThemeUserInterface.wcol_radio -> wcol_radio: pointer, (read-only) ThemeUserInterface.wcol_regular -> wcol_regular: pointer, (read-only) ThemeUserInterface.wcol_scroll -> wcol_scroll: pointer, (read-only) ThemeUserInterface.wcol_state -> wcol_state: pointer, (read-only) ThemeUserInterface.wcol_text -> wcol_text: pointer, (read-only) ThemeUserInterface.wcol_toggle -> wcol_toggle: pointer, (read-only) ThemeUserInterface.wcol_tool -> wcol_tool: pointer, (read-only) ThemeUserPreferences.back -> back: float ThemeUserPreferences.button -> button: float ThemeUserPreferences.button_text -> button_text: float ThemeUserPreferences.button_text_hi -> button_text_hi: float ThemeUserPreferences.button_title -> button_title: float ThemeUserPreferences.header -> header: float ThemeUserPreferences.header_text -> header_text: float ThemeUserPreferences.header_text_hi -> header_text_hi: float ThemeUserPreferences.text -> text: float ThemeUserPreferences.text_hi -> text_hi: float ThemeUserPreferences.title -> title: float ThemeView3D.act_spline -> act_spline: float ThemeView3D.back -> back: float ThemeView3D.bone_pose -> bone_pose: float ThemeView3D.bone_solid -> bone_solid: float ThemeView3D.button -> button: float ThemeView3D.button_text -> button_text: float ThemeView3D.button_text_hi -> button_text_hi: float ThemeView3D.button_title -> button_title: float ThemeView3D.edge_crease -> edge_crease: float ThemeView3D.edge_facesel -> edge_facesel: float ThemeView3D.edge_seam -> edge_seam: float ThemeView3D.edge_select -> edge_select: float ThemeView3D.edge_sharp -> edge_sharp: float ThemeView3D.editmesh_active -> editmesh_active: float ThemeView3D.face -> face: float ThemeView3D.face_dot -> face_dot: float ThemeView3D.face_select -> face_select: float ThemeView3D.facedot_size -> facedot_size: int ThemeView3D.frame_current -> frame_current: float ThemeView3D.grid -> grid: float ThemeView3D.handle_align -> handle_align: float ThemeView3D.handle_auto -> handle_auto: float ThemeView3D.handle_free -> handle_free: float ThemeView3D.handle_sel_align -> handle_sel_align: float ThemeView3D.handle_sel_auto -> handle_sel_auto: float ThemeView3D.handle_sel_free -> handle_sel_free: float ThemeView3D.handle_sel_vect -> handle_sel_vect: float ThemeView3D.handle_vect -> handle_vect: float ThemeView3D.header -> header: float ThemeView3D.header_text -> header_text: float ThemeView3D.header_text_hi -> header_text_hi: float ThemeView3D.lamp -> lamp: float ThemeView3D.lastsel_point -> lastsel_point: float ThemeView3D.normal -> normal: float ThemeView3D.nurb_sel_uline -> nurb_sel_uline: float ThemeView3D.nurb_sel_vline -> nurb_sel_vline: float ThemeView3D.nurb_uline -> nurb_uline: float ThemeView3D.nurb_vline -> nurb_vline: float ThemeView3D.object_active -> object_active: float ThemeView3D.object_grouped -> object_grouped: float ThemeView3D.object_grouped_active -> object_grouped_active: float ThemeView3D.object_selected -> object_selected: float ThemeView3D.panel -> panel: float ThemeView3D.text -> text: float ThemeView3D.text_hi -> text_hi: float ThemeView3D.title -> title: float ThemeView3D.transform -> transform: float ThemeView3D.vertex -> vertex: float ThemeView3D.vertex_normal -> vertex_normal: float ThemeView3D.vertex_select -> vertex_select: float ThemeView3D.vertex_size -> vertex_size: int ThemeView3D.wire -> wire: float ThemeWidgetColors.inner -> inner: float ThemeWidgetColors.inner_sel -> inner_sel: float ThemeWidgetColors.item -> item: float ThemeWidgetColors.outline -> outline: float ThemeWidgetColors.shadedown -> shadedown: int ThemeWidgetColors.shadetop -> shadetop: int ThemeWidgetColors.text -> text: float ThemeWidgetColors.text_sel -> text_sel: float ThemeWidgetStateColors.blend -> blend: float ThemeWidgetStateColors.inner_anim -> inner_anim: float ThemeWidgetStateColors.inner_anim_sel -> inner_anim_sel: float ThemeWidgetStateColors.inner_driven -> inner_driven: float ThemeWidgetStateColors.inner_driven_sel -> inner_driven_sel: float ThemeWidgetStateColors.inner_key -> inner_key: float ThemeWidgetStateColors.inner_key_sel -> inner_key_sel: float TimelineMarker.camera -> camera: pointer Camera this timeline sets to active TimelineMarker.frame -> frame: int The frame on which the timeline marker appears TimelineMarker.name -> name: string ToolSettings.autokey_mode -> autokey_mode: enum Mode of automatic keyframe insertion for Objects and Bones ToolSettings.edge_path_mode -> edge_path_mode: enum The edge flag to tag when selecting the shortest path ToolSettings.etch_adaptive_limit -> etch_adaptive_limit: float Number of bones in the subdivided stroke ToolSettings.etch_convert_mode -> etch_convert_mode: enum Method used to convert stroke to bones ToolSettings.etch_length_limit -> etch_length_limit: float Number of bones in the subdivided stroke ToolSettings.etch_number -> etch_number: string DOC BROKEN ToolSettings.etch_roll_mode -> etch_roll_mode: enum Method used to adjust the roll of bones when retargeting ToolSettings.etch_side -> etch_side: string DOC BROKEN ToolSettings.etch_subdivision_number -> etch_subdivision_number: int Number of bones in the subdivided stroke ToolSettings.etch_template -> etch_template: pointer Template armature that will be retargeted to the stroke ToolSettings.image_paint -> image_paint: pointer, (read-only) ToolSettings.normal_size -> normal_size: float Display size for normals in the 3D view ToolSettings.particle_edit -> particle_edit: pointer, (read-only) ToolSettings.proportional_editing -> proportional_edit: enum Proportional editing mode ToolSettings.proportional_editing_falloff -> proportional_edit_falloff: enum Falloff type for proportional editing mode ToolSettings.sculpt -> sculpt: pointer, (read-only) ToolSettings.snap_element -> snap_element: enum Type of element to snap to ToolSettings.snap_target -> snap_target: enum Which part to snap onto the target ToolSettings.uv_selection_mode -> uv_selection_mode: enum UV selection and display mode ToolSettings.vertex_group_weight -> vertex_group_weight: float Weight to assign in vertex groups ToolSettings.vertex_paint -> vertex_paint: pointer, (read-only) ToolSettings.weight_paint -> weight_paint: pointer, (read-only) TouchSensor.material -> material: pointer Only look for objects with this material TrackToConstraint.head_tail -> head_tail: float Target along length of bone: Head=0, Tail=1 TrackToConstraint.subtarget -> subtarget: string TrackToConstraint.target -> target: pointer Target Object TrackToConstraint.track -> track: enum Axis that points to the target object TrackToConstraint.up -> up: enum Axis that points upward TransformConstraint.from_max_x -> from_max_x: float Top range of X axis source motion TransformConstraint.from_max_y -> from_max_y: float Top range of Y axis source motion TransformConstraint.from_max_z -> from_max_z: float Top range of Z axis source motion TransformConstraint.from_min_x -> from_min_x: float Bottom range of X axis source motion TransformConstraint.from_min_y -> from_min_y: float Bottom range of Y axis source motion TransformConstraint.from_min_z -> from_min_z: float Bottom range of Z axis source motion TransformConstraint.map_from -> map_from: enum The transformation type to use from the target TransformConstraint.map_to -> map_to: enum The transformation type to affect of the constrained object TransformConstraint.map_to_x_from -> map_to_x_from: enum The source axis constrained object's X axis uses TransformConstraint.map_to_y_from -> map_to_y_from: enum The source axis constrained object's Y axis uses TransformConstraint.map_to_z_from -> map_to_z_from: enum The source axis constrained object's Z axis uses TransformConstraint.subtarget -> subtarget: string TransformConstraint.target -> target: pointer Target Object TransformConstraint.to_max_x -> to_max_x: float Top range of X axis destination motion TransformConstraint.to_max_y -> to_max_y: float Top range of Y axis destination motion TransformConstraint.to_max_z -> to_max_z: float Top range of Z axis destination motion TransformConstraint.to_min_x -> to_min_x: float Bottom range of X axis destination motion TransformConstraint.to_min_y -> to_min_y: float Bottom range of Y axis destination motion TransformConstraint.to_min_z -> to_min_z: float Bottom range of Z axis destination motion TransformOrientation.matrix -> matrix: float TransformOrientation.name -> name: string TransformSequence.interpolation -> interpolation: enum TransformSequence.rotation_start -> rotation_start: float TransformSequence.scale_start_x -> scale_start_x: float TransformSequence.scale_start_y -> scale_start_y: float TransformSequence.translate_start_x -> translate_start_x: float TransformSequence.translate_start_y -> translate_start_y: float TransformSequence.translation_unit -> translation_unit: enum UILayout.alignment -> alignment: enum UILayout.operator_context -> operator_context: enum UILayout.scale_x -> scale_x: float UILayout.scale_y -> scale_y: float UVProjectModifier.aspect_x -> aspect_x: float UVProjectModifier.aspect_y -> aspect_y: float UVProjectModifier.image -> image: pointer UVProjectModifier.num_projectors -> num_projectors: int Number of projectors to use UVProjectModifier.projectors -> projectors: collection, (read-only) UVProjectModifier.scale_x -> scale_x: float UVProjectModifier.scale_y -> scale_y: float UVProjectModifier.uv_layer -> uv_layer: string UV layer name UVProjector.object -> object: pointer Object to use as projector transform UnitSettings.rotation_units -> rotation_units: enum Unit to use for displaying/editing rotation values UnitSettings.scale_length -> scale_length: float Scale to use when converting between blender units and dimensions UnitSettings.system -> system: enum The unit system to use for button display UserPreferences.active_section -> active_section: enum Active section of the user preferences shown in the user interface UserPreferences.addons -> addons: collection, (read-only) UserPreferences.edit -> edit: pointer, (read-only) Settings for interacting with Blender data UserPreferences.filepaths -> filepaths: pointer, (read-only) Default paths for external files UserPreferences.inputs -> inputs: pointer, (read-only) Settings for input devices UserPreferences.system -> system: pointer, (read-only) Graphics driver and operating system settings UserPreferences.themes -> themes: collection, (read-only) UserPreferences.uistyles -> uistyles: collection, (read-only) UserPreferences.view -> view: pointer, (read-only) Preferences related to viewing data UserPreferencesEdit.auto_keying_mode -> auto_keying_mode: enum Mode of automatic keyframe insertion for Objects and Bones UserPreferencesEdit.grease_pencil_eraser_radius -> grease_pencil_eraser_radius: int Radius of eraser 'brush' UserPreferencesEdit.grease_pencil_euclidean_distance -> grease_pencil_euclidean_distance: int Distance moved by mouse when drawing stroke (in pixels) to include UserPreferencesEdit.grease_pencil_manhattan_distance -> grease_pencil_manhattan_distance: int Pixels moved by mouse per axis when drawing stroke UserPreferencesEdit.keyframe_new_handle_type -> keyframe_new_handle_type: enum UserPreferencesEdit.keyframe_new_interpolation_type -> keyframe_new_interpolation_type: enum UserPreferencesEdit.material_link -> material_link: enum Toggle whether the material is linked to object data or the object block UserPreferencesEdit.object_align -> object_align: enum When adding objects from a 3D View menu, either align them to that view's direction or the world coordinates UserPreferencesEdit.undo_memory_limit -> undo_memory_limit: int Maximum memory usage in megabytes (0 means unlimited) UserPreferencesEdit.undo_steps -> undo_steps: int Number of undo steps available (smaller values conserve memory) UserPreferencesFilePaths.animation_player -> animation_player: string Path to a custom animation/frame sequence player UserPreferencesFilePaths.animation_player_preset -> animation_player_preset: enum Preset configs for external animation players UserPreferencesFilePaths.auto_save_time -> auto_save_time: int The