1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
|
TODO * ActionActuator.continue_last_frame -> continue_last_frame: boolean Restore last frame when switching on/off, otherwise play from the start each time
ActionGroup.expanded -> show_expanded: boolean Action Group is expanded
ActionGroup.locked -> lock: boolean Action Group is locked
ActionGroup.selected -> select: boolean Action Group is selected
Actuator.expanded -> show_expanded: boolean Set actuator expanded in the user interface
AnimData.nla_enabled -> use_nla: boolean NLA stack is evaluated when evaluating this block
AnimVizMotionPaths.highlight_keyframes -> show_keyframe_highlight: boolean Emphasize position of keyframes on Motion Paths
AnimVizMotionPaths.search_all_action_keyframes -> show_keyframe_action_all: boolean For bone motion paths, search whole Action for keyframes instead of in group with matching name only (is slower)
AnimVizMotionPaths.show_frame_numbers -> show_frame_numbers: boolean Show frame numbers on Motion Paths
AnimVizMotionPaths.show_keyframe_numbers -> show_keyframe_numbers: boolean Show frame numbers of Keyframes on Motion Paths
AnimVizOnionSkinning.only_selected -> show_only_selected: boolean For Pose-Mode drawing, only draw ghosts for selected bones
Area.show_menus -> show_menus: boolean Show menus in the header
AreaLamp.dither -> use_dither: boolean Use 2x2 dithering for sampling (Constant Jittered sampling)
AreaLamp.jitter -> use_jitter: boolean Use noise for sampling (Constant Jittered sampling)
AreaLamp.only_shadow -> use_only_shadow: boolean Causes light to cast shadows only without illuminating objects
AreaLamp.shadow_layer -> use_shadow_layer: boolean Causes only objects on the same layer to cast shadows
AreaLamp.umbra -> use_umbra: boolean Emphasize parts that are fully shadowed (Constant Jittered sampling)
Armature.auto_ik -> use_auto_ik: boolean Add temporaral IK constraints while grabbing bones in Pose Mode
TODO * Armature.deform_envelope -> use_deform_envelope: boolean Enable Bone Envelopes when defining deform
TODO * Armature.deform_quaternion -> use_deform_quaternion: boolean Enable deform rotation with Quaternions
TODO * Armature.deform_vertexgroups -> use_deform_vertexgroups: boolean Enable Vertex Groups when defining deform
TODO * Armature.delay_deform -> use_deform_delay: boolean Don't deform children when manipulating bones in Pose Mode
Armature.draw_axes -> show_axes: boolean Draw bone axes
Armature.draw_custom_bone_shapes -> show_bone_custom_shapes: boolean Draw bones with their custom shapes
Armature.draw_group_colors -> show_group_colors: boolean Draw bone group colors
Armature.draw_names -> show_names: boolean Draw bone names
TODO * Armature.ghost_only_selected -> show_only_ghost_selected: boolean
Armature.layer -> layer: boolean Armature layer visibility
Armature.layer_protection -> layer_protected: boolean Protected layers in Proxy Instances are restored to Proxy settings on file reload and undo
Armature.x_axis_mirror -> use_mirror_x: boolean Apply changes to matching bone on opposite side of X-Axis
ArmatureModifier.invert -> invert_vertex_group: boolean Invert vertex group influence
TODO * ArmatureModifier.multi_modifier -> use_multi_modifier: boolean Use same input as previous modifier, and mix results using overall vgroup
TODO * ArmatureModifier.quaternion -> use_preserve_volume: boolean Deform rotation interpolation with quaternions
TODO * ArmatureModifier.use_bone_envelopes -> use_bone_envelopes: boolean
TODO * ArmatureModifier.use_vertex_groups -> use_vertex_groups: boolean
ArrayModifier.add_offset_object -> use_object_offset: boolean Add another object's transformation to the total offset
ArrayModifier.constant_offset -> use_constant_offset: boolean Add a constant offset
TODO * ArrayModifier.merge_adjacent_vertices -> use_merge_vertex: boolean Merge vertices in adjacent duplicates
TODO * ArrayModifier.merge_end_vertices -> use_merge_vertex_end: boolean Merge vertices in first and last duplicates
ArrayModifier.relative_offset -> use_relative_offset: boolean Add an offset relative to the object's bounding box
BackgroundImage.show_expanded -> show_expanded: boolean Show the expanded in the user interface
TODO * BevelModifier.only_vertices -> use_only_vertex: boolean Bevel verts/corners, not edges
BezierSplinePoint.hidden -> hide: boolean Visibility status
BezierSplinePoint.selected_control_point -> select_control_point: boolean Control point selection status
BezierSplinePoint.selected_handle1 -> select_left_handle: boolean Handle 1 selection status
BezierSplinePoint.selected_handle2 -> select_right_handle: boolean Handle 2 selection status
BoidRule.in_air -> use_in_air: boolean Use rule when boid is flying
BoidRule.on_land -> use_on_land: boolean Use rule when boid is on land
BoidRuleAvoid.predict -> use_predict: boolean Predict target movement
TODO * BoidRuleAvoidCollision.boids -> use_avoid: boolean Avoid collision with other boids
TODO * BoidRuleAvoidCollision.deflectors -> use_avoid_collision: boolean Avoid collision with deflector objects
BoidRuleFollowLeader.line -> use_line: boolean Follow leader in a line
BoidRuleGoal.predict -> use_predict: boolean Predict target movement
BoidSettings.allow_climb -> use_climb: boolean Allow boids to climb goal objects
BoidSettings.allow_flight -> use_flight: boolean Allow boids to move in air
BoidSettings.allow_land -> use_land: boolean Allow boids to move on land
TODO * Bone.connected -> use_connect: boolean, (read-only) When bone has a parent, bone's head is struck to the parent's tail
TODO * Bone.cyclic_offset -> use_cyclic_offset: boolean When bone doesn't have a parent, it receives cyclic offset effects
TODO * Bone.deform -> use_deform: boolean Bone does not deform any geometry
Bone.draw_wire -> show_wire: boolean Bone is always drawn as Wireframe regardless of viewport draw mode. Useful for non-obstructive custom bone shapes
Bone.hidden -> hide: boolean Bone is not visible when it is not in Edit Mode (i.e. in Object or Pose Modes)
TODO * Bone.hinge -> use_hinge: boolean Bone inherits rotation or scale from parent bone
Bone.inherit_scale -> use_inherit_scale: boolean Bone inherits scaling from parent bone
Bone.layer -> layer: boolean Layers bone exists in
TODO * Bone.local_location -> use_local_location: boolean Bone location is set in local space
TODO * Bone.multiply_vertexgroup_with_envelope -> use_envelope_multiply: boolean When deforming bone, multiply effects of Vertex Group weights with Envelope influence
TODO * Bone.restrict_select -> restrict_select: boolean Bone is able to be selected
Bone.selected -> select: boolean
BooleanProperty.default -> default: boolean, (read-only) Default value for this number
BooleanProperty.default_array -> default_array: boolean, (read-only) Default value for this array
Brush.use_accumulate -> use_accumulate: boolean Accumulate stroke dabs on top of each other
Brush.use_airbrush -> use_airbrush: boolean Keep applying paint effect while holding mouse (spray)
Brush.use_alpha -> use_alpha: boolean When this is disabled, lock alpha while painting
Brush.use_anchor -> use_anchor: boolean Keep the brush anchored to the initial location
Brush.use_jitter_pressure -> use_pressure_jitter: boolean Enable tablet pressure sensitivity for jitter
Brush.use_persistent -> use_persistent: boolean Sculpts on a persistent layer of the mesh
Brush.use_rake -> use_rake: boolean Rotate the brush texture to match the stroke direction
Brush.use_size_pressure -> use_pressure_size: boolean Enable tablet pressure sensitivity for size
Brush.use_smooth_stroke -> use_smooth_stroke: boolean Brush lags behind mouse and follows a smoother path
Brush.use_space -> use_space: boolean Limit brush application to the distance specified by spacing
Brush.use_spacing_pressure -> use_pressure_spacing: boolean Enable tablet pressure sensitivity for spacing
Brush.use_strength_pressure -> use_pressure_strength: boolean Enable tablet pressure sensitivity for strength
Brush.use_wrap -> use_wrap: boolean Enable torus wrapping while painting
TODO * BuildModifier.randomize -> use_random: boolean Randomize the faces or edges during build
Camera.panorama -> use_panorama: boolean Render the scene with a cylindrical camera for pseudo-fisheye lens effects
Camera.show_limits -> show_limits: boolean Draw the clipping range and focus point on the camera
Camera.show_mist -> show_mist: boolean Draw a line from the Camera to indicate the mist area
Camera.show_name -> show_name: boolean Show the active Camera's name in Camera view
Camera.show_passepartout -> show_passepartout: boolean Show a darkened overlay outside the image area in Camera view
Camera.show_title_safe -> show_title_safe: boolean Show indicators for the title safe zone in Camera view
CastModifier.from_radius -> use_radius_as_size: boolean Use radius as size of projection shape (0 = auto)
CastModifier.use_transform -> use_transform: boolean Use object transform to control projection shape
CastModifier.x -> use_x: boolean
CastModifier.y -> use_y: boolean
CastModifier.z -> use_z: boolean
ChildOfConstraint.use_location_x -> use_location_x: boolean Use X Location of Parent
ChildOfConstraint.use_location_y -> use_location_y: boolean Use Y Location of Parent
ChildOfConstraint.use_location_z -> use_location_z: boolean Use Z Location of Parent
ChildOfConstraint.use_rotation_x -> use_rotation_x: boolean Use X Rotation of Parent
ChildOfConstraint.use_rotation_y -> use_rotation_y: boolean Use Y Rotation of Parent
ChildOfConstraint.use_rotation_z -> use_rotation_z: boolean Use Z Rotation of Parent
ChildOfConstraint.use_scale_x -> use_scale_x: boolean Use X Scale of Parent
ChildOfConstraint.use_scale_y -> use_scale_y: boolean Use Y Scale of Parent
ChildOfConstraint.use_scale_z -> use_scale_z: boolean Use Z Scale of Parent
ClampToConstraint.cyclic -> use_cyclic: boolean Treat curve as cyclic curve (no clamping to curve bounding box
ClothCollisionSettings.enable_collision -> use_collision: boolean Enable collisions with other objects
ClothCollisionSettings.enable_self_collision -> use_self_collision: boolean Enable self collisions
ClothSettings.pin_cloth -> use_pin_cloth: boolean Enable pinning of cloth vertices to other objects/positions
ClothSettings.stiffness_scaling -> use_stiffness_scale: boolean If enabled, stiffness can be scaled along a weight painted vertex group
TODO * CollisionSensor.collision_type -> collision_type: boolean Toggle collision on material or property
TODO * CollisionSensor.pulse -> use_pulse: boolean Changes to the set of colliding objects generates pulse
TODO * CollisionSettings.enabled -> use_collision: boolean Enable this objects as a collider for physics systems
TODO * CollisionSettings.kill_particles -> use_particle_kill: boolean Kill collided particles
TODO * CompositorNodeAlphaOver.convert_premul -> use_convert_premultiply: boolean
CompositorNodeBlur.bokeh -> use_bokeh: boolean
TODO * CompositorNodeBlur.gamma -> use_gamma_correct: boolean
CompositorNodeBlur.relative -> use_relative: boolean
CompositorNodeColorSpill.unspill -> use_unspill: boolean Compensate all channels (diffenrently) by hand
CompositorNodeCrop.crop_size -> use_crop_size: boolean Whether to crop the size of the input image
CompositorNodeDBlur.wrap -> use_wrap: boolean
TODO * CompositorNodeDefocus.gamma_correction -> use_gamma_correct: boolean Enable gamma correction before and after main process
CompositorNodeDefocus.preview -> use_preview: boolean Enable sampling mode, useful for preview when using low samplecounts
CompositorNodeDefocus.use_zbuffer -> use_zbuffer: boolean Disable when using an image as input instead of actual zbuffer (auto enabled if node not image based, eg. time node)
CompositorNodeGlare.rotate_45 -> use_rotate_45: boolean Simple star filter: add 45 degree rotation offset
CompositorNodeImage.auto_refresh -> use_auto_refresh: boolean
CompositorNodeImage.cyclic -> use_cyclic: boolean
TODO * CompositorNodeInvert.alpha -> use_alpha: boolean
CompositorNodeInvert.rgb -> invert_rgb: boolean
CompositorNodeLensdist.fit -> use_fit: boolean For positive distortion factor only: scale image such that black areas are not visible
CompositorNodeLensdist.jitter -> use_jitter: boolean Enable/disable jittering; faster, but also noisier
CompositorNodeLensdist.projector -> use_projector: boolean Enable/disable projector mode. Effect is applied in horizontal direction only
CompositorNodeMapValue.use_max -> use_max: boolean
CompositorNodeMapValue.use_min -> use_min: boolean
CompositorNodeMixRGB.alpha -> use_alpha: boolean Include alpha of second input in this operation
CompositorNodeOutputFile.exr_half -> use_exr_half: boolean
CompositorNodeVecBlur.curved -> use_curved: boolean Interpolate between frames in a bezier curve, rather than linearly
Constraint.active -> active: boolean Constraint is the one being edited
Constraint.disabled -> is_valid: boolean, (read-only) Constraint has invalid settings and will not be evaluated
Constraint.expanded -> show_expanded: boolean Constraint's panel is expanded in UI
TODO * Constraint.proxy_local -> is_proxy_local: boolean Constraint was added in this proxy instance (i.e. did not belong to source Armature)
ConstraintActuator.detect_material -> use_material_detect: boolean Detect material instead of property
ConstraintActuator.fh_normal -> use_fh_normal: boolean Add a horizontal spring force on slopes
ConstraintActuator.fh_paralel_axis -> use_fh_paralel_axis: boolean Keep object axis parallel to normal
TODO * ConstraintActuator.force_distance -> use_force_distance: boolean Force distance of object to point of impact of ray
ConstraintActuator.local -> use_local: boolean Set ray along object's axis or global axis
ConstraintActuator.normal -> use_normal: boolean Set object axis along (local axis) or parallel (global axis) to the normal at hit position
ConstraintActuator.persistent -> use_persistent: boolean Persistent actuator: stays active even if ray does not reach target
ControlFluidSettings.active -> active: boolean Object contributes to the fluid simulation
TODO * ControlFluidSettings.reverse_frames -> use_frame_reverse: boolean Reverse control object movement
Controller.expanded -> show_expanded: boolean Set controller expanded in the user interface
Controller.priority -> use_priority: boolean Mark controller for execution before all non-marked controllers (good for startup scripts)
Controller.state -> state: boolean, (read-only) Set Controller state index (1 to 30)
CopyLocationConstraint.invert_x -> invert_x: boolean Invert the X location
CopyLocationConstraint.invert_y -> invert_y: boolean Invert the Y location
CopyLocationConstraint.invert_z -> invert_z: boolean Invert the Z location
CopyLocationConstraint.use_offset -> use_offset: boolean Add original location into copied location
CopyLocationConstraint.use_x -> use_x: boolean Copy the target's X location
CopyLocationConstraint.use_y -> use_y: boolean Copy the target's Y location
CopyLocationConstraint.use_z -> use_z: boolean Copy the target's Z location
CopyRotationConstraint.invert_x -> invert_x: boolean Invert the X rotation
CopyRotationConstraint.invert_y -> invert_y: boolean Invert the Y rotation
CopyRotationConstraint.invert_z -> invert_z: boolean Invert the Z rotation
CopyRotationConstraint.use_offset -> use_offset: boolean Add original rotation into copied rotation
CopyRotationConstraint.use_x -> use_x: boolean Copy the target's X rotation
CopyRotationConstraint.use_y -> use_y: boolean Copy the target's Y rotation
CopyRotationConstraint.use_z -> use_z: boolean Copy the target's Z rotation
CopyScaleConstraint.use_offset -> use_offset: boolean Add original scale into copied scale
CopyScaleConstraint.use_x -> use_x: boolean Copy the target's X scale
CopyScaleConstraint.use_y -> use_y: boolean Copy the target's Y scale
CopyScaleConstraint.use_z -> use_z: boolean Copy the target's Z scale
Curve.auto_texspace -> use_auto_texspace: boolean Adjusts active object's texture space automatically when transforming object
TODO * Curve.back -> use_fill_back: boolean Draw filled back for extruded/beveled curves
Curve.draw_handles -> show_handles: boolean Display bezier handles in editmode
Curve.draw_normals -> show_normals: boolean Display 3D curve normals in editmode
Curve.front -> use_fill_front: boolean Draw filled front for extruded/beveled curves
TODO * Curve.map_along_length -> use_texture_map_length: boolean Generate texture mapping coordinates following the curve direction, rather than the local bounding box
Curve.use_deform_fill -> use_fill_deform: boolean Fill curve after applying deformation
Curve.use_path -> use_path: boolean Enable the curve to become a translation path
Curve.use_path_follow -> use_path_follow: boolean Make curve path children to rotate along the path
Curve.use_radius -> use_radius: boolean Option for paths: apply the curve radius with path following it and deforming
Curve.use_stretch -> use_stretch: boolean Option for curve-deform: makes deformed child to stretch along entire path
Curve.use_time_offset -> use_time_offset: boolean Children will use Time Offset value as path distance offset
CurveMapPoint.selected -> select: boolean Selection state of the curve point
CurveMapping.clip -> use_clip: boolean Force the curve view to fit a defined boundary
DelaySensor.repeat -> use_repeat: boolean Toggle repeat option. If selected, the sensor restarts after Delay+Dur logic tics
DomainFluidSettings.generate_speed_vectors -> use_speed_vectors: boolean Generate speed vectors for vector blur
DomainFluidSettings.override_time -> use_time_override: boolean Use a custom start and end time (in seconds) instead of the scene's timeline
TODO * DomainFluidSettings.reverse_frames -> use_frame_reverse: boolean Reverse fluid frames
NEGATE * DopeSheet.collapse_summary -> show_expanded_summary: boolean Collapse summary when shown, so all other channels get hidden. (DopeSheet Editors Only)
DopeSheet.display_armature -> show_armatures: boolean Include visualization of Armature related Animation data
DopeSheet.display_camera -> show_cameras: boolean Include visualization of Camera related Animation data
DopeSheet.display_curve -> show_curves: boolean Include visualization of Curve related Animation data
DopeSheet.display_lamp -> show_lamps: boolean Include visualization of Lamp related Animation data
DopeSheet.display_material -> show_materials: boolean Include visualization of Material related Animation data
DopeSheet.display_mesh -> show_meshes: boolean Include visualization of Mesh related Animation data
DopeSheet.display_metaball -> show_metaballs: boolean Include visualization of Metaball related Animation data
DopeSheet.display_node -> show_nodes: boolean Include visualization of Node related Animation data
DopeSheet.display_particle -> show_particles: boolean Include visualization of Particle related Animation data
