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@@ -1,4 +1,4 @@
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TODO * ActionActuator.continue_last_frame -> continue_last_frame: boolean Restore last frame when switching on/off, otherwise play from the start each time
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ActionActuator.continue_last_frame -> use_continue_last_frame: boolean Restore last frame when switching on/off, otherwise play from the start each time
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ActionGroup.expanded -> show_expanded: boolean Action Group is expanded
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ActionGroup.locked -> lock: boolean Action Group is locked
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ActionGroup.selected -> select: boolean Action Group is selected
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@@ -16,30 +16,30 @@ AreaLamp.only_shadow -> use_only_shadow: boolean Causes light to cast shad
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AreaLamp.shadow_layer -> use_shadow_layer: boolean Causes only objects on the same layer to cast shadows
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AreaLamp.umbra -> use_umbra: boolean Emphasize parts that are fully shadowed (Constant Jittered sampling)
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Armature.auto_ik -> use_auto_ik: boolean Add temporaral IK constraints while grabbing bones in Pose Mode
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TODO * Armature.deform_envelope -> use_deform_envelope: boolean Enable Bone Envelopes when defining deform
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TODO * Armature.deform_quaternion -> use_deform_quaternion: boolean Enable deform rotation with Quaternions
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TODO * Armature.deform_vertexgroups -> use_deform_vertexgroups: boolean Enable Vertex Groups when defining deform
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TODO * Armature.delay_deform -> use_deform_delay: boolean Don't deform children when manipulating bones in Pose Mode
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Armature.deform_envelope -> use_deform_envelopes: boolean Enable Bone Envelopes when defining deform
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Armature.deform_quaternion -> use_deform_preserve_volume: boolean Deform rotation interpolation with quaternions
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Armature.deform_vertexgroups -> use_deform_vertex_groups: boolean Enable Vertex Groups when defining deform
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Armature.delay_deform -> use_deform_delay: boolean Don't deform children when manipulating bones in Pose Mode
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Armature.draw_axes -> show_axes: boolean Draw bone axes
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Armature.draw_custom_bone_shapes -> show_bone_custom_shapes: boolean Draw bones with their custom shapes
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Armature.draw_group_colors -> show_group_colors: boolean Draw bone group colors
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Armature.draw_names -> show_names: boolean Draw bone names
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TODO * Armature.ghost_only_selected -> show_only_ghost_selected: boolean
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Armature.show_ghost_only_selected -> show_only_ghost_selected: boolean
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Armature.layer -> layer: boolean Armature layer visibility
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Armature.layer_protection -> layer_protected: boolean Protected layers in Proxy Instances are restored to Proxy settings on file reload and undo
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Armature.x_axis_mirror -> use_mirror_x: boolean Apply changes to matching bone on opposite side of X-Axis
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ArmatureModifier.invert -> invert_vertex_group: boolean Invert vertex group influence
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TODO * ArmatureModifier.multi_modifier -> use_multi_modifier: boolean Use same input as previous modifier, and mix results using overall vgroup
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TODO * ArmatureModifier.quaternion -> use_preserve_volume: boolean Deform rotation interpolation with quaternions
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TODO * ArmatureModifier.use_bone_envelopes -> use_bone_envelopes: boolean
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TODO * ArmatureModifier.use_vertex_groups -> use_vertex_groups: boolean
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ArmatureModifier.multi_modifier -> use_multi_modifier: boolean Use same input as previous modifier, and mix results using overall vgroup
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ArmatureModifier.quaternion -> use_deform_preserve_volume: boolean Deform rotation interpolation with quaternions
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ArmatureModifier.use_deform_envelopes -> use_deform_envelopes: boolean
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ArmatureModifier.use_deform_vertex_groups -> use_deform_vertex_groups: boolean
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ArrayModifier.add_offset_object -> use_object_offset: boolean Add another object's transformation to the total offset
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ArrayModifier.constant_offset -> use_constant_offset: boolean Add a constant offset
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TODO * ArrayModifier.merge_adjacent_vertices -> use_merge_vertex: boolean Merge vertices in adjacent duplicates
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TODO * ArrayModifier.merge_end_vertices -> use_merge_vertex_end: boolean Merge vertices in first and last duplicates
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ArrayModifier.merge_adjacent_vertices -> use_merge_adjacent_vertices: boolean Merge vertices in adjacent duplicates
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ArrayModifier.merge_end_vertices -> use_merge_end_vertices: boolean Merge vertices in first and last duplicates
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ArrayModifier.relative_offset -> use_relative_offset: boolean Add an offset relative to the object's bounding box
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BackgroundImage.show_expanded -> show_expanded: boolean Show the expanded in the user interface
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TODO * BevelModifier.only_vertices -> use_only_vertex: boolean Bevel verts/corners, not edges
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BevelModifier.only_vertices -> use_only_vertices: boolean Bevel verts/corners, not edges
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BezierSplinePoint.hidden -> hide: boolean Visibility status
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BezierSplinePoint.selected_control_point -> select_control_point: boolean Control point selection status
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BezierSplinePoint.selected_handle1 -> select_left_handle: boolean Handle 1 selection status
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@@ -47,24 +47,24 @@ BezierSplinePoint.selected_handle2 -> select_right_handle: boolean Handle
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BoidRule.in_air -> use_in_air: boolean Use rule when boid is flying
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BoidRule.on_land -> use_on_land: boolean Use rule when boid is on land
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BoidRuleAvoid.predict -> use_predict: boolean Predict target movement
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TODO * BoidRuleAvoidCollision.boids -> use_avoid: boolean Avoid collision with other boids
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TODO * BoidRuleAvoidCollision.deflectors -> use_avoid_collision: boolean Avoid collision with deflector objects
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BoidRuleAvoidCollision.boids -> use_avoid: boolean Avoid collision with other boids
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BoidRuleAvoidCollision.deflectors -> use_avoid_collision: boolean Avoid collision with deflector objects
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BoidRuleFollowLeader.line -> use_line: boolean Follow leader in a line
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BoidRuleGoal.predict -> use_predict: boolean Predict target movement
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BoidSettings.allow_climb -> use_climb: boolean Allow boids to climb goal objects
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BoidSettings.allow_flight -> use_flight: boolean Allow boids to move in air
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BoidSettings.allow_land -> use_land: boolean Allow boids to move on land
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TODO * Bone.connected -> use_connect: boolean, (read-only) When bone has a parent, bone's head is struck to the parent's tail
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TODO * Bone.cyclic_offset -> use_cyclic_offset: boolean When bone doesn't have a parent, it receives cyclic offset effects
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TODO * Bone.deform -> use_deform: boolean Bone does not deform any geometry
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Bone.connected -> use_connect: boolean, (read-only) When bone has a parent, bone's head is struck to the parent's tail
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Bone.cyclic_offset -> use_cyclic_offset: boolean When bone doesn't have a parent, it receives cyclic offset effects
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Bone.deform -> use_deform: boolean Bone does not deform any geometry
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Bone.draw_wire -> show_wire: boolean Bone is always drawn as Wireframe regardless of viewport draw mode. Useful for non-obstructive custom bone shapes
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Bone.hidden -> hide: boolean Bone is not visible when it is not in Edit Mode (i.e. in Object or Pose Modes)
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TODO * Bone.hinge -> use_hinge: boolean Bone inherits rotation or scale from parent bone
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Bone.hinge -> use_hinge: boolean Bone inherits rotation or scale from parent bone
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Bone.inherit_scale -> use_inherit_scale: boolean Bone inherits scaling from parent bone
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Bone.layer -> layer: boolean Layers bone exists in
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TODO * Bone.local_location -> use_local_location: boolean Bone location is set in local space
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TODO * Bone.multiply_vertexgroup_with_envelope -> use_envelope_multiply: boolean When deforming bone, multiply effects of Vertex Group weights with Envelope influence
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TODO * Bone.restrict_select -> restrict_select: boolean Bone is able to be selected
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Bone.local_location -> use_local_location: boolean Bone location is set in local space
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Bone.multiply_vertexgroup_with_envelope -> use_envelope_multiply: boolean When deforming bone, multiply effects of Vertex Group weights with Envelope influence
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Bone.restrict_select -> restrict_select: boolean Bone is able to be selected
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Bone.selected -> select: boolean
