rna refactor...

- added a script to merge 2 lists of rna renaming from/to
- merged rna_booleans.txt into rna_properties.txt
- made rna_cleaner.py sort by class.from by default.
This commit is contained in:
Campbell Barton
2010-08-09 06:55:20 +00:00
parent 9581cf1bdd
commit 8d517cff33
4 changed files with 4673 additions and 4526 deletions

View File

@@ -1,1330 +0,0 @@
ActionActuator.continue_last_frame -> use_continue_last_frame: boolean Restore last frame when switching on/off, otherwise play from the start each time
ActionGroup.expanded -> show_expanded: boolean Action Group is expanded
Actuator.expanded -> show_expanded: boolean Set actuator expanded in the user interface
AnimData.nla_enabled -> use_nla: boolean NLA stack is evaluated when evaluating this block
AnimVizMotionPaths.highlight_keyframes -> show_keyframe_highlight: boolean Emphasize position of keyframes on Motion Paths
AnimVizMotionPaths.search_all_action_keyframes -> show_keyframe_action_all: boolean For bone motion paths, search whole Action for keyframes instead of in group with matching name only (is slower)
AnimVizMotionPaths.show_frame_numbers -> show_frame_numbers: boolean Show frame numbers on Motion Paths
AnimVizMotionPaths.show_keyframe_numbers -> show_keyframe_numbers: boolean Show frame numbers of Keyframes on Motion Paths
AnimVizOnionSkinning.only_selected -> show_only_selected: boolean For Pose-Mode drawing, only draw ghosts for selected bones
Area.show_menus -> show_menus: boolean Show menus in the header
AreaLamp.dither -> use_dither: boolean Use 2x2 dithering for sampling (Constant Jittered sampling)
AreaLamp.jitter -> use_jitter: boolean Use noise for sampling (Constant Jittered sampling)
AreaLamp.only_shadow -> use_only_shadow: boolean Causes light to cast shadows only without illuminating objects
AreaLamp.shadow_layer -> use_shadow_layer: boolean Causes only objects on the same layer to cast shadows
AreaLamp.umbra -> use_umbra: boolean Emphasize parts that are fully shadowed (Constant Jittered sampling)
Armature.auto_ik -> use_auto_ik: boolean Add temporaral IK constraints while grabbing bones in Pose Mode
Armature.deform_envelope -> use_deform_envelopes: boolean Enable Bone Envelopes when defining deform
Armature.deform_quaternion -> use_deform_preserve_volume: boolean Deform rotation interpolation with quaternions
Armature.deform_vertexgroups -> use_deform_vertex_groups: boolean Enable Vertex Groups when defining deform
Armature.delay_deform -> use_deform_delay: boolean Don't deform children when manipulating bones in Pose Mode
Armature.draw_axes -> show_axes: boolean Draw bone axes
Armature.draw_custom_bone_shapes -> show_bone_custom_shapes: boolean Draw bones with their custom shapes
Armature.draw_group_colors -> show_group_colors: boolean Draw bone group colors
Armature.draw_names -> show_names: boolean Draw bone names
Armature.show_ghost_only_selected -> show_only_ghost_selected: boolean
Armature.layer -> layers: boolean Armature layer visibility
Armature.layer_protection -> layers_protected: boolean Protected layers in Proxy Instances are restored to Proxy settings on file reload and undo
Armature.x_axis_mirror -> use_mirror_x: boolean Apply changes to matching bone on opposite side of X-Axis
ArmatureModifier.invert -> invert_vertex_group: boolean Invert vertex group influence
ArmatureModifier.multi_modifier -> use_multi_modifier: boolean Use same input as previous modifier, and mix results using overall vgroup
ArmatureModifier.quaternion -> use_deform_preserve_volume: boolean Deform rotation interpolation with quaternions
ArmatureModifier.use_deform_envelopes -> use_deform_envelopes: boolean
ArmatureModifier.use_deform_vertex_groups -> use_deform_vertex_groups: boolean
ArrayModifier.add_offset_object -> use_object_offset: boolean Add another object's transformation to the total offset
ArrayModifier.constant_offset -> use_constant_offset: boolean Add a constant offset
ArrayModifier.merge_adjacent_vertices -> use_merge_adjacent_vertices: boolean Merge vertices in adjacent duplicates
ArrayModifier.merge_end_vertices -> use_merge_end_vertices: boolean Merge vertices in first and last duplicates
ArrayModifier.relative_offset -> use_relative_offset: boolean Add an offset relative to the object's bounding box
BackgroundImage.show_expanded -> show_expanded: boolean Show the expanded in the user interface
BevelModifier.only_vertices -> use_only_vertices: boolean Bevel verts/corners, not edges
BoidRule.in_air -> use_in_air: boolean Use rule when boid is flying
BoidRule.on_land -> use_on_land: boolean Use rule when boid is on land
BoidRuleAvoid.predict -> use_predict: boolean Predict target movement
BoidRuleAvoidCollision.boids -> use_avoid: boolean Avoid collision with other boids
BoidRuleAvoidCollision.deflectors -> use_avoid_collision: boolean Avoid collision with deflector objects
BoidRuleFollowLeader.line -> use_line: boolean Follow leader in a line
BoidRuleGoal.predict -> use_predict: boolean Predict target movement
BoidSettings.allow_climb -> use_climb: boolean Allow boids to climb goal objects
BoidSettings.allow_flight -> use_flight: boolean Allow boids to move in air
BoidSettings.allow_land -> use_land: boolean Allow boids to move on land
Bone.connected -> use_connect: boolean, (read-only) When bone has a parent, bone's head is struck to the parent's tail
Bone.cyclic_offset -> use_cyclic_offset: boolean When bone doesn't have a parent, it receives cyclic offset effects
Bone.deform -> use_deform: boolean Bone does not deform any geometry
Bone.draw_wire -> show_wire: boolean Bone is always drawn as Wireframe regardless of viewport draw mode. Useful for non-obstructive custom bone shapes
Bone.hinge -> use_hinge: boolean Bone inherits rotation or scale from parent bone
Bone.inherit_scale -> use_inherit_scale: boolean Bone inherits scaling from parent bone
Bone.layer -> layers: boolean Layers bone exists in
Bone.local_location -> use_local_location: boolean Bone location is set in local space
Bone.multiply_vertexgroup_with_envelope -> use_envelope_multiply: boolean When deforming bone, multiply effects of Vertex Group weights with Envelope influence
BooleanProperty.default -> default: boolean, (read-only) Default value for this number
BooleanProperty.default_array -> default_array: boolean, (read-only) Default value for this array
Brush.use_accumulate -> use_accumulate: boolean Accumulate stroke dabs on top of each other
Brush.use_airbrush -> use_airbrush: boolean Keep applying paint effect while holding mouse (spray)
Brush.use_alpha -> use_alpha: boolean When this is disabled, lock alpha while painting
Brush.use_anchor -> use_anchor: boolean Keep the brush anchored to the initial location
Brush.use_jitter_pressure -> use_pressure_jitter: boolean Enable tablet pressure sensitivity for jitter
Brush.use_persistent -> use_persistent: boolean Sculpts on a persistent layer of the mesh
Brush.use_rake -> use_rake: boolean Rotate the brush texture to match the stroke direction
Brush.use_size_pressure -> use_pressure_size: boolean Enable tablet pressure sensitivity for size
Brush.use_smooth_stroke -> use_smooth_stroke: boolean Brush lags behind mouse and follows a smoother path
Brush.use_space -> use_space: boolean Limit brush application to the distance specified by spacing
Brush.use_spacing_pressure -> use_pressure_spacing: boolean Enable tablet pressure sensitivity for spacing
Brush.use_strength_pressure -> use_pressure_strength: boolean Enable tablet pressure sensitivity for strength
Brush.use_wrap -> use_wrap: boolean Enable torus wrapping while painting
BuildModifier.randomize -> use_random_order: boolean Randomize the faces or edges during build
Camera.panorama -> use_panorama: boolean Render the scene with a cylindrical camera for pseudo-fisheye lens effects
Camera.show_limits -> show_limits: boolean Draw the clipping range and focus point on the camera
Camera.show_mist -> show_mist: boolean Draw a line from the Camera to indicate the mist area
Camera.show_name -> show_name: boolean Show the active Camera's name in Camera view
Camera.show_passepartout -> show_passepartout: boolean Show a darkened overlay outside the image area in Camera view
Camera.show_title_safe -> show_title_safe: boolean Show indicators for the title safe zone in Camera view
CastModifier.from_radius -> use_radius_as_size: boolean Use radius as size of projection shape (0 = auto)
CastModifier.use_transform -> use_transform: boolean Use object transform to control projection shape
CastModifier.x -> use_x: boolean
CastModifier.y -> use_y: boolean
CastModifier.z -> use_z: boolean
ChildOfConstraint.use_location_x -> use_location_x: boolean Use X Location of Parent
ChildOfConstraint.use_location_y -> use_location_y: boolean Use Y Location of Parent
ChildOfConstraint.use_location_z -> use_location_z: boolean Use Z Location of Parent
ChildOfConstraint.use_rotation_x -> use_rotation_x: boolean Use X Rotation of Parent
ChildOfConstraint.use_rotation_y -> use_rotation_y: boolean Use Y Rotation of Parent
ChildOfConstraint.use_rotation_z -> use_rotation_z: boolean Use Z Rotation of Parent
ChildOfConstraint.use_scale_x -> use_scale_x: boolean Use X Scale of Parent
ChildOfConstraint.use_scale_y -> use_scale_y: boolean Use Y Scale of Parent
ChildOfConstraint.use_scale_z -> use_scale_z: boolean Use Z Scale of Parent
ClampToConstraint.cyclic -> use_cyclic: boolean Treat curve as cyclic curve (no clamping to curve bounding box
ClothCollisionSettings.enable_collision -> use_collision: boolean Enable collisions with other objects
ClothCollisionSettings.enable_self_collision -> use_self_collision: boolean Enable self collisions
ClothSettings.pin_cloth -> use_pin_cloth: boolean Enable pinning of cloth vertices to other objects/positions
ClothSettings.stiffness_scaling -> use_stiffness_scale: boolean If enabled, stiffness can be scaled along a weight painted vertex group
CollisionSensor.collision_type -> use_material: boolean Use material instead of property
CollisionSensor.pulse -> use_pulse: boolean Changes to the set of colliding objects generates pulse
CollisionSettings.enabled -> use: boolean Enable this objects as a collider for physics systems
CollisionSettings.kill_particles -> use_particle_kill: boolean Kill colliding particles
CompositorNodeAlphaOver.convert_premul -> use_premultiply: boolean
CompositorNodeBlur.bokeh -> use_bokeh: boolean
CompositorNodeBlur.gamma -> use_gamma_correction: boolean
CompositorNodeBlur.relative -> use_relative: boolean
CompositorNodeColorSpill.unspill -> use_unspill: boolean Compensate all channels (diffenrently) by hand
CompositorNodeCrop.crop_size -> use_crop_size: boolean Whether to crop the size of the input image
CompositorNodeDBlur.wrap -> use_wrap: boolean
CompositorNodeDefocus.gamma_correction -> use_gamma_correction: boolean Enable gamma correction before and after main process
CompositorNodeDefocus.preview -> use_preview: boolean Enable sampling mode, useful for preview when using low samplecounts
CompositorNodeDefocus.use_zbuffer -> use_zbuffer: boolean Disable when using an image as input instead of actual zbuffer (auto enabled if node not image based, eg. time node)
CompositorNodeGlare.rotate_45 -> use_rotate_45: boolean Simple star filter: add 45 degree rotation offset
CompositorNodeImage.auto_refresh -> use_auto_refresh: boolean
CompositorNodeImage.cyclic -> use_cyclic: boolean
CompositorNodeInvert.alpha -> invert_alpha: boolean
CompositorNodeInvert.rgb -> invert_rgb: boolean
CompositorNodeLensdist.fit -> use_fit: boolean For positive distortion factor only: scale image such that black areas are not visible
CompositorNodeLensdist.jitter -> use_jitter: boolean Enable/disable jittering; faster, but also noisier
CompositorNodeLensdist.projector -> use_projector: boolean Enable/disable projector mode. Effect is applied in horizontal direction only
CompositorNodeMapValue.use_max -> use_max: boolean
CompositorNodeMapValue.use_min -> use_min: boolean
CompositorNodeMixRGB.alpha -> use_alpha: boolean Include alpha of second input in this operation
CompositorNodeOutputFile.exr_half -> use_exr_half: boolean
CompositorNodeVecBlur.curved -> use_curved: boolean Interpolate between frames in a bezier curve, rather than linearly
Constraint.active -> active: boolean Constraint is the one being edited
Constraint.disabled -> is_valid: boolean, (read-only) Constraint has invalid settings and will not be evaluated
Constraint.expanded -> show_expanded: boolean Constraint's panel is expanded in UI
Constraint.proxy_local -> is_proxy_local: boolean Constraint was added in this proxy instance (i.e. did not belong to source Armature)
ConstraintActuator.detect_material -> use_material_detect: boolean Detect material instead of property
ConstraintActuator.fh_normal -> use_fh_normal: boolean Add a horizontal spring force on slopes
ConstraintActuator.fh_paralel_axis -> use_fh_paralel_axis: boolean Keep object axis parallel to normal
ConstraintActuator.force_distance -> use_force_distance: boolean Force distance of object to point of impact of ray
ConstraintActuator.local -> use_local: boolean Set ray along object's axis or global axis
ConstraintActuator.normal -> use_normal: boolean Set object axis along (local axis) or parallel (global axis) to the normal at hit position
ConstraintActuator.persistent -> use_persistent: boolean Persistent actuator: stays active even if ray does not reach target
ControlFluidSettings.active -> use: boolean Object contributes to the fluid simulation
ControlFluidSettings.reverse_frames -> use_reverse_frames: boolean Reverse control object movement
Controller.expanded -> show_expanded: boolean Set controller expanded in the user interface
Controller.priority -> use_priority: boolean Mark controller for execution before all non-marked controllers (good for startup scripts)
Controller.state -> states: boolean, (read-only) Set Controller state index (1 to 30)
CopyLocationConstraint.invert_x -> invert_x: boolean Invert the X location
CopyLocationConstraint.invert_y -> invert_y: boolean Invert the Y location
CopyLocationConstraint.invert_z -> invert_z: boolean Invert the Z location
CopyLocationConstraint.use_offset -> use_offset: boolean Add original location into copied location
CopyLocationConstraint.use_x -> use_x: boolean Copy the target's X location
CopyLocationConstraint.use_y -> use_y: boolean Copy the target's Y location
CopyLocationConstraint.use_z -> use_z: boolean Copy the target's Z location
CopyRotationConstraint.invert_x -> invert_x: boolean Invert the X rotation
CopyRotationConstraint.invert_y -> invert_y: boolean Invert the Y rotation
CopyRotationConstraint.invert_z -> invert_z: boolean Invert the Z rotation
CopyRotationConstraint.use_offset -> use_offset: boolean Add original rotation into copied rotation
CopyRotationConstraint.use_x -> use_x: boolean Copy the target's X rotation
CopyRotationConstraint.use_y -> use_y: boolean Copy the target's Y rotation
CopyRotationConstraint.use_z -> use_z: boolean Copy the target's Z rotation
CopyScaleConstraint.use_offset -> use_offset: boolean Add original scale into copied scale
CopyScaleConstraint.use_x -> use_x: boolean Copy the target's X scale
CopyScaleConstraint.use_y -> use_y: boolean Copy the target's Y scale
CopyScaleConstraint.use_z -> use_z: boolean Copy the target's Z scale
Curve.auto_texspace -> use_auto_texspace: boolean Adjusts active object's texture space automatically when transforming object
Curve.back -> use_fill_back: boolean Draw filled back for extruded/beveled curves
Curve.draw_handles -> show_handles: boolean Display bezier handles in editmode
Curve.draw_normals -> show_normals: boolean Display 3D curve normals in editmode
Curve.front -> use_fill_front: boolean Draw filled front for extruded/beveled curves
Curve.map_along_length -> use_map_along_length: boolean Generate texture mapping coordinates following the curve direction, rather than the local bounding box
Curve.use_deform_fill -> use_fill_deform: boolean Fill curve after applying deformation
Curve.use_path -> use_path: boolean Enable the curve to become a translation path
Curve.use_path_follow -> use_path_follow: boolean Make curve path children to rotate along the path
Curve.use_radius -> use_radius: boolean Option for paths: apply the curve radius with path following it and deforming
Curve.use_stretch -> use_stretch: boolean Option for curve-deform: makes deformed child to stretch along entire path
Curve.use_time_offset -> use_time_offset: boolean Children will use Time Offset value as path distance offset
CurveMapping.clip -> use_clip: boolean Force the curve view to fit a defined boundary
DelaySensor.repeat -> use_repeat: boolean Toggle repeat option. If selected, the sensor restarts after Delay+Dur logic tics
DomainFluidSettings.generate_speed_vectors -> use_speed_vectors: boolean Generate speed vectors for vector blur
DomainFluidSettings.override_time -> use_time_override: boolean Use a custom start and end time (in seconds) instead of the scene's timeline
DomainFluidSettings.reverse_frames -> use_reverse_frames: boolean Reverse fluid frames
NEGATE * DopeSheet.collapse_summary -> show_expanded_summary: boolean Collapse summary when shown, so all other channels get hidden. (DopeSheet Editors Only)
DopeSheet.display_armature -> show_armatures: boolean Include visualization of Armature related Animation data
DopeSheet.display_camera -> show_cameras: boolean Include visualization of Camera related Animation data
DopeSheet.display_curve -> show_curves: boolean Include visualization of Curve related Animation data
DopeSheet.display_lamp -> show_lamps: boolean Include visualization of Lamp related Animation data
DopeSheet.display_material -> show_materials: boolean Include visualization of Material related Animation data
DopeSheet.display_mesh -> show_meshes: boolean Include visualization of Mesh related Animation data
DopeSheet.display_metaball -> show_metaballs: boolean Include visualization of Metaball related Animation data
DopeSheet.display_node -> show_nodes: boolean Include visualization of Node related Animation data
DopeSheet.display_particle -> show_particles: boolean Include visualization of Particle related Animation data
DopeSheet.display_scene -> show_scenes: boolean Include visualization of Scene related Animation data
DopeSheet.display_shapekeys -> show_shapekeys: boolean Include visualization of ShapeKey related Animation data
DopeSheet.display_summary -> show_summary: boolean Display an additional 'summary' line. (DopeSheet Editors only)
DopeSheet.display_texture -> show_textures: boolean Include visualization of Texture related Animation data
DopeSheet.display_transforms -> show_transforms: boolean Include visualization of Object-level Animation data (mostly Transforms)
DopeSheet.display_world -> show_worlds: boolean Include visualization of World related Animation data
DopeSheet.include_missing_nla -> show_missing_nla: boolean Include Animation Data blocks with no NLA data. (NLA Editor only)
DopeSheet.only_group_objects -> show_only_group_objects: boolean Only include channels from Objects in the specified Group
DopeSheet.only_selected -> show_only_selected: boolean Only include channels relating to selected objects and data
Driver.invalid -> is_valid: boolean Driver could not be evaluated in past, so should be skipped
Driver.show_debug_info -> show_debug_info: boolean Show intermediate values for the driver calculations to allow debugging of drivers
DriverTarget.use_local_space_transforms -> use_local_space_transform: boolean Use transforms in Local Space (as opposed to the worldspace default)
EdgeSplitModifier.use_edge_angle -> use_edge_angle: boolean Split edges with high angle between faces
EdgeSplitModifier.use_sharp -> use_edge_sharp: boolean Split edges that are marked as sharp
EditBone.connected -> use_connect: boolean When bone has a parent, bone's head is struck to the parent's tail
EditBone.cyclic_offset -> use_cyclic_offset: boolean When bone doesn't have a parent, it receives cyclic offset effects
EditBone.deform -> use_deform: boolean Bone does not deform any geometry
EditBone.draw_wire -> show_wire: boolean Bone is always drawn as Wireframe regardless of viewport draw mode. Useful for non-obstructive custom bone shapes
EditBone.hinge -> use_hinge: boolean Bone inherits rotation or scale from parent bone
EditBone.inherit_scale -> use_inherit_scale: boolean Bone inherits scaling from parent bone
EditBone.layer -> layers: boolean Layers bone exists in
EditBone.local_location -> use_local_location: boolean Bone location is set in local space
EditBone.multiply_vertexgroup_with_envelope -> use_envelope_multiply: boolean When deforming bone, multiply effects of Vertex Group weights with Envelope influence
EditObjectActuator.enable_3d_tracking -> use_3d_tracking: boolean Enable 3D tracking
EditObjectActuator.local_angular_velocity -> use_local_angular_velocity: boolean Apply the rotation locally
EditObjectActuator.local_linear_velocity -> use_local_linear_velocity: boolean Apply the transformation locally
EditObjectActuator.replace_display_mesh -> use_replace_display_mesh: boolean Replace the display mesh
EditObjectActuator.replace_physics_mesh -> use_replace_physics_mesh: boolean Replace the physics mesh (triangle bounds only - compound shapes not supported)
EffectSequence.convert_float -> use_float: boolean Convert input to float data
EffectSequence.de_interlace -> use_deinterlace: boolean For video movies to remove fields
EffectSequence.flip_x -> use_flip_x: boolean Flip on the X axis
EffectSequence.flip_y -> use_flip_y: boolean Flip on the Y axis
EffectSequence.premultiply -> use_premultiply: boolean Convert RGB from key alpha to premultiplied alpha
EffectSequence.proxy_custom_directory -> use_proxy_custom_directory: boolean Use a custom directory to store data
EffectSequence.proxy_custom_file -> use_proxy_custom_file: boolean Use a custom file to read proxy data from
EffectSequence.reverse_frames -> use_reverse_frames: boolean Reverse frame order
EffectSequence.use_color_balance -> use_color_balance: boolean (3-Way color correction) on input
EffectSequence.use_crop -> use_crop: boolean Crop image before processing
EffectSequence.use_proxy -> use_proxy: boolean Use a preview proxy for this strip
EffectSequence.use_translation -> use_translation: boolean Translate image before processing
EffectorWeights.do_growing_hair -> apply_to_hair_growing: boolean Use force fields when growing hair
EnvironmentMap.ignore_layers -> layers_ignore: boolean Hide objects on these layers when generating the Environment Map
EnvironmentMapTexture.use_filter_size_min -> use_minimum_filter_size: boolean Use Filter Size as a minimal filter value in pixels
EnvironmentMapTexture.mipmap -> use_mipmap: boolean Uses auto-generated MIP maps for the image
EnvironmentMapTexture.mipmap_gauss -> use_mipmap_gauss: boolean Uses Gauss filter to sample down MIP maps
Event.alt -> is_pressed_alt: boolean, (read-only) True when the Alt/Option key is held
Event.ctrl -> is_pressed_ctrl: boolean, (read-only) True when the Ctrl key is held
Event.oskey -> is_pressed_cmd: boolean, (read-only) True when the Cmd key is held
Event.shift -> is_pressed_shift: boolean, (read-only) True when the Shift key is held
ExplodeModifier.alive -> show_alive: boolean Show mesh when particles are alive
ExplodeModifier.dead -> show_dead: boolean Show mesh when particles are dead
ExplodeModifier.size -> use_size: boolean Use particle size for the shrapnel
ExplodeModifier.split_edges -> use_edge_split: boolean Split face edges for nicer shrapnel
ExplodeModifier.unborn -> show_unborn: boolean Show mesh when particles are unborn
FCurve.auto_clamped_handles -> use_auto_handle_clamp: boolean All auto-handles for F-Curve are clamped
FModifier.active -> active: boolean F-Curve Modifier is the one being edited
NEGATE * FModifier.disabled -> use: boolean, (read-only) F-Curve Modifier has invalid settings and will not be evaluated
FModifier.expanded -> show_expanded: boolean F-Curve Modifier's panel is expanded in UI
FModifierFunctionGenerator.additive -> use_additive: boolean Values generated by this modifier are applied on top of the existing values instead of overwriting them
FModifierGenerator.additive -> use_additive: boolean Values generated by this modifier are applied on top of the existing values instead of overwriting them
FModifierLimits.use_maximum_x -> use_max_x: boolean Use the maximum X value
FModifierLimits.use_maximum_y -> use_max_y: boolean Use the maximum Y value
FModifierLimits.use_minimum_x -> use_min_x: boolean Use the minimum X value
FModifierLimits.use_minimum_y -> use_min_y: boolean Use the minimum Y value
FModifierStepped.use_frame_end -> use_frame_end: boolean Restrict modifier to only act before its 'end' frame
FModifierStepped.use_frame_start -> use_frame_start: boolean Restrict modifier to only act after its 'start' frame
FcurveActuator.add -> use_add: boolean F-Curve is added to the current loc/rot/scale in global or local coordinate according to Local flag
FcurveActuator.child -> apply_to_children: boolean Update F-Curve on all children Objects as well
FcurveActuator.force -> use_force: boolean Apply F-Curve as a global or local force depending on the local option (dynamic objects only)
FcurveActuator.local -> use_local: boolean Let the F-Curve act in local coordinates, used in Force and Add mode
FieldSettings.do_absorption -> use_absorption: boolean Force gets absorbed by collision objects
FieldSettings.do_location -> apply_to_location: boolean Effect particles' location
FieldSettings.do_rotation -> apply_to_rotation: boolean Effect particles' dynamic rotation
FieldSettings.force_2d -> use_2d_force: boolean Apply force only in 2d
FieldSettings.global_coordinates -> use_global_coordinates: boolean Use effector/global coordinates for turbulence
FieldSettings.guide_path_add -> use_guide_path_add: boolean Based on distance/falloff it adds a portion of the entire path
FieldSettings.multiple_springs -> use_multiple_springs: boolean Every point is effected by multiple springs
FieldSettings.root_coordinates -> use_root_coordinates: boolean Texture coordinates from root particle locations
FieldSettings.use_coordinates -> use_object_coordinates: boolean Use object/global coordinates for texture
FieldSettings.use_guide_path_weight -> use_guide_path_weight: boolean Use curve weights to influence the particle influence along the curve
FieldSettings.use_max_distance -> use_max_distance: boolean Use a maximum distance for the field to work
FieldSettings.use_min_distance -> use_min_distance: boolean Use a minimum distance for the field's fall-off
FieldSettings.use_radial_max -> use_radial_max: boolean Use a maximum radial distance for the field to work
FieldSettings.use_radial_min -> use_radial_min: boolean Use a minimum radial distance for the field's fall-off
FileSelectParams.do_filter -> use_filter: boolean Enable filtering of files
FileSelectParams.filter_blender -> use_filter_blender: boolean Show .blend files
FileSelectParams.filter_folder -> use_filter_folder: boolean Show folders
FileSelectParams.filter_font -> use_filter_font: boolean Show font files
FileSelectParams.filter_image -> use_filter_image: boolean Show image files
FileSelectParams.filter_movie -> use_filter_movie: boolean Show movie files
FileSelectParams.filter_script -> use_filter_script: boolean Show script files
FileSelectParams.filter_sound -> use_filter_sound: boolean Show sound files
FileSelectParams.filter_text -> use_filter_text: boolean Show text files
NEGATE * FileSelectParams.hide_dot -> show_hidden: boolean Hide hidden dot files
Filter2DActuator.enable_motion_blur -> use_motion_blur: boolean Enable/Disable Motion Blur
FloorConstraint.sticky -> use_sticky: boolean Immobilize object while constrained
FloorConstraint.use_rotation -> use_rotation: boolean Use the target's rotation to determine floor
FluidFluidSettings.active -> use: boolean Object contributes to the fluid simulation
FluidFluidSettings.export_animated_mesh -> use_animated_mesh: boolean Export this mesh as an animated one. Slower, only use if really necessary (e.g. armatures or parented objects), animated pos/rot/scale IPOs do not require it
FollowPathConstraint.use_curve_follow -> use_curve_follow: boolean Object will follow the heading and banking of the curve
FollowPathConstraint.use_curve_radius -> use_curve_radius: boolean Objects scale by the curve radius
FollowPathConstraint.use_fixed_position -> use_fixed_location: boolean Object will stay locked to a single point somewhere along the length of the curve regardless of time
Function.registered -> is_registered: boolean, (read-only) Function is registered as callback as part of type registration
Function.registered_optional -> is_registered_optional: boolean, (read-only) Function is optionally registered as callback part of type registration
GPencilFrame.paint_lock -> is_edited: boolean Frame is being edited (painted on)
GPencilLayer.active -> active: boolean Set active layer for editing
GPencilLayer.frame_lock -> lock_frame: boolean Lock current frame displayed by layer
GPencilLayer.hide -> hide: boolean Set layer Visibility
GPencilLayer.show_points -> show_points: boolean Draw the points which make up the strokes (for debugging purposes)
GPencilLayer.use_onion_skinning -> use_onion_skinning: boolean Ghost frames on either side of frame
GameBooleanProperty.value -> value: boolean Property value
GameObjectSettings.actor -> use_actor: boolean Object is detected by the Near and Radar sensor
GameObjectSettings.all_states -> use_all_states: boolean Set all state bits
GameObjectSettings.anisotropic_friction -> use_anisotropic_friction: boolean Enable anisotropic friction
GameObjectSettings.collision_compound -> use_collision_compound: boolean Add children to form a compound collision object
GameObjectSettings.debug_state -> show_debug_state: boolean Print state debug info in the game engine
GameObjectSettings.ghost -> use_ghost: boolean Object does not restitute collisions, like a ghost
GameObjectSettings.initial_state -> states_initial: boolean Initial state when the game starts
GameObjectSettings.lock_x_axis -> lock_location_x: boolean Disable simulation of linear motion along the X axis
GameObjectSettings.lock_x_rot_axis -> lock_rotation_x: boolean Disable simulation of angular motion along the X axis
GameObjectSettings.lock_y_axis -> lock_location_y: boolean Disable simulation of linear motion along the Y axis
GameObjectSettings.lock_y_rot_axis -> lock_rotation_y: boolean Disable simulation of angular motion along the Y axis
GameObjectSettings.lock_z_axis -> lock_location_z: boolean Disable simulation of linear motion along the Z axis
GameObjectSettings.lock_z_rot_axis -> lock_rotation_z: boolean Disable simulation of angular motion along the Z axis
GameObjectSettings.material_physics -> use_material_physics: boolean Use physics settings in materials
NEGATE * GameObjectSettings.no_sleeping -> use_sleep: boolean Disable auto (de)activation in physics simulation
GameObjectSettings.rotate_from_normal -> use_rotate_from_normal: boolean Use face normal to rotate object, so that it points away from the surface
GameObjectSettings.show_actuators -> show_actuators: boolean Shows actuators for this object in the user interface
GameObjectSettings.show_controllers -> show_controllers: boolean Shows controllers for this object in the user interface
GameObjectSettings.show_sensors -> show_sensors: boolean Shows sensors for this object in the user interface
GameObjectSettings.show_state_panel -> show_state_panel: boolean Show state panel
GameObjectSettings.use_activity_culling -> use_activity_culling: boolean Disable simulation of angular motion along the Z axis
GameObjectSettings.use_collision_bounds -> use_collision_bounds: boolean Specify a collision bounds type other than the default
GameObjectSettings.used_state -> states_used: boolean, (read-only) States which are being used by controllers
GameObjectSettings.visible_state -> states_visible: boolean State determining which controllers are displayed
GameProperty.debug -> show_debug: boolean Print debug information for this property
GameSoftBodySettings.bending_const -> use_bending_constraints: boolean Enable bending constraints
GameSoftBodySettings.cluster_rigid_to_softbody -> use_cluster_rigid_to_softbody: boolean Enable cluster collision between soft and rigid body
GameSoftBodySettings.cluster_soft_to_softbody -> use_cluster_soft_to_softbody: boolean Enable cluster collision between soft and soft body
GameSoftBodySettings.shape_match -> use_shape_match: boolean Enable soft body shape matching goal
GlowSequence.only_boost -> use_only_boost: boolean Show the glow buffer only
GreasePencil.use_stroke_endpoints -> use_stroke_endpoints: boolean Only use the first and last parts of the stroke for snapping
Group.layer -> layers: boolean Layers visible when this groups is instanced as a dupli
ID.fake_user -> use_fake_user: boolean Saves this datablock even if it has no users
ID.tag -> tag: boolean Tools can use this to tag data, (initial state is undefined)
Image.animated -> use_animation: boolean Use as animated texture in the game engine
Image.clamp_x -> use_clamp_x: boolean Disable texture repeating horizontally
Image.clamp_y -> use_clamp_y: boolean Disable texture repeating vertically
Image.dirty -> is_dirty: boolean, (read-only) Image has changed and is not saved
Image.fields -> use_fields: boolean Use fields of the image
Image.has_data -> has_data: boolean, (read-only) True if this image has data
Image.premultiply -> use_premultiply: boolean Convert RGB from key alpha to premultiplied alpha
Image.tiles -> use_tiles: boolean Use of tilemode for faces (default shift-LMB to pick the tile for selected faces)
ImagePaint.invert_stencil -> invert_stencil: boolean Invert the stencil layer
ImagePaint.show_brush -> show_brush: boolean Enables brush shape while not drawing
ImagePaint.show_brush_draw -> show_brush_draw: boolean Enables brush shape while drawing
ImagePaint.use_backface_cull -> use_backface_culling: boolean Ignore faces pointing away from the view (faster)
ImagePaint.use_clone_layer -> use_clone_layer: boolean Use another UV layer as clone source, otherwise use 3D the cursor as the source
ImagePaint.use_normal_falloff -> use_normal_falloff: boolean Paint most on faces pointing towards the view
ImagePaint.use_occlude -> use_occlude: boolean Only paint onto the faces directly under the brush (slower)
ImagePaint.use_projection -> use_projection: boolean Use projection painting for improved consistency in the brush strokes
ImagePaint.use_stencil_layer -> use_stencil_layer: boolean Set the mask layer from the UV layer buttons
ImageSequence.convert_float -> use_float: boolean Convert input to float data
ImageSequence.de_interlace -> use_deinterlace: boolean For video movies to remove fields
ImageSequence.flip_x -> use_flip_x: boolean Flip on the X axis
ImageSequence.flip_y -> use_flip_y: boolean Flip on the Y axis
ImageSequence.premultiply -> use_premultiply: boolean Convert RGB from key alpha to premultiplied alpha
ImageSequence.proxy_custom_directory -> use_proxy_custom_directory: boolean Use a custom directory to store data
ImageSequence.proxy_custom_file -> use_proxy_custom_file: boolean Use a custom file to read proxy data from
ImageSequence.reverse_frames -> use_reverse_frames: boolean Reverse frame order
ImageSequence.use_color_balance -> use_color_balance: boolean (3-Way color correction) on input
ImageSequence.use_crop -> use_crop: boolean Crop image before processing
ImageSequence.use_proxy -> use_proxy: boolean Use a preview proxy for this strip
ImageSequence.use_translation -> use_translation: boolean Translate image before processing
ImageTexture.calculate_alpha -> use_calculate_alpha: boolean Calculates an alpha channel based on RGB values in the image
ImageTexture.checker_even -> use_checker_even: boolean Sets even checker tiles
ImageTexture.checker_odd -> use_checker_odd: boolean Sets odd checker tiles
ImageTexture.filter_size_minimum -> use_minimum_filter_size: boolean Use Filter Size as a minimal filter value in pixels
ImageTexture.flip_axis -> use_flip_axis: boolean Flips the texture's X and Y axis
ImageTexture.interpolation -> use_interpolation: boolean Interpolates pixels using Area filter
ImageTexture.invert_alpha -> invert_alpha: boolean Inverts all the alpha values in the image
ImageTexture.mipmap -> use_mipmap: boolean Uses auto-generated MIP maps for the image
ImageTexture.mipmap_gauss -> use_mipmap_gauss: boolean Uses Gauss filter to sample down MIP maps
ImageTexture.mirror_x -> use_mirror_x: boolean Mirrors the image repetition on the X direction
ImageTexture.mirror_y -> use_mirror_y: boolean Mirrors the image repetition on the Y direction
ImageTexture.normal_map -> use_normal_map: boolean Uses image RGB values for normal mapping
ImageTexture.use_alpha -> use_alpha: boolean Uses the alpha channel information in the image
ImageUser.auto_refresh -> use_auto_refresh: boolean Always refresh image on frame changes
ImageUser.cyclic -> use_cyclic: boolean Cycle the images in the movie
InflowFluidSettings.active -> use: boolean Object contributes to the fluid simulation
InflowFluidSettings.export_animated_mesh -> use_animated_mesh: boolean Export this mesh as an animated one. Slower, only use if really necessary (e.g. armatures or parented objects), animated pos/rot/scale IPOs do not require it
InflowFluidSettings.local_coordinates -> use_local_coordinates: boolean Use local coordinates for inflow. (e.g. for rotating objects)
Itasc.auto_step -> use_auto_step: boolean Automatically determine the optimal number of steps for best performance/accuracy trade off
JoystickSensor.all_events -> use_all_events: boolean Triggered by all events on this joysticks current type (axis/button/hat)
Key.relative -> use_relative: boolean Makes shape keys relative
KeyConfig.user_defined -> is_user_defined: boolean, (read-only) Indicates that a keyconfig was defined by the user
KeyMap.children_expanded -> show_expanded_children: boolean Children expanded in the user interface
KeyMap.items_expanded -> show_expanded_items: boolean Expanded in the user interface
KeyMap.modal -> is_modal: boolean, (read-only) Indicates that a keymap is used for translate modal events for an operator
KeyMap.user_defined -> is_user_defined: boolean Keymap is defined by the user
KeyMapItem.active -> active: boolean Activate or deactivate item
KeyMapItem.alt -> pressed_alt: boolean Alt key pressed
KeyMapItem.any -> pressed_any: boolean Any modifier keys pressed
KeyMapItem.ctrl -> pressed_ctrl: boolean Control key pressed
KeyMapItem.expanded -> show_expanded: boolean Show key map event and property details in the user interface
KeyMapItem.oskey -> pressed_cmd: boolean Operating system key pressed
KeyMapItem.shift -> pressed_shift: boolean Shift key pressed
KeyboardSensor.all_keys -> use_all_keys: boolean Trigger this sensor on any keystroke
KeyingSet.absolute -> use_absolute: boolean Keying Set defines specific paths/settings to be keyframed (i.e. is not reliant on context info)
KeyingSet.insertkey_needed -> use_insertkey_needed: boolean Only insert keyframes where they're needed in the relevant F-Curves
KeyingSet.insertkey_visual -> use_insertkey_visual: boolean Insert keyframes based on 'visual transforms'
KeyingSet.insertkey_xyz_to_rgb -> use_insertkey_xyz_to_rgb: boolean Color for newly added transformation F-Curves (Location, Rotation, Scale) and also Color is based on the transform axis
KeyingSetInfo.insertkey_needed -> use_insertkey_needed: boolean Only insert keyframes where they're needed in the relevant F-Curves
KeyingSetInfo.insertkey_visual -> use_insertkey_visual: boolean Insert keyframes based on 'visual transforms'
KeyingSetInfo.insertkey_xyz_to_rgb -> use_insertkey_xyz_to_rgb: boolean Color for newly added transformation F-Curves (Location, Rotation, Scale) and also Color is based on the transform axis
KeyingSetPath.entire_array -> use_entire_array: boolean When an 'array/vector' type is chosen (Location, Rotation, Color, etc.), entire array is to be used
KeyingSetPath.insertkey_needed -> use_insertkey_needed: boolean Only insert keyframes where they're needed in the relevant F-Curves
KeyingSetPath.insertkey_visual -> use_insertkey_visual: boolean Insert keyframes based on 'visual transforms'
KeyingSetPath.insertkey_xyz_to_rgb -> use_insertkey_xyz_to_rgb: boolean Color for newly added transformation F-Curves (Location, Rotation, Scale) and also Color is based on the transform axis
KinematicConstraint.pos_lock_x -> lock_location_x: boolean Constraint position along X axis
KinematicConstraint.pos_lock_y -> lock_location_y: boolean Constraint position along Y axis
KinematicConstraint.pos_lock_z -> lock_location_z: boolean Constraint position along Z axis
KinematicConstraint.rot_lock_x -> lock_rotation_x: boolean Constraint rotation along X axis
KinematicConstraint.rot_lock_y -> lock_rotation_y: boolean Constraint rotation along Y axis
KinematicConstraint.rot_lock_z -> lock_rotation_z: boolean Constraint rotation along Z axis
KinematicConstraint.use_position -> use_location: boolean Chain follows position of target
KinematicConstraint.use_rotation -> use_rotation: boolean Chain follows rotation of target
KinematicConstraint.use_stretch -> use_stretch: boolean Enable IK Stretching
KinematicConstraint.use_tail -> use_tail: boolean Include bone's tail as last element in chain
KinematicConstraint.use_target -> use_target: boolean Disable for targetless IK
Lamp.diffuse -> use_diffuse: boolean Lamp does diffuse shading
Lamp.layer -> use_own_layer: boolean Illuminates objects only on the same layer the lamp is on
Lamp.negative -> use_negative: boolean Lamp casts negative light
Lamp.specular -> use_specular: boolean Lamp creates specular highlights
LampSkySettings.use_atmosphere -> use_atmosphere: boolean Apply sun effect on atmosphere
LampSkySettings.use_sky -> use_sky: boolean Apply sun effect on sky
LampTextureSlot.map_color -> use_map_color: boolean Lets the texture affect the basic color of the lamp
LampTextureSlot.map_shadow -> use_map_shadow: boolean Lets the texture affect the shadow color of the lamp
Lattice.outside -> use_outside: boolean Only draw, and take into account, the outer vertices
LimitLocationConstraint.limit_transform -> limit_transform: boolean Transforms are affected by this constraint as well
LimitLocationConstraint.use_maximum_x -> use_max_x: boolean Use the maximum X value
LimitLocationConstraint.use_maximum_y -> use_max_y: boolean Use the maximum Y value
LimitLocationConstraint.use_maximum_z -> use_max_z: boolean Use the maximum Z value
LimitLocationConstraint.use_minimum_x -> use_min_x: boolean Use the minimum X value
LimitLocationConstraint.use_minimum_y -> use_min_y: boolean Use the minimum Y value
LimitLocationConstraint.use_minimum_z -> use_min_z: boolean Use the minimum Z value
LimitRotationConstraint.limit_transform -> limit_transform: boolean Transforms are affected by this constraint as well
LimitRotationConstraint.use_limit_x -> use_limit_x: boolean Use the minimum X value
LimitRotationConstraint.use_limit_y -> use_limit_y: boolean Use the minimum Y value
LimitRotationConstraint.use_limit_z -> use_limit_z: boolean Use the minimum Z value
LimitScaleConstraint.limit_transform -> limit_transform: boolean Transforms are affected by this constraint as well
LimitScaleConstraint.use_maximum_x -> use_max_x: boolean Use the maximum X value
LimitScaleConstraint.use_maximum_y -> use_max_y: boolean Use the maximum Y value
LimitScaleConstraint.use_maximum_z -> use_max_z: boolean Use the maximum Z value
LimitScaleConstraint.use_minimum_x -> use_min_x: boolean Use the minimum X value
LimitScaleConstraint.use_minimum_y -> use_min_y: boolean Use the minimum Y value
LimitScaleConstraint.use_minimum_z -> use_min_z: boolean Use the minimum Z value
Main.debug -> show_debug: boolean Print debugging information in console
Main.file_is_saved -> is_saved: boolean, (read-only) Has the current session been saved to disk as a .blend file
MaskModifier.invert -> invert_vertex_group: boolean Use vertices that are not part of region defined
Material.cast_approximate -> use_cast_approximate: boolean Allow this material to cast shadows when using approximate ambient occlusion.
Material.cast_buffer_shadows -> use_cast_buffer_shadows: boolean Allow this material to cast shadows from shadow buffer lamps
Material.cast_shadows_only -> use_cast_shadows_only: boolean Makes objects with this material appear invisible, only casting shadows (not rendered)
Material.cubic -> use_cubic: boolean Use cubic interpolation for diffuse values, for smoother transitions
NEGATE * Material.exclude_mist -> use_mist: boolean Excludes this material from mist effects (in world settings)
Material.face_texture -> use_face_texture: boolean Replaces the object's base color with color from face assigned image textures
Material.face_texture_alpha -> use_face_texture_alpha: boolean Replaces the object's base alpha value with alpha from face assigned image textures
Material.full_oversampling -> use_full_oversampling: boolean Force this material to render full shading/textures for all anti-aliasing samples
Material.invert_z -> invert_z: boolean Renders material's faces with an inverted Z buffer (scanline only)
Material.light_group_exclusive -> use_light_group_exclusive: boolean Material uses the light group exclusively - these lamps are excluded from other scene lighting
Material.object_color -> use_object_color: boolean Modulate the result with a per-object color
Material.only_shadow -> use_only_shadow: boolean Renders shadows as the material's alpha value, making materials transparent except for shadowed areas
Material.ray_shadow_bias -> use_ray_shadow_bias: boolean Prevents raytraced shadow errors on surfaces with smooth shaded normals (terminator problem)
Material.receive_transparent_shadows -> use_transparent_shadows: boolean Allow this object to receive transparent shadows casted through other objects
Material.shadeless -> use_shadeless: boolean Makes this material insensitive to light or shadow
Material.shadows -> use_shadows: boolean Allows this material to receive shadows
Material.tangent_shading -> use_tangent_shading: boolean Use the material's tangent vector instead of the normal for shading - for anisotropic shading effects
Material.traceable -> use_traceable: boolean Include this material and geometry that uses it in ray tracing calculations
Material.transparency -> use_transparency: boolean Render material as transparent
Material.use_diffuse_ramp -> use_diffuse_ramp: boolean Toggle diffuse ramp operations
Material.use_nodes -> use_nodes: boolean Use shader nodes to render the material
Material.use_sky -> use_sky: boolean Renders this material with zero alpha, with sky background in place (scanline only)
Material.use_specular_ramp -> use_specular_ramp: boolean Toggle specular ramp operations
Material.use_textures -> use_textures: boolean Enable/Disable each texture
Material.vertex_color_light -> use_vertex_color_light: boolean Add vertex colors as additional lighting
Material.vertex_color_paint -> use_vertex_color_paint: boolean Replaces object base color with vertex colors (multiplies with 'texture face' face assigned textures)
MaterialHalo.flare_mode -> use_flare_mode: boolean Renders halo as a lensflare
MaterialHalo.lines -> use_lines: boolean Renders star shaped lines over halo
MaterialHalo.ring -> use_ring: boolean Renders rings over halo
MaterialHalo.shaded -> use_shading: boolean Lets halo receive light and shadows from external objects
MaterialHalo.soft -> use_soft: boolean Softens the edges of halos at intersections with other geometry
MaterialHalo.star -> use_star: boolean Renders halo as a star
MaterialHalo.texture -> use_texture: boolean Gives halo a texture
MaterialHalo.vertex_normal -> use_vertex_normal: boolean Uses the vertex normal to specify the dimension of the halo
MaterialHalo.xalpha -> use_extreme_alpha: boolean Uses extreme alpha
MaterialPhysics.align_to_normal -> use_align_to_normal: boolean Align dynamic game objects along the surface normal, when inside the physics distance area
MaterialRaytraceMirror.enabled -> use: boolean Enable raytraced reflections
MaterialStrand.blender_units -> use_blender_units: boolean Use Blender units for widths instead of pixels
MaterialStrand.surface_diffuse -> use_surface_diffuse: boolean Make diffuse shading more similar to shading the surface
MaterialStrand.tangent_shading -> use_tangent_shading: boolean Uses direction of strands as normal for tangent-shading
MaterialSubsurfaceScattering.enabled -> use: boolean Enable diffuse subsurface scatting effects in a material
MaterialTextureSlot.enabled -> use: boolean Enable this material texture slot
MaterialTextureSlot.from_dupli -> use_from_dupli: boolean Dupli's instanced from verts, faces or particles, inherit texture coordinate from their parent
MaterialTextureSlot.from_original -> use_from_original: boolean Dupli's derive their object coordinates from the original objects transformation
MaterialTextureSlot.map_alpha -> use_map_alpha: boolean Causes the texture to affect the alpha value
MaterialTextureSlot.map_ambient -> use_map_ambient: boolean Causes the texture to affect the value of ambient
MaterialTextureSlot.map_colordiff -> use_map_colordiff: boolean Causes the texture to affect basic color of the material
MaterialTextureSlot.map_coloremission -> use_map_coloremission: boolean Causes the texture to affect the color of emission
MaterialTextureSlot.map_colorreflection -> use_map_colorreflection: boolean Causes the texture to affect the color of scattered light
MaterialTextureSlot.map_colorspec -> use_map_colorspec: boolean Causes the texture to affect the specularity color
MaterialTextureSlot.map_colortransmission -> use_map_colortransmission: boolean Causes the texture to affect the result color after other light has been scattered/absorbed
MaterialTextureSlot.map_density -> use_map_density: boolean Causes the texture to affect the volume's density
MaterialTextureSlot.map_diffuse -> use_map_diffuse: boolean Causes the texture to affect the value of the materials diffuse reflectivity
MaterialTextureSlot.map_displacement -> use_map_displacement: boolean Let the texture displace the surface
MaterialTextureSlot.map_emission -> use_map_emission: boolean Causes the texture to affect the volume's emission
MaterialTextureSlot.map_emit -> use_map_emit: boolean Causes the texture to affect the emit value
MaterialTextureSlot.map_hardness -> use_map_hardness: boolean Causes the texture to affect the hardness value
MaterialTextureSlot.map_mirror -> use_map_mirror: boolean Causes the texture to affect the mirror color
MaterialTextureSlot.map_normal -> use_map_normal: boolean Causes the texture to affect the rendered normal
MaterialTextureSlot.map_raymir -> use_map_raymir: boolean Causes the texture to affect the ray-mirror value
MaterialTextureSlot.map_reflection -> use_map_reflect: boolean Causes the texture to affect the reflected light's brightness
MaterialTextureSlot.map_scattering -> use_map_scatter: boolean Causes the texture to affect the volume's scattering
MaterialTextureSlot.map_specular -> use_map_specular: boolean Causes the texture to affect the value of specular reflectivity
MaterialTextureSlot.map_translucency -> use_map_translucency: boolean Causes the texture to affect the translucency value
MaterialTextureSlot.map_warp -> use_map_warp: boolean Let the texture warp texture coordinates of next channels
MaterialTextureSlot.new_bump -> use_new_bump: boolean Use new, corrected bump mapping code (backwards compatibility option)
MaterialVolume.external_shadows -> use_external_shadows: boolean Receive shadows from sources outside the volume (temporary)
MaterialVolume.light_cache -> use_light_cache: boolean Pre-calculate the shading information into a voxel grid, speeds up shading at slightly less accuracy
Mesh.all_edges -> show_all_edges: boolean Displays all edges for wireframe in all view modes in the 3D view
Mesh.auto_texspace -> use_auto_texspace: boolean Adjusts active object's texture space automatically when transforming object
Mesh.autosmooth -> use_autosmooth: boolean Treats all set-smoothed faces with angles less than the specified angle as 'smooth' during render
Mesh.double_sided -> show_double_sided: boolean Render/display the mesh with double or single sided lighting
Mesh.draw_bevel_weights -> show_bevel_weights: boolean Displays weights created for the Bevel modifier
Mesh.draw_creases -> show_creases: boolean Displays creases created for subsurf weighting
Mesh.draw_edge_angle -> show_edge_angle: boolean Displays the angles in the selected edges in degrees
Mesh.draw_edge_lenght -> show_edge_lenght: boolean Displays selected edge lengths
Mesh.draw_edges -> show_edges: boolean Displays selected edges using highlights in the 3D view and UV editor
Mesh.draw_face_area -> show_face_area: boolean Displays the area of selected faces
Mesh.draw_faces -> show_faces: boolean Displays all faces as shades in the 3D view and UV editor
Mesh.draw_normals -> show_normals: boolean Displays face normals as lines
Mesh.draw_seams -> show_seams: boolean Displays UV unwrapping seams
Mesh.draw_sharp -> show_sharp: boolean Displays sharp edges, used with the EdgeSplit modifier
Mesh.draw_vertex_normals -> show_vertex_normals: boolean Displays vertex normals as lines
Mesh.use_mirror_topology -> use_mirror_topology: boolean Use topology based mirroring
Mesh.use_mirror_x -> use_mirror_x: boolean X Axis mirror editing
Mesh.use_paint_mask -> use_paint_mask: boolean Face selection masking for painting
Mesh.vertex_normal_flip -> use_vertex_normal_flip: boolean Flip vertex normals towards the camera during render
MeshColorLayer.active -> active: boolean Sets the layer as active for display and editing
MeshColorLayer.active_render -> active_render: boolean Sets the layer as active for rendering
MeshDeformModifier.dynamic -> use_dynamic_bind: boolean Recompute binding dynamically on top of other deformers (slower and more memory consuming.)