DopeSheet.display_scene -> show_scenes: boolean Include visualization of Scene related Animation data
DopeSheet.display_shapekeys -> show_shapekeys: boolean Include visualization of ShapeKey related Animation data
DopeSheet.display_summary -> show_summary: boolean Display an additional 'summary' line. (DopeSheet Editors only)
DopeSheet.display_texture -> show_textures: boolean Include visualization of Texture related Animation data
DopeSheet.display_transforms -> show_transforms: boolean Include visualization of Object-level Animation data (mostly Transforms)
DopeSheet.display_world -> show_worlds: boolean Include visualization of World related Animation data
DopeSheet.include_missing_nla -> show_missing_nla: boolean Include Animation Data blocks with no NLA data. (NLA Editor only)
DopeSheet.only_group_objects -> show_only_group_objects: boolean Only include channels from Objects in the specified Group
DopeSheet.only_selected -> show_only_selected: boolean Only include channels relating to selected objects and data
Driver.invalid -> is_valid: boolean Driver could not be evaluated in past, so should be skipped
Driver.show_debug_info -> show_debug_info: boolean Show intermediate values for the driver calculations to allow debugging of drivers
DriverTarget.use_local_space_transforms -> use_local_space_transform: boolean Use transforms in Local Space (as opposed to the worldspace default)
EdgeSplitModifier.use_edge_angle -> use_edge_angle: boolean Split edges with high angle between faces
EdgeSplitModifier.use_sharp -> use_edge_sharp: boolean Split edges that are marked as sharp
TODO * EditBone.connected -> is_connected: boolean When bone has a parent, bone's head is struck to the parent's tail
EditBone.cyclic_offset -> use_cyclic_offset: boolean When bone doesn't have a parent, it receives cyclic offset effects
TODO * EditBone.deform -> use_deform: boolean Bone does not deform any geometry
EditBone.draw_wire -> show_wire: boolean Bone is always drawn as Wireframe regardless of viewport draw mode. Useful for non-obstructive custom bone shapes
EditBone.hidden -> hide: boolean Bone is not visible when in Edit Mode
EditBone.hinge -> use_hinge: boolean Bone inherits rotation or scale from parent bone
EditBone.inherit_scale -> use_inherit_scale: boolean Bone inherits scaling from parent bone
EditBone.layer -> layer: boolean Layers bone exists in
TODO * EditBone.local_location -> use_local_location: boolean Bone location is set in local space
EditBone.locked -> lock: boolean Bone is not able to be transformed when in Edit Mode
TODO * EditBone.multiply_vertexgroup_with_envelope -> use_envelope_multiply: boolean When deforming bone, multiply effects of Vertex Group weights with Envelope influence
TODO * EditBone.restrict_select -> restrict_select: boolean Bone is able to be selected
EditBone.selected -> select: boolean
EditBone.selected_head -> select_head: boolean
EditBone.selected_tail -> select_tail: boolean
TODO * EditObjectActuator.enable_3d_tracking -> use_track_3d: boolean Enable 3D tracking
TODO * EditObjectActuator.local_angular_velocity -> use_local_angular_velocity: boolean Apply the rotation locally
TODO * EditObjectActuator.local_linear_velocity -> use_local_linear_velocity: boolean Apply the transformation locally
TODO * EditObjectActuator.replace_display_mesh -> use_display_mesh: boolean Replace the display mesh
TODO * EditObjectActuator.replace_physics_mesh -> use_physics_mesh: boolean Replace the physics mesh (triangle bounds only - compound shapes not supported)
TODO * EffectSequence.convert_float -> use_float: boolean Convert input to float data
EffectSequence.de_interlace -> use_deinterlace: boolean For video movies to remove fields
EffectSequence.flip_x -> use_flip_x: boolean Flip on the X axis
EffectSequence.flip_y -> use_flip_y: boolean Flip on the Y axis
TODO * EffectSequence.premultiply -> use_premultiply: boolean Convert RGB from key alpha to premultiplied alpha
EffectSequence.proxy_custom_directory -> use_proxy_custom_directory: boolean Use a custom directory to store data
EffectSequence.proxy_custom_file -> use_proxy_custom_file: boolean Use a custom file to read proxy data from
TODO * EffectSequence.reverse_frames -> use_frame_reverse: boolean Reverse frame order
EffectSequence.use_color_balance -> use_color_balance: boolean (3-Way color correction) on input
EffectSequence.use_crop -> use_crop: boolean Crop image before processing
EffectSequence.use_proxy -> use_proxy: boolean Use a preview proxy for this strip
EffectSequence.use_translation -> use_translation: boolean Translate image before processing
TODO * EffectorWeights.do_growing_hair -> use_hair_grow: boolean Use force fields when growing hair
EnvironmentMap.ignore_layers -> layer_ignore: boolean Hide objects on these layers when generating the Environment Map
EnvironmentMapTexture.use_filter_size_min -> filter_size_min: boolean Use Filter Size as a minimal filter value in pixels
EnvironmentMapTexture.mipmap -> use_mipmap: boolean Uses auto-generated MIP maps for the image
EnvironmentMapTexture.mipmap_gauss -> use_mipmap_gauss: boolean Uses Gauss filter to sample down MIP maps
Event.alt -> alt: boolean, (read-only) True when the Alt/Option key is held
Event.ctrl -> ctrl: boolean, (read-only) True when the Ctrl key is held
Event.oskey -> oskey: boolean, (read-only) True when the Cmd key is held
Event.shift -> shift: boolean, (read-only) True when the Shift key is held
TODO * ExplodeModifier.alive -> show_alive: boolean Show mesh when particles are alive
TODO * ExplodeModifier.dead -> show_dead: boolean Show mesh when particles are dead
ExplodeModifier.size -> use_size: boolean Use particle size for the shrapnel
ExplodeModifier.split_edges -> use_edge_split: boolean Split face edges for nicer shrapnel
TODO * ExplodeModifier.unborn -> show_unborn: boolean Show mesh when particles are unborn
TODO * FCurve.auto_clamped_handles -> use_auto_handle_clamp: boolean All auto-handles for F-Curve are clamped
NEGATE * FCurve.disabled -> enabled: boolean F-Curve could not be evaluated in past, so should be skipped when evaluating
FCurve.locked -> lock: boolean F-Curve's settings cannot be edited
FCurve.muted -> mute: boolean F-Curve is not evaluated
FCurve.selected -> select: boolean F-Curve is selected for editing
NEGATE * FCurve.visible -> hide: boolean F-Curve and its keyframes are shown in the Graph Editor graphs
FCurveSample.selected -> select: boolean Selection status
FModifier.active -> active: boolean F-Curve Modifier is the one being edited
NEGATE * FModifier.disabled -> enabled: boolean, (read-only) F-Curve Modifier has invalid settings and will not be evaluated
FModifier.expanded -> show_expanded: boolean F-Curve Modifier's panel is expanded in UI
FModifier.muted -> mute: boolean F-Curve Modifier will not be evaluated
FModifierFunctionGenerator.additive -> use_additive: boolean Values generated by this modifier are applied on top of the existing values instead of overwriting them
FModifierGenerator.additive -> use_additive: boolean Values generated by this modifier are applied on top of the existing values instead of overwriting them
FModifierLimits.use_maximum_x -> use_max_x: boolean Use the maximum X value
FModifierLimits.use_maximum_y -> use_max_y: boolean Use the maximum Y value
FModifierLimits.use_minimum_x -> use_min_x: boolean Use the minimum X value
FModifierLimits.use_minimum_y -> use_min_y: boolean Use the minimum Y value
TODO * FModifierStepped.use_frame_end -> use_frame_end: boolean Restrict modifier to only act before its 'end' frame
TODO * FModifierStepped.use_frame_start -> use_frame_start: boolean Restrict modifier to only act after its 'start' frame
TODO * FcurveActuator.add -> use_additive: boolean F-Curve is added to the current loc/rot/scale in global or local coordinate according to Local flag
TODO * FcurveActuator.child -> use_child: boolean Update F-Curve on all children Objects as well
TODO * FcurveActuator.force -> use_force: boolean Apply F-Curve as a global or local force depending on the local option (dynamic objects only)
TODO * FcurveActuator.local -> use_local: boolean Let the F-Curve act in local coordinates, used in Force and Add mode
FieldSettings.do_absorption -> use_absorption: boolean Force gets absorbed by collision objects
TODO * FieldSettings.do_location -> use_location: boolean Effect particles' location
TODO * FieldSettings.do_rotation -> use_rotation: boolean Effect particles' dynamic rotation
TODO * FieldSettings.force_2d -> use_force_2d: boolean Apply force only in 2d
TODO * FieldSettings.global_coordinates -> use_coordinates_global: boolean Use effector/global coordinates for turbulence
TODO * FieldSettings.guide_path_add -> use_guide_path_add: boolean Based on distance/falloff it adds a portion of the entire path
FieldSettings.multiple_springs -> use_multiple_springs: boolean Every point is effected by multiple springs
TODO * FieldSettings.root_coordinates -> use_coordinates_root: boolean Texture coordinates from root particle locations
TODO * FieldSettings.use_coordinates -> use_coordinates_object: boolean Use object/global coordinates for texture
FieldSettings.use_guide_path_weight -> use_guide_path_weight: boolean Use curve weights to influence the particle influence along the curve
TODO * FieldSettings.use_max_distance -> use_distance_min: boolean Use a maximum distance for the field to work
TODO * FieldSettings.use_min_distance -> use_distance_max: boolean Use a minimum distance for the field's fall-off
TODO * FieldSettings.use_radial_max -> use_radial_max: boolean Use a maximum radial distance for the field to work
TODO * FieldSettings.use_radial_min -> use_radial_min: boolean Use a minimum radial distance for the field's fall-off
FileSelectParams.do_filter -> use_filter: boolean Enable filtering of files
FileSelectParams.filter_blender -> use_filter_blender: boolean Show .blend files
FileSelectParams.filter_folder -> use_filter_folder: boolean Show folders
FileSelectParams.filter_font -> use_filter_font: boolean Show font files
FileSelectParams.filter_image -> use_filter_image: boolean Show image files
FileSelectParams.filter_movie -> use_filter_movie: boolean Show movie files
FileSelectParams.filter_script -> use_filter_script: boolean Show script files
FileSelectParams.filter_sound -> use_filter_sound: boolean Show sound files
FileSelectParams.filter_text -> use_filter_text: boolean Show text files
NEGATE * FileSelectParams.hide_dot -> show_hidden: boolean Hide hidden dot files
Filter2DActuator.enable_motion_blur -> use_motion_blur: boolean Enable/Disable Motion Blur
FloorConstraint.sticky -> use_sticky: boolean Immobilize object while constrained
FloorConstraint.use_rotation -> use_rotation: boolean Use the target's rotation to determine floor
FluidFluidSettings.active -> active: boolean Object contributes to the fluid simulation
FluidFluidSettings.export_animated_mesh -> use_animated_mesh: boolean Export this mesh as an animated one. Slower, only use if really necessary (e.g. armatures or parented objects), animated pos/rot/scale IPOs do not require it
FollowPathConstraint.use_curve_follow -> use_curve_follow: boolean Object will follow the heading and banking of the curve
FollowPathConstraint.use_curve_radius -> use_curve_radius: boolean Objects scale by the curve radius
FollowPathConstraint.use_fixed_position -> use_fixed_location: boolean Object will stay locked to a single point somewhere along the length of the curve regardless of time
Function.registered -> registered: boolean, (read-only) Function is registered as callback as part of type registration
Function.registered_optional -> registered_optional: boolean, (read-only) Function is optionally registered as callback part of type registration
TODO * GPencilFrame.paint_lock -> lock_paint: boolean Frame is being edited (painted on)
GPencilFrame.selected -> select: boolean Frame is selected for editing in the DopeSheet
GPencilLayer.active -> active: boolean Set active layer for editing
GPencilLayer.frame_lock -> lock_frame: boolean Lock current frame displayed by layer
GPencilLayer.hide -> hide: boolean Set layer Visibility
GPencilLayer.locked -> lock: boolean Protect layer from further editing and/or frame changes
GPencilLayer.selected -> select: boolean Layer is selected for editing in the DopeSheet
GPencilLayer.show_points -> show_points: boolean Draw the points which make up the strokes (for debugging purposes)
TODO * GPencilLayer.use_onion_skinning -> use_onion_skin: boolean Ghost frames on either side of frame
GameBooleanProperty.value -> value: boolean Property value
TODO * GameObjectSettings.actor -> use_actor: boolean Object is detected by the Near and Radar sensor
TODO * GameObjectSettings.all_states -> states_all: boolean Set all state bits
GameObjectSettings.anisotropic_friction -> use_anisotropic_friction: boolean Enable anisotropic friction
GameObjectSettings.collision_compound -> use_collision_compound: boolean Add children to form a compound collision object
GameObjectSettings.debug_state -> show_debug_state: boolean Print state debug info in the game engine
TODO * GameObjectSettings.ghost -> use_ghost: boolean Object does not restitute collisions, like a ghost
TODO * GameObjectSettings.initial_state -> state_initial: boolean Initial state when the game starts
GameObjectSettings.lock_x_axis -> lock_location_x: boolean Disable simulation of linear motion along the X axis
GameObjectSettings.lock_x_rot_axis -> lock_rotation_x: boolean Disable simulation of angular motion along the X axis
GameObjectSettings.lock_y_axis -> lock_location_y: boolean Disable simulation of linear motion along the Y axis
GameObjectSettings.lock_y_rot_axis -> lock_rotation_y: boolean Disable simulation of angular motion along the Y axis
GameObjectSettings.lock_z_axis -> lock_location_z: boolean Disable simulation of linear motion along the Z axis
GameObjectSettings.lock_z_rot_axis -> lock_rotation_z: boolean Disable simulation of angular motion along the Z axis
GameObjectSettings.material_physics -> use_material_physics: boolean Use physics settings in materials
NEGATE * GameObjectSettings.no_sleeping -> use_sleep: boolean Disable auto (de)activation in physics simulation
GameObjectSettings.rotate_from_normal -> use_rotate_from_normal: boolean Use face normal to rotate object, so that it points away from the surface
GameObjectSettings.show_actuators -> show_actuators: boolean Shows actuators for this object in the user interface
GameObjectSettings.show_controllers -> show_controllers: boolean Shows controllers for this object in the user interface
GameObjectSettings.show_sensors -> show_sensors: boolean Shows sensors for this object in the user interface
GameObjectSettings.show_state_panel -> show_state_panel: boolean Show state panel
GameObjectSettings.use_activity_culling -> use_activity_culling: boolean Disable simulation of angular motion along the Z axis
GameObjectSettings.use_collision_bounds -> use_collision_bounds: boolean Specify a collision bounds type other than the default
GameObjectSettings.used_state -> state_used: boolean, (read-only) States which are being used by controllers
GameObjectSettings.visible_state -> state_visible: boolean State determining which controllers are displayed
GameProperty.debug -> show_debug: boolean Print debug information for this property
GameSoftBodySettings.bending_const -> use_bending_constraints: boolean Enable bending constraints
GameSoftBodySettings.cluster_rigid_to_softbody -> use_cluster_rigid_to_softbody: boolean Enable cluster collision between soft and rigid body
GameSoftBodySettings.cluster_soft_to_softbody -> use_cluster_soft_to_softbody: boolean Enable cluster collision between soft and soft body
GameSoftBodySettings.shape_match -> use_shape_match: boolean Enable soft body shape matching goal
GlowSequence.only_boost -> use_only_boost: boolean Show the glow buffer only
GreasePencil.use_stroke_endpoints -> use_stroke_endpoints: boolean Only use the first and last parts of the stroke for snapping
Group.layer -> layer: boolean Layers visible when this groups is instanced as a dupli
ID.fake_user -> use_fake_user: boolean Saves this datablock even if it has no users
ID.tag -> tag: boolean Tools can use this to tag data, (initial state is undefined)
Image.animated -> use_animation: boolean Use as animated texture in the game engine
Image.clamp_x -> use_clamp_x: boolean Disable texture repeating horizontally
Image.clamp_y -> use_clamp_y: boolean Disable texture repeating vertically
Image.dirty -> is_dirty: boolean, (read-only) Image has changed and is not saved
Image.fields -> use_fields: boolean Use fields of the image
Image.has_data -> is_data: boolean, (read-only) True if this image has data
Image.premultiply -> use_premultiply: boolean Convert RGB from key alpha to premultiplied alpha
Image.tiles -> use_tiles: boolean Use of tilemode for faces (default shift-LMB to pick the tile for selected faces)
ImagePaint.invert_stencil -> invert_stencil: boolean Invert the stencil layer
ImagePaint.show_brush -> show_brush: boolean Enables brush shape while not drawing
ImagePaint.show_brush_draw -> show_brush_draw: boolean Enables brush shape while drawing
TODO * ImagePaint.use_backface_cull -> use_backface_cull: boolean Ignore faces pointing away from the view (faster)
ImagePaint.use_clone_layer -> use_clone_layer: boolean Use another UV layer as clone source, otherwise use 3D the cursor as the source
ImagePaint.use_normal_falloff -> use_normal_falloff: boolean Paint most on faces pointing towards the view
ImagePaint.use_occlude -> use_occlude: boolean Only paint onto the faces directly under the brush (slower)
ImagePaint.use_projection -> use_projection: boolean Use projection painting for improved consistency in the brush strokes
ImagePaint.use_stencil_layer -> use_stencil_layer: boolean Set the mask layer from the UV layer buttons
ImageSequence.convert_float -> use_float: boolean Convert input to float data
ImageSequence.de_interlace -> use_deinterlace: boolean For video movies to remove fields
ImageSequence.flip_x -> use_flip_x: boolean Flip on the X axis
ImageSequence.flip_y -> use_flip_y: boolean Flip on the Y axis
TODO * ImageSequence.premultiply -> use_premultiply: boolean Convert RGB from key alpha to premultiplied alpha
ImageSequence.proxy_custom_directory -> use_proxy_custom_directory: boolean Use a custom directory to store data
ImageSequence.proxy_custom_file -> use_proxy_custom_file: boolean Use a custom file to read proxy data from
TODO * ImageSequence.reverse_frames -> use_frame_reverse: boolean Reverse frame order
ImageSequence.use_color_balance -> use_color_balance: boolean (3-Way color correction) on input
ImageSequence.use_crop -> use_crop: boolean Crop image before processing
ImageSequence.use_proxy -> use_proxy: boolean Use a preview proxy for this strip