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BooleanProperty.default -> default: boolean, (read-only) Default value for this number
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BooleanProperty.default_array -> default_array: boolean, (read-only) Default value for this array
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@@ -81,7 +81,7 @@ Brush.use_space -> use_space: boolean Limit brush application to the dista
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Brush.use_spacing_pressure -> use_pressure_spacing: boolean Enable tablet pressure sensitivity for spacing
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Brush.use_strength_pressure -> use_pressure_strength: boolean Enable tablet pressure sensitivity for strength
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Brush.use_wrap -> use_wrap: boolean Enable torus wrapping while painting
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TODO * BuildModifier.randomize -> use_random: boolean Randomize the faces or edges during build
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BuildModifier.randomize -> use_random_order: boolean Randomize the faces or edges during build
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Camera.panorama -> use_panorama: boolean Render the scene with a cylindrical camera for pseudo-fisheye lens effects
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Camera.show_limits -> show_limits: boolean Draw the clipping range and focus point on the camera
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Camera.show_mist -> show_mist: boolean Draw a line from the Camera to indicate the mist area
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@@ -107,24 +107,24 @@ ClothCollisionSettings.enable_collision -> use_collision: boolean Enable c
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ClothCollisionSettings.enable_self_collision -> use_self_collision: boolean Enable self collisions
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ClothSettings.pin_cloth -> use_pin_cloth: boolean Enable pinning of cloth vertices to other objects/positions
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ClothSettings.stiffness_scaling -> use_stiffness_scale: boolean If enabled, stiffness can be scaled along a weight painted vertex group
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TODO * CollisionSensor.collision_type -> collision_type: boolean Toggle collision on material or property
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TODO * CollisionSensor.pulse -> use_pulse: boolean Changes to the set of colliding objects generates pulse
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TODO * CollisionSettings.enabled -> use_collision: boolean Enable this objects as a collider for physics systems
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TODO * CollisionSettings.kill_particles -> use_particle_kill: boolean Kill collided particles
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TODO * CompositorNodeAlphaOver.convert_premul -> use_convert_premultiply: boolean
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CollisionSensor.collision_type -> use_material: boolean Use material instead of property
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CollisionSensor.pulse -> use_pulse: boolean Changes to the set of colliding objects generates pulse
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CollisionSettings.enabled -> use: boolean Enable this objects as a collider for physics systems
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CollisionSettings.kill_particles -> use_particle_kill: boolean Kill colliding particles
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CompositorNodeAlphaOver.convert_premul -> use_premultiply: boolean
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CompositorNodeBlur.bokeh -> use_bokeh: boolean
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TODO * CompositorNodeBlur.gamma -> use_gamma_correct: boolean
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CompositorNodeBlur.gamma -> use_gamma_correction: boolean
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CompositorNodeBlur.relative -> use_relative: boolean
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CompositorNodeColorSpill.unspill -> use_unspill: boolean Compensate all channels (diffenrently) by hand
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CompositorNodeCrop.crop_size -> use_crop_size: boolean Whether to crop the size of the input image
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CompositorNodeDBlur.wrap -> use_wrap: boolean
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TODO * CompositorNodeDefocus.gamma_correction -> use_gamma_correct: boolean Enable gamma correction before and after main process
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CompositorNodeDefocus.gamma_correction -> use_gamma_correction: boolean Enable gamma correction before and after main process
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CompositorNodeDefocus.preview -> use_preview: boolean Enable sampling mode, useful for preview when using low samplecounts
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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)
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CompositorNodeGlare.rotate_45 -> use_rotate_45: boolean Simple star filter: add 45 degree rotation offset
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CompositorNodeImage.auto_refresh -> use_auto_refresh: boolean
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CompositorNodeImage.cyclic -> use_cyclic: boolean
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TODO * CompositorNodeInvert.alpha -> use_alpha: boolean
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CompositorNodeInvert.alpha -> invert_alpha: boolean
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CompositorNodeInvert.rgb -> invert_rgb: boolean
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CompositorNodeLensdist.fit -> use_fit: boolean For positive distortion factor only: scale image such that black areas are not visible
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CompositorNodeLensdist.jitter -> use_jitter: boolean Enable/disable jittering; faster, but also noisier
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@@ -137,16 +137,16 @@ CompositorNodeVecBlur.curved -> use_curved: boolean Interpolate between fr
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Constraint.active -> active: boolean Constraint is the one being edited
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Constraint.disabled -> is_valid: boolean, (read-only) Constraint has invalid settings and will not be evaluated
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Constraint.expanded -> show_expanded: boolean Constraint's panel is expanded in UI
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TODO * Constraint.proxy_local -> is_proxy_local: boolean Constraint was added in this proxy instance (i.e. did not belong to source Armature)
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Constraint.proxy_local -> is_proxy_local: boolean Constraint was added in this proxy instance (i.e. did not belong to source Armature)
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ConstraintActuator.detect_material -> use_material_detect: boolean Detect material instead of property
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ConstraintActuator.fh_normal -> use_fh_normal: boolean Add a horizontal spring force on slopes
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ConstraintActuator.fh_paralel_axis -> use_fh_paralel_axis: boolean Keep object axis parallel to normal
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TODO * ConstraintActuator.force_distance -> use_force_distance: boolean Force distance of object to point of impact of ray
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ConstraintActuator.force_distance -> use_force_distance: boolean Force distance of object to point of impact of ray
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ConstraintActuator.local -> use_local: boolean Set ray along object's axis or global axis
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ConstraintActuator.normal -> use_normal: boolean Set object axis along (local axis) or parallel (global axis) to the normal at hit position
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ConstraintActuator.persistent -> use_persistent: boolean Persistent actuator: stays active even if ray does not reach target
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ControlFluidSettings.active -> active: boolean Object contributes to the fluid simulation
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TODO * ControlFluidSettings.reverse_frames -> use_frame_reverse: boolean Reverse control object movement
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ControlFluidSettings.active -> use: boolean Object contributes to the fluid simulation
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ControlFluidSettings.reverse_frames -> use_reverse_frames: boolean Reverse control object movement
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Controller.expanded -> show_expanded: boolean Set controller expanded in the user interface
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Controller.priority -> use_priority: boolean Mark controller for execution before all non-marked controllers (good for startup scripts)
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Controller.state -> state: boolean, (read-only) Set Controller state index (1 to 30)
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@@ -169,11 +169,11 @@ CopyScaleConstraint.use_x -> use_x: boolean Copy the target's X scale
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CopyScaleConstraint.use_y -> use_y: boolean Copy the target's Y scale
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CopyScaleConstraint.use_z -> use_z: boolean Copy the target's Z scale
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Curve.auto_texspace -> use_auto_texspace: boolean Adjusts active object's texture space automatically when transforming object
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TODO * Curve.back -> use_fill_back: boolean Draw filled back for extruded/beveled curves
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Curve.back -> use_fill_back: boolean Draw filled back for extruded/beveled curves
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Curve.draw_handles -> show_handles: boolean Display bezier handles in editmode
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Curve.draw_normals -> show_normals: boolean Display 3D curve normals in editmode
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Curve.front -> use_fill_front: boolean Draw filled front for extruded/beveled curves
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TODO * Curve.map_along_length -> use_texture_map_length: boolean Generate texture mapping coordinates following the curve direction, rather than the local bounding box
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Curve.map_along_length -> use_map_along_length: boolean Generate texture mapping coordinates following the curve direction, rather than the local bounding box
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Curve.use_deform_fill -> use_fill_deform: boolean Fill curve after applying deformation
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Curve.use_path -> use_path: boolean Enable the curve to become a translation path
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Curve.use_path_follow -> use_path_follow: boolean Make curve path children to rotate along the path
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@@ -185,7 +185,7 @@ CurveMapping.clip -> use_clip: boolean Force the curve view to fit a defin
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DelaySensor.repeat -> use_repeat: boolean Toggle repeat option. If selected, the sensor restarts after Delay+Dur logic tics