MeshDeformModifier.invert -> invert_vertex_group: boolean Invert vertex group influence
MeshDeformModifier.is_bound -> is_bound: boolean, (read-only) Whether geometry has been bound to control cage
MeshEdge.fgon -> is_fgon: boolean, (read-only) Fgon edge
MeshEdge.loose -> is_loose: boolean, (read-only) Loose edge
MeshEdge.seam -> use_seam: boolean Seam edge for UV unwrapping
MeshEdge.sharp -> use_sharp: boolean Sharp edge for the EdgeSplit modifier
MeshFace.smooth -> use_smooth: boolean
MeshTextureFace.alpha_sort -> use_alpha_sort: boolean Enable sorting of faces for correct alpha drawing (slow, use Clip Alpha instead when possible)
MeshTextureFace.billboard -> use_billboard: boolean Billboard with Z-axis constraint
MeshTextureFace.collision -> use_collision: boolean Use face for collision and ray-sensor detection
MeshTextureFace.halo -> use_halo: boolean Screen aligned billboard
MeshTextureFace.invisible -> hide: boolean Make face invisible
MeshTextureFace.light -> use_light: boolean Use light for face
MeshTextureFace.object_color -> use_object_color: boolean Use ObColor instead of vertex colors
MeshTextureFace.shadow -> use_shadow_face: boolean Face is used for shadow
MeshTextureFace.shared -> use_blend_shared: boolean Blend vertex colors across face when vertices are shared
MeshTextureFace.tex -> use_texture: boolean Render face with texture
MeshTextureFace.text -> use_bitmap_text: boolean Enable bitmap text on face
MeshTextureFace.twoside -> use_twoside: boolean Render face two-sided
MeshTextureFace.uv_pinned -> pin_uv: boolean
MeshTextureFace.uv_selected -> select_uv: boolean
MeshTextureFaceLayer.active -> active: boolean Sets the layer as active for display and editing
MeshTextureFaceLayer.active_clone -> active_clone: boolean Sets the layer as active for cloning
MeshTextureFaceLayer.active_render -> active_render: boolean Sets the layer as active for rendering
MetaBall.auto_texspace -> use_auto_texspace: boolean Adjusts active object's texture space automatically when transforming object
MetaElement.hide -> hide: boolean Hide element
MetaElement.negative -> use_negative: boolean Set metaball as negative one
MetaSequence.convert_float -> use_float: boolean Convert input to float data
MetaSequence.de_interlace -> use_deinterlace: boolean For video movies to remove fields
MetaSequence.flip_x -> use_flip_x: boolean Flip on the X axis
MetaSequence.flip_y -> use_flip_y: boolean Flip on the Y axis
MetaSequence.premultiply -> use_premultiply: boolean Convert RGB from key alpha to premultiplied alpha
MetaSequence.proxy_custom_directory -> use_proxy_custom_directory: boolean Use a custom directory to store data
MetaSequence.proxy_custom_file -> use_proxy_custom_file: boolean Use a custom file to read proxy data from
MetaSequence.reverse_frames -> use_reverse_frames: boolean Reverse frame order
MetaSequence.use_color_balance -> use_color_balance: boolean (3-Way color correction) on input
MetaSequence.use_crop -> use_crop: boolean Crop image before processing
MetaSequence.use_proxy -> use_proxy: boolean Use a preview proxy for this strip
MetaSequence.use_translation -> use_translation: boolean Translate image before processing
MirrorModifier.clip -> use_clip: boolean Prevents vertices from going through the mirror during transform
MirrorModifier.mirror_u -> use_mirror_u: boolean Mirror the U texture coordinate around the 0.5 point
MirrorModifier.mirror_v -> use_mirror_v: boolean Mirror the V texture coordinate around the 0.5 point
MirrorModifier.mirror_vertex_groups -> use_mirror_vertex_groups: boolean Mirror vertex groups (e.g. .R->.L)
MirrorModifier.x -> use_x: boolean Enable X axis mirror
MirrorModifier.y -> use_y: boolean Enable Y axis mirror
MirrorModifier.z -> use_z: boolean Enable Z axis mirror
Modifier.editmode -> show_in_editmode: boolean Use modifier while in the edit mode
Modifier.expanded -> show_expanded: boolean Set modifier expanded in the user interface
Modifier.on_cage -> show_on_cage: boolean Enable direct editing of modifier control cage
Modifier.realtime -> show_realtime: boolean Realtime display of a modifier
Modifier.render -> use_render: boolean Use modifier during rendering
MotionPath.editing -> is_edited: boolean Path is being edited
MotionPath.use_bone_head -> use_bone_head: boolean, (read-only) For PoseBone paths, use the bone head location when calculating this path
MovieSequence.convert_float -> use_float: boolean Convert input to float data
MovieSequence.de_interlace -> use_deinterlace: boolean For video movies to remove fields
MovieSequence.flip_x -> use_flip_x: boolean Flip on the X axis
MovieSequence.flip_y -> use_flip_y: boolean Flip on the Y axis
MovieSequence.premultiply -> use_premultiply: boolean Convert RGB from key alpha to premultiplied alpha
MovieSequence.proxy_custom_directory -> use_proxy_custom_directory: boolean Use a custom directory to store data
MovieSequence.proxy_custom_file -> use_proxy_custom_file: boolean Use a custom file to read proxy data from
MovieSequence.reverse_frames -> use_reverse_frames: boolean Reverse frame order
MovieSequence.use_color_balance -> use_color_balance: boolean (3-Way color correction) on input
MovieSequence.use_crop -> use_crop: boolean Crop image before processing
MovieSequence.use_proxy -> use_proxy: boolean Use a preview proxy for this strip
MovieSequence.use_translation -> use_translation: boolean Translate image before processing
MulticamSequence.convert_float -> use_float: boolean Convert input to float data
MulticamSequence.de_interlace -> use_deinterlace: boolean For video movies to remove fields
MulticamSequence.flip_x -> use_flip_x: boolean Flip on the X axis
MulticamSequence.flip_y -> use_flip_y: boolean Flip on the Y axis
MulticamSequence.premultiply -> use_premultiply: boolean Convert RGB from key alpha to premultiplied alpha
MulticamSequence.proxy_custom_directory -> use_proxy_custom_directory: boolean Use a custom directory to store data
MulticamSequence.proxy_custom_file -> use_proxy_custom_file: boolean Use a custom file to read proxy data from
MulticamSequence.reverse_frames -> use_reverse_frames: boolean Reverse frame order
MulticamSequence.use_color_balance -> use_color_balance: boolean (3-Way color correction) on input
MulticamSequence.use_crop -> use_crop: boolean Crop image before processing
MulticamSequence.use_proxy -> use_proxy: boolean Use a preview proxy for this strip
MulticamSequence.use_translation -> use_translation: boolean Translate image before processing
MultiresModifier.external -> is_external: boolean, (read-only) Store multires displacements outside the .blend file, to save memory
MultiresModifier.optimal_display -> show_only_control_edges: boolean Skip drawing/rendering of interior subdivided edges
NetRenderSettings.master_broadcast -> use_master_broadcast: boolean broadcast master server address on local network
NetRenderSettings.master_clear -> use_master_clear: boolean delete saved files on exit
NetRenderSettings.slave_clear -> use_slave_clear: boolean delete downloaded files on exit
NetRenderSettings.slave_outputlog -> use_slave_output_log: boolean Output render text log to console as well as sending it to the master
NetRenderSettings.slave_thumb -> use_slave_thumb: boolean Generate thumbnails on slaves instead of master
NlaStrip.active -> active: boolean, (read-only) NLA Strip is active
NlaStrip.animated_influence -> use_animated_influence: boolean Influence setting is controlled by an F-Curve rather than automatically determined
NlaStrip.animated_time -> use_animated_time: boolean Strip time is controlled by an F-Curve rather than automatically determined
NlaStrip.animated_time_cyclic -> use_animated_time_cyclic: boolean Cycle the animated time within the action start & end
NlaStrip.auto_blending -> use_auto_blend: boolean Number of frames for Blending In/Out is automatically determined from overlapping strips
NlaStrip.muted -> mute: boolean NLA Strip is not evaluated
NlaStrip.reversed -> use_reverse: boolean NLA Strip is played back in reverse order (only when timing is automatically determined)
NlaTrack.active -> active: boolean, (read-only) NLA Track is active
NlaTrack.solo -> is_solo: boolean, (read-only) NLA Track is evaluated itself (i.e. active Action and all other NLA Tracks in the same AnimData block are disabled)
Object.draw_axis -> show_axis: boolean Displays the object's origin and axis
Object.draw_bounds -> show_bounds: boolean Displays the object's bounds
Object.draw_name -> show_name: boolean Displays the object's name
Object.draw_texture_space -> show_texture_space: boolean Displays the object's texture space
Object.draw_transparent -> show_transparent: boolean Enables transparent materials for the object (Mesh only)
Object.draw_wire -> show_wire: boolean Adds the object's wireframe over solid drawing
Object.duplis_used -> is_duplicator: boolean, (read-only)
Object.layers -> layers: boolean Layers the object is on
Object.lock_location -> lock_location: boolean Lock editing of location in the interface
Object.lock_rotation -> lock_rotation: boolean Lock editing of rotation in the interface
Object.lock_rotation_w -> lock_rotation_w: boolean Lock editing of 'angle' component of four-component rotations in the interface
Object.lock_rotations_4d -> lock_rotations_4d: boolean Lock editing of four component rotations by components (instead of as Eulers)
Object.lock_scale -> lock_scale: boolean Lock editing of scale in the interface
Object.shape_key_edit_mode -> use_shape_key_edit_mode: boolean Apply shape keys in edit mode (for Meshes only)
Object.shape_key_lock -> show_shape_key: boolean Always show the current Shape for this Object
Object.slow_parent -> use_slow_parent: boolean Create a delay in the parent relationship
Object.time_offset_add_parent -> use_time_offset_add_parent: boolean Add the parents time offset value
Object.time_offset_edit -> use_time_offset_edit: boolean Use time offset when inserting keys and display time offset for F-Curve and action views
Object.time_offset_parent -> use_time_offset_parent: boolean Apply the time offset to this objects parent relationship
Object.time_offset_particle -> use_time_offset_particle: boolean Let the time offset work on the particle effect
Object.use_dupli_faces_scale -> use_dupli_faces_scale: boolean Scale dupli based on face size
Object.use_dupli_frames_speed -> use_dupli_frames_speed: boolean Set dupliframes to use the frame
Object.use_dupli_verts_rotation -> use_dupli_verts_rotation: boolean Rotate dupli according to vertex normal
Object.x_ray -> show_x_ray: boolean Makes the object draw in front of others
ObjectActuator.add_linear_velocity -> use_add_linear_velocity: boolean Toggles between ADD and SET linV
ObjectActuator.local_angular_velocity -> use_local_angular_velocity: boolean Angular velocity is defined in local coordinates
ObjectActuator.local_force -> use_local_force: boolean Force is defined in local coordinates
ObjectActuator.local_linear_velocity -> use_local_linear_velocity: boolean Velocity is defined in local coordinates
ObjectActuator.local_location -> use_local_location: boolean Location is defined in local coordinates
ObjectActuator.local_rotation -> use_local_rotation: boolean Rotation is defined in local coordinates
ObjectActuator.local_torque -> use_local_torque: boolean Torque is defined in local coordinates
ObjectActuator.servo_limit_x -> use_servo_limit_x: boolean Set limit to force along the X axis
ObjectActuator.servo_limit_y -> use_servo_limit_y: boolean Set limit to force along the Y axis
ObjectActuator.servo_limit_z -> use_servo_limit_z: boolean Set limit to force along the Z axis
ObjectBase.layers -> layers: boolean Layers the object base is on
ObstacleFluidSettings.active -> use: boolean Object contributes to the fluid simulation
ObstacleFluidSettings.export_animated_mesh -> use_animated_mesh: boolean Export this mesh as an animated one. Slower, only use if really necessary (e.g. armatures or parented objects), animated pos/rot/scale IPOs do not require it
Operator.has_reports -> has_reports: boolean, (read-only) Operator has a set of reports (warnings and errors) from last execution
OperatorStrokeElement.flip -> use_flip: boolean
OutflowFluidSettings.active -> use: boolean Object contributes to the fluid simulation
OutflowFluidSettings.export_animated_mesh -> use_animated_mesh: boolean Export this mesh as an animated one. Slower, only use if really necessary (e.g. armatures or parented objects), animated pos/rot/scale IPOs do not require it
Paint.fast_navigate -> show_low_resolution: boolean For multires, show low resolution while navigating the view
Paint.show_brush -> show_brush: boolean
Panel.bl_default_closed -> bl_use_closed: boolean
Panel.bl_show_header -> bl_show_header: boolean
ParentActuator.compound -> use_compound: boolean Add this object shape to the parent shape (only if the parent shape is already compound)
ParentActuator.ghost -> use_ghost: boolean Make this object ghost while parented (only if not compound)
ParticleBrush.use_puff_volume -> use_puff_volume: boolean Apply puff to unselected end-points, (helps maintain hair volume when puffing root)
ParticleEdit.add_interpolate -> use_add_interpolate: boolean Interpolate new particles from the existing ones
ParticleEdit.auto_velocity -> use_auto_velocity: boolean Calculate point velocities automatically
ParticleEdit.draw_particles -> show_particles: boolean Draw actual particles
ParticleEdit.editable -> is_editable: boolean, (read-only) A valid edit mode exists
ParticleEdit.emitter_deflect -> use_emitter_deflect: boolean Keep paths from intersecting the emitter
ParticleEdit.fade_time -> use_fade_time: boolean Fade paths and keys further away from current frame
ParticleEdit.hair -> is_hair: boolean, (read-only) Editing hair
ParticleEdit.keep_lengths -> use_preserve_lengths: boolean Keep path lengths constant
ParticleEdit.keep_root -> use_preserve_root: boolean Keep root keys unmodified
ParticleFluidSettings.drops -> use_drops: boolean Show drop particles
ParticleFluidSettings.floats -> use_floats: boolean Show floating foam particles
ParticleFluidSettings.tracer -> use_tracer: boolean Show tracer particles
ParticleInstanceModifier.alive -> use_alive: boolean Show instances when particles are alive
ParticleInstanceModifier.children -> use_children: boolean Create instances from child particles
ParticleInstanceModifier.dead -> use_dead: boolean Show instances when particles are dead
ParticleInstanceModifier.keep_shape -> use_preserve_shape: boolean Don't stretch the object
ParticleInstanceModifier.normal -> use_normal: boolean Create instances from normal particles
ParticleInstanceModifier.size -> use_size: boolean Use particle size to scale the instances
ParticleInstanceModifier.unborn -> use_unborn: boolean Show instances when particles are unborn
ParticleInstanceModifier.use_path -> use_path: boolean Create instances along particle paths
ParticleSettings.abs_path_time -> use_absolute_path_time: boolean Path timing is in absolute frames
ParticleSettings.animate_branching -> use_animate_branching: boolean Animate branching
ParticleSettings.billboard_lock -> lock_billboard: boolean Lock the billboards align axis
ParticleSettings.boids_2d -> lock_boids_to_surface: boolean Constrain boids to a surface
ParticleSettings.branching -> use_branching: boolean Branch child paths from each other
ParticleSettings.child_effector -> apply_effector_to_children: boolean Apply effectors to children
ParticleSettings.child_guide -> apply_guide_to_children: boolean
ParticleSettings.die_on_collision -> use_die_on_collision: boolean Particles die when they collide with a deflector object
ParticleSettings.died -> use_died: boolean Show particles after they have died
ParticleSettings.draw_health -> show_health: boolean Draw boid health
ParticleSettings.emitter -> use_render_emitter: boolean Render emitter Object also
ParticleSettings.enable_simplify -> use_simplify: boolean Remove child strands as the object becomes smaller on the screen
ParticleSettings.even_distribution -> use_even_distribution: boolean Use even distribution from faces based on face areas or edge lengths
ParticleSettings.grid_invert -> invert_grid: boolean Invert what is considered object and what is not
ParticleSettings.hair_bspline -> use_hair_bspline: boolean Interpolate hair using B-Splines
ParticleSettings.material_color -> show_material_color: boolean Draw particles using material's diffuse color
ParticleSettings.num -> show_number: boolean Show particle number
ParticleSettings.parent -> use_parents: boolean Render parent particles
ParticleSettings.rand_group -> use_group_pick_random: boolean Pick objects from group randomly
ParticleSettings.react_multiple -> use_react_multiple: boolean React multiple times
ParticleSettings.react_start_end -> use_react_start_end: boolean Give birth to unreacted particles eventually
ParticleSettings.render_adaptive -> use_render_adaptive: boolean Use adapative rendering for paths
ParticleSettings.render_strand -> use_strand_primitive: boolean Use the strand primitive for rendering
ParticleSettings.rotation_dynamic -> use_dynamic_rotation: boolean Sets rotation to dynamic/constant
ParticleSettings.self_effect -> use_self_effect: boolean Particle effectors effect themselves
ParticleSettings.show_size -> show_size: boolean Show particle size
ParticleSettings.size_deflect -> use_size_deflect: boolean Use particle's size in deflection
ParticleSettings.sizemass -> use_multiply_size_mass: boolean Multiply mass by particle size
ParticleSettings.symmetric_branching -> use_symmetric_branching: boolean Start and end points are the same
ParticleSettings.trand -> use_emit_random: boolean Emit in random order of elements
ParticleSettings.unborn -> use_unborn: boolean Show particles before they are emitted
ParticleSettings.use_global_dupli -> use_global_dupli: boolean Use object's global coordinates for duplication
ParticleSettings.use_group_count -> use_group_count: boolean Use object multiple times in the same group
ParticleSettings.velocity -> show_velocity: boolean Show particle velocity
ParticleSettings.velocity_length -> use_velocity_length: boolean Multiply line length by particle speed
ParticleSettings.viewport -> use_simplify_viewport: boolean
ParticleSettings.whole_group -> use_whole_group: boolean Use whole group at once
ParticleSystem.editable -> is_editable: boolean, (read-only) Particle system can be edited in particle mode
ParticleSystem.edited -> is_edited: boolean, (read-only) Particle system has been edited in particle mode
ParticleSystem.global_hair -> is_global_hair: boolean, (read-only) Hair keys are in global coordinate space
ParticleSystem.hair_dynamics -> use_hair_dynamics: boolean Enable hair dynamics using cloth simulation
ParticleSystem.keyed_timing -> use_keyed_timing: boolean Use key times
ParticleSystem.multiple_caches -> has_multiple_caches: boolean, (read-only) Particle system has multiple point caches
ParticleSystem.vertex_group_clump_negate -> invert_vertex_group_clump: boolean Negate the effect of the clump vertex group
ParticleSystem.vertex_group_density_negate -> invert_vertex_group_density: boolean Negate the effect of the density vertex group
ParticleSystem.vertex_group_field_negate -> invert_vertex_group_field: boolean Negate the effect of the field vertex group
ParticleSystem.vertex_group_kink_negate -> invert_vertex_group_kink: boolean Negate the effect of the kink vertex group
ParticleSystem.vertex_group_length_negate -> invert_vertex_group_length: boolean Negate the effect of the length vertex group
ParticleSystem.vertex_group_rotation_negate -> invert_vertex_group_rotation: boolean Negate the effect of the rotation vertex group
ParticleSystem.vertex_group_roughness1_negate -> invert_vertex_group_roughness1: boolean Negate the effect of the roughness 1 vertex group
ParticleSystem.vertex_group_roughness2_negate -> invert_vertex_group_roughness2: boolean Negate the effect of the roughness 2 vertex group
ParticleSystem.vertex_group_roughness_end_negate -> invert_vertex_group_roughness_end: boolean Negate the effect of the roughness end vertex group
ParticleSystem.vertex_group_size_negate -> invert_vertex_group_size: boolean Negate the effect of the size vertex group
ParticleSystem.vertex_group_tangent_negate -> invert_vertex_group_tangent: boolean Negate the effect of the tangent vertex group
ParticleSystem.vertex_group_velocity_negate -> invert_vertex_group_velocity: boolean Negate the effect of the velocity vertex group
ParticleTarget.valid -> is_valid: boolean Keyed particles target is valid
PivotConstraint.use_relative_position -> use_relative_location: boolean Offset will be an absolute point in space instead of relative to the target
PointCache.baked -> is_baked: boolean, (read-only)
PointCache.baking -> is_baking: boolean, (read-only)
PointCache.disk_cache -> use_disk_cache: boolean Save cache files to disk (.blend file must be saved first)
PointCache.external -> use_external: boolean Read cache from an external location
PointCache.has_skipped_frames-> has_skipped_frames: boolean, (read-only)
PointCache.outdated -> is_outdated: boolean, (read-only)
PointCache.quick_cache -> use_quick_cache: boolean Update simulation with cache steps
PointCache.use_library_path -> use_library_path: boolean Use this files path when library linked into another file.
PointDensity.turbulence -> use_turbulence: boolean Add directed noise to the density at render-time
PointLamp.only_shadow -> use_only_shadow: boolean Causes light to cast shadows only without illuminating objects
PointLamp.shadow_layer -> use_shadow_layer: boolean Causes only objects on the same layer to cast shadows
PointLamp.sphere -> use_sphere: boolean Sets light intensity to zero beyond lamp distance
PoseBone.has_ik -> is_in_ik_chain: boolean, (read-only) Is part of an IK chain
NEGATE * PoseBone.ik_dof_x -> lock_ik_x: boolean Allow movement around the X axis
NEGATE * PoseBone.ik_dof_y -> lock_ik_y: boolean Allow movement around the Y axis
NEGATE * PoseBone.ik_dof_z -> lock_ik_z: boolean Allow movement around the Z axis
PoseBone.ik_limit_x -> lock_ik_x: boolean Limit movement around the X axis
PoseBone.ik_limit_y -> lock_ik_y: boolean Limit movement around the Y axis
PoseBone.ik_limit_z -> lock_ik_z: boolean Limit movement around the Z axis
PoseBone.ik_lin_control -> use_ik_lin_control: boolean Apply channel size as IK constraint if stretching is enabled
PoseBone.ik_rot_control -> use_ik_rot_control: boolean Apply channel rotation as IK constraint
PoseBone.lock_location -> lock_location: boolean Lock editing of location in the interface
PoseBone.lock_rotation -> lock_rotation: boolean Lock editing of rotation in the interface
PoseBone.lock_rotation_w -> lock_rotation_w: boolean Lock editing of 'angle' component of four-component rotations in the interface
PoseBone.lock_rotations_4d -> lock_rotations_4d: boolean Lock editing of four component rotations by components (instead of as Eulers)
PoseBone.lock_scale -> lock_scale: boolean Lock editing of scale in the interface
PoseTemplateSettings.generate_def_rig -> use_generate_deform_rig: boolean Create a copy of the metarig, constrainted by the generated rig
Property.is_never_none -> is_never_none: boolean, (read-only) True when this value can't be set to None
Property.is_readonly -> is_readonly: boolean, (read-only) Property is editable through RNA
Property.is_required -> is_required: boolean, (read-only) False when this property is an optional argument in an RNA function
Property.registered -> is_registered: boolean, (read-only) Property is registered as part of type registration
Property.registered_optional -> is_registered_optional: boolean, (read-only) Property is optionally registered as part of type registration
Property.use_output -> is_output: boolean, (read-only) True when this property is an output value from an RNA function
PythonConstraint.script_error -> has_script_error: boolean, (read-only) The linked Python script has thrown an error
PythonConstraint.use_targets -> use_targets: boolean Use the targets indicated in the constraint panel
PythonController.debug -> use_debug: boolean Continuously reload the module from disk for editing external modules without restarting
RandomActuator.always_true -> use_always_true: boolean Always false or always true
RaySensor.x_ray_mode -> use_x_ray: boolean See through objects that don't have the property
RegionView3D.box_clip -> use_box_clip: boolean Clip objects based on what's visible in other side views
RegionView3D.box_preview -> show_synced_view: boolean Sync view position between side views
RegionView3D.lock_rotation -> lock_rotation: boolean Lock view rotation in side views
RenderEngine.bl_postprocess -> bl_use_postprocess: boolean
RenderEngine.bl_preview -> bl_use_preview: boolean
RenderLayer.all_z -> use_all_z: boolean, (read-only) Fill in Z values for solid faces in invisible layers, for masking
RenderLayer.edge -> use_edge_enhance: boolean, (read-only) Render Edge-enhance in this Layer (only works for Solid faces)
RenderLayer.enabled -> use: boolean, (read-only) Disable or enable the render layer
RenderLayer.halo -> use_halo: boolean, (read-only) Render Halos in this Layer (on top of Solid)
RenderLayer.pass_ao -> use_pass_ambient_occlusion: boolean, (read-only) Deliver AO pass
RenderLayer.pass_ao_exclude -> exclude_ambient_occlusion: boolean, (read-only) Exclude AO pass from combined
RenderLayer.pass_color -> use_pass_color: boolean, (read-only) Deliver shade-less color pass
RenderLayer.pass_combined -> use_pass_combined: boolean, (read-only) Deliver full combined RGBA buffer
RenderLayer.pass_diffuse -> use_pass_diffuse: boolean, (read-only) Deliver diffuse pass
RenderLayer.pass_emit -> use_pass_emit: boolean, (read-only) Deliver emission pass
RenderLayer.pass_emit_exclude -> exclude_emit: boolean, (read-only) Exclude emission pass from combined
RenderLayer.pass_environment -> use_pass_environment: boolean, (read-only) Deliver environment lighting pass
RenderLayer.pass_environment_exclude -> exclude_environment: boolean, (read-only) Exclude environment pass from combined
RenderLayer.pass_indirect -> use_pass_indirect: boolean, (read-only) Deliver indirect lighting pass
RenderLayer.pass_indirect_exclude -> exclude_indirect: boolean, (read-only) Exclude indirect pass from combined
RenderLayer.pass_mist -> use_pass_mist: boolean, (read-only) Deliver mist factor pass (0.0-1.0)
RenderLayer.pass_normal -> use_pass_normal: boolean, (read-only) Deliver normal pass
RenderLayer.pass_object_index -> use_pass_object_index: boolean, (read-only) Deliver object index pass
RenderLayer.pass_reflection -> use_pass_reflection: boolean, (read-only) Deliver raytraced reflection pass
RenderLayer.pass_reflection_exclude -> exclude_reflection: boolean, (read-only) Exclude raytraced reflection pass from combined
RenderLayer.pass_refraction -> use_pass_refraction: boolean, (read-only) Deliver raytraced refraction pass
RenderLayer.pass_refraction_exclude -> exclude_refraction: boolean, (read-only) Exclude raytraced refraction pass from combined
RenderLayer.pass_shadow -> use_pass_shadow: boolean, (read-only) Deliver shadow pass
RenderLayer.pass_shadow_exclude -> exclude_shadow: boolean, (read-only) Exclude shadow pass from combined
RenderLayer.pass_specular -> use_pass_specular: boolean, (read-only) Deliver specular pass
RenderLayer.pass_specular_exclude -> exclude_specular: boolean, (read-only) Exclude specular pass from combined
RenderLayer.pass_uv -> use_pass_uv: boolean, (read-only) Deliver texture UV pass
RenderLayer.pass_vector -> use_pass_vector: boolean, (read-only) Deliver speed vector pass
RenderLayer.pass_z -> use_pass_z: boolean, (read-only) Deliver Z values pass
RenderLayer.sky -> use_sky: boolean, (read-only) Render Sky in this Layer
RenderLayer.solid -> use_solid: boolean, (read-only) Render Solid faces in this Layer
RenderLayer.strand -> use_strand: boolean, (read-only) Render Strands in this Layer
RenderLayer.visible_layers -> layers: boolean, (read-only) Scene layers included in this render layer
RenderLayer.zmask -> use_zmask: boolean, (read-only) Only render what's in front of the solid z values
RenderLayer.zmask_layers -> layers_zmask: boolean, (read-only) Zmask scene layers
RenderLayer.zmask_negate -> invert_zmask: boolean, (read-only) For Zmask, only render what is behind solid z values instead of in front
RenderLayer.ztransp -> use_ztransp: boolean, (read-only) Render Z-Transparent faces in this Layer (On top of Solid and Halos)
RenderSettings.backbuf -> use_backbuf: boolean Render backbuffer image
RenderSettings.bake_active -> use_bake_active_to_selected: boolean Bake shading on the surface of selected objects to the active object
RenderSettings.bake_clear -> use_bake_clear: boolean Clear Images before baking
RenderSettings.bake_enable_aa -> use_bake_antialiasing: boolean Enables Anti-aliasing
RenderSettings.bake_normalized -> use_bake_normalized: boolean With displacement normalize to the distance, with ambient occlusion normalize without using material settings
RenderSettings.cineon_log -> use_cineon_log: boolean Convert to logarithmic color space
RenderSettings.color_management -> use_color_management: boolean Use color profiles and gamma corrected imaging pipeline
RenderSettings.crop_to_border -> use_crop_to_border: boolean Crop the rendered frame to the defined border size
RenderSettings.edge -> use_edge_enhance: boolean use_Create a toon outline around the edges of geometry
RenderSettings.exr_half -> use_exr_half: boolean Use 16 bit floats instead of 32 bit floats per channel
RenderSettings.exr_preview -> use_exr_preview: boolean When rendering animations, save JPG preview images in same directory
RenderSettings.exr_zbuf -> use_exr_zbuf: boolean Save the z-depth per pixel (32 bit unsigned int zbuffer)
RenderSettings.ffmpeg_autosplit -> use_ffmpeg_autosplit: boolean Autosplit output at 2GB boundary
RenderSettings.fields -> use_fields: boolean Render image to two fields per frame, for interlaced TV output
RenderSettings.fields_still -> use_fields_still: boolean Disable the time difference between fields
RenderSettings.free_image_textures -> use_free_image_textures: boolean Free all image texture from memory after render, to save memory before compositing
RenderSettings.free_unused_nodes -> use_free_unused_nodes: boolean Free Nodes that are not used while compositing, to save memory
RenderSettings.full_sample -> use_full_sample: boolean Save for every anti-aliasing sample the entire RenderLayer results. This solves anti-aliasing issues with compositing
RenderSettings.is_movie_format -> is_movie_format: boolean, (read-only) When true the format is a movie
RenderSettings.jpeg2k_ycc -> use_jpeg2k_ycc: boolean Save luminance-chrominance-chrominance channels instead of RGB colors
RenderSettings.motion_blur -> use_motion_blur: boolean Use multi-sampled 3D scene motion blur
RenderSettings.multiple_engines -> has_multiple_engines: boolean, (read-only) More than one rendering engine is available
RenderSettings.render_antialiasing -> use_antialiasing: boolean Render and combine multiple samples per pixel to prevent jagged edges
RenderSettings.render_stamp -> use_stamp: boolean Render the stamp info text in the rendered image
RenderSettings.save_buffers -> use_save_buffers: boolean Save tiles for all RenderLayers and SceneNodes to files in the temp directory (saves memory, required for Full Sample)
RenderSettings.simplify_triangulate -> use_simplify_triangulate: boolean Disables non-planer quads being triangulated
RenderSettings.single_layer -> use_single_layer: boolean Only render the active layer
RenderSettings.stamp_camera -> use_stamp_camera: boolean Include the name of the active camera in image metadata
RenderSettings.stamp_date -> use_stamp_date: boolean Include the current date in image metadata
RenderSettings.stamp_filename -> use_stamp_filename: boolean Include the filename of the .blend file in image metadata
RenderSettings.stamp_frame -> use_stamp_frame: boolean Include the frame number in image metadata
RenderSettings.stamp_marker -> use_stamp_marker: boolean Include the name of the last marker in image metadata
RenderSettings.stamp_note -> use_stamp_note: boolean Include a custom note in image metadata
RenderSettings.stamp_render_time -> use_stamp_render_time: boolean Include the render time in the stamp image
RenderSettings.stamp_scene -> use_stamp_scene: boolean Include the name of the active scene in image metadata
RenderSettings.stamp_sequencer_strip -> use_stamp_sequencer_strip: boolean Include the name of the foreground sequence strip in image metadata
RenderSettings.stamp_time -> use_stamp_time: boolean Include the render frame as HH:MM:SS.FF in image metadata
RenderSettings.tiff_bit -> use_tiff_16bit: boolean Save TIFF with 16 bits per channel
RenderSettings.use_border -> use_border: boolean Render a user-defined border region, within the frame size. Note, this disables save_buffers and full_sample
RenderSettings.use_compositing -> use_compositing: boolean Process the render result through the compositing pipeline, if compositing nodes are enabled
RenderSettings.use_envmaps -> use_envmaps: boolean Calculate environment maps while rendering
RenderSettings.use_file_extension -> use_file_extension: boolean Add the file format extensions to the rendered file name (eg: filename + .jpg)
RenderSettings.use_game_engine -> use_game_engine: boolean, (read-only) Current rendering engine is a game engine
RenderSettings.use_instances -> use_instances: boolean Instance support leads to effective memory reduction when using duplicates
RenderSettings.use_local_coords -> use_local_coords: boolean Vertex coordinates are stored localy on each primitive. Increases memory usage, but may have impact on speed
RenderSettings.use_overwrite -> use_overwrite: boolean Overwrite existing files while rendering
RenderSettings.use_placeholder -> use_placeholder: boolean Create empty placeholder files while rendering frames (similar to Unix 'touch')
RenderSettings.use_radiosity -> use_radiosity: boolean Calculate radiosity in a pre-process before rendering
RenderSettings.use_raytracing -> use_raytrace: boolean Pre-calculate the raytrace accelerator and render raytracing effects
RenderSettings.use_sequencer -> use_sequencer: boolean Process the render (and composited) result through the video sequence editor pipeline, if sequencer strips exist
RenderSettings.use_sequencer_gl_preview -> use_sequencer_gl_preview: boolean
RenderSettings.use_sequencer_gl_render -> use_sequencer_gl_render: boolean
RenderSettings.use_shadows -> use_shadows: boolean Calculate shadows while rendering
RenderSettings.use_simplify -> use_simplify: boolean Enable simplification of scene for quicker preview renders
RenderSettings.use_sss -> use_sss: boolean Calculate sub-surface scattering in materials rendering
RenderSettings.use_textures -> use_textures: boolean Use textures to affect material properties
NEGATE * RigidBodyJointConstraint.disable_linked_collision -> use_linked_collision: boolean Disable collision between linked bodies
RigidBodyJointConstraint.draw_pivot -> show_pivot: boolean Display the pivot point and rotation in 3D view
Scene.frame_drop -> use_frame_drop: boolean Play back dropping frames if frame display is too slow
Scene.layers -> layers: boolean Layers visible when rendering the scene
Scene.mute_audio -> mute_audio: boolean Play back of audio from Sequence Editor will be muted
Scene.nla_tweakmode_on -> use_nla_tweakmode: boolean, (read-only) Indicates whether there is any action referenced by NLA being edited. Strictly read-only
Scene.pov_radio_always_sample -> use_pov_radio_always_sample: boolean Only use the data from the pretrace step and not gather any new samples during the final radiosity pass
Scene.pov_radio_display_advanced -> show_pov_radio_advanced: boolean Show advanced options
Scene.pov_radio_enable -> use_pov_radio: boolean Enable povrays radiosity calculation
Scene.pov_radio_media -> use_pov_radio_media: boolean Radiosity estimation can be affected by media
Scene.pov_radio_normal -> use_pov_radio_normal: boolean Radiosity estimation can be affected by normals
Scene.scrub_audio -> use_audio_scrub: boolean Play audio from Sequence Editor while scrubbing
Scene.sync_audio -> use_audio_sync: boolean Play back and sync with audio clock, dropping frames if frame display is too slow
Scene.use_gravity -> use_gravity: boolean Use global gravity for all dynamics
Scene.use_nodes -> use_nodes: boolean Enable the compositing node tree
Scene.use_preview_range -> use_preview_range: boolean Use an alternative start/end frame for UI playback, rather than the scene start/end frame
SceneGameData.activity_culling -> use_activity_culling: boolean Activity culling is enabled
SceneGameData.auto_start -> use_auto_start: boolean Automatically start game at load time
SceneGameData.fullscreen -> show_fullscreen: boolean Starts player in a new fullscreen display
SceneGameData.glsl_extra_textures -> use_glsl_extra_textures: boolean Use extra textures like normal or specular maps for GLSL rendering
SceneGameData.glsl_lights -> use_glsl_lights: boolean Use lights for GLSL rendering
SceneGameData.glsl_nodes -> use_glsl_nodes: boolean Use nodes for GLSL rendering
SceneGameData.glsl_ramps -> use_glsl_ramps: boolean Use ramps for GLSL rendering
SceneGameData.glsl_shaders -> use_glsl_shaders: boolean Use shaders for GLSL rendering
SceneGameData.glsl_shadows -> use_glsl_shadows: boolean Use shadows for GLSL rendering
SceneGameData.show_debug_properties -> show_debug_properties: boolean Show properties marked for debugging while the game runs
SceneGameData.show_framerate_profile -> show_framerate_profile: boolean Show framerate and profiling information while the game runs
SceneGameData.show_physics_visualization -> show_physics_visualization: boolean Show a visualization of physics bounds and interactions
SceneGameData.use_animation_record -> use_animation_record: boolean Record animation to fcurves
SceneGameData.use_deprecation_warnings -> use_deprecation_warnings: boolean Print warnings when using deprecated features in the python API
SceneGameData.use_display_lists -> use_display_lists: boolean Use display lists to speed up rendering by keeping geometry on the GPU
SceneGameData.use_frame_rate -> use_frame_rate: boolean Respect the frame rate rather than rendering as many frames as possible
SceneGameData.use_occlusion_culling -> use_occlusion_culling: boolean Use optimized Bullet DBVT tree for view frustum and occlusion culling
SceneRenderLayer.all_z -> use_all_z: boolean Fill in Z values for solid faces in invisible layers, for masking
SceneRenderLayer.edge -> use_edge_enhance: boolean Render Edge-enhance in this Layer (only works for Solid faces)
SceneRenderLayer.enabled -> use: boolean Disable or enable the render layer
SceneRenderLayer.halo -> use_halo: boolean Render Halos in this Layer (on top of Solid)
SceneRenderLayer.pass_ao -> use_pass_ambient_occlusion: boolean Deliver AO pass
SceneRenderLayer.pass_ao_exclude -> exclude_ambient_occlusion: boolean Exclude AO pass from combined
SceneRenderLayer.pass_color -> use_pass_color: boolean Deliver shade-less color pass
SceneRenderLayer.pass_combined -> use_pass_combined: boolean Deliver full combined RGBA buffer
SceneRenderLayer.pass_diffuse -> use_pass_diffuse: boolean Deliver diffuse pass
SceneRenderLayer.pass_emit -> use_pass_emit: boolean Deliver emission pass
SceneRenderLayer.pass_emit_exclude -> exclude_emit: boolean Exclude emission pass from combined
SceneRenderLayer.pass_environment -> use_pass_environment: boolean Deliver environment lighting pass
SceneRenderLayer.pass_environment_exclude -> exclude_environment: boolean Exclude environment pass from combined
SceneRenderLayer.pass_indirect -> use_pass_indirect: boolean Deliver indirect lighting pass
SceneRenderLayer.pass_indirect_exclude -> exclude_indirect: boolean Exclude indirect pass from combined
SceneRenderLayer.pass_mist -> use_pass_mist: boolean Deliver mist factor pass (0.0-1.0)
SceneRenderLayer.pass_normal -> use_pass_normal: boolean Deliver normal pass
SceneRenderLayer.pass_object_index -> use_pass_object_index: boolean Deliver object index pass
SceneRenderLayer.pass_reflection -> use_pass_reflection: boolean Deliver raytraced reflection pass
SceneRenderLayer.pass_reflection_exclude -> exclude_reflection: boolean Exclude raytraced reflection pass from combined
SceneRenderLayer.pass_refraction -> use_pass_refraction: boolean Deliver raytraced refraction pass
SceneRenderLayer.pass_refraction_exclude -> exclude_refraction: boolean Exclude raytraced refraction pass from combined
SceneRenderLayer.pass_shadow -> use_pass_shadow: boolean Deliver shadow pass
SceneRenderLayer.pass_shadow_exclude -> exclude_shadow: boolean Exclude shadow pass from combined
SceneRenderLayer.pass_specular -> use_pass_specular: boolean Deliver specular pass
SceneRenderLayer.pass_specular_exclude -> exclude_specular: boolean Exclude specular pass from combined
SceneRenderLayer.pass_uv -> use_pass_uv: boolean Deliver texture UV pass
SceneRenderLayer.pass_vector -> use_pass_vector: boolean Deliver speed vector pass
SceneRenderLayer.pass_z -> use_pass_z: boolean Deliver Z values pass
SceneRenderLayer.sky -> use_sky: boolean Render Sky in this Layer
SceneRenderLayer.solid -> use_solid: boolean Render Solid faces in this Layer
SceneRenderLayer.strand -> use_strand: boolean Render Strands in this Layer
SceneRenderLayer.visible_layers -> layers: boolean Scene layers included in this render layer
SceneRenderLayer.zmask -> use_zmask: boolean Only render what's in front of the solid z values
SceneRenderLayer.zmask_layers -> layers_zmask: boolean Zmask scene layers
SceneRenderLayer.zmask_negate -> invert_zmask: boolean For Zmask, only render what is behind solid z values instead of in front
SceneRenderLayer.ztransp -> use_ztransp: boolean Render Z-Transparent faces in this Layer (On top of Solid and Halos)
SceneSequence.convert_float -> use_float: boolean Convert input to float data
SceneSequence.de_interlace -> use_deinterlace: boolean For video movies to remove fields
SceneSequence.flip_x -> use_flip_x: boolean Flip on the X axis
SceneSequence.flip_y -> use_flip_y: boolean Flip on the Y axis
SceneSequence.premultiply -> use_premultiply: boolean Convert RGB from key alpha to premultiplied alpha
SceneSequence.proxy_custom_directory -> use_proxy_custom_directory: boolean Use a custom directory to store data
SceneSequence.proxy_custom_file -> use_proxy_custom_file: boolean Use a custom file to read proxy data from
SceneSequence.reverse_frames -> use_reverse_frames: boolean Reverse frame order
SceneSequence.use_color_balance -> use_color_balance: boolean (3-Way color correction) on input
SceneSequence.use_crop -> use_crop: boolean Crop image before processing
SceneSequence.use_proxy -> use_proxy: boolean Use a preview proxy for this strip
SceneSequence.use_translation -> use_translation: boolean Translate image before processing
Scopes.use_full_resolution -> use_full_resolution: boolean Sample every pixel of the image
Screen.animation_playing -> is_animation_playing: boolean, (read-only) Animation playback is active
Screen.fullscreen -> is_fullscreen: boolean, (read-only) An area is maximised, filling this screen
ScrewModifier.use_normal_calculate -> use_normal_calculate: boolean Calculate the order of edges (needed for meshes, but not curves)
ScrewModifier.use_normal_flip -> use_normal_flip: boolean Flip normals of lathed faces
ScrewModifier.use_object_screw_offset -> use_object_screw_offset: boolean Use the distance between the objects to make a screw
Sculpt.lock_x -> lock_x: boolean Disallow changes to the X axis of vertices
Sculpt.lock_y -> lock_y: boolean Disallow changes to the Y axis of vertices
Sculpt.lock_z -> lock_z: boolean Disallow changes to the Z axis of vertices
Sculpt.symmetry_x -> use_symmetry_x: boolean Mirror brush across the X axis
Sculpt.symmetry_y -> use_symmetry_y: boolean Mirror brush across the Y axis
Sculpt.symmetry_z -> use_symmetry_z: boolean Mirror brush across the Z axis
Sensor.expanded -> show_expanded: boolean Set sensor expanded in the user interface
Sensor.invert -> invert: boolean Invert the level(output) of this sensor
Sensor.level -> use_level: boolean Level detector, trigger controllers of new states (only applicable upon logic state transition)
Sensor.pulse_false_level -> use_pulse_false_level: boolean Activate FALSE level triggering (pulse mode)
Sensor.pulse_true_level -> use_pulse_true_level: boolean Activate TRUE level triggering (pulse mode)
Sensor.tap -> use_tap: boolean Trigger controllers only for an instant, even while the sensor remains true
Sequence.frame_locked -> use_frame_lock: boolean Lock the animation curve to the global frame counter
Sequence.lock -> lock: boolean Lock strip so that it can't be transformed
Sequence.mute -> mute: boolean
Sequence.use_effect_default_fade -> use_default_fade: boolean Fade effect using the built-in default (usually make transition as long as effect strip)
SequenceColorBalance.inverse_gain -> invert_gain: boolean
SequenceColorBalance.inverse_gamma -> invert_gamma: boolean
SequenceColorBalance.inverse_lift -> invert_lift: boolean
ShaderNodeExtendedMaterial.diffuse -> use_diffuse: boolean Material Node outputs Diffuse
ShaderNodeExtendedMaterial.invert_normal -> invert_normal: boolean Material Node uses inverted normal
ShaderNodeExtendedMaterial.specular -> use_specular: boolean Material Node outputs Specular
ShaderNodeMapping.clamp_maximum -> use_max: boolean Clamp the output coordinate to a maximum value
ShaderNodeMapping.clamp_minimum -> use_min: boolean Clamp the output coordinate to a minimum value
ShaderNodeMaterial.diffuse -> use_diffuse: boolean Material Node outputs Diffuse
ShaderNodeMaterial.invert_normal -> invert_normal: boolean Material Node uses inverted normal
ShaderNodeMaterial.specular -> use_specular: boolean Material Node outputs Specular
ShaderNodeMixRGB.alpha -> use_alpha: boolean Include alpha of second input in this operation
ShapeActionActuator.continue_last_frame -> use_continue_last_frame: boolean Restore last frame when switching on/off, otherwise play from the start each time
ShapeKey.mute -> mute: boolean Mute this shape key
ShrinkwrapModifier.cull_back_faces -> use_cull_back_faces: boolean Stop vertices from projecting to a back face on the target
ShrinkwrapModifier.cull_front_faces -> use_cull_front_faces: boolean Stop vertices from projecting to a front face on the target
ShrinkwrapModifier.keep_above_surface -> use_keep_above_surface: boolean
ShrinkwrapModifier.negative -> use_negative_direction: boolean Allow vertices to move in the negative direction of axis
ShrinkwrapModifier.positive -> use_positive_direction: boolean Allow vertices to move in the positive direction of axis
ShrinkwrapModifier.x -> use_project_x: boolean
ShrinkwrapModifier.y -> use_project_y: boolean
ShrinkwrapModifier.z -> use_project_z: boolean
SimpleDeformModifier.lock_x_axis -> lock_x: boolean
SimpleDeformModifier.lock_y_axis -> lock_y: boolean
SimpleDeformModifier.relative -> use_relative: boolean Sets the origin of deform space to be relative to the object
SmokeDomainSettings.dissolve_smoke -> use_dissolve_smoke: boolean Enable smoke to disappear over time
SmokeDomainSettings.dissolve_smoke_log -> use_dissolve_smoke_log: boolean Using 1/x
SmokeDomainSettings.highres -> use_high_resolution: boolean Enable high resolution (using amplification)
SmokeDomainSettings.initial_velocity -> use_initial_velocity: boolean Smoke inherits it's velocity from the emitter particle
SmokeDomainSettings.viewhighres -> show_high_resolution: boolean Show high resolution (using amplification)
NEGATE * SmokeFlowSettings.outflow -> use_outflow: boolean Deletes smoke from simulation
SmoothModifier.x -> use_x: boolean
SmoothModifier.y -> use_y: boolean
SmoothModifier.z -> use_z: boolean
SoftBodySettings.auto_step -> use_auto_step: boolean Use velocities for automagic step sizes
SoftBodySettings.diagnose -> use_diagnose: boolean Turn on SB diagnose console prints
SoftBodySettings.edge_collision -> use_edge_collision: boolean Edges collide too
SoftBodySettings.estimate_matrix -> use_estimate_matrix: boolean estimate matrix .. split to COM , ROT ,SCALE
SoftBodySettings.face_collision -> use_face_collision: boolean Faces collide too, SLOOOOOW warning
SoftBodySettings.new_aero -> use_new_aero: boolean New aero(uses angle and length)
SoftBodySettings.self_collision -> use_self_collision: boolean Enable naive vertex ball self collision
SoftBodySettings.stiff_quads -> use_stiff_quads: boolean Adds diagonal springs on 4-gons
SoftBodySettings.use_edges -> use_edges: boolean Use Edges as springs
SoftBodySettings.use_goal -> use_goal: boolean Define forces for vertices to stick to animated position
SolidifyModifier.invert -> invert_vertex_group: boolean Invert the vertex group influence
SolidifyModifier.use_even_offset -> use_even_offset: boolean Maintain thickness by adjusting for sharp corners (slow, disable when not needed)
SolidifyModifier.use_quality_normals -> use_quality_normals: boolean Calculate normals which result in more even thickness (slow, disable when not needed)
SolidifyModifier.use_rim -> use_rim: boolean Create edge loops between the inner and outer surfaces on face edges (slow, disable when not needed)
SolidifyModifier.use_rim_material -> use_rim_material: boolean Use in the next material for rim faces
Sound.caching -> use_ram_cache: boolean The sound file is decoded and loaded into RAM
SoundActuator.enable_sound_3d -> use_3d_sound: boolean Enable/Disable 3D Sound
SpaceConsole.show_report_debug -> show_report_debug: boolean Display debug reporting info
SpaceConsole.show_report_error -> show_report_error: boolean Display error text
SpaceConsole.show_report_info -> show_report_info: boolean Display general information
SpaceConsole.show_report_operator -> show_report_operator: boolean Display the operator log
SpaceConsole.show_report_warn -> show_report_warning: boolean Display warnings
SpaceDopeSheetEditor.automerge_keyframes -> use_automerge_keyframes: boolean Automatically merge nearby keyframes
SpaceDopeSheetEditor.realtime_updates -> use_realtime_updates: boolean When transforming keyframes, changes to the animation data are flushed to other views
SpaceDopeSheetEditor.show_cframe_indicator -> show_frame_indicator: boolean Show frame number beside the current frame indicator line
SpaceDopeSheetEditor.show_seconds -> show_seconds: boolean, (read-only) Show timing in seconds not frames
SpaceDopeSheetEditor.show_sliders -> show_sliders: boolean Show sliders beside F-Curve channels
SpaceDopeSheetEditor.use_marker_sync -> use_marker_sync: boolean Sync Markers with keyframe edits
SpaceGraphEditor.automerge_keyframes -> use_automerge_keyframes: boolean Automatically merge nearby keyframes
SpaceGraphEditor.has_ghost_curves -> has_ghost_curves: boolean Graph Editor instance has some ghost curves stored
SpaceGraphEditor.only_selected_curves_handles -> use_only_selected_curves_handles: boolean Only keyframes of selected F-Curves are visible and editable
SpaceGraphEditor.only_selected_keyframe_handles -> use_only_selected_keyframe_handles: boolean Only show and edit handles of selected keyframes
SpaceGraphEditor.realtime_updates -> use_realtime_updates: boolean When transforming keyframes, changes to the animation data are flushed to other views
SpaceGraphEditor.show_cframe_indicator -> show_frame_indicator: boolean Show frame number beside the current frame indicator line
SpaceGraphEditor.show_cursor -> show_cursor: boolean Show 2D cursor
SpaceGraphEditor.show_handles -> show_handles: boolean Show handles of Bezier control points
SpaceGraphEditor.show_seconds -> show_seconds: boolean, (read-only) Show timing in seconds not frames
SpaceGraphEditor.show_sliders -> show_sliders: boolean Show sliders beside F-Curve channels
SpaceImageEditor.draw_repeated -> show_repeated: boolean Draw the image repeated outside of the main view
SpaceImageEditor.image_painting -> use_image_paint: boolean Enable image painting mode
SpaceImageEditor.image_pin -> use_image_pin: boolean Display current image regardless of object selection
SpaceImageEditor.show_paint -> show_paint: boolean, (read-only) Show paint related properties
SpaceImageEditor.show_render -> show_render: boolean, (read-only) Show render related properties
SpaceImageEditor.show_uvedit -> show_uvedit: boolean, (read-only) Show UV editing related properties
SpaceImageEditor.update_automatically -> use_realtime_updates: boolean Update other affected window spaces automatically to reflect changes during interactive operations such as transform
SpaceImageEditor.use_grease_pencil -> use_grease_pencil: boolean Display and edit the grease pencil freehand annotations overlay
SpaceLogicEditor.actuators_show_active_objects -> show_actuators_active_objects: boolean Show actuators of active object
SpaceLogicEditor.actuators_show_active_states -> show_actuators_active_states: boolean Show only actuators connected to active states
SpaceLogicEditor.actuators_show_linked_controller -> show_actuators_linked_controller: boolean Show linked objects to the actuator
SpaceLogicEditor.actuators_show_selected_objects -> show_actuators_selected_objects: boolean Show actuators of all selected objects
SpaceLogicEditor.controllers_show_active_objects -> show_controllers_active_objects: boolean Show controllers of active object
SpaceLogicEditor.controllers_show_linked_controller -> show_controllers_linked_controller: boolean Show linked objects to sensor/actuator
SpaceLogicEditor.controllers_show_selected_objects -> show_controllers_selected_objects: boolean Show controllers of all selected objects
SpaceLogicEditor.sensors_show_active_objects -> show_sensors_active_objects: boolean Show sensors of active object
SpaceLogicEditor.sensors_show_active_states -> show_sensors_active_states: boolean Show only sensors connected to active states
SpaceLogicEditor.sensors_show_linked_controller -> show_sensors_linked_controller: boolean Show linked objects to the controller
SpaceLogicEditor.sensors_show_selected_objects -> show_sensors_selected_objects: boolean Show sensors of all selected objects
SpaceNLA.realtime_updates -> use_realtime_updates: boolean When transforming strips, changes to the animation data are flushed to other views
SpaceNLA.show_cframe_indicator -> show_frame_indicator: boolean Show frame number beside the current frame indicator line
SpaceNLA.show_seconds -> show_seconds: boolean, (read-only) Show timing in seconds not frames
SpaceNLA.show_strip_curves -> show_strip_curves: boolean Show influence curves on strips
SpaceNodeEditor.backdrop -> show_backdrop: boolean Use active Viewer Node output as backdrop for compositing nodes
SpaceOutliner.match_case_sensitive -> use_match_case_sensitive: boolean Only use case sensitive matches of search string
SpaceOutliner.match_complete -> use_match_complete: boolean Only use complete matches of search string
SpaceOutliner.show_restriction_columns -> show_restriction_columns: boolean Show column
SpaceProperties.brush_texture -> show_brush_texture: boolean Show brush textures
SpaceProperties.use_pin_id -> use_pin_id: boolean Use the pinned context
SpaceSequenceEditor.draw_frames -> show_frames: boolean Draw frames rather than seconds
SpaceSequenceEditor.draw_safe_margin -> show_safe_margin: boolean Draw title safe margins in preview
SpaceSequenceEditor.separate_color_preview -> show_separate_color: boolean Separate color channels in preview
SpaceSequenceEditor.show_cframe_indicator -> show_frame_indicator: boolean Show frame number beside the current frame indicator line
SpaceSequenceEditor.use_grease_pencil -> use_grease_pencil: boolean Display and edit the grease pencil freehand annotations overlay
SpaceSequenceEditor.use_marker_sync -> use_marker_sync: boolean Transform markers as well as strips
SpaceTextEditor.find_all -> use_find_all: boolean Search in all text datablocks, instead of only the active one
SpaceTextEditor.find_wrap -> use_find_wrap: boolean Search again from the start of the file when reaching the end
SpaceTextEditor.line_numbers -> show_line_numbers: boolean Show line numbers next to the text
SpaceTextEditor.live_edit -> use_live_edit: boolean Run python while editing
SpaceTextEditor.overwrite -> use_overwrite: boolean Overwrite characters when typing rather than inserting them
SpaceTextEditor.syntax_highlight -> show_syntax_highlight: boolean Syntax highlight for scripting
SpaceTextEditor.word_wrap -> use_word_wrap: boolean Wrap words if there is not enough horizontal space
SpaceTimeline.only_selected -> show_only_selected: boolean Show keyframes for active Object and/or its selected channels only
SpaceTimeline.play_all_3d -> use_play_3d_editors: boolean
SpaceTimeline.play_anim -> use_play_animation_editors: boolean
SpaceTimeline.play_buttons -> use_play_properties_editors: boolean
SpaceTimeline.play_image -> use_play_image_editors: boolean
SpaceTimeline.play_nodes -> use_play_node_editors: boolean
SpaceTimeline.play_sequencer -> use_play_sequence_editors: boolean
SpaceTimeline.play_top_left -> use_play_top_left_3d_editor: boolean
SpaceTimeline.show_cframe_indicator -> show_frame_indicator: boolean Show frame number beside the current frame indicator line
SpaceUVEditor.constrain_to_image_bounds -> use_constrain_to_image_bounds: boolean Constraint to stay within the image bounds while editing
SpaceUVEditor.draw_modified_edges -> show_modified_edges: boolean Draw edges after modifiers are applied
SpaceUVEditor.draw_other_objects -> show_other_objects: boolean Draw other selected objects that share the same image
SpaceUVEditor.draw_smooth_edges -> show_smooth_edges: boolean Draw UV edges anti-aliased
SpaceUVEditor.draw_stretch -> show_stretch: boolean Draw faces colored according to the difference in shape between UVs and their 3D coordinates (blue for low distortion, red for high distortion)
SpaceUVEditor.live_unwrap -> use_live_unwrap: boolean Continuously unwrap the selected UV island while transforming pinned vertices