ImageSequence.use_translation -> use_translation: boolean Translate image before processing
TODO * ImageTexture.calculate_alpha -> use_rgb_alpha: boolean Calculates an alpha channel based on RGB values in the image
ImageTexture.checker_even -> use_checker_even: boolean Sets even checker tiles
ImageTexture.checker_odd -> use_checker_odd: boolean Sets odd checker tiles
ImageTexture.filter_size_minimum -> use_minimum_filter_size: boolean Use Filter Size as a minimal filter value in pixels
ImageTexture.flip_axis -> use_flip_axis: boolean Flips the texture's X and Y axis
ImageTexture.interpolation -> use_interpolation: boolean Interpolates pixels using Area filter
ImageTexture.invert_alpha -> invert_alpha: boolean Inverts all the alpha values in the image
ImageTexture.mipmap -> use_mipmap: boolean Uses auto-generated MIP maps for the image
ImageTexture.mipmap_gauss -> use_mipmap_gauss: boolean Uses Gauss filter to sample down MIP maps
ImageTexture.mirror_x -> use_mirror_x: boolean Mirrors the image repetition on the X direction
ImageTexture.mirror_y -> use_mirror_y: boolean Mirrors the image repetition on the Y direction
ImageTexture.normal_map -> use_normal_map: boolean Uses image RGB values for normal mapping
ImageTexture.use_alpha -> use_alpha: boolean Uses the alpha channel information in the image
ImageUser.auto_refresh -> use_auto_refresh: boolean Always refresh image on frame changes
ImageUser.cyclic -> use_cyclic: boolean Cycle the images in the movie
TODO would use is_ * InflowFluidSettings.active -> active: boolean Object contributes to the fluid simulation
TODO * InflowFluidSettings.export_animated_mesh -> use_export_animated_mesh: boolean Export this mesh as an animated one. Slower, only use if really necessary (e.g. armatures or parented objects), animated pos/rot/scale IPOs do not require it
TODO * InflowFluidSettings.local_coordinates -> use_local_coordinates: boolean Use local coordinates for inflow. (e.g. for rotating objects)
Itasc.auto_step -> use_auto_step: boolean Automatically determine the optimal number of steps for best performance/accuracy trade off
JoystickSensor.all_events -> use_all_events: boolean Triggered by all events on this joysticks current type (axis/button/hat)
TODO * Key.relative -> use_relative: boolean Makes shape keys relative
KeyConfig.user_defined -> is_user_defined: boolean, (read-only) Indicates that a keyconfig was defined by the user
KeyMap.children_expanded -> show_expanded_children: boolean Children expanded in the user interface
KeyMap.items_expanded -> show_expanded_items: boolean Expanded in the user interface
KeyMap.modal -> is_modal: boolean, (read-only) Indicates that a keymap is used for translate modal events for an operator
KeyMap.user_defined -> is_user_defined: boolean Keymap is defined by the user
KeyMapItem.active -> active: boolean Activate or deactivate item
KeyMapItem.alt -> alt: boolean Alt key pressed
KeyMapItem.any -> any: boolean Any modifier keys pressed
KeyMapItem.ctrl -> ctrl: boolean Control key pressed
KeyMapItem.expanded -> show_expanded: boolean Show key map event and property details in the user interface
KeyMapItem.oskey -> oskey: boolean Operating system key pressed
KeyMapItem.shift -> shift: boolean Shift key pressed
KeyboardSensor.all_keys -> use_all_keys: boolean Trigger this sensor on any keystroke
Keyframe.selected -> select: boolean Control point selection status
Keyframe.selected_handle1 -> select_left_handle: boolean Handle 1 selection status
Keyframe.selected_handle2 -> select_right_handle: boolean Handle 2 selection status
TODO * KeyingSet.absolute -> use_absolute: boolean Keying Set defines specific paths/settings to be keyframed (i.e. is not reliant on context info)
KeyingSet.insertkey_needed -> use_insertkey_needed: boolean Only insert keyframes where they're needed in the relevant F-Curves
KeyingSet.insertkey_visual -> use_insertkey_visual: boolean Insert keyframes based on 'visual transforms'
KeyingSet.insertkey_xyz_to_rgb -> use_insertkey_xyz_to_rgb: boolean Color for newly added transformation F-Curves (Location, Rotation, Scale) and also Color is based on the transform axis
KeyingSetInfo.insertkey_needed -> use_insertkey_needed: boolean Only insert keyframes where they're needed in the relevant F-Curves
KeyingSetInfo.insertkey_visual -> use_insertkey_visual: boolean Insert keyframes based on 'visual transforms'
KeyingSetInfo.insertkey_xyz_to_rgb -> use_insertkey_xyz_to_rgb: boolean Color for newly added transformation F-Curves (Location, Rotation, Scale) and also Color is based on the transform axis
KeyingSetPath.entire_array -> use_entire_array: boolean When an 'array/vector' type is chosen (Location, Rotation, Color, etc.), entire array is to be used
KeyingSetPath.insertkey_needed -> use_insertkey_needed: boolean Only insert keyframes where they're needed in the relevant F-Curves
KeyingSetPath.insertkey_visual -> use_insertkey_visual: boolean Insert keyframes based on 'visual transforms'
KeyingSetPath.insertkey_xyz_to_rgb -> use_insertkey_xyz_to_rgb: boolean Color for newly added transformation F-Curves (Location, Rotation, Scale) and also Color is based on the transform axis
KinematicConstraint.pos_lock_x -> lock_location_x: boolean Constraint position along X axis
KinematicConstraint.pos_lock_y -> lock_location_y: boolean Constraint position along Y axis
KinematicConstraint.pos_lock_z -> lock_location_z: boolean Constraint position along Z axis
KinematicConstraint.rot_lock_x -> lock_rotation_x: boolean Constraint rotation along X axis
KinematicConstraint.rot_lock_y -> lock_rotation_y: boolean Constraint rotation along Y axis
KinematicConstraint.rot_lock_z -> lock_rotation_z: boolean Constraint rotation along Z axis
KinematicConstraint.use_position -> use_location: boolean Chain follows position of target
KinematicConstraint.use_rotation -> use_rotation: boolean Chain follows rotation of target
KinematicConstraint.use_stretch -> use_stretch: boolean Enable IK Stretching
KinematicConstraint.use_tail -> use_tail: boolean Include bone's tail as last element in chain
KinematicConstraint.use_target -> use_target: boolean Disable for targetless IK
Lamp.diffuse -> use_diffuse: boolean Lamp does diffuse shading
Lamp.layer -> use_own_layer: boolean Illuminates objects only on the same layer the lamp is on
TODO * Lamp.negative -> use_negative: boolean Lamp casts negative light
Lamp.specular -> use_specular: boolean Lamp creates specular highlights
LampSkySettings.use_atmosphere -> use_atmosphere: boolean Apply sun effect on atmosphere
LampSkySettings.use_sky -> use_sky: boolean Apply sun effect on sky
LampTextureSlot.map_color -> use_map_color: boolean Lets the texture affect the basic color of the lamp
LampTextureSlot.map_shadow -> use_map_shadow: boolean Lets the texture affect the shadow color of the lamp
Lattice.outside -> use_outside: boolean Only draw, and take into account, the outer vertices
LimitLocationConstraint.limit_transform -> limit_transform: boolean Transforms are affected by this constraint as well
LimitLocationConstraint.use_maximum_x -> use_max_x: boolean Use the maximum X value
LimitLocationConstraint.use_maximum_y -> use_max_y: boolean Use the maximum Y value
LimitLocationConstraint.use_maximum_z -> use_max_z: boolean Use the maximum Z value
LimitLocationConstraint.use_minimum_x -> use_min_x: boolean Use the minimum X value
LimitLocationConstraint.use_minimum_y -> use_min_y: boolean Use the minimum Y value
LimitLocationConstraint.use_minimum_z -> use_min_z: boolean Use the minimum Z value
LimitRotationConstraint.limit_transform -> limit_transform: boolean Transforms are affected by this constraint as well
LimitRotationConstraint.use_limit_x -> use_limit_x: boolean Use the minimum X value
LimitRotationConstraint.use_limit_y -> use_limit_y: boolean Use the minimum Y value
LimitRotationConstraint.use_limit_z -> use_limit_z: boolean Use the minimum Z value
LimitScaleConstraint.limit_transform -> limit_transform: boolean Transforms are affected by this constraint as well
LimitScaleConstraint.use_maximum_x -> use_max_x: boolean Use the maximum X value
LimitScaleConstraint.use_maximum_y -> use_max_y: boolean Use the maximum Y value
LimitScaleConstraint.use_maximum_z -> use_max_z: boolean Use the maximum Z value
LimitScaleConstraint.use_minimum_x -> use_min_x: boolean Use the minimum X value
LimitScaleConstraint.use_minimum_y -> use_min_y: boolean Use the minimum Y value
LimitScaleConstraint.use_minimum_z -> use_min_z: boolean Use the minimum Z value
Main.debug -> show_debug: boolean Print debugging information in console
Main.file_is_saved -> is_saved: boolean, (read-only) Has the current session been saved to disk as a .blend file
MaskModifier.invert -> invert: boolean Use vertices that are not part of region defined
Material.cast_approximate -> use_cast_approximate: boolean Allow this material to cast shadows when using approximate ambient occlusion.
Material.cast_buffer_shadows -> use_cast_buffer_shadows: boolean Allow this material to cast shadows from shadow buffer lamps
Material.cast_shadows_only -> use_cast_shadows_only: boolean Makes objects with this material appear invisible, only casting shadows (not rendered)
Material.cubic -> use_cubic: boolean Use cubic interpolation for diffuse values, for smoother transitions
NEGATE * Material.exclude_mist -> use_mist: boolean Excludes this material from mist effects (in world settings)
Material.face_texture -> use_face_texture: boolean Replaces the object's base color with color from face assigned image textures
Material.face_texture_alpha -> use_face_texture_alpha: boolean Replaces the object's base alpha value with alpha from face assigned image textures
Material.full_oversampling -> use_full_oversampling: boolean Force this material to render full shading/textures for all anti-aliasing samples
Material.invert_z -> invert_z: boolean Renders material's faces with an inverted Z buffer (scanline only)
Material.light_group_exclusive -> use_light_group_exclusive: boolean Material uses the light group exclusively - these lamps are excluded from other scene lighting
Material.object_color -> use_object_color: boolean Modulate the result with a per-object color
Material.only_shadow -> use_shadow_only: boolean Renders shadows as the material's alpha value, making materials transparent except for shadowed areas
Material.ray_shadow_bias -> use_ray_shadow_bias: boolean Prevents raytraced shadow errors on surfaces with smooth shaded normals (terminator problem)
TODO * Material.receive_transparent_shadows -> use_receive_transparent_shadows: boolean Allow this object to receive transparent shadows casted through other objects
TODO * Material.shadeless -> use_shadeless: boolean Makes this material insensitive to light or shadow
TODO * Material.shadows -> use_shadows: boolean Allows this material to receive shadows
Material.tangent_shading -> use_tangent_shading: boolean Use the material's tangent vector instead of the normal for shading - for anisotropic shading effects
TODO * Material.traceable -> use_traceable: boolean Include this material and geometry that uses it in ray tracing calculations
Material.transparency -> use_transparency: boolean Render material as transparent
Material.use_diffuse_ramp -> use_diffuse_ramp: boolean Toggle diffuse ramp operations
Material.use_nodes -> use_nodes: boolean Use shader nodes to render the material
Material.use_sky -> use_sky: boolean Renders this material with zero alpha, with sky background in place (scanline only)
Material.use_specular_ramp -> use_specular_ramp: boolean Toggle specular ramp operations
Material.use_textures -> use_textures: boolean Enable/Disable each texture
Material.vertex_color_light -> use_vertex_color_light: boolean Add vertex colors as additional lighting
Material.vertex_color_paint -> use_vertex_color_paint: boolean Replaces object base color with vertex colors (multiplies with 'texture face' face assigned textures)
MaterialHalo.flare_mode -> use_flare_mode: boolean Renders halo as a lensflare
MaterialHalo.lines -> use_lines: boolean Renders star shaped lines over halo
MaterialHalo.ring -> use_ring: boolean Renders rings over halo
MaterialHalo.shaded -> use_shading: boolean Lets halo receive light and shadows from external objects
MaterialHalo.soft -> use_soft: boolean Softens the edges of halos at intersections with other geometry
MaterialHalo.star -> use_star: boolean Renders halo as a star
MaterialHalo.texture -> use_texture: boolean Gives halo a texture
MaterialHalo.vertex_normal -> use_vertex_normal: boolean Uses the vertex normal to specify the dimension of the halo
MaterialHalo.xalpha -> use_extreme_alpha: boolean Uses extreme alpha
MaterialPhysics.align_to_normal -> use_align_to_normal: boolean Align dynamic game objects along the surface normal, when inside the physics distance area
TODO * MaterialRaytraceMirror.enabled -> enabled: boolean Enable raytraced reflections
MaterialStrand.blender_units -> use_blender_units: boolean Use Blender units for widths instead of pixels
MaterialStrand.surface_diffuse -> use_surface_diffuse: boolean Make diffuse shading more similar to shading the surface
MaterialStrand.tangent_shading -> use_tangent_shading: boolean Uses direction of strands as normal for tangent-shading
TODO * MaterialSubsurfaceScattering.enabled -> enabled: boolean Enable diffuse subsurface scatting effects in a material
TODO * MaterialTextureSlot.enabled -> enabled: boolean Enable this material texture slot
MaterialTextureSlot.from_dupli -> use_from_dupli: boolean Dupli's instanced from verts, faces or particles, inherit texture coordinate from their parent
MaterialTextureSlot.from_original -> use_from_original: boolean Dupli's derive their object coordinates from the original objects transformation
MaterialTextureSlot.map_alpha -> use_map_alpha: boolean Causes the texture to affect the alpha value
MaterialTextureSlot.map_ambient -> use_map_ambient: boolean Causes the texture to affect the value of ambient
MaterialTextureSlot.map_colordiff -> use_map_colordiff: boolean Causes the texture to affect basic color of the material
MaterialTextureSlot.map_coloremission -> use_map_coloremission: boolean Causes the texture to affect the color of emission
MaterialTextureSlot.map_colorreflection -> use_map_colorreflection: boolean Causes the texture to affect the color of scattered light
MaterialTextureSlot.map_colorspec -> use_map_colorspec: boolean Causes the texture to affect the specularity color
MaterialTextureSlot.map_colortransmission -> use_map_colortransmission: boolean Causes the texture to affect the result color after other light has been scattered/absorbed
MaterialTextureSlot.map_density -> use_map_density: boolean Causes the texture to affect the volume's density
MaterialTextureSlot.map_diffuse -> use_map_diffuse: boolean Causes the texture to affect the value of the materials diffuse reflectivity
MaterialTextureSlot.map_displacement -> use_map_displacement: boolean Let the texture displace the surface
MaterialTextureSlot.map_emission -> use_map_emission: boolean Causes the texture to affect the volume's emission
MaterialTextureSlot.map_emit -> use_map_emit: boolean Causes the texture to affect the emit value
MaterialTextureSlot.map_hardness -> use_map_hardness: boolean Causes the texture to affect the hardness value
MaterialTextureSlot.map_mirror -> use_map_mirror: boolean Causes the texture to affect the mirror color
MaterialTextureSlot.map_normal -> use_map_normal: boolean Causes the texture to affect the rendered normal
MaterialTextureSlot.map_raymir -> use_map_raymir: boolean Causes the texture to affect the ray-mirror value
MaterialTextureSlot.map_reflection -> use_map_reflect: boolean Causes the texture to affect the reflected light's brightness
MaterialTextureSlot.map_scattering -> use_map_scatter: boolean Causes the texture to affect the volume's scattering
MaterialTextureSlot.map_specular -> use_map_specular: boolean Causes the texture to affect the value of specular reflectivity
MaterialTextureSlot.map_translucency -> use_map_translucency: boolean Causes the texture to affect the translucency value
MaterialTextureSlot.map_warp -> use_map_warp: boolean Let the texture warp texture coordinates of next channels
MaterialTextureSlot.new_bump -> use_new_bump: boolean Use new, corrected bump mapping code (backwards compatibility option)
TODO * MaterialVolume.external_shadows -> use_external_shadows: boolean Receive shadows from sources outside the volume (temporary)
MaterialVolume.light_cache -> use_light_cache: boolean Pre-calculate the shading information into a voxel grid, speeds up shading at slightly less accuracy
Mesh.all_edges -> show_all_edges: boolean Displays all edges for wireframe in all view modes in the 3D view
Mesh.auto_texspace -> use_auto_texspace: boolean Adjusts active object's texture space automatically when transforming object
Mesh.autosmooth -> use_autosmooth: boolean Treats all set-smoothed faces with angles less than the specified angle as 'smooth' during render
Mesh.double_sided -> show_double_sided: boolean Render/display the mesh with double or single sided lighting
Mesh.draw_bevel_weights -> show_bevel_weights: boolean Displays weights created for the Bevel modifier
Mesh.draw_creases -> show_creases: boolean Displays creases created for subsurf weighting
Mesh.draw_edge_angle -> show_edge_angle: boolean Displays the angles in the selected edges in degrees
Mesh.draw_edge_lenght -> show_edge_lenght: boolean Displays selected edge lengths
Mesh.draw_edges -> show_edges: boolean Displays selected edges using highlights in the 3D view and UV editor
Mesh.draw_face_area -> show_face_area: boolean Displays the area of selected faces
Mesh.draw_faces -> show_faces: boolean Displays all faces as shades in the 3D view and UV editor
Mesh.draw_normals -> show_normals: boolean Displays face normals as lines
Mesh.draw_seams -> show_seams: boolean Displays UV unwrapping seams
Mesh.draw_sharp -> show_sharp: boolean Displays sharp edges, used with the EdgeSplit modifier
Mesh.draw_vertex_normals -> show_vertex_normals: boolean Displays vertex normals as lines
Mesh.use_mirror_topology -> use_mirror_topology: boolean Use topology based mirroring
Mesh.use_mirror_x -> use_mirror_x: boolean X Axis mirror editing
Mesh.use_paint_mask -> use_paint_mask: boolean Face selection masking for painting
Mesh.vertex_normal_flip -> use_vertex_normal_flip: boolean Flip vertex normals towards the camera during render
MeshColorLayer.active -> active: boolean Sets the layer as active for display and editing
MeshColorLayer.active_render -> active_render: boolean Sets the layer as active for rendering
MeshDeformModifier.dynamic -> dynamic: boolean Recompute binding dynamically on top of other deformers (slower and more memory consuming.)