time (in minutes) to wait between automatic temporary saves UserPreferencesFilePaths.fonts_directory -> fonts_directory: string The default directory to search for loading fonts UserPreferencesFilePaths.image_editor -> image_editor: string Path to an image editor UserPreferencesFilePaths.python_scripts_directory -> python_scripts_directory: string The default directory to search for Python scripts (resets python module search path: sys.path) UserPreferencesFilePaths.recent_files -> recent_files: int Maximum number of recently opened files to remember UserPreferencesFilePaths.render_output_directory -> render_output_directory: string The default directory for rendering output UserPreferencesFilePaths.save_version -> save_version: int The number of old versions to maintain in the current directory, when manually saving UserPreferencesFilePaths.sequence_plugin_directory -> sequence_plugin_directory: string The default directory to search for sequence plugins UserPreferencesFilePaths.sounds_directory -> sounds_directory: string The default directory to search for sounds UserPreferencesFilePaths.temporary_directory -> temporary_directory: string The directory for storing temporary save files UserPreferencesFilePaths.texture_plugin_directory -> texture_plugin_directory: string The default directory to search for texture plugins UserPreferencesFilePaths.textures_directory -> textures_directory: string The default directory to search for textures UserPreferencesInput.double_click_time -> double_click_time: int The time (in ms) for a double click UserPreferencesInput.edited_keymaps -> edited_keymaps: collection, (read-only) UserPreferencesInput.ndof_pan_speed -> ndof_pan_speed: int The overall panning speed of an NDOF device, as percent of standard UserPreferencesInput.ndof_rotate_speed -> ndof_rotate_speed: int The overall rotation speed of an NDOF device, as percent of standard UserPreferencesInput.select_mouse -> select_mouse: enum The mouse button used for selection UserPreferencesInput.view_rotation -> view_rotation: enum Rotation style in the viewport UserPreferencesInput.zoom_axis -> zoom_axis: enum Axis of mouse movement to zoom in or out on UserPreferencesInput.zoom_style -> zoom_style: enum Which style to use for viewport scaling UserPreferencesSystem.audio_channels -> audio_channels: enum Sets the audio channel count UserPreferencesSystem.audio_device -> audio_device: enum Sets the audio output device UserPreferencesSystem.audio_mixing_buffer -> audio_mixing_buffer: enum Sets the number of samples used by the audio mixing buffer UserPreferencesSystem.audio_sample_format -> audio_sample_format: enum Sets the audio sample format UserPreferencesSystem.audio_sample_rate -> audio_sample_rate: enum Sets the audio sample rate UserPreferencesSystem.clip_alpha -> clip_alpha: float Clip alpha below this threshold in the 3D textured view UserPreferencesSystem.color_picker_type -> color_picker_type: enum Different styles of displaying the color picker widget UserPreferencesSystem.dpi -> dpi: int Font size and resolution for display UserPreferencesSystem.frame_server_port -> frame_server_port: int Frameserver Port for Frameserver Rendering UserPreferencesSystem.gl_texture_limit -> gl_texture_limit: enum Limit the texture size to save graphics memory UserPreferencesSystem.language -> language: enum Language use for translation UserPreferencesSystem.memory_cache_limit -> memory_cache_limit: int Memory cache limit in sequencer (megabytes) UserPreferencesSystem.prefetch_frames -> prefetch_frames: int Number of frames to render ahead during playback UserPreferencesSystem.screencast_fps -> screencast_fps: int Frame rate for the screencast to be played back UserPreferencesSystem.screencast_wait_time -> screencast_wait_time: int Time in milliseconds between each frame recorded for screencast UserPreferencesSystem.scrollback -> scrollback: int Maximum number of lines to store for the console buffer UserPreferencesSystem.solid_lights -> solid_lights: collection, (read-only) Lights