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DomainFluidSettings.generate_speed_vectors -> use_speed_vectors: boolean Generate speed vectors for vector blur
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DomainFluidSettings.override_time -> use_time_override: boolean Use a custom start and end time (in seconds) instead of the scene's timeline
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TODO * DomainFluidSettings.reverse_frames -> use_frame_reverse: boolean Reverse fluid frames
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DomainFluidSettings.reverse_frames -> use_reverse_frames: boolean Reverse fluid frames
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NEGATE * DopeSheet.collapse_summary -> show_expanded_summary: boolean Collapse summary when shown, so all other channels get hidden. (DopeSheet Editors Only)
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DopeSheet.display_armature -> show_armatures: boolean Include visualization of Armature related Animation data
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DopeSheet.display_camera -> show_cameras: boolean Include visualization of Camera related Animation data
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@@ -210,39 +210,39 @@ Driver.show_debug_info -> show_debug_info: boolean Show intermediate value
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DriverTarget.use_local_space_transforms -> use_local_space_transform: boolean Use transforms in Local Space (as opposed to the worldspace default)
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EdgeSplitModifier.use_edge_angle -> use_edge_angle: boolean Split edges with high angle between faces
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EdgeSplitModifier.use_sharp -> use_edge_sharp: boolean Split edges that are marked as sharp
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TODO * EditBone.connected -> is_connected: boolean When bone has a parent, bone's head is struck to the parent's tail
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EditBone.connected -> use_connect: boolean When bone has a parent, bone's head is struck to the parent's tail
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EditBone.cyclic_offset -> use_cyclic_offset: boolean When bone doesn't have a parent, it receives cyclic offset effects
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TODO * EditBone.deform -> use_deform: boolean Bone does not deform any geometry
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EditBone.deform -> use_deform: boolean Bone does not deform any geometry
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EditBone.draw_wire -> show_wire: boolean Bone is always drawn as Wireframe regardless of viewport draw mode. Useful for non-obstructive custom bone shapes
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EditBone.hidden -> hide: boolean Bone is not visible when in Edit Mode
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EditBone.hinge -> use_hinge: boolean Bone inherits rotation or scale from parent bone
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EditBone.inherit_scale -> use_inherit_scale: boolean Bone inherits scaling from parent bone
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EditBone.layer -> layer: boolean Layers bone exists in
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TODO * EditBone.local_location -> use_local_location: boolean Bone location is set in local space
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EditBone.local_location -> use_local_location: boolean Bone location is set in local space
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EditBone.locked -> lock: boolean Bone is not able to be transformed when in Edit Mode
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TODO * EditBone.multiply_vertexgroup_with_envelope -> use_envelope_multiply: boolean When deforming bone, multiply effects of Vertex Group weights with Envelope influence
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TODO * EditBone.restrict_select -> restrict_select: boolean Bone is able to be selected
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EditBone.multiply_vertexgroup_with_envelope -> use_envelope_multiply: boolean When deforming bone, multiply effects of Vertex Group weights with Envelope influence
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EditBone.restrict_select -> restrict_select: boolean Bone is able to be selected
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EditBone.selected -> select: boolean
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EditBone.selected_head -> select_head: boolean
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EditBone.selected_tail -> select_tail: boolean
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TODO * EditObjectActuator.enable_3d_tracking -> use_track_3d: boolean Enable 3D tracking
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TODO * EditObjectActuator.local_angular_velocity -> use_local_angular_velocity: boolean Apply the rotation locally
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TODO * EditObjectActuator.local_linear_velocity -> use_local_linear_velocity: boolean Apply the transformation locally
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TODO * EditObjectActuator.replace_display_mesh -> use_display_mesh: boolean Replace the display mesh
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TODO * EditObjectActuator.replace_physics_mesh -> use_physics_mesh: boolean Replace the physics mesh (triangle bounds only - compound shapes not supported)
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TODO * EffectSequence.convert_float -> use_float: boolean Convert input to float data
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EditObjectActuator.enable_3d_tracking -> use_3d_tracking: boolean Enable 3D tracking
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EditObjectActuator.local_angular_velocity -> use_local_angular_velocity: boolean Apply the rotation locally
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EditObjectActuator.local_linear_velocity -> use_local_linear_velocity: boolean Apply the transformation locally
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EditObjectActuator.replace_display_mesh -> use_replace_display_mesh: boolean Replace the display mesh
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EditObjectActuator.replace_physics_mesh -> use_replace_physics_mesh: boolean Replace the physics mesh (triangle bounds only - compound shapes not supported)
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EffectSequence.convert_float -> use_float: boolean Convert input to float data
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EffectSequence.de_interlace -> use_deinterlace: boolean For video movies to remove fields
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EffectSequence.flip_x -> use_flip_x: boolean Flip on the X axis
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EffectSequence.flip_y -> use_flip_y: boolean Flip on the Y axis
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TODO * EffectSequence.premultiply -> use_premultiply: boolean Convert RGB from key alpha to premultiplied alpha
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EffectSequence.premultiply -> use_premultiply: boolean Convert RGB from key alpha to premultiplied alpha
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EffectSequence.proxy_custom_directory -> use_proxy_custom_directory: boolean Use a custom directory to store data
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EffectSequence.proxy_custom_file -> use_proxy_custom_file: boolean Use a custom file to read proxy data from
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TODO * EffectSequence.reverse_frames -> use_frame_reverse: boolean Reverse frame order
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EffectSequence.reverse_frames -> use_reverse_frames: boolean Reverse frame order
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EffectSequence.use_color_balance -> use_color_balance: boolean (3-Way color correction) on input
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EffectSequence.use_crop -> use_crop: boolean Crop image before processing
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EffectSequence.use_proxy -> use_proxy: boolean Use a preview proxy for this strip
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EffectSequence.use_translation -> use_translation: boolean Translate image before processing
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TODO * EffectorWeights.do_growing_hair -> use_hair_grow: boolean Use force fields when growing hair
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EffectorWeights.do_growing_hair -> apply_to_hair_growing: boolean Use force fields when growing hair
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EnvironmentMap.ignore_layers -> layer_ignore: boolean Hide objects on these layers when generating the Environment Map
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EnvironmentMapTexture.use_filter_size_min -> filter_size_min: boolean Use Filter Size as a minimal filter value in pixels
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EnvironmentMapTexture.mipmap -> use_mipmap: boolean Uses auto-generated MIP maps for the image
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@@ -251,12 +251,12 @@ Event.alt -> alt: boolean, (read-only) True when the Alt/Option key is hel
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Event.ctrl -> ctrl: boolean, (read-only) True when the Ctrl key is held
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Event.oskey -> oskey: boolean, (read-only) True when the Cmd key is held
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Event.shift -> shift: boolean, (read-only) True when the Shift key is held
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TODO * ExplodeModifier.alive -> show_alive: boolean Show mesh when particles are alive
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TODO * ExplodeModifier.dead -> show_dead: boolean Show mesh when particles are dead
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ExplodeModifier.alive -> show_alive: boolean Show mesh when particles are alive
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ExplodeModifier.dead -> show_dead: boolean Show mesh when particles are dead
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ExplodeModifier.size -> use_size: boolean Use particle size for the shrapnel
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ExplodeModifier.split_edges -> use_edge_split: boolean Split face edges for nicer shrapnel
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TODO * ExplodeModifier.unborn -> show_unborn: boolean Show mesh when particles are unborn
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TODO * FCurve.auto_clamped_handles -> use_auto_handle_clamp: boolean All auto-handles for F-Curve are clamped
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ExplodeModifier.unborn -> show_unborn: boolean Show mesh when particles are unborn
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FCurve.auto_clamped_handles -> use_auto_handle_clamp: boolean All auto-handles for F-Curve are clamped
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NEGATE * FCurve.disabled -> enabled: boolean F-Curve could not be evaluated in past, so should be skipped when evaluating
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FCurve.locked -> lock: boolean F-Curve's settings cannot be edited
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FCurve.muted -> mute: boolean F-Curve is not evaluated
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@@ -273,26 +273,26 @@ FModifierLimits.use_maximum_x -> use_max_x: boolean Use the maximum X valu
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FModifierLimits.use_maximum_y -> use_max_y: boolean Use the maximum Y value
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FModifierLimits.use_minimum_x -> use_min_x: boolean Use the minimum X value