MeshDeformModifier.invert -> invert: boolean Invert vertex group influence
MeshDeformModifier.is_bound -> is_bound: boolean, (read-only) Whether geometry has been bound to control cage
MeshEdge.fgon -> is_fgon: boolean, (read-only) Fgon edge
MeshEdge.hidden -> hide: boolean
MeshEdge.loose -> is_loose: boolean, (read-only) Loose edge
MeshEdge.seam -> is_seam: boolean Seam edge for UV unwrapping
MeshEdge.selected -> select: boolean
MeshEdge.sharp -> is_sharp: boolean Sharp edge for the EdgeSplit modifier
MeshFace.hidden -> hide: boolean
MeshFace.selected -> select: boolean
MeshFace.smooth -> is_smooth: boolean
TODO * MeshTextureFace.alpha_sort -> use_alpha_sort: boolean Enable sorting of faces for correct alpha drawing (slow, use Clip Alpha instead when possible)
TODO * MeshTextureFace.billboard -> use_billboard: boolean Billboard with Z-axis constraint
TODO * MeshTextureFace.collision -> use_collision: boolean Use face for collision and ray-sensor detection
TODO * MeshTextureFace.halo -> use_halo: boolean Screen aligned billboard
TODO would use is_ * MeshTextureFace.invisible -> invisible: boolean Make face invisible
MeshTextureFace.light -> use_light: boolean Use light for face
MeshTextureFace.object_color -> use_object_color: boolean Use ObColor instead of vertex colors
MeshTextureFace.shadow -> use_shadow_face: boolean Face is used for shadow
MeshTextureFace.shared -> use_blend_shared: boolean Blend vertex colors across face when vertices are shared
MeshTextureFace.tex -> use_texture: boolean Render face with texture
MeshTextureFace.text -> use_bitmap_text: boolean Enable bitmap text on face
MeshTextureFace.twoside -> use_twoside: boolean Render face two-sided
MeshTextureFace.uv_pinned -> uv_pin: boolean
MeshTextureFace.uv_selected -> uv_select: boolean
TODO * MeshTextureFaceLayer.active -> active: boolean Sets the layer as active for display and editing
TODO * MeshTextureFaceLayer.active_clone -> active_clone: boolean Sets the layer as active for cloning
TODO * MeshTextureFaceLayer.active_render -> active_render: boolean Sets the layer as active for rendering
MeshVertex.hidden -> hide: boolean
TODO would use is_ * MeshVertex.selected -> select: boolean
MetaBall.auto_texspace -> use_auto_texspace: boolean Adjusts active object's texture space automatically when transforming object
MetaElement.hide -> hide: boolean Hide element
TODO would use is_ * MetaElement.negative -> use_negative: boolean Set metaball as negative one
MetaSequence.convert_float -> use_convert_float: boolean Convert input to float data
MetaSequence.de_interlace -> use_deinterlace: boolean For video movies to remove fields
MetaSequence.flip_x -> use_flip_x: boolean Flip on the X axis
MetaSequence.flip_y -> use_flip_y: boolean Flip on the Y axis
* TODO MetaSequence.premultiply -> use_convert_premultiply: boolean Convert RGB from key alpha to premultiplied alpha
MetaSequence.proxy_custom_directory -> use_proxy_custom_directory: boolean Use a custom directory to store data
MetaSequence.proxy_custom_file -> use_proxy_custom_file: boolean Use a custom file to read proxy data from
TODO * MetaSequence.reverse_frames -> use_reverse_frames: boolean Reverse frame order
MetaSequence.use_color_balance -> use_color_balance: boolean (3-Way color correction) on input
MetaSequence.use_crop -> use_crop: boolean Crop image before processing
MetaSequence.use_proxy -> use_proxy: boolean Use a preview proxy for this strip
MetaSequence.use_translation -> use_translation: boolean Translate image before processing
MirrorModifier.clip -> use_clip: boolean Prevents vertices from going through the mirror during transform
MirrorModifier.mirror_u -> use_mirror_u: boolean Mirror the U texture coordinate around the 0.5 point
MirrorModifier.mirror_v -> use_mirror_v: boolean Mirror the V texture coordinate around the 0.5 point
MirrorModifier.mirror_vertex_groups -> use_mirror_vertex_groups: boolean Mirror vertex groups (e.g. .R->.L)
TODO * MirrorModifier.x -> use_x: boolean Enable X axis mirror
TODO * MirrorModifier.y -> use_y: boolean Enable Y axis mirror
TODO * MirrorModifier.z -> use_z: boolean Enable Z axis mirror
Modifier.editmode -> show_in_editmode: boolean Use modifier while in the edit mode
Modifier.expanded -> show_expanded: boolean Set modifier expanded in the user interface
Modifier.on_cage -> show_on_cage: boolean Enable direct editing of modifier control cage
Modifier.realtime -> show_realtime: boolean Realtime display of a modifier
TODO * Modifier.render -> use_render: boolean Use modifier during rendering
TODO * MotionPath.editing -> editing: boolean Path is being edited
TODO * MotionPath.use_bone_head -> use_bone_head: boolean, (read-only) For PoseBone paths, use the bone head location when calculating this path
MotionPathVert.selected -> select: boolean Path point is selected for editing
MovieSequence.convert_float -> use_convert_float: boolean Convert input to float data
MovieSequence.de_interlace -> use_deinterlace: boolean For video movies to remove fields
MovieSequence.flip_x -> use_flip_x: boolean Flip on the X axis
MovieSequence.flip_y -> use_flip_y: boolean Flip on the Y axis
TODO * MovieSequence.premultiply -> use_convert_premultiply: boolean Convert RGB from key alpha to premultiplied alpha
MovieSequence.proxy_custom_directory -> use_proxy_custom_directory: boolean Use a custom directory to store data
MovieSequence.proxy_custom_file -> use_proxy_custom_file: boolean Use a custom file to read proxy data from
TODO * MovieSequence.reverse_frames -> use_reverse_frames: boolean Reverse frame order
MovieSequence.use_color_balance -> use_color_balance: boolean (3-Way color correction) on input
MovieSequence.use_crop -> use_crop: boolean Crop image before processing
MovieSequence.use_proxy -> use_proxy: boolean Use a preview proxy for this strip
MovieSequence.use_translation -> use_translation: boolean Translate image before processing
MulticamSequence.convert_float -> use_convert_float: boolean Convert input to float data
MulticamSequence.de_interlace -> use_deinterlace: boolean For video movies to remove fields
MulticamSequence.flip_x -> use_flip_x: boolean Flip on the X axis
MulticamSequence.flip_y -> use_flip_y: boolean Flip on the Y axis
TODO * MulticamSequence.premultiply -> use_convert_premultiply: boolean Convert RGB from key alpha to premultiplied alpha
MulticamSequence.proxy_custom_directory -> use_proxy_custom_directory: boolean Use a custom directory to store data
MulticamSequence.proxy_custom_file -> use_proxy_custom_file: boolean Use a custom file to read proxy data from
TODO * MulticamSequence.reverse_frames -> use_reverse_frames: boolean Reverse frame order
MulticamSequence.use_color_balance -> use_color_balance: boolean (3-Way color correction) on input
MulticamSequence.use_crop -> use_crop: boolean Crop image before processing
MulticamSequence.use_proxy -> use_proxy: boolean Use a preview proxy for this strip
MulticamSequence.use_translation -> use_translation: boolean Translate image before processing
MultiresModifier.external -> is_external: boolean, (read-only) Store multires displacements outside the .blend file, to save memory
TODO * MultiresModifier.optimal_display -> show_optimal: boolean Skip drawing/rendering of interior subdivided edges
TODO * NetRenderSettings.master_broadcast -> use_master_broadcast: boolean broadcast master server address on local network
TODO * NetRenderSettings.master_clear -> use_master_clear: boolean delete saved files on exit
TODO * NetRenderSettings.slave_clear -> use_slave_clear: boolean delete downloaded files on exit
TODO * NetRenderSettings.slave_outputlog -> use_slave_outputlog: boolean Output render text log to console as well as sending it to the master
TODO * NetRenderSettings.slave_thumb -> use_slave_thumb: boolean Generate thumbnails on slaves instead of master
NlaStrip.active -> active: boolean, (read-only) NLA Strip is active
NlaStrip.animated_influence -> use_animated_influence: boolean Influence setting is controlled by an F-Curve rather than automatically determined
NlaStrip.animated_time -> use_animated_time: boolean Strip time is controlled by an F-Curve rather than automatically determined
NlaStrip.animated_time_cyclic -> use_animated_time_cyclic: boolean Cycle the animated time within the action start & end
NlaStrip.auto_blending -> use_auto_blend: boolean Number of frames for Blending In/Out is automatically determined from overlapping strips
NlaStrip.muted -> mute: boolean NLA Strip is not evaluated
TODO I'd use is_ * NlaStrip.reversed -> reversed: boolean NLA Strip is played back in reverse order (only when timing is automatically determined)
NlaStrip.selected -> select: boolean NLA Strip is selected
NlaTrack.active -> active: boolean, (read-only) NLA Track is active
NlaTrack.locked -> lock: boolean NLA Track is locked
NlaTrack.muted -> mute: boolean NLA Track is not evaluated
NlaTrack.selected -> select: boolean NLA Track is selected
NlaTrack.solo -> is_solo: boolean, (read-only) NLA Track is evaluated itself (i.e. active Action and all other NLA Tracks in the same AnimData block are disabled)
Object.draw_axis -> show_axis: boolean Displays the object's origin and axis
Object.draw_bounds -> show_bounds: boolean Displays the object's bounds
Object.draw_name -> show_name: boolean Displays the object's name
Object.draw_texture_space -> show_texture_space: boolean Displays the object's texture space
Object.draw_transparent -> show_transparent: boolean Enables transparent materials for the object (Mesh only)
Object.draw_wire -> show_wire: boolean Adds the object's wireframe over solid drawing
Object.duplis_used -> is_duplicator: boolean, (read-only)
Object.layers -> layer: boolean Layers the object is on
Object.lock_location -> lock_location: boolean Lock editing of location in the interface
Object.lock_rotation -> lock_rotation: boolean Lock editing of rotation in the interface
Object.lock_rotation_w -> lock_rotation_w: boolean Lock editing of 'angle' component of four-component rotations in the interface
Object.lock_rotations_4d -> lock_rotations_4d: boolean Lock editing of four component rotations by components (instead of as Eulers)
Object.lock_scale -> lock_scale: boolean Lock editing of scale in the interface
TODO * Object.restrict_render -> use_limit_render: boolean Restrict renderability
TODO * Object.restrict_select -> use_limit_select: boolean Restrict selection in the viewport
TODO * Object.restrict_view -> use_limit_view: boolean Restrict visibility in the viewport
Object.selected -> select: boolean Object selection state
TODO * Object.shape_key_edit_mode -> use_shape_key_edit_mode: boolean Apply shape keys in edit mode (for Meshes only)
Object.shape_key_lock -> show_shape_key: boolean Always show the current Shape for this Object
Object.slow_parent -> use_slow_parent: boolean Create a delay in the parent relationship
Object.time_offset_add_parent -> use_time_offset_add_parent: boolean Add the parents time offset value
Object.time_offset_edit -> use_time_offset_edit: boolean Use time offset when inserting keys and display time offset for F-Curve and action views
Object.time_offset_parent -> use_time_offset_parent: boolean Apply the time offset to this objects parent relationship
Object.time_offset_particle -> use_time_offset_particle: boolean Let the time offset work on the particle effect
Object.use_dupli_faces_scale -> use_dupli_faces_scale: boolean Scale dupli based on face size
Object.use_dupli_frames_speed -> use_dupli_frames_speed: boolean Set dupliframes to use the frame
Object.use_dupli_verts_rotation -> use_dupli_verts_rotation: boolean Rotate dupli according to vertex normal
Object.x_ray -> show_x_ray: boolean Makes the object draw in front of others
TODO * ObjectActuator.add_linear_velocity -> add_linear_velocity: boolean Toggles between ADD and SET linV
ObjectActuator.local_angular_velocity -> use_local_angular_velocity: boolean Angular velocity is defined in local coordinates
ObjectActuator.local_force -> use_local_force: boolean Force is defined in local coordinates
ObjectActuator.local_linear_velocity -> use_local_linear_velocity: boolean Velocity is defined in local coordinates
ObjectActuator.local_location -> use_local_location: boolean Location is defined in local coordinates
ObjectActuator.local_rotation -> use_local_rotation: boolean Rotation is defined in local coordinates
ObjectActuator.local_torque -> use_local_torque: boolean Torque is defined in local coordinates
TODO * ObjectActuator.servo_limit_x -> use_limit_servo_x: boolean Set limit to force along the X axis
TODO * ObjectActuator.servo_limit_y -> use_limit_servo_y: boolean Set limit to force along the Y axis
TODO * ObjectActuator.servo_limit_z -> use_limit_servo_z: boolean Set limit to force along the Z axis
ObjectBase.layers -> layer: boolean Layers the object base is on
ObjectBase.selected -> select: boolean Object base selection state
TODO * ObjectBase.selected_user -> is_select_user: boolean, (read-only) Object base user selection state, used to restore user selection after transformations
ObstacleFluidSettings.active -> active: boolean Object contributes to the fluid simulation
TODO * ObstacleFluidSettings.export_animated_mesh -> use_export_animated_mesh: boolean Export this mesh as an animated one. Slower, only use if really necessary (e.g. armatures or parented objects), animated pos/rot/scale IPOs do not require it
TODO * Operator.has_reports -> has_reports: boolean, (read-only) Operator has a set of reports (warnings and errors) from last execution
OperatorStrokeElement.flip -> use_flip: boolean
OutflowFluidSettings.active -> active: boolean Object contributes to the fluid simulation
TODO * OutflowFluidSettings.export_animated_mesh -> use_export_animated_mesh: boolean Export this mesh as an animated one. Slower, only use if really necessary (e.g. armatures or parented objects), animated pos/rot/scale IPOs do not require it
Paint.fast_navigate -> show_low_resolution: boolean For multires, show low resolution while navigating the view
Paint.show_brush -> show_brush: boolean
TODO * Panel.bl_default_closed -> bl_default_closed: boolean
TODO * Panel.bl_show_header -> bl_show_header: boolean
ParentActuator.compound -> use_compound: boolean Add this object shape to the parent shape (only if the parent shape is already compound)
TODO * ParentActuator.ghost -> use_ghost: boolean Make this object ghost while parented (only if not compound)
TODO * Particle.no_disp -> no_disp: boolean
TODO * Particle.rekey -> rekey: boolean
TODO * Particle.unexist -> unexist: boolean
ParticleBrush.use_puff_volume -> use_puff_volume: boolean Apply puff to unselected end-points, (helps maintain hair volume when puffing root)
TODO * ParticleEdit.add_interpolate -> use_add_interpolate: boolean Interpolate new particles from the existing ones
ParticleEdit.auto_velocity -> use_auto_velocity: boolean Calculate point velocities automatically
ParticleEdit.draw_particles -> show_particles: boolean Draw actual particles
ParticleEdit.editable -> is_editable: boolean, (read-only) A valid edit mode exists
ParticleEdit.emitter_deflect -> use_emitter_deflect: boolean Keep paths from intersecting the emitter
ParticleEdit.fade_time -> use_fade_time: boolean Fade paths and keys further away from current frame
TODO * ParticleEdit.hair -> hair: boolean, (read-only) Editing hair
TODO * ParticleEdit.keep_lengths -> use_keep_lengths: boolean Keep path lengths constant
TODO * ParticleEdit.keep_root -> use_keep_root: boolean Keep root keys unmodified
TODO * ParticleFluidSettings.drops -> show_drops: boolean Show drop particles
TODO * ParticleFluidSettings.floats -> show_floats: boolean Show floating foam particles
TODO * ParticleFluidSettings.tracer -> show_tracer: boolean Show tracer particles
TODO * ParticleInstanceModifier.alive -> show_alive: boolean Show instances when particles are alive
TODO * ParticleInstanceModifier.children -> use_children: boolean Create instances from child particles
TODO * ParticleInstanceModifier.dead -> show_dead: boolean Show instances when particles are dead
TODO * ParticleInstanceModifier.keep_shape -> use_keep_shape: boolean Don't stretch the object
ParticleInstanceModifier.normal -> use_normal: boolean Create instances from normal particles
ParticleInstanceModifier.size -> use_size: boolean Use particle size to scale the instances
TODO * ParticleInstanceModifier.unborn -> show_unborn: boolean Show instances when particles are unborn
ParticleInstanceModifier.use_path -> use_path: boolean Create instances along particle paths
TODO * ParticleSettings.abs_path_time -> use_abs_path_time: boolean Path timing is in absolute frames
TODO * ParticleSettings.animate_branching -> use_animate_branching: boolean Animate branching