SpaceUVEditor.normalized_coordinates -> show_normalized_coordinates: boolean Display UV coordinates from 0.0 to 1.0 rather than in pixels
SpaceUVEditor.snap_to_pixels -> use_snap_to_pixels: boolean Snap UVs to pixel locations while editing
SpaceView3D.all_object_origins -> show_all_objects_origin: boolean Show the object origin center dot for all (selected and unselected) objects
SpaceView3D.display_background_images -> show_background_images: boolean Display reference images behind objects in the 3D View
SpaceView3D.display_floor -> show_floor: boolean Show the ground plane grid in perspective view
SpaceView3D.display_render_override -> show_only_render: boolean Display only objects which will be rendered
SpaceView3D.display_x_axis -> show_axis_x: boolean Show the X axis line in perspective view
SpaceView3D.display_y_axis -> show_axis_y: boolean Show the Y axis line in perspective view
SpaceView3D.display_z_axis -> show_axis_z: boolean Show the Z axis line in perspective view
SpaceView3D.layers -> layers: boolean Layers visible in this 3D View
SpaceView3D.lock_camera_and_layers -> lock_camera_and_layers: boolean Use the scene's active camera and layers in this view, rather than local layers
SpaceView3D.manipulator -> use_manipulator: boolean Use a 3D manipulator widget for controlling transforms
SpaceView3D.manipulator_rotate -> use_manipulator_rotate: boolean Use the manipulator for rotation transformations
SpaceView3D.manipulator_scale -> use_manipulator_scale: boolean Use the manipulator for scale transformations
SpaceView3D.manipulator_translate -> use_manipulator_translate: boolean Use the manipulator for movement transformations
SpaceView3D.occlude_geometry -> use_occlude_geometry: boolean Limit selection to visible (clipped with depth buffer)
SpaceView3D.outline_selected -> show_outline_selected: boolean Show an outline highlight around selected objects in non-wireframe views
SpaceView3D.pivot_point_align -> use_pivot_point_align: boolean Manipulate object centers only
SpaceView3D.relationship_lines -> show_relationship_lines: boolean Show dashed lines indicating parent or constraint relationships
SpaceView3D.textured_solid -> show_textured_solid: boolean Display face-assigned textures in solid view
SpaceView3D.used_layers -> layers_used: boolean, (read-only) Layers that contain something
SpeedControlSequence.curve_compress_y -> use_curve_compress_y: boolean Scale F-Curve value to get the target frame number, F-Curve value runs from 0.0 to 1.0
SpeedControlSequence.curve_velocity -> use_curve_velocity: boolean Interpret the F-Curve value as a velocity instead of a frame number
SpeedControlSequence.frame_blending -> use_frame_blend: boolean Blend two frames into the target for a smoother result
Spline.bezier_u -> use_bezier_u: boolean Make this nurbs curve or surface act like a bezier spline in the U direction (Order U must be 3 or 4, Cyclic U must be disabled)
Spline.bezier_v -> use_bezier_v: boolean Make this nurbs surface act like a bezier spline in the V direction (Order V must be 3 or 4, Cyclic V must be disabled)
Spline.cyclic_u -> use_cyclic_u: boolean Make this curve or surface a closed loop in the U direction
Spline.cyclic_v -> use_cyclic_v: boolean Make this surface a closed loop in the V direction
Spline.endpoint_u -> use_endpoint_u: boolean Make this nurbs curve or surface meet the endpoints in the U direction (Cyclic U must be disabled)
Spline.endpoint_v -> use_endpoint_v: boolean Make this nurbs surface meet the endpoints in the V direction (Cyclic V must be disabled)
Spline.hide -> hide: boolean Hide this curve in editmode
Spline.smooth -> use_smooth: boolean Smooth the normals of the surface or beveled curve
SplineIKConstraint.chain_offset -> use_chain_offset: boolean Offset the entire chain relative to the root joint
SplineIKConstraint.even_divisions -> use_even_divisions: boolean Ignore the relative lengths of the bones when fitting to the curve
SplineIKConstraint.use_curve_radius -> use_curve_radius: boolean Average radius of the endpoints is used to tweak the X and Z Scaling of the bones, on top of XZ Scale mode
SplineIKConstraint.y_stretch -> use_y_stretch: boolean Stretch the Y axis of the bones to fit the curve
SpotLamp.auto_clip_end -> use_auto_clip_end: boolean Automatic calculation of clipping-end, based on visible vertices
SpotLamp.auto_clip_start -> use_auto_clip_start: boolean Automatic calculation of clipping-start, based on visible vertices
SpotLamp.halo -> use_halo: boolean Renders spotlight with a volumetric halo (Buffer Shadows)
SpotLamp.only_shadow -> use_only_shadow: boolean Causes light to cast shadows only without illuminating objects
SpotLamp.shadow_layer -> use_shadow_layer: boolean Causes only objects on the same layer to cast shadows
SpotLamp.show_cone -> show_cone: boolean Draw transparent cone in 3D view to visualize which objects are contained in it
SpotLamp.sphere -> use_sphere: boolean Sets light intensity to zero beyond lamp distance
SpotLamp.square -> use_square: boolean Casts a square spot light shape
StateActuator.state -> states: boolean
SubsurfModifier.optimal_display -> show_only_control_edges: boolean Skip drawing/rendering of interior subdivided edges
SubsurfModifier.subsurf_uv -> use_subsurf_uv: boolean Use subsurf to subdivide UVs
SunLamp.only_shadow -> use_only_shadow: boolean Causes light to cast shadows only without illuminating objects
SunLamp.shadow_layer -> use_shadow_layer: boolean Causes only objects on the same layer to cast shadows
SurfaceCurve.map_along_length -> use_map_along_length: boolean Generate texture mapping coordinates following the curve direction, rather than the local bounding box
SurfaceCurve.vertex_normal_flip -> use_vertex_normal_flip: boolean Flip vertex normals towards the camera during render
TexMapping.has_maximum -> use_max: boolean Whether to use maximum clipping value
TexMapping.has_minimum -> use_min: boolean Whether to use minimum clipping value
Text.dirty -> is_dirty: boolean, (read-only) Text file has been edited since last save
Text.memory -> is_in_memory: boolean, (read-only) Text file is in memory, without a corresponding file on disk
Text.modified -> is_modified: boolean, (read-only) Text file on disk is different than the one in memory
Text.tabs_as_spaces -> use_tabs_as_spaces: boolean Automatically converts all new tabs into spaces
Text.use_module -> use_module: boolean Register this text as a module on loading, Text name must end with '.py'
TextCharacterFormat.bold -> use_bold: boolean
TextCharacterFormat.italic -> use_italic: boolean
TextCharacterFormat.style -> use_style: boolean
TextCharacterFormat.underline -> use_underline: boolean
TextCharacterFormat.wrap -> use_wrap: boolean
TextCurve.fast -> use_fast_editing: boolean Don't fill polygons while editing
TextCurve.map_along_length -> use_map_along_length: boolean Generate texture mapping coordinates following the curve direction, rather than the local bounding box
TextCurve.vertex_normal_flip -> use_vertex_normal_flip: boolean Flip vertex normals towards the camera during render
TextMarker.edit_all -> use_edit_all: boolean, (read-only) Edit all markers of the same group as one
TextMarker.temporary -> is_temporary: boolean, (read-only) Marker is temporary
Texture.use_color_ramp -> use_color_ramp: boolean Toggle color ramp operations
Texture.use_nodes -> use_nodes: boolean Make this a node-based texture
Texture.use_preview_alpha -> use_preview_alpha: boolean Show Alpha in Preview Render
TextureNodeMixRGB.alpha -> use_alpha: boolean Include alpha of second input in this operation
TextureSlot.negate -> invert: boolean Inverts the values of the texture to reverse its effect
TextureSlot.rgb_to_intensity -> use_rgb_to_intensity: boolean Converts texture RGB values to intensity (gray) values
TextureSlot.stencil -> use_stencil: boolean Use this texture as a blending value on the next texture
ThemeBoneColorSet.colored_constraints -> show_colored_constraints: boolean Allow the use of colors indicating constraints/keyed status
ThemeWidgetColors.shaded -> show_shaded: boolean
ToolSettings.auto_normalize -> use_auto_normalize: boolean Ensure all bone-deforming vertex groups add up to 1.0 while weight painting
ToolSettings.automerge_editing -> use_automerge_editing: boolean Automatically merge vertices moved to the same location
ToolSettings.bone_sketching -> use_bone_sketching: boolean DOC BROKEN
ToolSettings.etch_autoname -> use_etch_autoname: boolean DOC BROKEN
ToolSettings.etch_overdraw -> use_etch_overdraw: boolean DOC BROKEN
ToolSettings.etch_quick -> use_etch_quick: boolean DOC BROKEN
ToolSettings.mesh_selection_mode -> mesh_selection_mode: boolean Which mesh elements selection works on
ToolSettings.record_with_nla -> use_record_with_nla: boolean Add a new NLA Track + Strip for every loop/pass made over the animation to allow non-destructive tweaking
ToolSettings.snap -> use_snap: boolean Snap during transform
ToolSettings.snap_align_rotation -> use_snap_align_rotation: boolean Align rotation with the snapping target
ToolSettings.snap_peel_object -> use_snap_peel_object: boolean Consider objects as whole when finding volume center
ToolSettings.snap_project -> use_snap_project: boolean Project vertices on the surface of other objects
ToolSettings.use_auto_keying -> use_keyframe_insert_auto: boolean Automatic keyframe insertion for Objects and Bones
ToolSettings.uv_local_view -> show_local_view: boolean Draw only faces with the currently displayed image assigned
ToolSettings.uv_sync_selection -> use_uv_sync_selection: boolean Keep UV and edit mode mesh selection in sync
TrackToConstraint.target_z -> use_target_z: boolean Target's Z axis, not World Z axis, will constraint the Up direction
TransformConstraint.extrapolate_motion -> use_motion_extrapolate: boolean Extrapolate ranges
TransformSequence.uniform_scale -> use_uniform_scale: boolean Scale uniformly, preserving aspect ratio
UILayout.active -> show_active: boolean
UILayout.enabled -> show_enabled: boolean
UVProjectModifier.override_image -> use_image_override: boolean Override faces' current images with the given image
UnitSettings.use_separate -> use_separate: boolean Display units in pairs
UserPreferencesEdit.auto_keyframe_insert_available -> use_keyframe_insert_available: boolean Automatic keyframe insertion in available curves
UserPreferencesEdit.auto_keyframe_insert_keyingset -> use_keyframe_insert_keyingset: boolean Automatic keyframe insertion using active Keying Set
UserPreferencesEdit.drag_immediately -> use_drag_immediately: boolean Moving things with a mouse drag confirms when releasing the button
UserPreferencesEdit.duplicate_action -> use_duplicate_action: boolean Causes actions to be duplicated with the object
UserPreferencesEdit.duplicate_armature -> use_duplicate_armature: boolean Causes armature data to be duplicated with the object
UserPreferencesEdit.duplicate_curve -> use_duplicate_curve: boolean Causes curve data to be duplicated with the object
UserPreferencesEdit.duplicate_fcurve -> use_duplicate_fcurve: boolean Causes F-curve data to be duplicated with the object
UserPreferencesEdit.duplicate_lamp -> use_duplicate_lamp: boolean Causes lamp data to be duplicated with the object
UserPreferencesEdit.duplicate_material -> use_duplicate_material: boolean Causes material data to be duplicated with the object
UserPreferencesEdit.duplicate_mesh -> use_duplicate_mesh: boolean Causes mesh data to be duplicated with the object
UserPreferencesEdit.duplicate_metaball -> use_duplicate_metaball: boolean Causes metaball data to be duplicated with the object
UserPreferencesEdit.duplicate_particle -> use_duplicate_particle: boolean Causes particle systems to be duplicated with the object
UserPreferencesEdit.duplicate_surface -> use_duplicate_surface: boolean Causes surface data to be duplicated with the object
UserPreferencesEdit.duplicate_text -> use_duplicate_text: boolean Causes text data to be duplicated with the object
UserPreferencesEdit.duplicate_texture -> use_duplicate_texture: boolean Causes texture data to be duplicated with the object
UserPreferencesEdit.enter_edit_mode -> use_enter_edit_mode: boolean Enter Edit Mode automatically after adding a new object
UserPreferencesEdit.global_undo -> use_global_undo: boolean Global undo works by keeping a full copy of the file itself in memory, so takes extra memory
UserPreferencesEdit.grease_pencil_simplify_stroke -> use_grease_pencil_simplify_stroke: boolean Simplify the final stroke
UserPreferencesEdit.grease_pencil_smooth_stroke -> use_grease_pencil_smooth_stroke: boolean Smooth the final stroke
UserPreferencesEdit.insertkey_xyz_to_rgb -> use_insertkey_xyz_to_rgb: boolean Color for newly added transformation F-Curves (Location, Rotation, Scale) and also Color is based on the transform axis
UserPreferencesEdit.keyframe_insert_needed -> use_keyframe_insert_needed: boolean Keyframe insertion only when keyframe needed
UserPreferencesEdit.use_auto_keying -> use_auto_keying: boolean Automatic keyframe insertion for Objects and Bones
UserPreferencesEdit.use_negative_frames -> use_negative_frames: boolean Current frame number can be manually set to a negative value
UserPreferencesEdit.use_visual_keying -> use_visual_keying: boolean Use Visual keying automatically for constrained objects
UserPreferencesFilePaths.auto_save_temporary_files -> use_auto_save_temporary_files: boolean Automatic saving of temporary files
UserPreferencesFilePaths.compress_file -> use_file_compression: boolean Enable file compression when saving .blend files
UserPreferencesFilePaths.filter_file_extensions -> use_filter_files: boolean Display only files with extensions in the image select window
UserPreferencesFilePaths.hide_dot_files_datablocks -> show_hidden_files_datablocks: boolean Hide files/datablocks that start with a dot(.*)
UserPreferencesFilePaths.load_ui -> use_load_ui: boolean Load user interface setup when loading .blend files
UserPreferencesFilePaths.save_preview_images -> use_save_preview_images: boolean Enables automatic saving of preview images in the .blend file
UserPreferencesFilePaths.use_relative_paths -> use_relative_paths: boolean Default relative path option for the file selector
UserPreferencesInput.continuous_mouse -> use_continuous_mouse: boolean Allow moving the mouse outside the view on some manipulations (transform, ui control drag)
UserPreferencesInput.emulate_3_button_mouse -> use_emulate_3_button_mouse: boolean Emulates Middle Mouse with Alt+LeftMouse (doesn't work with Left Mouse Select option)
UserPreferencesInput.emulate_numpad -> use_emulate_numpad: boolean Causes the 1 to 0 keys to act as the numpad (useful for laptops)
UserPreferencesInput.invert_zoom_direction -> invert_zoom_direction: boolean Invert the axis of mouse movement for zooming
UserPreferencesSystem.auto_execute_scripts -> use_scripts_auto_execute: boolean Allow any .blend file to run scripts automatically (unsafe with blend files from an untrusted source)
UserPreferencesSystem.enable_all_codecs -> use_preview_images: boolean Enables automatic saving of preview images in the .blend file (Windows only)
UserPreferencesSystem.international_fonts -> use_international_fonts: boolean Use international fonts
UserPreferencesSystem.tabs_as_spaces -> use_tabs_as_spaces: boolean Automatically converts all new tabs into spaces for new and loaded text files
UserPreferencesSystem.translate_buttons -> use_translate_buttons: boolean Translate button labels
UserPreferencesSystem.translate_toolbox -> use_translate_toolbox: boolean Translate toolbox menu
UserPreferencesSystem.translate_tooltips -> use_translate_tooltips: boolean Translate Tooltips
UserPreferencesSystem.use_antialiasing -> use_antialiasing: boolean Use anti-aliasing for the 3D view (may impact redraw performance)
UserPreferencesSystem.use_mipmaps -> use_mipmaps: boolean Scale textures for the 3D View (looks nicer but uses more memory and slows image reloading)
UserPreferencesSystem.use_textured_fonts -> use_textured_fonts: boolean Use textures for drawing international fonts
UserPreferencesSystem.use_vbos -> use_vertex_buffer_objects: boolean Use Vertex Buffer Objects (or Vertex Arrays, if unsupported) for viewport rendering
UserPreferencesSystem.use_weight_color_range -> use_weight_color_range: boolean Enable color range used for weight visualization in weight painting mode
UserPreferencesView.auto_depth -> use_mouse_auto_depth: boolean Use the depth under the mouse to improve view pan/rotate/zoom functionality
UserPreferencesView.auto_perspective -> use_auto_perspective: boolean Automatically switch between orthographic and perspective when changing from top/front/side views
UserPreferencesView.directional_menus -> use_directional_menus: boolean Otherwise menus, etc will always be top to bottom, left to right, no matter opening direction
UserPreferencesView.display_object_info -> show_object_info: boolean Display objects name and frame number in 3D view
UserPreferencesView.global_pivot -> use_global_pivot: boolean Lock the same rotation/scaling pivot in all 3D Views
UserPreferencesView.global_scene -> use_global_scene: boolean Forces the current Scene to be displayed in all Screens
UserPreferencesView.open_mouse_over -> use_mouse_over_open: boolean Open menu buttons and pulldowns automatically when the mouse is hovering
UserPreferencesView.rotate_around_selection -> use_rotate_around_selection: boolean Use selection as the pivot point
UserPreferencesView.show_mini_axis -> show_mini_axis: boolean Show a small rotating 3D axis in the bottom left corner of the 3D View
UserPreferencesView.show_playback_fps -> show_playback_fps: boolean Show the frames per second screen refresh rate, while animation is played back
UserPreferencesView.show_splash -> show_splash: boolean Display splash screen on startup
UserPreferencesView.show_view_name -> show_view_name: boolean Show the name of the view's direction in each 3D View
UserPreferencesView.tooltips -> show_tooltips: boolean Display tooltips
UserPreferencesView.use_column_layout -> show_column_layout: boolean Use a column layout for toolbox
UserPreferencesView.use_large_cursors -> show_large_cursors: boolean Use large mouse cursors when available
UserPreferencesView.use_manipulator -> show_manipulator: boolean Use 3D transform manipulator
UserPreferencesView.use_middle_mouse_paste -> use_mouse_mmb_paste: boolean In text window, paste with middle mouse button instead of panning
UserPreferencesView.wheel_invert_zoom -> invert_mouse_wheel_zoom: boolean Swap the Mouse Wheel zoom direction
UserPreferencesView.zoom_to_mouse -> use_zoom_to_mouse: boolean Zoom in towards the mouse pointer's position in the 3D view, rather than the 2D window center
UserSolidLight.enabled -> use: boolean Enable this OpenGL light in solid draw mode
VertexPaint.all_faces -> use_all_faces: boolean Paint on all faces inside brush
VertexPaint.normals -> use_normal: boolean Applies the vertex normal before painting
VertexPaint.spray -> use_spray: boolean Keep applying paint effect while holding mouse
VisibilityActuator.children -> apply_to_children: boolean Set all the children of this object to the same visibility/occlusion recursively
VisibilityActuator.occlusion -> use_occlusion: boolean Set the object to occlude objects behind it. Initialized from the object type in physics button
VisibilityActuator.visible -> use_visible: boolean Set the objects visible. Initialized from the objects render restriction toggle (access in the outliner)
VoxelData.still -> use_still_frame: boolean Always render a still frame from the voxel data sequence
WaveModifier.cyclic -> use_cyclic: boolean Cyclic wave effect
WaveModifier.normals -> use_normal: boolean Displace along normal
WaveModifier.x -> use_x: boolean X axis motion
WaveModifier.x_normal -> use_normal_x: boolean Enable displacement along the X normal
WaveModifier.y -> use_y: boolean Y axis motion
WaveModifier.y_normal -> use_normal_y: boolean Enable displacement along the Y normal
WaveModifier.z_normal -> use_normal_z: boolean Enable displacement along the Z normal
World.blend_sky -> use_sky_blend: boolean Render background with natural progression from horizon to zenith
World.paper_sky -> use_sky_paper: boolean Flatten blend or texture coordinates
World.real_sky -> use_sky_real: boolean Render background with a real horizon, relative to the camera angle
WorldLighting.falloff -> use_falloff: boolean
WorldLighting.pixel_cache -> use_cache: boolean Cache AO results in pixels and interpolate over neighbouring pixels for speedup (for Approximate)
WorldLighting.use_ambient_occlusion -> use_ambient_occlusian: boolean Use Ambient Occlusion to add shadowing based on distance between objects
WorldLighting.use_environment_lighting -> use_environment_lighting: boolean Add light coming from the environment
WorldLighting.use_indirect_lighting -> use_indirect_lighting: boolean Add indirect light bouncing of surrounding objects
WorldMistSettings.use_mist -> use_mist: boolean Occlude objects with the environment color as they are further away
WorldStarsSettings.use_stars -> use_stars: boolean Enable starfield generation
WorldTextureSlot.map_blend -> use_map_blend: boolean Affect the color progression of the background
WorldTextureSlot.map_horizon -> use_map_horizon: boolean Affect the color of the horizon
WorldTextureSlot.map_zenith_down -> use_map_zenith_down: boolean Affect the color of the zenith below
WorldTextureSlot.map_zenith_up -> use_map_zenith_up: boolean Affect the color of the zenith above

View File

@@ -6,6 +6,9 @@ This script is used to help cleaning RNA api.
Typical line in the input file (elements in [] are optional).
[comment *] ToolSettings.snap_align_rotation -> use_snap_align_rotation: boolean [Align rotation with the snapping target]
Geterate output format from blender run this:
./blender.bin --background --python ./release/scripts/modules/rna_info.py > source/blender/makesrna/rna_cleanup/out.txt
"""
@@ -189,11 +192,14 @@ def sort(props_list, sort_priority):
"""
# order based on the i-th element in lists
i = sort_choices.index(sort_priority)
if i == 0:
props_list = sorted(props_list, key=lambda p: p[i], reverse=True)
if sort_priority == "class.from":
props_list = sorted(props_list, key=lambda p: (p[2], p[3]))
else:
props_list = sorted(props_list, key=lambda p: p[i])
i = sort_choices.index(sort_priority)
if i == 0:
props_list = sorted(props_list, key=lambda p: p[i], reverse=True)
else:
props_list = sorted(props_list, key=lambda p: p[i])
print ('\nSorted by %s.' % font_bold(sort_priority))
return props_list
@@ -266,8 +272,8 @@ def main():
global sort_choices, default_sort_choice
global kw_prefixes, kw
sort_choices = ['note','changed','class','from','to','kw']
default_sort_choice = sort_choices[0]
sort_choices = ['note','changed','class','from','to','kw', 'class.from']
default_sort_choice = sort_choices[-1]
kw_prefixes = [ 'active','apply','bl','exclude','has','invert','is','lock', \
'pressed','show','show_only','use','use_only','layers','states']
kw = ['active','hide','invert','select','layers','mute','states','use','lock']

View File

@@ -0,0 +1,56 @@
#! /usr/bin/env python3.1
import sys
'''
Example usage:
python3 rna_cleaner_merge.py out_work.py rna_booleans_work.py
'''
def main():
def work_line_id(line):
return line[2], line[3] # class/from
if not (sys.argv[-1].endswith(".py") and sys.argv[-2].endswith(".py")):
print("Only accepts 2 py files as arguments.")
sys.path.insert(0, ".")
mod_from = __import__(sys.argv[-1][:-3])
mod_to = __import__(sys.argv[-2][:-3])
mod_to_dict = dict([(work_line_id(line), line) for line in mod_to.rna_api])
mod_from_dict = dict([(work_line_id(line), line) for line in mod_from.rna_api])
rna_api_new = []
for key, val_orig in mod_to_dict.items():
try:
val = mod_from_dict.pop(key)
except:
# print("not found", key)
val = val_orig
rna_api_new.append(val)
def write_work_file(file_path, rna_api):
rna_api = list(rna_api)
rna_api.sort(key=work_line_id)
file_out = open(file_path, "w")
file_out.write("rna_api = [\n")
for line in rna_api:
file_out.write(" %s,\n" % (repr(line)))
file_out.write("]\n")
file_out.close()
file_path = sys.argv[-2][:-3] + "_merged.py"
write_work_file(file_path, rna_api_new)
if mod_from_dict:
file_path = sys.argv[-2][:-3] + "_lost.py"
write_work_file(file_path, list(mod_from_dict.values()))
print("Warning '%s' contains lost %d items from module %s.py" % (file_path, len(mod_from_dict), mod_from.__name__))
if __name__ == "__main__":
main()

View File

@@ -1,3190 +1,4605 @@
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
NOTE * CLASS.FROM -> TO: TYPE DESCRIPTION
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 'NO DESCRIPTION'
ActionActuator.blendin -> blendin: int 'Number of frames of motion blending'
ActionActuator.continue_last_frame -> use_continue_last_frame: boolean 'Restore last frame when switching on/off, otherwise play from the start each time'
ActionActuator.frame_end -> frame_end: int 'NO DESCRIPTION'
ActionActuator.frame_property -> frame_property: string "Assign the action's current frame number to this property"
ActionActuator.frame_start -> frame_start: int 'NO DESCRIPTION'
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 'NO DESCRIPTION'
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 'NO DESCRIPTION'
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.expanded -> show_expanded: boolean 'Action Group is expanded'
ActionGroup.lock -> lock: boolean 'Action Group is locked'
ActionGroup.name -> name: string 'NO DESCRIPTION'
ActionGroup.select -> select: boolean 'Action Group is selected'
Actuator.expanded -> show_expanded: boolean 'Set actuator expanded in the user interface'
Actuator.name -> name: string 'NO DESCRIPTION'
Actuator.pinned -> pinned: boolean 'Display when not linked to a visible states controller'
Actuator.type -> type: enum 'NO DESCRIPTION'
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_enabled -> use_nla: boolean 'NLA stack is evaluated when evaluating this block'
AnimData.nla_tracks -> nla_tracks: collection, '(read-only) NLA Tracks (i.e. Animation Layers)'
AnimViz.motion_paths -> motion_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.highlight_keyframes -> show_keyframe_highlight: boolean 'Emphasize position of keyframes on Motion Paths'
AnimVizMotionPaths.search_all_action_keyframes -> show_keyframe_action_all: boolean 'For bone motion paths, search whole Action for keyframes instead of in group with matching name only (is slower)'
AnimVizMotionPaths.show_frame_numbers -> show_frame_numbers: boolean 'Show frame numbers on Motion Paths'
AnimVizMotionPaths.show_keyframe_numbers -> show_keyframe_numbers: boolean 'Show frame numbers of Keyframes on Motion Paths'
AnimVizMotionPaths.type -> type: enum 'Type of range to show for Motion Paths'
AnimVizOnionSkinning.after_current -> 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.only_selected -> show_only_selected: boolean 'For Pose-Mode drawing, only draw ghosts for selected bones'
AnimVizOnionSkinning.type -> type: enum 'Method used for determining what ghosts get drawn'
Area.active_space -> active_space: pointer, '(read-only) Space currently being displayed in this area'
Area.regions -> regions: collection, '(read-only) Regions this area is subdivided in'
Area.show_menus -> show_menus: boolean 'Show menus in the header'
Area.spaces -> spaces: collection, '(read-only) Spaces contained in this area, the first space is active'
Area.type -> type: enum 'Space type'
AreaLamp.dither -> use_dither: boolean 'Use 2x2 dithering for sampling (Constant Jittered sampling)'
AreaLamp.gamma -> gamma: float 'Light gamma correction value'
AreaLamp.jitter -> use_jitter: boolean 'Use noise for sampling (Constant Jittered sampling)'
AreaLamp.only_shadow -> use_only_shadow: boolean 'Causes light to cast shadows only without illuminating objects'
AreaLamp.shadow_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_layer -> use_shadow_layer: boolean 'Causes only objects on the same layer to cast shadows'
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'
AreaLamp.umbra -> use_umbra: boolean 'Emphasize parts that are fully shadowed (Constant Jittered sampling)'
Armature.animation_data -> animation_data: pointer, '(read-only) Animation data for this datablock'
Armature.auto_ik -> use_auto_ik: boolean 'Add temporaral IK constraints while grabbing bones in Pose Mode'
Armature.bones -> bones: collection, '(read-only)'
Armature.deform_envelope -> use_deform_envelopes: boolean 'Enable Bone Envelopes when defining deform'
Armature.deform_quaternion -> use_deform_preserve_volume: boolean 'Deform rotation interpolation with quaternions'
Armature.deform_vertexgroups -> use_deform_vertex_groups: boolean 'Enable Vertex Groups when defining deform'
Armature.delay_deform -> use_deform_delay: boolean "Don't deform children when manipulating bones in Pose Mode"
Armature.draw_axes -> show_axes: boolean 'Draw bone axes'
Armature.draw_custom_bone_shapes -> show_bone_custom_shapes: boolean 'Draw bones with their custom shapes'
Armature.draw_group_colors -> show_group_colors: boolean 'Draw bone group colors'
Armature.draw_names -> show_names: boolean 'Draw bone names'
Armature.drawtype -> drawtype: enum 'NO DESCRIPTION'
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_only_selected -> show_only_ghost_selected: boolean 'NO DESCRIPTION'
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.layer -> layers: boolean 'Armature layer visibility'
Armature.layer_protection -> layers_protected: boolean 'Protected layers in Proxy Instances are restored to Proxy settings on file reload and undo'
Armature.pose_position -> pose_position: enum 'Show armature in binding pose or final posed state'
Armature.x_axis_mirror -> use_mirror_x: boolean 'Apply changes to matching bone on opposite side of X-Axis'
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 'NO DESCRIPTION'
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.invert -> invert_vertex_group: boolean 'Invert vertex group influence'
ArmatureModifier.multi_modifier -> use_multi_modifier: boolean 'Use same input as previous modifier, and mix results using overall vgroup'
ArmatureModifier.object -> object: pointer 'Armature object to deform with'
ArmatureModifier.quaternion -> use_deform_preserve_volume: boolean 'Deform rotation interpolation with quaternions'
ArmatureModifier.use_bone_envelopes -> use_bone_envelopes: boolean 'NO DESCRIPTION'
ArmatureModifier.use_vertex_groups -> use_vertex_groups: boolean 'NO DESCRIPTION'
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.add_offset_object -> use_object_offset: boolean "Add another object's transformation to the total offset"
ArrayModifier.constant_offset -> use_constant_offset: boolean 'Add a constant offset'
ArrayModifier.constant_offset_displacement -> constant_offset_displacement: float 'NO DESCRIPTION'
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_adjacent_vertices -> use_merge_adjacent_vertices: boolean 'Merge vertices in adjacent duplicates'
ArrayModifier.merge_distance -> merge_distance: float 'Limit below which to merge vertices'
ArrayModifier.merge_end_vertices -> use_merge_end_vertices: boolean 'Merge vertices in first and last duplicates'
ArrayModifier.offset_object -> offset_object: pointer 'NO DESCRIPTION'
ArrayModifier.relative_offset -> use_relative_offset: boolean "Add an offset relative to the object's bounding box"
ArrayModifier.relative_offset_displacement -> relative_offset_displacement: float 'NO DESCRIPTION'
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.show_expanded -> show_expanded: boolean 'Show the expanded in the user interface'
BackgroundImage.size -> size: float 'Scaling factor for the background image'
BackgroundImage.transparency -> transparency: float 'Amount to blend the image against the background color'
BackgroundImage.view_axis -> view_axis: enum 'The axis to display the image on'
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 'NO DESCRIPTION'
BevelModifier.only_vertices -> use_only_vertices: boolean 'Bevel verts/corners, not edges'
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.hide -> hide: boolean 'Visibility status'
BezierSplinePoint.radius -> radius: float, '(read-only) Radius for bevelling'
BezierSplinePoint.select_control_point -> select_control_point: boolean 'Control point selection status'
BezierSplinePoint.select_left_handle -> select_left_handle: boolean 'Handle 1 selection status'
BezierSplinePoint.select_right_handle -> select_right_handle: boolean 'Handle 2 selection status'
BezierSplinePoint.tilt -> tilt: float 'Tilt in 3D View'
BezierSplinePoint.weight -> weight: float 'Softbody goal weight'
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.in_air -> use_in_air: boolean 'Use rule when boid is flying'
BoidRule.name -> name: string 'Boid rule name'
BoidRule.on_land -> use_on_land: boolean 'Use rule when boid is on land'
BoidRule.type -> type: enum, '(read-only)'
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'
BoidRuleAvoid.predict -> use_predict: boolean 'Predict target movement'
BoidRuleAvoidCollision.boids -> use_avoid: boolean 'Avoid collision with other boids'
BoidRuleAvoidCollision.deflectors -> use_avoid_collision: boolean 'Avoid collision with deflector objects'
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.line -> use_line: boolean 'Follow leader in a line'
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'
BoidRuleGoal.predict -> use_predict: boolean 'Predict target movement'
BoidSettings.accuracy -> accuracy: float 'Accuracy of attack'
BoidSettings.active_boid_state -> active_boid_state: pointer, '(read-only)'
BoidSettings.active_boid_state_index -> active_boid_state_index: int 'NO DESCRIPTION'
BoidSettings.aggression -> aggression: float 'Boid will fight this times stronger enemy'
BoidSettings.air_max_acc -> air_acc_max: float 'Maximum acceleration in air (relative to maximum speed)'
BoidSettings.air_max_ave -> air_ave_max: float 'Maximum angular velocity in air (relative to 180 degrees)'
BoidSettings.air_max_speed -> air_speed_max: float 'Maximum speed in air'
BoidSettings.air_min_speed -> air_speed_min: float 'Minimum speed in air (relative to maximum speed)'
BoidSettings.air_personal_space -> air_personal_space: float 'Radius of boids personal space in air (% of particle size)'
BoidSettings.allow_climb -> use_climb: boolean 'Allow boids to climb goal objects'
BoidSettings.allow_flight -> use_flight: boolean 'Allow boids to move in air'
BoidSettings.allow_land -> use_land: boolean 'Allow boids to move on land'
BoidSettings.banking -> bank: float 'Amount of rotation around velocity vector on turns'
BoidSettings.health -> health: float 'Initial boid health when born'
BoidSettings.height -> height: float 'Boid height relative to particle size'
BoidSettings.land_jump_speed -> land_jump_speed: float 'Maximum speed for jumping'
BoidSettings.land_max_acc -> land_acc_max: float 'Maximum acceleration on land (relative to maximum speed)'
BoidSettings.land_max_ave -> land_ave_max: float 'Maximum angular velocity on land (relative to 180 degrees)'
BoidSettings.land_max_speed -> land_speed_max: float 'Maximum speed on land'
BoidSettings.land_personal_space -> land_personal_space: float 'Radius of boids personal space on land (% of particle size)'
BoidSettings.land_stick_force -> land_stick_force: float 'How strong a force must be to start effecting a boid on land'
BoidSettings.landing_smoothness -> land_smooth: float 'How smoothly the boids land'
BoidSettings.range -> range: float 'The maximum distance from which a boid can attack'
BoidSettings.states -> states: collection, '(read-only)'
BoidSettings.strength -> strength: float 'Maximum caused damage on attack per second'
BoidState.active_boid_rule -> active_boid_rule: pointer, '(read-only)'
BoidState.active_boid_rule_index -> active_boid_rule_index: int 'NO DESCRIPTION'
BoidState.falloff -> falloff: float 'NO DESCRIPTION'
BoidState.name -> name: string 'Boid state name'
BoidState.rule_fuzziness -> rule_fuzzy: float 'NO DESCRIPTION'
BoidState.rules -> rules: collection, '(read-only)'
BoidState.ruleset_type -> ruleset_type: enum 'How the rules in the list are evaluated'
BoidState.volume -> volume: float 'NO DESCRIPTION'
Bone.bbone_in -> bbone_in: float 'Length of first Bezier Handle (for B-Bones only)'
Bone.bbone_out -> bbone_out: float 'Length of second Bezier Handle (for B-Bones only)'
Bone.bbone_segments -> bbone_segments: int 'Number of subdivisions of bone (for B-Bones only)'
Bone.children -> children: collection, '(read-only) Bones which are children of this bone'
Bone.connected -> use_connect: boolean, "(read-only) When bone has a parent, bone's head is struck to the parent's tail"
Bone.cyclic_offset -> use_cyclic_offset: boolean "When bone doesn't have a parent, it receives cyclic offset effects"
Bone.deform -> use_deform: boolean 'Bone does not deform any geometry'
Bone.draw_wire -> show_wire: boolean 'Bone is always drawn as Wireframe regardless of viewport draw mode. Useful for non-obstructive custom bone shapes'
Bone.envelope_distance -> envelope_distance: float 'Bone deformation distance (for Envelope deform only)'
Bone.envelope_weight -> envelope_weight: float 'Bone deformation weight (for Envelope deform only)'
Bone.head -> head: float 'Location of head end of the bone relative to its parent'
Bone.head_local -> head_local: float 'Location of head end of the bone relative to armature'
Bone.head_radius -> head_radius: float 'Radius of head of bone (for Envelope deform only)'
Bone.hide -> hide: boolean 'Bone is not visible when it is not in Edit Mode (i.e. in Object or Pose Modes)'
Bone.hide_select -> hide_select: boolean 'Bone is able to be selected'
Bone.hinge -> use_hinge: boolean 'Bone inherits rotation or scale from parent bone'
Bone.inherit_scale -> use_inherit_scale: boolean 'Bone inherits scaling from parent bone'
Bone.layer -> layers: boolean 'Layers bone exists in'
Bone.local_location -> use_local_location: boolean 'Bone location is set in local space'
Bone.matrix -> matrix: float '3x3 bone matrix'
Bone.matrix_local -> matrix_local: float '4x4 bone matrix relative to armature'
Bone.multiply_vertexgroup_with_envelope -> use_envelope_multiply: boolean 'When deforming bone, multiply effects of Vertex Group weights with Envelope influence'
Bone.name -> name: string 'NO DESCRIPTION'
Bone.parent -> parent: pointer, '(read-only) Parent bone (in same Armature)'
Bone.select -> select: boolean 'NO DESCRIPTION'
Bone.tail -> tail: float 'Location of tail end of the bone'
Bone.tail_local -> tail_local: float 'Location of tail end of the bone relative to armature'
Bone.tail_radius -> tail_radius: float 'Radius of tail of bone (for Envelope deform only)'
BoneGroup.color_set -> color_set: enum 'Custom color set to use'
BoneGroup.colors -> colors: pointer, "(read-only) Copy of the colors associated with the group's color set"
BoneGroup.name -> name: string 'NO DESCRIPTION'
BooleanModifier.object -> object: pointer 'Mesh object to use for Boolean operation'
BooleanModifier.operation -> operation: enum 'NO DESCRIPTION'
BooleanProperty.array_length -> array_length: int, '(read-only) Maximum length of the array, 0 means unlimited'
BooleanProperty.default -> default: boolean, '(read-only) Default value for this number'
BooleanProperty.default_array -> default_array: boolean, '(read-only) Default value for this array'
Brush.add_col -> add_col: float 'Color of cursor when adding'
Brush.autosmooth_factor -> autosmooth_factor: float 'Amount of smoothing to automatically apply to each stroke'
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 'NO DESCRIPTION'
Brush.color -> color: float 'NO DESCRIPTION'
Brush.crease_pinch_factor -> crease_pinch_factor: float 'How much the crease brush pinches'
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.edge_to_edge -> edge_to_edge: boolean 'Drag anchor brush from edge-to-edge'
Brush.icon_filepath -> icon_filepath: string 'File path to brush icon'
Brush.imagepaint_tool -> imagepaint_tool: enum 'NO DESCRIPTION'
Brush.jitter -> jitter: float 'Jitter the position of the brush while painting'
Brush.normal_weight -> normal_weight: float 'How much grab will pull vertexes out of surface during a grab'
Brush.plane_offset -> plane_offset: float 'Adjusts plane on which the brush acts towards or away from the object surface'
Brush.plane_trim -> plane_trim: float 'If a vertex is further from offset plane than this then it is not affected'
Brush.rate -> rate: float 'Interval between paints for Airbrush'
Brush.restore_mesh -> restore_mesh: boolean 'Allows a single dot to be carefully positioned'
Brush.sculpt_plane -> sculpt_plane: enum 'NO DESCRIPTION'
Brush.sculpt_tool -> sculpt_tool: enum 'NO DESCRIPTION'
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.stroke_method -> stroke_method: enum 'NO DESCRIPTION'
Brush.sub_col -> sub_col: float 'Color of cursor when subtracting'
Brush.texture -> texture: pointer 'NO DESCRIPTION'
Brush.texture_angle_source -> texture_angle_source: enum 'NO DESCRIPTION'
Brush.texture_angle_source_no_random -> texture_angle_source_no_random: enum 'NO DESCRIPTION'
Brush.texture_overlay_alpha -> texture_overlay_alpha: int 'NO DESCRIPTION'
Brush.texture_sample_bias -> texture_sample_bias: float 'Value added to texture samples'
Brush.texture_slot -> texture_slot: pointer, '(read-only)'
Brush.unprojected_radius -> unprojected_radius: float 'Radius of brush in Blender units'
Brush.use_accumulate -> use_accumulate: boolean 'Accumulate stroke dabs on top of each other'
Brush.use_adaptive_space -> use_adaptive_space: boolean 'Space daubs according to surface orientation instead of screen space'
Brush.use_airbrush -> use_airbrush: boolean 'Keep applying paint effect while holding mouse (spray)'
Brush.use_alpha -> use_alpha: boolean 'When this is disabled, lock alpha while painting'
Brush.use_anchor -> use_anchor: boolean 'Keep the brush anchored to the initial location'
Brush.use_custom_icon -> use_custom_icon: boolean 'Set the brush icon from an image file'
Brush.use_frontface -> use_frontface: boolean 'Brush only affects vertexes that face the viewer'
Brush.use_inverse_smooth_pressure -> use_inverse_smooth_pressure: boolean 'Lighter pressure causes more smoothing to be applied'
Brush.use_jitter_pressure -> use_pressure_jitter: boolean 'Enable tablet pressure sensitivity for jitter'
Brush.use_locked_size -> use_locked_size: boolean 'When locked brush stays same size relative to object; when unlocked brush size is given in pixels'
Brush.use_offset_pressure -> use_offset_pressure: boolean 'Enable tablet pressure sensitivity for offset'
Brush.use_original_normal -> use_original_normal: boolean 'When locked keep using normal of surface where stroke was initiated'
Brush.use_paint_sculpt -> use_paint_sculpt: boolean 'Use this brush in sculpt mode'
Brush.use_paint_texture -> use_paint_texture: boolean 'Use this brush in texture paint mode'
Brush.use_paint_vertex -> use_paint_vertex: boolean 'Use this brush in vertex paint mode'
Brush.use_paint_weight -> use_paint_weight: boolean 'Use this brush in weight paint mode'
Brush.use_persistent -> use_persistent: boolean 'Sculpts on a persistent layer of the mesh'
Brush.use_plane_trim -> use_plane_trim: boolean 'Enable Plane Trim'
Brush.use_rake -> use_rake: boolean 'Rotate the brush texture to match the stroke direction'
Brush.use_random_rotation -> use_random_rotation: boolean 'Rotate the brush texture at random'
Brush.use_size_pressure -> use_pressure_size: boolean 'Enable tablet pressure sensitivity for size'
Brush.use_smooth_stroke -> use_smooth_stroke: boolean 'Brush lags behind mouse and follows a smoother path'
Brush.use_space -> use_space: boolean 'Limit brush application to the distance specified by spacing'
Brush.use_space_atten -> use_space_atten: boolean 'Automatically adjusts strength to give consistent results for different spacings'
Brush.use_spacing_pressure -> use_pressure_spacing: boolean 'Enable tablet pressure sensitivity for spacing'
Brush.use_strength_pressure -> use_pressure_strength: boolean 'Enable tablet pressure sensitivity for strength'
Brush.use_texture_overlay -> use_texture_overlay: boolean 'Show texture in viewport'
Brush.use_wrap -> use_wrap: boolean 'Enable torus wrapping while painting'
Brush.vertexpaint_tool -> vertexpaint_tool: enum 'NO DESCRIPTION'
BrushTextureSlot.angle -> angle: float 'Defines brush texture rotation'
BrushTextureSlot.map_mode -> map_mode: enum 'NO DESCRIPTION'
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.randomize -> use_random_order: boolean 'Randomize the faces or edges during build'
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.panorama -> use_panorama: boolean 'Render the scene with a cylindrical camera for pseudo-fisheye lens effects'
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.show_limits -> show_limits: boolean 'Draw the clipping range and focus point on the camera'
Camera.show_mist -> show_mist: boolean 'Draw a line from the Camera to indicate the mist area'
Camera.show_name -> show_name: boolean "Show the active Camera's name in Camera view"
Camera.show_passepartout -> show_passepartout: boolean 'Show a darkened overlay outside the image area in Camera view'
Camera.show_title_safe -> show_title_safe: boolean 'Show indicators for the title safe zone in Camera view'
Camera.type -> type: enum 'Camera types'
CameraActuator.axis -> axis: enum 'Specify the axis the Camera will try to get behind'
CameraActuator.height -> height: float 'NO DESCRIPTION'
CameraActuator.max -> max: float 'NO DESCRIPTION'
CameraActuator.min -> min: float 'NO DESCRIPTION'
CameraActuator.object -> object: pointer 'Look at this Object'
CastModifier.cast_type -> cast_type: enum 'NO DESCRIPTION'
CastModifier.factor -> factor: float 'NO DESCRIPTION'
CastModifier.from_radius -> use_radius_as_size: boolean 'Use radius as size of projection shape (0 = auto)'
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.use_transform -> use_transform: boolean 'Use object transform to control projection shape'
CastModifier.vertex_group -> vertex_group: string 'Vertex group name'
CastModifier.x -> use_x: boolean 'NO DESCRIPTION'
CastModifier.y -> use_y: boolean 'NO DESCRIPTION'
CastModifier.z -> use_z: boolean 'NO DESCRIPTION'
ChildOfConstraint.subtarget -> subtarget: string 'NO DESCRIPTION'
ChildOfConstraint.target -> target: pointer 'Target Object'
ChildOfConstraint.use_location_x -> use_location_x: boolean 'Use X Location of Parent'
ChildOfConstraint.use_location_y -> use_location_y: boolean 'Use Y Location of Parent'
ChildOfConstraint.use_location_z -> use_location_z: boolean 'Use Z Location of Parent'
ChildOfConstraint.use_rotation_x -> use_rotation_x: boolean 'Use X Rotation of Parent'
ChildOfConstraint.use_rotation_y -> use_rotation_y: boolean 'Use Y Rotation of Parent'
ChildOfConstraint.use_rotation_z -> use_rotation_z: boolean 'Use Z Rotation of Parent'
ChildOfConstraint.use_scale_x -> use_scale_x: boolean 'Use X Scale of Parent'
ChildOfConstraint.use_scale_y -> use_scale_y: boolean 'Use Y Scale of Parent'
ChildOfConstraint.use_scale_z -> use_scale_z: boolean 'Use Z Scale of Parent'
ClampToConstraint.cyclic -> use_cyclic: boolean 'Treat curve as cyclic curve (no clamping to curve bounding box'
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.enable_collision -> use_collision: boolean 'Enable collisions with other objects'
ClothCollisionSettings.enable_self_collision -> use_self_collision: boolean 'Enable self collisions'
ClothCollisionSettings.friction -> friction: float 'Friction force if a collision happened. (higher = less movement)'
ClothCollisionSettings.group -> group: pointer 'Limit colliders to this Group'
ClothCollisionSettings.min_distance -> distance_min: float 'Minimum distance between collision objects before collision response takes in'
ClothCollisionSettings.self_collision_quality -> self_collision_quality: int 'How many self collision iterations should be done. (higher is better quality but slower)'
ClothCollisionSettings.self_friction -> self_friction: float 'Friction/damping with self contact'
ClothCollisionSettings.self_min_distance -> self_distance_min: float '0.5 means no distance at all, 1.0 is maximum distance'
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 'NO DESCRIPTION'
ClothSettings.effector_weights -> effector_weights: pointer, '(read-only)'
ClothSettings.goal_default -> goal_default: float 'Default Goal (vertex target position) value, when no Vertex Group used'
ClothSettings.goal_friction -> goal_friction: float 'Goal (vertex target position) friction'
ClothSettings.goal_max -> goal_max: float 'Goal maximum, vertex group weights are scaled to match this range'
ClothSettings.goal_min -> goal_min: float 'Goal minimum, vertex group weights are scaled to match this range'
ClothSettings.goal_spring -> goal_spring: float 'Goal (vertex target position) spring stiffness'
ClothSettings.gravity -> gravity: float 'Gravity or external force vector'
ClothSettings.internal_friction -> internal_friction: float 'NO DESCRIPTION'
ClothSettings.mass -> mass: float 'Mass of cloth material'
ClothSettings.mass_vertex_group -> mass_vertex_group: string 'Vertex Group for pinning of vertices'
ClothSettings.pin_cloth -> use_pin_cloth: boolean 'Enable pinning of cloth vertices to other objects/positions'
ClothSettings.pin_stiffness -> pin_stiffness: float 'Pin (vertex target position) spring stiffness'
ClothSettings.pre_roll -> pre_roll: int 'Simulation starts on this frame'
ClothSettings.quality -> quality: int 'Quality of the simulation in steps per frame. (higher is better quality but slower)'
ClothSettings.rest_shape_key -> rest_shape_key: pointer 'Shape key to use the rest spring lengths from'
ClothSettings.spring_damping -> spring_damping: float 'Damping of cloth velocity. (higher = more smooth, less jiggling)'
ClothSettings.stiffness_scaling -> use_stiffness_scale: boolean 'If enabled, stiffness can be scaled along a weight painted vertex group'
ClothSettings.structural_stiffness -> structural_stiffness: float 'Overall stiffness of structure'
ClothSettings.structural_stiffness_max -> structural_stiffness_max: float 'Maximum structural stiffness value'
ClothSettings.structural_stiffness_vertex_group -> structural_stiffness_vertex_group: string 'Vertex group for fine control over structural stiffness'
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 'NO DESCRIPTION'
CloudsTexture.stype -> stype: enum 'NO DESCRIPTION'
CollectionProperty.fixed_type -> fixed_type: pointer, '(read-only) Fixed pointer type, empty if variable type'
CollisionModifier.settings -> settings: pointer, '(read-only)'
CollisionSensor.collision_type -> use_material: boolean 'Use material instead of property'
CollisionSensor.material -> material: string 'Only look for Objects with this material'
CollisionSensor.property -> property: string 'Only look for Objects with this property'
CollisionSensor.pulse -> use_pulse: boolean 'Changes to the set of colliding objects generates pulse'
CollisionSettings.absorption -> absorption: float 'How much of effector force gets lost during collision with this object (in percent)'
CollisionSettings.damping -> damping: float 'Amount of damping during collision'
CollisionSettings.damping_factor -> damping_factor: float 'Amount of damping during particle collision'
CollisionSettings.enabled -> use: boolean 'Enable this objects as a collider for physics systems'
CollisionSettings.friction_factor -> friction_factor: float 'Amount of friction during particle collision'
CollisionSettings.inner_thickness -> inner_thickness: float 'Inner face thickness'
CollisionSettings.kill_particles -> use_particle_kill: boolean 'Kill colliding particles'
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 'NO DESCRIPTION'
ColorRamp.total -> total: int, '(read-only) Total number of elements'
ColorRampElement.color -> color: float 'NO DESCRIPTION'
ColorRampElement.position -> position: float 'NO DESCRIPTION'
ColorSequence.color -> color: float 'NO DESCRIPTION'
CompositorNode.type -> type: enum, '(read-only)'
CompositorNodeAlphaOver.convert_premul -> use_premultiply: boolean 'NO DESCRIPTION'
CompositorNodeAlphaOver.premul -> premul: float 'Mix Factor'
CompositorNodeBilateralblur.iterations -> iterations: int 'NO DESCRIPTION'
CompositorNodeBilateralblur.sigma_color -> sigma_color: float 'NO DESCRIPTION'
CompositorNodeBilateralblur.sigma_space -> sigma_space: float 'NO DESCRIPTION'
CompositorNodeBlur.bokeh -> use_bokeh: boolean 'NO DESCRIPTION'
CompositorNodeBlur.factor -> factor: float 'NO DESCRIPTION'
CompositorNodeBlur.factor_x -> factor_x: float 'NO DESCRIPTION'
CompositorNodeBlur.factor_y -> factor_y: float 'NO DESCRIPTION'
CompositorNodeBlur.filter_type -> filter_type: enum 'NO DESCRIPTION'
CompositorNodeBlur.gamma -> use_gamma_correction: boolean 'NO DESCRIPTION'
CompositorNodeBlur.relative -> use_relative: boolean 'NO DESCRIPTION'
CompositorNodeBlur.sizex -> size_x: int 'NO DESCRIPTION'
CompositorNodeBlur.sizey -> size_y: int 'NO DESCRIPTION'
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 'NO DESCRIPTION'
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 'NO DESCRIPTION'
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 'NO DESCRIPTION'
CompositorNodeColorSpill.channel -> channel: enum 'NO DESCRIPTION'
CompositorNodeColorSpill.limit_channel -> limit_channel: enum 'NO DESCRIPTION'
CompositorNodeColorSpill.ratio -> ratio: float 'Scale limit by value'
CompositorNodeColorSpill.unspill -> use_unspill: boolean 'Compensate all channels (diffenrently) by hand'
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.crop_size -> use_crop_size: boolean 'Whether to crop the size of the input image'
CompositorNodeCrop.x1 -> x1: int 'NO DESCRIPTION'
CompositorNodeCrop.x2 -> x2: int 'NO DESCRIPTION'
CompositorNodeCrop.y1 -> y1: int 'NO DESCRIPTION'
CompositorNodeCrop.y2 -> y2: int 'NO DESCRIPTION'
CompositorNodeCurveRGB.mapping -> mapping: pointer, '(read-only)'
CompositorNodeCurveVec.mapping -> mapping: pointer, '(read-only)'
CompositorNodeDBlur.angle -> angle: float 'NO DESCRIPTION'
CompositorNodeDBlur.center_x -> center_x: float 'NO DESCRIPTION'
CompositorNodeDBlur.center_y -> center_y: float 'NO DESCRIPTION'
CompositorNodeDBlur.distance -> distance: float 'NO DESCRIPTION'
CompositorNodeDBlur.iterations -> iterations: int 'NO DESCRIPTION'
CompositorNodeDBlur.spin -> spin: float 'NO DESCRIPTION'
CompositorNodeDBlur.wrap -> use_wrap: boolean 'NO DESCRIPTION'
CompositorNodeDBlur.zoom -> zoom: float 'NO DESCRIPTION'
CompositorNodeDefocus.angle -> angle: int 'Bokeh shape rotation offset in degrees'
CompositorNodeDefocus.bokeh -> bokeh: enum 'NO DESCRIPTION'
CompositorNodeDefocus.f_stop -> f_stop: float 'Amount of focal blur, 128=infinity=perfect focus, half the value doubles the blur radius'
CompositorNodeDefocus.gamma_correction -> use_gamma_correction: boolean 'Enable gamma correction before and after main process'
CompositorNodeDefocus.max_blur -> blur_max: float 'blur limit, maximum CoC radius, 0=no limit'
CompositorNodeDefocus.preview -> use_preview: boolean 'Enable sampling mode, useful for preview when using low samplecounts'
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.use_zbuffer -> use_zbuffer: boolean 'Disable when using an image as input instead of actual zbuffer (auto enabled if node not image based, eg. time node)'
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 'NO DESCRIPTION'
CompositorNodeFlip.axis -> axis: enum 'NO DESCRIPTION'
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 'NO DESCRIPTION'
CompositorNodeGlare.iterations -> iterations: int 'NO DESCRIPTION'
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.rotate_45 -> use_rotate_45: boolean 'Simple star filter: add 45 degree rotation offset'
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 'NO DESCRIPTION'
CompositorNodeHueSat.sat -> sat: float 'NO DESCRIPTION'
CompositorNodeHueSat.val -> val: float 'NO DESCRIPTION'
CompositorNodeIDMask.index -> index: int 'Pass index number to convert to alpha'
CompositorNodeImage.auto_refresh -> use_auto_refresh: boolean 'NO DESCRIPTION'
CompositorNodeImage.cyclic -> use_cyclic: boolean 'NO DESCRIPTION'
CompositorNodeImage.frames -> frames: int 'Number of images used in animation'
CompositorNodeImage.image -> image: pointer 'NO DESCRIPTION'
CompositorNodeImage.layer -> layer: enum 'NO DESCRIPTION'
CompositorNodeImage.offset -> offset: int 'Offsets the number of the frame to use in the animation'
CompositorNodeImage.start -> start: int 'NO DESCRIPTION'
CompositorNodeInvert.alpha -> invert_alpha: boolean 'NO DESCRIPTION'
CompositorNodeInvert.rgb -> invert_rgb: boolean 'NO DESCRIPTION'
CompositorNodeLensdist.fit -> use_fit: boolean 'For positive distortion factor only: scale image such that black areas are not visible'
CompositorNodeLensdist.jitter -> use_jitter: boolean 'Enable/disable jittering; faster, but also noisier'
CompositorNodeLensdist.projector -> use_projector: boolean 'Enable/disable projector mode. Effect is applied in horizontal direction only'
CompositorNodeLevels.channel -> channel: enum 'NO DESCRIPTION'
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 'NO DESCRIPTION'
CompositorNodeMapValue.max -> max: float 'NO DESCRIPTION'
CompositorNodeMapValue.min -> min: float 'NO DESCRIPTION'
CompositorNodeMapValue.offset -> offset: float 'NO DESCRIPTION'
CompositorNodeMapValue.size -> size: float 'NO DESCRIPTION'
CompositorNodeMapValue.use_max -> use_max: boolean 'NO DESCRIPTION'
CompositorNodeMapValue.use_min -> use_min: boolean 'NO DESCRIPTION'
CompositorNodeMath.operation -> operation: enum 'NO DESCRIPTION'
CompositorNodeMixRGB.alpha -> use_alpha: boolean 'Include alpha of second input in this operation'
CompositorNodeMixRGB.blend_type -> blend_type: enum 'NO DESCRIPTION'
CompositorNodeOutputFile.exr_codec -> exr_codec: enum 'NO DESCRIPTION'
CompositorNodeOutputFile.exr_half -> use_exr_half: boolean 'NO DESCRIPTION'
CompositorNodeOutputFile.filepath -> filepath: string 'Output path for the image, same functionality as render output.'