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FModifierLimits.use_minimum_y -> use_min_y: boolean Use the minimum Y value
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TODO * FModifierStepped.use_frame_end -> use_frame_end: boolean Restrict modifier to only act before its 'end' frame
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TODO * FModifierStepped.use_frame_start -> use_frame_start: boolean Restrict modifier to only act after its 'start' frame
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TODO * FcurveActuator.add -> use_additive: boolean F-Curve is added to the current loc/rot/scale in global or local coordinate according to Local flag
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TODO * FcurveActuator.child -> use_child: boolean Update F-Curve on all children Objects as well
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TODO * FcurveActuator.force -> use_force: boolean Apply F-Curve as a global or local force depending on the local option (dynamic objects only)
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TODO * FcurveActuator.local -> use_local: boolean Let the F-Curve act in local coordinates, used in Force and Add mode
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FModifierStepped.use_frame_end -> use_frame_end: boolean Restrict modifier to only act before its 'end' frame
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FModifierStepped.use_frame_start -> use_frame_start: boolean Restrict modifier to only act after its 'start' frame
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FcurveActuator.add -> use_add: boolean F-Curve is added to the current loc/rot/scale in global or local coordinate according to Local flag
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FcurveActuator.child -> apply_to_children: boolean Update F-Curve on all children Objects as well
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FcurveActuator.force -> use_force: boolean Apply F-Curve as a global or local force depending on the local option (dynamic objects only)
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FcurveActuator.local -> use_local: boolean Let the F-Curve act in local coordinates, used in Force and Add mode
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FieldSettings.do_absorption -> use_absorption: boolean Force gets absorbed by collision objects
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TODO * FieldSettings.do_location -> use_location: boolean Effect particles' location
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TODO * FieldSettings.do_rotation -> use_rotation: boolean Effect particles' dynamic rotation
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TODO * FieldSettings.force_2d -> use_force_2d: boolean Apply force only in 2d
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TODO * FieldSettings.global_coordinates -> use_coordinates_global: boolean Use effector/global coordinates for turbulence
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TODO * FieldSettings.guide_path_add -> use_guide_path_add: boolean Based on distance/falloff it adds a portion of the entire path
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FieldSettings.do_location -> apply_to_location: boolean Effect particles' location
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FieldSettings.do_rotation -> apply_to_rotation: boolean Effect particles' dynamic rotation
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FieldSettings.force_2d -> use_2d_force: boolean Apply force only in 2d
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FieldSettings.global_coordinates -> use_global_coordinates: boolean Use effector/global coordinates for turbulence
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FieldSettings.guide_path_add -> use_guide_path_add: boolean Based on distance/falloff it adds a portion of the entire path
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FieldSettings.multiple_springs -> use_multiple_springs: boolean Every point is effected by multiple springs
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TODO * FieldSettings.root_coordinates -> use_coordinates_root: boolean Texture coordinates from root particle locations
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TODO * FieldSettings.use_coordinates -> use_coordinates_object: boolean Use object/global coordinates for texture
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FieldSettings.root_coordinates -> use_root_coordinates: boolean Texture coordinates from root particle locations
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FieldSettings.use_coordinates -> use_object_coordinates: boolean Use object/global coordinates for texture
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FieldSettings.use_guide_path_weight -> use_guide_path_weight: boolean Use curve weights to influence the particle influence along the curve
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TODO * FieldSettings.use_max_distance -> use_distance_min: boolean Use a maximum distance for the field to work
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TODO * FieldSettings.use_min_distance -> use_distance_max: boolean Use a minimum distance for the field's fall-off
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TODO * FieldSettings.use_radial_max -> use_radial_max: boolean Use a maximum radial distance for the field to work
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TODO * FieldSettings.use_radial_min -> use_radial_min: boolean Use a minimum radial distance for the field's fall-off
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FieldSettings.use_max_distance -> use_max_distance: boolean Use a maximum distance for the field to work
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FieldSettings.use_min_distance -> use_min_distance: boolean Use a minimum distance for the field's fall-off
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FieldSettings.use_radial_max -> use_radial_max: boolean Use a maximum radial distance for the field to work
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FieldSettings.use_radial_min -> use_radial_min: boolean Use a minimum radial distance for the field's fall-off
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FileSelectParams.do_filter -> use_filter: boolean Enable filtering of files
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FileSelectParams.filter_blender -> use_filter_blender: boolean Show .blend files
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FileSelectParams.filter_folder -> use_filter_folder: boolean Show folders
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@@ -306,14 +306,14 @@ NEGATE * FileSelectParams.hide_dot -> show_hidden: boolean Hide hidden do
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Filter2DActuator.enable_motion_blur -> use_motion_blur: boolean Enable/Disable Motion Blur
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FloorConstraint.sticky -> use_sticky: boolean Immobilize object while constrained
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FloorConstraint.use_rotation -> use_rotation: boolean Use the target's rotation to determine floor
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FluidFluidSettings.active -> active: boolean Object contributes to the fluid simulation
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FluidFluidSettings.active -> use: boolean Object contributes to the fluid simulation
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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
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FollowPathConstraint.use_curve_follow -> use_curve_follow: boolean Object will follow the heading and banking of the curve
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FollowPathConstraint.use_curve_radius -> use_curve_radius: boolean Objects scale by the curve radius
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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
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Function.registered -> registered: boolean, (read-only) Function is registered as callback as part of type registration
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Function.registered_optional -> registered_optional: boolean, (read-only) Function is optionally registered as callback part of type registration
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TODO * GPencilFrame.paint_lock -> lock_paint: boolean Frame is being edited (painted on)
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Function.registered -> is_registered: boolean, (read-only) Function is registered as callback as part of type registration
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Function.registered_optional -> is_registered_optional: boolean, (read-only) Function is optionally registered as callback part of type registration
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GPencilFrame.paint_lock -> is_edited: boolean Frame is being edited (painted on)
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GPencilFrame.selected -> select: boolean Frame is selected for editing in the DopeSheet
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GPencilLayer.active -> active: boolean Set active layer for editing
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GPencilLayer.frame_lock -> lock_frame: boolean Lock current frame displayed by layer
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@@ -321,15 +321,15 @@ GPencilLayer.hide -> hide: boolean Set layer Visibility
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GPencilLayer.locked -> lock: boolean Protect layer from further editing and/or frame changes
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GPencilLayer.selected -> select: boolean Layer is selected for editing in the DopeSheet
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GPencilLayer.show_points -> show_points: boolean Draw the points which make up the strokes (for debugging purposes)
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TODO * GPencilLayer.use_onion_skinning -> use_onion_skin: boolean Ghost frames on either side of frame
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GPencilLayer.use_onion_skinning -> use_onion_skinning: boolean Ghost frames on either side of frame
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GameBooleanProperty.value -> value: boolean Property value
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TODO * GameObjectSettings.actor -> use_actor: boolean Object is detected by the Near and Radar sensor
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TODO * GameObjectSettings.all_states -> states_all: boolean Set all state bits
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GameObjectSettings.actor -> use_actor: boolean Object is detected by the Near and Radar sensor
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GameObjectSettings.all_states -> use_all_states: boolean Set all state bits
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GameObjectSettings.anisotropic_friction -> use_anisotropic_friction: boolean Enable anisotropic friction
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GameObjectSettings.collision_compound -> use_collision_compound: boolean Add children to form a compound collision object
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GameObjectSettings.debug_state -> show_debug_state: boolean Print state debug info in the game engine
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TODO * GameObjectSettings.ghost -> use_ghost: boolean Object does not restitute collisions, like a ghost
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TODO * GameObjectSettings.initial_state -> state_initial: boolean Initial state when the game starts
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GameObjectSettings.ghost -> use_ghost: boolean Object does not restitute collisions, like a ghost
