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