ParticleSettings.billboard_lock -> lock_billboard: boolean Lock the billboards align axis
ParticleSettings.boids_2d -> lock_boids_to_surface: boolean Constrain boids to a surface
ParticleSettings.branching -> use_branching: boolean Branch child paths from each other
TODO * ParticleSettings.child_effector -> use_child_effector: boolean Apply effectors to children
TODO * ParticleSettings.child_guide -> use_child_guide: boolean
TODO * ParticleSettings.child_render -> use_child_render: boolean
ParticleSettings.die_on_collision -> use_die_on_collision: boolean Particles die when they collide with a deflector object
TODO * ParticleSettings.died -> show_died: boolean Show particles after they have died
ParticleSettings.draw_health -> show_health: boolean Draw boid health
TODO * ParticleSettings.emitter -> use_emitter: boolean Render emitter Object also
ParticleSettings.enable_simplify -> use_simplify: boolean Remove child strands as the object becomes smaller on the screen
ParticleSettings.even_distribution -> use_even_distribution: boolean Use even distribution from faces based on face areas or edge lengths
ParticleSettings.grid_invert -> invert_grid: boolean Invert what is considered object and what is not
TODO * ParticleSettings.hair_bspline -> use_hair_bspline: boolean Interpolate hair using B-Splines
TODO * ParticleSettings.hair_geometry -> hair_geometry: boolean
ParticleSettings.material_color -> show_material_color: boolean Draw particles using material's diffuse color
TODO * ParticleSettings.num -> use_number: boolean Show particle number
ParticleSettings.parent -> use_parents: boolean Render parent particles
TODO * ParticleSettings.rand_group -> use_random_group: boolean Pick objects from group randomly
TODO * ParticleSettings.react_multiple -> use_react_multiple: boolean React multiple times
TODO * ParticleSettings.react_start_end -> use_react_start_end: boolean Give birth to unreacted particles eventually
TODO * ParticleSettings.render_adaptive -> show_path_steps: boolean Draw steps of the particle path
TODO * ParticleSettings.render_strand -> use_render_strand: boolean Use the strand primitive for rendering
TODO * ParticleSettings.rotation_dynamic -> use_rotation_dynamic: boolean Sets rotation to dynamic/constant
TODO * ParticleSettings.self_effect -> use_self_effect: boolean Particle effectors effect themselves
ParticleSettings.show_size -> show_size: boolean Show particle size
TODO * ParticleSettings.size_deflect -> use_size_deflect: boolean Use particle's size in deflection
ParticleSettings.sizemass -> use_multiply_size_mass: boolean Multiply mass by particle size
ParticleSettings.symmetric_branching -> use_symmetric_branching: boolean Start and end points are the same
ParticleSettings.trand -> use_emit_random: boolean Emit in random order of elements
TODO * ParticleSettings.unborn -> show_unborn: boolean Show particles before they are emitted
ParticleSettings.use_global_dupli -> use_global_dupli: boolean Use object's global coordinates for duplication
ParticleSettings.use_group_count -> use_group_count: boolean Use object multiple times in the same group
ParticleSettings.velocity -> show_velocity: boolean Show particle velocity
TODO * ParticleSettings.velocity_length -> show_velocity_length: boolean Multiply line length by particle speed
TODO * ParticleSettings.viewport -> viewport: boolean
ParticleSettings.whole_group -> use_whole_group: boolean Use whole group at once
ParticleSystem.editable -> is_editable: boolean, (read-only) Particle system can be edited in particle mode
ParticleSystem.edited -> is_edited: boolean, (read-only) Particle system has been edited in particle mode
TODO * ParticleSystem.global_hair -> global_hair: boolean, (read-only) Hair keys are in global coordinate space
ParticleSystem.hair_dynamics -> use_hair_dynamics: boolean Enable hair dynamics using cloth simulation
ParticleSystem.keyed_timing -> use_keyed_timing: boolean Use key times
TODO * ParticleSystem.multiple_caches -> multiple_caches: boolean, (read-only) Particle system has multiple point caches
ParticleSystem.vertex_group_clump_negate -> invert_vertex_group_clump: boolean Negate the effect of the clump vertex group
ParticleSystem.vertex_group_density_negate -> invert_vertex_group_density: boolean Negate the effect of the density vertex group
ParticleSystem.vertex_group_field_negate -> invert_vertex_group_field: boolean Negate the effect of the field vertex group
ParticleSystem.vertex_group_kink_negate -> invert_vertex_group_kink: boolean Negate the effect of the kink vertex group
ParticleSystem.vertex_group_length_negate -> invert_vertex_group_length: boolean Negate the effect of the length vertex group
ParticleSystem.vertex_group_rotation_negate -> invert_vertex_group_rotation: boolean Negate the effect of the rotation vertex group
ParticleSystem.vertex_group_roughness1_negate -> invert_vertex_group_roughness1: boolean Negate the effect of the roughness 1 vertex group
ParticleSystem.vertex_group_roughness2_negate -> invert_vertex_group_roughness2: boolean Negate the effect of the roughness 2 vertex group
ParticleSystem.vertex_group_roughness_end_negate -> invert_vertex_group_roughness_end: boolean Negate the effect of the roughness end vertex group
ParticleSystem.vertex_group_size_negate -> invert_vertex_group_size: boolean Negate the effect of the size vertex group
ParticleSystem.vertex_group_tangent_negate -> invert_vertex_group_tangent: boolean Negate the effect of the tangent vertex group
ParticleSystem.vertex_group_velocity_negate -> invert_vertex_group_velocity: boolean Negate the effect of the velocity vertex group
TODO * ParticleTarget.valid -> is_valid: boolean Keyed particles target is valid
PivotConstraint.use_relative_position -> use_relative_location: boolean Offset will be an absolute point in space instead of relative to the target
PointCache.baked -> is_baked: boolean, (read-only)
TODO * PointCache.baking -> baking: boolean, (read-only)
PointCache.disk_cache -> use_disk_cache: boolean Save cache files to disk (.blend file must be saved first)
PointCache.external -> use_external: boolean Read cache from an external location
TODO * PointCache.frames_skipped -> frames_skipped: boolean, (read-only)
PointCache.outdated -> is_outdated: boolean, (read-only)
PointCache.quick_cache -> use_quick_cache: boolean Update simulation with cache steps
PointCache.use_library_path -> use_library_path: boolean Use this files path when library linked into another file.
PointDensity.turbulence -> use_turbulence: boolean Add directed noise to the density at render-time
TODO * PointLamp.only_shadow -> use_shadow_only: boolean Causes light to cast shadows only without illuminating objects
TODO * PointLamp.shadow_layer -> use_shadow_own_layer: boolean Causes only objects on the same layer to cast shadows
TODO * PointLamp.sphere -> use_sphere: boolean Sets light intensity to zero beyond lamp distance
TODO * PoseBone.has_ik -> is_in_ik_chain: boolean, (read-only) Is part of an IK chain
TODO * PoseBone.ik_dof_x -> ik_dof_x: boolean Allow movement around the X axis
TODO * PoseBone.ik_dof_y -> ik_dof_y: boolean Allow movement around the Y axis
TODO * PoseBone.ik_dof_z -> ik_dof_z: boolean Allow movement around the Z axis
PoseBone.ik_limit_x -> lock_ik_x: boolean Limit movement around the X axis
PoseBone.ik_limit_y -> lock_ik_y: boolean Limit movement around the Y axis
PoseBone.ik_limit_z -> lock_ik_z: boolean Limit movement around the Z axis
TODO * PoseBone.ik_lin_control -> use_ik_lin_control: boolean Apply channel size as IK constraint if stretching is enabled
TODO * PoseBone.ik_rot_control -> use_ik_rot_control: boolean Apply channel rotation as IK constraint
PoseBone.lock_location -> lock_location: boolean Lock editing of location in the interface
PoseBone.lock_rotation -> lock_rotation: boolean Lock editing of rotation in the interface
PoseBone.lock_rotation_w -> lock_rotation_w: boolean Lock editing of 'angle' component of four-component rotations in the interface
PoseBone.lock_rotations_4d -> lock_rotations_4d: boolean Lock editing of four component rotations by components (instead of as Eulers)
PoseBone.lock_scale -> lock_scale: boolean Lock editing of scale in the interface
PoseBone.selected -> select: boolean
TODO * PoseTemplateSettings.generate_def_rig -> use_generate_def_rig: boolean Create a copy of the metarig, constrainted by the generated rig
Property.is_never_none -> is_never_none: boolean, (read-only) True when this value can't be set to None
Property.is_readonly -> is_readonly: boolean, (read-only) Property is editable through RNA
Property.is_required -> is_required: boolean, (read-only) False when this property is an optional argument in an RNA function
TODO * Property.registered -> is_registered: boolean, (read-only) Property is registered as part of type registration
TODO * Property.registered_optional -> is_registered_optional: boolean, (read-only) Property is optionally registered as part of type registration
Property.use_output -> is_output: boolean, (read-only) True when this property is an output value from an RNA function
TODO * PythonConstraint.script_error -> is_script_error: boolean, (read-only) The linked Python script has thrown an error
PythonConstraint.use_targets -> use_targets: boolean Use the targets indicated in the constraint panel
PythonController.debug -> use_debug: boolean Continuously reload the module from disk for editing external modules without restarting
RandomActuator.always_true -> use_always_true: boolean Always false or always true
TODO * RaySensor.x_ray_mode -> use_x_ray_mode: boolean Toggle X-Ray option (see through objects that don't have the property)
RegionView3D.box_clip -> use_box_clip: boolean Clip objects based on what's visible in other side views
RegionView3D.box_preview -> show_synced_view: boolean Sync view position between side views
RegionView3D.lock_rotation -> lock_rotation: boolean Lock view rotation in side views
TODO * RenderEngine.bl_postprocess -> use_bl_postprocess: boolean
TODO * RenderEngine.bl_preview -> use_bl_preview: boolean
TODO * RenderLayer.all_z -> all_z: boolean, (read-only) Fill in Z values for solid faces in invisible layers, for masking
TODO * RenderLayer.edge -> edge: boolean, (read-only) Render Edge-enhance in this Layer (only works for Solid faces)
TODO * RenderLayer.enabled -> enabled: boolean, (read-only) Disable or enable the render layer
TODO * RenderLayer.halo -> halo: boolean, (read-only) Render Halos in this Layer (on top of Solid)
TODO * RenderLayer.pass_ao -> pass_ao: boolean, (read-only) Deliver AO pass
TODO * RenderLayer.pass_ao_exclude -> pass_ao_exclude: boolean, (read-only) Exclude AO pass from combined
TODO * RenderLayer.pass_color -> pass_color: boolean, (read-only) Deliver shade-less color pass
TODO * RenderLayer.pass_combined -> pass_combined: boolean, (read-only) Deliver full combined RGBA buffer
TODO * RenderLayer.pass_diffuse -> pass_diffuse: boolean, (read-only) Deliver diffuse pass
TODO * RenderLayer.pass_emit -> pass_emit: boolean, (read-only) Deliver emission pass
TODO * RenderLayer.pass_emit_exclude -> pass_emit_exclude: boolean, (read-only) Exclude emission pass from combined
TODO * RenderLayer.pass_environment -> pass_environment: boolean, (read-only) Deliver environment lighting pass
TODO * RenderLayer.pass_environment_exclude -> pass_environment_exclude: boolean, (read-only) Exclude environment pass from combined
TODO * RenderLayer.pass_indirect -> pass_indirect: boolean, (read-only) Deliver indirect lighting pass
TODO * RenderLayer.pass_indirect_exclude -> pass_indirect_exclude: boolean, (read-only) Exclude indirect pass from combined
TODO * RenderLayer.pass_mist -> pass_mist: boolean, (read-only) Deliver mist factor pass (0.0-1.0)
TODO * RenderLayer.pass_normal -> pass_normal: boolean, (read-only) Deliver normal pass
TODO * RenderLayer.pass_object_index -> pass_object_index: boolean, (read-only) Deliver object index pass
TODO * RenderLayer.pass_reflection -> pass_reflection: boolean, (read-only) Deliver raytraced reflection pass
TODO * RenderLayer.pass_reflection_exclude -> pass_reflection_exclude: boolean, (read-only) Exclude raytraced reflection pass from combined
TODO * RenderLayer.pass_refraction -> pass_refraction: boolean, (read-only) Deliver raytraced refraction pass
TODO * RenderLayer.pass_refraction_exclude -> pass_refraction_exclude: boolean, (read-only) Exclude raytraced refraction pass from combined
TODO * RenderLayer.pass_shadow -> pass_shadow: boolean, (read-only) Deliver shadow pass
TODO * RenderLayer.pass_shadow_exclude -> pass_shadow_exclude: boolean, (read-only) Exclude shadow pass from combined
TODO * RenderLayer.pass_specular -> pass_specular: boolean, (read-only) Deliver specular pass
TODO * RenderLayer.pass_specular_exclude -> pass_specular_exclude: boolean, (read-only) Exclude specular pass from combined
TODO * RenderLayer.pass_uv -> pass_uv: boolean, (read-only) Deliver texture UV pass
TODO * RenderLayer.pass_vector -> pass_vector: boolean, (read-only) Deliver speed vector pass
TODO * RenderLayer.pass_z -> pass_z: boolean, (read-only) Deliver Z values pass
TODO * RenderLayer.sky -> sky: boolean, (read-only) Render Sky in this Layer
TODO * RenderLayer.solid -> solid: boolean, (read-only) Render Solid faces in this Layer
TODO * RenderLayer.strand -> strand: boolean, (read-only) Render Strands in this Layer
TODO * RenderLayer.visible_layers -> visible_layers: boolean, (read-only) Scene layers included in this render layer
TODO * RenderLayer.zmask -> zmask: boolean, (read-only) Only render what's in front of the solid z values
TODO * RenderLayer.zmask_layers -> zmask_layers: boolean, (read-only) Zmask scene layers
TODO * RenderLayer.zmask_negate -> zmask_negate: boolean, (read-only) For Zmask, only render what is behind solid z values instead of in front
TODO * RenderLayer.ztransp -> ztransp: boolean, (read-only) Render Z-Transparent faces in this Layer (On top of Solid and Halos)
RenderSettings.backbuf -> use_backbuf: boolean Render backbuffer image
TODO * RenderSettings.bake_active -> use_bake_active: boolean Bake shading on the surface of selected objects to the active object
RenderSettings.bake_clear -> use_bake_clear: boolean Clear Images before baking
TODO * RenderSettings.bake_enable_aa -> use_bake_enable_aa: boolean Enables Anti-aliasing
RenderSettings.bake_normalized -> use_bake_normalized: boolean With displacement normalize to the distance, with ambient occlusion normalize without using material settings
TODO * RenderSettings.cineon_log -> use_cineon_log: boolean Convert to logarithmic color space
RenderSettings.color_management -> use_color_management: boolean Use color profiles and gamma corrected imaging pipeline
RenderSettings.crop_to_border -> use_crop_to_border: boolean Crop the rendered frame to the defined border size
TODO * RenderSettings.edge -> edge: boolean use_Create a toon outline around the edges of geometry
RenderSettings.exr_half -> use_exr_half: boolean Use 16 bit floats instead of 32 bit floats per channel
RenderSettings.exr_preview -> use_exr_preview: boolean When rendering animations, save JPG preview images in same directory
RenderSettings.exr_zbuf -> use_exr_zbuf: boolean Save the z-depth per pixel (32 bit unsigned int zbuffer)
RenderSettings.ffmpeg_autosplit -> use_ffmpeg_autosplit: boolean Autosplit output at 2GB boundary
RenderSettings.fields -> use_fields: boolean Render image to two fields per frame, for interlaced TV output
RenderSettings.fields_still -> use_fields_still: boolean Disable the time difference between fields
RenderSettings.free_image_textures -> use_free_image_textures: boolean Free all image texture from memory after render, to save memory before compositing
RenderSettings.free_unused_nodes -> use_free_unused_nodes: boolean Free Nodes that are not used while compositing, to save memory
RenderSettings.full_sample -> use_full_sample: boolean Save for every anti-aliasing sample the entire RenderLayer results. This solves anti-aliasing issues with compositing
RenderSettings.is_movie_format -> is_movie_format: boolean, (read-only) When true the format is a movie
RenderSettings.jpeg2k_ycc -> use_jpeg2k_ycc: boolean Save luminance-chrominance-chrominance channels instead of RGB colors
RenderSettings.motion_blur -> use_motion_blur: boolean Use multi-sampled 3D scene motion blur
TODO * RenderSettings.multiple_engines -> multiple_engines: boolean, (read-only) More than one rendering engine is available
TODO * RenderSettings.render_antialiasing -> use_render_antialiasing: boolean Render and combine multiple samples per pixel to prevent jagged edges