CompositorNodeOutputFile.frame_end -> frame_end: int 'NO DESCRIPTION'
CompositorNodeOutputFile.frame_start -> frame_start: int 'NO DESCRIPTION'
CompositorNodeOutputFile.image_type -> image_type: enum 'NO DESCRIPTION'
CompositorNodeOutputFile.quality -> quality: int 'NO DESCRIPTION'
CompositorNodePremulKey.mapping -> mapping: enum 'Conversion between premultiplied alpha and key alpha'
CompositorNodeRLayers.layer -> layer: enum 'NO DESCRIPTION'
CompositorNodeRLayers.scene -> scene: pointer 'NO DESCRIPTION'
CompositorNodeRotate.filter -> filter: enum 'Method to use to filter rotation'
CompositorNodeScale.space -> space: enum 'Coordinate space to scale relative to'
CompositorNodeSplitViewer.axis -> axis: enum 'NO DESCRIPTION'
CompositorNodeSplitViewer.factor -> factor: int 'NO DESCRIPTION'
CompositorNodeTexture.node_output -> node_output: int 'For node-based textures, which output node to use'
CompositorNodeTexture.texture -> texture: pointer 'NO DESCRIPTION'
CompositorNodeTime.curve -> curve: pointer, '(read-only)'
CompositorNodeTime.end -> end: int 'NO DESCRIPTION'
CompositorNodeTime.start -> start: int 'NO DESCRIPTION'
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 'NO DESCRIPTION'
CompositorNodeValToRGB.color_ramp -> color_ramp: pointer, '(read-only)'
CompositorNodeVecBlur.curved -> use_curved: boolean 'Interpolate between frames in a bezier curve, rather than linearly'
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 'NO DESCRIPTION'
ConsoleLine.current_character -> current_character: int 'NO DESCRIPTION'
ConsoleLine.line -> line: string 'Text in the line'
Constraint.active -> active: boolean 'Constraint is the one being edited'
Constraint.disabled -> is_valid: boolean, '(read-only) Constraint has invalid settings and will not be evaluated'
Constraint.enabled -> enabled: boolean 'Enable/Disable Constraint'
Constraint.expanded -> show_expanded: boolean "Constraint's panel is expanded in UI"
Constraint.influence -> influence: float 'Amount of influence constraint will have on the final solution'
Constraint.lin_error -> lin_error: float, '(read-only) Amount of residual error in Blender space unit for constraints that work on position'
Constraint.name -> name: string 'Constraint name'
Constraint.owner_space -> owner_space: enum 'Space that owner is evaluated in'
Constraint.proxy_local -> is_proxy_local: boolean 'Constraint was added in this proxy instance (i.e. did not belong to source Armature)'
Constraint.rot_error -> rot_error: float, '(read-only) Amount of residual error in radiant for constraints that work on orientation'
Constraint.target_space -> target_space: enum 'Space that target is evaluated in'
Constraint.type -> type: enum, '(read-only)'
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.detect_material -> use_material_detect: boolean 'Detect material instead of property'
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.fh_normal -> use_fh_normal: boolean 'Add a horizontal spring force on slopes'
ConstraintActuator.fh_paralel_axis -> use_fh_paralel_axis: boolean 'Keep object axis parallel to normal'
ConstraintActuator.force_distance -> use_force_distance: boolean 'Force distance of object to point of impact of ray'
ConstraintActuator.limit -> limit: enum 'NO DESCRIPTION'
ConstraintActuator.limit_max -> limit_max: float 'NO DESCRIPTION'
ConstraintActuator.limit_min -> limit_min: float 'NO DESCRIPTION'
ConstraintActuator.local -> use_local: boolean "Set ray along object's axis or global axis"
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.normal -> use_normal: boolean 'Set object axis along (local axis) or parallel (global axis) to the normal at hit position'
ConstraintActuator.persistent -> use_persistent: boolean 'Persistent actuator: stays active even if ray does not reach target'
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 'NO DESCRIPTION'
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.region_data -> region_data: pointer, '(read-only)'
Context.scene -> scene: pointer, '(read-only)'
Context.screen -> screen: pointer, '(read-only)'
Context.space_data -> space_data: pointer, '(read-only)'
Context.tool_settings -> tool_settings: pointer, '(read-only)'
Context.user_preferences -> user_preferences: pointer, '(read-only)'
Context.window -> window: pointer, '(read-only)'
ControlFluidSettings.active -> use: boolean 'Object contributes to the fluid simulation'
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.reverse_frames -> use_reverse_frames: boolean 'Reverse control object movement'
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.expanded -> show_expanded: boolean 'Set controller expanded in the user interface'
Controller.name -> name: string 'NO DESCRIPTION'
Controller.priority -> use_priority: boolean 'Mark controller for execution before all non-marked controllers (good for startup scripts)'
Controller.state -> states: boolean, '(read-only) Set Controller state index (1 to 30)'
Controller.type -> type: enum 'NO DESCRIPTION'
CopyLocationConstraint.head_tail -> head_tail: float 'Target along length of bone: Head=0, Tail=1'
CopyLocationConstraint.invert_x -> invert_x: boolean 'Invert the X location'
CopyLocationConstraint.invert_y -> invert_y: boolean 'Invert the Y location'
CopyLocationConstraint.invert_z -> invert_z: boolean 'Invert the Z location'
CopyLocationConstraint.subtarget -> subtarget: string 'NO DESCRIPTION'
CopyLocationConstraint.target -> target: pointer 'Target Object'
CopyLocationConstraint.use_offset -> use_offset: boolean 'Add original location into copied location'
CopyLocationConstraint.use_x -> use_x: boolean "Copy the target's X location"
CopyLocationConstraint.use_y -> use_y: boolean "Copy the target's Y location"
CopyLocationConstraint.use_z -> use_z: boolean "Copy the target's Z location"
CopyRotationConstraint.invert_x -> invert_x: boolean 'Invert the X rotation'
CopyRotationConstraint.invert_y -> invert_y: boolean 'Invert the Y rotation'
CopyRotationConstraint.invert_z -> invert_z: boolean 'Invert the Z rotation'
CopyRotationConstraint.subtarget -> subtarget: string 'NO DESCRIPTION'
CopyRotationConstraint.target -> target: pointer 'Target Object'
CopyRotationConstraint.use_offset -> use_offset: boolean 'Add original rotation into copied rotation'
CopyRotationConstraint.use_x -> use_x: boolean "Copy the target's X rotation"
CopyRotationConstraint.use_y -> use_y: boolean "Copy the target's Y rotation"
CopyRotationConstraint.use_z -> use_z: boolean "Copy the target's Z rotation"
CopyScaleConstraint.subtarget -> subtarget: string 'NO DESCRIPTION'
CopyScaleConstraint.target -> target: pointer 'Target Object'
CopyScaleConstraint.use_offset -> use_offset: boolean 'Add original scale into copied scale'
CopyScaleConstraint.use_x -> use_x: boolean "Copy the target's X scale"
CopyScaleConstraint.use_y -> use_y: boolean "Copy the target's Y scale"
CopyScaleConstraint.use_z -> use_z: boolean "Copy the target's Z scale"
CopyTransformsConstraint.head_tail -> head_tail: float 'Target along length of bone: Head=0, Tail=1'
CopyTransformsConstraint.subtarget -> subtarget: string 'NO DESCRIPTION'
CopyTransformsConstraint.target -> target: pointer 'Target Object'
Curve.animation_data -> animation_data: pointer, '(read-only) Animation data for this datablock'
Curve.auto_texspace -> use_auto_texspace: boolean "Adjusts active object's texture space automatically when transforming object"
Curve.back -> use_fill_back: boolean 'Draw filled back for extruded/beveled curves'
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.draw_handles -> show_handles: boolean 'Display bezier handles in editmode'
Curve.draw_normals -> show_normals: boolean 'Display 3D curve normals in editmode'
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.front -> use_fill_front: boolean 'Draw filled front for extruded/beveled curves'
Curve.map_along_length -> use_map_along_length: boolean 'Generate texture mapping coordinates following the curve direction, rather than the local bounding box'
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.use_deform_bounds -> use_deform_bounds: boolean 'Use the mesh bounds to clamp the deformation'
Curve.use_deform_fill -> use_fill_deform: boolean 'Fill curve after applying deformation'
Curve.use_path -> use_path: boolean 'Enable the curve to become a translation path'
Curve.use_path_follow -> use_path_follow: boolean 'Make curve path children to rotate along the path'
Curve.use_radius -> use_radius: boolean 'Option for paths: apply the curve radius with path following it and deforming'
Curve.use_stretch -> use_stretch: boolean 'Option for curve-deform: makes deformed child to stretch along entire path'
Curve.use_time_offset -> use_time_offset: boolean 'Children will use Time Offset value as path distance offset'
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'
CurveMapPoint.select -> select: boolean 'Selection state of the curve point'
CurveMapping.black_level -> black_level: float 'For RGB curves, the color that black is mapped to'
CurveMapping.clip -> use_clip: boolean 'Force the curve view to fit a defined boundary'
CurveMapping.clip_max_x -> clip_max_x: float 'NO DESCRIPTION'
CurveMapping.clip_max_y -> clip_max_y: float 'NO DESCRIPTION'
CurveMapping.clip_min_x -> clip_min_x: float 'NO DESCRIPTION'
CurveMapping.clip_min_y -> clip_min_y: float 'NO DESCRIPTION'
CurveMapping.curves -> curves: collection, '(read-only)'
CurveMapping.white_level -> white_level: float 'For RGB curves, the color that white is mapped to'
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 'NO DESCRIPTION'
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'
DelaySensor.repeat -> use_repeat: boolean 'Toggle repeat option. If selected, the sensor restarts after Delay+Dur logic tics'
DisplaceModifier.direction -> direction: enum 'NO DESCRIPTION'
DisplaceModifier.midlevel -> midlevel: float 'Material value that gives no displacement'
DisplaceModifier.strength -> strength: float 'NO DESCRIPTION'
DisplaceModifier.texture -> texture: pointer 'NO DESCRIPTION'
DisplaceModifier.texture_coordinate_object -> texture_coordinate_object: pointer 'NO DESCRIPTION'
DisplaceModifier.texture_coordinates -> texture_coordinates: enum 'NO DESCRIPTION'
DisplaceModifier.uv_layer -> uv_layer: string 'UV layer name'
DisplaceModifier.vertex_group -> vertex_group: string 'Vertex group name'
DistortedNoiseTexture.distortion -> distortion: float 'NO DESCRIPTION'
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.generate_speed_vectors -> use_speed_vectors: boolean 'Generate speed vectors for vector blur'
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.override_time -> use_time_override: boolean "Use a custom start and end time (in seconds) instead of the scene's timeline"
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.reverse_frames -> use_reverse_frames: boolean 'Reverse fluid frames'
DomainFluidSettings.slip_type -> slip_type: enum 'NO DESCRIPTION'
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'
NEGATE * DopeSheet.collapse_summary -> show_expanded_summary: boolean 'Collapse summary when shown, so all other channels get hidden. (DopeSheet Editors Only)'
DopeSheet.display_armature -> show_armatures: boolean 'Include visualization of Armature related Animation data'
DopeSheet.display_camera -> show_cameras: boolean 'Include visualization of Camera related Animation data'
DopeSheet.display_curve -> show_curves: boolean 'Include visualization of Curve related Animation data'
DopeSheet.display_hidden -> display_hidden: boolean "Include channels from objects/bone that aren't visible"
DopeSheet.display_lamp -> show_lamps: boolean 'Include visualization of Lamp related Animation data'
DopeSheet.display_material -> show_materials: boolean 'Include visualization of Material related Animation data'
DopeSheet.display_mesh -> show_meshes: boolean 'Include visualization of Mesh related Animation data'
DopeSheet.display_metaball -> show_metaballs: boolean 'Include visualization of Metaball related Animation data'
DopeSheet.display_node -> show_nodes: boolean 'Include visualization of Node related Animation data'
DopeSheet.display_particle -> show_particles: boolean 'Include visualization of Particle related Animation data'
DopeSheet.display_scene -> show_scenes: boolean 'Include visualization of Scene related Animation data'
DopeSheet.display_shapekeys -> show_shapekeys: boolean 'Include visualization of ShapeKey related Animation data'
DopeSheet.display_summary -> show_summary: boolean "Display an additional 'summary' line. (DopeSheet Editors only)"
DopeSheet.display_texture -> show_textures: boolean 'Include visualization of Texture related Animation data'
DopeSheet.display_transforms -> show_transforms: boolean 'Include visualization of Object-level Animation data (mostly Transforms)'
DopeSheet.display_world -> show_worlds: boolean 'Include visualization of World related Animation data'
DopeSheet.filtering_group -> filtering_group: pointer 'Group that included Object should be a member of'
DopeSheet.include_missing_nla -> show_missing_nla: boolean 'Include Animation Data blocks with no NLA data. (NLA Editor only)'
DopeSheet.only_group_objects -> show_only_group_objects: boolean 'Only include channels from Objects in the specified Group'
DopeSheet.only_selected -> show_only_selected: boolean 'Only include channels relating to selected objects and data'
DopeSheet.source -> source: pointer, '(read-only) ID-Block representing source data, currently ID_SCE (for Dopesheet), and ID_SC (for Grease Pencil)'
Driver.expression -> expression: string 'Expression to use for Scripted Expression'
Driver.invalid -> is_valid: boolean 'Driver could not be evaluated in past, so should be skipped'
Driver.show_debug_info -> show_debug_info: boolean 'Show intermediate values for the driver calculations to allow debugging of drivers'
Driver.type -> type: enum 'Driver type'
Driver.variables -> variables: collection, '(read-only) Properties acting as inputs for this driver'
DriverTarget.bone_target -> bone_target: string 'Name of PoseBone to use as target'
DriverTarget.data_path -> data_path: string 'RNA Path (from ID-block) to property used'
DriverTarget.id -> id: pointer 'ID-block that the specific property used can be found from (id_type property must be set first)'
DriverTarget.id_type -> id_type: enum 'Type of ID-block that can be used'
DriverTarget.transform_type -> transform_type: enum 'Driver variable type'
DriverTarget.use_local_space_transforms -> use_local_space_transform: boolean 'Use transforms in Local Space (as opposed to the worldspace default)'
DriverVariable.name -> name: string 'Name to use in scripted expressions/functions. (No spaces or dots are allowed. Also, must not start with a symbol or digit)'
DriverVariable.targets -> targets: collection, '(read-only) Sources of input data for evaluating this variable'
DriverVariable.type -> type: enum 'Driver variable type'
DupliObject.matrix -> matrix: float 'Object duplicate transformation matrix'
DupliObject.object -> object: pointer, '(read-only) Object being duplicated'
DupliObject.object_matrix -> object_matrix: float 'Duplicated object transformation matrix'
EdgeSplitModifier.split_angle -> split_angle: float 'Angle above which to split edges'
EdgeSplitModifier.use_edge_angle -> use_edge_angle: boolean 'Split edges with high angle between faces'
EdgeSplitModifier.use_sharp -> use_edge_sharp: boolean 'Split edges that are marked as sharp'
EditBone.bbone_in -> bbone_in: float 'Length of first Bezier Handle (for B-Bones only)'
EditBone.bbone_out -> bbone_out: float 'Length of second Bezier Handle (for B-Bones only)'
EditBone.bbone_segments -> bbone_segments: int 'Number of subdivisions of bone (for B-Bones only)'
EditBone.connected -> use_connect: boolean "When bone has a parent, bone's head is struck to the parent's tail"
EditBone.cyclic_offset -> use_cyclic_offset: boolean "When bone doesn't have a parent, it receives cyclic offset effects"
EditBone.deform -> use_deform: boolean 'Bone does not deform any geometry'
EditBone.draw_wire -> show_wire: boolean 'Bone is always drawn as Wireframe regardless of viewport draw mode. Useful for non-obstructive custom bone shapes'
EditBone.envelope_distance -> envelope_distance: float 'Bone deformation distance (for Envelope deform only)'
EditBone.envelope_weight -> envelope_weight: float 'Bone deformation weight (for Envelope deform only)'
EditBone.head -> head: float 'Location of head end of the bone'
EditBone.head_radius -> head_radius: float 'Radius of head of bone (for Envelope deform only)'
EditBone.hide -> hide: boolean 'Bone is not visible when in Edit Mode'
EditBone.hide_select -> hide_select: boolean 'Bone is able to be selected'
EditBone.hinge -> use_hinge: boolean 'Bone inherits rotation or scale from parent bone'
EditBone.inherit_scale -> use_inherit_scale: boolean 'Bone inherits scaling from parent bone'
EditBone.layer -> layers: boolean 'Layers bone exists in'
EditBone.local_location -> use_local_location: boolean 'Bone location is set in local space'
EditBone.lock -> lock: boolean 'Bone is not able to be transformed when in Edit Mode'
EditBone.matrix -> matrix: float, '(read-only) Read-only matrix calculated from the roll (armature space)'
EditBone.multiply_vertexgroup_with_envelope -> use_envelope_multiply: boolean 'When deforming bone, multiply effects of Vertex Group weights with Envelope influence'
EditBone.name -> name: string 'NO DESCRIPTION'
EditBone.parent -> parent: pointer 'Parent edit bone (in same Armature)'
EditBone.roll -> roll: float 'Bone rotation around head-tail axis'
EditBone.select -> select: boolean 'NO DESCRIPTION'
EditBone.select_head -> select_head: boolean 'NO DESCRIPTION'
EditBone.select_tail -> select_tail: boolean 'NO DESCRIPTION'
EditBone.tail -> tail: float 'Location of tail end of the bone'
EditBone.tail_radius -> tail_radius: float 'Radius of tail of bone (for Envelope deform only)'
EditObjectActuator.angular_velocity -> angular_velocity: float 'Angular velocity upon creation'
EditObjectActuator.dynamic_operation -> dynamic_operation: enum 'NO DESCRIPTION'
EditObjectActuator.enable_3d_tracking -> use_3d_tracking: boolean 'Enable 3D tracking'
EditObjectActuator.linear_velocity -> linear_velocity: float 'Velocity upon creation'
EditObjectActuator.local_angular_velocity -> use_local_angular_velocity: boolean 'Apply the rotation locally'
EditObjectActuator.local_linear_velocity -> use_local_linear_velocity: boolean 'Apply the transformation locally'
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.replace_display_mesh -> use_replace_display_mesh: boolean 'Replace the display mesh'
EditObjectActuator.replace_physics_mesh -> use_replace_physics_mesh: boolean 'Replace the physics mesh (triangle bounds only - compound shapes not supported)'
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.color_saturation -> color_saturation: float 'NO DESCRIPTION'
EffectSequence.convert_float -> use_float: boolean 'Convert input to float data'
EffectSequence.crop -> crop: pointer, '(read-only)'
EffectSequence.de_interlace -> use_deinterlace: boolean 'For video movies to remove fields'
EffectSequence.flip_x -> use_flip_x: boolean 'Flip on the X axis'
EffectSequence.flip_y -> use_flip_y: boolean 'Flip on the Y axis'
EffectSequence.multiply_colors -> color_multiply: float 'NO DESCRIPTION'
EffectSequence.premultiply -> use_premultiply: boolean 'Convert RGB from key alpha to premultiplied alpha'
EffectSequence.proxy -> proxy: pointer, '(read-only)'
EffectSequence.proxy_custom_directory -> use_proxy_custom_directory: boolean 'Use a custom directory to store data'
EffectSequence.proxy_custom_file -> use_proxy_custom_file: boolean 'Use a custom file to read proxy data from'
EffectSequence.reverse_frames -> use_reverse_frames: boolean 'Reverse frame order'
EffectSequence.strobe -> strobe: float 'Only display every nth frame'
EffectSequence.transform -> transform: pointer, '(read-only)'
EffectSequence.use_color_balance -> use_color_balance: boolean '(3-Way color correction) on input'
EffectSequence.use_crop -> use_crop: boolean 'Crop image before processing'
EffectSequence.use_proxy -> use_proxy: boolean 'Use a preview proxy for this strip'
EffectSequence.use_translation -> use_translation: boolean 'Translate image before processing'
EffectorWeights.all -> all: float "All effector's weight"
EffectorWeights.boid -> boid: float 'Boid effector weight'
EffectorWeights.charge -> charge: float 'Charge effector weight'
EffectorWeights.curveguide -> curveguide: float 'Curve guide effector weight'
EffectorWeights.do_growing_hair -> apply_to_hair_growing: boolean 'Use force fields when growing hair'
EffectorWeights.drag -> drag: float 'Drag effector weight'
EffectorWeights.force -> force: float 'Force effector weight'
EffectorWeights.gravity -> gravity: float 'Global gravity weight'
EffectorWeights.group -> group: pointer 'Limit effectors to this Group'
EffectorWeights.harmonic -> harmonic: float 'Harmonic effector weight'
EffectorWeights.lennardjones -> lennardjones: float 'Lennard-Jones effector weight'
EffectorWeights.magnetic -> magnetic: float 'Magnetic effector weight'
EffectorWeights.texture -> texture: float 'Texture effector weight'
EffectorWeights.turbulence -> turbulence: float 'Turbulence effector weight'
EffectorWeights.vortex -> vortex: float 'Vortex effector weight'
EffectorWeights.wind -> wind: float 'Wind effector weight'
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.ignore_layers -> layers_ignore: boolean 'Hide objects on these layers when generating the Environment Map'
EnvironmentMap.mapping -> mapping: enum 'NO DESCRIPTION'
EnvironmentMap.resolution -> resolution: int 'Pixel resolution of the rendered environment map'
EnvironmentMap.source -> source: enum 'NO DESCRIPTION'
EnvironmentMap.viewpoint_object -> viewpoint_object: pointer "Object to use as the environment map's viewpoint location"
EnvironmentMap.zoom -> zoom: float 'NO DESCRIPTION'
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.filter_size_minimum -> use_filter_size_min: boolean 'Use Filter Size as a minimal filter value in pixels'
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'
EnvironmentMapTexture.mipmap -> use_mipmap: boolean 'Uses auto-generated MIP maps for the image'
EnvironmentMapTexture.mipmap_gauss -> use_mipmap_gauss: boolean 'Uses Gauss filter to sample down MIP maps'
Event.alt -> is_pressed_alt: boolean, '(read-only) True when the Alt/Option key is held'
Event.ascii -> ascii: string, '(read-only) Single ASCII character for this event'
Event.ctrl -> is_pressed_ctrl: boolean, '(read-only) True when the Ctrl key is held'
Event.mouse_prev_x -> mouse_prev_x: int, '(read-only) The window relative vertical location of the mouse'
Event.mouse_prev_y -> mouse_prev_y: int, '(read-only) The window relative horizontal location of the mouse'
Event.mouse_region_x -> mouse_region_x: int, '(read-only) The region relative vertical location of the mouse'
Event.mouse_region_y -> mouse_region_y: int, '(read-only) The region relative horizontal location of the mouse'
Event.mouse_x -> mouse_x: int, '(read-only) The window relative vertical location of the mouse'
Event.mouse_y -> mouse_y: int, '(read-only) The window relative horizontal location of the mouse'
Event.oskey -> is_pressed_cmd: boolean, '(read-only) True when the Cmd key is held'
Event.shift -> is_pressed_shift: boolean, '(read-only) True when the Shift key is held'
Event.type -> type: enum, '(read-only)'
Event.value -> value: enum, '(read-only) The type of event, only applies to some'
ExplodeModifier.alive -> show_alive: boolean 'Show mesh when particles are alive'
ExplodeModifier.dead -> show_dead: boolean 'Show mesh when particles are dead'
ExplodeModifier.protect -> protect: float 'Clean vertex group edges'
ExplodeModifier.size -> use_size: boolean 'Use particle size for the shrapnel'
ExplodeModifier.split_edges -> use_edge_split: boolean 'Split face edges for nicer shrapnel'
ExplodeModifier.unborn -> show_unborn: boolean 'Show mesh when particles are unborn'
ExplodeModifier.vertex_group -> vertex_group: string 'NO DESCRIPTION'
ExpressionController.expression -> expression: string 'NO DESCRIPTION'
FCurve.array_index -> array_index: int 'Index to the specific property affected by F-Curve if applicable'
FCurve.auto_clamped_handles -> use_auto_handle_clamp: boolean 'All auto-handles for F-Curve are clamped'
FCurve.color -> color: float 'Color of the F-Curve in the Graph Editor'
FCurve.color_mode -> color_mode: enum 'Method used to determine color of F-Curve in Graph Editor'
FCurve.data_path -> data_path: string 'RNA Path to property affected by F-Curve'
FCurve.driver -> driver: pointer, '(read-only) Channel Driver (only set for Driver F-Curves)'
FCurve.enabled -> enabled: boolean 'False when F-Curve could not be evaluated in past, so should be skipped when evaluating'
FCurve.extrapolation -> extrapolation: enum 'NO DESCRIPTION'
FCurve.group -> group: pointer 'Action Group that this F-Curve belongs to'
FCurve.hide -> hide: boolean 'F-Curve and its keyframes are hidden in the Graph Editor graphs'
FCurve.keyframe_points -> keyframe_points: collection, '(read-only) User-editable keyframes'
FCurve.lock -> lock: boolean "F-Curve's settings cannot be edited"
FCurve.modifiers -> modifiers: collection, '(read-only) Modifiers affecting the shape of the F-Curve'
FCurve.mute -> mute: boolean 'F-Curve is not evaluated'
FCurve.sampled_points -> sampled_points: collection, '(read-only) Sampled animation data'
FCurve.select -> select: boolean 'F-Curve is selected for editing'
FCurveModifiers.active -> active: pointer 'Active F-Curve Modifier'
FCurveSample.co -> co: float 'Point coordinates'
FCurveSample.select -> select: boolean 'Selection status'
FModifier.active -> active: boolean 'F-Curve Modifier is the one being edited'
NEGATE * FModifier.disabled -> use: boolean, '(read-only) F-Curve Modifier has invalid settings and will not be evaluated'
FModifier.expanded -> show_expanded: boolean "F-Curve Modifier's panel is expanded in UI"
FModifier.mute -> mute: boolean 'F-Curve Modifier will not be evaluated'
FModifier.type -> type: enum, '(read-only) F-Curve Modifier Type'
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.additive -> use_additive: boolean 'Values generated by this modifier are applied on top of the existing values instead of overwriting them'
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.additive -> use_additive: boolean 'Values generated by this modifier are applied on top of the existing values instead of overwriting them'
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'
FModifierLimits.use_maximum_x -> use_max_x: boolean 'Use the maximum X value'
FModifierLimits.use_maximum_y -> use_max_y: boolean 'Use the maximum Y value'
FModifierLimits.use_minimum_x -> use_min_x: boolean 'Use the minimum X value'
FModifierLimits.use_minimum_y -> use_min_y: boolean 'Use the minimum Y value'
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'
FModifierStepped.use_frame_end -> use_frame_end: boolean "Restrict modifier to only act before its 'end' frame"
FModifierStepped.use_frame_start -> use_frame_start: boolean "Restrict modifier to only act after its 'start' frame"
FcurveActuator.add -> use_add: boolean 'F-Curve is added to the current loc/rot/scale in global or local coordinate according to Local flag'
FcurveActuator.child -> apply_to_children: boolean 'Update F-Curve on all children Objects as well'
FcurveActuator.force -> use_force: boolean 'Apply F-Curve as a global or local force depending on the local option (dynamic objects only)'
FcurveActuator.frame_end -> frame_end: int 'NO DESCRIPTION'
FcurveActuator.frame_property -> frame_property: string "Assign the action's current frame number to this property"
FcurveActuator.frame_start -> frame_start: int 'NO DESCRIPTION'
FcurveActuator.local -> use_local: boolean 'Let the F-Curve act in local coordinates, used in Force and Add mode'
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.do_absorption -> use_absorption: boolean 'Force gets absorbed by collision objects'
FieldSettings.do_location -> apply_to_location: boolean "Effect particles' location"
FieldSettings.do_rotation -> apply_to_rotation: boolean "Effect particles' dynamic rotation"
FieldSettings.falloff_power -> falloff_power: float 'Falloff power (real gravitational falloff = 2)'
FieldSettings.falloff_type -> falloff_type: enum 'Fall-off shape'
FieldSettings.flow -> flow: float 'Convert effector force into air flow velocity'
FieldSettings.force_2d -> use_2d_force: boolean 'Apply force only in 2d'
FieldSettings.global_coordinates -> use_global_coordinates: boolean 'Use effector/global coordinates for turbulence'
FieldSettings.guide_clump_amount -> guide_clump_amount: float 'Amount of clumping'
FieldSettings.guide_clump_shape -> guide_clump_shape: float 'Shape of clumping'
FieldSettings.guide_free -> guide_free: float "Guide-free time from particle life's end"
FieldSettings.guide_kink_amplitude -> guide_kink_amplitude: float 'The amplitude of the offset'
FieldSettings.guide_kink_axis -> guide_kink_axis: enum 'Which axis to use for offset'
FieldSettings.guide_kink_frequency -> guide_kink_frequency: float 'The frequency of the offset (1/total length)'
FieldSettings.guide_kink_shape -> guide_kink_shape: float 'Adjust the offset to the beginning/end'
FieldSettings.guide_kink_type -> guide_kink_type: enum 'Type of periodic offset on the curve'
FieldSettings.guide_minimum -> guide_minimum: float 'The distance from which particles are affected fully'
FieldSettings.guide_path_add -> use_guide_path_add: boolean 'Based on distance/falloff it adds a portion of the entire path'
FieldSettings.harmonic_damping -> harmonic_damping: float 'Damping of the harmonic force'
FieldSettings.inflow -> inflow: float 'Inwards component of the vortex force'
FieldSettings.linear_drag -> linear_drag: float 'Drag component proportional to velocity'
FieldSettings.maximum_distance -> distance_max: float 'Maximum distance for the field to work'
FieldSettings.minimum_distance -> distance_min: float "Minimum distance for the field's fall-off"
FieldSettings.multiple_springs -> use_multiple_springs: boolean 'Every point is effected by multiple springs'
FieldSettings.noise -> noise: float 'Noise of the force'
FieldSettings.quadratic_drag -> quadratic_drag: float 'Drag component proportional to the square of velocity'
FieldSettings.radial_falloff -> radial_falloff: float 'Radial falloff power (real gravitational falloff = 2)'
FieldSettings.radial_maximum -> radial_max: float 'Maximum radial distance for the field to work'
FieldSettings.radial_minimum -> radial_min: float "Minimum radial distance for the field's fall-off"
FieldSettings.rest_length -> rest_length: float 'Rest length of the harmonic force'
FieldSettings.root_coordinates -> use_root_coordinates: boolean 'Texture coordinates from root particle locations'
FieldSettings.seed -> seed: int 'Seed of the noise'
FieldSettings.shape -> shape: enum 'Which direction is used to calculate the effector force'
FieldSettings.size -> size: float 'Size of the noise'
FieldSettings.strength -> strength: float 'Strength of force field'
FieldSettings.texture -> texture: pointer 'Texture to use as force'
FieldSettings.texture_mode -> texture_mode: enum 'How the texture effect is calculated (RGB & Curl need a RGB texture else Gradient will be used instead)'
FieldSettings.texture_nabla -> texture_nabla: float 'Defines size of derivative offset used for calculating gradient and curl'
FieldSettings.type -> type: enum 'Type of field'
FieldSettings.use_coordinates -> use_object_coordinates: boolean 'Use object/global coordinates for texture'
FieldSettings.use_guide_path_weight -> use_guide_path_weight: boolean 'Use curve weights to influence the particle influence along the curve'
FieldSettings.use_max_distance -> use_max_distance: boolean 'Use a maximum distance for the field to work'
FieldSettings.use_min_distance -> use_min_distance: boolean "Use a minimum distance for the field's fall-off"
FieldSettings.use_radial_max -> use_radial_max: boolean 'Use a maximum radial distance for the field to work'
FieldSettings.use_radial_min -> use_radial_min: boolean "Use a minimum radial distance for the field's fall-off"
FieldSettings.z_direction -> z_direction: enum 'Effect in full or only positive/negative Z direction'
FileSelectParams.directory -> directory: string 'Directory displayed in the file browser'
FileSelectParams.display -> display: enum 'Display mode for the file list'
FileSelectParams.do_filter -> use_filter: boolean 'Enable filtering of files'
FileSelectParams.file -> file: string 'Active file in the file browser'
FileSelectParams.filter_blender -> use_filter_blender: boolean 'Show .blend files'
FileSelectParams.filter_folder -> use_filter_folder: boolean 'Show folders'
FileSelectParams.filter_font -> use_filter_font: boolean 'Show font files'
FileSelectParams.filter_image -> use_filter_image: boolean 'Show image files'
FileSelectParams.filter_movie -> use_filter_movie: boolean 'Show movie files'
FileSelectParams.filter_script -> use_filter_script: boolean 'Show script files'
FileSelectParams.filter_sound -> use_filter_sound: boolean 'Show sound files'
FileSelectParams.filter_text -> use_filter_text: boolean 'Show text files'
NEGATE * FileSelectParams.hide_dot -> show_hidden: boolean 'Hide hidden dot files'
FileSelectParams.sort -> sort: enum 'NO DESCRIPTION'
FileSelectParams.title -> title: string, '(read-only) Title for the file browser'
Filter2DActuator.enable_motion_blur -> use_motion_blur: boolean 'Enable/Disable Motion Blur'
Filter2DActuator.filter_pass -> filter_pass: int 'Set filter order'
Filter2DActuator.glsl_shader -> glsl_shader: pointer 'NO DESCRIPTION'
Filter2DActuator.mode -> mode: enum 'NO DESCRIPTION'
Filter2DActuator.motion_blur_factor -> motion_blur_factor: float 'Set motion blur factor'
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.sticky -> use_sticky: boolean 'Immobilize object while constrained'
FloorConstraint.subtarget -> subtarget: string 'NO DESCRIPTION'
FloorConstraint.target -> target: pointer 'Target Object'
FloorConstraint.use_rotation -> use_rotation: boolean "Use the target's rotation to determine floor"
FluidFluidSettings.active -> use: boolean 'Object contributes to the fluid simulation'
FluidFluidSettings.export_animated_mesh -> use_animated_mesh: boolean 'Export this mesh as an animated one. Slower, only use if really necessary (e.g. armatures or parented objects), animated pos/rot/scale IPOs do not require it'
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'
FollowPathConstraint.use_curve_follow -> use_curve_follow: boolean 'Object will follow the heading and banking of the curve'
FollowPathConstraint.use_curve_radius -> use_curve_radius: boolean 'Objects scale by the curve radius'
FollowPathConstraint.use_fixed_position -> use_fixed_location: boolean 'Object will stay locked to a single point somewhere along the length of the curve regardless of time'
Function.description -> description: string, "(read-only) Description of the Function's purpose"
Function.identifier -> identifier: string, '(read-only) Unique name used in the code and scripting'
Function.parameters -> parameters: collection, '(read-only) Parameters for the function'
Function.registered -> is_registered: boolean, '(read-only) Function is registered as callback as part of type registration'
Function.registered_optional -> is_registered_optional: boolean, '(read-only) Function is optionally registered as callback part of type registration'
GPencilFrame.frame_number -> frame_number: int 'The frame on which this sketch appears'
GPencilFrame.paint_lock -> is_edited: boolean 'Frame is being edited (painted on)'
GPencilFrame.select -> select: boolean 'Frame is selected for editing in the DopeSheet'
GPencilFrame.strokes -> strokes: collection, '(read-only) Freehand curves defining the sketch on this frame'
GPencilLayer.active -> active: boolean 'Set active layer for editing'
GPencilLayer.active_frame -> active_frame: pointer, '(read-only) Frame currently being displayed for this layer'
GPencilLayer.color -> color: float 'Color for all strokes in this layer'
GPencilLayer.frame_lock -> lock_frame: boolean 'Lock current frame displayed by layer'
GPencilLayer.frames -> frames: collection, '(read-only) Sketches for this layer on different frames'
GPencilLayer.hide -> hide: boolean 'Set layer Visibility'
GPencilLayer.info -> info: string 'Layer name'
GPencilLayer.line_thickness -> line_width: int 'Thickness of strokes (in pixels)'
GPencilLayer.lock -> lock: boolean 'Protect layer from further editing and/or frame changes'
GPencilLayer.max_ghost_range -> ghost_range_max: int "Maximum number of frames on either side of the active frame to show (0 = show the 'first' available sketch on either side)"
GPencilLayer.opacity -> opacity: float 'Layer Opacity'
GPencilLayer.select -> select: boolean 'Layer is selected for editing in the DopeSheet'
GPencilLayer.show_points -> show_points: boolean 'Draw the points which make up the strokes (for debugging purposes)'
GPencilLayer.use_onion_skinning -> use_onion_skinning: boolean 'Ghost frames on either side of frame'
GPencilStroke.points -> points: collection, '(read-only) Stroke data points'
GPencilStrokePoint.co -> co: float 'NO DESCRIPTION'
GPencilStrokePoint.pressure -> pressure: float 'Pressure of tablet at point when drawing it'
GameActuator.filename -> filename: string 'Load this blend file, use the "//" prefix for a path relative to the current blend file'
GameActuator.mode -> mode: enum 'NO DESCRIPTION'
GameBooleanProperty.value -> value: boolean 'Property value'
GameFloatProperty.value -> value: float 'Property value'
GameIntProperty.value -> value: int 'Property value'
GameObjectSettings.actor -> use_actor: boolean 'Object is detected by the Near and Radar sensor'
GameObjectSettings.actuators -> actuators: collection, '(read-only) Game engine actuators to act on events'
GameObjectSettings.all_states -> use_all_states: boolean 'Set all state bits'
GameObjectSettings.anisotropic_friction -> use_anisotropic_friction: boolean 'Enable anisotropic friction'
GameObjectSettings.collision_bounds -> collision_bounds: enum 'Selects the collision type'
GameObjectSettings.collision_compound -> use_collision_compound: boolean 'Add children to form a compound collision object'
GameObjectSettings.collision_margin -> collision_margin: float 'Extra margin around object for collision detection, small amount required for stability'
GameObjectSettings.controllers -> controllers: collection, '(read-only) Game engine controllers to process events, connecting sensor to actuators'
GameObjectSettings.damping -> damping: float 'General movement damping'
GameObjectSettings.debug_state -> show_debug_state: boolean 'Print state debug info in the game engine'
GameObjectSettings.form_factor -> form_factor: float 'Form factor scales the inertia tensor'
GameObjectSettings.friction_coefficients -> friction_coefficients: float 'Relative friction coefficient in the in the X, Y and Z directions, when anisotropic friction is enabled'
GameObjectSettings.ghost -> use_ghost: boolean 'Object does not restitute collisions, like a ghost'
GameObjectSettings.initial_state -> states_initial: boolean 'Initial state when the game starts'
GameObjectSettings.lock_x_axis -> lock_location_x: boolean 'Disable simulation of linear motion along the X axis'
GameObjectSettings.lock_x_rot_axis -> lock_rotation_x: boolean 'Disable simulation of angular motion along the X axis'
GameObjectSettings.lock_y_axis -> lock_location_y: boolean 'Disable simulation of linear motion along the Y axis'
GameObjectSettings.lock_y_rot_axis -> lock_rotation_y: boolean 'Disable simulation of angular motion along the Y axis'
GameObjectSettings.lock_z_axis -> lock_location_z: boolean 'Disable simulation of linear motion along the Z axis'
GameObjectSettings.lock_z_rot_axis -> lock_rotation_z: boolean 'Disable simulation of angular motion along the Z axis'
GameObjectSettings.mass -> mass: float 'Mass of the object'
GameObjectSettings.material_physics -> use_material_physics: boolean 'Use physics settings in materials'
GameObjectSettings.maximum_velocity -> velocity_max: float 'Clamp velocity to this maximum speed'
GameObjectSettings.minimum_velocity -> velocity_min: float 'Clamp velocity to this minimum speed (except when totally still)'
NEGATE * GameObjectSettings.no_sleeping -> use_sleep: boolean 'Disable auto (de)activation in physics simulation'
GameObjectSettings.physics_type -> physics_type: enum 'Selects the type of physical representation'
GameObjectSettings.properties -> properties: collection, '(read-only) Game engine properties'
GameObjectSettings.radius -> radius: float 'Radius of bounding sphere and material physics'
GameObjectSettings.rotate_from_normal -> use_rotate_from_normal: boolean 'Use face normal to rotate object, so that it points away from the surface'
GameObjectSettings.rotation_damping -> rotation_damping: float 'General rotation damping'
GameObjectSettings.sensors -> sensors: collection, '(read-only) Game engine sensor to detect events'
GameObjectSettings.show_actuators -> show_actuators: boolean 'Shows actuators for this object in the user interface'
GameObjectSettings.show_controllers -> show_controllers: boolean 'Shows controllers for this object in the user interface'
GameObjectSettings.show_sensors -> show_sensors: boolean 'Shows sensors for this object in the user interface'
GameObjectSettings.show_state_panel -> show_state_panel: boolean 'Show state panel'
GameObjectSettings.soft_body -> soft_body: pointer, '(read-only) Settings for Bullet soft body simulation'
GameObjectSettings.use_activity_culling -> use_activity_culling: boolean 'Disable simulation of angular motion along the Z axis'
GameObjectSettings.use_collision_bounds -> use_collision_bounds: boolean 'Specify a collision bounds type other than the default'
GameObjectSettings.used_state -> states_used: boolean, '(read-only) States which are being used by controllers'
GameObjectSettings.visible_state -> states_visible: boolean 'State determining which controllers are displayed'
GameProperty.debug -> show_debug: boolean 'Print debug information for this property'
GameProperty.name -> name: string "Available as GameObject attributes in the game engine's python API"
GameProperty.type -> type: enum 'NO DESCRIPTION'
GameSoftBodySettings.bending_const -> use_bending_constraints: boolean 'Enable bending constraints'
GameSoftBodySettings.cluster_iterations -> cluster_iterations: int 'Specify the number of cluster iterations'
GameSoftBodySettings.cluster_rigid_to_softbody -> use_cluster_rigid_to_softbody: boolean 'Enable cluster collision between soft and rigid body'
GameSoftBodySettings.cluster_soft_to_softbody -> use_cluster_soft_to_softbody: boolean 'Enable cluster collision between soft and soft body'
GameSoftBodySettings.dynamic_friction -> dynamic_friction: float 'Dynamic Friction'
GameSoftBodySettings.linstiff -> linear_stiffness: float 'Linear stiffness of the soft body links'
GameSoftBodySettings.margin -> margin: float 'Collision margin for soft body. Small value makes the algorithm unstable'
GameSoftBodySettings.position_iterations -> position_iterations: int 'Position solver iterations'
GameSoftBodySettings.shape_match -> use_shape_match: boolean 'Enable soft body shape matching goal'
GameSoftBodySettings.threshold -> threshold: float 'Shape matching threshold'
GameSoftBodySettings.welding -> weld_threshold: float 'Welding threshold: distance between nearby vertices to be considered equal => set to 0.0 to disable welding test and speed up scene loading (ok if the mesh has no duplicates)'
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.only_boost -> use_only_boost: boolean 'Show the glow buffer only'
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 'NO DESCRIPTION'
GreasePencil.layers -> layers: collection, '(read-only)'
GreasePencil.use_stroke_endpoints -> use_stroke_endpoints: boolean 'Only use the first and last parts of the stroke for snapping'
Group.dupli_offset -> dupli_offset: float 'Offset from the origin to use when instancing as DupliGroup'
Group.layer -> layers: boolean 'Layers visible when this groups is instanced as a dupli'
Group.objects -> objects: collection, '(read-only) A collection of this groups objects'
Header.bl_idname -> bl_idname: string 'NO DESCRIPTION'
Header.bl_space_type -> bl_space_type: enum 'NO DESCRIPTION'
Header.layout -> layout: pointer, '(read-only)'
Histogram.mode -> mode: enum 'Channels to display when drawing the histogram'
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.fake_user -> use_fake_user: boolean 'Saves this datablock even if it has no users'
ID.library -> library: pointer, '(read-only) Library file the datablock is linked from'
ID.name -> name: string 'Unique datablock ID name'
ID.tag -> tag: boolean 'Tools can use this to tag data, (initial state is undefined)'
ID.users -> users: int, '(read-only) Number of times this datablock is referenced'
IDProperty.collection -> collection: collection, '(read-only)'
IDProperty.double -> double: float 'NO DESCRIPTION'
IDProperty.double_array -> double_array: float 'NO DESCRIPTION'
IDProperty.float -> float: float 'NO DESCRIPTION'
IDProperty.float_array -> float_array: float 'NO DESCRIPTION'
IDProperty.group -> group: pointer, '(read-only)'
IDProperty.int -> int: int 'NO DESCRIPTION'
IDProperty.int_array -> int_array: int 'NO DESCRIPTION'
IDProperty.string -> string: string 'NO DESCRIPTION'
IDPropertyGroup.name -> name: string 'Unique name used in the code and scripting'
IKParam.ik_solver -> ik_solver: enum, '(read-only) IK solver for which these parameters are defined, 0 for Legacy, 1 for iTaSC'
Image.animated -> use_animation: boolean 'Use as animated texture in the game engine'
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.clamp_x -> use_clamp_x: boolean 'Disable texture repeating horizontally'
Image.clamp_y -> use_clamp_y: boolean 'Disable texture repeating vertically'
Image.depth -> depth: int, '(read-only) Image bit depth'
Image.dirty -> is_dirty: boolean, '(read-only) Image has changed and is not saved'
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.fields -> use_fields: boolean 'Use fields of the image'
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.has_data -> has_data: boolean, '(read-only) True if this image has data'
Image.mapping -> mapping: enum 'Mapping type to use for this image in the game engine'
Image.packed_file -> packed_file: pointer, '(read-only)'
Image.premultiply -> use_premultiply: boolean 'Convert RGB from key alpha to premultiplied alpha'
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 -> use_tiles: boolean 'Use of tilemode for faces (default shift-LMB to pick the tile for selected faces)'
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.invert_stencil -> invert_stencil: boolean 'Invert the stencil layer'
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)'
ImagePaint.show_brush -> show_brush: boolean 'Enables brush shape while not drawing'
ImagePaint.show_brush_draw -> show_brush_draw: boolean 'Enables brush shape while drawing'
ImagePaint.use_backface_cull -> use_backface_culling: boolean 'Ignore faces pointing away from the view (faster)'
ImagePaint.use_clone_layer -> use_clone_layer: boolean 'Use another UV layer as clone source, otherwise use 3D the cursor as the source'
ImagePaint.use_normal_falloff -> use_normal_falloff: boolean 'Paint most on faces pointing towards the view'
ImagePaint.use_occlude -> use_occlude: boolean 'Only paint onto the faces directly under the brush (slower)'
ImagePaint.use_projection -> use_projection: boolean 'Use projection painting for improved consistency in the brush strokes'
ImagePaint.use_stencil_layer -> use_stencil_layer: boolean 'Set the mask layer from the UV layer buttons'
ImageSequence.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.color_saturation -> color_saturation: float 'NO DESCRIPTION'
ImageSequence.convert_float -> use_float: boolean 'Convert input to float data'
ImageSequence.crop -> crop: pointer, '(read-only)'
ImageSequence.de_interlace -> use_deinterlace: boolean 'For video movies to remove fields'
ImageSequence.directory -> directory: string 'NO DESCRIPTION'
ImageSequence.elements -> elements: collection, '(read-only)'
ImageSequence.flip_x -> use_flip_x: boolean 'Flip on the X axis'
ImageSequence.flip_y -> use_flip_y: boolean 'Flip on the Y axis'
ImageSequence.multiply_colors -> multiply_colors: float 'NO DESCRIPTION'
ImageSequence.premultiply -> use_premultiply: boolean 'Convert RGB from key alpha to premultiplied alpha'
ImageSequence.proxy -> proxy: pointer, '(read-only)'
ImageSequence.proxy_custom_directory -> use_proxy_custom_directory: boolean 'Use a custom directory to store data'
ImageSequence.proxy_custom_file -> use_proxy_custom_file: boolean 'Use a custom file to read proxy data from'
ImageSequence.reverse_frames -> use_reverse_frames: boolean 'Reverse frame order'
ImageSequence.strobe -> strobe: float 'Only display every nth frame'
ImageSequence.transform -> transform: pointer, '(read-only)'
ImageSequence.use_color_balance -> use_color_balance: boolean '(3-Way color correction) on input'
ImageSequence.use_crop -> use_crop: boolean 'Crop image before processing'
ImageSequence.use_proxy -> use_proxy: boolean 'Use a preview proxy for this strip'
ImageSequence.use_translation -> use_translation: boolean 'Translate image before processing'
ImageTexture.calculate_alpha -> use_calculate_alpha: boolean 'Calculates an alpha channel based on RGB values in the image'
ImageTexture.checker_distance -> checker_distance: float 'Sets distance between checker tiles'
ImageTexture.checker_even -> use_checker_even: boolean 'Sets even checker tiles'
ImageTexture.checker_odd -> use_checker_odd: boolean 'Sets odd 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.filter_size_minimum -> use_minimum_filter_size: boolean 'Use Filter Size as a minimal filter value in pixels'
ImageTexture.flip_axis -> use_flip_axis: boolean "Flips the texture's X and Y axis"
ImageTexture.image -> image: pointer 'NO DESCRIPTION'
ImageTexture.image_user -> image_user: pointer, '(read-only) Parameters defining which layer, pass and frame of the image is displayed'
ImageTexture.interpolation -> use_interpolation: boolean 'Interpolates pixels using Area filter'
ImageTexture.invert_alpha -> invert_alpha: boolean 'Inverts all the alpha values in the image'
ImageTexture.mipmap -> use_mipmap: boolean 'Uses auto-generated MIP maps for the image'
ImageTexture.mipmap_gauss -> use_mipmap_gauss: boolean 'Uses Gauss filter to sample down MIP maps'
ImageTexture.mirror_x -> use_mirror_x: boolean 'Mirrors the image repetition on the X direction'
ImageTexture.mirror_y -> use_mirror_y: boolean 'Mirrors the image repetition on the Y direction'
ImageTexture.normal_map -> use_normal_map: boolean 'Uses image RGB values for normal mapping'
ImageTexture.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'
ImageTexture.use_alpha -> use_alpha: boolean 'Uses the alpha channel information in the image'
ImageUser.auto_refresh -> use_auto_refresh: boolean 'Always refresh image on frame changes'
ImageUser.cyclic -> use_cyclic: boolean 'Cycle the images in the movie'
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.active -> use: boolean 'Object contributes to the fluid simulation'
InflowFluidSettings.export_animated_mesh -> use_animated_mesh: boolean 'Export this mesh as an animated one. Slower, only use if really necessary (e.g. armatures or parented objects), animated pos/rot/scale IPOs do not require it'
InflowFluidSettings.inflow_velocity -> inflow_velocity: float 'Initial velocity of fluid'
InflowFluidSettings.local_coordinates -> use_local_coordinates: boolean 'Use local coordinates for inflow. (e.g. for rotating objects)'
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.auto_step -> use_auto_step: boolean 'Automatically determine the optimal number of steps for best performance/accuracy trade off'
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 'NO DESCRIPTION'
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.all_events -> use_all_events: boolean 'Triggered by all events on this joysticks current type (axis/button/hat)'
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.relative -> use_relative: boolean 'Makes shape keys relative'
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'
KeyConfig.user_defined -> is_user_defined: boolean, '(read-only) Indicates that a keyconfig was defined by the user'
KeyMap.children_expanded -> show_expanded_children: boolean 'Children expanded in the user interface'
KeyMap.items -> items: collection, '(read-only) Items in the keymap, linking an operator to an input event'
KeyMap.items_expanded -> show_expanded_items: boolean 'Expanded in the user interface'
KeyMap.modal -> is_modal: boolean, '(read-only) Indicates that a keymap is used for translate modal events for an operator'
KeyMap.name -> name: string, '(read-only) Name of the key map'
KeyMap.region_type -> region_type: enum, '(read-only) Optional region type keymap is associated with'
KeyMap.space_type -> space_type: enum, '(read-only) Optional space type keymap is associated with'
KeyMap.user_defined -> is_user_defined: boolean 'Keymap is defined by the user'
KeyMapItem.active -> active: boolean 'Activate or deactivate item'
KeyMapItem.alt -> pressed_alt: boolean 'Alt key pressed'
KeyMapItem.any -> pressed_any: boolean 'Any modifier keys pressed'
KeyMapItem.ctrl -> pressed_ctrl: boolean 'Control key pressed'
KeyMapItem.expanded -> show_expanded: boolean 'Show key map event and property details in the user interface'
KeyMapItem.id -> id: int, '(read-only) ID of the item'
KeyMapItem.idname -> idname: string 'Identifier of operator to call on input event'
KeyMapItem.key_modifier -> key_modifier: enum 'Regular key pressed as a modifier'
KeyMapItem.map_type -> map_type: enum 'Type of event mapping'
KeyMapItem.name -> name: string, '(read-only) Name of operator to call on input event'
KeyMapItem.oskey -> pressed_cmd: boolean 'Operating system key pressed'
KeyMapItem.properties -> properties: pointer, '(read-only) Properties to set when the operator is called'
KeyMapItem.propvalue -> propvalue: enum 'The value this event translates to in a modal keymap'
KeyMapItem.shift -> pressed_shift: boolean 'Shift key pressed'
KeyMapItem.type -> type: enum 'Type of event'
KeyMapItem.value -> value: enum 'NO DESCRIPTION'
KeyboardSensor.all_keys -> use_all_keys: boolean 'Trigger this sensor on any keystroke'
KeyboardSensor.key -> key: enum 'NO DESCRIPTION'
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.select_control_point -> select_control_point: boolean 'Control point selection status'
Keyframe.select_left_handle -> select_left_handle: boolean 'Handle 1 selection status'
Keyframe.select_right_handle -> select_right_handle: boolean 'Handle 2 selection status'
Keyframe.type -> type: enum 'The type of keyframe'
KeyingSet.absolute -> use_absolute: boolean 'Keying Set defines specific paths/settings to be keyframed (i.e. is not reliant on context info)'
KeyingSet.active_path -> active_path: pointer 'Active Keying Set used to insert/delete keyframes'
KeyingSet.active_path_index -> active_path_index: int 'Current Keying Set index'
KeyingSet.insertkey_needed -> use_insertkey_needed: boolean "Only insert keyframes where they're needed in the relevant F-Curves"
KeyingSet.insertkey_visual -> use_insertkey_visual: boolean "Insert keyframes based on 'visual transforms'"
KeyingSet.insertkey_xyz_to_rgb -> use_insertkey_xyz_to_rgb: boolean 'Color for newly added transformation F-Curves (Location, Rotation, Scale) and also Color is based on the transform axis'
KeyingSet.name -> name: string 'NO DESCRIPTION'
KeyingSet.paths -> paths: collection, '(read-only) Keying Set Paths to define settings that get keyframed together'
KeyingSet.type_info -> type_info: pointer, '(read-only) Callback function defines for built-in Keying Sets'
KeyingSetInfo.bl_idname -> bl_idname: string 'NO DESCRIPTION'
KeyingSetInfo.bl_label -> bl_label: string 'NO DESCRIPTION'
KeyingSetInfo.insertkey_needed -> use_insertkey_needed: boolean "Only insert keyframes where they're needed in the relevant F-Curves"
KeyingSetInfo.insertkey_visual -> use_insertkey_visual: boolean "Insert keyframes based on 'visual transforms'"
KeyingSetInfo.insertkey_xyz_to_rgb -> use_insertkey_xyz_to_rgb: boolean 'Color for newly added transformation F-Curves (Location, Rotation, Scale) and also Color is based on the transform axis'
KeyingSetPath.array_index -> array_index: int 'Index to the specific setting if applicable'
KeyingSetPath.data_path -> data_path: string 'Path to property setting'
KeyingSetPath.entire_array -> use_entire_array: boolean "When an 'array/vector' type is chosen (Location, Rotation, Color, etc.), entire array is to be used"
KeyingSetPath.group -> group: string 'Name of Action Group to assign setting(s) for this path to'
KeyingSetPath.grouping -> group_method: enum 'Method used to define which Group-name to use'
KeyingSetPath.id -> id: pointer 'ID-Block that keyframes for Keying Set should be added to (for Absolute Keying Sets only)'
KeyingSetPath.id_type -> id_type: enum 'Type of ID-block that can be used'
KeyingSetPath.insertkey_needed -> use_insertkey_needed: boolean "Only insert keyframes where they're needed in the relevant F-Curves"
KeyingSetPath.insertkey_visual -> use_insertkey_visual: boolean "Insert keyframes based on 'visual transforms'"
KeyingSetPath.insertkey_xyz_to_rgb -> use_insertkey_xyz_to_rgb: boolean 'Color for newly added transformation F-Curves (Location, Rotation, Scale) and also Color is based on the transform axis'
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 'NO DESCRIPTION'
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 'NO DESCRIPTION'
KinematicConstraint.pole_target -> pole_target: pointer 'Object for pole rotation'
KinematicConstraint.pos_lock_x -> lock_location_x: boolean 'Constraint position along X axis'
KinematicConstraint.pos_lock_y -> lock_location_y: boolean 'Constraint position along Y axis'
KinematicConstraint.pos_lock_z -> lock_location_z: boolean 'Constraint position along Z axis'
KinematicConstraint.rot_lock_x -> lock_rotation_x: boolean 'Constraint rotation along X axis'
KinematicConstraint.rot_lock_y -> lock_rotation_y: boolean 'Constraint rotation along Y axis'
KinematicConstraint.rot_lock_z -> lock_rotation_z: boolean 'Constraint rotation along Z axis'
KinematicConstraint.subtarget -> subtarget: string 'NO DESCRIPTION'
KinematicConstraint.target -> target: pointer 'Target Object'
KinematicConstraint.use_position -> use_location: boolean 'Chain follows position of target'
KinematicConstraint.use_rotation -> use_rotation: boolean 'Chain follows rotation of target'
KinematicConstraint.use_stretch -> use_stretch: boolean 'Enable IK Stretching'
KinematicConstraint.use_tail -> use_tail: boolean "Include bone's tail as last element in chain"
KinematicConstraint.use_target -> use_target: boolean 'Disable for targetless IK'
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.diffuse -> use_diffuse: boolean 'Lamp does diffuse shading'
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.layer -> use_own_layer: boolean 'Illuminates objects only on the same layer the lamp is on'
Lamp.negative -> use_negative: boolean 'Lamp casts negative light'
Lamp.specular -> use_specular: boolean 'Lamp creates specular highlights'
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'
LampSkySettings.use_atmosphere -> use_atmosphere: boolean 'Apply sun effect on atmosphere'
LampSkySettings.use_sky -> use_sky: boolean 'Apply sun effect on sky'
LampTextureSlot.color_factor -> color_factor: float 'Amount texture affects color values'
LampTextureSlot.map_color -> use_map_color: boolean 'Lets the texture affect the basic color of the lamp'
LampTextureSlot.map_shadow -> use_map_shadow: boolean 'Lets the texture affect the shadow color of the lamp'
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 'NO DESCRIPTION'
Lattice.interpolation_type_u -> interpolation_type_u: enum 'NO DESCRIPTION'
Lattice.interpolation_type_v -> interpolation_type_v: enum 'NO DESCRIPTION'
Lattice.interpolation_type_w -> interpolation_type_w: enum 'NO DESCRIPTION'
Lattice.outside -> use_outside: boolean 'Only draw, and take into account, the outer vertices'
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 'NO DESCRIPTION'
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 'NO DESCRIPTION'
LimitDistanceConstraint.target -> target: pointer 'Target Object'
LimitLocationConstraint.limit_transform -> limit_transform: boolean 'Transforms are affected by this constraint as well'
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'
LimitLocationConstraint.use_maximum_x -> use_max_x: boolean 'Use the maximum X value'
LimitLocationConstraint.use_maximum_y -> use_max_y: boolean 'Use the maximum Y value'
LimitLocationConstraint.use_maximum_z -> use_max_z: boolean 'Use the maximum Z value'
LimitLocationConstraint.use_minimum_x -> use_min_x: boolean 'Use the minimum X value'
LimitLocationConstraint.use_minimum_y -> use_min_y: boolean 'Use the minimum Y value'
LimitLocationConstraint.use_minimum_z -> use_min_z: boolean 'Use the minimum Z value'
LimitRotationConstraint.limit_transform -> limit_transform: boolean 'Transforms are affected by this constraint as well'
LimitRotationConstraint.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'
LimitRotationConstraint.use_limit_x -> use_limit_x: boolean 'Use the minimum X value'
LimitRotationConstraint.use_limit_y -> use_limit_y: boolean 'Use the minimum Y value'
LimitRotationConstraint.use_limit_z -> use_limit_z: boolean 'Use the minimum Z value'
LimitScaleConstraint.limit_transform -> limit_transform: boolean 'Transforms are affected by this constraint as well'
LimitScaleConstraint.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'
LimitScaleConstraint.use_maximum_x -> use_max_x: boolean 'Use the maximum X value'
LimitScaleConstraint.use_maximum_y -> use_max_y: boolean 'Use the maximum Y value'
LimitScaleConstraint.use_maximum_z -> use_max_z: boolean 'Use the maximum Z value'
LimitScaleConstraint.use_minimum_x -> use_min_x: boolean 'Use the minimum X value'
LimitScaleConstraint.use_minimum_y -> use_min_y: boolean 'Use the minimum Y value'
LimitScaleConstraint.use_minimum_z -> use_min_z: boolean 'Use the minimum Z value'
LockedTrackConstraint.lock -> lock: enum 'Axis that points upward'
LockedTrackConstraint.subtarget -> subtarget: string 'NO DESCRIPTION'
LockedTrackConstraint.target -> target: pointer 'Target Object'
LockedTrackConstraint.track -> track: enum 'Axis that points to the target object'
Macro.bl_description -> bl_description: string 'NO DESCRIPTION'
Macro.bl_idname -> bl_idname: string 'NO DESCRIPTION'
Macro.bl_label -> bl_label: string 'NO DESCRIPTION'
Macro.bl_options -> bl_options: enum 'Options for this operator type'
Macro.name -> name: string, '(read-only)'
Macro.properties -> properties: pointer, '(read-only)'
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.debug -> show_debug: boolean 'Print debugging information in console'
Main.file_is_saved -> is_saved: boolean, '(read-only) Has the current session been saved to disk as a .blend file'
Main.filepath -> filepath: string, '(read-only) Path to the .blend file'
Main.fonts -> fonts: collection, '(read-only) Vector font datablocks.'