user to display objects in solid draw mode UserPreferencesSystem.texture_collection_rate -> texture_collection_rate: int Number of seconds between each run of the GL texture garbage collector UserPreferencesSystem.texture_time_out -> texture_time_out: int Time since last access of a GL texture in seconds after which it is freed. (Set to 0 to keep textures allocated.) UserPreferencesSystem.weight_color_range -> weight_color_range: pointer, (read-only) Color range used for weight visualization in weight painting mode UserPreferencesSystem.window_draw_method -> window_draw_method: enum Drawing method used by the window manager UserPreferencesView.manipulator_handle_size -> manipulator_handle_size: int Size of widget handles as percentage of widget radius UserPreferencesView.manipulator_hotspot -> manipulator_hotspot: int Hotspot in pixels for clicking widget handles UserPreferencesView.manipulator_size -> manipulator_size: int Diameter of widget, in 10 pixel units UserPreferencesView.mini_axis_brightness -> mini_axis_brightness: int The brightness of the icon UserPreferencesView.mini_axis_size -> mini_axis_size: int The axis icon's size UserPreferencesView.object_origin_size -> object_origin_size: int Diameter in Pixels for Object/Lamp origin display UserPreferencesView.open_left_mouse_delay -> open_left_mouse_delay: int Time in 1/10 seconds to hold the Left Mouse Button before opening the toolbox UserPreferencesView.open_right_mouse_delay -> open_right_mouse_delay: int Time in 1/10 seconds to hold the Right Mouse Button before opening the toolbox UserPreferencesView.open_sublevel_delay -> open_sublevel_delay: int Time delay in 1/10 seconds before automatically opening sub level menus UserPreferencesView.open_toplevel_delay -> open_toplevel_delay: int Time delay in 1/10 seconds before automatically opening top level menus UserPreferencesView.properties_width_check -> properties_width_check: int Dual Column layout will change to single column layout when the width of the area gets below this value (needs restart to take effect) UserPreferencesView.rotation_angle -> rotation_angle: int The rotation step for numerical pad keys (2 4 6 8) UserPreferencesView.smooth_view -> smooth_view: int The time to animate the view in milliseconds, zero to disable UserPreferencesView.timecode_style -> timecode_style: enum Format of Time Codes displayed when not displaying timing in terms of frames UserPreferencesView.view2d_grid_minimum_spacing -> view2d_grid_spacing_min: int Minimum number of pixels between each gridline in 2D Viewports UserPreferencesView.wheel_scroll_lines -> wheel_scroll_lines: int The number of lines scrolled at a time with the mouse wheel UserSolidLight.diffuse_color -> diffuse_color: float The diffuse color of the OpenGL light UserSolidLight.direction -> direction: float The direction that the OpenGL light is shining UserSolidLight.specular_color -> specular_color: float The color of the lights specular highlight ValueNodeSocket.default_value -> default_value: float Default value of the socket when no link is attached ValueNodeSocket.name -> name: string, (read-only) Socket name VectorFont.filepath -> filepath: string, (read-only) VectorFont.packed_file -> packed_file: pointer, (read-only) VectorNodeSocket.default_value -> default_value: float Default value of the socket when no link is attached VectorNodeSocket.name -> name: string, (read-only) Socket name VertexGroup.index -> index: int, (read-only) Index number of the vertex group VertexGroup.name -> name: string Vertex group name VertexGroupElement.group -> group: int, (read-only) VertexGroupElement.weight -> weight: float Vertex Weight VoronoiTexture.coloring -> color_mode: enum VoronoiTexture.distance_metric -> distance_metric: enum VoronoiTexture.minkovsky_exponent -> minkovsky_exponent: float Minkovsky exponent VoronoiTexture.nabla -> nabla: float Size of derivative offset used for calculating normal VoronoiTexture.noise_intensity -> noise_intensity: float VoronoiTexture.noise_size -> noise_size: float Sets scaling for noise input VoronoiTexture.weight_1 -> weight_1: float Voronoi feature weight 1 VoronoiTexture.weight_2 -> weight_2: float Voronoi feature weight 2 VoronoiTexture.weight_3 -> weight_3: float Voronoi feature weight 3 VoronoiTexture.weight_4 -> weight_4: float Voronoi feature weight 4 VoxelData.domain_object -> domain_object: pointer Object used as the smoke simulation domain VoxelData.extension -> extension: enum Sets how the texture is extrapolated past its original bounds VoxelData.file_format -> file_format: enum Format of the source data set to render VoxelData.intensity -> intensity: float Multiplier for intensity values VoxelData.interpolation -> interpolation: enum Method to interpolate/smooth values between voxel cells VoxelData.resolution -> resolution: int Resolution of the voxel grid VoxelData.smoke_data_type -> smoke_data_type: enum Simulation value to be used as a texture VoxelData.source_path -> source_path: string The external source data file to use VoxelData.still_frame_number -> still_frame_number: int The frame number to always use VoxelDataTexture.image -> image: pointer VoxelDataTexture.image_user -> image_user: pointer, (read-only) Parameters defining which layer, pass and frame of the image is displayed VoxelDataTexture.voxeldata -> voxeldata: pointer, (read-only) The voxel data associated with this texture WaveModifier.damping_time -> damping_time: float WaveModifier.falloff_radius -> falloff_radius: float WaveModifier.height -> height: float WaveModifier.lifetime -> lifetime: float WaveModifier.narrowness -> narrowness: float WaveModifier.speed -> speed: float WaveModifier.start_position_object -> start_position_object: pointer WaveModifier.start_position_x -> start_position_x: float WaveModifier.start_position_y -> start_position_y: float WaveModifier.texture -> texture: pointer Texture for modulating the wave WaveModifier.texture_coordinates -> texture_coordinates: enum Texture coordinates used for modulating input WaveModifier.texture_coordinates_object -> texture_coordinates_object: pointer WaveModifier.time_offset -> time_offset: float Either the starting frame (for positive speed) or ending frame (for negative speed.) WaveModifier.uv_layer -> uv_layer: string UV layer name WaveModifier.vertex_group -> vertex_group: string Vertex group name for modulating the wave WaveModifier.width -> width: float Window.screen -> screen: pointer Active screen showing in the window WindowManager.active_keyconfig -> active_keyconfig: pointer WindowManager.default_keyconfig -> default_keyconfig: pointer, (read-only) WindowManager.keyconfigs -> keyconfigs: collection, (read-only) Registered key configurations WindowManager.operators -> operators: collection, (read-only) Operator registry WindowManager.windows -> windows: collection, (read-only) Open windows WipeSequence.angle -> angle: float Edge angle WipeSequence.blur_width -> blur_width: float Width of the blur edge, in percentage relative to the image size WipeSequence.direction -> direction: enum Wipe direction WipeSequence.transition_type -> transition_type: enum WoodTexture.nabla -> nabla: float Size of derivative offset used for calculating normal WoodTexture.noise_basis -> noise_basis: enum Sets the noise basis used for turbulence WoodTexture.noise_size -> noise_size: float Sets scaling for noise input WoodTexture.noise_type -> noise_type: enum WoodTexture.noisebasis2 -> noisebasis2: enum WoodTexture.stype -> stype: enum WoodTexture.turbulence -> turbulence: float Sets the turbulence of the bandnoise and ringnoise types World.active_texture -> active_texture: pointer Active texture slot being displayed World.active_texture_index -> active_texture_index: int Index of active texture slot World.ambient_color -> ambient_color: float World.animation_data -> animation_data: pointer, (read-only) Animation data for this datablock World.exposure -> exposure: float Amount of exponential color correction for light World.horizon_color -> horizon_color: float Color at the horizon World.lighting -> lighting: pointer, (read-only) World lighting settings World.mist -> mist: pointer, (read-only) World mist settings World.range -> range: float The color range that will be mapped to 0-1 World.stars -> stars: pointer, (read-only) World stars settings World.texture_slots -> texture_slots: collection, (read-only) Texture slots defining the mapping and influence of textures World.zenith_color -> zenith_color: float Color at the zenith WorldLighting.adapt_to_speed -> adapt_to_speed: float Use the speed vector pass to reduce AO samples in fast moving pixels. Higher values result in more aggressive sample reduction. Requires Vec pass enabled (for Raytrace Adaptive QMC) WorldLighting.ao_blend_mode -> ao_blend_type: enum Defines how AO mixes with material shading WorldLighting.ao_factor -> ao_factor: float Factor for ambient occlusion blending WorldLighting.bias -> bias: float Bias (in radians) to prevent smoothed faces from showing banding (for Raytrace Constant Jittered) WorldLighting.correction -> correction: float Ad-hoc correction for over-occlusion due to the approximation (for Approximate) WorldLighting.distance -> distance: float Length of rays, defines how far away other faces give occlusion effect WorldLighting.environment_color -> environment_color: enum Defines where the color of the environment light comes from WorldLighting.environment_energy -> environment_energy: float Defines the strength of environment light WorldLighting.error_tolerance -> error_tolerance: float Low values are slower and higher quality (for Approximate) WorldLighting.falloff_strength -> falloff_strength: float Distance attenuation factor, the higher, the 'shorter' the shadows WorldLighting.gather_method -> gather_method: enum WorldLighting.indirect_bounces -> indirect_bounces: int Number of indirect diffuse light bounces to use for approximate ambient occlusion WorldLighting.indirect_factor -> indirect_factor: float Factor for how much surrounding objects contribute to light WorldLighting.passes -> passes: int Number of preprocessing passes to reduce overocclusion (for approximate ambient occlusion) WorldLighting.sample_method -> sample_method: enum Method for generating shadow samples (for Raytrace) WorldLighting.samples -> samples: int Amount of ray samples. Higher values give smoother results and longer rendering times WorldLighting.threshold -> threshold: float Samples below this threshold will be considered fully shadowed/unshadowed and skipped (for Raytrace Adaptive QMC) WorldMistSettings.depth -> depth: float The distance over which the mist effect fades in WorldMistSettings.falloff -> falloff: enum Type of transition used to fade mist WorldMistSettings.height -> height: float Control how much mist density decreases with height WorldMistSettings.intensity -> intensity: float Intensity of the mist effect WorldMistSettings.start -> start: float Starting distance of the mist, measured from the camera WorldStarsSettings.average_separation -> average_separation: float Average distance between any two stars WorldStarsSettings.color_randomization -> color_randomization: float Randomize star colors WorldStarsSettings.min_distance -> distance_min: float Minimum distance to the camera for stars WorldStarsSettings.size -> size: float Average screen dimension of stars WorldTextureSlot.blend_factor -> blend_factor: float Amount texture affects color progression of the background WorldTextureSlot.horizon_factor -> horizon_factor: float Amount texture affects color of the horizon WorldTextureSlot.object -> object: pointer Object to use for mapping with Object texture coordinates WorldTextureSlot.texture_coordinates -> texture_coordinates: enum Texture coordinates used to map the texture onto the background WorldTextureSlot.zenith_down_factor -> zenith_down_factor: float Amount texture affects color of the zenith below WorldTextureSlot.zenith_up_factor -> zenith_up_factor: float Amount texture affects color of the zenith above