TODO doubled?* RenderSettings.render_stamp -> render_stamp: boolean Render the stamp info text in the rendered image
RenderSettings.save_buffers -> use_save_buffers: boolean Save tiles for all RenderLayers and SceneNodes to files in the temp directory (saves memory, required for Full Sample)
RenderSettings.simplify_triangulate -> use_simplify_triangulate: boolean Disables non-planer quads being triangulated
RenderSettings.single_layer -> use_single_layer: boolean Only render the active layer
RenderSettings.stamp_camera -> use_stamp_camera: boolean Include the name of the active camera in image metadata
RenderSettings.stamp_date -> use_stamp_date: boolean Include the current date in image metadata
RenderSettings.stamp_filename -> use_stamp_filename: boolean Include the filename of the .blend file in image metadata
RenderSettings.stamp_frame -> use_stamp_frame: boolean Include the frame number in image metadata
RenderSettings.stamp_marker -> use_stamp_marker: boolean Include the name of the last marker in image metadata
RenderSettings.stamp_note -> use_stamp_note: boolean Include a custom note in image metadata
RenderSettings.stamp_render_time -> use_stamp_render_time: boolean Include the render time in the stamp image
RenderSettings.stamp_scene -> use_stamp_scene: boolean Include the name of the active scene in image metadata
RenderSettings.stamp_sequencer_strip -> use_stamp_sequencer_strip: boolean Include the name of the foreground sequence strip in image metadata
RenderSettings.stamp_time -> use_stamp_time: boolean Include the render frame as HH:MM:SS.FF in image metadata
TODO * RenderSettings.tiff_bit -> use_tiff_bit: boolean Save TIFF with 16 bits per channel
RenderSettings.use_border -> use_border: boolean Render a user-defined border region, within the frame size. Note, this disables save_buffers and full_sample
RenderSettings.use_compositing -> use_compositing: boolean Process the render result through the compositing pipeline, if compositing nodes are enabled
RenderSettings.use_envmaps -> use_envmaps: boolean Calculate environment maps while rendering
RenderSettings.use_file_extension -> use_file_extension: boolean Add the file format extensions to the rendered file name (eg: filename + .jpg)
RenderSettings.use_game_engine -> use_game_engine: boolean, (read-only) Current rendering engine is a game engine
RenderSettings.use_instances -> use_instances: boolean Instance support leads to effective memory reduction when using duplicates
RenderSettings.use_local_coords -> use_local_coords: boolean Vertex coordinates are stored localy on each primitive. Increases memory usage, but may have impact on speed
RenderSettings.use_overwrite -> use_overwrite: boolean Overwrite existing files while rendering
RenderSettings.use_placeholder -> use_placeholder: boolean Create empty placeholder files while rendering frames (similar to Unix 'touch')
RenderSettings.use_radiosity -> use_radiosity: boolean Calculate radiosity in a pre-process before rendering
RenderSettings.use_raytracing -> use_raytrace: boolean Pre-calculate the raytrace accelerator and render raytracing effects
RenderSettings.use_sequencer -> use_sequencer: boolean Process the render (and composited) result through the video sequence editor pipeline, if sequencer strips exist
RenderSettings.use_sequencer_gl_preview -> use_sequencer_gl_preview: boolean
RenderSettings.use_sequencer_gl_render -> use_sequencer_gl_render: boolean
RenderSettings.use_shadows -> use_shadows: boolean Calculate shadows while rendering
RenderSettings.use_simplify -> use_simplify: boolean Enable simplification of scene for quicker preview renders
RenderSettings.use_sss -> use_sss: boolean Calculate sub-surface scattering in materials rendering
RenderSettings.use_textures -> use_textures: boolean Use textures to affect material properties
TODO * RigidBodyJointConstraint.disable_linked_collision -> use_disable_linked_collision: boolean Disable collision between linked bodies
RigidBodyJointConstraint.draw_pivot -> show_pivot: boolean Display the pivot point and rotation in 3D view
Scene.frame_drop -> use_frame_drop: boolean Play back dropping frames if frame display is too slow
Scene.layers -> layer: boolean Layers visible when rendering the scene
TODO * Scene.mute_audio -> mute_audio: boolean Play back of audio from Sequence Editor will be muted
TODO * Scene.nla_tweakmode_on -> is_nla_tweakmode_on: boolean, (read-only) Indicates whether there is any action referenced by NLA being edited. Strictly read-only
TODO * Scene.pov_radio_always_sample -> use_pov_radio_always_sample: boolean Only use the data from the pretrace step and not gather any new samples during the final radiosity pass
TODO * Scene.pov_radio_display_advanced -> show_pov_radio_advanced: boolean Show advanced options
TODO * Scene.pov_radio_enable -> use_pov_radio_enable: boolean Enable povrays radiosity calculation
TODO * Scene.pov_radio_media -> use_pov_radio_media: boolean Radiosity estimation can be affected by media
TODO * Scene.pov_radio_normal -> use_pov_radio_normal: boolean Radiosity estimation can be affected by normals
TODO * Scene.scrub_audio -> use_scrub_audio: boolean Play audio from Sequence Editor while scrubbing
TODO * Scene.sync_audio -> use_sync_audio: boolean Play back and sync with audio clock, dropping frames if frame display is too slow
Scene.use_gravity -> use_gravity: boolean Use global gravity for all dynamics
Scene.use_nodes -> use_nodes: boolean Enable the compositing node tree
Scene.use_preview_range -> use_preview_range: boolean Use an alternative start/end frame for UI playback, rather than the scene start/end frame
TODO * SceneGameData.activity_culling -> use_activity_culling: boolean Activity culling is enabled
SceneGameData.auto_start -> use_auto_start: boolean Automatically start game at load time
SceneGameData.fullscreen -> show_fullscreen: boolean Starts player in a new fullscreen display
SceneGameData.glsl_extra_textures -> use_glsl_extra_textures: boolean Use extra textures like normal or specular maps for GLSL rendering
SceneGameData.glsl_lights -> use_glsl_lights: boolean Use lights for GLSL rendering
SceneGameData.glsl_nodes -> use_glsl_nodes: boolean Use nodes for GLSL rendering
SceneGameData.glsl_ramps -> use_glsl_ramps: boolean Use ramps for GLSL rendering
SceneGameData.glsl_shaders -> use_glsl_shaders: boolean Use shaders for GLSL rendering
SceneGameData.glsl_shadows -> use_glsl_shadows: boolean Use shadows for GLSL rendering
SceneGameData.show_debug_properties -> show_debug_properties: boolean Show properties marked for debugging while the game runs
SceneGameData.show_framerate_profile -> show_framerate_profile: boolean Show framerate and profiling information while the game runs
SceneGameData.show_physics_visualization -> show_physics_visualization: boolean Show a visualization of physics bounds and interactions
SceneGameData.use_animation_record -> use_animation_record: boolean Record animation to fcurves
SceneGameData.use_deprecation_warnings -> use_deprecation_warnings: boolean Print warnings when using deprecated features in the python API
SceneGameData.use_display_lists -> use_display_lists: boolean Use display lists to speed up rendering by keeping geometry on the GPU
SceneGameData.use_frame_rate -> use_frame_rate: boolean Respect the frame rate rather than rendering as many frames as possible
TODO * SceneGameData.use_occlusion_culling -> use_occlusion_culling: boolean Use optimized Bullet DBVT tree for view frustum and occlusion culling
SceneRenderLayer.all_z -> use_all_z: boolean Fill in Z values for solid faces in invisible layers, for masking
SceneRenderLayer.edge -> use_edge: boolean Render Edge-enhance in this Layer (only works for Solid faces)
TODO * SceneRenderLayer.enabled -> enabled: boolean Disable or enable the render layer
SceneRenderLayer.halo -> use_halo: boolean Render Halos in this Layer (on top of Solid)
TODO * SceneRenderLayer.pass_ao -> use_pass_ao: boolean Deliver AO pass
TODO * SceneRenderLayer.pass_ao_exclude -> use_pass_ao_exclude: boolean Exclude AO pass from combined
TODO * SceneRenderLayer.pass_color -> use_pass_color: boolean Deliver shade-less color pass
TODO * SceneRenderLayer.pass_combined -> use_pass_combined: boolean Deliver full combined RGBA buffer
TODO * SceneRenderLayer.pass_diffuse -> use_pass_diffuse: boolean Deliver diffuse pass
TODO * SceneRenderLayer.pass_emit -> use_pass_emit: boolean Deliver emission pass
TODO * SceneRenderLayer.pass_emit_exclude -> use_pass_emit_exclude: boolean Exclude emission pass from combined
TODO * SceneRenderLayer.pass_environment -> use_pass_environment: boolean Deliver environment lighting pass
TODO * SceneRenderLayer.pass_environment_exclude -> use_pass_environment_exclude: boolean Exclude environment pass from combined
TODO * SceneRenderLayer.pass_indirect -> use_pass_indirect: boolean Deliver indirect lighting pass
TODO * SceneRenderLayer.pass_indirect_exclude -> use_pass_indirect_exclude: boolean Exclude indirect pass from combined
TODO * SceneRenderLayer.pass_mist -> use_pass_mist: boolean Deliver mist factor pass (0.0-1.0)
TODO * SceneRenderLayer.pass_normal -> use_pass_normal: boolean Deliver normal pass
TODO * SceneRenderLayer.pass_object_index -> use_pass_object_index: boolean Deliver object index pass
TODO * SceneRenderLayer.pass_reflection -> use_pass_reflection: boolean Deliver raytraced reflection pass
TODO * SceneRenderLayer.pass_reflection_exclude -> use_pass_reflection_exclude: boolean Exclude raytraced reflection pass from combined
TODO * SceneRenderLayer.pass_refraction -> use_pass_refraction: boolean Deliver raytraced refraction pass
TODO * SceneRenderLayer.pass_refraction_exclude -> use_pass_refraction_exclude: boolean Exclude raytraced refraction pass from combined
TODO * SceneRenderLayer.pass_shadow -> use_pass_shadow: boolean Deliver shadow pass
TODO * SceneRenderLayer.pass_shadow_exclude -> use_pass_shadow_exclude: boolean Exclude shadow pass from combined
TODO * SceneRenderLayer.pass_specular -> use_pass_specular: boolean Deliver specular pass
TODO * SceneRenderLayer.pass_specular_exclude -> use_pass_specular_exclude: boolean Exclude specular pass from combined
TODO * SceneRenderLayer.pass_uv -> use_pass_uv: boolean Deliver texture UV pass
TODO * SceneRenderLayer.pass_vector -> use_pass_vector: boolean Deliver speed vector pass
TODO * SceneRenderLayer.pass_z -> use_pass_z: boolean Deliver Z values pass
TODO * SceneRenderLayer.sky -> use_sky: boolean Render Sky in this Layer
TODO * SceneRenderLayer.solid -> use_solid: boolean Render Solid faces in this Layer
TODO * SceneRenderLayer.strand -> use_strand: boolean Render Strands in this Layer
TODO * SceneRenderLayer.visible_layers -> visible_layers: boolean Scene layers included in this render layer
TODO * SceneRenderLayer.zmask -> use_zmask: boolean Only render what's in front of the solid z values
TODO * SceneRenderLayer.zmask_layers -> use_zmask_layers: boolean Zmask scene layers
TODO * SceneRenderLayer.zmask_negate -> use_zmask_negate: boolean For Zmask, only render what is behind solid z values instead of in front
TODO * SceneRenderLayer.ztransp -> use_ztransp: boolean Render Z-Transparent faces in this Layer (On top of Solid and Halos)
TODO * SceneSequence.convert_float -> convert_float: boolean Convert input to float data
SceneSequence.de_interlace -> use_deinterlace: boolean For video movies to remove fields
SceneSequence.flip_x -> use_flip_x: boolean Flip on the X axis
SceneSequence.flip_y -> use_flip_y: boolean Flip on the Y axis
TODO * SceneSequence.premultiply -> premultiply: boolean Convert RGB from key alpha to premultiplied alpha
SceneSequence.proxy_custom_directory -> use_proxy_custom_directory: boolean Use a custom directory to store data
SceneSequence.proxy_custom_file -> use_proxy_custom_file: boolean Use a custom file to read proxy data from
TODO * SceneSequence.reverse_frames -> use_frame_reverse: boolean Reverse frame order
SceneSequence.use_color_balance -> use_color_balance: boolean (3-Way color correction) on input
SceneSequence.use_crop -> use_crop: boolean Crop image before processing
SceneSequence.use_proxy -> use_proxy: boolean Use a preview proxy for this strip
SceneSequence.use_translation -> use_translation: boolean Translate image before processing
Scopes.use_full_resolution -> use_full_resolution: boolean Sample every pixel of the image
Screen.animation_playing -> is_animation_playing: boolean, (read-only) Animation playback is active
Screen.fullscreen -> is_fullscreen: boolean, (read-only) An area is maximised, filling this screen
ScrewModifier.use_normal_calculate -> use_normal_calculate: boolean Calculate the order of edges (needed for meshes, but not curves)
ScrewModifier.use_normal_flip -> use_normal_flip: boolean Flip normals of lathed faces
ScrewModifier.use_object_screw_offset -> use_object_screw_offset: boolean Use the distance between the objects to make a screw
Sculpt.lock_x -> lock_x: boolean Disallow changes to the X axis of vertices
Sculpt.lock_y -> lock_y: boolean Disallow changes to the Y axis of vertices
Sculpt.lock_z -> lock_z: boolean Disallow changes to the Z axis of vertices
Sculpt.symmetry_x -> use_symmetry_x: boolean Mirror brush across the X axis
Sculpt.symmetry_y -> use_symmetry_y: boolean Mirror brush across the Y axis
Sculpt.symmetry_z -> use_symmetry_z: boolean Mirror brush across the Z axis
Sensor.expanded -> show_expanded: boolean Set sensor expanded in the user interface
Sensor.invert -> invert: boolean Invert the level(output) of this sensor
TODO * Sensor.level -> level: boolean Level detector, trigger controllers of new states(only applicable upon logic state transition)
Sensor.pulse_false_level -> use_pulse_false_level: boolean Activate FALSE level triggering (pulse mode)
Sensor.pulse_true_level -> use_pulse_true_level: boolean Activate TRUE level triggering (pulse mode)
Sensor.tap -> use_tap: boolean Trigger controllers only for an instant, even while the sensor remains true
TODO * Sequence.frame_locked -> frame_locked: boolean Lock the animation curve to the global frame counter
Sequence.left_handle_selected -> select_left_handle: boolean
Sequence.lock -> lock: boolean Lock strip so that it can't be transformed
Sequence.mute -> mute: boolean
Sequence.right_handle_selected -> select_right_handle: boolean
Sequence.selected -> select: boolean
TODO * Sequence.use_effect_default_fade -> use_effect_default_fade: boolean Fade effect using the built-in default (usually make transition as long as effect strip)
SequenceColorBalance.inverse_gain -> invert_gain: boolean
SequenceColorBalance.inverse_gamma -> invert_gamma: boolean
SequenceColorBalance.inverse_lift -> invert_lift: boolean
ShaderNodeExtendedMaterial.diffuse -> use_diffuse: boolean Material Node outputs Diffuse
ShaderNodeExtendedMaterial.invert_normal -> invert_normal: boolean Material Node uses inverted normal
ShaderNodeExtendedMaterial.specular -> use_specular: boolean Material Node outputs Specular
TODO * ShaderNodeMapping.clamp_maximum -> use_clamp_to_max: boolean Clamp the output coordinate to a maximum value
TODO * ShaderNodeMapping.clamp_minimum -> use_clamp_to_min: boolean Clamp the output coordinate to a minimum value
ShaderNodeMaterial.diffuse -> use_diffuse: boolean Material Node outputs Diffuse
ShaderNodeMaterial.invert_normal -> invert_normal: boolean Material Node uses inverted normal
ShaderNodeMaterial.specular -> use_specular: boolean Material Node outputs Specular
ShaderNodeMixRGB.alpha -> use_alpha: boolean Include alpha of second input in this operation
TODO * ShapeActionActuator.continue_last_frame -> use_continue_last_frame: boolean Restore last frame when switching on/off, otherwise play from the start each time
ShapeKey.mute -> mute: boolean Mute this shape key
TODO see below * ShrinkwrapConstraint.use_x -> use_x: boolean Projection over X Axis
TODO see below* ShrinkwrapConstraint.use_y -> use_y: boolean Projection over Y Axis
TODO see below* ShrinkwrapConstraint.use_z -> use_z: boolean Projection over Z Axis
ShrinkwrapModifier.cull_back_faces -> use_cull_back_faces: boolean Stop vertices from projecting to a back face on the target
ShrinkwrapModifier.cull_front_faces -> use_cull_front_faces: boolean Stop vertices from projecting to a front face on the target
ShrinkwrapModifier.keep_above_surface -> use_keep_above_surface: boolean
TODO * ShrinkwrapModifier.negative -> negative: boolean Allow vertices to move in the negative direction of axis
TODO * ShrinkwrapModifier.positive -> positive: boolean Allow vertices to move in the positive direction of axis
ShrinkwrapModifier.x -> use_x: boolean
ShrinkwrapModifier.y -> use_y: boolean
ShrinkwrapModifier.z -> use_z: boolean