Main.gpencil -> gpencil: collection, '(read-only) Grease Pencil datablocks.'
Main.groups -> groups: collection, '(read-only) Group datablocks.'
Main.images -> images: collection, '(read-only) Image datablocks.'
Main.lamps -> lamps: collection, '(read-only) Lamp datablocks.'
Main.lattices -> lattices: collection, '(read-only) Lattice datablocks.'
Main.libraries -> libraries: collection, '(read-only) Library datablocks.'
Main.materials -> materials: collection, '(read-only) Material datablocks.'
Main.meshes -> meshes: collection, '(read-only) Mesh datablocks.'
Main.metaballs -> metaballs: collection, '(read-only) Metaball datablocks.'
Main.node_groups -> node_groups: collection, '(read-only) Node group datablocks.'
Main.objects -> objects: collection, '(read-only) Object datablocks.'
Main.particles -> particles: collection, '(read-only) Particle datablocks.'
Main.scenes -> scenes: collection, '(read-only) Scene datablocks.'
Main.screens -> screens: collection, '(read-only) Screen datablocks.'
Main.scripts -> scripts: collection, '(read-only) Script datablocks (DEPRECATED).'
Main.sounds -> sounds: collection, '(read-only) Sound datablocks.'
Main.texts -> texts: collection, '(read-only) Text datablocks.'
Main.textures -> textures: collection, '(read-only) Texture datablocks.'
Main.window_managers -> window_managers: collection, '(read-only) Window manager datablocks.'
Main.worlds -> worlds: collection, '(read-only) World datablocks.'
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 'NO DESCRIPTION'
MarbleTexture.noisebasis2 -> noisebasis2: enum 'NO DESCRIPTION'
MarbleTexture.stype -> stype: enum 'NO DESCRIPTION'
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.invert -> invert_vertex_group: boolean 'Use vertices that are not part of region defined'
MaskModifier.mode -> mode: enum 'NO DESCRIPTION'
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.cast_approximate -> use_cast_approximate: boolean 'Allow this material to cast shadows when using approximate ambient occlusion.'
Material.cast_buffer_shadows -> use_cast_buffer_shadows: boolean 'Allow this material to cast shadows from shadow buffer lamps'
Material.cast_shadows_only -> use_cast_shadows_only: boolean 'Makes objects with this material appear invisible, only casting shadows (not rendered)'
Material.cubic -> use_cubic: boolean 'Use cubic interpolation for diffuse values, for smoother transitions'
Material.darkness -> darkness: float 'Minnaert darkness'
Material.diffuse_color -> diffuse_color: float 'NO DESCRIPTION'
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 'NO DESCRIPTION'
Material.diffuse_ramp_factor -> diffuse_ramp_factor: float 'Blending factor (also uses alpha in Colorband)'
Material.diffuse_ramp_input -> diffuse_ramp_input: enum 'NO DESCRIPTION'
Material.diffuse_shader -> diffuse_shader: enum 'NO DESCRIPTION'
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'
NEGATE * Material.exclude_mist -> use_mist: boolean 'Excludes this material from mist effects (in world settings)'
Material.face_texture -> use_face_texture: boolean "Replaces the object's base color with color from face assigned image textures"
Material.face_texture_alpha -> use_face_texture_alpha: boolean "Replaces the object's base alpha value with alpha from face assigned image textures"
Material.full_oversampling -> use_full_oversampling: boolean 'Force this material to render full shading/textures for all anti-aliasing samples'
Material.halo -> halo: pointer, '(read-only) Halo settings for the material'
Material.invert_z -> invert_z: boolean "Renders material's faces with an inverted Z buffer (scanline only)"
Material.light_group -> light_group: pointer 'Limit lighting to lamps in this Group'
Material.light_group_exclusive -> use_light_group_exclusive: boolean 'Material uses the light group exclusively - these lamps are excluded from other scene lighting'
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.object_color -> use_object_color: boolean 'Modulate the result with a per-object color'
Material.only_shadow -> use_only_shadow: boolean "Renders shadows as the material's alpha value, making materials transparent except for shadowed areas"
Material.physics -> physics: pointer, '(read-only) Game physics settings'
Material.preview_render_type -> preview_render_type: enum 'Type of preview render'
Material.ray_shadow_bias -> use_ray_shadow_bias: boolean 'Prevents raytraced shadow errors on surfaces with smooth shaded normals (terminator problem)'
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.receive_transparent_shadows -> use_transparent_shadows: boolean 'Allow this object to receive transparent shadows casted through other objects'
Material.roughness -> rough: float 'Oren-Nayar Roughness'
Material.shadeless -> use_shadeless: boolean 'Makes this material insensitive to light or shadow'
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.shadows -> use_shadows: boolean 'Allows this material to receive shadows'
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 'NO DESCRIPTION'
Material.specular_intensity -> specular_intensity: float 'NO DESCRIPTION'
Material.specular_ior -> specular_ior: float 'NO DESCRIPTION'
Material.specular_ramp -> specular_ramp: pointer, '(read-only) Color ramp used to affect specular shading'
Material.specular_ramp_blend -> specular_ramp_blend: enum 'NO DESCRIPTION'
Material.specular_ramp_factor -> specular_ramp_factor: float 'Blending factor (also uses alpha in Colorband)'
Material.specular_ramp_input -> specular_ramp_input: enum 'NO DESCRIPTION'
Material.specular_shader -> specular_shader: enum 'NO DESCRIPTION'
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.tangent_shading -> use_tangent_shading: boolean "Use the material's tangent vector instead of the normal for shading - for anisotropic shading effects"
Material.texture_slots -> texture_slots: collection, '(read-only) Texture slots defining the mapping and influence of textures'
Material.traceable -> use_traceable: boolean 'Include this material and geometry that uses it in ray tracing calculations'
Material.translucency -> translucency: float 'Amount of diffuse shading on the back side'
Material.transparency -> use_transparency: boolean 'Render material as transparent'
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.use_diffuse_ramp -> use_diffuse_ramp: boolean 'Toggle diffuse ramp operations'
Material.use_nodes -> use_nodes: boolean 'Use shader nodes to render the material'
Material.use_sky -> use_sky: boolean 'Renders this material with zero alpha, with sky background in place (scanline only)'
Material.use_specular_ramp -> use_specular_ramp: boolean 'Toggle specular ramp operations'
Material.use_textures -> use_textures: boolean 'Enable/Disable each texture'
Material.vertex_color_light -> use_vertex_color_light: boolean 'Add vertex colors as additional lighting'
Material.vertex_color_paint -> use_vertex_color_paint: boolean "Replaces object base color with vertex colors (multiplies with 'texture face' face assigned textures)"
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_mode -> use_flare_mode: boolean 'Renders halo as a lensflare'
MaterialHalo.flare_seed -> flare_seed: int 'Specifies an offset in the flare seed table'
MaterialHalo.flare_size -> flare_size: float 'Sets the factor by which the flare is larger than the halo'
MaterialHalo.flare_subsize -> flare_subsize: float 'Sets the dimension of the subflares, dots and circles'
MaterialHalo.flares_sub -> flares_sub: int 'Sets the number of subflares'
MaterialHalo.hardness -> hard: int 'Sets the hardness of the halo'
MaterialHalo.line_number -> line_number: int 'Sets the number of star shaped lines rendered over the halo'
MaterialHalo.lines -> use_lines: boolean 'Renders star shaped lines over halo'
MaterialHalo.ring -> use_ring: boolean 'Renders rings over halo'
MaterialHalo.rings -> rings: int 'Sets the number of rings rendered over the halo'
MaterialHalo.seed -> seed: int 'Randomizes ring dimension and line location'
MaterialHalo.shaded -> use_shading: boolean 'Lets halo receive light and shadows from external objects'
MaterialHalo.size -> size: float 'Sets the dimension of the halo'
MaterialHalo.soft -> use_soft: boolean 'Softens the edges of halos at intersections with other geometry'
MaterialHalo.star -> use_star: boolean 'Renders halo as a star'
MaterialHalo.star_tips -> star_tips: int 'Sets the number of points on the star shaped halo'
MaterialHalo.texture -> use_texture: boolean 'Gives halo a texture'
MaterialHalo.vertex_normal -> use_vertex_normal: boolean 'Uses the vertex normal to specify the dimension of the halo'
MaterialHalo.xalpha -> use_extreme_alpha: boolean 'Uses extreme alpha'
MaterialPhysics.align_to_normal -> use_align_to_normal: boolean 'Align dynamic game objects along the surface normal, when inside the physics distance area'
MaterialPhysics.damp -> damp: float 'Damping of the spring force, when inside the physics distance area'
MaterialPhysics.distance -> distance: float 'Distance of the physics area'
MaterialPhysics.elasticity -> elasticity: float 'Elasticity of collisions'
MaterialPhysics.force -> force: float 'Upward spring force, when inside the physics distance area'
MaterialPhysics.friction -> friction: float 'Coulomb friction coefficient, when inside the physics distance area'
MaterialRaytraceMirror.depth -> depth: int 'Maximum allowed number of light inter-reflections'
MaterialRaytraceMirror.distance -> distance: float 'Maximum distance of reflected rays. Reflections further than this range fade to sky color or material color'
MaterialRaytraceMirror.enabled -> use: boolean 'Enable raytraced reflections'
MaterialRaytraceMirror.fade_to -> fade_to: enum 'The color that rays with no intersection within the Max Distance take. Material color can be best for indoor scenes, sky color for outdoor'
MaterialRaytraceMirror.fresnel -> fresnel: float 'Power of Fresnel for mirror reflection'
MaterialRaytraceMirror.fresnel_factor -> fresnel_factor: float 'Blending factor for Fresnel'
MaterialRaytraceMirror.gloss_anisotropic -> gloss_anisotropic: float 'The shape of the reflection, from 0.0 (circular) to 1.0 (fully stretched along the tangent'
MaterialRaytraceMirror.gloss_factor -> gloss_factor: float 'The shininess of the reflection. Values < 1.0 give diffuse, blurry reflections'
MaterialRaytraceMirror.gloss_samples -> gloss_samples: int 'Number of cone samples averaged for blurry reflections'
MaterialRaytraceMirror.gloss_threshold -> gloss_threshold: float 'Threshold for adaptive sampling. If a sample contributes less than this amount (as a percentage), sampling is stopped'
MaterialRaytraceMirror.reflect_factor -> reflect_factor: float 'Sets the amount mirror reflection for raytrace'
MaterialRaytraceTransparency.depth -> depth: int 'Maximum allowed number of light inter-refractions'
MaterialRaytraceTransparency.falloff -> falloff: float 'Falloff power for transmissivity filter effect (1.0 is linear)'
MaterialRaytraceTransparency.filter -> filter: float "Amount to blend in the material's diffuse color in raytraced transparency (simulating absorption)"
MaterialRaytraceTransparency.fresnel -> fresnel: float 'Power of Fresnel for transparency (Ray or ZTransp)'
MaterialRaytraceTransparency.fresnel_factor -> fresnel_factor: float 'Blending factor for Fresnel'
MaterialRaytraceTransparency.gloss_factor -> gloss_factor: float 'The clarity of the refraction. Values < 1.0 give diffuse, blurry refractions'
MaterialRaytraceTransparency.gloss_samples -> gloss_samples: int 'Number of cone samples averaged for blurry refractions'
MaterialRaytraceTransparency.gloss_threshold -> gloss_threshold: float 'Threshold for adaptive sampling. If a sample contributes less than this amount (as a percentage), sampling is stopped'
MaterialRaytraceTransparency.ior -> ior: float 'Sets angular index of refraction for raytraced refraction'
MaterialRaytraceTransparency.limit -> limit: float 'Maximum depth for light to travel through the transparent material before becoming fully filtered (0.0 is disabled)'
MaterialSlot.link -> link: enum "Link material to object or the object's data"
MaterialSlot.material -> material: pointer 'Material datablock used by this material slot'
MaterialSlot.name -> name: string, '(read-only) Material slot name'
MaterialStrand.blend_distance -> blend_distance: float 'Worldspace distance over which to blend in the surface normal'
MaterialStrand.blender_units -> use_blender_units: boolean 'Use Blender units for widths instead of pixels'
MaterialStrand.min_size -> size_min: float 'Minimum size of strands in pixels'
MaterialStrand.root_size -> root_size: float 'Start size of strands in pixels or Blender units'
MaterialStrand.shape -> shape: float 'Positive values make strands rounder, negative makes strands spiky'
MaterialStrand.surface_diffuse -> use_surface_diffuse: boolean 'Make diffuse shading more similar to shading the surface'
MaterialStrand.tangent_shading -> use_tangent_shading: boolean 'Uses direction of strands as normal for tangent-shading'
MaterialStrand.tip_size -> tip_size: float 'End size of strands in pixels or Blender units'
MaterialStrand.uv_layer -> uv_layer: string 'Name of UV layer to override'
MaterialStrand.width_fade -> width_fade: float 'Transparency along the width of the strand'
MaterialSubsurfaceScattering.back -> back: float 'Back scattering weight'
MaterialSubsurfaceScattering.color -> color: float 'Scattering color'
MaterialSubsurfaceScattering.color_factor -> color_factor: float 'Blend factor for SSS colors'
MaterialSubsurfaceScattering.enabled -> use: boolean 'Enable diffuse subsurface scatting effects in a material'
MaterialSubsurfaceScattering.error_tolerance -> error_tolerance: float 'Error tolerance (low values are slower and higher quality)'
MaterialSubsurfaceScattering.front -> front: float 'Front scattering weight'
MaterialSubsurfaceScattering.ior -> ior: float 'Index of refraction (higher values are denser)'
MaterialSubsurfaceScattering.radius -> radius: float 'Mean red/green/blue scattering path length'
MaterialSubsurfaceScattering.scale -> scale: float 'Object scale factor'
MaterialSubsurfaceScattering.texture_factor -> texture_factor: float 'Texture scatting blend factor'
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.enabled -> use: boolean 'Enable this material texture slot'
MaterialTextureSlot.from_dupli -> use_from_dupli: boolean "Dupli's instanced from verts, faces or particles, inherit texture coordinate from their parent"
MaterialTextureSlot.from_original -> use_from_original: boolean "Dupli's derive their object coordinates from the original objects transformation"
MaterialTextureSlot.hardness_factor -> hard_factor: float 'Amount texture affects hardness'
MaterialTextureSlot.map_alpha -> use_map_alpha: boolean 'Causes the texture to affect the alpha value'
MaterialTextureSlot.map_ambient -> use_map_ambient: boolean 'Causes the texture to affect the value of ambient'
MaterialTextureSlot.map_colordiff -> use_map_colordiff: boolean 'Causes the texture to affect basic color of the material'
MaterialTextureSlot.map_coloremission -> use_map_coloremission: boolean 'Causes the texture to affect the color of emission'
MaterialTextureSlot.map_colorreflection -> use_map_colorreflection: boolean 'Causes the texture to affect the color of scattered light'
MaterialTextureSlot.map_colorspec -> use_map_colorspec: boolean 'Causes the texture to affect the specularity color'
MaterialTextureSlot.map_colortransmission -> use_map_colortransmission: boolean 'Causes the texture to affect the result color after other light has been scattered/absorbed'
MaterialTextureSlot.map_density -> use_map_density: boolean "Causes the texture to affect the volume's density"
MaterialTextureSlot.map_diffuse -> use_map_diffuse: boolean 'Causes the texture to affect the value of the materials diffuse reflectivity'
MaterialTextureSlot.map_displacement -> use_map_displacement: boolean 'Let the texture displace the surface'
MaterialTextureSlot.map_emission -> use_map_emission: boolean "Causes the texture to affect the volume's emission"
MaterialTextureSlot.map_emit -> use_map_emit: boolean 'Causes the texture to affect the emit value'
MaterialTextureSlot.map_hardness -> use_map_hardness: boolean 'Causes the texture to affect the hardness value'
MaterialTextureSlot.map_mirror -> use_map_mirror: boolean 'Causes the texture to affect the mirror color'
MaterialTextureSlot.map_normal -> use_map_normal: boolean 'Causes the texture to affect the rendered normal'
MaterialTextureSlot.map_raymir -> use_map_raymir: boolean 'Causes the texture to affect the ray-mirror value'
MaterialTextureSlot.map_reflection -> use_map_reflect: boolean "Causes the texture to affect the reflected light's brightness"
MaterialTextureSlot.map_scattering -> use_map_scatter: boolean "Causes the texture to affect the volume's scattering"
MaterialTextureSlot.map_specular -> use_map_specular: boolean 'Causes the texture to affect the value of specular reflectivity'
MaterialTextureSlot.map_translucency -> use_map_translucency: boolean 'Causes the texture to affect the translucency value'
MaterialTextureSlot.map_warp -> use_map_warp: boolean 'Let the texture warp texture coordinates of next channels'
MaterialTextureSlot.mapping -> mapping: enum 'NO DESCRIPTION'
MaterialTextureSlot.mirror_factor -> mirror_factor: float 'Amount texture affects mirror color'
MaterialTextureSlot.new_bump -> use_new_bump: boolean 'Use new, corrected bump mapping code (backwards compatibility option)'
MaterialTextureSlot.normal_factor -> normal_factor: float 'Amount texture affects normal values'
MaterialTextureSlot.normal_map_space -> normal_map_space: enum 'NO DESCRIPTION'
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 'NO DESCRIPTION'
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 'NO DESCRIPTION'
MaterialTextureSlot.y_mapping -> y_mapping: enum 'NO DESCRIPTION'
MaterialTextureSlot.z_mapping -> z_mapping: enum 'NO DESCRIPTION'
MaterialVolume.asymmetry -> asymmetry: float 'Back scattering (-1.0) to Forward scattering (1.0) and the range in between'
MaterialVolume.cache_resolution -> cache_resolution: int 'Resolution of the voxel grid, low resolutions are faster, high resolutions use more memory'
MaterialVolume.density -> density: float 'The base density of the volume'
MaterialVolume.density_scale -> density_scale: float "Multiplier for the material's density"
MaterialVolume.depth_cutoff -> depth_cutoff: float 'Stop ray marching early if transmission drops below this luminance - higher values give speedups in dense volumes at the expense of accuracy'
MaterialVolume.emission -> emission: float 'Amount of light that gets emitted by the volume'
MaterialVolume.emission_color -> emission_color: float 'NO DESCRIPTION'
MaterialVolume.external_shadows -> use_external_shadows: boolean 'Receive shadows from sources outside the volume (temporary)'
MaterialVolume.light_cache -> use_light_cache: boolean 'Pre-calculate the shading information into a voxel grid, speeds up shading at slightly less accuracy'
MaterialVolume.lighting_mode -> light_mode: enum 'Method of shading, attenuating, and scattering light through the volume'
MaterialVolume.ms_diffusion -> ms_diffusion: float 'Diffusion factor, the strength of the blurring effect'
MaterialVolume.ms_intensity -> ms_intensity: float 'Multiplier for multiple scattered light energy'
MaterialVolume.ms_spread -> ms_spread: float 'Proportional distance over which the light is diffused'
MaterialVolume.reflection -> reflection: float 'Multiplier to make out-scattered light brighter or darker (non-physically correct)'
MaterialVolume.reflection_color -> reflection_color: float 'Colour of light scattered out of the volume (does not affect transmission)'
MaterialVolume.scattering -> scattering: float 'Amount of light that gets scattered out by the volume - the more out-scattering, the shallower the light will penetrate'
MaterialVolume.step_calculation -> step_calculation: enum 'Method of calculating the steps through the volume'
MaterialVolume.step_size -> step_size: float 'Distance between subsequent volume depth samples'
MaterialVolume.transmission_color -> transmission_color: float 'Result color of the volume, after other light has been scattered/absorbed'
Menu.bl_idname -> bl_idname: string 'NO DESCRIPTION'
Menu.bl_label -> bl_label: string 'NO DESCRIPTION'
Menu.layout -> layout: pointer, '(read-only)'
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.all_edges -> show_all_edges: boolean 'Displays all edges for wireframe in all view modes in the 3D view'
Mesh.animation_data -> animation_data: pointer, '(read-only) Animation data for this datablock'
Mesh.auto_texspace -> use_auto_texspace: boolean "Adjusts active object's texture space automatically when transforming object"
Mesh.autosmooth -> use_autosmooth: boolean "Treats all set-smoothed faces with angles less than the specified angle as 'smooth' during render"
Mesh.autosmooth_angle -> autosmooth_angle: int "Defines maximum angle between face normals that 'Auto Smooth' will operate on"
Mesh.double_sided -> show_double_sided: boolean 'Render/display the mesh with double or single sided lighting'
Mesh.draw_bevel_weights -> show_bevel_weights: boolean 'Displays weights created for the Bevel modifier'
Mesh.draw_creases -> show_creases: boolean 'Displays creases created for subsurf weighting'
Mesh.draw_edge_angle -> show_edge_angle: boolean 'Displays the angles in the selected edges in degrees'
Mesh.draw_edge_length -> show_edge_length: boolean 'Displays selected edge lengths, Using global values when set in the transform panel'
Mesh.draw_edges -> show_edges: boolean 'Displays selected edges using highlights in the 3D view and UV editor'
Mesh.draw_face_area -> show_face_area: boolean 'Displays the area of selected faces'
Mesh.draw_faces -> show_faces: boolean 'Displays all faces as shades in the 3D view and UV editor'
Mesh.draw_normals -> show_normals: boolean 'Displays face normals as lines'
Mesh.draw_seams -> show_seams: boolean 'Displays UV unwrapping seams'
Mesh.draw_sharp -> show_sharp: boolean 'Displays sharp edges, used with the EdgeSplit modifier'
Mesh.draw_vertex_normals -> show_vertex_normals: boolean 'Displays vertex normals as lines'
Mesh.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.use_mirror_topology -> use_mirror_topology: boolean 'Use topology based mirroring'
Mesh.use_mirror_x -> use_mirror_x: boolean 'X Axis mirror editing'
Mesh.use_paint_mask -> use_paint_mask: boolean 'Face selection masking for painting'
Mesh.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 'NO DESCRIPTION'
MeshColor.color2 -> color2: float 'NO DESCRIPTION'
MeshColor.color3 -> color3: float 'NO DESCRIPTION'
MeshColor.color4 -> color4: float 'NO DESCRIPTION'
MeshColorLayer.active -> active: boolean 'Sets the layer as active for display and editing'
MeshColorLayer.active_render -> active_render: boolean 'Sets the layer as active for rendering'
MeshColorLayer.data -> data: collection, '(read-only)'
MeshColorLayer.name -> name: string 'NO DESCRIPTION'
MeshDeformModifier.dynamic -> use_dynamic_bind: boolean 'Recompute binding dynamically on top of other deformers (slower and more memory consuming.)'
MeshDeformModifier.invert -> invert_vertex_group: boolean 'Invert vertex group influence'
MeshDeformModifier.is_bound -> is_bound: boolean, '(read-only) Whether geometry has been bound to control cage'
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.fgon -> is_fgon: boolean, '(read-only) Fgon edge'
MeshEdge.hide -> hide: boolean 'NO DESCRIPTION'
MeshEdge.index -> index: int, '(read-only) Index number of the vertex'
MeshEdge.loose -> is_loose: boolean, '(read-only) Loose edge'
MeshEdge.seam -> use_seam: boolean 'Seam edge for UV unwrapping'
MeshEdge.select -> select: boolean 'NO DESCRIPTION'
MeshEdge.sharp -> use_sharp: boolean 'Sharp edge for the EdgeSplit modifier'
MeshEdge.verts -> verts: int 'Vertex indices'
MeshFace.area -> area: float, '(read-only) read only area of the face'
MeshFace.hide -> hide: boolean 'NO DESCRIPTION'
MeshFace.index -> index: int, '(read-only) Index number of the vertex'
MeshFace.material_index -> material_index: int 'NO DESCRIPTION'
MeshFace.normal -> normal: float, '(read-only) local space unit length normal vector for this face'
MeshFace.select -> select: boolean 'NO DESCRIPTION'
MeshFace.smooth -> use_smooth: boolean 'NO DESCRIPTION'
MeshFace.verts -> verts: int 'Vertex indices'
MeshFace.verts_raw -> verts_raw: int 'Fixed size vertex indices array'
MeshFaces.active -> active: int 'The active face for this mesh'
MeshFaces.active_tface -> active_tface: pointer, '(read-only) Active Texture Face'
MeshFloatProperty.value -> value: float 'NO DESCRIPTION'
MeshFloatPropertyLayer.data -> data: collection, '(read-only)'
MeshFloatPropertyLayer.name -> name: string 'NO DESCRIPTION'
MeshIntProperty.value -> value: int 'NO DESCRIPTION'
MeshIntPropertyLayer.data -> data: collection, '(read-only)'
MeshIntPropertyLayer.name -> name: string 'NO DESCRIPTION'
MeshSticky.co -> co: float 'Sticky texture coordinate location'
MeshStringProperty.value -> value: string 'NO DESCRIPTION'
MeshStringPropertyLayer.data -> data: collection, '(read-only)'
MeshStringPropertyLayer.name -> name: string 'NO DESCRIPTION'
MeshTextureFace.alpha_sort -> use_alpha_sort: boolean 'Enable sorting of faces for correct alpha drawing (slow, use Clip Alpha instead when possible)'
MeshTextureFace.billboard -> use_billboard: boolean 'Billboard with Z-axis constraint'
MeshTextureFace.collision -> use_collision: boolean 'Use face for collision and ray-sensor detection'
MeshTextureFace.halo -> use_halo: boolean 'Screen aligned billboard'
MeshTextureFace.image -> image: pointer 'NO DESCRIPTION'
MeshTextureFace.invisible -> hide: boolean 'Make face invisible'
MeshTextureFace.light -> use_light: boolean 'Use light for face'
MeshTextureFace.object_color -> use_object_color: boolean 'Use ObColor instead of vertex colors'
MeshTextureFace.select_uv -> select_uv: boolean 'NO DESCRIPTION'
MeshTextureFace.shadow -> use_shadow_face: boolean 'Face is used for shadow'
MeshTextureFace.shared -> use_blend_shared: boolean 'Blend vertex colors across face when vertices are shared'
MeshTextureFace.tex -> use_texture: boolean 'Render face with texture'
MeshTextureFace.text -> use_bitmap_text: boolean 'Enable bitmap text on face'
MeshTextureFace.transp -> transp: enum 'Transparency blending mode'
MeshTextureFace.twoside -> use_twoside: boolean 'Render face two-sided'
MeshTextureFace.uv -> uv: float 'NO DESCRIPTION'
MeshTextureFace.uv1 -> uv1: float 'NO DESCRIPTION'
MeshTextureFace.uv2 -> uv2: float 'NO DESCRIPTION'
MeshTextureFace.uv3 -> uv3: float 'NO DESCRIPTION'
MeshTextureFace.uv4 -> uv4: float 'NO DESCRIPTION'
MeshTextureFace.uv_pinned -> pin_uv: boolean 'NO DESCRIPTION'
MeshTextureFace.uv_raw -> uv_raw: float 'Fixed size UV coordinates array'
MeshTextureFaceLayer.active -> active: boolean 'Sets the layer as active for display and editing'
MeshTextureFaceLayer.active_clone -> active_clone: boolean 'Sets the layer as active for cloning'
MeshTextureFaceLayer.active_render -> active_render: boolean 'Sets the layer as active for rendering'
MeshTextureFaceLayer.data -> data: collection, '(read-only)'
MeshTextureFaceLayer.name -> name: string 'NO DESCRIPTION'
MeshVertex.bevel_weight -> bevel_weight: float "Weight used by the Bevel modifier 'Only Vertices' option"
MeshVertex.co -> co: float 'NO DESCRIPTION'
MeshVertex.groups -> groups: collection, '(read-only) Weights for the vertex groups this vertex is member of'
MeshVertex.hide -> hide: boolean 'NO DESCRIPTION'
MeshVertex.index -> index: int, '(read-only) Index number of the vertex'
MeshVertex.normal -> normal: float 'Vertex Normal'
MeshVertex.select -> select: boolean 'NO DESCRIPTION'
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.auto_texspace -> use_auto_texspace: boolean "Adjusts active object's texture space automatically when transforming object"
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.hide -> hide: boolean 'Hide element'
MetaElement.location -> location: float 'NO DESCRIPTION'
MetaElement.negative -> use_negative: boolean 'Set metaball as negative one'
MetaElement.radius -> radius: float 'NO DESCRIPTION'
MetaElement.rotation -> rotation: float 'NO DESCRIPTION'
MetaElement.size_x -> size_x: float 'Size of element, use of components depends on element type'
MetaElement.size_y -> size_y: float 'Size of element, use of components depends on element type'
MetaElement.size_z -> size_z: float 'Size of element, use of components depends on element type'
MetaElement.stiffness -> stiffness: float 'Stiffness defines how much of the element to fill'
MetaElement.type -> type: enum 'Metaball types'
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.color_saturation -> color_saturation: float 'NO DESCRIPTION'
MetaSequence.convert_float -> use_float: boolean 'Convert input to float data'
MetaSequence.crop -> crop: pointer, '(read-only)'
MetaSequence.de_interlace -> use_deinterlace: boolean 'For video movies to remove fields'
MetaSequence.flip_x -> use_flip_x: boolean 'Flip on the X axis'
MetaSequence.flip_y -> use_flip_y: boolean 'Flip on the Y axis'
MetaSequence.multiply_colors -> multiply_colors: float 'NO DESCRIPTION'
MetaSequence.premultiply -> use_premultiply: boolean 'Convert RGB from key alpha to premultiplied alpha'
MetaSequence.proxy -> proxy: pointer, '(read-only)'
MetaSequence.proxy_custom_directory -> use_proxy_custom_directory: boolean 'Use a custom directory to store data'
MetaSequence.proxy_custom_file -> use_proxy_custom_file: boolean 'Use a custom file to read proxy data from'
MetaSequence.reverse_frames -> use_reverse_frames: boolean 'Reverse frame order'
MetaSequence.sequences -> sequences: collection, '(read-only)'
MetaSequence.strobe -> strobe: float 'Only display every nth frame'
MetaSequence.transform -> transform: pointer, '(read-only)'
MetaSequence.use_color_balance -> use_color_balance: boolean '(3-Way color correction) on input'
MetaSequence.use_crop -> use_crop: boolean 'Crop image before processing'
MetaSequence.use_proxy -> use_proxy: boolean 'Use a preview proxy for this strip'
MetaSequence.use_translation -> use_translation: boolean 'Translate image before processing'
MirrorModifier.clip -> use_clip: boolean 'Prevents vertices from going through the mirror during transform'
MirrorModifier.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'
MirrorModifier.mirror_u -> use_mirror_u: boolean 'Mirror the U texture coordinate around the 0.5 point'
MirrorModifier.mirror_v -> use_mirror_v: boolean 'Mirror the V texture coordinate around the 0.5 point'
MirrorModifier.mirror_vertex_groups -> use_mirror_vertex_groups: boolean 'Mirror vertex groups (e.g. .R->.L)'
MirrorModifier.x -> use_x: boolean 'Enable X axis mirror'
MirrorModifier.y -> use_y: boolean 'Enable Y axis mirror'
MirrorModifier.z -> use_z: boolean 'Enable Z axis mirror'
Modifier.editmode -> show_in_editmode: boolean 'Use modifier while in the edit mode'
Modifier.expanded -> show_expanded: boolean 'Set modifier expanded in the user interface'
Modifier.name -> name: string 'Modifier name'
Modifier.on_cage -> show_on_cage: boolean 'Enable direct editing of modifier control cage'
Modifier.realtime -> show_realtime: boolean 'Realtime display of a modifier'
Modifier.render -> use_render: boolean 'Use modifier during rendering'
Modifier.type -> type: enum, '(read-only)'
MotionPath.editing -> is_edited: boolean 'Path is being edited'
MotionPath.frame_end -> frame_end: int, '(read-only) End frame of the stored range'
MotionPath.frame_start -> frame_start: int, '(read-only) Starting frame of the stored range'
MotionPath.length -> length: int, '(read-only) Number of frames cached'
MotionPath.points -> points: collection, '(read-only) Cached positions per frame'
MotionPath.use_bone_head -> use_bone_head: boolean, '(read-only) For PoseBone paths, use the bone head location when calculating this path'
MotionPathVert.co -> co: float 'NO DESCRIPTION'
MotionPathVert.select -> select: boolean 'Path point is selected for editing'
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.color_saturation -> color_saturation: float 'NO DESCRIPTION'
MovieSequence.convert_float -> use_float: boolean 'Convert input to float data'
MovieSequence.crop -> crop: pointer, '(read-only)'
MovieSequence.de_interlace -> use_deinterlace: boolean 'For video movies to remove fields'
MovieSequence.filepath -> filepath: string 'NO DESCRIPTION'
MovieSequence.flip_x -> use_flip_x: boolean 'Flip on the X axis'
MovieSequence.flip_y -> use_flip_y: boolean 'Flip on the Y axis'
MovieSequence.mpeg_preseek -> mpeg_preseek: int 'For MPEG movies, preseek this many frames'
MovieSequence.multiply_colors -> multiply_colors: float 'NO DESCRIPTION'
MovieSequence.premultiply -> use_premultiply: boolean 'Convert RGB from key alpha to premultiplied alpha'
MovieSequence.proxy -> proxy: pointer, '(read-only)'
MovieSequence.proxy_custom_directory -> use_proxy_custom_directory: boolean 'Use a custom directory to store data'
MovieSequence.proxy_custom_file -> use_proxy_custom_file: boolean 'Use a custom file to read proxy data from'
MovieSequence.reverse_frames -> use_reverse_frames: boolean 'Reverse frame order'
MovieSequence.strobe -> strobe: float 'Only display every nth frame'
MovieSequence.transform -> transform: pointer, '(read-only)'
MovieSequence.use_color_balance -> use_color_balance: boolean '(3-Way color correction) on input'
MovieSequence.use_crop -> use_crop: boolean 'Crop image before processing'
MovieSequence.use_proxy -> use_proxy: boolean 'Use a preview proxy for this strip'
MovieSequence.use_translation -> use_translation: boolean 'Translate image before processing'
MulticamSequence.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.color_saturation -> color_saturation: float 'NO DESCRIPTION'
MulticamSequence.convert_float -> use_float: boolean 'Convert input to float data'
MulticamSequence.crop -> crop: pointer, '(read-only)'
MulticamSequence.de_interlace -> use_deinterlace: boolean 'For video movies to remove fields'
MulticamSequence.flip_x -> use_flip_x: boolean 'Flip on the X axis'
MulticamSequence.flip_y -> use_flip_y: boolean 'Flip on the Y axis'
MulticamSequence.multicam_source -> multicam_source: int 'NO DESCRIPTION'
MulticamSequence.multiply_colors -> multiply_colors: float 'NO DESCRIPTION'
MulticamSequence.premultiply -> use_premultiply: boolean 'Convert RGB from key alpha to premultiplied alpha'
MulticamSequence.proxy -> proxy: pointer, '(read-only)'
MulticamSequence.proxy_custom_directory -> use_proxy_custom_directory: boolean 'Use a custom directory to store data'
MulticamSequence.proxy_custom_file -> use_proxy_custom_file: boolean 'Use a custom file to read proxy data from'
MulticamSequence.reverse_frames -> use_reverse_frames: boolean 'Reverse frame order'
MulticamSequence.strobe -> strobe: float 'Only display every nth frame'
MulticamSequence.transform -> transform: pointer, '(read-only)'
MulticamSequence.use_color_balance -> use_color_balance: boolean '(3-Way color correction) on input'
MulticamSequence.use_crop -> use_crop: boolean 'Crop image before processing'
MulticamSequence.use_proxy -> use_proxy: boolean 'Use a preview proxy for this strip'
MulticamSequence.use_translation -> use_translation: boolean 'Translate image before processing'
MultiresModifier.external -> is_external: boolean, '(read-only) Store multires displacements outside the .blend file, to save memory'
MultiresModifier.filepath -> filepath: string 'Path to external displacements file'
MultiresModifier.levels -> levels: int 'Number of subdivisions to use in the viewport'
MultiresModifier.optimal_display -> show_only_control_edges: boolean 'Skip drawing/rendering of interior subdivided edges'
MultiresModifier.render_levels -> render_levels: int 'NO DESCRIPTION'
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 'NO DESCRIPTION'
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 'NO DESCRIPTION'
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 'NO DESCRIPTION'
NetRenderJob.name -> name: string 'NO DESCRIPTION'
NetRenderSettings.active_blacklisted_slave_index -> active_blacklisted_slave_index: int 'NO DESCRIPTION'
NetRenderSettings.active_job_index -> active_job_index: int 'NO DESCRIPTION'
NetRenderSettings.active_slave_index -> active_slave_index: int 'NO DESCRIPTION'
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.master_broadcast -> use_master_broadcast: boolean 'broadcast master server address on local network'
NetRenderSettings.master_clear -> use_master_clear: boolean 'delete saved files on exit'
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.slave_clear -> use_slave_clear: boolean 'delete downloaded files on exit'
NetRenderSettings.slave_outputlog -> use_slave_output_log: boolean 'Output render text log to console as well as sending it to the master'
NetRenderSettings.slave_thumb -> use_slave_thumb: boolean 'Generate thumbnails on slaves instead of master'
NetRenderSettings.slaves -> slaves: collection, '(read-only)'
NetRenderSettings.slaves_blacklist -> slaves_blacklist: collection, '(read-only)'
NetRenderSlave.name -> name: string 'NO DESCRIPTION'
NlaStrip.action -> action: pointer 'Action referenced by this strip'
NlaStrip.action_frame_end -> action_frame_end: float 'NO DESCRIPTION'
NlaStrip.action_frame_start -> action_frame_start: float 'NO DESCRIPTION'
NlaStrip.active -> active: boolean, '(read-only) NLA Strip is active'
NlaStrip.animated_influence -> use_animated_influence: boolean 'Influence setting is controlled by an F-Curve rather than automatically determined'
NlaStrip.animated_time -> use_animated_time: boolean 'Strip time is controlled by an F-Curve rather than automatically determined'
NlaStrip.animated_time_cyclic -> use_animated_time_cyclic: boolean 'Cycle the animated time within the action start & end'
NlaStrip.auto_blending -> use_auto_blend: boolean 'Number of frames for Blending In/Out is automatically determined from overlapping strips'
NlaStrip.blend_in -> blend_in: float 'Number of frames at start of strip to fade in influence'
NlaStrip.blend_out -> blend_out: float 'NO DESCRIPTION'
NlaStrip.blending -> blend_type: enum "Method used for combining strip's result with accumulated result"
NlaStrip.extrapolation -> extrapolation: enum 'Action to take for gaps past the strip extents'
NlaStrip.fcurves -> fcurves: collection, "(read-only) F-Curves for controlling the strip's influence and timing"
NlaStrip.frame_end -> frame_end: float 'NO DESCRIPTION'
NlaStrip.frame_start -> frame_start: float 'NO DESCRIPTION'
NlaStrip.influence -> influence: float 'Amount the strip contributes to the current result'
NlaStrip.modifiers -> modifiers: collection, '(read-only) Modifiers affecting all the F-Curves in the referenced Action'
NlaStrip.mute -> mute: boolean 'NLA Strip is not evaluated'
NlaStrip.name -> name: string 'NO DESCRIPTION'
NlaStrip.repeat -> repeat: float 'Number of times to repeat the action range'
NlaStrip.reversed -> use_reverse: boolean 'NLA Strip is played back in reverse order (only when timing is automatically determined)'
NlaStrip.scale -> scale: float 'Scaling factor for action'
NlaStrip.select -> select: boolean 'NLA Strip is selected'
NlaStrip.strip_time -> strip_time: float 'Frame of referenced Action to evaluate'
NlaStrip.strips -> strips: collection, '(read-only) NLA Strips that this strip acts as a container for (if it is of type Meta)'
NlaStrip.type -> type: enum, '(read-only) Type of NLA Strip'
NlaTrack.active -> active: boolean, '(read-only) NLA Track is active'
NlaTrack.lock -> lock: boolean 'NLA Track is locked'
NlaTrack.mute -> mute: boolean 'NLA Track is not evaluated'
NlaTrack.name -> name: string 'NO DESCRIPTION'
NlaTrack.select -> select: boolean 'NLA Track is selected'
NlaTrack.solo -> is_solo: boolean, '(read-only) NLA Track is evaluated itself (i.e. active Action and all other NLA Tracks in the same AnimData block are disabled)'
NlaTrack.strips -> strips: collection, '(read-only) NLA Strips on this NLA-track'
Node.inputs -> inputs: collection, '(read-only)'
Node.location -> location: float 'NO DESCRIPTION'
Node.name -> name: string 'Node name'
Node.outputs -> outputs: collection, '(read-only)'
NodeGroup.nodetree -> nodetree: pointer 'NO DESCRIPTION'
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_axis -> show_axis: boolean "Displays the object's origin and axis"
Object.draw_bounds -> show_bounds: boolean "Displays the object's bounds"
Object.draw_bounds_type -> draw_bounds_type: enum 'Object boundary display type'
Object.draw_name -> show_name: boolean "Displays the object's name"
Object.draw_texture_space -> show_texture_space: boolean "Displays the object's texture space"
Object.draw_transparent -> show_transparent: boolean 'Enables transparent materials for the object (Mesh only)'
Object.draw_wire -> show_wire: boolean "Adds the object's wireframe over solid drawing"
Object.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.duplis_used -> is_duplicator: boolean, '(read-only)'
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.hide -> hide: boolean 'Restrict visibility in the viewport'
Object.hide_render -> hide_render: boolean 'Restrict renderability'
Object.hide_select -> hide_select: boolean 'Restrict selection in the viewport'
Object.layers -> layers: boolean 'Layers the object is on'
Object.location -> location: float 'Location of the object'
Object.lock_location -> lock_location: boolean 'Lock editing of location in the interface'
Object.lock_rotation -> lock_rotation: boolean 'Lock editing of rotation in the interface'
Object.lock_rotation_w -> lock_rotation_w: boolean "Lock editing of 'angle' component of four-component rotations in the interface"
Object.lock_rotations_4d -> lock_rotations_4d: boolean 'Lock editing of four component rotations by components (instead of as Eulers)'
Object.lock_scale -> lock_scale: boolean 'Lock editing of scale in the interface'
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 'NO DESCRIPTION'
Object.rotation_quaternion -> rotation_quaternion: float 'Rotation in Quaternions'
Object.scale -> scale: float 'Scaling of the object'
Object.select -> select: boolean 'Object selection state'
Object.shape_key_edit_mode -> use_shape_key_edit_mode: boolean 'Apply shape keys in edit mode (for Meshes only)'
Object.shape_key_lock -> show_shape_key: boolean 'Always show the current Shape for this Object'
Object.slow_parent -> use_slow_parent: boolean 'Create a delay in the parent relationship'
Object.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.time_offset_add_parent -> use_time_offset_add_parent: boolean 'Add the parents time offset value'
Object.time_offset_edit -> use_time_offset_edit: boolean 'Use time offset when inserting keys and display time offset for F-Curve and action views'
Object.time_offset_parent -> use_time_offset_parent: boolean 'Apply the time offset to this objects parent relationship'
Object.time_offset_particle -> use_time_offset_particle: boolean 'Let the time offset work on the particle effect'
Object.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.use_dupli_faces_scale -> use_dupli_faces_scale: boolean 'Scale dupli based on face size'
Object.use_dupli_frames_speed -> use_dupli_frames_speed: boolean 'Set dupliframes to use the frame'
Object.use_dupli_verts_rotation -> use_dupli_verts_rotation: boolean 'Rotate dupli according to vertex normal'
Object.vertex_groups -> vertex_groups: collection, '(read-only) Vertex groups of the object'
Object.x_ray -> show_x_ray: boolean 'Makes the object draw in front of others'
ObjectActuator.add_linear_velocity -> use_add_linear_velocity: boolean 'Toggles between ADD and SET linV'
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.local_angular_velocity -> use_local_angular_velocity: boolean 'Angular velocity is defined in local coordinates'
ObjectActuator.local_force -> use_local_force: boolean 'Force is defined in local coordinates'
ObjectActuator.local_linear_velocity -> use_local_linear_velocity: boolean 'Velocity is defined in local coordinates'
ObjectActuator.local_location -> use_local_location: boolean 'Location is defined in local coordinates'
ObjectActuator.local_rotation -> use_local_rotation: boolean 'Rotation is defined in local coordinates'
ObjectActuator.local_torque -> use_local_torque: boolean 'Torque is defined in local coordinates'
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.servo_limit_x -> use_servo_limit_x: boolean 'Set limit to force along the X axis'
ObjectActuator.servo_limit_y -> use_servo_limit_y: boolean 'Set limit to force along the Y axis'
ObjectActuator.servo_limit_z -> use_servo_limit_z: boolean 'Set limit to force along the Z axis'
ObjectActuator.torque -> torque: float 'Sets the torque'
ObjectBase.layers -> layers: boolean 'Layers the object base is on'
ObjectBase.object -> object: pointer, '(read-only) Object this base links to'
ObjectBase.select -> select: boolean 'Object base selection state'
ObjectConstraints.active -> active: pointer 'Active Object constraint'
ObstacleFluidSettings.active -> use: boolean 'Object contributes to the fluid simulation'
ObstacleFluidSettings.export_animated_mesh -> use_animated_mesh: boolean 'Export this mesh as an animated one. Slower, only use if really necessary (e.g. armatures or parented objects), animated pos/rot/scale IPOs do not require it'
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 'NO DESCRIPTION'
ObstacleFluidSettings.volume_initialization -> volume_initialization: enum 'Volume initialization type'
Operator.bl_description -> bl_description: string 'NO DESCRIPTION'
Operator.bl_idname -> bl_idname: string 'NO DESCRIPTION'
Operator.bl_label -> bl_label: string 'NO DESCRIPTION'
Operator.bl_options -> bl_options: enum 'Options for this operator type'
Operator.has_reports -> has_reports: boolean, '(read-only) Operator has a set of reports (warnings and errors) from last execution'
Operator.layout -> layout: pointer, '(read-only)'
Operator.name -> name: string, '(read-only)'
Operator.properties -> properties: pointer, '(read-only)'
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 'NO DESCRIPTION'
OperatorStrokeElement.mouse -> mouse: float 'NO DESCRIPTION'
OperatorStrokeElement.pen_flip -> pen_flip: boolean 'NO DESCRIPTION'
OperatorStrokeElement.pressure -> pressure: float 'Tablet pressure'
OperatorStrokeElement.time -> time: float 'NO DESCRIPTION'
OperatorTypeMacro.properties -> properties: pointer, '(read-only)'
OutflowFluidSettings.active -> use: boolean 'Object contributes to the fluid simulation'
OutflowFluidSettings.export_animated_mesh -> use_animated_mesh: boolean 'Export this mesh as an animated one. Slower, only use if really necessary (e.g. armatures or parented objects), animated pos/rot/scale IPOs do not require it'
OutflowFluidSettings.volume_initialization -> volume_initialization: enum 'Volume initialization type'
PackedFile.size -> size: int, '(read-only) Size of packed file in bytes'
Paint.brush -> brush: pointer 'Active paint brush'
Paint.fast_navigate -> show_low_resolution: boolean 'For multires, show low resolution while navigating the view'
Paint.show_brush -> show_brush: boolean 'NO DESCRIPTION'
Paint.show_brush_on_surface -> show_brush_on_surface: boolean 'NO DESCRIPTION'
Panel.bl_context -> bl_context: string 'NO DESCRIPTION'
Panel.bl_default_closed -> bl_use_closed: boolean 'NO DESCRIPTION'
Panel.bl_idname -> bl_idname: string 'NO DESCRIPTION'
Panel.bl_label -> bl_label: string 'NO DESCRIPTION'
Panel.bl_region_type -> bl_region_type: enum 'NO DESCRIPTION'
Panel.bl_show_header -> bl_show_header: boolean 'NO DESCRIPTION'
Panel.bl_space_type -> bl_space_type: enum 'NO DESCRIPTION'
Panel.layout -> layout: pointer, '(read-only)'
Panel.text -> text: string 'NO DESCRIPTION'
ParentActuator.compound -> use_compound: boolean 'Add this object shape to the parent shape (only if the parent shape is already compound)'
ParentActuator.ghost -> use_ghost: boolean 'Make this object ghost while parented (only if not compound)'
ParentActuator.mode -> mode: enum 'NO DESCRIPTION'
ParentActuator.object -> object: pointer 'Set this object as parent'
Particle.alive_state -> alive_state: enum 'NO DESCRIPTION'
Particle.angular_velocity -> angular_velocity: float 'NO DESCRIPTION'
Particle.birthtime -> birthtime: float 'NO DESCRIPTION'
Particle.die_time -> die_time: float 'NO DESCRIPTION'
Particle.hair -> hair: collection, '(read-only)'
Particle.is_existing -> is_existing: boolean, '(read-only)'
Particle.is_visible -> is_visible: boolean, '(read-only)'
Particle.keys -> keys: collection, '(read-only)'
Particle.lifetime -> lifetime: float 'NO DESCRIPTION'
Particle.location -> location: float 'NO DESCRIPTION'
Particle.prev_angular_velocity -> prev_angular_velocity: float 'NO DESCRIPTION'
Particle.prev_location -> prev_location: float 'NO DESCRIPTION'
Particle.prev_rotation -> prev_rotation: float 'NO DESCRIPTION'
Particle.prev_velocity -> prev_velocity: float 'NO DESCRIPTION'
Particle.rotation -> rotation: float 'NO DESCRIPTION'
Particle.size -> size: float 'NO DESCRIPTION'
Particle.velocity -> velocity: float 'NO DESCRIPTION'
ParticleBrush.count -> count: int 'Particle count'
ParticleBrush.curve -> curve: pointer, '(read-only)'
ParticleBrush.length_mode -> length_mode: enum 'NO DESCRIPTION'
ParticleBrush.puff_mode -> puff_mode: enum 'NO DESCRIPTION'
ParticleBrush.size -> size: int 'Brush size'
ParticleBrush.steps -> steps: int 'Brush steps'
ParticleBrush.strength -> strength: float 'Brush strength'
ParticleBrush.use_puff_volume -> use_puff_volume: boolean 'Apply puff to unselected end-points, (helps maintain hair volume when puffing root)'
ParticleDupliWeight.count -> count: int 'The number of times this object is repeated with respect to other objects'
ParticleDupliWeight.name -> name: string, '(read-only) Particle dupliobject name'
ParticleEdit.add_interpolate -> use_add_interpolate: boolean 'Interpolate new particles from the existing ones'
ParticleEdit.add_keys -> add_keys: int 'How many keys to make new particles with'
ParticleEdit.auto_velocity -> use_auto_velocity: boolean 'Calculate point velocities automatically'
ParticleEdit.brush -> brush: pointer, '(read-only)'
ParticleEdit.draw_particles -> show_particles: boolean 'Draw actual particles'
ParticleEdit.draw_step -> draw_step: int 'How many steps to draw the path with'
ParticleEdit.editable -> is_editable: boolean, '(read-only) A valid edit mode exists'
ParticleEdit.emitter_deflect -> use_emitter_deflect: boolean 'Keep paths from intersecting the emitter'
ParticleEdit.emitter_distance -> emitter_distance: float 'Distance to keep particles away from the emitter'
ParticleEdit.fade_frames -> fade_frames: int 'How many frames to fade'
ParticleEdit.fade_time -> use_fade_time: boolean 'Fade paths and keys further away from current frame'
ParticleEdit.hair -> is_hair: boolean, '(read-only) Editing hair'
ParticleEdit.keep_lengths -> use_preserve_lengths: boolean 'Keep path lengths constant'
ParticleEdit.keep_root -> use_preserve_root: boolean 'Keep root keys unmodified'
ParticleEdit.object -> object: pointer, '(read-only) The edited object'
ParticleEdit.selection_mode -> selection_mode: enum 'Particle select and display mode'
ParticleEdit.tool -> tool: enum 'NO DESCRIPTION'
ParticleEdit.type -> type: enum 'NO DESCRIPTION'
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.drops -> use_drops: boolean 'Show drop particles'
ParticleFluidSettings.floats -> use_floats: boolean 'Show floating foam particles'
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'
ParticleFluidSettings.tracer -> use_tracer: boolean 'Show tracer particles'
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.alive -> use_alive: boolean 'Show instances when particles are alive'
ParticleInstanceModifier.axis -> axis: enum 'Pole axis for rotation'
ParticleInstanceModifier.children -> use_children: boolean 'Create instances from child particles'
ParticleInstanceModifier.dead -> use_dead: boolean 'Show instances when particles are dead'
ParticleInstanceModifier.keep_shape -> use_preserve_shape: boolean "Don't stretch the object"
ParticleInstanceModifier.normal -> use_normal: boolean 'Create instances from normal particles'
ParticleInstanceModifier.object -> object: pointer 'Object that has the particle system'
ParticleInstanceModifier.particle_system_number -> particle_system_number: int 'NO DESCRIPTION'
ParticleInstanceModifier.position -> position: float 'Position along path'
ParticleInstanceModifier.random_position -> random_position: float 'Randomize position along path'
ParticleInstanceModifier.size -> use_size: boolean 'Use particle size to scale the instances'
ParticleInstanceModifier.unborn -> use_unborn: boolean 'Show instances when particles are unborn'
ParticleInstanceModifier.use_path -> use_path: boolean 'Create instances along particle paths'
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.abs_path_time -> use_absolute_path_time: boolean 'Path timing is in absolute frames'
ParticleSettings.active_dupliweight -> active_dupliweight: pointer, '(read-only)'
ParticleSettings.active_dupliweight_index -> active_dupliweight_index: int 'NO DESCRIPTION'
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.animate_branching -> use_animate_branching: boolean 'Animate branching'
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_lock -> lock_billboard: boolean 'Lock the billboards align axis'
ParticleSettings.billboard_object -> billboard_object: pointer 'Billboards face this object (default is active camera)'
ParticleSettings.billboard_offset -> billboard_offset: float 'NO DESCRIPTION'
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.boids_2d -> lock_boids_to_surface: boolean 'Constrain boids to a surface'
ParticleSettings.branch_threshold -> branch_threshold: float 'Threshold of branching'
ParticleSettings.branching -> use_branching: boolean 'Branch child paths from each other'
ParticleSettings.brownian_factor -> brownian_factor: float 'Specify the amount of Brownian motion'
ParticleSettings.child_effector -> apply_effector_to_children: boolean 'Apply effectors to children'
ParticleSettings.child_guide -> apply_guide_to_children: boolean 'NO DESCRIPTION'
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.die_on_collision -> use_die_on_collision: boolean 'Particles die when they collide with a deflector object'
ParticleSettings.died -> use_died: boolean 'Show particles after they have died'
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_health -> show_health: boolean 'Draw boid health'
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.emitter -> use_render_emitter: boolean 'Render emitter Object also'
ParticleSettings.enable_simplify -> use_simplify: boolean 'Remove child strands as the object becomes smaller on the screen'
ParticleSettings.even_distribution -> use_even_distribution: boolean 'Use even distribution from faces based on face areas or edge lengths'
ParticleSettings.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_invert -> invert_grid: boolean 'Invert what is considered object and what is not'
ParticleSettings.grid_resolution -> grid_resolution: int 'The resolution of the particle grid'
ParticleSettings.hair_bspline -> use_hair_bspline: boolean 'Interpolate hair using B-Splines'
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 'NO DESCRIPTION'
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.material_color -> show_material_color: boolean "Draw particles using material's diffuse color"
ParticleSettings.normal_factor -> normal_factor: float 'Let the surface normal give the particle a starting speed'
ParticleSettings.num -> show_number: boolean 'Show particle number'
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.parent -> use_parents: boolean 'Render parent particles'
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.rand_group -> use_group_pick_random: boolean 'Pick objects from group randomly'
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.react_multiple -> use_react_multiple: boolean 'React multiple times'
ParticleSettings.react_start_end -> use_react_start_end: boolean 'Give birth to unreacted particles eventually'
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_adaptive -> use_render_adaptive: boolean 'Use adapative rendering for paths'
ParticleSettings.render_step -> render_step: int 'How many steps paths are rendered with (power of 2)'
ParticleSettings.render_strand -> use_strand_primitive: boolean 'Use the strand primitive for rendering'
ParticleSettings.rendered_child_nbr -> rendered_child_nbr: int 'Amount of children/parent for rendering'
ParticleSettings.rotate_from -> rotate_from: enum 'NO DESCRIPTION'
ParticleSettings.rotation_dynamic -> use_dynamic_rotation: boolean 'Sets rotation to dynamic/constant'
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.self_effect -> use_self_effect: boolean 'Particle effectors effect themselves'
ParticleSettings.show_size -> show_size: boolean 'Show particle size'
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.size_deflect -> use_size_deflect: boolean "Use particle's size in deflection"
ParticleSettings.sizemass -> use_multiply_size_mass: boolean 'Multiply mass by particle size'
ParticleSettings.subframes -> subframes: int 'Subframes to simulate for improved stability and finer granularity simulations'
ParticleSettings.symmetric_branching -> use_symmetric_branching: boolean 'Start and end points are the same'
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.trand -> use_emit_random: boolean 'Emit in random order of elements'
ParticleSettings.type -> type: enum 'NO DESCRIPTION'
ParticleSettings.unborn -> use_unborn: boolean 'Show particles before they are emitted'
ParticleSettings.use_global_dupli -> use_global_dupli: boolean "Use object's global coordinates for duplication"
ParticleSettings.use_group_count -> use_group_count: boolean 'Use object multiple times in the same group'
ParticleSettings.userjit -> userjit: int 'Emission locations / face (0 = automatic)'
ParticleSettings.velocity -> show_velocity: boolean 'Show particle velocity'
ParticleSettings.velocity_length -> use_velocity_length: boolean 'Multiply line length by particle speed'
ParticleSettings.viewport -> use_simplify_viewport: boolean 'NO DESCRIPTION'
ParticleSettings.virtual_parents -> virtual_parents: float 'Relative amount of virtual parents'
ParticleSettings.whole_group -> use_whole_group: boolean 'Use whole group at once'
ParticleSystem.active_particle_target -> active_particle_target: pointer, '(read-only)'
ParticleSystem.active_particle_target_index -> active_particle_target_index: int 'NO DESCRIPTION'
ParticleSystem.billboard_normal_uv -> billboard_normal_uv: string 'UV Layer to control billboard normals'
ParticleSystem.billboard_split_uv -> billboard_split_uv: string 'UV Layer to control billboard splitting'
ParticleSystem.billboard_time_index_uv -> billboard_time_index_uv: string 'UV Layer to control billboard time index (X-Y)'
ParticleSystem.child_particles -> child_particles: collection, '(read-only) Child particles generated by the particle system'
ParticleSystem.cloth -> cloth: pointer, '(read-only) Cloth dynamics for hair'
ParticleSystem.editable -> is_editable: boolean, '(read-only) Particle system can be edited in particle mode'
ParticleSystem.edited -> is_edited: boolean, '(read-only) Particle system has been edited in particle mode'
ParticleSystem.global_hair -> is_global_hair: boolean, '(read-only) Hair keys are in global coordinate space'
ParticleSystem.hair_dynamics -> use_hair_dynamics: boolean 'Enable hair dynamics using cloth simulation'
ParticleSystem.keyed_timing -> use_keyed_timing: boolean 'Use key times'
ParticleSystem.multiple_caches -> has_multiple_caches: boolean, '(read-only) Particle system has multiple point caches'
ParticleSystem.name -> name: string 'Particle system name'
ParticleSystem.parent -> parent: pointer "Use this object's coordinate system instead of global coordinate system"
ParticleSystem.particles -> particles: collection, '(read-only) Particles generated by the particle system'
ParticleSystem.point_cache -> point_cache: pointer, '(read-only)'
ParticleSystem.reactor_target_object -> reactor_target_object: pointer 'For reactor systems, the object that has the target particle system (empty if same object)'
ParticleSystem.reactor_target_particle_system -> reactor_target_particle_system: int 'For reactor systems, index of particle system on the target object'
ParticleSystem.seed -> seed: int 'Offset in the random number table, to get a different randomized result'
ParticleSystem.settings -> settings: pointer 'Particle system settings'
ParticleSystem.targets -> targets: collection, '(read-only) Target particle systems'
ParticleSystem.vertex_group_clump -> vertex_group_clump: string 'Vertex group to control clump'
ParticleSystem.vertex_group_clump_negate -> invert_vertex_group_clump: boolean 'Negate the effect of the clump vertex group'
ParticleSystem.vertex_group_density -> vertex_group_density: string 'Vertex group to control density'
ParticleSystem.vertex_group_density_negate -> invert_vertex_group_density: boolean 'Negate the effect of the density vertex group'
ParticleSystem.vertex_group_field -> vertex_group_field: string 'Vertex group to control field'
ParticleSystem.vertex_group_field_negate -> invert_vertex_group_field: boolean 'Negate the effect of the field vertex group'
ParticleSystem.vertex_group_kink -> vertex_group_kink: string 'Vertex group to control kink'
ParticleSystem.vertex_group_kink_negate -> invert_vertex_group_kink: boolean 'Negate the effect of the kink vertex group'
ParticleSystem.vertex_group_length -> vertex_group_length: string 'Vertex group to control length'
ParticleSystem.vertex_group_length_negate -> invert_vertex_group_length: boolean 'Negate the effect of the length vertex group'
ParticleSystem.vertex_group_rotation -> vertex_group_rotation: string 'Vertex group to control rotation'
ParticleSystem.vertex_group_rotation_negate -> invert_vertex_group_rotation: boolean 'Negate the effect of the rotation vertex group'
ParticleSystem.vertex_group_roughness1 -> vertex_group_rough1: string 'Vertex group to control roughness 1'
ParticleSystem.vertex_group_roughness1_negate -> invert_vertex_group_roughness1: boolean 'Negate the effect of the roughness 1 vertex group'
ParticleSystem.vertex_group_roughness2 -> vertex_group_rough2: string 'Vertex group to control roughness 2'
ParticleSystem.vertex_group_roughness2_negate -> invert_vertex_group_roughness2: boolean 'Negate the effect of the roughness 2 vertex group'
ParticleSystem.vertex_group_roughness_end -> vertex_group_rough_end: string 'Vertex group to control roughness end'
ParticleSystem.vertex_group_roughness_end_negate -> invert_vertex_group_roughness_end: boolean 'Negate the effect of the roughness end vertex group'
ParticleSystem.vertex_group_size -> vertex_group_size: string 'Vertex group to control size'
ParticleSystem.vertex_group_size_negate -> invert_vertex_group_size: boolean 'Negate the effect of the size vertex group'
ParticleSystem.vertex_group_tangent -> vertex_group_tangent: string 'Vertex group to control tangent'
ParticleSystem.vertex_group_tangent_negate -> invert_vertex_group_tangent: boolean 'Negate the effect of the tangent vertex group'
ParticleSystem.vertex_group_velocity -> vertex_group_velocity: string 'Vertex group to control velocity'
ParticleSystem.vertex_group_velocity_negate -> invert_vertex_group_velocity: boolean 'Negate the effect of the velocity vertex group'
ParticleSystemModifier.particle_system -> particle_system: pointer, '(read-only) Particle System that this modifier controls'
ParticleTarget.duration -> duration: float 'NO DESCRIPTION'
ParticleTarget.mode -> mode: enum 'NO DESCRIPTION'
ParticleTarget.name -> name: string, '(read-only) Particle target name'
ParticleTarget.object -> object: pointer 'The object that has the target particle system (empty if same object)'
ParticleTarget.system -> system: int 'The index of particle system on the target object'
ParticleTarget.time -> time: float 'NO DESCRIPTION'
ParticleTarget.valid -> is_valid: boolean 'Keyed particles target is valid'
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 'NO DESCRIPTION'
PivotConstraint.target -> target: pointer 'Target Object, defining the position of the pivot when defined'
PivotConstraint.use_relative_position -> use_relative_location: boolean 'Offset will be an absolute point in space instead of relative to the target'
PluginSequence.filename -> filename: string, '(read-only)'
PointCache.active_point_cache_index -> active_point_cache_index: int 'NO DESCRIPTION'
PointCache.baked -> is_baked: boolean, '(read-only)'
PointCache.baking -> is_baking: boolean, '(read-only)'
PointCache.disk_cache -> use_disk_cache: boolean 'Save cache files to disk (.blend file must be saved first)'
PointCache.external -> use_external: boolean 'Read cache from an external location'
PointCache.filepath -> filepath: string 'Cache file path'
PointCache.frame_end -> frame_end: int 'Frame on which the simulation stops'
PointCache.frame_start -> frame_start: int 'Frame on which the simulation starts'
PointCache.frames_skipped -> frames_skipped: boolean, '(read-only)'
PointCache.index -> index: int 'Index number of cache files'
PointCache.info -> info: string, '(read-only) Info on current cache status'
PointCache.name -> name: string 'Cache name'
PointCache.outdated -> is_outdated: boolean, '(read-only)'
PointCache.point_cache_list -> point_cache_list: collection, '(read-only) Point cache list'
PointCache.quick_cache -> use_quick_cache: boolean 'Update simulation with cache steps'
PointCache.step -> step: int 'Number of frames between cached frames'
PointCache.use_library_path -> use_library_path: boolean 'Use this files path when library linked into another file.'