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GameObjectSettings.initial_state -> state_initial: boolean Initial state when the game starts
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GameObjectSettings.lock_x_axis -> lock_location_x: boolean Disable simulation of linear motion along the X axis
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GameObjectSettings.lock_x_rot_axis -> lock_rotation_x: boolean Disable simulation of angular motion along the X axis
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GameObjectSettings.lock_y_axis -> lock_location_y: boolean Disable simulation of linear motion along the Y axis
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@@ -362,13 +362,13 @@ Image.clamp_x -> use_clamp_x: boolean Disable texture repeating horizontal
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Image.clamp_y -> use_clamp_y: boolean Disable texture repeating vertically
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Image.dirty -> is_dirty: boolean, (read-only) Image has changed and is not saved
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Image.fields -> use_fields: boolean Use fields of the image
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Image.has_data -> is_data: boolean, (read-only) True if this image has data
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Image.has_data -> has_data: boolean, (read-only) True if this image has data
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Image.premultiply -> use_premultiply: boolean Convert RGB from key alpha to premultiplied alpha
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Image.tiles -> use_tiles: boolean Use of tilemode for faces (default shift-LMB to pick the tile for selected faces)
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ImagePaint.invert_stencil -> invert_stencil: boolean Invert the stencil layer
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ImagePaint.show_brush -> show_brush: boolean Enables brush shape while not drawing
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ImagePaint.show_brush_draw -> show_brush_draw: boolean Enables brush shape while drawing
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TODO * ImagePaint.use_backface_cull -> use_backface_cull: boolean Ignore faces pointing away from the view (faster)
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ImagePaint.use_backface_cull -> use_backface_culling: boolean Ignore faces pointing away from the view (faster)
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ImagePaint.use_clone_layer -> use_clone_layer: boolean Use another UV layer as clone source, otherwise use 3D the cursor as the source
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ImagePaint.use_normal_falloff -> use_normal_falloff: boolean Paint most on faces pointing towards the view
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ImagePaint.use_occlude -> use_occlude: boolean Only paint onto the faces directly under the brush (slower)
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@@ -378,15 +378,15 @@ ImageSequence.convert_float -> use_float: boolean Convert input to float d
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ImageSequence.de_interlace -> use_deinterlace: boolean For video movies to remove fields
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ImageSequence.flip_x -> use_flip_x: boolean Flip on the X axis
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ImageSequence.flip_y -> use_flip_y: boolean Flip on the Y axis
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TODO * ImageSequence.premultiply -> use_premultiply: boolean Convert RGB from key alpha to premultiplied alpha
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ImageSequence.premultiply -> use_premultiply: boolean Convert RGB from key alpha to premultiplied alpha
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ImageSequence.proxy_custom_directory -> use_proxy_custom_directory: boolean Use a custom directory to store data
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ImageSequence.proxy_custom_file -> use_proxy_custom_file: boolean Use a custom file to read proxy data from
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TODO * ImageSequence.reverse_frames -> use_frame_reverse: boolean Reverse frame order
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ImageSequence.reverse_frames -> use_reverse_frames: boolean Reverse frame order
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ImageSequence.use_color_balance -> use_color_balance: boolean (3-Way color correction) on input
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ImageSequence.use_crop -> use_crop: boolean Crop image before processing
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ImageSequence.use_proxy -> use_proxy: boolean Use a preview proxy for this strip
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ImageSequence.use_translation -> use_translation: boolean Translate image before processing
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TODO * ImageTexture.calculate_alpha -> use_rgb_alpha: boolean Calculates an alpha channel based on RGB values in the image
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ImageTexture.calculate_alpha -> use_calculate_alpha: boolean Calculates an alpha channel based on RGB values in the image
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ImageTexture.checker_even -> use_checker_even: boolean Sets even checker tiles
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ImageTexture.checker_odd -> use_checker_odd: boolean Sets odd checker tiles
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ImageTexture.filter_size_minimum -> use_minimum_filter_size: boolean Use Filter Size as a minimal filter value in pixels
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@@ -401,12 +401,12 @@ ImageTexture.normal_map -> use_normal_map: boolean Uses image RGB values f
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ImageTexture.use_alpha -> use_alpha: boolean Uses the alpha channel information in the image
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ImageUser.auto_refresh -> use_auto_refresh: boolean Always refresh image on frame changes
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ImageUser.cyclic -> use_cyclic: boolean Cycle the images in the movie
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TODO would use is_ * InflowFluidSettings.active -> active: boolean Object contributes to the fluid simulation
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TODO * InflowFluidSettings.export_animated_mesh -> use_export_animated_mesh: boolean Export this mesh as an animated one. Slower, only use if really necessary (e.g. armatures or parented objects), animated pos/rot/scale IPOs do not require it
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TODO * InflowFluidSettings.local_coordinates -> use_local_coordinates: boolean Use local coordinates for inflow. (e.g. for rotating objects)
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InflowFluidSettings.active -> use: boolean Object contributes to the fluid simulation
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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
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InflowFluidSettings.local_coordinates -> use_local_coordinates: boolean Use local coordinates for inflow. (e.g. for rotating objects)
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Itasc.auto_step -> use_auto_step: boolean Automatically determine the optimal number of steps for best performance/accuracy trade off
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JoystickSensor.all_events -> use_all_events: boolean Triggered by all events on this joysticks current type (axis/button/hat)
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TODO * Key.relative -> use_relative: boolean Makes shape keys relative
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Key.relative -> use_relative: boolean Makes shape keys relative
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KeyConfig.user_defined -> is_user_defined: boolean, (read-only) Indicates that a keyconfig was defined by the user
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KeyMap.children_expanded -> show_expanded_children: boolean Children expanded in the user interface
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KeyMap.items_expanded -> show_expanded_items: boolean Expanded in the user interface
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@@ -423,7 +423,7 @@ KeyboardSensor.all_keys -> use_all_keys: boolean Trigger this sensor on an
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Keyframe.selected -> select: boolean Control point selection status
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Keyframe.selected_handle1 -> select_left_handle: boolean Handle 1 selection status
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Keyframe.selected_handle2 -> select_right_handle: boolean Handle 2 selection status
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TODO * KeyingSet.absolute -> use_absolute: boolean Keying Set defines specific paths/settings to be keyframed (i.e. is not reliant on context info)
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KeyingSet.absolute -> use_absolute: boolean Keying Set defines specific paths/settings to be keyframed (i.e. is not reliant on context info)
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KeyingSet.insertkey_needed -> use_insertkey_needed: boolean Only insert keyframes where they're needed in the relevant F-Curves
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KeyingSet.insertkey_visual -> use_insertkey_visual: boolean Insert keyframes based on 'visual transforms'
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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
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@@ -447,7 +447,7 @@ KinematicConstraint.use_tail -> use_tail: boolean Include bone's tail as l
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KinematicConstraint.use_target -> use_target: boolean Disable for targetless IK
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Lamp.diffuse -> use_diffuse: boolean Lamp does diffuse shading
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Lamp.layer -> use_own_layer: boolean Illuminates objects only on the same layer the lamp is on
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TODO * Lamp.negative -> use_negative: boolean Lamp casts negative light
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Lamp.negative -> use_negative: boolean Lamp casts negative light
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Lamp.specular -> use_specular: boolean Lamp creates specular highlights
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LampSkySettings.use_atmosphere -> use_atmosphere: boolean Apply sun effect on atmosphere
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LampSkySettings.use_sky -> use_sky: boolean Apply sun effect on sky
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@@ -474,7 +474,7 @@ LimitScaleConstraint.use_minimum_y -> use_min_y: boolean Use the minimum Y
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LimitScaleConstraint.use_minimum_z -> use_min_z: boolean Use the minimum Z value
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Main.debug -> show_debug: boolean Print debugging information in console
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Main.file_is_saved -> is_saved: boolean, (read-only) Has the current session been saved to disk as a .blend file
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MaskModifier.invert -> invert: boolean Use vertices that are not part of region defined
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MaskModifier.invert -> invert_vertex_group: boolean Use vertices that are not part of region defined
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Material.cast_approximate -> use_cast_approximate: boolean Allow this material to cast shadows when using approximate ambient occlusion.