TODO * SimpleDeformModifier.lock_x_axis -> lock_axis_x: boolean
TODO * SimpleDeformModifier.lock_y_axis -> lock_axis_y: boolean
SimpleDeformModifier.relative -> use_relative: boolean Sets the origin of deform space to be relative to the object
SmokeDomainSettings.dissolve_smoke -> use_dissolve_smoke: boolean Enable smoke to disappear over time
SmokeDomainSettings.dissolve_smoke_log -> use_dissolve_smoke_log: boolean Using 1/x
TODO * SmokeDomainSettings.highres -> use_highres: boolean Enable high resolution (using amplification)
SmokeDomainSettings.initial_velocity -> use_initial_velocity: boolean Smoke inherits it's velocity from the emitter particle
TODO * SmokeDomainSettings.viewhighres -> show_highres: boolean Show high resolution (using amplification)
NEGATE * SmokeFlowSettings.outflow -> use_outflow: boolean Deletes smoke from simulation
SmoothModifier.x -> use_x: boolean
SmoothModifier.y -> use_y: boolean
SmoothModifier.z -> use_z: boolean
SoftBodySettings.auto_step -> use_auto_step: boolean Use velocities for automagic step sizes
SoftBodySettings.diagnose -> use_diagnose: boolean Turn on SB diagnose console prints
SoftBodySettings.edge_collision -> use_edge_collision: boolean Edges collide too
SoftBodySettings.estimate_matrix -> use_estimate_matrix: boolean estimate matrix .. split to COM , ROT ,SCALE
SoftBodySettings.face_collision -> use_face_collision: boolean Faces collide too, SLOOOOOW warning
SoftBodySettings.new_aero -> use_new_aero: boolean New aero(uses angle and length)
SoftBodySettings.self_collision -> use_self_collision: boolean Enable naive vertex ball self collision
SoftBodySettings.stiff_quads -> use_stiff_quads: boolean Adds diagonal springs on 4-gons
SoftBodySettings.use_edges -> use_edges: boolean Use Edges as springs
SoftBodySettings.use_goal -> use_goal: boolean Define forces for vertices to stick to animated position
TODO * SolidifyModifier.invert -> invert_vertex_groups_influence: boolean Invert the vertex group influence
SolidifyModifier.use_even_offset -> use_even_offset: boolean Maintain thickness by adjusting for sharp corners (slow, disable when not needed)
SolidifyModifier.use_quality_normals -> use_quality_normals: boolean Calculate normals which result in more even thickness (slow, disable when not needed)
SolidifyModifier.use_rim -> use_rim: boolean Create edge loops between the inner and outer surfaces on face edges (slow, disable when not needed)
SolidifyModifier.use_rim_material -> use_rim_material: boolean Use in the next material for rim faces
TODO * Sound.caching -> use_ram_cache: boolean The sound file is decoded and loaded into RAM
TODO * SoundActuator.enable_sound_3d -> use_sound_3d: boolean Enable/Disable 3D Sound
SpaceConsole.show_report_debug -> show_report_debug: boolean Display debug reporting info
SpaceConsole.show_report_error -> show_report_error: boolean Display error text
SpaceConsole.show_report_info -> show_report_info: boolean Display general information
SpaceConsole.show_report_operator -> show_report_operator: boolean Display the operator log
SpaceConsole.show_report_warn -> show_report_warning: boolean Display warnings
TODO * SpaceDopeSheetEditor.automerge_keyframes -> show_automerge_keyframes: boolean Show handles of Bezier control points
TODO * SpaceDopeSheetEditor.realtime_updates -> use_realtime_updates: boolean When transforming keyframes, changes to the animation data are flushed to other views
TODO * SpaceDopeSheetEditor.show_cframe_indicator -> show_cframe_indicator: boolean Show frame number beside the current frame indicator line
SpaceDopeSheetEditor.show_seconds -> show_seconds: boolean, (read-only) Show timing in seconds not frames
SpaceDopeSheetEditor.show_sliders -> show_sliders: boolean Show sliders beside F-Curve channels
SpaceDopeSheetEditor.use_marker_sync -> use_marker_sync: boolean Sync Markers with keyframe edits
SpaceGraphEditor.automerge_keyframes -> show_automerge_keyframes: boolean Show handles of Bezier control points
TODO * SpaceGraphEditor.has_ghost_curves -> has_ghost_curves: boolean Graph Editor instance has some ghost curves stored
SpaceGraphEditor.only_selected_curves_handles -> use_only_selected_curves_handles: boolean Only keyframes of selected F-Curves are visible and editable
SpaceGraphEditor.only_selected_keyframe_handles -> use_only_selected_keyframe_handles: boolean Only show and edit handles of selected keyframes
TODO * SpaceGraphEditor.realtime_updates -> use_realtime_updates: boolean When transforming keyframes, changes to the animation data are flushed to other views
TODO * SpaceGraphEditor.show_cframe_indicator -> show_cframe_indicator: boolean Show frame number beside the current frame indicator line
SpaceGraphEditor.show_cursor -> show_cursor: boolean Show 2D cursor
SpaceGraphEditor.show_handles -> show_handles: boolean Show handles of Bezier control points
SpaceGraphEditor.show_seconds -> show_seconds: boolean, (read-only) Show timing in seconds not frames
SpaceGraphEditor.show_sliders -> show_sliders: boolean Show sliders beside F-Curve channels
SpaceImageEditor.draw_repeated -> show_repeated: boolean Draw the image repeated outside of the main view
SpaceImageEditor.image_painting -> use_image_paint: boolean Enable image painting mode
TODO * SpaceImageEditor.image_pin -> show_image_pin: boolean Display current image regardless of object selection
SpaceImageEditor.show_paint -> show_paint: boolean, (read-only) Show paint related properties
SpaceImageEditor.show_render -> show_render: boolean, (read-only) Show render related properties
SpaceImageEditor.show_uvedit -> show_uvedit: boolean, (read-only) Show UV editing related properties
TODO * SpaceImageEditor.update_automatically -> use_update_automatically: boolean Update other affected window spaces automatically to reflect changes during interactive operations such as transform
SpaceImageEditor.use_grease_pencil -> use_grease_pencil: boolean Display and edit the grease pencil freehand annotations overlay
SpaceLogicEditor.actuators_show_active_objects -> show_actuators_active_objects: boolean Show actuators of active object
SpaceLogicEditor.actuators_show_active_states -> show_actuators_active_states: boolean Show only actuators connected to active states
SpaceLogicEditor.actuators_show_linked_controller -> show_actuators_linked_controller: boolean Show linked objects to the actuator
SpaceLogicEditor.actuators_show_selected_objects -> show_actuators_selected_objects: boolean Show actuators of all selected objects
SpaceLogicEditor.controllers_show_active_objects -> show_controllers_active_objects: boolean Show controllers of active object
SpaceLogicEditor.controllers_show_linked_controller -> show_controllers_linked_controller: boolean Show linked objects to sensor/actuator
SpaceLogicEditor.controllers_show_selected_objects -> show_controllers_selected_objects: boolean Show controllers of all selected objects
SpaceLogicEditor.sensors_show_active_objects -> show_sensors_active_objects: boolean Show sensors of active object
SpaceLogicEditor.sensors_show_active_states -> show_sensors_active_states: boolean Show only sensors connected to active states
SpaceLogicEditor.sensors_show_linked_controller -> show_sensors_linked_controller: boolean Show linked objects to the controller
SpaceLogicEditor.sensors_show_selected_objects -> show_sensors_selected_objects: boolean Show sensors of all selected objects
TODO * SpaceNLA.realtime_updates -> use_realtime_updates: boolean When transforming strips, changes to the animation data are flushed to other views
TODO * SpaceNLA.show_cframe_indicator -> show_cframe_indicator: boolean Show frame number beside the current frame indicator line
SpaceNLA.show_seconds -> show_seconds: boolean, (read-only) Show timing in seconds not frames
SpaceNLA.show_strip_curves -> show_strip_curves: boolean Show influence curves on strips
SpaceNodeEditor.backdrop -> show_backdrop: boolean Use active Viewer Node output as backdrop for compositing nodes
SpaceOutliner.match_case_sensitive -> use_match_case_sensitive: boolean Only use case sensitive matches of search string
SpaceOutliner.match_complete -> use_match_complete: boolean Only use complete matches of search string
SpaceOutliner.show_restriction_columns -> show_restriction_columns: boolean Show column
SpaceProperties.brush_texture -> show_brush_texture: boolean Show brush textures
SpaceProperties.use_pin_id -> use_pin_id: boolean Use the pinned context
TODO * SpaceSequenceEditor.draw_frames -> draw_frames: boolean Draw frames rather than seconds
TODO * SpaceSequenceEditor.draw_safe_margin -> draw_safe_margin: boolean Draw title safe margins in preview
TODO * SpaceSequenceEditor.separate_color_preview -> separate_color_preview: boolean Separate color channels in preview
TODO * SpaceSequenceEditor.show_cframe_indicator -> show_cframe_indicator: boolean Show frame number beside the current frame indicator line
TODO * SpaceSequenceEditor.use_grease_pencil -> use_grease_pencil: boolean Display and edit the grease pencil freehand annotations overlay
TODO * SpaceSequenceEditor.use_marker_sync -> use_marker_sync: boolean Transform markers as well as strips
SpaceTextEditor.find_all -> use_find_all: boolean Search in all text datablocks, instead of only the active one
SpaceTextEditor.find_wrap -> use_find_wrap: boolean Search again from the start of the file when reaching the end
SpaceTextEditor.line_numbers -> show_line_numbers: boolean Show line numbers next to the text
SpaceTextEditor.live_edit -> use_live_edit: boolean Run python while editing
SpaceTextEditor.overwrite -> use_overwrite: boolean Overwrite characters when typing rather than inserting them
TODO * SpaceTextEditor.syntax_highlight -> use_syntax_highlight: boolean Syntax highlight for scripting
TODO * SpaceTextEditor.word_wrap -> use_word_wrap: boolean Wrap words if there is not enough horizontal space
SpaceTimeline.only_selected -> show_only_selected: boolean Show keyframes for active Object and/or its selected channels only
SpaceTimeline.play_all_3d -> use_play_all_3d: boolean
TODO * SpaceTimeline.play_anim -> use_play_anim: boolean
SpaceTimeline.play_buttons -> use_play_buttons: boolean
SpaceTimeline.play_image -> use_play_image: boolean
SpaceTimeline.play_nodes -> use_play_nodes: boolean
SpaceTimeline.play_sequencer -> use_play_sequencer: boolean
SpaceTimeline.play_top_left -> use_play_top_left: boolean
TODO * SpaceTimeline.show_cframe_indicator -> show_cframe_indicator: boolean Show frame number beside the current frame indicator line
SpaceUVEditor.constrain_to_image_bounds -> use_constrain_to_image_bounds: boolean Constraint to stay within the image bounds while editing
SpaceUVEditor.draw_modified_edges -> show_modified_edges: boolean Draw edges after modifiers are applied
SpaceUVEditor.draw_other_objects -> show_other_objects: boolean Draw other selected objects that share the same image
SpaceUVEditor.draw_smooth_edges -> show_smooth_edges: boolean Draw UV edges anti-aliased
SpaceUVEditor.draw_stretch -> show_stretch: boolean Draw faces colored according to the difference in shape between UVs and their 3D coordinates (blue for low distortion, red for high distortion)
SpaceUVEditor.live_unwrap -> use_live_unwrap: boolean Continuously unwrap the selected UV island while transforming pinned vertices
SpaceUVEditor.normalized_coordinates -> show_normalized_coordinates: boolean Display UV coordinates from 0.0 to 1.0 rather than in pixels
SpaceUVEditor.snap_to_pixels -> use_snap_to_pixels: boolean Snap UVs to pixel locations while editing
SpaceView3D.all_object_origins -> show_all_objects_origin: boolean Show the object origin center dot for all (selected and unselected) objects
SpaceView3D.display_background_images -> show_background_images: boolean Display reference images behind objects in the 3D View
SpaceView3D.display_floor -> show_floor: boolean Show the ground plane grid in perspective view
TODO * SpaceView3D.display_render_override -> show_render_override: boolean Display only objects which will be rendered
SpaceView3D.display_x_axis -> show_axis_x: boolean Show the X axis line in perspective view
SpaceView3D.display_y_axis -> show_axis_y: boolean Show the Y axis line in perspective view
SpaceView3D.display_z_axis -> show_axis_z: boolean Show the Z axis line in perspective view
TODO * SpaceView3D.layers -> layer: boolean Layers visible in this 3D View
SpaceView3D.lock_camera_and_layers -> lock_camera_and_layers: boolean Use the scene's active camera and layers in this view, rather than local layers
SpaceView3D.manipulator -> use_manipulator: boolean Use a 3D manipulator widget for controlling transforms
SpaceView3D.manipulator_rotate -> use_manipulator_rotate: boolean Use the manipulator for rotation transformations
SpaceView3D.manipulator_scale -> use_manipulator_scale: boolean Use the manipulator for scale transformations
SpaceView3D.manipulator_translate -> use_manipulator_translate: boolean Use the manipulator for movement transformations
TODO * SpaceView3D.occlude_geometry -> use_occlude_geometry: boolean Limit selection to visible (clipped with depth buffer)
SpaceView3D.outline_selected -> show_outline_selected: boolean Show an outline highlight around selected objects in non-wireframe views
SpaceView3D.pivot_point_align -> use_pivot_point_align: boolean Manipulate object centers only
SpaceView3D.relationship_lines -> show_relationship_lines: boolean Show dashed lines indicating parent or constraint relationships
SpaceView3D.textured_solid -> show_textured_solid: boolean Display face-assigned textures in solid view
TODO * SpaceView3D.used_layers -> layers_used: boolean, (read-only) Layers that contain something
SpeedControlSequence.curve_compress_y -> use_curve_compress_y: boolean Scale F-Curve value to get the target frame number, F-Curve value runs from 0.0 to 1.0
SpeedControlSequence.curve_velocity -> use_curve_velocity: boolean Interpret the F-Curve value as a velocity instead of a frame number
SpeedControlSequence.frame_blending -> use_frame_blend: boolean Blend two frames into the target for a smoother result
Spline.bezier_u -> use_bezier_u: boolean Make this nurbs curve or surface act like a bezier spline in the U direction (Order U must be 3 or 4, Cyclic U must be disabled)
Spline.bezier_v -> use_bezier_v: boolean Make this nurbs surface act like a bezier spline in the V direction (Order V must be 3 or 4, Cyclic V must be disabled)
Spline.cyclic_u -> use_cyclic_u: boolean Make this curve or surface a closed loop in the U direction
Spline.cyclic_v -> use_cyclic_v: boolean Make this surface a closed loop in the V direction
Spline.endpoint_u -> use_endpoint_u: boolean Make this nurbs curve or surface meet the endpoints in the U direction (Cyclic U must be disabled)
Spline.endpoint_v -> use_endpoint_v: boolean Make this nurbs surface meet the endpoints in the V direction (Cyclic V must be disabled)
TODO * Spline.hide -> hide: boolean Hide this curve in editmode
Spline.smooth -> use_smooth: boolean Smooth the normals of the surface or beveled curve
SplineIKConstraint.chain_offset -> use_chain_offset: boolean Offset the entire chain relative to the root joint
TODO * SplineIKConstraint.even_divisions -> use_even_divisions: boolean Ignore the relative lengths of the bones when fitting to the curve
SplineIKConstraint.use_curve_radius -> use_curve_radius: boolean Average radius of the endpoints is used to tweak the X and Z Scaling of the bones, on top of XZ Scale mode
SplineIKConstraint.y_stretch -> use_y_stretch: boolean Stretch the Y axis of the bones to fit the curve
TODO * SplinePoint.hidden -> hide: boolean Visibility status
TODO * SplinePoint.selected -> select_control_point: boolean Selection status
SpotLamp.auto_clip_end -> use_auto_clip_end: boolean Automatic calculation of clipping-end, based on visible vertices
SpotLamp.auto_clip_start -> use_auto_clip_start: boolean Automatic calculation of clipping-start, based on visible vertices
SpotLamp.halo -> use_halo: boolean Renders spotlight with a volumetric halo (Buffer Shadows)
TODO * SpotLamp.only_shadow -> use_shadow_only: boolean Causes light to cast shadows only without illuminating objects
TODO * SpotLamp.shadow_layer -> use_shadow_own_layer: boolean Causes only objects on the same layer to cast shadows
SpotLamp.show_cone -> show_cone: boolean Draw transparent cone in 3D view to visualize which objects are contained in it
TODO * SpotLamp.sphere -> use_sphere: boolean Sets light intensity to zero beyond lamp distance
TODO * SpotLamp.square -> use_square: boolean Casts a square spot light shape
TODO * StateActuator.state -> state: boolean
TODO * SubsurfModifier.optimal_display -> show_optimal: boolean Skip drawing/rendering of interior subdivided edges