PointDensity.color_ramp -> color_ramp: pointer, '(read-only)'
PointDensity.color_source -> color_source: enum 'Data to derive color results from'
PointDensity.falloff -> falloff: enum 'Method of attenuating density by distance from the point'
PointDensity.falloff_softness -> falloff_soft: float "Softness of the 'soft' falloff option"
PointDensity.noise_basis -> noise_basis: enum 'Noise formula used for turbulence'
PointDensity.object -> object: pointer 'Object to take point data from'
PointDensity.particle_cache -> particle_cache: enum 'Co-ordinate system to cache particles in'
PointDensity.particle_system -> particle_system: pointer 'Particle System to render as points'
PointDensity.point_source -> point_source: enum 'Point data to use as renderable point density'
PointDensity.radius -> radius: float 'Radius from the shaded sample to look for points within'
PointDensity.speed_scale -> speed_scale: float 'Multiplier to bring particle speed within an acceptable range'
PointDensity.turbulence -> use_turbulence: boolean 'Add directed noise to the density at render-time'
PointDensity.turbulence_depth -> turbulence_depth: int 'Level of detail in the added turbulent noise'
PointDensity.turbulence_influence -> turbulence_influence: enum 'Method for driving added turbulent noise'
PointDensity.turbulence_size -> turbulence_size: float 'Scale of the added turbulent noise'
PointDensity.turbulence_strength -> turbulence_strength: float 'NO DESCRIPTION'
PointDensity.vertices_cache -> vertices_cache: enum 'Co-ordinate system to cache vertices in'
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.only_shadow -> use_only_shadow: boolean 'Causes light to cast shadows only without illuminating objects'
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_layer -> use_shadow_layer: boolean 'Causes only objects on the same layer to cast shadows'
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)'
PointLamp.sphere -> use_sphere: boolean 'Sets light intensity to zero beyond lamp distance'
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.has_ik -> is_in_ik_chain: boolean, '(read-only) Is part of an IK chain'
PoseBone.head -> head: float, "(read-only) Location of head of the channel's bone"
NEGATE * PoseBone.ik_dof_x -> lock_ik_x: boolean 'Allow movement around the X axis'
NEGATE * PoseBone.ik_dof_y -> lock_ik_y: boolean 'Allow movement around the Y axis'
NEGATE * PoseBone.ik_dof_z -> lock_ik_z: boolean 'Allow movement around the Z axis'
PoseBone.ik_limit_x -> lock_ik_x: boolean 'Limit movement around the X axis'
PoseBone.ik_limit_y -> lock_ik_y: boolean 'Limit movement around the Y axis'
PoseBone.ik_limit_z -> lock_ik_z: boolean 'Limit movement around the Z axis'
PoseBone.ik_lin_control -> use_ik_lin_control: boolean 'Apply channel size as IK constraint if stretching is enabled'
PoseBone.ik_lin_weight -> ik_lin_weight: float 'Weight of scale constraint for IK'
PoseBone.ik_max_x -> ik_max_x: float 'Maximum angles for IK Limit'
PoseBone.ik_max_y -> ik_max_y: float 'Maximum angles for IK Limit'
PoseBone.ik_max_z -> ik_max_z: float 'Maximum angles for IK Limit'
PoseBone.ik_min_x -> ik_min_x: float 'Minimum angles for IK Limit'
PoseBone.ik_min_y -> ik_min_y: float 'Minimum angles for IK Limit'
PoseBone.ik_min_z -> ik_min_z: float 'Minimum angles for IK Limit'
PoseBone.ik_rot_control -> use_ik_rot_control: boolean 'Apply channel rotation as IK constraint'
PoseBone.ik_rot_weight -> ik_rot_weight: float 'Weight of rotation constraint for IK'
PoseBone.ik_stiffness_x -> ik_stiffness_x: float 'IK stiffness around the X axis'
PoseBone.ik_stiffness_y -> ik_stiffness_y: float 'IK stiffness around the Y axis'
PoseBone.ik_stiffness_z -> ik_stiffness_z: float 'IK stiffness around the Z axis'
PoseBone.ik_stretch -> ik_stretch: float 'Allow scaling of the bone for IK'
PoseBone.location -> location: float 'NO DESCRIPTION'
PoseBone.lock_location -> lock_location: boolean 'Lock editing of location in the interface'
PoseBone.lock_rotation -> lock_rotation: boolean 'Lock editing of rotation in the interface'
PoseBone.lock_rotation_w -> lock_rotation_w: boolean "Lock editing of 'angle' component of four-component rotations in the interface"
PoseBone.lock_rotations_4d -> lock_rotations_4d: boolean 'Lock editing of four component rotations by components (instead of as Eulers)'
PoseBone.lock_scale -> lock_scale: boolean 'Lock editing of scale in the interface'
PoseBone.matrix -> matrix: float, '(read-only) Final 4x4 matrix for this channel'
PoseBone.matrix_channel -> matrix_channel: float, '(read-only) 4x4 matrix, before constraints'
PoseBone.matrix_local -> matrix_local: float 'Matrix representing the parent relative location, scale and rotation. Provides an alternative access to these properties.'
PoseBone.motion_path -> motion_path: pointer, '(read-only) Motion Path for this element'
PoseBone.name -> name: string 'NO DESCRIPTION'
PoseBone.parent -> parent: pointer, '(read-only) Parent of this pose bone'
PoseBone.rotation_axis_angle -> rotation_axis_angle: float 'Angle of Rotation for Axis-Angle rotation representation'
PoseBone.rotation_euler -> rotation_euler: float 'Rotation in Eulers'
PoseBone.rotation_mode -> rotation_mode: enum 'NO DESCRIPTION'
PoseBone.rotation_quaternion -> rotation_quaternion: float 'Rotation in Quaternions'
PoseBone.scale -> scale: float 'NO DESCRIPTION'
PoseBone.select -> select: boolean 'NO DESCRIPTION'
PoseBone.tail -> tail: float, "(read-only) Location of tail of the channel's bone"
PoseBoneConstraints.active -> active: pointer 'Active PoseChannel constraint'
PoseTemplate.name -> name: string 'NO DESCRIPTION'
PoseTemplateSettings.active_template_index -> active_template_index: int 'NO DESCRIPTION'
PoseTemplateSettings.generate_def_rig -> use_generate_deform_rig: boolean 'Create a copy of the metarig, constrainted by the generated rig'
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.is_never_none -> is_never_none: boolean, "(read-only) True when this value can't be set to None"
Property.is_readonly -> is_readonly: boolean, '(read-only) Property is editable through RNA'
Property.is_required -> is_required: boolean, '(read-only) False when this property is an optional argument in an RNA function'
Property.name -> name: string, '(read-only) Human readable name'
Property.registered -> is_registered: boolean, '(read-only) Property is registered as part of type registration'
Property.registered_optional -> is_registered_optional: boolean, '(read-only) Property is optionally registered as part of type registration'
Property.srna -> srna: pointer, '(read-only) Struct definition used for properties assigned to this item'
Property.subtype -> subtype: enum, '(read-only) Semantic interpretation of the property'
Property.type -> type: enum, '(read-only) Data type of the property'
Property.unit -> unit: enum, '(read-only) Type of units for this property'
Property.use_output -> is_output: boolean, '(read-only) True when this property is an output value from an RNA function'
PropertyActuator.mode -> mode: enum 'NO DESCRIPTION'
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 'NO DESCRIPTION'
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.script_error -> has_script_error: boolean, '(read-only) The linked Python script has thrown an error'
PythonConstraint.targets -> targets: collection, '(read-only) Target Objects'
PythonConstraint.text -> text: pointer 'The text object that contains the Python script'
PythonConstraint.use_targets -> use_targets: boolean 'Use the targets indicated in the constraint panel'
PythonController.debug -> use_debug: boolean 'Continuously reload the module from disk for editing external modules without restarting'
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.always_true -> use_always_true: boolean 'Always false or always true'
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'
RaySensor.x_ray_mode -> use_x_ray: boolean "See through objects that don't have the 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.box_clip -> use_box_clip: boolean "Clip objects based on what's visible in other side views"
RegionView3D.box_preview -> show_synced_view: boolean 'Sync view position between side views'
RegionView3D.lock_rotation -> lock_rotation: boolean 'Lock view rotation in side views'
RegionView3D.perspective_matrix -> perspective_matrix: float, '(read-only) Current perspective matrix of the 3D region'
RegionView3D.view_distance -> view_distance: float 'Distance to the view location'
RegionView3D.view_location -> view_location: float 'View pivot location'
RegionView3D.view_matrix -> view_matrix: float, '(read-only) Current view matrix of the 3D region'
RegionView3D.view_perspective -> view_perspective: enum 'View Perspective'
RegionView3D.view_rotation -> view_rotation: float 'Rotation in quaternions (keep normalized)'
RenderEngine.bl_idname -> bl_idname: string 'NO DESCRIPTION'
RenderEngine.bl_label -> bl_label: string 'NO DESCRIPTION'
RenderEngine.bl_postprocess -> bl_use_postprocess: boolean 'NO DESCRIPTION'
RenderEngine.bl_preview -> bl_use_preview: boolean 'NO DESCRIPTION'
RenderLayer.all_z -> use_all_z: boolean, '(read-only) Fill in Z values for solid faces in invisible layers, for masking'
RenderLayer.edge -> use_edge_enhance: boolean, '(read-only) Render Edge-enhance in this Layer (only works for Solid faces)'
RenderLayer.enabled -> use: boolean, '(read-only) Disable or enable the render layer'
RenderLayer.halo -> use_halo: boolean, '(read-only) Render Halos in this Layer (on top of Solid)'
RenderLayer.light_override -> light_override: pointer, '(read-only) Group to override all other lights in this render layer'
RenderLayer.material_override -> material_override: pointer, '(read-only) Material to override all other materials in this render layer'
RenderLayer.name -> name: string, '(read-only) Render layer name'
RenderLayer.pass_ao -> use_pass_ambient_occlusion: boolean, '(read-only) Deliver AO pass'
RenderLayer.pass_ao_exclude -> exclude_ambient_occlusion: boolean, '(read-only) Exclude AO pass from combined'
RenderLayer.pass_color -> use_pass_color: boolean, '(read-only) Deliver shade-less color pass'
RenderLayer.pass_combined -> use_pass_combined: boolean, '(read-only) Deliver full combined RGBA buffer'
RenderLayer.pass_diffuse -> use_pass_diffuse: boolean, '(read-only) Deliver diffuse pass'
RenderLayer.pass_emit -> use_pass_emit: boolean, '(read-only) Deliver emission pass'
RenderLayer.pass_emit_exclude -> exclude_emit: boolean, '(read-only) Exclude emission pass from combined'
RenderLayer.pass_environment -> use_pass_environment: boolean, '(read-only) Deliver environment lighting pass'
RenderLayer.pass_environment_exclude -> exclude_environment: boolean, '(read-only) Exclude environment pass from combined'
RenderLayer.pass_indirect -> use_pass_indirect: boolean, '(read-only) Deliver indirect lighting pass'
RenderLayer.pass_indirect_exclude -> exclude_indirect: boolean, '(read-only) Exclude indirect pass from combined'
RenderLayer.pass_mist -> use_pass_mist: boolean, '(read-only) Deliver mist factor pass (0.0-1.0)'
RenderLayer.pass_normal -> use_pass_normal: boolean, '(read-only) Deliver normal pass'
RenderLayer.pass_object_index -> use_pass_object_index: boolean, '(read-only) Deliver object index pass'
RenderLayer.pass_reflection -> use_pass_reflection: boolean, '(read-only) Deliver raytraced reflection pass'
RenderLayer.pass_reflection_exclude -> exclude_reflection: boolean, '(read-only) Exclude raytraced reflection pass from combined'
RenderLayer.pass_refraction -> use_pass_refraction: boolean, '(read-only) Deliver raytraced refraction pass'
RenderLayer.pass_refraction_exclude -> exclude_refraction: boolean, '(read-only) Exclude raytraced refraction pass from combined'
RenderLayer.pass_shadow -> use_pass_shadow: boolean, '(read-only) Deliver shadow pass'
RenderLayer.pass_shadow_exclude -> exclude_shadow: boolean, '(read-only) Exclude shadow pass from combined'
RenderLayer.pass_specular -> use_pass_specular: boolean, '(read-only) Deliver specular pass'
RenderLayer.pass_specular_exclude -> exclude_specular: boolean, '(read-only) Exclude specular pass from combined'
RenderLayer.pass_uv -> use_pass_uv: boolean, '(read-only) Deliver texture UV pass'
RenderLayer.pass_vector -> use_pass_vector: boolean, '(read-only) Deliver speed vector pass'
RenderLayer.pass_z -> use_pass_z: boolean, '(read-only) Deliver Z values pass'
RenderLayer.passes -> passes: collection, '(read-only)'
RenderLayer.rect -> rect: float 'NO DESCRIPTION'
RenderLayer.sky -> use_sky: boolean, '(read-only) Render Sky in this Layer'
RenderLayer.solid -> use_solid: boolean, '(read-only) Render Solid faces in this Layer'
RenderLayer.strand -> use_strand: boolean, '(read-only) Render Strands in this Layer'
RenderLayer.visible_layers -> layers: boolean, '(read-only) Scene layers included in this render layer'
RenderLayer.zmask -> use_zmask: boolean, "(read-only) Only render what's in front of the solid z values"
RenderLayer.zmask_layers -> layers_zmask: boolean, '(read-only) Zmask scene layers'
RenderLayer.zmask_negate -> invert_zmask: boolean, '(read-only) For Zmask, only render what is behind solid z values instead of in front'
RenderLayer.ztransp -> use_ztransp: boolean, '(read-only) Render Z-Transparent faces in this Layer (On top of Solid and Halos)'
RenderPass.channel_id -> channel_id: string, '(read-only)'
RenderPass.channels -> channels: int, '(read-only)'
RenderPass.name -> name: string, '(read-only)'
RenderPass.rect -> rect: float 'NO DESCRIPTION'
RenderPass.type -> type: enum, '(read-only)'
RenderResult.layers -> layers: collection, '(read-only)'
RenderResult.resolution_x -> resolution_x: int, '(read-only)'
RenderResult.resolution_y -> resolution_y: int, '(read-only)'
RenderSettings.active_layer_index -> active_layer_index: int 'Active index in render layer array'
RenderSettings.alpha_mode -> alpha_mode: enum 'Representation of alpha information in the RGBA pixels'
RenderSettings.antialiasing_samples -> antialiasing_samples: enum 'Amount of anti-aliasing samples per pixel'
RenderSettings.backbuf -> use_backbuf: boolean 'Render backbuffer image'
RenderSettings.bake_aa_mode -> bake_aa_mode: enum 'NO DESCRIPTION'
RenderSettings.bake_active -> use_bake_active_to_selected: boolean 'Bake shading on the surface of selected objects to the active object'
RenderSettings.bake_bias -> bake_bias: float 'Bias towards faces further away from the object (in blender units)'
RenderSettings.bake_clear -> use_bake_clear: boolean 'Clear Images before baking'
RenderSettings.bake_distance -> bake_distance: float 'Maximum distance from active object to other object (in blender units'
RenderSettings.bake_enable_aa -> use_bake_antialiasing: boolean 'Enables Anti-aliasing'
RenderSettings.bake_margin -> bake_margin: int 'Amount of pixels to extend the baked result with, as post process filter'
RenderSettings.bake_normal_space -> bake_normal_space: enum 'Choose normal space for baking'
RenderSettings.bake_normalized -> use_bake_normalized: boolean 'With displacement normalize to the distance, with ambient occlusion normalize without using material settings'
RenderSettings.bake_quad_split -> bake_quad_split: enum 'Choose the method used to split a quad into 2 triangles for baking'
RenderSettings.bake_type -> bake_type: enum 'Choose shading information to bake into the image'
RenderSettings.border_max_x -> border_max_x: float 'Sets maximum X value for the render border'
RenderSettings.border_max_y -> border_max_y: float 'Sets maximum Y value for the render border'
RenderSettings.border_min_x -> border_min_x: float 'Sets minimum X value to for the render border'
RenderSettings.border_min_y -> border_min_y: float 'Sets minimum Y value for the render border'
RenderSettings.cineon_black -> cineon_black: int 'Log conversion reference blackpoint'
RenderSettings.cineon_gamma -> cineon_gamma: float 'Log conversion gamma'
RenderSettings.cineon_log -> use_cineon_log: boolean 'Convert to logarithmic color space'
RenderSettings.cineon_white -> cineon_white: int 'Log conversion reference whitepoint'
RenderSettings.color_management -> use_color_management: boolean 'Use color profiles and gamma corrected imaging pipeline'
RenderSettings.color_mode -> color_mode: enum 'Choose BW for saving greyscale images, RGB for saving red, green and blue channels, AND RGBA for saving red, green, blue + alpha channels'
RenderSettings.crop_to_border -> use_crop_to_border: boolean 'Crop the rendered frame to the defined border size'
RenderSettings.display_mode -> display_mode: enum 'Select where rendered images will be displayed'
RenderSettings.dither_intensity -> dither_intensity: float 'Amount of dithering noise added to the rendered image to break up banding'
RenderSettings.edge -> use_edge_enhance: boolean 'use_Create a toon outline around the edges of geometry'
RenderSettings.edge_color -> edge_color: float 'NO DESCRIPTION'
RenderSettings.edge_threshold -> edge_threshold: int 'Threshold for drawing outlines on geometry edges'
RenderSettings.engine -> engine: enum 'Engine to use for rendering'
RenderSettings.field_order -> field_order: enum 'Order of video fields. Select which lines get rendered first, to create smooth motion for TV output'
RenderSettings.fields -> use_fields: boolean 'Render image to two fields per frame, for interlaced TV output'
RenderSettings.fields_still -> use_fields_still: boolean 'Disable the time difference between fields'
RenderSettings.file_extension -> file_extension: string, '(read-only) The file extension used for saving renders'
RenderSettings.file_format -> file_format: enum 'File format to save the rendered images as'
RenderSettings.file_quality -> file_quality: int 'Quality of JPEG images, AVI Jpeg and SGI movies'
RenderSettings.filter_size -> filter_size: float 'Pixel width over which the reconstruction filter combines samples'
RenderSettings.fps -> fps: int 'Framerate, expressed in frames per second'
RenderSettings.fps_base -> fps_base: float 'Framerate base'
RenderSettings.free_image_textures -> use_free_image_textures: boolean 'Free all image texture from memory after render, to save memory before compositing'
RenderSettings.free_unused_nodes -> use_free_unused_nodes: boolean 'Free Nodes that are not used while compositing, to save memory'
RenderSettings.full_sample -> use_full_sample: boolean 'Save for every anti-aliasing sample the entire RenderLayer results. This solves anti-aliasing issues with compositing'
RenderSettings.is_movie_format -> is_movie_format: boolean, '(read-only) When true the format is a movie'
RenderSettings.layers -> layers: collection, '(read-only)'
RenderSettings.motion_blur -> use_motion_blur: boolean 'Use multi-sampled 3D scene motion blur'
RenderSettings.motion_blur_samples -> motion_blur_samples: int 'Number of scene samples to take with motion blur'
RenderSettings.motion_blur_shutter -> motion_blur_shutter: float 'Time taken in frames between shutter open and close'
RenderSettings.multiple_engines -> has_multiple_engines: boolean, '(read-only) More than one rendering engine is available'
RenderSettings.octree_resolution -> octree_resolution: enum 'Resolution of raytrace accelerator. Use higher resolutions for larger scenes'
RenderSettings.output_path -> output_path: string 'Directory/name to save animations, # characters defines the position and length of frame numbers'
RenderSettings.parts_x -> parts_x: int 'Number of horizontal tiles to use while rendering'
RenderSettings.parts_y -> parts_y: int 'Number of vertical tiles to use while rendering'
RenderSettings.pixel_aspect_x -> pixel_aspect_x: float 'Horizontal aspect ratio - for anamorphic or non-square pixel output'
RenderSettings.pixel_aspect_y -> pixel_aspect_y: float 'Vertical aspect ratio - for anamorphic or non-square pixel output'
RenderSettings.pixel_filter -> pixel_filter: enum 'Reconstruction filter used for combining anti-aliasing samples'
RenderSettings.raytrace_structure -> raytrace_structure: enum 'Type of raytrace accelerator structure'
RenderSettings.render_antialiasing -> use_antialiasing: boolean 'Render and combine multiple samples per pixel to prevent jagged edges'
RenderSettings.render_stamp -> use_stamp: boolean 'Render the stamp info text in the rendered image'
RenderSettings.resolution_percentage -> resolution_percentage: int 'Percentage scale for render resolution'
RenderSettings.resolution_x -> resolution_x: int 'Number of horizontal pixels in the rendered image'
RenderSettings.resolution_y -> resolution_y: int 'Number of vertical pixels in the rendered image'
RenderSettings.save_buffers -> use_save_buffers: boolean 'Save tiles for all RenderLayers and SceneNodes to files in the temp directory (saves memory, required for Full Sample)'
RenderSettings.sequencer_gl_preview -> sequencer_gl_preview: enum 'Method to draw in the sequencer view'
RenderSettings.sequencer_gl_render -> sequencer_gl_render: enum 'Method to draw in the sequencer view'
RenderSettings.simplify_ao_sss -> simplify_ao_sss: float 'Global approximate AA and SSS quality factor'
RenderSettings.simplify_child_particles -> simplify_child_particles: float 'Global child particles percentage'
RenderSettings.simplify_shadow_samples -> simplify_shadow_samples: int 'Global maximum shadow samples'
RenderSettings.simplify_subdivision -> simplify_subdivision: int 'Global maximum subdivision level'
RenderSettings.simplify_triangulate -> use_simplify_triangulate: boolean 'Disables non-planer quads being triangulated'
RenderSettings.single_layer -> use_single_layer: boolean 'Only render the active layer'
RenderSettings.stamp_background -> stamp_background: float 'Color to use behind stamp text'
RenderSettings.stamp_camera -> use_stamp_camera: boolean 'Include the name of the active camera in image metadata'
RenderSettings.stamp_date -> use_stamp_date: boolean 'Include the current date in image metadata'
RenderSettings.stamp_filename -> use_stamp_filename: boolean 'Include the filename of the .blend file in image metadata'
RenderSettings.stamp_font_size -> stamp_font_size: int 'Size of the font used when rendering stamp text'
RenderSettings.stamp_foreground -> stamp_foreground: float 'Color to use for stamp text'
RenderSettings.stamp_frame -> use_stamp_frame: boolean 'Include the frame number in image metadata'
RenderSettings.stamp_marker -> use_stamp_marker: boolean 'Include the name of the last marker in image metadata'
RenderSettings.stamp_note -> use_stamp_note: boolean 'Include a custom note in image metadata'
RenderSettings.stamp_note_text -> stamp_note_text: string 'Custom text to appear in the stamp note'
RenderSettings.stamp_render_time -> use_stamp_render_time: boolean 'Include the render time in the stamp image'
RenderSettings.stamp_scene -> use_stamp_scene: boolean 'Include the name of the active scene in image metadata'
RenderSettings.stamp_sequencer_strip -> use_stamp_sequencer_strip: boolean 'Include the name of the foreground sequence strip in image metadata'
RenderSettings.stamp_time -> use_stamp_time: boolean 'Include the render frame as HH:MM:SS.FF in image metadata'
RenderSettings.threads -> threads: int 'Number of CPU threads to use simultaneously while rendering (for multi-core/CPU systems)'
RenderSettings.threads_mode -> threads_mode: enum 'Determine the amount of render threads used'
RenderSettings.tiff_bit -> use_tiff_16bit: boolean 'Save TIFF with 16 bits per channel'
RenderSettings.use_border -> use_border: boolean 'Render a user-defined border region, within the frame size. Note, this disables save_buffers and full_sample'
RenderSettings.use_compositing -> use_compositing: boolean 'Process the render result through the compositing pipeline, if compositing nodes are enabled'
RenderSettings.use_envmaps -> use_envmaps: boolean 'Calculate environment maps while rendering'
RenderSettings.use_file_extension -> use_file_extension: boolean 'Add the file format extensions to the rendered file name (eg: filename + .jpg)'
RenderSettings.use_game_engine -> use_game_engine: boolean, '(read-only) Current rendering engine is a game engine'
RenderSettings.use_instances -> use_instances: boolean 'Instance support leads to effective memory reduction when using duplicates'
RenderSettings.use_local_coords -> use_local_coords: boolean 'Vertex coordinates are stored localy on each primitive. Increases memory usage, but may have impact on speed'
RenderSettings.use_overwrite -> use_overwrite: boolean 'Overwrite existing files while rendering'
RenderSettings.use_placeholder -> use_placeholder: boolean "Create empty placeholder files while rendering frames (similar to Unix 'touch')"
RenderSettings.use_radiosity -> use_radiosity: boolean 'Calculate radiosity in a pre-process before rendering'
RenderSettings.use_raytracing -> use_raytrace: boolean 'Pre-calculate the raytrace accelerator and render raytracing effects'
RenderSettings.use_sequencer -> use_sequencer: boolean 'Process the render (and composited) result through the video sequence editor pipeline, if sequencer strips exist'
RenderSettings.use_sequencer_gl_preview -> use_sequencer_gl_preview: boolean 'NO DESCRIPTION'
RenderSettings.use_sequencer_gl_render -> use_sequencer_gl_render: boolean 'NO DESCRIPTION'
RenderSettings.use_shadows -> use_shadows: boolean 'Calculate shadows while rendering'
RenderSettings.use_simplify -> use_simplify: boolean 'Enable simplification of scene for quicker preview renders'
RenderSettings.use_sss -> use_sss: boolean 'Calculate sub-surface scattering in materials rendering'
RenderSettings.use_textures -> use_textures: boolean 'Use textures to affect material properties'
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'
NEGATE * RigidBodyJointConstraint.disable_linked_collision -> use_linked_collision: boolean 'Disable collision between linked bodies'
RigidBodyJointConstraint.draw_pivot -> show_pivot: boolean 'Display the pivot point and rotation in 3D view'
RigidBodyJointConstraint.pivot_type -> pivot_type: enum 'NO DESCRIPTION'
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 'NO DESCRIPTION'
SPHFluidSettings.fluid_radius -> fluid_radius: float 'Fluid interaction Radius'
SPHFluidSettings.rest_density -> rest_density: float 'Density'
SPHFluidSettings.rest_length -> rest_length: float 'The Spring Rest Length (factor of interaction radius)'
SPHFluidSettings.spring_k -> spring_k: float 'Spring force constant'
SPHFluidSettings.stiffness_k -> stiffness_k: float 'Constant K - Stiffness'
SPHFluidSettings.stiffness_knear -> stiffness_knear: float 'Repulsion factor: stiffness_knear'
SPHFluidSettings.viscosity_beta -> viscosity_beta: float 'Square viscosity factor'
SPHFluidSettings.viscosity_omega -> viscosity_omega: float 'Linear viscosity'
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 'NO DESCRIPTION'
Scene.frame_drop -> use_frame_drop: boolean 'Play back dropping frames if frame display is too slow'
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.layers -> layers: boolean 'Layers visible when rendering the scene'
Scene.mute_audio -> mute_audio: boolean 'Play back of audio from Sequence Editor will be muted'
Scene.network_render -> network_render: pointer, '(read-only) Network Render Settings'
Scene.nla_tweakmode_on -> use_nla_tweakmode: boolean, '(read-only) Indicates whether there is any action referenced by NLA being edited. Strictly read-only'
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.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.scrub_audio -> use_audio_scrub: boolean 'Play audio from Sequence Editor while scrubbing'
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_audio -> use_audio_sync: boolean 'Play back and sync with audio clock, dropping frames if frame display is too slow'
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.use_gravity -> use_gravity: boolean 'Use global gravity for all dynamics'
Scene.use_nodes -> use_nodes: boolean 'Enable the compositing node tree'
Scene.use_preview_range -> use_preview_range: boolean 'Use an alternative start/end frame for UI playback, rather than the scene start/end frame'
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 'NO DESCRIPTION'
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 -> use_activity_culling: boolean 'Activity culling is enabled'
SceneGameData.activity_culling_box_radius -> activity_culling_box_radius: float 'Radius of the activity bubble, in Manhattan length. Objects outside the box are activity-culled'
SceneGameData.auto_start -> use_auto_start: boolean 'Automatically start game at load time'
SceneGameData.depth -> depth: int 'Displays bit depth of full screen display'
SceneGameData.dome_angle -> dome_angle: int 'Field of View of the Dome - it only works in mode Fisheye and Truncated'
SceneGameData.dome_buffer_resolution -> dome_buffer_resolution: float 'Buffer Resolution - decrease it to increase speed'
SceneGameData.dome_mode -> dome_mode: enum 'Dome physical configurations'
SceneGameData.dome_tesselation -> dome_tesselation: int 'Tessellation level - check the generated mesh in wireframe mode'
SceneGameData.dome_text -> dome_text: pointer 'Custom Warp Mesh data file'
SceneGameData.dome_tilt -> dome_tilt: int 'Camera rotation in horizontal axis'
SceneGameData.eye_separation -> eye_separation: float 'Set the distance between the eyes - the camera focal length/30 should be fine'
SceneGameData.fps -> fps: int 'The nominal number of game frames per second. Physics fixed timestep = 1/fps, independently of actual frame rate'
SceneGameData.framing_color -> frame_color: float 'Set colour of the bars'
SceneGameData.framing_type -> frame_type: enum 'Select the type of Framing you want'
SceneGameData.frequency -> frequency: int 'Displays clock frequency of fullscreen display'
SceneGameData.fullscreen -> show_fullscreen: boolean 'Starts player in a new fullscreen display'
SceneGameData.glsl_extra_textures -> use_glsl_extra_textures: boolean 'Use extra textures like normal or specular maps for GLSL rendering'
SceneGameData.glsl_lights -> use_glsl_lights: boolean 'Use lights for GLSL rendering'
SceneGameData.glsl_nodes -> use_glsl_nodes: boolean 'Use nodes for GLSL rendering'
SceneGameData.glsl_ramps -> use_glsl_ramps: boolean 'Use ramps for GLSL rendering'
SceneGameData.glsl_shaders -> use_glsl_shaders: boolean 'Use shaders for GLSL rendering'
SceneGameData.glsl_shadows -> use_glsl_shadows: boolean 'Use shadows for GLSL rendering'
SceneGameData.logic_step_max -> logic_step_max: int 'Sets the maximum number of logic frame per game frame if graphics slows down the game, higher value allows better synchronization with physics'
SceneGameData.material_mode -> material_mode: enum 'Material mode to use for rendering'
SceneGameData.occlusion_culling_resolution -> occlusion_culling_resolution: float 'The size of the occlusion buffer in pixel, use higher value for better precision (slower)'
SceneGameData.physics_engine -> physics_engine: enum 'Physics engine used for physics simulation in the game engine'
SceneGameData.physics_gravity -> physics_gravity: float 'Gravitational constant used for physics simulation in the game engine'
SceneGameData.physics_step_max -> physics_step_max: int 'Sets the maximum number of physics step per game frame if graphics slows down the game, higher value allows physics to keep up with realtime'
SceneGameData.physics_step_sub -> physics_step_sub: int 'Sets the number of simulation substep per physic timestep, higher value give better physics precision'
SceneGameData.resolution_x -> resolution_x: int 'Number of horizontal pixels in the screen'
SceneGameData.resolution_y -> resolution_y: int 'Number of vertical pixels in the screen'
SceneGameData.show_debug_properties -> show_debug_properties: boolean 'Show properties marked for debugging while the game runs'
SceneGameData.show_framerate_profile -> show_framerate_profile: boolean 'Show framerate and profiling information while the game runs'
SceneGameData.show_physics_visualization -> show_physics_visualization: boolean 'Show a visualization of physics bounds and interactions'
SceneGameData.stereo -> stereo: enum 'NO DESCRIPTION'
SceneGameData.stereo_mode -> stereo_mode: enum 'Stereographic techniques'
SceneGameData.use_animation_record -> use_animation_record: boolean 'Record animation to fcurves'
SceneGameData.use_deprecation_warnings -> use_deprecation_warnings: boolean 'Print warnings when using deprecated features in the python API'
SceneGameData.use_display_lists -> use_display_lists: boolean 'Use display lists to speed up rendering by keeping geometry on the GPU'
SceneGameData.use_frame_rate -> use_frame_rate: boolean 'Respect the frame rate rather than rendering as many frames as possible'
SceneGameData.use_occlusion_culling -> use_occlusion_culling: boolean 'Use optimized Bullet DBVT tree for view frustum and occlusion culling'
SceneObjects.active -> active: pointer 'Active object for this scene'
SceneRenderLayer.all_z -> use_all_z: boolean 'Fill in Z values for solid faces in invisible layers, for masking'
SceneRenderLayer.edge -> use_edge_enhance: boolean 'Render Edge-enhance in this Layer (only works for Solid faces)'
SceneRenderLayer.enabled -> use: boolean 'Disable or enable the render layer'
SceneRenderLayer.halo -> use_halo: boolean 'Render Halos in this Layer (on top of Solid)'
SceneRenderLayer.light_override -> light_override: pointer 'Group to override all other lights in this render layer'
SceneRenderLayer.material_override -> material_override: pointer 'Material to override all other materials in this render layer'
SceneRenderLayer.name -> name: string 'Render layer name'
SceneRenderLayer.pass_ao -> use_pass_ambient_occlusion: boolean 'Deliver AO pass'
SceneRenderLayer.pass_ao_exclude -> exclude_ambient_occlusion: boolean 'Exclude AO pass from combined'
SceneRenderLayer.pass_color -> use_pass_color: boolean 'Deliver shade-less color pass'
SceneRenderLayer.pass_combined -> use_pass_combined: boolean 'Deliver full combined RGBA buffer'
SceneRenderLayer.pass_diffuse -> use_pass_diffuse: boolean 'Deliver diffuse pass'
SceneRenderLayer.pass_emit -> use_pass_emit: boolean 'Deliver emission pass'
SceneRenderLayer.pass_emit_exclude -> exclude_emit: boolean 'Exclude emission pass from combined'
SceneRenderLayer.pass_environment -> use_pass_environment: boolean 'Deliver environment lighting pass'
SceneRenderLayer.pass_environment_exclude -> exclude_environment: boolean 'Exclude environment pass from combined'
SceneRenderLayer.pass_indirect -> use_pass_indirect: boolean 'Deliver indirect lighting pass'
SceneRenderLayer.pass_indirect_exclude -> exclude_indirect: boolean 'Exclude indirect pass from combined'
SceneRenderLayer.pass_mist -> use_pass_mist: boolean 'Deliver mist factor pass (0.0-1.0)'
SceneRenderLayer.pass_normal -> use_pass_normal: boolean 'Deliver normal pass'
SceneRenderLayer.pass_object_index -> use_pass_object_index: boolean 'Deliver object index pass'
SceneRenderLayer.pass_reflection -> use_pass_reflection: boolean 'Deliver raytraced reflection pass'
SceneRenderLayer.pass_reflection_exclude -> exclude_reflection: boolean 'Exclude raytraced reflection pass from combined'
SceneRenderLayer.pass_refraction -> use_pass_refraction: boolean 'Deliver raytraced refraction pass'
SceneRenderLayer.pass_refraction_exclude -> exclude_refraction: boolean 'Exclude raytraced refraction pass from combined'
SceneRenderLayer.pass_shadow -> use_pass_shadow: boolean 'Deliver shadow pass'
SceneRenderLayer.pass_shadow_exclude -> exclude_shadow: boolean 'Exclude shadow pass from combined'
SceneRenderLayer.pass_specular -> use_pass_specular: boolean 'Deliver specular pass'
SceneRenderLayer.pass_specular_exclude -> exclude_specular: boolean 'Exclude specular pass from combined'
SceneRenderLayer.pass_uv -> use_pass_uv: boolean 'Deliver texture UV pass'
SceneRenderLayer.pass_vector -> use_pass_vector: boolean 'Deliver speed vector pass'
SceneRenderLayer.pass_z -> use_pass_z: boolean 'Deliver Z values pass'
SceneRenderLayer.sky -> use_sky: boolean 'Render Sky in this Layer'
SceneRenderLayer.solid -> use_solid: boolean 'Render Solid faces in this Layer'
SceneRenderLayer.strand -> use_strand: boolean 'Render Strands in this Layer'
SceneRenderLayer.visible_layers -> layers: boolean 'Scene layers included in this render layer'
SceneRenderLayer.zmask -> use_zmask: boolean "Only render what's in front of the solid z values"
SceneRenderLayer.zmask_layers -> layers_zmask: boolean 'Zmask scene layers'
SceneRenderLayer.zmask_negate -> invert_zmask: boolean 'For Zmask, only render what is behind solid z values instead of in front'
SceneRenderLayer.ztransp -> use_ztransp: boolean 'Render Z-Transparent faces in this Layer (On top of Solid and Halos)'
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.color_saturation -> color_saturation: float 'NO DESCRIPTION'
SceneSequence.convert_float -> use_float: boolean 'Convert input to float data'
SceneSequence.crop -> crop: pointer, '(read-only)'
SceneSequence.de_interlace -> use_deinterlace: boolean 'For video movies to remove fields'
SceneSequence.flip_x -> use_flip_x: boolean 'Flip on the X axis'
SceneSequence.flip_y -> use_flip_y: boolean 'Flip on the Y axis'
SceneSequence.multiply_colors -> multiply_colors: float 'NO DESCRIPTION'
SceneSequence.premultiply -> use_premultiply: boolean 'Convert RGB from key alpha to premultiplied alpha'
SceneSequence.proxy -> proxy: pointer, '(read-only)'
SceneSequence.proxy_custom_directory -> use_proxy_custom_directory: boolean 'Use a custom directory to store data'
SceneSequence.proxy_custom_file -> use_proxy_custom_file: boolean 'Use a custom file to read proxy data from'
SceneSequence.reverse_frames -> use_reverse_frames: boolean 'Reverse frame order'
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)'
SceneSequence.use_color_balance -> use_color_balance: boolean '(3-Way color correction) on input'
SceneSequence.use_crop -> use_crop: boolean 'Crop image before processing'
SceneSequence.use_proxy -> use_proxy: boolean 'Use a preview proxy for this strip'
SceneSequence.use_translation -> use_translation: boolean 'Translate image before processing'
Scopes.accuracy -> accuracy: float 'Proportion of original image source pixel lines to sample'
Scopes.histogram -> histogram: pointer, '(read-only) Histogram for viewing image statistics'
Scopes.use_full_resolution -> use_full_resolution: boolean 'Sample every pixel of the image'
Scopes.vectorscope_alpha -> vectorscope_alpha: float 'Opacity of the points'
Scopes.waveform_alpha -> waveform_alpha: float 'Opacity of the points'
Scopes.waveform_mode -> waveform_mode: enum 'NO DESCRIPTION'
Screen.animation_playing -> is_animation_playing: boolean, '(read-only) Animation playback is active'
Screen.areas -> areas: collection, '(read-only) Areas the screen is subdivided into'
Screen.fullscreen -> is_fullscreen: boolean, '(read-only) An area is maximised, filling this screen'
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'
ScrewModifier.use_normal_calculate -> use_normal_calculate: boolean 'Calculate the order of edges (needed for meshes, but not curves)'
ScrewModifier.use_normal_flip -> use_normal_flip: boolean 'Flip normals of lathed faces'
ScrewModifier.use_object_screw_offset -> use_object_screw_offset: boolean 'Use the distance between the objects to make a screw'
Sculpt.lock_x -> lock_x: boolean 'Disallow changes to the X axis of vertices'
Sculpt.lock_y -> lock_y: boolean 'Disallow changes to the Y axis of vertices'
Sculpt.lock_z -> lock_z: boolean 'Disallow changes to the Z axis of vertices'
Sculpt.radial_symm -> radial_symm: int 'Number of times to copy strokes across the surface'
Sculpt.symmetry_x -> use_symmetry_x: boolean 'Mirror brush across the X axis'
Sculpt.symmetry_y -> use_symmetry_y: boolean 'Mirror brush across the Y axis'
Sculpt.symmetry_z -> use_symmetry_z: boolean 'Mirror brush across the Z axis'
Sculpt.use_openmp -> use_openmp: boolean 'Take advantage of multiple CPU cores to improve sculpting performance'
Sculpt.use_symmetry_feather -> use_symmetry_feather: boolean 'Reduce the strength of the brush where it overlaps symmetrical daubs'
Sensor.expanded -> show_expanded: boolean 'Set sensor expanded in the user interface'
Sensor.frequency -> frequency: int 'Delay between repeated pulses(in logic tics, 0=no delay)'
Sensor.invert -> invert: boolean 'Invert the level(output) of this sensor'
Sensor.level -> use_level: boolean 'Level detector, trigger controllers of new states (only applicable upon logic state transition)'
Sensor.name -> name: string 'Sensor name'
Sensor.pinned -> pinned: boolean 'Display when not linked to a visible states controller'
Sensor.pulse_false_level -> use_pulse_false_level: boolean 'Activate FALSE level triggering (pulse mode)'
Sensor.pulse_true_level -> use_pulse_true_level: boolean 'Activate TRUE level triggering (pulse mode)'
Sensor.tap -> use_tap: boolean 'Trigger controllers only for an instant, even while the sensor remains true'
Sensor.type -> type: enum 'NO DESCRIPTION'
Sequence.blend_mode -> blend_type: enum 'NO DESCRIPTION'
Sequence.blend_opacity -> blend_opacity: float 'NO DESCRIPTION'
Sequence.channel -> channel: int 'Y position of the sequence strip'
Sequence.effect_fader -> effect_fader: float 'NO DESCRIPTION'
Sequence.frame_final_end -> frame_final_end: int 'End frame displayed in the sequence editor after offsets are applied'
Sequence.frame_final_length -> frame_final_length: int 'The length of the contents of this strip before the handles are applied'
Sequence.frame_final_start -> frame_final_start: int 'Start frame displayed in the sequence editor after offsets are applied, setting this is equivalent to moving the handle, not the actual start frame'
Sequence.frame_length -> frame_length: int, '(read-only) The length of the contents of this strip before the handles are applied'
Sequence.frame_offset_end -> frame_offset_end: int, '(read-only)'
Sequence.frame_offset_start -> frame_offset_start: int, '(read-only)'
Sequence.frame_start -> frame_start: int 'NO DESCRIPTION'
Sequence.frame_still_end -> frame_still_end: int, '(read-only)'
Sequence.frame_still_start -> frame_still_start: int, '(read-only)'
Sequence.lock -> lock: boolean "Lock strip so that it can't be transformed"
Sequence.mute -> mute: boolean 'NO DESCRIPTION'
Sequence.name -> name: string 'NO DESCRIPTION'
Sequence.select -> select: boolean 'NO DESCRIPTION'
Sequence.select_left_handle -> select_left_handle: boolean 'NO DESCRIPTION'
Sequence.select_right_handle -> select_right_handle: boolean 'NO DESCRIPTION'
Sequence.speed_fader -> speed_fader: float 'NO DESCRIPTION'
Sequence.type -> type: enum, '(read-only)'
Sequence.use_effect_default_fade -> use_default_fade: boolean 'Fade effect using the built-in default (usually make transition as long as effect strip)'
SequenceColorBalance.gain -> gain: float 'Color balance gain (highlights)'
SequenceColorBalance.gamma -> gamma: float 'Color balance gamma (midtones)'
SequenceColorBalance.inverse_gain -> invert_gain: boolean 'NO DESCRIPTION'
SequenceColorBalance.inverse_gamma -> invert_gamma: boolean 'NO DESCRIPTION'
SequenceColorBalance.inverse_lift -> invert_lift: boolean 'NO DESCRIPTION'
SequenceColorBalance.lift -> lift: float 'Color balance lift (shadows)'
SequenceCrop.bottom -> bottom: int 'NO DESCRIPTION'
SequenceCrop.left -> left: int 'NO DESCRIPTION'
SequenceCrop.right -> right: int 'NO DESCRIPTION'
SequenceCrop.top -> top: int 'NO DESCRIPTION'
SequenceEditor.active_strip -> active_strip: pointer 'NO DESCRIPTION'
SequenceEditor.meta_stack -> meta_stack: collection, '(read-only) Meta strip stack, last is currently edited meta strip'
SequenceEditor.overlay_frame -> overlay_frame: int 'Sequencers active strip'
SequenceEditor.overlay_lock -> overlay_lock: boolean 'NO DESCRIPTION'
SequenceEditor.sequences -> sequences: collection, '(read-only)'
SequenceEditor.sequences_all -> sequences_all: collection, '(read-only)'
SequenceEditor.show_overlay -> show_overlay: boolean 'Partial overlay ontop of the sequencer'
SequenceElement.filename -> filename: string 'NO DESCRIPTION'
SequenceProxy.directory -> directory: string 'Location to store the proxy files'
SequenceProxy.filepath -> filepath: string 'Location of custom proxy file'
SequenceTransform.offset_x -> offset_x: int 'NO DESCRIPTION'
SequenceTransform.offset_y -> offset_y: int 'NO DESCRIPTION'
ShaderNode.type -> type: enum, '(read-only)'
ShaderNodeExtendedMaterial.diffuse -> use_diffuse: boolean 'Material Node outputs Diffuse'
ShaderNodeExtendedMaterial.invert_normal -> invert_normal: boolean 'Material Node uses inverted normal'
ShaderNodeExtendedMaterial.material -> material: pointer 'NO DESCRIPTION'
ShaderNodeExtendedMaterial.specular -> use_specular: boolean 'Material Node outputs Specular'
ShaderNodeGeometry.color_layer -> color_layer: string 'NO DESCRIPTION'
ShaderNodeGeometry.uv_layer -> uv_layer: string 'NO DESCRIPTION'
ShaderNodeMapping.clamp_maximum -> use_max: boolean 'Clamp the output coordinate to a maximum value'
ShaderNodeMapping.clamp_minimum -> use_min: boolean 'Clamp the output coordinate to a minimum value'
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.diffuse -> use_diffuse: boolean 'Material Node outputs Diffuse'
ShaderNodeMaterial.invert_normal -> invert_normal: boolean 'Material Node uses inverted normal'
ShaderNodeMaterial.material -> material: pointer 'NO DESCRIPTION'
ShaderNodeMaterial.specular -> use_specular: boolean 'Material Node outputs Specular'
ShaderNodeMath.operation -> operation: enum 'NO DESCRIPTION'
ShaderNodeMixRGB.alpha -> use_alpha: boolean 'Include alpha of second input in this operation'
ShaderNodeMixRGB.blend_type -> blend_type: enum 'NO DESCRIPTION'
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 'NO DESCRIPTION'
ShaderNodeValToRGB.color_ramp -> color_ramp: pointer, '(read-only)'
ShaderNodeVectorCurve.mapping -> mapping: pointer, '(read-only)'
ShaderNodeVectorMath.operation -> operation: enum 'NO DESCRIPTION'
ShapeActionActuator.action -> action: pointer 'NO DESCRIPTION'
ShapeActionActuator.blendin -> blendin: int 'Number of frames of motion blending'
ShapeActionActuator.continue_last_frame -> use_continue_last_frame: boolean 'Restore last frame when switching on/off, otherwise play from the start each time'
ShapeActionActuator.frame_end -> frame_end: int 'NO DESCRIPTION'
ShapeActionActuator.frame_property -> frame_property: string "Assign the action's current frame number to this property"
ShapeActionActuator.frame_start -> frame_start: int 'NO DESCRIPTION'
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.mute -> mute: boolean 'Mute this shape key'
ShapeKey.name -> name: string 'NO DESCRIPTION'
ShapeKey.relative_key -> relative_key: pointer 'Shape used as a relative key'
ShapeKey.slider_max -> slider_max: float 'Maximum for slider'
ShapeKey.slider_min -> slider_min: float 'Minimum for slider'
ShapeKey.value -> value: float 'Value of shape key at the current frame'
ShapeKey.vertex_group -> vertex_group: string 'Vertex weight group, to blend with basis shape'
ShapeKeyBezierPoint.co -> co: float 'NO DESCRIPTION'
ShapeKeyBezierPoint.handle_1_co -> handle_1_co: float 'NO DESCRIPTION'
ShapeKeyBezierPoint.handle_2_co -> handle_2_co: float 'NO DESCRIPTION'
ShapeKeyCurvePoint.co -> co: float 'NO DESCRIPTION'
ShapeKeyCurvePoint.tilt -> tilt: float 'NO DESCRIPTION'
ShapeKeyPoint.co -> co: float 'NO DESCRIPTION'
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'
ShrinkwrapConstraint.use_x -> use_x: boolean 'Projection over X Axis'
ShrinkwrapConstraint.use_y -> use_y: boolean 'Projection over Y Axis'
ShrinkwrapConstraint.use_z -> use_z: boolean 'Projection over Z Axis'
ShrinkwrapModifier.auxiliary_target -> auxiliary_target: pointer 'Additional mesh target to shrink to'
ShrinkwrapModifier.cull_back_faces -> use_cull_back_faces: boolean 'Stop vertices from projecting to a back face on the target'
ShrinkwrapModifier.cull_front_faces -> use_cull_front_faces: boolean 'Stop vertices from projecting to a front face on the target'
ShrinkwrapModifier.keep_above_surface -> use_keep_above_surface: boolean 'NO DESCRIPTION'
ShrinkwrapModifier.mode -> mode: enum 'NO DESCRIPTION'
ShrinkwrapModifier.negative -> use_negative_direction: boolean 'Allow vertices to move in the negative direction of axis'
ShrinkwrapModifier.offset -> offset: float 'Distance to keep from the target'
ShrinkwrapModifier.positive -> use_positive_direction: boolean 'Allow vertices to move in the positive direction of axis'
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'
ShrinkwrapModifier.x -> use_project_x: boolean 'NO DESCRIPTION'
ShrinkwrapModifier.y -> use_project_y: boolean 'NO DESCRIPTION'
ShrinkwrapModifier.z -> use_project_z: boolean 'NO DESCRIPTION'
SimpleDeformModifier.factor -> factor: float 'NO DESCRIPTION'
SimpleDeformModifier.limits -> limits: float 'Lower/Upper limits for deform'
SimpleDeformModifier.lock_x_axis -> lock_x: boolean 'NO DESCRIPTION'
SimpleDeformModifier.lock_y_axis -> lock_y: boolean 'NO DESCRIPTION'
SimpleDeformModifier.mode -> mode: enum 'NO DESCRIPTION'
SimpleDeformModifier.origin -> origin: pointer 'Origin of modifier space coordinates'
SimpleDeformModifier.relative -> use_relative: boolean 'Sets the origin of deform space to be relative to the object'
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_smoke -> use_dissolve_smoke: boolean 'Enable smoke to disappear over time'
SmokeDomainSettings.dissolve_smoke_log -> use_dissolve_smoke_log: boolean 'Using 1/x'
SmokeDomainSettings.dissolve_speed -> dissolve_speed: int 'Dissolve Speed'
SmokeDomainSettings.eff_group -> eff_group: pointer 'Limit effectors to this group'
SmokeDomainSettings.effector_weights -> effector_weights: pointer, '(read-only)'
SmokeDomainSettings.fluid_group -> fluid_group: pointer 'Limit fluid objects to this group'
SmokeDomainSettings.highres -> use_high_resolution: boolean 'Enable high resolution (using amplification)'
SmokeDomainSettings.maxres -> maxres: int 'Maximal resolution used in the fluid domain'
SmokeDomainSettings.noise_type -> noise_type: enum 'Noise method which is used for creating the high resolution'
SmokeDomainSettings.point_cache_high -> point_cache_high: pointer, '(read-only)'
SmokeDomainSettings.point_cache_low -> point_cache_low: pointer, '(read-only)'
SmokeDomainSettings.smoke_cache_comp -> smoke_cache_comp: enum 'Compression method to be used'
SmokeDomainSettings.smoke_cache_high_comp -> smoke_cache_high_comp: enum 'Compression method to be used'
SmokeDomainSettings.smoke_domain_colli -> smoke_domain_colli: enum 'Selects which domain border will be treated as collision object.'