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Material.cast_buffer_shadows -> use_cast_buffer_shadows: boolean Allow this material to cast shadows from shadow buffer lamps
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Material.cast_shadows_only -> use_cast_shadows_only: boolean Makes objects with this material appear invisible, only casting shadows (not rendered)
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@@ -486,13 +486,13 @@ Material.full_oversampling -> use_full_oversampling: boolean Force this ma
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Material.invert_z -> invert_z: boolean Renders material's faces with an inverted Z buffer (scanline only)
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Material.light_group_exclusive -> use_light_group_exclusive: boolean Material uses the light group exclusively - these lamps are excluded from other scene lighting
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Material.object_color -> use_object_color: boolean Modulate the result with a per-object color
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Material.only_shadow -> use_shadow_only: boolean Renders shadows as the material's alpha value, making materials transparent except for shadowed areas
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Material.only_shadow -> use_only_shadow: boolean Renders shadows as the material's alpha value, making materials transparent except for shadowed areas
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Material.ray_shadow_bias -> use_ray_shadow_bias: boolean Prevents raytraced shadow errors on surfaces with smooth shaded normals (terminator problem)
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TODO * Material.receive_transparent_shadows -> use_receive_transparent_shadows: boolean Allow this object to receive transparent shadows casted through other objects
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TODO * Material.shadeless -> use_shadeless: boolean Makes this material insensitive to light or shadow
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TODO * Material.shadows -> use_shadows: boolean Allows this material to receive shadows
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Material.receive_transparent_shadows -> use_transparent_shadows: boolean Allow this object to receive transparent shadows casted through other objects
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Material.shadeless -> use_shadeless: boolean Makes this material insensitive to light or shadow
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Material.shadows -> use_shadows: boolean Allows this material to receive shadows
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Material.tangent_shading -> use_tangent_shading: boolean Use the material's tangent vector instead of the normal for shading - for anisotropic shading effects
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TODO * Material.traceable -> use_traceable: boolean Include this material and geometry that uses it in ray tracing calculations
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Material.traceable -> use_traceable: boolean Include this material and geometry that uses it in ray tracing calculations
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Material.transparency -> use_transparency: boolean Render material as transparent
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Material.use_diffuse_ramp -> use_diffuse_ramp: boolean Toggle diffuse ramp operations
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Material.use_nodes -> use_nodes: boolean Use shader nodes to render the material
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@@ -511,12 +511,12 @@ MaterialHalo.texture -> use_texture: boolean Gives halo a texture
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MaterialHalo.vertex_normal -> use_vertex_normal: boolean Uses the vertex normal to specify the dimension of the halo
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MaterialHalo.xalpha -> use_extreme_alpha: boolean Uses extreme alpha
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MaterialPhysics.align_to_normal -> use_align_to_normal: boolean Align dynamic game objects along the surface normal, when inside the physics distance area
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TODO * MaterialRaytraceMirror.enabled -> enabled: boolean Enable raytraced reflections
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MaterialRaytraceMirror.enabled -> use: boolean Enable raytraced reflections
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MaterialStrand.blender_units -> use_blender_units: boolean Use Blender units for widths instead of pixels
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MaterialStrand.surface_diffuse -> use_surface_diffuse: boolean Make diffuse shading more similar to shading the surface
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MaterialStrand.tangent_shading -> use_tangent_shading: boolean Uses direction of strands as normal for tangent-shading
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TODO * MaterialSubsurfaceScattering.enabled -> enabled: boolean Enable diffuse subsurface scatting effects in a material
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TODO * MaterialTextureSlot.enabled -> enabled: boolean Enable this material texture slot
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MaterialSubsurfaceScattering.enabled -> use: boolean Enable diffuse subsurface scatting effects in a material
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MaterialTextureSlot.enabled -> use: boolean Enable this material texture slot
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MaterialTextureSlot.from_dupli -> use_from_dupli: boolean Dupli's instanced from verts, faces or particles, inherit texture coordinate from their parent
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MaterialTextureSlot.from_original -> use_from_original: boolean Dupli's derive their object coordinates from the original objects transformation
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MaterialTextureSlot.map_alpha -> use_map_alpha: boolean Causes the texture to affect the alpha value
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@@ -541,7 +541,7 @@ MaterialTextureSlot.map_specular -> use_map_specular: boolean Causes the t
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MaterialTextureSlot.map_translucency -> use_map_translucency: boolean Causes the texture to affect the translucency value
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MaterialTextureSlot.map_warp -> use_map_warp: boolean Let the texture warp texture coordinates of next channels
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MaterialTextureSlot.new_bump -> use_new_bump: boolean Use new, corrected bump mapping code (backwards compatibility option)
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TODO * MaterialVolume.external_shadows -> use_external_shadows: boolean Receive shadows from sources outside the volume (temporary)
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MaterialVolume.external_shadows -> use_external_shadows: boolean Receive shadows from sources outside the volume (temporary)
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MaterialVolume.light_cache -> use_light_cache: boolean Pre-calculate the shading information into a voxel grid, speeds up shading at slightly less accuracy
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Mesh.all_edges -> show_all_edges: boolean Displays all edges for wireframe in all view modes in the 3D view
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Mesh.auto_texspace -> use_auto_texspace: boolean Adjusts active object's texture space automatically when transforming object
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@@ -565,22 +565,22 @@ Mesh.vertex_normal_flip -> use_vertex_normal_flip: boolean Flip vertex nor
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MeshColorLayer.active -> active: boolean Sets the layer as active for display and editing
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MeshColorLayer.active_render -> active_render: boolean Sets the layer as active for rendering
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MeshDeformModifier.dynamic -> dynamic: boolean Recompute binding dynamically on top of other deformers (slower and more memory consuming.)