SubsurfModifier.subsurf_uv -> use_subsurf_uv: boolean Use subsurf to subdivide UVs
SunLamp.only_shadow -> use_shadow_only: boolean Causes light to cast shadows only without illuminating objects
TODO * SunLamp.shadow_layer -> use_shadow_own_layer: boolean Causes only objects on the same layer to cast shadows
TODO * SurfaceCurve.map_along_length -> use_map_along_length: boolean Generate texture mapping coordinates following the curve direction, rather than the local bounding box
SurfaceCurve.vertex_normal_flip -> use_vertex_normal_flip: boolean Flip vertex normals towards the camera during render
TODO * TexMapping.has_maximum -> use_clip_to_max: boolean Whether to use maximum clipping value
TODO * TexMapping.has_minimum -> use_clip_to_min: boolean Whether to use minimum clipping value
Text.dirty -> is_dirty: boolean, (read-only) Text file has been edited since last save
Text.memory -> is_in_memory: boolean, (read-only) Text file is in memory, without a corresponding file on disk
Text.modified -> is_modified: boolean, (read-only) Text file on disk is different than the one in memory
Text.tabs_as_spaces -> use_tabs_as_spaces: boolean Automatically converts all new tabs into spaces
Text.use_module -> use_module: boolean Register this text as a module on loading, Text name must end with '.py'
TextCharacterFormat.bold -> use_bold: boolean
TextCharacterFormat.italic -> use_italic: boolean
TextCharacterFormat.style -> use_style: boolean
TextCharacterFormat.underline -> use_underline: boolean
TextCharacterFormat.wrap -> use_wrap: boolean
TextCurve.fast -> use_fast_editing: boolean Don't fill polygons while editing
TODO * TextCurve.map_along_length -> use_map_along_length: boolean Generate texture mapping coordinates following the curve direction, rather than the local bounding box
TextCurve.vertex_normal_flip -> use_vertex_normal_flip: boolean Flip vertex normals towards the camera during render
TextMarker.edit_all -> use_edit_all: boolean, (read-only) Edit all markers of the same group as one
TODO * TextMarker.temporary -> is_temporary: boolean, (read-only) Marker is temporary
Texture.use_color_ramp -> use_color_ramp: boolean Toggle color ramp operations
Texture.use_nodes -> use_nodes: boolean Make this a node-based texture
Texture.use_preview_alpha -> use_preview_alpha: boolean Show Alpha in Preview Render
TextureNodeMixRGB.alpha -> use_alpha: boolean Include alpha of second input in this operation
TODO * TextureSlot.negate -> use_negate: boolean Inverts the values of the texture to reverse its effect
TextureSlot.rgb_to_intensity -> use_rgb_to_intensity: boolean Converts texture RGB values to intensity (gray) values
TextureSlot.stencil -> use_stencil: boolean Use this texture as a blending value on the next texture
ThemeBoneColorSet.colored_constraints -> show_colored_constraints: boolean Allow the use of colors indicating constraints/keyed status
ThemeWidgetColors.shaded -> show_shaded: boolean
TODO * TimelineMarker.selected -> select: boolean Marker selection state
ToolSettings.auto_normalize -> use_auto_normalize: boolean Ensure all bone-deforming vertex groups add up to 1.0 while weight painting
ToolSettings.automerge_editing -> use_automerge_editing: boolean Automatically merge vertices moved to the same location
ToolSettings.bone_sketching -> use_bone_sketching: boolean DOC BROKEN
ToolSettings.etch_autoname -> use_etch_autoname: boolean DOC BROKEN
ToolSettings.etch_overdraw -> use_etch_overdraw: boolean DOC BROKEN
ToolSettings.etch_quick -> use_etch_quick: boolean DOC BROKEN
TODO * ToolSettings.mesh_selection_mode -> use_mesh_selection_mode: boolean Which mesh elements selection works on
ToolSettings.record_with_nla -> use_record_with_nla: boolean Add a new NLA Track + Strip for every loop/pass made over the animation to allow non-destructive tweaking
ToolSettings.snap -> use_snap: boolean Snap during transform
ToolSettings.snap_align_rotation -> use_snap_align_rotation: boolean Align rotation with the snapping target
ToolSettings.snap_peel_object -> use_snap_peel_object: boolean Consider objects as whole when finding volume center
ToolSettings.snap_project -> use_snap_project: boolean Project vertices on the surface of other objects
ToolSettings.use_auto_keying -> use_keyframe_insert_auto: boolean Automatic keyframe insertion for Objects and Bones
TODO * ToolSettings.uv_local_view -> show_only_uv_local_view: boolean Draw only faces with the currently displayed image assigned
ToolSettings.uv_sync_selection -> use_uv_sync_selection: boolean Keep UV and edit mode mesh selection in sync
TrackToConstraint.target_z -> use_target_z: boolean Target's Z axis, not World Z axis, will constraint the Up direction
TransformConstraint.extrapolate_motion -> use_motion_extrapolate: boolean Extrapolate ranges
TransformSequence.uniform_scale -> use_uniform_scale: boolean Scale uniformly, preserving aspect ratio
UILayout.active -> active: boolean
TODO * UILayout.enabled -> enabled: boolean
TODO * UVProjectModifier.override_image -> show_override_image: boolean Override faces' current images with the given image
UnitSettings.use_separate -> use_separate: boolean Display units in pairs
TODO * UserPreferencesEdit.auto_keyframe_insert_available -> use_keyframe_insert_auto_available: boolean Automatic keyframe insertion in available curves
TODO * UserPreferencesEdit.auto_keyframe_insert_keyingset -> use_keyframe_insert_auto_keyingset: boolean Automatic keyframe insertion using active Keying Set
UserPreferencesEdit.drag_immediately -> use_drag_immediately: boolean Moving things with a mouse drag confirms when releasing the button
UserPreferencesEdit.duplicate_action -> use_duplicate_action: boolean Causes actions to be duplicated with the object
UserPreferencesEdit.duplicate_armature -> use_duplicate_armature: boolean Causes armature data to be duplicated with the object
UserPreferencesEdit.duplicate_curve -> use_duplicate_curve: boolean Causes curve data to be duplicated with the object
UserPreferencesEdit.duplicate_fcurve -> use_duplicate_fcurve: boolean Causes F-curve data to be duplicated with the object
UserPreferencesEdit.duplicate_lamp -> use_duplicate_lamp: boolean Causes lamp data to be duplicated with the object
UserPreferencesEdit.duplicate_material -> use_duplicate_material: boolean Causes material data to be duplicated with the object
UserPreferencesEdit.duplicate_mesh -> use_duplicate_mesh: boolean Causes mesh data to be duplicated with the object
UserPreferencesEdit.duplicate_metaball -> use_duplicate_metaball: boolean Causes metaball data to be duplicated with the object
UserPreferencesEdit.duplicate_particle -> use_duplicate_particle: boolean Causes particle systems to be duplicated with the object
UserPreferencesEdit.duplicate_surface -> use_duplicate_surface: boolean Causes surface data to be duplicated with the object
UserPreferencesEdit.duplicate_text -> use_duplicate_text: boolean Causes text data to be duplicated with the object
UserPreferencesEdit.duplicate_texture -> use_duplicate_texture: boolean Causes texture data to be duplicated with the object
UserPreferencesEdit.enter_edit_mode -> use_enter_edit_mode: boolean Enter Edit Mode automatically after adding a new object
UserPreferencesEdit.global_undo -> use_global_undo: boolean Global undo works by keeping a full copy of the file itself in memory, so takes extra memory
UserPreferencesEdit.grease_pencil_simplify_stroke -> use_grease_pencil_simplify_stroke: boolean Simplify the final stroke
UserPreferencesEdit.grease_pencil_smooth_stroke -> use_grease_pencil_smooth_stroke: boolean Smooth the final stroke
TODO * UserPreferencesEdit.insertkey_xyz_to_rgb -> show_insertkey_xyz_to_rgb: boolean Color for newly added transformation F-Curves (Location, Rotation, Scale) and also Color is based on the transform axis
UserPreferencesEdit.keyframe_insert_needed -> use_keyframe_insert_needed: boolean Keyframe insertion only when keyframe needed
UserPreferencesEdit.use_auto_keying -> use_auto_keying: boolean Automatic keyframe insertion for Objects and Bones
UserPreferencesEdit.use_negative_frames -> use_negative_frames: boolean Current frame number can be manually set to a negative value
TODO * UserPreferencesEdit.use_visual_keying -> show_visual_keying: boolean Use Visual keying automatically for constrained objects
UserPreferencesFilePaths.auto_save_temporary_files -> use_auto_save_temporary_files: boolean Automatic saving of temporary files
TODO * UserPreferencesFilePaths.compress_file -> use_file_compression: boolean Enable file compression when saving .blend files
TODO * UserPreferencesFilePaths.filter_file_extensions -> show_only_file_extensions: boolean Display only files with extensions in the image select window
TODO * UserPreferencesFilePaths.hide_dot_files_datablocks -> show_dot_files_datablocks: boolean Hide files/datablocks that start with a dot(.*)
UserPreferencesFilePaths.load_ui -> use_load_ui: boolean Load user interface setup when loading .blend files
UserPreferencesFilePaths.save_preview_images -> use_save_preview_images: boolean Enables automatic saving of preview images in the .blend file
UserPreferencesFilePaths.use_relative_paths -> use_relative_paths: boolean Default relative path option for the file selector
UserPreferencesInput.continuous_mouse -> use_continuous_mouse: boolean Allow moving the mouse outside the view on some manipulations (transform, ui control drag)
UserPreferencesInput.emulate_3_button_mouse -> use_emulate_3_button_mouse: boolean Emulates Middle Mouse with Alt+LeftMouse (doesn't work with Left Mouse Select option)
UserPreferencesInput.emulate_numpad -> use_emulate_numpad: boolean Causes the 1 to 0 keys to act as the numpad (useful for laptops)
TODO * UserPreferencesInput.invert_zoom_direction -> invert_zoom: boolean Invert the axis of mouse movement for zooming
UserPreferencesSystem.auto_execute_scripts -> use_scripts_auto_execute: boolean Allow any .blend file to run scripts automatically (unsafe with blend files from an untrusted source)
TODO * UserPreferencesSystem.enable_all_codecs -> use_preview_images: boolean Enables automatic saving of preview images in the .blend file (Windows only)
TODO * UserPreferencesSystem.international_fonts -> use_fonts_international: boolean Use international fonts
UserPreferencesSystem.tabs_as_spaces -> use_tabs_as_spaces: boolean Automatically converts all new tabs into spaces for new and loaded text files
UserPreferencesSystem.translate_buttons -> show_translate_buttons: boolean Translate button labels
UserPreferencesSystem.translate_toolbox -> show_translate_toolbox: boolean Translate toolbox menu
UserPreferencesSystem.translate_tooltips -> show_translate_tooltips: boolean Translate Tooltips
UserPreferencesSystem.use_antialiasing -> show_antialiasing: boolean Use anti-aliasing for the 3D view (may impact redraw performance)
UserPreferencesSystem.use_mipmaps -> use_mipmaps: boolean Scale textures for the 3D View (looks nicer but uses more memory and slows image reloading)
TODO * UserPreferencesSystem.use_textured_fonts -> show_fonts_textured: boolean Use textures for drawing international fonts
UserPreferencesSystem.use_vbos -> use_vertex_buffer_objects: boolean Use Vertex Buffer Objects (or Vertex Arrays, if unsupported) for viewport rendering
TODO * UserPreferencesSystem.use_weight_color_range -> show_weight_color_range: boolean Enable color range used for weight visualization in weight painting mode
UserPreferencesView.auto_depth -> use_mouse_auto_depth: boolean Use the depth under the mouse to improve view pan/rotate/zoom functionality
TODO * UserPreferencesView.auto_perspective -> show_auto_perspective: boolean Automatically switch between orthographic and perspective when changing from top/front/side views
UserPreferencesView.directional_menus -> show_directional_menus: boolean Otherwise menus, etc will always be top to bottom, left to right, no matter opening direction
UserPreferencesView.display_object_info -> show_object_info: boolean Display objects name and frame number in 3D view
TODO * UserPreferencesView.global_pivot -> show_global_pivot: boolean Lock the same rotation/scaling pivot in all 3D Views
TODO * UserPreferencesView.global_scene -> show_global_scene: boolean Forces the current Scene to be displayed in all Screens
TODO * UserPreferencesView.open_mouse_over -> use_mouse_over_open: boolean Open menu buttons and pulldowns automatically when the mouse is hovering
UserPreferencesView.rotate_around_selection -> use_rotate_around_selection: boolean Use selection as the pivot point
UserPreferencesView.show_mini_axis -> show_mini_axis: boolean Show a small rotating 3D axis in the bottom left corner of the 3D View
UserPreferencesView.show_playback_fps -> show_playback_fps: boolean Show the frames per second screen refresh rate, while animation is played back
UserPreferencesView.show_splash -> show_splash: boolean Display splash screen on startup
UserPreferencesView.show_view_name -> show_view_name: boolean Show the name of the view's direction in each 3D View
UserPreferencesView.tooltips -> show_tooltips: boolean Display tooltips
UserPreferencesView.use_column_layout -> show_column_layout: boolean Use a column layout for toolbox
UserPreferencesView.use_large_cursors -> show_large_cursors: boolean Use large mouse cursors when available
UserPreferencesView.use_manipulator -> show_manipulator: boolean Use 3D transform manipulator
UserPreferencesView.use_middle_mouse_paste -> use_mouse_mmb_paste: boolean In text window, paste with middle mouse button instead of panning
TODO * UserPreferencesView.wheel_invert_zoom -> invert_mouse_wheel_zoom: boolean Swap the Mouse Wheel zoom direction
TODO * UserPreferencesView.zoom_to_mouse -> use_zoom_auto_mouse: boolean Zoom in towards the mouse pointer's position in the 3D view, rather than the 2D window center
TODO * UserSolidLight.enabled -> use: boolean Enable this OpenGL light in solid draw mode
TODO * VertexPaint.all_faces -> use_all_faces: boolean Paint on all faces inside brush
TODO * VertexPaint.normals -> use_normals: boolean Applies the vertex normal before painting
VertexPaint.spray -> use_spray: boolean Keep applying paint effect while holding mouse
TODO * VisibilityActuator.children -> show_occluded_children: boolean Set all the children of this object to the same visibility/occlusion recursively
TODO * VisibilityActuator.occlusion -> show_occluded: boolean Set the object to occlude objects behind it. Initialized from the object type in physics button
TODO * VisibilityActuator.visible -> show: boolean Set the objects visible. Initialized from the objects render restriction toggle (access in the outliner)
VoxelData.still -> use_still_frame: boolean Always render a still frame from the voxel data sequence
WaveModifier.cyclic -> use_cyclic: boolean Cyclic wave effect
TODO * WaveModifier.normals -> show_normals: boolean Displace along normals
WaveModifier.x -> use_x: boolean X axis motion
WaveModifier.x_normal -> use_normal_x: boolean Enable displacement along the X normal
WaveModifier.y -> use_y: boolean Y axis motion
WaveModifier.y_normal -> use_normal_y: boolean Enable displacement along the Y normal
WaveModifier.z_normal -> use_normal_z: boolean Enable displacement along the Z normal
World.blend_sky -> use_sky_blend: boolean Render background with natural progression from horizon to zenith
World.paper_sky -> use_sky_paper: boolean Flatten blend or texture coordinates
World.real_sky -> use_sky_real: boolean Render background with a real horizon, relative to the camera angle
WorldLighting.falloff -> use_falloff: boolean
WorldLighting.pixel_cache -> use_cache: boolean Cache AO results in pixels and interpolate over neighbouring pixels for speedup (for Approximate)
WorldLighting.use_ambient_occlusion -> use_ambient_occlusian: boolean Use Ambient Occlusion to add shadowing based on distance between objects
WorldLighting.use_environment_lighting -> use_environment_lighting: boolean Add light coming from the environment
WorldLighting.use_indirect_lighting -> use_indirect_lighting: boolean Add indirect light bouncing of surrounding objects
WorldMistSettings.use_mist -> use_mist: boolean Occlude objects with the environment color as they are further away
WorldStarsSettings.use_stars -> use_stars: boolean Enable starfield generation
WorldTextureSlot.map_blend -> use_map_blend: boolean Affect the color progression of the background
WorldTextureSlot.map_horizon -> use_map_horizon: boolean Affect the color of the horizon
WorldTextureSlot.map_zenith_down -> use_map_zenith_down: boolean Affect the color of the zenith below
WorldTextureSlot.map_zenith_up -> use_map_zenith_up: boolean Affect the color of the zenith above
|