SmokeDomainSettings.smoothemitter -> smoothemitter: boolean 'Smoothens emitted smoke to avoid blockiness.'
SmokeDomainSettings.strength -> strength: float 'Strength of wavelet noise'
SmokeDomainSettings.time_scale -> time_scale: float 'Adjust simulation speed.'
SmokeDomainSettings.viewhighres -> show_high_resolution: boolean 'Show high resolution (using amplification)'
SmokeDomainSettings.vorticity -> vorticity: float 'Amount of turbulence/rotation in fluid.'
SmokeFlowSettings.absolute -> absolute: boolean 'Only allows given density value in emitter area.'
SmokeFlowSettings.density -> density: float 'NO DESCRIPTION'
SmokeFlowSettings.initial_velocity -> initial_velocity: boolean "Smoke inherits it's velocity from the emitter particle"
NEGATE * SmokeFlowSettings.outflow -> use_outflow: boolean 'Deletes smoke from simulation'
SmokeFlowSettings.psys -> psys: pointer 'Particle systems emitted from the object'
SmokeFlowSettings.temperature -> temperature: float 'Temperature difference to ambient temperature'
SmokeFlowSettings.velocity_multiplier -> velocity_multiplier: float 'Multiplier to adjust velocity passed to smoke'
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 'NO DESCRIPTION'
SmoothModifier.factor -> factor: float 'NO DESCRIPTION'
SmoothModifier.repeat -> repeat: int 'NO DESCRIPTION'
SmoothModifier.vertex_group -> vertex_group: string 'Vertex group name'
SmoothModifier.x -> use_x: boolean 'NO DESCRIPTION'
SmoothModifier.y -> use_y: boolean 'NO DESCRIPTION'
SmoothModifier.z -> use_z: boolean 'NO DESCRIPTION'
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.auto_step -> use_auto_step: boolean 'Use velocities for automagic step sizes'
SoftBodySettings.ball_damp -> ball_damp: float 'Blending to inelastic collision'
SoftBodySettings.ball_size -> ball_size: float 'Absolute ball size or factor if not manual adjusted'
SoftBodySettings.ball_stiff -> ball_stiff: float 'Ball inflating pressure'
SoftBodySettings.bending -> bend: float 'Bending Stiffness'
SoftBodySettings.choke -> choke: int "'Viscosity' inside collision target"
SoftBodySettings.collision_type -> collision_type: enum 'Choose Collision Type'
SoftBodySettings.damp -> damp: float 'Edge spring friction'
SoftBodySettings.diagnose -> use_diagnose: boolean 'Turn on SB diagnose console prints'
SoftBodySettings.edge_collision -> use_edge_collision: boolean 'Edges collide too'
SoftBodySettings.effector_weights -> effector_weights: pointer, '(read-only)'
SoftBodySettings.error_limit -> error_limit: float 'The Runge-Kutta ODE solver error limit, low value gives more precision, high values speed'
SoftBodySettings.estimate_matrix -> use_estimate_matrix: boolean 'estimate matrix .. split to COM , ROT ,SCALE'
SoftBodySettings.face_collision -> use_face_collision: boolean 'Faces collide too, SLOOOOOW warning'
SoftBodySettings.friction -> friction: float 'General media friction for point movements'
SoftBodySettings.fuzzy -> fuzzy: int 'Fuzziness while on collision, high values make collsion handling faster but less stable'
SoftBodySettings.goal_default -> goal_default: float 'Default Goal (vertex target position) value, when no Vertex Group used'
SoftBodySettings.goal_friction -> goal_friction: float 'Goal (vertex target position) friction'
SoftBodySettings.goal_max -> goal_max: float 'Goal maximum, vertex weights are scaled to match this range'
SoftBodySettings.goal_min -> goal_min: float 'Goal minimum, vertex weights are scaled to match this range'
SoftBodySettings.goal_spring -> goal_spring: float 'Goal (vertex target position) spring stiffness'
SoftBodySettings.goal_vertex_group -> goal_vertex_group: string 'Control point weight values'
SoftBodySettings.gravity -> gravity: float 'Apply gravitation to point movement'
SoftBodySettings.lcom -> lcom: float 'Location of Center of mass'
SoftBodySettings.lrot -> lrot: float 'Estimated rotation matrix'
SoftBodySettings.lscale -> lscale: float 'Estimated scale matrix'
SoftBodySettings.mass -> mass: float 'General Mass value'
SoftBodySettings.mass_vertex_group -> mass_vertex_group: string 'Control point mass values'
SoftBodySettings.maxstep -> step_max: int 'Maximal # solver steps/frame'
SoftBodySettings.minstep -> step_min: int 'Minimal # solver steps/frame'
SoftBodySettings.plastic -> plastic: float 'Permanent deform'
SoftBodySettings.pull -> pull: float 'Edge spring stiffness when longer than rest length'
SoftBodySettings.push -> push: float 'Edge spring stiffness when shorter than rest length'
SoftBodySettings.self_collision -> use_self_collision: boolean 'Enable naive vertex ball self collision'
SoftBodySettings.shear -> shear: float 'Shear Stiffness'
SoftBodySettings.speed -> speed: float 'Tweak timing for physics to control frequency and speed'
SoftBodySettings.spring_length -> spring_length: float 'Alter spring length to shrink/blow up (unit %) 0 to disable'
SoftBodySettings.spring_vertex_group -> spring_vertex_group: string 'Control point spring strength values'
SoftBodySettings.stiff_quads -> use_stiff_quads: boolean 'Adds diagonal springs on 4-gons'
SoftBodySettings.use_edges -> use_edges: boolean 'Use Edges as springs'
SoftBodySettings.use_goal -> use_goal: boolean 'Define forces for vertices to stick to animated position'
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.invert -> invert_vertex_group: boolean 'Invert the vertex group influence'
SolidifyModifier.offset -> offset: float 'NO DESCRIPTION'
SolidifyModifier.thickness -> thickness: float 'Thickness of the shell'
SolidifyModifier.use_even_offset -> use_even_offset: boolean 'Maintain thickness by adjusting for sharp corners (slow, disable when not needed)'
SolidifyModifier.use_quality_normals -> use_quality_normals: boolean 'Calculate normals which result in more even thickness (slow, disable when not needed)'
SolidifyModifier.use_rim -> use_rim: boolean 'Create edge loops between the inner and outer surfaces on face edges (slow, disable when not needed)'
SolidifyModifier.use_rim_material -> use_rim_material: boolean 'Use in the next material for rim faces'
SolidifyModifier.vertex_group -> vertex_group: string 'Vertex group name'
Sound.caching -> use_ram_cache: boolean 'The sound file is decoded and loaded into RAM'
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.enable_sound_3d -> use_3d_sound: boolean 'Enable/Disable 3D Sound'
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 'NO DESCRIPTION'
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 'NO DESCRIPTION'
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 'NO DESCRIPTION'
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 'NO DESCRIPTION'
SpaceConsole.selection_start -> selection_start: int 'NO DESCRIPTION'
SpaceConsole.show_report_debug -> show_report_debug: boolean 'Display debug reporting info'
SpaceConsole.show_report_error -> show_report_error: boolean 'Display error text'
SpaceConsole.show_report_info -> show_report_info: boolean 'Display general information'
SpaceConsole.show_report_operator -> show_report_operator: boolean 'Display the operator log'
SpaceConsole.show_report_warn -> show_report_warning: boolean 'Display warnings'
SpaceDopeSheetEditor.action -> action: pointer 'Action displayed and edited in this space'
SpaceDopeSheetEditor.automerge_keyframes -> use_automerge_keyframes: boolean 'Automatically merge nearby keyframes'
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'
SpaceDopeSheetEditor.realtime_updates -> use_realtime_updates: boolean 'When transforming keyframes, changes to the animation data are flushed to other views'
SpaceDopeSheetEditor.show_cframe_indicator -> show_frame_indicator: boolean 'Show frame number beside the current frame indicator line'
SpaceDopeSheetEditor.show_seconds -> show_seconds: boolean, '(read-only) Show timing in seconds not frames'
SpaceDopeSheetEditor.show_sliders -> show_sliders: boolean 'Show sliders beside F-Curve channels'
SpaceDopeSheetEditor.use_marker_sync -> use_marker_sync: boolean 'Sync Markers with keyframe edits'
SpaceFileBrowser.params -> params: pointer, '(read-only) Parameters and Settings for the Filebrowser'
SpaceGraphEditor.automerge_keyframes -> use_automerge_keyframes: boolean 'Automatically merge nearby keyframes'
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.has_ghost_curves -> has_ghost_curves: boolean 'Graph Editor instance has some ghost curves stored'
SpaceGraphEditor.mode -> mode: enum 'Editing context being displayed'
SpaceGraphEditor.only_selected_curves_handles -> use_only_selected_curves_handles: boolean 'Only keyframes of selected F-Curves are visible and editable'
SpaceGraphEditor.only_selected_keyframe_handles -> use_only_selected_keyframe_handles: boolean 'Only show and edit handles of selected keyframes'
SpaceGraphEditor.pivot_point -> pivot_point: enum 'Pivot center for rotation/scaling'
SpaceGraphEditor.realtime_updates -> use_realtime_updates: boolean 'When transforming keyframes, changes to the animation data are flushed to other views'
SpaceGraphEditor.show_cframe_indicator -> show_frame_indicator: boolean 'Show frame number beside the current frame indicator line'
SpaceGraphEditor.show_cursor -> show_cursor: boolean 'Show 2D cursor'
SpaceGraphEditor.show_handles -> show_handles: boolean 'Show handles of Bezier control points'
SpaceGraphEditor.show_seconds -> show_seconds: boolean, '(read-only) Show timing in seconds not frames'
SpaceGraphEditor.show_sliders -> show_sliders: boolean 'Show sliders beside F-Curve channels'
SpaceImageEditor.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.draw_repeated -> show_repeated: boolean 'Draw the image repeated outside of the main view'
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_painting -> use_image_paint: boolean 'Enable image painting mode'
SpaceImageEditor.image_pin -> use_image_pin: boolean 'Display current image regardless of object selection'
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.show_paint -> show_paint: boolean, '(read-only) Show paint related properties'
SpaceImageEditor.show_render -> show_render: boolean, '(read-only) Show render related properties'
SpaceImageEditor.show_uvedit -> show_uvedit: boolean, '(read-only) Show UV editing related properties'
SpaceImageEditor.update_automatically -> use_realtime_updates: boolean 'Update other affected window spaces automatically to reflect changes during interactive operations such as transform'
SpaceImageEditor.use_grease_pencil -> use_grease_pencil: boolean 'Display and edit the grease pencil freehand annotations overlay'
SpaceImageEditor.uv_editor -> uv_editor: pointer, '(read-only) UV editor settings'
SpaceLogicEditor.actuators_show_active_objects -> show_actuators_active_objects: boolean 'Show actuators of active object'
SpaceLogicEditor.actuators_show_active_states -> show_actuators_active_states: boolean 'Show only actuators connected to active states'
SpaceLogicEditor.actuators_show_linked_controller -> show_actuators_linked_controller: boolean 'Show linked objects to the actuator'
SpaceLogicEditor.actuators_show_selected_objects -> show_actuators_selected_objects: boolean 'Show actuators of all selected objects'
SpaceLogicEditor.controllers_show_active_objects -> show_controllers_active_objects: boolean 'Show controllers of active object'
SpaceLogicEditor.controllers_show_linked_controller -> show_controllers_linked_controller: boolean 'Show linked objects to sensor/actuator'
SpaceLogicEditor.controllers_show_selected_objects -> show_controllers_selected_objects: boolean 'Show controllers of all selected objects'
SpaceLogicEditor.sensors_show_active_objects -> show_sensors_active_objects: boolean 'Show sensors of active object'
SpaceLogicEditor.sensors_show_active_states -> show_sensors_active_states: boolean 'Show only sensors connected to active states'
SpaceLogicEditor.sensors_show_linked_controller -> show_sensors_linked_controller: boolean 'Show linked objects to the controller'
SpaceLogicEditor.sensors_show_selected_objects -> show_sensors_selected_objects: boolean 'Show sensors of all selected objects'
SpaceNLA.autosnap -> autosnap: enum 'Automatic time snapping settings for transformations'
SpaceNLA.dopesheet -> dopesheet: pointer, '(read-only) Settings for filtering animation data'
SpaceNLA.realtime_updates -> use_realtime_updates: boolean 'When transforming strips, changes to the animation data are flushed to other views'
SpaceNLA.show_cframe_indicator -> show_frame_indicator: boolean 'Show frame number beside the current frame indicator line'
SpaceNLA.show_seconds -> show_seconds: boolean, '(read-only) Show timing in seconds not frames'
SpaceNLA.show_strip_curves -> show_strip_curves: boolean 'Show influence curves on strips'
SpaceNodeEditor.backdrop -> show_backdrop: boolean 'Use active Viewer Node output as backdrop for compositing nodes'
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'
SpaceOutliner.match_case_sensitive -> use_match_case_sensitive: boolean 'Only use case sensitive matches of search string'
SpaceOutliner.match_complete -> use_match_complete: boolean 'Only use complete matches of search string'
SpaceOutliner.show_restriction_columns -> show_restriction_columns: boolean 'Show column'
SpaceProperties.align -> align: enum 'Arrangement of the panels'
SpaceProperties.brush_texture -> show_brush_texture: boolean 'Show brush textures'
SpaceProperties.context -> context: enum 'Type of active data to display and edit'
SpaceProperties.pin_id -> pin_id: pointer 'NO DESCRIPTION'
SpaceProperties.use_pin_id -> use_pin_id: boolean 'Use the pinned context'
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_frames -> show_frames: boolean 'Draw frames rather than seconds'
SpaceSequenceEditor.draw_overexposed -> draw_overexposed: int 'Show overexposed areas with zebra stripes'
SpaceSequenceEditor.draw_safe_margin -> show_safe_margin: boolean 'Draw title safe margins in preview'
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.separate_color_preview -> show_separate_color: boolean 'Separate color channels in preview'
SpaceSequenceEditor.show_cframe_indicator -> show_frame_indicator: boolean 'Show frame number beside the current frame indicator line'
SpaceSequenceEditor.use_grease_pencil -> use_grease_pencil: boolean 'Display and edit the grease pencil freehand annotations overlay'
SpaceSequenceEditor.use_marker_sync -> use_marker_sync: boolean 'Transform markers as well as strips'
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_all -> use_find_all: boolean 'Search in all text datablocks, instead of only the active one'
SpaceTextEditor.find_text -> find_text: string 'Text to search for with the find tool'
SpaceTextEditor.find_wrap -> use_find_wrap: boolean 'Search again from the start of the file when reaching the end'
SpaceTextEditor.font_size -> font_size: int 'Font size to use for displaying the text'
SpaceTextEditor.line_numbers -> show_line_numbers: boolean 'Show line numbers next to the text'
SpaceTextEditor.live_edit -> use_live_edit: boolean 'Run python while editing'
SpaceTextEditor.overwrite -> use_overwrite: boolean 'Overwrite characters when typing rather than inserting them'
SpaceTextEditor.replace_text -> replace_text: string 'Text to replace selected text with using the replace tool'
SpaceTextEditor.syntax_highlight -> show_syntax_highlight: boolean 'Syntax highlight for scripting'
SpaceTextEditor.tab_width -> tab_width: int 'Number of spaces to display tabs with'
SpaceTextEditor.text -> text: pointer 'Text displayed and edited in this space'
SpaceTextEditor.word_wrap -> use_word_wrap: boolean 'Wrap words if there is not enough horizontal space'
SpaceTimeline.cache_cloth -> cache_cloth: boolean "Show the active object's cloth point cache"
SpaceTimeline.cache_particles -> cache_particles: boolean "Show the active object's particle point cache"
SpaceTimeline.cache_smoke -> cache_smoke: boolean "Show the active object's smoke cache"
SpaceTimeline.cache_softbody -> cache_softbody: boolean "Show the active object's softbody point cache"
SpaceTimeline.only_selected -> show_only_selected: boolean 'Show keyframes for active Object and/or its selected channels only'
SpaceTimeline.play_all_3d -> use_play_3d_editors: boolean 'NO DESCRIPTION'
SpaceTimeline.play_anim -> use_play_animation_editors: boolean 'NO DESCRIPTION'
SpaceTimeline.play_buttons -> use_play_properties_editors: boolean 'NO DESCRIPTION'
SpaceTimeline.play_image -> use_play_image_editors: boolean 'NO DESCRIPTION'
SpaceTimeline.play_nodes -> use_play_node_editors: boolean 'NO DESCRIPTION'
SpaceTimeline.play_sequencer -> use_play_sequence_editors: boolean 'NO DESCRIPTION'
SpaceTimeline.play_top_left -> use_play_top_left_3d_editor: boolean 'NO DESCRIPTION'
SpaceTimeline.show_cache -> show_cache: boolean 'Show the status of cached frames in the timeline'
SpaceTimeline.show_cframe_indicator -> show_frame_indicator: boolean 'Show frame number beside the current frame indicator line'
SpaceUVEditor.constrain_to_image_bounds -> use_constrain_to_image_bounds: boolean 'Constraint to stay within the image bounds while editing'
SpaceUVEditor.cursor_location -> cursor_location: float '2D cursor location for this view'
SpaceUVEditor.draw_modified_edges -> show_modified_edges: boolean 'Draw edges after modifiers are applied'
SpaceUVEditor.draw_other_objects -> show_other_objects: boolean 'Draw other selected objects that share the same image'
SpaceUVEditor.draw_smooth_edges -> show_smooth_edges: boolean 'Draw UV edges anti-aliased'
SpaceUVEditor.draw_stretch -> show_stretch: boolean 'Draw faces colored according to the difference in shape between UVs and their 3D coordinates (blue for low distortion, red for high distortion)'
SpaceUVEditor.draw_stretch_type -> draw_stretch_type: enum 'Type of stretch to draw'
SpaceUVEditor.edge_draw_type -> edge_draw_type: enum 'Draw type for drawing UV edges'
SpaceUVEditor.live_unwrap -> use_live_unwrap: boolean 'Continuously unwrap the selected UV island while transforming pinned vertices'
SpaceUVEditor.normalized_coordinates -> show_normalized_coordinates: boolean 'Display UV coordinates from 0.0 to 1.0 rather than in pixels'
SpaceUVEditor.pivot -> pivot: enum 'Rotation/Scaling Pivot'
SpaceUVEditor.snap_to_pixels -> use_snap_to_pixels: boolean 'Snap UVs to pixel locations while editing'
SpaceUVEditor.sticky_selection_mode -> sticky_selection_mode: enum 'Automatically select also UVs sharing the same vertex as the ones being selected'
SpaceUserPreferences.filter -> filter: string 'Search term for filtering in the UI'
SpaceView3D.all_object_origins -> show_all_objects_origin: boolean 'Show the object origin center dot for all (selected and unselected) objects'
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.display_background_images -> show_background_images: boolean 'Display reference images behind objects in the 3D View'
SpaceView3D.display_floor -> show_floor: boolean 'Show the ground plane grid in perspective view'
SpaceView3D.display_render_override -> show_only_render: boolean 'Display only objects which will be rendered'
SpaceView3D.display_x_axis -> show_axis_x: boolean 'Show the X axis line in perspective view'
SpaceView3D.display_y_axis -> show_axis_y: boolean 'Show the Y axis line in perspective view'
SpaceView3D.display_z_axis -> show_axis_z: boolean 'Show the Z axis line in perspective view'
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.layers -> layers: boolean 'Layers visible in this 3D View'
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_camera_and_layers -> lock_camera_and_layers: boolean "Use the scene's active camera and layers in this view, rather than local layers"
SpaceView3D.lock_object -> lock_object: pointer "3D View center is locked to this object's position"
SpaceView3D.manipulator -> use_manipulator: boolean 'Use a 3D manipulator widget for controlling transforms'
SpaceView3D.manipulator_rotate -> use_manipulator_rotate: boolean 'Use the manipulator for rotation transformations'
SpaceView3D.manipulator_scale -> use_manipulator_scale: boolean 'Use the manipulator for scale transformations'
SpaceView3D.manipulator_translate -> use_manipulator_translate: boolean 'Use the manipulator for movement transformations'
SpaceView3D.occlude_geometry -> use_occlude_geometry: boolean 'Limit selection to visible (clipped with depth buffer)'
SpaceView3D.outline_selected -> show_outline_selected: boolean 'Show an outline highlight around selected objects in non-wireframe views'
SpaceView3D.pivot_point -> pivot_point: enum 'Pivot center for rotation/scaling'
SpaceView3D.pivot_point_align -> use_pivot_point_align: boolean 'Manipulate object centers only'
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.relationship_lines -> show_relationship_lines: boolean 'Show dashed lines indicating parent or constraint relationships'
SpaceView3D.textured_solid -> show_textured_solid: boolean 'Display face-assigned textures in solid view'
SpaceView3D.transform_orientation -> transform_orientation: enum 'Transformation orientation'
SpaceView3D.used_layers -> layers_used: boolean, '(read-only) Layers that contain something'
SpaceView3D.viewport_shading -> viewport_shade: enum 'Method to display/shade objects in the 3D View'
SpeedControlSequence.curve_compress_y -> use_curve_compress_y: boolean 'Scale F-Curve value to get the target frame number, F-Curve value runs from 0.0 to 1.0'
SpeedControlSequence.curve_velocity -> use_curve_velocity: boolean 'Interpret the F-Curve value as a velocity instead of a frame number'
SpeedControlSequence.frame_blending -> use_frame_blend: boolean 'Blend two frames into the target for a smoother result'
SpeedControlSequence.global_speed -> global_speed: float 'NO DESCRIPTION'
Spline.bezier_points -> bezier_points: collection, '(read-only) Collection of points for bezier curves only'
Spline.bezier_u -> use_bezier_u: boolean 'Make this nurbs curve or surface act like a bezier spline in the U direction (Order U must be 3 or 4, Cyclic U must be disabled)'
Spline.bezier_v -> use_bezier_v: boolean 'Make this nurbs surface act like a bezier spline in the V direction (Order V must be 3 or 4, Cyclic V must be disabled)'
Spline.character_index -> character_index: int, '(read-only) Location of this character in the text data (only for text curves)'
Spline.cyclic_u -> use_cyclic_u: boolean 'Make this curve or surface a closed loop in the U direction'
Spline.cyclic_v -> use_cyclic_v: boolean 'Make this surface a closed loop in the V direction'
Spline.endpoint_u -> use_endpoint_u: boolean 'Make this nurbs curve or surface meet the endpoints in the U direction (Cyclic U must be disabled)'
Spline.endpoint_v -> use_endpoint_v: boolean 'Make this nurbs surface meet the endpoints in the V direction (Cyclic V must be disabled)'
Spline.hide -> hide: boolean 'Hide this curve in editmode'
Spline.material_index -> material_index: int 'NO DESCRIPTION'
Spline.order_u -> order_u: int 'Nurbs order in the U direction (For splines and surfaces), Higher values let points influence a greater area'
Spline.order_v -> order_v: int 'Nurbs order in the V direction (For surfaces only), Higher values let points influence a greater area'
Spline.point_count_u -> point_count_u: int, '(read-only) Total number points for the curve or surface in the U direction'
Spline.point_count_v -> point_count_v: int, '(read-only) Total number points for the surface on the V direction'
Spline.points -> points: collection, '(read-only) Collection of points that make up this poly or nurbs spline'
Spline.radius_interpolation -> radius_interpolation: enum 'The type of radius interpolation for Bezier curves'
Spline.resolution_u -> resolution_u: int 'Curve or Surface subdivisions per segment'
Spline.resolution_v -> resolution_v: int 'Surface subdivisions per segment'
Spline.smooth -> use_smooth: boolean 'Smooth the normals of the surface or beveled curve'
Spline.tilt_interpolation -> tilt_interpolation: enum 'The type of tilt interpolation for 3D, Bezier curves'
Spline.type -> type: enum 'The interpolation type for this curve element'
SplineIKConstraint.chain_length -> chain_length: int 'How many bones are included in the chain'
SplineIKConstraint.chain_offset -> use_chain_offset: boolean 'Offset the entire chain relative to the root joint'
SplineIKConstraint.even_divisions -> use_even_divisions: boolean 'Ignore the relative lengths of the bones when fitting to the curve'
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.use_curve_radius -> use_curve_radius: boolean 'Average radius of the endpoints is used to tweak the X and Z Scaling of the bones, on top of XZ Scale mode'
SplineIKConstraint.xz_scaling_mode -> xz_scale_mode: enum 'Method used for determining the scaling of the X and Z axes of the bones'
SplineIKConstraint.y_stretch -> use_y_stretch: boolean 'Stretch the Y axis of the bones to fit the curve'
SplinePoint.co -> co: float 'Point coordinates'
SplinePoint.hide -> hide: boolean 'Visibility status'
SplinePoint.radius -> radius: float, '(read-only) Radius for bevelling'
SplinePoint.select -> select: boolean 'Selection status'
SplinePoint.tilt -> tilt: float 'Tilt in 3D View'
SplinePoint.weight -> weight: float 'Nurbs weight'
SplinePoint.weight_softbody -> weight_softbody: float 'Softbody goal weight'
SpotLamp.auto_clip_end -> use_auto_clip_end: boolean 'Automatic calculation of clipping-end, based on visible vertices'
SpotLamp.auto_clip_start -> use_auto_clip_start: boolean 'Automatic calculation of clipping-start, based on visible vertices'
SpotLamp.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 -> use_halo: boolean 'Renders spotlight with a volumetric halo (Buffer Shadows)'
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.only_shadow -> use_only_shadow: boolean 'Causes light to cast shadows only without illuminating objects'
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_layer -> use_shadow_layer: boolean 'Causes only objects on the same layer to cast 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.show_cone -> show_cone: boolean 'Draw transparent cone in 3D view to visualize which objects are contained in it'
SpotLamp.sphere -> use_sphere: boolean 'Sets light intensity to zero beyond lamp distance'
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'
SpotLamp.square -> use_square: boolean 'Casts a square spot light shape'
StateActuator.operation -> operation: enum 'Select the bit operation on object state mask'
StateActuator.state -> states: boolean 'NO DESCRIPTION'
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 'NO DESCRIPTION'
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 'NO DESCRIPTION'
StucciTexture.stype -> stype: enum 'NO DESCRIPTION'
StucciTexture.turbulence -> turbulence: float 'Sets the turbulence of the bandnoise and ringnoise types'
SubsurfModifier.levels -> levels: int 'Number of subdivisions to perform'
SubsurfModifier.optimal_display -> show_only_control_edges: boolean 'Skip drawing/rendering of interior subdivided edges'
SubsurfModifier.render_levels -> render_levels: int 'Number of subdivisions to perform when rendering'
SubsurfModifier.subdivision_type -> subdivision_type: enum 'Selects type of subdivision algorithm'
SubsurfModifier.subsurf_uv -> use_subsurf_uv: boolean 'Use subsurf to subdivide UVs'
SunLamp.only_shadow -> use_only_shadow: boolean 'Causes light to cast shadows only without illuminating objects'
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_layer -> use_shadow_layer: boolean 'Causes only objects on the same layer to cast shadows'
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'
SurfaceCurve.map_along_length -> use_map_along_length: boolean 'Generate texture mapping coordinates following the curve direction, rather than the local bounding box'
TexMapping.has_maximum -> use_max: boolean 'Whether to use maximum clipping value'
TexMapping.has_minimum -> use_min: boolean 'Whether to use minimum clipping value'
TexMapping.location -> location: float 'NO DESCRIPTION'
TexMapping.maximum -> max: float 'Maximum value for clipping'
TexMapping.minimum -> min: float 'Minimum value for clipping'
TexMapping.rotation -> rotation: float 'NO DESCRIPTION'
TexMapping.scale -> scale: float 'NO DESCRIPTION'
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.dirty -> is_dirty: boolean, '(read-only) Text file has been edited since last save'
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.memory -> is_in_memory: boolean, '(read-only) Text file is in memory, without a corresponding file on disk'
Text.modified -> is_modified: boolean, '(read-only) Text file on disk is different than the one in memory'
Text.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'
Text.tabs_as_spaces -> use_tabs_as_spaces: boolean 'Automatically converts all new tabs into spaces'
Text.use_module -> use_module: boolean "Register this text as a module on loading, Text name must end with '.py'"
TextBox.height -> height: float 'NO DESCRIPTION'
TextBox.width -> width: float 'NO DESCRIPTION'
TextBox.x -> x: float 'NO DESCRIPTION'
TextBox.y -> y: float 'NO DESCRIPTION'
TextCharacterFormat.bold -> use_bold: boolean 'NO DESCRIPTION'
TextCharacterFormat.italic -> use_italic: boolean 'NO DESCRIPTION'
TextCharacterFormat.underline -> use_underline: boolean 'NO DESCRIPTION'
TextCharacterFormat.use_small_caps -> use_small_caps: boolean 'NO DESCRIPTION'
TextCurve.active_textbox -> active_textbox: int 'NO DESCRIPTION'
TextCurve.body -> body: string 'contents of this text object'
TextCurve.body_format -> body_format: collection, '(read-only) Stores the style of each character'
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.fast -> use_fast_editing: boolean "Don't fill polygons while editing"
TextCurve.font -> font: pointer 'NO DESCRIPTION'
TextCurve.line_dist -> line_distance: float 'NO DESCRIPTION'
TextCurve.map_along_length -> use_map_along_length: boolean 'Generate texture mapping coordinates following the curve direction, rather than the local bounding box'
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.small_caps_scale -> small_caps_scale: float 'Scale of small capitals'
TextCurve.spacemode -> spacemode: enum 'Text align from the object center'
TextCurve.spacing -> spacing: float 'NO DESCRIPTION'
TextCurve.text_on_curve -> text_on_curve: pointer 'Curve deforming text object'
TextCurve.text_size -> text_size: float 'NO DESCRIPTION'
TextCurve.textboxes -> textboxes: collection, '(read-only)'
TextCurve.ul_height -> ul_height: float 'NO DESCRIPTION'
TextCurve.ul_position -> ul_position: float 'Vertical position of underline'
TextCurve.word_spacing -> word_spacing: float 'NO DESCRIPTION'
TextLine.line -> line: string 'Text in the line'
TextMarker.color -> color: float 'Color to display the marker with'
TextMarker.edit_all -> use_edit_all: boolean, '(read-only) Edit all markers of the same group as one'
TextMarker.end -> end: int, '(read-only) Start position of the marker in the line'
TextMarker.group -> group: int, '(read-only)'
TextMarker.line -> line: int, '(read-only) Line in which the marker is located'
TextMarker.start -> start: int, '(read-only) Start position of the marker in the line'
TextMarker.temporary -> is_temporary: boolean, '(read-only) Marker is temporary'
Texture.animation_data -> animation_data: pointer, '(read-only) Animation data for this datablock'
Texture.brightness -> intensity: float 'NO DESCRIPTION'
Texture.color_ramp -> color_ramp: pointer, '(read-only)'
Texture.contrast -> contrast: float 'NO DESCRIPTION'
Texture.factor_blue -> factor_blue: float 'NO DESCRIPTION'
Texture.factor_green -> factor_green: float 'NO DESCRIPTION'
Texture.factor_red -> factor_red: float 'NO DESCRIPTION'
Texture.node_tree -> node_tree: pointer, '(read-only) Node tree for node-based textures'
Texture.saturation -> saturation: float 'NO DESCRIPTION'
Texture.type -> type: enum 'NO DESCRIPTION'
Texture.use_color_ramp -> use_color_ramp: boolean 'Toggle color ramp operations'
Texture.use_nodes -> use_nodes: boolean 'Make this a node-based texture'
Texture.use_preview_alpha -> use_preview_alpha: boolean 'Show Alpha in Preview Render'
TextureNode.type -> type: enum, '(read-only)'
TextureNodeBricks.offset -> offset: float 'NO DESCRIPTION'
TextureNodeBricks.offset_frequency -> offset_frequency: int 'Offset every N rows'
TextureNodeBricks.squash -> squash: float 'NO DESCRIPTION'
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 'NO DESCRIPTION'
TextureNodeCurveTime.start -> start: int 'NO DESCRIPTION'
TextureNodeImage.image -> image: pointer 'NO DESCRIPTION'
TextureNodeMath.operation -> operation: enum 'NO DESCRIPTION'
TextureNodeMixRGB.alpha -> use_alpha: boolean 'Include alpha of second input in this operation'
TextureNodeMixRGB.blend_type -> blend_type: enum 'NO DESCRIPTION'
TextureNodeOutput.output_name -> output_name: string 'NO DESCRIPTION'
TextureNodeTexture.node_output -> node_output: int 'For node-based textures, which output node to use'
TextureNodeTexture.texture -> texture: pointer 'NO DESCRIPTION'
TextureNodeValToRGB.color_ramp -> color_ramp: pointer, '(read-only)'
TextureSlot.blend_type -> blend_type: enum 'NO DESCRIPTION'
TextureSlot.color -> color: float "The default color for textures that don't return RGB"
TextureSlot.default_value -> default_value: float 'Value to use for Ref, Spec, Amb, Emit, Alpha, RayMir, TransLu and Hard'
TextureSlot.name -> name: string, '(read-only) Texture slot name'
TextureSlot.negate -> invert: boolean 'Inverts the values of the texture to reverse its effect'
TextureSlot.offset -> offset: float 'Fine tunes texture mapping X, Y and Z locations'
TextureSlot.output_node -> output_node: enum 'Which output node to use, for node-based textures'
TextureSlot.rgb_to_intensity -> use_rgb_to_intensity: boolean 'Converts texture RGB values to intensity (gray) values'
TextureSlot.size -> size: float "Sets scaling for the texture's X, Y and Z sizes"
TextureSlot.stencil -> use_stencil: boolean 'Use this texture as a blending value on the next texture'
TextureSlot.texture -> texture: pointer 'Texture datablock used by this texture slot'
Theme.bone_color_sets -> bone_color_sets: collection, '(read-only)'
Theme.console -> console: pointer, '(read-only)'
Theme.dopesheet_editor -> dopesheet_editor: pointer, '(read-only)'
Theme.file_browser -> file_browser: pointer, '(read-only)'
Theme.graph_editor -> graph_editor: pointer, '(read-only)'
Theme.image_editor -> image_editor: pointer, '(read-only)'
Theme.info -> info: pointer, '(read-only)'
Theme.logic_editor -> logic_editor: pointer, '(read-only)'
Theme.name -> name: string 'Name of the theme'
Theme.nla_editor -> nla_editor: pointer, '(read-only)'
Theme.node_editor -> node_editor: pointer, '(read-only)'
Theme.outliner -> outliner: pointer, '(read-only)'
Theme.properties -> properties: pointer, '(read-only)'
Theme.sequence_editor -> sequence_editor: pointer, '(read-only)'
Theme.text_editor -> text_editor: pointer, '(read-only)'
Theme.theme_area -> theme_area: enum 'NO DESCRIPTION'
Theme.timeline -> timeline: pointer, '(read-only)'
Theme.user_interface -> user_interface: pointer, '(read-only)'
Theme.user_preferences -> user_preferences: pointer, '(read-only)'
Theme.view_3d -> view_3d: pointer, '(read-only)'
ThemeAudioWindow.back -> back: float 'NO DESCRIPTION'
ThemeAudioWindow.button -> button: float 'NO DESCRIPTION'
ThemeAudioWindow.button_text -> button_text: float 'NO DESCRIPTION'
ThemeAudioWindow.button_text_hi -> button_text_hi: float 'NO DESCRIPTION'
ThemeAudioWindow.button_title -> button_title: float 'NO DESCRIPTION'
ThemeAudioWindow.frame_current -> frame_current: float 'NO DESCRIPTION'
ThemeAudioWindow.grid -> grid: float 'NO DESCRIPTION'
ThemeAudioWindow.header -> header: float 'NO DESCRIPTION'
ThemeAudioWindow.header_text -> header_text: float 'NO DESCRIPTION'
ThemeAudioWindow.header_text_hi -> header_text_hi: float 'NO DESCRIPTION'
ThemeAudioWindow.text -> text: float 'NO DESCRIPTION'
ThemeAudioWindow.text_hi -> text_hi: float 'NO DESCRIPTION'
ThemeAudioWindow.title -> title: float 'NO DESCRIPTION'
ThemeAudioWindow.window_sliders -> window_sliders: float 'NO DESCRIPTION'
ThemeBoneColorSet.active -> active: float 'Color used for active bones'
ThemeBoneColorSet.colored_constraints -> show_colored_constraints: boolean 'Allow the use of colors indicating constraints/keyed status'
ThemeBoneColorSet.normal -> normal: float 'Color used for the surface of bones'
ThemeBoneColorSet.select -> select: float 'Color used for selected bones'
ThemeConsole.back -> back: float 'NO DESCRIPTION'
ThemeConsole.button -> button: float 'NO DESCRIPTION'
ThemeConsole.button_text -> button_text: float 'NO DESCRIPTION'
ThemeConsole.button_text_hi -> button_text_hi: float 'NO DESCRIPTION'
ThemeConsole.button_title -> button_title: float 'NO DESCRIPTION'
ThemeConsole.cursor -> cursor: float 'NO DESCRIPTION'
ThemeConsole.header -> header: float 'NO DESCRIPTION'
ThemeConsole.header_text -> header_text: float 'NO DESCRIPTION'
ThemeConsole.header_text_hi -> header_text_hi: float 'NO DESCRIPTION'
ThemeConsole.line_error -> line_error: float 'NO DESCRIPTION'
ThemeConsole.line_info -> line_info: float 'NO DESCRIPTION'
ThemeConsole.line_input -> line_input: float 'NO DESCRIPTION'
ThemeConsole.line_output -> line_output: float 'NO DESCRIPTION'
ThemeConsole.text -> text: float 'NO DESCRIPTION'
ThemeConsole.text_hi -> text_hi: float 'NO DESCRIPTION'
ThemeConsole.title -> title: float 'NO DESCRIPTION'
ThemeDopeSheet.active_channels_group -> active_channels_group: float 'NO DESCRIPTION'
ThemeDopeSheet.back -> back: float 'NO DESCRIPTION'
ThemeDopeSheet.button -> button: float 'NO DESCRIPTION'
ThemeDopeSheet.button_text -> button_text: float 'NO DESCRIPTION'
ThemeDopeSheet.button_text_hi -> button_text_hi: float 'NO DESCRIPTION'
ThemeDopeSheet.button_title -> button_title: float 'NO DESCRIPTION'
ThemeDopeSheet.channel_group -> channel_group: float 'NO DESCRIPTION'
ThemeDopeSheet.channels -> channels: float 'NO DESCRIPTION'
ThemeDopeSheet.channels_selected -> channels_selected: float 'NO DESCRIPTION'
ThemeDopeSheet.dopesheet_channel -> dopesheet_channel: float 'NO DESCRIPTION'
ThemeDopeSheet.dopesheet_subchannel -> dopesheet_subchannel: float 'NO DESCRIPTION'
ThemeDopeSheet.frame_current -> frame_current: float 'NO DESCRIPTION'
ThemeDopeSheet.grid -> grid: float 'NO DESCRIPTION'
ThemeDopeSheet.header -> header: float 'NO DESCRIPTION'
ThemeDopeSheet.header_text -> header_text: float 'NO DESCRIPTION'
ThemeDopeSheet.header_text_hi -> header_text_hi: float 'NO DESCRIPTION'
ThemeDopeSheet.list -> list: float 'NO DESCRIPTION'
ThemeDopeSheet.list_text -> list_text: float 'NO DESCRIPTION'
ThemeDopeSheet.list_text_hi -> list_text_hi: float 'NO DESCRIPTION'
ThemeDopeSheet.list_title -> list_title: float 'NO DESCRIPTION'
ThemeDopeSheet.long_key -> long_key: float 'NO DESCRIPTION'
ThemeDopeSheet.long_key_selected -> long_key_selected: float 'NO DESCRIPTION'
ThemeDopeSheet.text -> text: float 'NO DESCRIPTION'
ThemeDopeSheet.text_hi -> text_hi: float 'NO DESCRIPTION'
ThemeDopeSheet.title -> title: float 'NO DESCRIPTION'
ThemeDopeSheet.value_sliders -> value_sliders: float 'NO DESCRIPTION'
ThemeDopeSheet.view_sliders -> view_sliders: float 'NO DESCRIPTION'
ThemeFileBrowser.active_file -> active_file: float 'NO DESCRIPTION'
ThemeFileBrowser.active_file_text -> active_file_text: float 'NO DESCRIPTION'
ThemeFileBrowser.back -> back: float 'NO DESCRIPTION'
ThemeFileBrowser.button -> button: float 'NO DESCRIPTION'
ThemeFileBrowser.button_text -> button_text: float 'NO DESCRIPTION'
ThemeFileBrowser.button_text_hi -> button_text_hi: float 'NO DESCRIPTION'
ThemeFileBrowser.button_title -> button_title: float 'NO DESCRIPTION'
ThemeFileBrowser.header -> header: float 'NO DESCRIPTION'
ThemeFileBrowser.header_text -> header_text: float 'NO DESCRIPTION'
ThemeFileBrowser.header_text_hi -> header_text_hi: float 'NO DESCRIPTION'
ThemeFileBrowser.list -> list: float 'NO DESCRIPTION'
ThemeFileBrowser.list_text -> list_text: float 'NO DESCRIPTION'
ThemeFileBrowser.list_text_hi -> list_text_hi: float 'NO DESCRIPTION'
ThemeFileBrowser.list_title -> list_title: float 'NO DESCRIPTION'
ThemeFileBrowser.scroll_handle -> scroll_handle: float 'NO DESCRIPTION'
ThemeFileBrowser.scrollbar -> scrollbar: float 'NO DESCRIPTION'
ThemeFileBrowser.selected_file -> selected_file: float 'NO DESCRIPTION'
ThemeFileBrowser.text -> text: float 'NO DESCRIPTION'
ThemeFileBrowser.text_hi -> text_hi: float 'NO DESCRIPTION'
ThemeFileBrowser.tiles -> tiles: float 'NO DESCRIPTION'
ThemeFileBrowser.title -> title: float 'NO DESCRIPTION'
ThemeFontStyle.font_kerning_style -> font_kerning_style: enum 'Which style to use for font kerning'
ThemeFontStyle.points -> points: int 'NO DESCRIPTION'
ThemeFontStyle.shadow -> shadow: int 'Shadow size in pixels (0, 3 and 5 supported)'
ThemeFontStyle.shadowalpha -> shadowalpha: float 'NO DESCRIPTION'
ThemeFontStyle.shadowcolor -> shadowcolor: float 'Shadow color in grey value'
ThemeFontStyle.shadx -> shadow_offset_x: int 'Shadow offset in pixels'
ThemeFontStyle.shady -> shadow_offset_y: int 'Shadow offset in pixels'
ThemeGraphEditor.active_channels_group -> active_channels_group: float 'NO DESCRIPTION'
ThemeGraphEditor.back -> back: float 'NO DESCRIPTION'
ThemeGraphEditor.button -> button: float 'NO DESCRIPTION'
ThemeGraphEditor.button_text -> button_text: float 'NO DESCRIPTION'
ThemeGraphEditor.button_text_hi -> button_text_hi: float 'NO DESCRIPTION'
ThemeGraphEditor.button_title -> button_title: float 'NO DESCRIPTION'
ThemeGraphEditor.channel_group -> channel_group: float 'NO DESCRIPTION'
ThemeGraphEditor.channels_region -> channels_region: float 'NO DESCRIPTION'
ThemeGraphEditor.dopesheet_channel -> dopesheet_channel: float 'NO DESCRIPTION'
ThemeGraphEditor.dopesheet_subchannel -> dopesheet_subchannel: float 'NO DESCRIPTION'
ThemeGraphEditor.frame_current -> frame_current: float 'NO DESCRIPTION'
ThemeGraphEditor.grid -> grid: float 'NO DESCRIPTION'
ThemeGraphEditor.handle_align -> handle_align: float 'NO DESCRIPTION'
ThemeGraphEditor.handle_auto -> handle_auto: float 'NO DESCRIPTION'
ThemeGraphEditor.handle_free -> handle_free: float 'NO DESCRIPTION'
ThemeGraphEditor.handle_sel_align -> handle_sel_align: float 'NO DESCRIPTION'
ThemeGraphEditor.handle_sel_auto -> handle_sel_auto: float 'NO DESCRIPTION'
ThemeGraphEditor.handle_sel_free -> handle_sel_free: float 'NO DESCRIPTION'
ThemeGraphEditor.handle_sel_vect -> handle_sel_vect: float 'NO DESCRIPTION'
ThemeGraphEditor.handle_vect -> handle_vect: float 'NO DESCRIPTION'
ThemeGraphEditor.handle_vertex -> handle_vertex: float 'NO DESCRIPTION'
ThemeGraphEditor.handle_vertex_select -> handle_vertex_select: float 'NO DESCRIPTION'
ThemeGraphEditor.handle_vertex_size -> handle_vertex_size: int 'NO DESCRIPTION'
ThemeGraphEditor.header -> header: float 'NO DESCRIPTION'
ThemeGraphEditor.header_text -> header_text: float 'NO DESCRIPTION'
ThemeGraphEditor.header_text_hi -> header_text_hi: float 'NO DESCRIPTION'
ThemeGraphEditor.lastsel_point -> lastsel_point: float 'NO DESCRIPTION'
ThemeGraphEditor.list -> list: float 'NO DESCRIPTION'
ThemeGraphEditor.list_text -> list_text: float 'NO DESCRIPTION'
ThemeGraphEditor.list_text_hi -> list_text_hi: float 'NO DESCRIPTION'
ThemeGraphEditor.list_title -> list_title: float 'NO DESCRIPTION'
ThemeGraphEditor.panel -> panel: float 'NO DESCRIPTION'
ThemeGraphEditor.text -> text: float 'NO DESCRIPTION'
ThemeGraphEditor.text_hi -> text_hi: float 'NO DESCRIPTION'
ThemeGraphEditor.title -> title: float 'NO DESCRIPTION'
ThemeGraphEditor.vertex -> vertex: float 'NO DESCRIPTION'
ThemeGraphEditor.vertex_select -> vertex_select: float 'NO DESCRIPTION'
ThemeGraphEditor.vertex_size -> vertex_size: int 'NO DESCRIPTION'
ThemeGraphEditor.window_sliders -> window_sliders: float 'NO DESCRIPTION'
ThemeImageEditor.back -> back: float 'NO DESCRIPTION'
ThemeImageEditor.button -> button: float 'NO DESCRIPTION'
ThemeImageEditor.button_text -> button_text: float 'NO DESCRIPTION'
ThemeImageEditor.button_text_hi -> button_text_hi: float 'NO DESCRIPTION'
ThemeImageEditor.button_title -> button_title: float 'NO DESCRIPTION'
ThemeImageEditor.editmesh_active -> editmesh_active: float 'NO DESCRIPTION'
ThemeImageEditor.face -> face: float 'NO DESCRIPTION'
ThemeImageEditor.face_dot -> face_dot: float 'NO DESCRIPTION'
ThemeImageEditor.face_select -> face_select: float 'NO DESCRIPTION'
ThemeImageEditor.facedot_size -> facedot_size: int 'NO DESCRIPTION'
ThemeImageEditor.header -> header: float 'NO DESCRIPTION'
ThemeImageEditor.header_text -> header_text: float 'NO DESCRIPTION'
ThemeImageEditor.header_text_hi -> header_text_hi: float 'NO DESCRIPTION'
ThemeImageEditor.scope_back -> scope_back: float 'NO DESCRIPTION'
ThemeImageEditor.text -> text: float 'NO DESCRIPTION'
ThemeImageEditor.text_hi -> text_hi: float 'NO DESCRIPTION'
ThemeImageEditor.title -> title: float 'NO DESCRIPTION'
ThemeImageEditor.vertex -> vertex: float 'NO DESCRIPTION'
ThemeImageEditor.vertex_select -> vertex_select: float 'NO DESCRIPTION'
ThemeImageEditor.vertex_size -> vertex_size: int 'NO DESCRIPTION'
ThemeInfo.back -> back: float 'NO DESCRIPTION'
ThemeInfo.button -> button: float 'NO DESCRIPTION'
ThemeInfo.button_text -> button_text: float 'NO DESCRIPTION'
ThemeInfo.button_text_hi -> button_text_hi: float 'NO DESCRIPTION'
ThemeInfo.button_title -> button_title: float 'NO DESCRIPTION'
ThemeInfo.header -> header: float 'NO DESCRIPTION'
ThemeInfo.header_text -> header_text: float 'NO DESCRIPTION'
ThemeInfo.header_text_hi -> header_text_hi: float 'NO DESCRIPTION'
ThemeInfo.text -> text: float 'NO DESCRIPTION'
ThemeInfo.text_hi -> text_hi: float 'NO DESCRIPTION'
ThemeInfo.title -> title: float 'NO DESCRIPTION'
ThemeLogicEditor.back -> back: float 'NO DESCRIPTION'
ThemeLogicEditor.button -> button: float 'NO DESCRIPTION'
ThemeLogicEditor.button_text -> button_text: float 'NO DESCRIPTION'
ThemeLogicEditor.button_text_hi -> button_text_hi: float 'NO DESCRIPTION'
ThemeLogicEditor.button_title -> button_title: float 'NO DESCRIPTION'
ThemeLogicEditor.header -> header: float 'NO DESCRIPTION'
ThemeLogicEditor.header_text -> header_text: float 'NO DESCRIPTION'
ThemeLogicEditor.header_text_hi -> header_text_hi: float 'NO DESCRIPTION'
ThemeLogicEditor.panel -> panel: float 'NO DESCRIPTION'
ThemeLogicEditor.text -> text: float 'NO DESCRIPTION'
ThemeLogicEditor.text_hi -> text_hi: float 'NO DESCRIPTION'