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MeshDeformModifier.invert -> invert: boolean Invert vertex group influence
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MeshDeformModifier.invert -> invert_vertex_group: boolean Invert vertex group influence
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MeshDeformModifier.is_bound -> is_bound: boolean, (read-only) Whether geometry has been bound to control cage
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MeshEdge.fgon -> is_fgon: boolean, (read-only) Fgon edge
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MeshEdge.hidden -> hide: boolean
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MeshEdge.loose -> is_loose: boolean, (read-only) Loose edge
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MeshEdge.seam -> is_seam: boolean Seam edge for UV unwrapping
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MeshEdge.seam -> use_seam: boolean Seam edge for UV unwrapping
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MeshEdge.selected -> select: boolean
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MeshEdge.sharp -> is_sharp: boolean Sharp edge for the EdgeSplit modifier
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MeshEdge.sharp -> use_sharp: boolean Sharp edge for the EdgeSplit modifier
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MeshFace.hidden -> hide: boolean
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MeshFace.selected -> select: boolean
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MeshFace.smooth -> is_smooth: boolean
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TODO * MeshTextureFace.alpha_sort -> use_alpha_sort: boolean Enable sorting of faces for correct alpha drawing (slow, use Clip Alpha instead when possible)
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TODO * MeshTextureFace.billboard -> use_billboard: boolean Billboard with Z-axis constraint
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TODO * MeshTextureFace.collision -> use_collision: boolean Use face for collision and ray-sensor detection
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TODO * MeshTextureFace.halo -> use_halo: boolean Screen aligned billboard
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TODO would use is_ * MeshTextureFace.invisible -> invisible: boolean Make face invisible
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MeshFace.smooth -> use_smooth: boolean
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MeshTextureFace.alpha_sort -> use_alpha_sort: boolean Enable sorting of faces for correct alpha drawing (slow, use Clip Alpha instead when possible)
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MeshTextureFace.billboard -> use_billboard: boolean Billboard with Z-axis constraint
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MeshTextureFace.collision -> use_collision: boolean Use face for collision and ray-sensor detection
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MeshTextureFace.halo -> use_halo: boolean Screen aligned billboard
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MeshTextureFace.invisible -> hide: boolean Make face invisible
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MeshTextureFace.light -> use_light: boolean Use light for face
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MeshTextureFace.object_color -> use_object_color: boolean Use ObColor instead of vertex colors
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MeshTextureFace.shadow -> use_shadow_face: boolean Face is used for shadow
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@@ -590,22 +590,22 @@ MeshTextureFace.text -> use_bitmap_text: boolean Enable bitmap text on fac
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MeshTextureFace.twoside -> use_twoside: boolean Render face two-sided
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MeshTextureFace.uv_pinned -> uv_pin: boolean
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MeshTextureFace.uv_selected -> uv_select: boolean
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TODO * MeshTextureFaceLayer.active -> active: boolean Sets the layer as active for display and editing
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TODO * MeshTextureFaceLayer.active_clone -> active_clone: boolean Sets the layer as active for cloning
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TODO * MeshTextureFaceLayer.active_render -> active_render: boolean Sets the layer as active for rendering
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MeshTextureFaceLayer.active -> active: boolean Sets the layer as active for display and editing
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MeshTextureFaceLayer.active_clone -> active_clone: boolean Sets the layer as active for cloning
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MeshTextureFaceLayer.active_render -> active_render: boolean Sets the layer as active for rendering
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MeshVertex.hidden -> hide: boolean
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TODO would use is_ * MeshVertex.selected -> select: boolean
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MeshVertex.selected -> select: boolean
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MetaBall.auto_texspace -> use_auto_texspace: boolean Adjusts active object's texture space automatically when transforming object
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MetaElement.hide -> hide: boolean Hide element
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TODO would use is_ * MetaElement.negative -> use_negative: boolean Set metaball as negative one
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MetaSequence.convert_float -> use_convert_float: boolean Convert input to float data
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MetaElement.negative -> use_negative: boolean Set metaball as negative one
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MetaSequence.convert_float -> use_float: boolean Convert input to float data
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MetaSequence.de_interlace -> use_deinterlace: boolean For video movies to remove fields
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MetaSequence.flip_x -> use_flip_x: boolean Flip on the X axis
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MetaSequence.flip_y -> use_flip_y: boolean Flip on the Y axis
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* TODO MetaSequence.premultiply -> use_convert_premultiply: boolean Convert RGB from key alpha to premultiplied alpha
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MetaSequence.premultiply -> use_premultiply: boolean Convert RGB from key alpha to premultiplied alpha
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MetaSequence.proxy_custom_directory -> use_proxy_custom_directory: boolean Use a custom directory to store data
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MetaSequence.proxy_custom_file -> use_proxy_custom_file: boolean Use a custom file to read proxy data from
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TODO * MetaSequence.reverse_frames -> use_reverse_frames: boolean Reverse frame order
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MetaSequence.reverse_frames -> use_reverse_frames: boolean Reverse frame order
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MetaSequence.use_color_balance -> use_color_balance: boolean (3-Way color correction) on input
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MetaSequence.use_crop -> use_crop: boolean Crop image before processing
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MetaSequence.use_proxy -> use_proxy: boolean Use a preview proxy for this strip
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@@ -614,55 +614,55 @@ MirrorModifier.clip -> use_clip: boolean Prevents vertices from going thro
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MirrorModifier.mirror_u -> use_mirror_u: boolean Mirror the U texture coordinate around the 0.5 point
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MirrorModifier.mirror_v -> use_mirror_v: boolean Mirror the V texture coordinate around the 0.5 point
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MirrorModifier.mirror_vertex_groups -> use_mirror_vertex_groups: boolean Mirror vertex groups (e.g. .R->.L)
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TODO * MirrorModifier.x -> use_x: boolean Enable X axis mirror
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TODO * MirrorModifier.y -> use_y: boolean Enable Y axis mirror
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TODO * MirrorModifier.z -> use_z: boolean Enable Z axis mirror
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MirrorModifier.x -> use_x: boolean Enable X axis mirror
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MirrorModifier.y -> use_y: boolean Enable Y axis mirror
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MirrorModifier.z -> use_z: boolean Enable Z axis mirror
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Modifier.editmode -> show_in_editmode: boolean Use modifier while in the edit mode
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Modifier.expanded -> show_expanded: boolean Set modifier expanded in the user interface
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Modifier.on_cage -> show_on_cage: boolean Enable direct editing of modifier control cage
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Modifier.realtime -> show_realtime: boolean Realtime display of a modifier
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TODO * Modifier.render -> use_render: boolean Use modifier during rendering
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TODO * MotionPath.editing -> editing: boolean Path is being edited
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TODO * MotionPath.use_bone_head -> use_bone_head: boolean, (read-only) For PoseBone paths, use the bone head location when calculating this path
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Modifier.render -> use_render: boolean Use modifier during rendering
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MotionPath.editing -> is_edited: boolean Path is being edited
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MotionPath.use_bone_head -> use_bone_head: boolean, (read-only) For PoseBone paths, use the bone head location when calculating this path
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MotionPathVert.selected -> select: boolean Path point is selected for editing
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MovieSequence.convert_float -> use_convert_float: boolean Convert input to float data
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MovieSequence.convert_float -> use_float: boolean Convert input to float data
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MovieSequence.de_interlace -> use_deinterlace: boolean For video movies to remove fields
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MovieSequence.flip_x -> use_flip_x: boolean Flip on the X axis
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MovieSequence.flip_y -> use_flip_y: boolean Flip on the Y axis
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TODO * MovieSequence.premultiply -> use_convert_premultiply: boolean Convert RGB from key alpha to premultiplied alpha
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MovieSequence.premultiply -> use_premultiply: boolean Convert RGB from key alpha to premultiplied alpha
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MovieSequence.proxy_custom_directory -> use_proxy_custom_directory: boolean Use a custom directory to store data
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MovieSequence.proxy_custom_file -> use_proxy_custom_file: boolean Use a custom file to read proxy data from
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TODO * MovieSequence.reverse_frames -> use_reverse_frames: boolean Reverse frame order
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MovieSequence.reverse_frames -> use_reverse_frames: boolean Reverse frame order
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MovieSequence.use_color_balance -> use_color_balance: boolean (3-Way color correction) on input
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MovieSequence.use_crop -> use_crop: boolean Crop image before processing
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MovieSequence.use_proxy -> use_proxy: boolean Use a preview proxy for this strip