ThemeLogicEditor.title -> title: float 'NO DESCRIPTION'
ThemeNLAEditor.back -> back: float 'NO DESCRIPTION'
ThemeNLAEditor.bars -> bars: float 'NO DESCRIPTION'
ThemeNLAEditor.bars_selected -> bars_selected: float 'NO DESCRIPTION'
ThemeNLAEditor.button -> button: float 'NO DESCRIPTION'
ThemeNLAEditor.button_text -> button_text: float 'NO DESCRIPTION'
ThemeNLAEditor.button_text_hi -> button_text_hi: float 'NO DESCRIPTION'
ThemeNLAEditor.button_title -> button_title: float 'NO DESCRIPTION'
ThemeNLAEditor.frame_current -> frame_current: float 'NO DESCRIPTION'
ThemeNLAEditor.grid -> grid: float 'NO DESCRIPTION'
ThemeNLAEditor.header -> header: float 'NO DESCRIPTION'
ThemeNLAEditor.header_text -> header_text: float 'NO DESCRIPTION'
ThemeNLAEditor.header_text_hi -> header_text_hi: float 'NO DESCRIPTION'
ThemeNLAEditor.list -> list: float 'NO DESCRIPTION'
ThemeNLAEditor.list_text -> list_text: float 'NO DESCRIPTION'
ThemeNLAEditor.list_text_hi -> list_text_hi: float 'NO DESCRIPTION'
ThemeNLAEditor.list_title -> list_title: float 'NO DESCRIPTION'
ThemeNLAEditor.strips -> strips: float 'NO DESCRIPTION'
ThemeNLAEditor.strips_selected -> strips_selected: float 'NO DESCRIPTION'
ThemeNLAEditor.text -> text: float 'NO DESCRIPTION'
ThemeNLAEditor.text_hi -> text_hi: float 'NO DESCRIPTION'
ThemeNLAEditor.title -> title: float 'NO DESCRIPTION'
ThemeNLAEditor.view_sliders -> view_sliders: float 'NO DESCRIPTION'
ThemeNodeEditor.back -> back: float 'NO DESCRIPTION'
ThemeNodeEditor.button -> button: float 'NO DESCRIPTION'
ThemeNodeEditor.button_text -> button_text: float 'NO DESCRIPTION'
ThemeNodeEditor.button_text_hi -> button_text_hi: float 'NO DESCRIPTION'
ThemeNodeEditor.button_title -> button_title: float 'NO DESCRIPTION'
ThemeNodeEditor.converter_node -> converter_node: float 'NO DESCRIPTION'
ThemeNodeEditor.group_node -> group_node: float 'NO DESCRIPTION'
ThemeNodeEditor.header -> header: float 'NO DESCRIPTION'
ThemeNodeEditor.header_text -> header_text: float 'NO DESCRIPTION'
ThemeNodeEditor.header_text_hi -> header_text_hi: float 'NO DESCRIPTION'
ThemeNodeEditor.in_out_node -> in_out_node: float 'NO DESCRIPTION'
ThemeNodeEditor.list -> list: float 'NO DESCRIPTION'
ThemeNodeEditor.list_text -> list_text: float 'NO DESCRIPTION'
ThemeNodeEditor.list_text_hi -> list_text_hi: float 'NO DESCRIPTION'
ThemeNodeEditor.list_title -> list_title: float 'NO DESCRIPTION'
ThemeNodeEditor.node_backdrop -> node_backdrop: float 'NO DESCRIPTION'
ThemeNodeEditor.operator_node -> operator_node: float 'NO DESCRIPTION'
ThemeNodeEditor.selected_text -> selected_text: float 'NO DESCRIPTION'
ThemeNodeEditor.text -> text: float 'NO DESCRIPTION'
ThemeNodeEditor.text_hi -> text_hi: float 'NO DESCRIPTION'
ThemeNodeEditor.title -> title: float 'NO DESCRIPTION'
ThemeNodeEditor.wire_select -> wire_select: float 'NO DESCRIPTION'
ThemeNodeEditor.wires -> wires: float 'NO DESCRIPTION'
ThemeOutliner.back -> back: float 'NO DESCRIPTION'
ThemeOutliner.button -> button: float 'NO DESCRIPTION'
ThemeOutliner.button_text -> button_text: float 'NO DESCRIPTION'
ThemeOutliner.button_text_hi -> button_text_hi: float 'NO DESCRIPTION'
ThemeOutliner.button_title -> button_title: float 'NO DESCRIPTION'
ThemeOutliner.header -> header: float 'NO DESCRIPTION'
ThemeOutliner.header_text -> header_text: float 'NO DESCRIPTION'
ThemeOutliner.header_text_hi -> header_text_hi: float 'NO DESCRIPTION'
ThemeOutliner.text -> text: float 'NO DESCRIPTION'
ThemeOutliner.text_hi -> text_hi: float 'NO DESCRIPTION'
ThemeOutliner.title -> title: float 'NO DESCRIPTION'
ThemeProperties.back -> back: float 'NO DESCRIPTION'
ThemeProperties.button -> button: float 'NO DESCRIPTION'
ThemeProperties.button_text -> button_text: float 'NO DESCRIPTION'
ThemeProperties.button_text_hi -> button_text_hi: float 'NO DESCRIPTION'
ThemeProperties.button_title -> button_title: float 'NO DESCRIPTION'
ThemeProperties.header -> header: float 'NO DESCRIPTION'
ThemeProperties.header_text -> header_text: float 'NO DESCRIPTION'
ThemeProperties.header_text_hi -> header_text_hi: float 'NO DESCRIPTION'
ThemeProperties.panel -> panel: float 'NO DESCRIPTION'
ThemeProperties.text -> text: float 'NO DESCRIPTION'
ThemeProperties.text_hi -> text_hi: float 'NO DESCRIPTION'
ThemeProperties.title -> title: float 'NO DESCRIPTION'
ThemeSequenceEditor.audio_strip -> audio_strip: float 'NO DESCRIPTION'
ThemeSequenceEditor.back -> back: float 'NO DESCRIPTION'
ThemeSequenceEditor.button -> button: float 'NO DESCRIPTION'
ThemeSequenceEditor.button_text -> button_text: float 'NO DESCRIPTION'
ThemeSequenceEditor.button_text_hi -> button_text_hi: float 'NO DESCRIPTION'
ThemeSequenceEditor.button_title -> button_title: float 'NO DESCRIPTION'
ThemeSequenceEditor.draw_action -> draw_action: float 'NO DESCRIPTION'
ThemeSequenceEditor.effect_strip -> effect_strip: float 'NO DESCRIPTION'
ThemeSequenceEditor.frame_current -> frame_current: float 'NO DESCRIPTION'
ThemeSequenceEditor.grid -> grid: float 'NO DESCRIPTION'
ThemeSequenceEditor.header -> header: float 'NO DESCRIPTION'
ThemeSequenceEditor.header_text -> header_text: float 'NO DESCRIPTION'
ThemeSequenceEditor.header_text_hi -> header_text_hi: float 'NO DESCRIPTION'
ThemeSequenceEditor.image_strip -> image_strip: float 'NO DESCRIPTION'
ThemeSequenceEditor.keyframe -> keyframe: float 'NO DESCRIPTION'
ThemeSequenceEditor.meta_strip -> meta_strip: float 'NO DESCRIPTION'
ThemeSequenceEditor.movie_strip -> movie_strip: float 'NO DESCRIPTION'
ThemeSequenceEditor.plugin_strip -> plugin_strip: float 'NO DESCRIPTION'
ThemeSequenceEditor.scene_strip -> scene_strip: float 'NO DESCRIPTION'
ThemeSequenceEditor.text -> text: float 'NO DESCRIPTION'
ThemeSequenceEditor.text_hi -> text_hi: float 'NO DESCRIPTION'
ThemeSequenceEditor.title -> title: float 'NO DESCRIPTION'
ThemeSequenceEditor.transition_strip -> transition_strip: float 'NO DESCRIPTION'
ThemeSequenceEditor.window_sliders -> window_sliders: float 'NO DESCRIPTION'
ThemeStyle.grouplabel -> grouplabel: pointer, '(read-only)'
ThemeStyle.paneltitle -> paneltitle: pointer, '(read-only)'
ThemeStyle.panelzoom -> panelzoom: float 'Default zoom level for panel areas'
ThemeStyle.widget -> widget: pointer, '(read-only)'
ThemeStyle.widgetlabel -> widgetlabel: pointer, '(read-only)'
ThemeTextEditor.back -> back: float 'NO DESCRIPTION'
ThemeTextEditor.button -> button: float 'NO DESCRIPTION'
ThemeTextEditor.button_text -> button_text: float 'NO DESCRIPTION'
ThemeTextEditor.button_text_hi -> button_text_hi: float 'NO DESCRIPTION'
ThemeTextEditor.button_title -> button_title: float 'NO DESCRIPTION'
ThemeTextEditor.cursor -> cursor: float 'NO DESCRIPTION'
ThemeTextEditor.header -> header: float 'NO DESCRIPTION'
ThemeTextEditor.header_text -> header_text: float 'NO DESCRIPTION'
ThemeTextEditor.header_text_hi -> header_text_hi: float 'NO DESCRIPTION'
ThemeTextEditor.line_numbers_background -> line_numbers_background: float 'NO DESCRIPTION'
ThemeTextEditor.scroll_bar -> scroll_bar: float 'NO DESCRIPTION'
ThemeTextEditor.selected_text -> selected_text: float 'NO DESCRIPTION'
ThemeTextEditor.syntax_builtin -> syntax_builtin: float 'NO DESCRIPTION'
ThemeTextEditor.syntax_comment -> syntax_comment: float 'NO DESCRIPTION'
ThemeTextEditor.syntax_numbers -> syntax_numbers: float 'NO DESCRIPTION'
ThemeTextEditor.syntax_special -> syntax_special: float 'NO DESCRIPTION'
ThemeTextEditor.syntax_string -> syntax_string: float 'NO DESCRIPTION'
ThemeTextEditor.text -> text: float 'NO DESCRIPTION'
ThemeTextEditor.text_hi -> text_hi: float 'NO DESCRIPTION'
ThemeTextEditor.title -> title: float 'NO DESCRIPTION'
ThemeTimeline.back -> back: float 'NO DESCRIPTION'
ThemeTimeline.button -> button: float 'NO DESCRIPTION'
ThemeTimeline.button_text -> button_text: float 'NO DESCRIPTION'
ThemeTimeline.button_text_hi -> button_text_hi: float 'NO DESCRIPTION'
ThemeTimeline.button_title -> button_title: float 'NO DESCRIPTION'
ThemeTimeline.frame_current -> frame_current: float 'NO DESCRIPTION'
ThemeTimeline.grid -> grid: float 'NO DESCRIPTION'
ThemeTimeline.header -> header: float 'NO DESCRIPTION'
ThemeTimeline.header_text -> header_text: float 'NO DESCRIPTION'
ThemeTimeline.header_text_hi -> header_text_hi: float 'NO DESCRIPTION'
ThemeTimeline.text -> text: float 'NO DESCRIPTION'
ThemeTimeline.text_hi -> text_hi: float 'NO DESCRIPTION'
ThemeTimeline.title -> title: float 'NO DESCRIPTION'
ThemeUserInterface.icon_file -> icon_file: string 'NO DESCRIPTION'
ThemeUserInterface.wcol_box -> wcol_box: pointer, '(read-only)'
ThemeUserInterface.wcol_list_item -> wcol_list_item: pointer, '(read-only)'
ThemeUserInterface.wcol_menu -> wcol_menu: pointer, '(read-only)'
ThemeUserInterface.wcol_menu_back -> wcol_menu_back: pointer, '(read-only)'
ThemeUserInterface.wcol_menu_item -> wcol_menu_item: pointer, '(read-only)'
ThemeUserInterface.wcol_num -> wcol_num: pointer, '(read-only)'
ThemeUserInterface.wcol_numslider -> wcol_numslider: pointer, '(read-only)'
ThemeUserInterface.wcol_option -> wcol_option: pointer, '(read-only)'
ThemeUserInterface.wcol_progress -> wcol_progress: pointer, '(read-only)'
ThemeUserInterface.wcol_pulldown -> wcol_pulldown: pointer, '(read-only)'
ThemeUserInterface.wcol_radio -> wcol_radio: pointer, '(read-only)'
ThemeUserInterface.wcol_regular -> wcol_regular: pointer, '(read-only)'
ThemeUserInterface.wcol_scroll -> wcol_scroll: pointer, '(read-only)'
ThemeUserInterface.wcol_state -> wcol_state: pointer, '(read-only)'
ThemeUserInterface.wcol_text -> wcol_text: pointer, '(read-only)'
ThemeUserInterface.wcol_toggle -> wcol_toggle: pointer, '(read-only)'
ThemeUserInterface.wcol_tool -> wcol_tool: pointer, '(read-only)'
ThemeUserPreferences.back -> back: float 'NO DESCRIPTION'
ThemeUserPreferences.button -> button: float 'NO DESCRIPTION'
ThemeUserPreferences.button_text -> button_text: float 'NO DESCRIPTION'
ThemeUserPreferences.button_text_hi -> button_text_hi: float 'NO DESCRIPTION'
ThemeUserPreferences.button_title -> button_title: float 'NO DESCRIPTION'
ThemeUserPreferences.header -> header: float 'NO DESCRIPTION'
ThemeUserPreferences.header_text -> header_text: float 'NO DESCRIPTION'
ThemeUserPreferences.header_text_hi -> header_text_hi: float 'NO DESCRIPTION'
ThemeUserPreferences.text -> text: float 'NO DESCRIPTION'
ThemeUserPreferences.text_hi -> text_hi: float 'NO DESCRIPTION'
ThemeUserPreferences.title -> title: float 'NO DESCRIPTION'
ThemeView3D.act_spline -> act_spline: float 'NO DESCRIPTION'
ThemeView3D.back -> back: float 'NO DESCRIPTION'
ThemeView3D.bone_pose -> bone_pose: float 'NO DESCRIPTION'
ThemeView3D.bone_solid -> bone_solid: float 'NO DESCRIPTION'
ThemeView3D.button -> button: float 'NO DESCRIPTION'
ThemeView3D.button_text -> button_text: float 'NO DESCRIPTION'
ThemeView3D.button_text_hi -> button_text_hi: float 'NO DESCRIPTION'
ThemeView3D.button_title -> button_title: float 'NO DESCRIPTION'
ThemeView3D.edge_crease -> edge_crease: float 'NO DESCRIPTION'
ThemeView3D.edge_facesel -> edge_facesel: float 'NO DESCRIPTION'
ThemeView3D.edge_seam -> edge_seam: float 'NO DESCRIPTION'
ThemeView3D.edge_select -> edge_select: float 'NO DESCRIPTION'
ThemeView3D.edge_sharp -> edge_sharp: float 'NO DESCRIPTION'
ThemeView3D.editmesh_active -> editmesh_active: float 'NO DESCRIPTION'
ThemeView3D.face -> face: float 'NO DESCRIPTION'
ThemeView3D.face_dot -> face_dot: float 'NO DESCRIPTION'
ThemeView3D.face_select -> face_select: float 'NO DESCRIPTION'
ThemeView3D.facedot_size -> facedot_size: int 'NO DESCRIPTION'
ThemeView3D.frame_current -> frame_current: float 'NO DESCRIPTION'
ThemeView3D.grid -> grid: float 'NO DESCRIPTION'
ThemeView3D.handle_align -> handle_align: float 'NO DESCRIPTION'
ThemeView3D.handle_auto -> handle_auto: float 'NO DESCRIPTION'
ThemeView3D.handle_free -> handle_free: float 'NO DESCRIPTION'
ThemeView3D.handle_sel_align -> handle_sel_align: float 'NO DESCRIPTION'
ThemeView3D.handle_sel_auto -> handle_sel_auto: float 'NO DESCRIPTION'
ThemeView3D.handle_sel_free -> handle_sel_free: float 'NO DESCRIPTION'
ThemeView3D.handle_sel_vect -> handle_sel_vect: float 'NO DESCRIPTION'
ThemeView3D.handle_vect -> handle_vect: float 'NO DESCRIPTION'
ThemeView3D.header -> header: float 'NO DESCRIPTION'
ThemeView3D.header_text -> header_text: float 'NO DESCRIPTION'
ThemeView3D.header_text_hi -> header_text_hi: float 'NO DESCRIPTION'
ThemeView3D.lamp -> lamp: float 'NO DESCRIPTION'
ThemeView3D.lastsel_point -> lastsel_point: float 'NO DESCRIPTION'
ThemeView3D.normal -> normal: float 'NO DESCRIPTION'
ThemeView3D.nurb_sel_uline -> nurb_sel_uline: float 'NO DESCRIPTION'
ThemeView3D.nurb_sel_vline -> nurb_sel_vline: float 'NO DESCRIPTION'
ThemeView3D.nurb_uline -> nurb_uline: float 'NO DESCRIPTION'
ThemeView3D.nurb_vline -> nurb_vline: float 'NO DESCRIPTION'
ThemeView3D.object_active -> object_active: float 'NO DESCRIPTION'
ThemeView3D.object_grouped -> object_grouped: float 'NO DESCRIPTION'
ThemeView3D.object_grouped_active -> object_grouped_active: float 'NO DESCRIPTION'
ThemeView3D.object_selected -> object_selected: float 'NO DESCRIPTION'
ThemeView3D.panel -> panel: float 'NO DESCRIPTION'
ThemeView3D.text -> text: float 'NO DESCRIPTION'
ThemeView3D.text_hi -> text_hi: float 'NO DESCRIPTION'
ThemeView3D.title -> title: float 'NO DESCRIPTION'
ThemeView3D.transform -> transform: float 'NO DESCRIPTION'
ThemeView3D.vertex -> vertex: float 'NO DESCRIPTION'
ThemeView3D.vertex_normal -> vertex_normal: float 'NO DESCRIPTION'
ThemeView3D.vertex_select -> vertex_select: float 'NO DESCRIPTION'
ThemeView3D.vertex_size -> vertex_size: int 'NO DESCRIPTION'
ThemeView3D.wire -> wire: float 'NO DESCRIPTION'
ThemeWidgetColors.inner -> inner: float 'NO DESCRIPTION'
ThemeWidgetColors.inner_sel -> inner_sel: float 'NO DESCRIPTION'
ThemeWidgetColors.item -> item: float 'NO DESCRIPTION'
ThemeWidgetColors.outline -> outline: float 'NO DESCRIPTION'
ThemeWidgetColors.shaded -> show_shaded: boolean 'NO DESCRIPTION'
ThemeWidgetColors.shadedown -> shadedown: int 'NO DESCRIPTION'
ThemeWidgetColors.shadetop -> shadetop: int 'NO DESCRIPTION'
ThemeWidgetColors.text -> text: float 'NO DESCRIPTION'
ThemeWidgetColors.text_sel -> text_sel: float 'NO DESCRIPTION'
ThemeWidgetStateColors.blend -> blend: float 'NO DESCRIPTION'
ThemeWidgetStateColors.inner_anim -> inner_anim: float 'NO DESCRIPTION'
ThemeWidgetStateColors.inner_anim_sel -> inner_anim_sel: float 'NO DESCRIPTION'
ThemeWidgetStateColors.inner_driven -> inner_driven: float 'NO DESCRIPTION'
ThemeWidgetStateColors.inner_driven_sel -> inner_driven_sel: float 'NO DESCRIPTION'
ThemeWidgetStateColors.inner_key -> inner_key: float 'NO DESCRIPTION'
ThemeWidgetStateColors.inner_key_sel -> inner_key_sel: float 'NO DESCRIPTION'
TimelineMarker.camera -> camera: pointer 'Camera this timeline sets to active'
TimelineMarker.frame -> frame: int 'The frame on which the timeline marker appears'
TimelineMarker.name -> name: string 'NO DESCRIPTION'
TimelineMarker.select -> select: boolean 'Marker selection state'
ToolSettings.auto_normalize -> use_auto_normalize: boolean 'Ensure all bone-deforming vertex groups add up to 1.0 while weight painting'
ToolSettings.autokey_mode -> autokey_mode: enum 'Mode of automatic keyframe insertion for Objects and Bones'
ToolSettings.automerge_editing -> use_automerge_editing: boolean 'Automatically merge vertices moved to the same location'
ToolSettings.bone_sketching -> use_bone_sketching: boolean 'DOC BROKEN'
ToolSettings.edge_path_mode -> edge_path_mode: enum 'The edge flag to tag when selecting the shortest path'
ToolSettings.etch_adaptive_limit -> etch_adaptive_limit: float 'Number of bones in the subdivided stroke'
ToolSettings.etch_autoname -> use_etch_autoname: boolean 'DOC BROKEN'
ToolSettings.etch_convert_mode -> etch_convert_mode: enum 'Method used to convert stroke to bones'
ToolSettings.etch_length_limit -> etch_length_limit: float 'Number of bones in the subdivided stroke'
ToolSettings.etch_number -> etch_number: string 'DOC BROKEN'
ToolSettings.etch_overdraw -> use_etch_overdraw: boolean 'DOC BROKEN'
ToolSettings.etch_quick -> use_etch_quick: boolean 'DOC BROKEN'
ToolSettings.etch_roll_mode -> etch_roll_mode: enum 'Method used to adjust the roll of bones when retargeting'
ToolSettings.etch_side -> etch_side: string 'DOC BROKEN'
ToolSettings.etch_subdivision_number -> etch_subdivision_number: int 'Number of bones in the subdivided stroke'
ToolSettings.etch_template -> etch_template: pointer 'Template armature that will be retargeted to the stroke'
ToolSettings.image_paint -> image_paint: pointer, '(read-only)'
ToolSettings.mesh_selection_mode -> mesh_selection_mode: boolean 'Which mesh elements selection works on'
ToolSettings.normal_size -> normal_size: float 'Display size for normals in the 3D view'
ToolSettings.particle_edit -> particle_edit: pointer, '(read-only)'
ToolSettings.proportional_editing -> proportional_edit: enum 'Proportional editing mode'
ToolSettings.proportional_editing_falloff -> proportional_edit_falloff: enum 'Falloff type for proportional editing mode'
ToolSettings.proportional_editing_objects -> proportional_editing_objects: boolean 'Proportional editing object mode'
ToolSettings.record_with_nla -> use_record_with_nla: boolean 'Add a new NLA Track + Strip for every loop/pass made over the animation to allow non-destructive tweaking'
ToolSettings.sculpt -> sculpt: pointer, '(read-only)'
ToolSettings.sculpt_paint_use_unified_size -> sculpt_paint_use_unified_size: boolean 'Instead of per brush radius, the radius is shared across brushes'
ToolSettings.sculpt_paint_use_unified_strength -> sculpt_paint_use_unified_strength: boolean 'Instead of per brush strength, the strength is shared across brushes'
ToolSettings.snap -> use_snap: boolean 'Snap during transform'
ToolSettings.snap_align_rotation -> use_snap_align_rotation: boolean 'Align rotation with the snapping target'
ToolSettings.snap_element -> snap_element: enum 'Type of element to snap to'
ToolSettings.snap_peel_object -> use_snap_peel_object: boolean 'Consider objects as whole when finding volume center'
ToolSettings.snap_project -> use_snap_project: boolean 'Project vertices on the surface of other objects'
ToolSettings.snap_target -> snap_target: enum 'Which part to snap onto the target'
ToolSettings.use_auto_keying -> use_keyframe_insert_auto: boolean 'Automatic keyframe insertion for Objects and Bones'
ToolSettings.uv_local_view -> show_local_view: boolean 'Draw only faces with the currently displayed image assigned'
ToolSettings.uv_selection_mode -> uv_selection_mode: enum 'UV selection and display mode'
ToolSettings.uv_sync_selection -> use_uv_sync_selection: boolean 'Keep UV and edit mode mesh selection in sync'
ToolSettings.vertex_group_weight -> vertex_group_weight: float 'Weight to assign in vertex groups'
ToolSettings.vertex_paint -> vertex_paint: pointer, '(read-only)'
ToolSettings.weight_paint -> weight_paint: pointer, '(read-only)'
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 'NO DESCRIPTION'
TrackToConstraint.target -> target: pointer 'Target Object'
TrackToConstraint.target_z -> use_target_z: boolean "Target's Z axis, not World Z axis, will constraint the Up direction"
TrackToConstraint.track -> track: enum 'Axis that points to the target object'
TrackToConstraint.up -> up: enum 'Axis that points upward'
TransformConstraint.extrapolate_motion -> use_motion_extrapolate: boolean 'Extrapolate ranges'
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 'NO DESCRIPTION'
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 'NO DESCRIPTION'
TransformOrientation.name -> name: string 'NO DESCRIPTION'
TransformSequence.interpolation -> interpolation: enum 'NO DESCRIPTION'
TransformSequence.rotation_start -> rotation_start: float 'NO DESCRIPTION'
TransformSequence.scale_start_x -> scale_start_x: float 'NO DESCRIPTION'
TransformSequence.scale_start_y -> scale_start_y: float 'NO DESCRIPTION'
TransformSequence.translate_start_x -> translate_start_x: float 'NO DESCRIPTION'
TransformSequence.translate_start_y -> translate_start_y: float 'NO DESCRIPTION'
TransformSequence.translation_unit -> translation_unit: enum 'NO DESCRIPTION'
TransformSequence.uniform_scale -> use_uniform_scale: boolean 'Scale uniformly, preserving aspect ratio'
UILayout.active -> show_active: boolean 'NO DESCRIPTION'
UILayout.alignment -> alignment: enum 'NO DESCRIPTION'
UILayout.enabled -> show_enabled: boolean 'NO DESCRIPTION'
UILayout.operator_context -> operator_context: enum 'NO DESCRIPTION'
UILayout.scale_x -> scale_x: float 'NO DESCRIPTION'
UILayout.scale_y -> scale_y: float 'NO DESCRIPTION'
UVProjectModifier.aspect_x -> aspect_x: float 'NO DESCRIPTION'
UVProjectModifier.aspect_y -> aspect_y: float 'NO DESCRIPTION'
UVProjectModifier.image -> image: pointer 'NO DESCRIPTION'
UVProjectModifier.num_projectors -> num_projectors: int 'Number of projectors to use'
UVProjectModifier.override_image -> use_image_override: boolean "Override faces' current images with the given image"
UVProjectModifier.projectors -> projectors: collection, '(read-only)'
UVProjectModifier.scale_x -> scale_x: float 'NO DESCRIPTION'
UVProjectModifier.scale_y -> scale_y: float 'NO DESCRIPTION'
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'
UnitSettings.use_separate -> use_separate: boolean 'Display units in pairs'
UserPreferences.active_section -> active_section: enum 'Active section of the user preferences shown in the user interface'
UserPreferences.addons -> addons: collection, '(read-only)'
UserPreferences.edit -> edit: pointer, '(read-only) Settings for interacting with Blender data'
UserPreferences.filepaths -> filepaths: pointer, '(read-only) Default paths for external files'
UserPreferences.inputs -> inputs: pointer, '(read-only) Settings for input devices'
UserPreferences.system -> system: pointer, '(read-only) Graphics driver and operating system settings'
UserPreferences.themes -> themes: collection, '(read-only)'
UserPreferences.uistyles -> uistyles: collection, '(read-only)'
UserPreferences.view -> view: pointer, '(read-only) Preferences related to viewing data'
UserPreferencesEdit.auto_keyframe_insert_available -> use_keyframe_insert_available: boolean 'Automatic keyframe insertion in available curves'
UserPreferencesEdit.auto_keyframe_insert_keyingset -> use_keyframe_insert_keyingset: boolean 'Automatic keyframe insertion using active Keying Set'
UserPreferencesEdit.auto_keying_mode -> auto_keying_mode: enum 'Mode of automatic keyframe insertion for Objects and Bones'
UserPreferencesEdit.drag_immediately -> use_drag_immediately: boolean 'Moving things with a mouse drag confirms when releasing the button'
UserPreferencesEdit.duplicate_action -> use_duplicate_action: boolean 'Causes actions to be duplicated with the object'
UserPreferencesEdit.duplicate_armature -> use_duplicate_armature: boolean 'Causes armature data to be duplicated with the object'
UserPreferencesEdit.duplicate_curve -> use_duplicate_curve: boolean 'Causes curve data to be duplicated with the object'
UserPreferencesEdit.duplicate_fcurve -> use_duplicate_fcurve: boolean 'Causes F-curve data to be duplicated with the object'
UserPreferencesEdit.duplicate_lamp -> use_duplicate_lamp: boolean 'Causes lamp data to be duplicated with the object'
UserPreferencesEdit.duplicate_material -> use_duplicate_material: boolean 'Causes material data to be duplicated with the object'
UserPreferencesEdit.duplicate_mesh -> use_duplicate_mesh: boolean 'Causes mesh data to be duplicated with the object'
UserPreferencesEdit.duplicate_metaball -> use_duplicate_metaball: boolean 'Causes metaball data to be duplicated with the object'
UserPreferencesEdit.duplicate_particle -> use_duplicate_particle: boolean 'Causes particle systems to be duplicated with the object'
UserPreferencesEdit.duplicate_surface -> use_duplicate_surface: boolean 'Causes surface data to be duplicated with the object'
UserPreferencesEdit.duplicate_text -> use_duplicate_text: boolean 'Causes text data to be duplicated with the object'
UserPreferencesEdit.duplicate_texture -> use_duplicate_texture: boolean 'Causes texture data to be duplicated with the object'
UserPreferencesEdit.enter_edit_mode -> use_enter_edit_mode: boolean 'Enter Edit Mode automatically after adding a new object'
UserPreferencesEdit.global_undo -> use_global_undo: boolean 'Global undo works by keeping a full copy of the file itself in memory, so takes extra memory'
UserPreferencesEdit.grease_pencil_eraser_radius -> grease_pencil_eraser_radius: int "Radius of eraser 'brush'"
UserPreferencesEdit.grease_pencil_euclidean_distance -> grease_pencil_euclidean_distance: int 'Distance moved by mouse when drawing stroke (in pixels) to include'
UserPreferencesEdit.grease_pencil_manhattan_distance -> grease_pencil_manhattan_distance: int 'Pixels moved by mouse per axis when drawing stroke'
UserPreferencesEdit.grease_pencil_simplify_stroke -> use_grease_pencil_simplify_stroke: boolean 'Simplify the final stroke'
UserPreferencesEdit.grease_pencil_smooth_stroke -> use_grease_pencil_smooth_stroke: boolean 'Smooth the final stroke'
UserPreferencesEdit.insertkey_xyz_to_rgb -> use_insertkey_xyz_to_rgb: boolean 'Color for newly added transformation F-Curves (Location, Rotation, Scale) and also Color is based on the transform axis'
UserPreferencesEdit.keyframe_insert_needed -> use_keyframe_insert_needed: boolean 'Keyframe insertion only when keyframe needed'
UserPreferencesEdit.keyframe_new_handle_type -> keyframe_new_handle_type: enum 'NO DESCRIPTION'
UserPreferencesEdit.keyframe_new_interpolation_type -> keyframe_new_interpolation_type: enum 'NO DESCRIPTION'
UserPreferencesEdit.material_link -> material_link: enum 'Toggle whether the material is linked to object data or the object block'
UserPreferencesEdit.object_align -> object_align: enum "When adding objects from a 3D View menu, either align them to that view's direction or the world coordinates"
UserPreferencesEdit.sculpt_paint_overlay_col -> sculpt_paint_overlay_col: float 'Color of texture overlay'
UserPreferencesEdit.undo_memory_limit -> undo_memory_limit: int 'Maximum memory usage in megabytes (0 means unlimited)'
UserPreferencesEdit.undo_steps -> undo_steps: int 'Number of undo steps available (smaller values conserve memory)'
UserPreferencesEdit.use_auto_keying -> use_auto_keying: boolean 'Automatic keyframe insertion for Objects and Bones'
UserPreferencesEdit.use_negative_frames -> use_negative_frames: boolean 'Current frame number can be manually set to a negative value'
UserPreferencesEdit.use_visual_keying -> use_visual_keying: boolean 'Use Visual keying automatically for constrained objects'
UserPreferencesFilePaths.animation_player -> animation_player: string 'Path to a custom animation/frame sequence player'
UserPreferencesFilePaths.animation_player_preset -> animation_player_preset: enum 'Preset configs for external animation players'
UserPreferencesFilePaths.auto_save_temporary_files -> use_auto_save_temporary_files: boolean 'Automatic saving of temporary files'
UserPreferencesFilePaths.auto_save_time -> auto_save_time: int 'The time (in minutes) to wait between automatic temporary saves'
UserPreferencesFilePaths.compress_file -> use_file_compression: boolean 'Enable file compression when saving .blend files'
UserPreferencesFilePaths.filter_file_extensions -> use_filter_files: boolean 'Display only files with extensions in the image select window'
UserPreferencesFilePaths.fonts_directory -> fonts_directory: string 'The default directory to search for loading fonts'
UserPreferencesFilePaths.hide_dot_files_datablocks -> show_hidden_files_datablocks: boolean 'Hide files/datablocks that start with a dot(.*)'
UserPreferencesFilePaths.image_editor -> image_editor: string 'Path to an image editor'
UserPreferencesFilePaths.load_ui -> use_load_ui: boolean 'Load user interface setup when loading .blend files'
UserPreferencesFilePaths.python_scripts_directory -> python_scripts_directory: string 'The default directory to search for Python scripts (resets python module search path: sys.path)'
UserPreferencesFilePaths.recent_files -> recent_files: int 'Maximum number of recently opened files to remember'
UserPreferencesFilePaths.render_output_directory -> render_output_directory: string 'The default directory for rendering output'
UserPreferencesFilePaths.save_preview_images -> use_save_preview_images: boolean 'Enables automatic saving of preview images in the .blend file'
UserPreferencesFilePaths.save_version -> save_version: int 'The number of old versions to maintain in the current directory, when manually saving'
UserPreferencesFilePaths.sequence_plugin_directory -> sequence_plugin_directory: string 'The default directory to search for sequence plugins'
UserPreferencesFilePaths.sounds_directory -> sounds_directory: string 'The default directory to search for sounds'
UserPreferencesFilePaths.temporary_directory -> temporary_directory: string 'The directory for storing temporary save files'
UserPreferencesFilePaths.texture_plugin_directory -> texture_plugin_directory: string 'The default directory to search for texture plugins'
UserPreferencesFilePaths.textures_directory -> textures_directory: string 'The default directory to search for textures'
UserPreferencesFilePaths.use_relative_paths -> use_relative_paths: boolean 'Default relative path option for the file selector'
UserPreferencesInput.continuous_mouse -> use_continuous_mouse: boolean 'Allow moving the mouse outside the view on some manipulations (transform, ui control drag)'
UserPreferencesInput.double_click_time -> double_click_time: int 'The time (in ms) for a double click'
UserPreferencesInput.edited_keymaps -> edited_keymaps: collection, '(read-only)'
UserPreferencesInput.emulate_3_button_mouse -> use_emulate_3_button_mouse: boolean "Emulates Middle Mouse with Alt+LeftMouse (doesn't work with Left Mouse Select option)"
UserPreferencesInput.emulate_numpad -> use_emulate_numpad: boolean 'Causes the 1 to 0 keys to act as the numpad (useful for laptops)'
UserPreferencesInput.invert_zoom_direction -> invert_mouse_wheel_zoom: boolean 'Invert the axis of mouse movement for zooming'
UserPreferencesInput.ndof_pan_speed -> ndof_pan_speed: int 'The overall panning speed of an NDOF device, as percent of standard'
UserPreferencesInput.ndof_rotate_speed -> ndof_rotate_speed: int 'The overall rotation speed of an NDOF device, as percent of standard'
UserPreferencesInput.select_mouse -> select_mouse: enum 'The mouse button used for selection'
UserPreferencesInput.use_middle_mouse_paste -> use_mouse_mmb_paste: boolean 'In text window, paste with middle mouse button instead of panning'
UserPreferencesInput.view_rotation -> view_rotation: enum 'Rotation style in the viewport'
UserPreferencesInput.wheel_invert_zoom -> wheel_invert_zoom: boolean 'Swap the Mouse Wheel zoom direction'
UserPreferencesInput.wheel_scroll_lines -> wheel_scroll_lines: int 'The number of lines scrolled at a time with the mouse wheel'
UserPreferencesInput.zoom_axis -> zoom_axis: enum 'Axis of mouse movement to zoom in or out on'
UserPreferencesInput.zoom_style -> zoom_style: enum 'Which style to use for viewport scaling'
UserPreferencesSystem.audio_channels -> audio_channels: enum 'Sets the audio channel count'
UserPreferencesSystem.audio_device -> audio_device: enum 'Sets the audio output device'
UserPreferencesSystem.audio_mixing_buffer -> audio_mixing_buffer: enum 'Sets the number of samples used by the audio mixing buffer'
UserPreferencesSystem.audio_sample_format -> audio_sample_format: enum 'Sets the audio sample format'
UserPreferencesSystem.audio_sample_rate -> audio_sample_rate: enum 'Sets the audio sample rate'
UserPreferencesSystem.auto_execute_scripts -> use_scripts_auto_execute: boolean 'Allow any .blend file to run scripts automatically (unsafe with blend files from an untrusted source)'
UserPreferencesSystem.clip_alpha -> clip_alpha: float 'Clip alpha below this threshold in the 3D textured view'
UserPreferencesSystem.color_picker_type -> color_picker_type: enum 'Different styles of displaying the color picker widget'
UserPreferencesSystem.dpi -> dpi: int 'Font size and resolution for display'
UserPreferencesSystem.enable_all_codecs -> use_preview_images: boolean 'Enables automatic saving of preview images in the .blend file (Windows only)'
UserPreferencesSystem.frame_server_port -> frame_server_port: int 'Frameserver Port for Frameserver Rendering'
UserPreferencesSystem.gl_texture_limit -> gl_texture_limit: enum 'Limit the texture size to save graphics memory'
UserPreferencesSystem.international_fonts -> use_international_fonts: boolean 'Use international fonts'
UserPreferencesSystem.language -> language: enum 'Language use for translation'
UserPreferencesSystem.memory_cache_limit -> memory_cache_limit: int 'Memory cache limit in sequencer (megabytes)'
UserPreferencesSystem.prefetch_frames -> prefetch_frames: int 'Number of frames to render ahead during playback'
UserPreferencesSystem.screencast_fps -> screencast_fps: int 'Frame rate for the screencast to be played back'
UserPreferencesSystem.screencast_wait_time -> screencast_wait_time: int 'Time in milliseconds between each frame recorded for screencast'
UserPreferencesSystem.scrollback -> scrollback: int 'Maximum number of lines to store for the console buffer'
UserPreferencesSystem.solid_lights -> solid_lights: collection, '(read-only) Lights user to display objects in solid draw mode'
UserPreferencesSystem.tabs_as_spaces -> use_tabs_as_spaces: boolean 'Automatically converts all new tabs into spaces for new and loaded text files'
UserPreferencesSystem.texture_collection_rate -> texture_collection_rate: int 'Number of seconds between each run of the GL texture garbage collector'
UserPreferencesSystem.texture_time_out -> texture_time_out: int 'Time since last access of a GL texture in seconds after which it is freed. (Set to 0 to keep textures allocated.)'
UserPreferencesSystem.translate_buttons -> use_translate_buttons: boolean 'Translate button labels'
UserPreferencesSystem.translate_toolbox -> use_translate_toolbox: boolean 'Translate toolbox menu'
UserPreferencesSystem.translate_tooltips -> use_translate_tooltips: boolean 'Translate Tooltips'
UserPreferencesSystem.use_antialiasing -> use_antialiasing: boolean 'Use anti-aliasing for the 3D view (may impact redraw performance)'
UserPreferencesSystem.use_mipmaps -> use_mipmaps: boolean 'Scale textures for the 3D View (looks nicer but uses more memory and slows image reloading)'
UserPreferencesSystem.use_textured_fonts -> use_textured_fonts: boolean 'Use textures for drawing international fonts'
UserPreferencesSystem.use_vbos -> use_vertex_buffer_objects: boolean 'Use Vertex Buffer Objects (or Vertex Arrays, if unsupported) for viewport rendering'
UserPreferencesSystem.use_weight_color_range -> use_weight_color_range: boolean 'Enable color range used for weight visualization in weight painting mode'
UserPreferencesSystem.weight_color_range -> weight_color_range: pointer, '(read-only) Color range used for weight visualization in weight painting mode'
UserPreferencesSystem.window_draw_method -> window_draw_method: enum 'Drawing method used by the window manager'
UserPreferencesView.auto_depth -> use_mouse_auto_depth: boolean 'Use the depth under the mouse to improve view pan/rotate/zoom functionality'
UserPreferencesView.auto_perspective -> use_auto_perspective: boolean 'Automatically switch between orthographic and perspective when changing from top/front/side views'
UserPreferencesView.directional_menus -> use_directional_menus: boolean 'Otherwise menus, etc will always be top to bottom, left to right, no matter opening direction'
UserPreferencesView.display_object_info -> show_object_info: boolean 'Display objects name and frame number in 3D view'
UserPreferencesView.global_pivot -> use_global_pivot: boolean 'Lock the same rotation/scaling pivot in all 3D Views'
UserPreferencesView.global_scene -> use_global_scene: boolean 'Forces the current Scene to be displayed in all Screens'
UserPreferencesView.manipulator_handle_size -> manipulator_handle_size: int 'Size of widget handles as percentage of widget radius'
UserPreferencesView.manipulator_hotspot -> manipulator_hotspot: int 'Hotspot in pixels for clicking widget handles'
UserPreferencesView.manipulator_size -> manipulator_size: int 'Diameter of widget, in 10 pixel units'
UserPreferencesView.mini_axis_brightness -> mini_axis_brightness: int 'The brightness of the icon'
UserPreferencesView.mini_axis_size -> mini_axis_size: int "The axis icon's size"
UserPreferencesView.object_origin_size -> object_origin_size: int 'Diameter in Pixels for Object/Lamp origin display'
UserPreferencesView.open_left_mouse_delay -> open_left_mouse_delay: int 'Time in 1/10 seconds to hold the Left Mouse Button before opening the toolbox'
UserPreferencesView.open_mouse_over -> use_mouse_over_open: boolean 'Open menu buttons and pulldowns automatically when the mouse is hovering'
UserPreferencesView.open_right_mouse_delay -> open_right_mouse_delay: int 'Time in 1/10 seconds to hold the Right Mouse Button before opening the toolbox'
UserPreferencesView.open_sublevel_delay -> open_sublevel_delay: int 'Time delay in 1/10 seconds before automatically opening sub level menus'
UserPreferencesView.open_toplevel_delay -> open_toplevel_delay: int 'Time delay in 1/10 seconds before automatically opening top level menus'
UserPreferencesView.rotate_around_selection -> use_rotate_around_selection: boolean 'Use selection as the pivot point'
UserPreferencesView.rotation_angle -> rotation_angle: int 'The rotation step for numerical pad keys (2 4 6 8)'
UserPreferencesView.show_mini_axis -> show_mini_axis: boolean 'Show a small rotating 3D axis in the bottom left corner of the 3D View'
UserPreferencesView.show_playback_fps -> show_playback_fps: boolean 'Show the frames per second screen refresh rate, while animation is played back'
UserPreferencesView.show_splash -> show_splash: boolean 'Display splash screen on startup'
UserPreferencesView.show_view_name -> show_view_name: boolean "Show the name of the view's direction in each 3D View"
UserPreferencesView.smooth_view -> smooth_view: int 'The time to animate the view in milliseconds, zero to disable'
UserPreferencesView.timecode_style -> timecode_style: enum 'Format of Time Codes displayed when not displaying timing in terms of frames'
UserPreferencesView.tooltips -> show_tooltips: boolean 'Display tooltips'
UserPreferencesView.use_column_layout -> show_column_layout: boolean 'Use a column layout for toolbox'
UserPreferencesView.use_large_cursors -> show_large_cursors: boolean 'Use large mouse cursors when available'
UserPreferencesView.use_manipulator -> show_manipulator: boolean 'Use 3D transform manipulator'
UserPreferencesView.view2d_grid_minimum_spacing -> view2d_grid_spacing_min: int 'Minimum number of pixels between each gridline in 2D Viewports'
UserPreferencesView.zoom_to_mouse -> use_zoom_to_mouse: boolean "Zoom in towards the mouse pointer's position in the 3D view, rather than the 2D window center"
UserSolidLight.diffuse_color -> diffuse_color: float 'The diffuse color of the OpenGL light'
UserSolidLight.direction -> direction: float 'The direction that the OpenGL light is shining'
UserSolidLight.enabled -> use: boolean 'Enable this OpenGL light in solid draw mode'
UserSolidLight.specular_color -> specular_color: float 'The color of the lights specular highlight'
ValueNodeSocket.default_value -> default_value: float 'Default value of the socket when no link is attached'
ValueNodeSocket.name -> name: string, '(read-only) Socket name'
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'
VertexPaint.all_faces -> use_all_faces: boolean 'Paint on all faces inside brush'
VertexPaint.normals -> use_normal: boolean 'Applies the vertex normal before painting'
VertexPaint.spray -> use_spray: boolean 'Keep applying paint effect while holding mouse'
VisibilityActuator.children -> apply_to_children: boolean 'Set all the children of this object to the same visibility/occlusion recursively'
VisibilityActuator.occlusion -> use_occlusion: boolean 'Set the object to occlude objects behind it. Initialized from the object type in physics button'
VisibilityActuator.visible -> use_visible: boolean 'Set the objects visible. Initialized from the objects render restriction toggle (access in the outliner)'
VoronoiTexture.coloring -> color_mode: enum 'NO DESCRIPTION'
VoronoiTexture.distance_metric -> distance_metric: enum 'NO DESCRIPTION'
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 'NO DESCRIPTION'
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 -> use_still_frame: boolean 'Always render a still frame from the voxel data sequence'
VoxelData.still_frame_number -> still_frame_number: int 'The frame number to always use'
VoxelDataTexture.image -> image: pointer 'NO DESCRIPTION'
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.cyclic -> use_cyclic: boolean 'Cyclic wave effect'
WaveModifier.damping_time -> damping_time: float 'NO DESCRIPTION'
WaveModifier.falloff_radius -> falloff_radius: float 'NO DESCRIPTION'
WaveModifier.height -> height: float 'NO DESCRIPTION'
WaveModifier.lifetime -> lifetime: float 'NO DESCRIPTION'
WaveModifier.narrowness -> narrowness: float 'NO DESCRIPTION'
WaveModifier.normals -> use_normal: boolean 'Displace along normal'
WaveModifier.speed -> speed: float 'NO DESCRIPTION'
WaveModifier.start_position_object -> start_position_object: pointer 'NO DESCRIPTION'
WaveModifier.start_position_x -> start_position_x: float 'NO DESCRIPTION'
WaveModifier.start_position_y -> start_position_y: float 'NO DESCRIPTION'
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 'NO DESCRIPTION'
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 'NO DESCRIPTION'
WaveModifier.x -> use_x: boolean 'X axis motion'
WaveModifier.x_normal -> use_normal_x: boolean 'Enable displacement along the X normal'
WaveModifier.y -> use_y: boolean 'Y axis motion'
WaveModifier.y_normal -> use_normal_y: boolean 'Enable displacement along the Y normal'
WaveModifier.z_normal -> use_normal_z: boolean 'Enable displacement along the Z normal'
Window.screen -> screen: pointer 'Active screen showing in the window'
WindowManager.active_keyconfig -> active_keyconfig: pointer 'NO DESCRIPTION'
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 'NO DESCRIPTION'
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 'NO DESCRIPTION'
WoodTexture.noisebasis2 -> noisebasis2: enum 'NO DESCRIPTION'
WoodTexture.stype -> stype: enum 'NO DESCRIPTION'
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 'NO DESCRIPTION'
World.animation_data -> animation_data: pointer, '(read-only) Animation data for this datablock'
World.blend_sky -> use_sky_blend: boolean 'Render background with natural progression from horizon to zenith'
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.paper_sky -> use_sky_paper: boolean 'Flatten blend or texture coordinates'
World.range -> range: float 'The color range that will be mapped to 0-1'
World.real_sky -> use_sky_real: boolean 'Render background with a real horizon, relative to the camera angle'
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 -> use_falloff: boolean 'NO DESCRIPTION'
WorldLighting.falloff_strength -> falloff_strength: float "Distance attenuation factor, the higher, the 'shorter' the shadows"
WorldLighting.gather_method -> gather_method: enum 'NO DESCRIPTION'
WorldLighting.indirect_bounces -> indirect_bounces: int 'Number of indirect diffuse light bounces to use for approximate ambient occlusion'
WorldLighting.indirect_factor -> indirect_factor: float 'Factor for how much surrounding objects contribute to light'
WorldLighting.passes -> passes: int 'Number of preprocessing passes to reduce overocclusion (for approximate ambient occlusion)'
WorldLighting.pixel_cache -> use_cache: boolean 'Cache AO results in pixels and interpolate over neighbouring pixels for speedup (for Approximate)'
WorldLighting.sample_method -> sample_method: enum 'Method for generating shadow samples (for Raytrace)'
WorldLighting.samples -> samples: int 'Amount of ray samples. Higher values give smoother results and longer rendering times'
WorldLighting.threshold -> threshold: float 'Samples below this threshold will be considered fully shadowed/unshadowed and skipped (for Raytrace Adaptive QMC)'
WorldLighting.use_ambient_occlusion -> use_ambient_occlusian: boolean 'Use Ambient Occlusion to add shadowing based on distance between objects'
WorldLighting.use_environment_lighting -> use_environment_lighting: boolean 'Add light coming from the environment'
WorldLighting.use_indirect_lighting -> use_indirect_lighting: boolean 'Add indirect light bouncing of surrounding objects'
WorldMistSettings.depth -> depth: float 'The distance over which the mist effect fades in'
WorldMistSettings.falloff -> falloff: enum 'Type of transition used to fade mist'
WorldMistSettings.height -> height: float 'Control how much mist density decreases with height'
WorldMistSettings.intensity -> intensity: float 'Intensity of the mist effect'
WorldMistSettings.start -> start: float 'Starting distance of the mist, measured from the camera'
WorldMistSettings.use_mist -> use_mist: boolean 'Occlude objects with the environment color as they are further away'
WorldStarsSettings.average_separation -> average_separation: float 'Average distance between any two stars'
WorldStarsSettings.color_randomization -> color_randomization: float 'Randomize star colors'
WorldStarsSettings.min_distance -> distance_min: float 'Minimum distance to the camera for stars'
WorldStarsSettings.size -> size: float 'Average screen dimension of stars'
WorldStarsSettings.use_stars -> use_stars: boolean 'Enable starfield generation'
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.map_blend -> use_map_blend: boolean 'Affect the color progression of the background'
WorldTextureSlot.map_horizon -> use_map_horizon: boolean 'Affect the color of the horizon'
WorldTextureSlot.map_zenith_down -> use_map_zenith_down: boolean 'Affect the color of the zenith below'
WorldTextureSlot.map_zenith_up -> use_map_zenith_up: boolean 'Affect the color of the zenith above'
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'