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MovieSequence.use_translation -> use_translation: boolean Translate image before processing
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MulticamSequence.convert_float -> use_convert_float: boolean Convert input to float data
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MulticamSequence.convert_float -> use_float: boolean Convert input to float data
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MulticamSequence.de_interlace -> use_deinterlace: boolean For video movies to remove fields
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MulticamSequence.flip_x -> use_flip_x: boolean Flip on the X axis
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MulticamSequence.flip_y -> use_flip_y: boolean Flip on the Y axis
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TODO * MulticamSequence.premultiply -> use_convert_premultiply: boolean Convert RGB from key alpha to premultiplied alpha
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MulticamSequence.premultiply -> use_premultiply: boolean Convert RGB from key alpha to premultiplied alpha
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MulticamSequence.proxy_custom_directory -> use_proxy_custom_directory: boolean Use a custom directory to store data
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MulticamSequence.proxy_custom_file -> use_proxy_custom_file: boolean Use a custom file to read proxy data from
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TODO * MulticamSequence.reverse_frames -> use_reverse_frames: boolean Reverse frame order
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MulticamSequence.reverse_frames -> use_reverse_frames: boolean Reverse frame order
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MulticamSequence.use_color_balance -> use_color_balance: boolean (3-Way color correction) on input
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MulticamSequence.use_crop -> use_crop: boolean Crop image before processing
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MulticamSequence.use_proxy -> use_proxy: boolean Use a preview proxy for this strip
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MulticamSequence.use_translation -> use_translation: boolean Translate image before processing
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MultiresModifier.external -> is_external: boolean, (read-only) Store multires displacements outside the .blend file, to save memory
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TODO * MultiresModifier.optimal_display -> show_optimal: boolean Skip drawing/rendering of interior subdivided edges
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TODO * NetRenderSettings.master_broadcast -> use_master_broadcast: boolean broadcast master server address on local network
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TODO * NetRenderSettings.master_clear -> use_master_clear: boolean delete saved files on exit
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TODO * NetRenderSettings.slave_clear -> use_slave_clear: boolean delete downloaded files on exit
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TODO * NetRenderSettings.slave_outputlog -> use_slave_outputlog: boolean Output render text log to console as well as sending it to the master
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TODO * NetRenderSettings.slave_thumb -> use_slave_thumb: boolean Generate thumbnails on slaves instead of master
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MultiresModifier.optimal_display -> show_only_control_edges: boolean Skip drawing/rendering of interior subdivided edges
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NetRenderSettings.master_broadcast -> use_master_broadcast: boolean broadcast master server address on local network
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NetRenderSettings.master_clear -> use_master_clear: boolean delete saved files on exit
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NetRenderSettings.slave_clear -> use_slave_clear: boolean delete downloaded files on exit
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NetRenderSettings.slave_outputlog -> use_slave_output_log: boolean Output render text log to console as well as sending it to the master
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NetRenderSettings.slave_thumb -> use_slave_thumb: boolean Generate thumbnails on slaves instead of master
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NlaStrip.active -> active: boolean, (read-only) NLA Strip is active
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NlaStrip.animated_influence -> use_animated_influence: boolean Influence setting is controlled by an F-Curve rather than automatically determined
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NlaStrip.animated_time -> use_animated_time: boolean Strip time is controlled by an F-Curve rather than automatically determined
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NlaStrip.animated_time_cyclic -> use_animated_time_cyclic: boolean Cycle the animated time within the action start & end
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NlaStrip.auto_blending -> use_auto_blend: boolean Number of frames for Blending In/Out is automatically determined from overlapping strips
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NlaStrip.muted -> mute: boolean NLA Strip is not evaluated
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TODO I'd use is_ * NlaStrip.reversed -> reversed: boolean NLA Strip is played back in reverse order (only when timing is automatically determined)
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NlaStrip.reversed -> use_reverse: boolean NLA Strip is played back in reverse order (only when timing is automatically determined)
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NlaStrip.selected -> select: boolean NLA Strip is selected
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NlaTrack.active -> active: boolean, (read-only) NLA Track is active
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NlaTrack.locked -> lock: boolean NLA Track is locked
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@@ -682,11 +682,11 @@ Object.lock_rotation -> lock_rotation: boolean Lock editing of rotation in
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Object.lock_rotation_w -> lock_rotation_w: boolean Lock editing of 'angle' component of four-component rotations in the interface
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Object.lock_rotations_4d -> lock_rotations_4d: boolean Lock editing of four component rotations by components (instead of as Eulers)
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Object.lock_scale -> lock_scale: boolean Lock editing of scale in the interface
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TODO * Object.restrict_render -> use_limit_render: boolean Restrict renderability
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TODO * Object.restrict_select -> use_limit_select: boolean Restrict selection in the viewport
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TODO * Object.restrict_view -> use_limit_view: boolean Restrict visibility in the viewport
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Object.restrict_render -> restrict_render: boolean Restrict renderability
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Object.restrict_select -> restrict_select: boolean Restrict selection in the viewport
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Object.restrict_view -> restrict_view: boolean Restrict visibility in the viewport
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Object.selected -> select: boolean Object selection state
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TODO * Object.shape_key_edit_mode -> use_shape_key_edit_mode: boolean Apply shape keys in edit mode (for Meshes only)
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Object.shape_key_edit_mode -> use_shape_key_edit_mode: boolean Apply shape keys in edit mode (for Meshes only)
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Object.shape_key_lock -> show_shape_key: boolean Always show the current Shape for this Object
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Object.slow_parent -> use_slow_parent: boolean Create a delay in the parent relationship
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Object.time_offset_add_parent -> use_time_offset_add_parent: boolean Add the parents time offset value
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@@ -697,100 +697,94 @@ Object.use_dupli_faces_scale -> use_dupli_faces_scale: boolean Scale dupli
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Object.use_dupli_frames_speed -> use_dupli_frames_speed: boolean Set dupliframes to use the frame
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Object.use_dupli_verts_rotation -> use_dupli_verts_rotation: boolean Rotate dupli according to vertex normal
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Object.x_ray -> show_x_ray: boolean Makes the object draw in front of others
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TODO * ObjectActuator.add_linear_velocity -> add_linear_velocity: boolean Toggles between ADD and SET linV
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ObjectActuator.add_linear_velocity -> use_add_linear_velocity: boolean Toggles between ADD and SET linV
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ObjectActuator.local_angular_velocity -> use_local_angular_velocity: boolean Angular velocity is defined in local coordinates
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ObjectActuator.local_force -> use_local_force: boolean Force is defined in local coordinates
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ObjectActuator.local_linear_velocity -> use_local_linear_velocity: boolean Velocity is defined in local coordinates
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ObjectActuator.local_location -> use_local_location: boolean Location is defined in local coordinates
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ObjectActuator.local_rotation -> use_local_rotation: boolean Rotation is defined in local coordinates
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ObjectActuator.local_torque -> use_local_torque: boolean Torque is defined in local coordinates
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TODO * ObjectActuator.servo_limit_x -> use_limit_servo_x: boolean Set limit to force along the X axis
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TODO * ObjectActuator.servo_limit_y -> use_limit_servo_y: boolean Set limit to force along the Y axis
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TODO * ObjectActuator.servo_limit_z -> use_limit_servo_z: boolean Set limit to force along the Z axis
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ObjectActuator.servo_limit_x -> use_servo_limit_x: boolean Set limit to force along the X axis
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ObjectActuator.servo_limit_y -> use_servo_limit_y: boolean Set limit to force along the Y axis
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ObjectActuator.servo_limit_z -> use_servo_limit_z: boolean Set limit to force along the Z axis
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ObjectBase.layers -> layer: boolean Layers the object base is on
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ObjectBase.selected -> select: boolean Object base selection state
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TODO * ObjectBase.selected_user -> is_select_user: boolean, (read-only) Object base user selection state, used to restore user selection after transformations
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ObstacleFluidSettings.active -> active: boolean Object contributes to the fluid simulation
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TODO * ObstacleFluidSettings.export_animated_mesh -> use_export_animated_mesh: boolean Export this mesh as an animated one. Slower, only use if really necessary (e.g. armatures or parented objects), animated pos/rot/scale IPOs do not require it
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TODO * Operator.has_reports -> has_reports: boolean, (read-only) Operator has a set of reports (warnings and errors) from last execution
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ObstacleFluidSettings.active -> use: boolean Object contributes to the fluid simulation
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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
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Operator.has_reports -> has_reports: boolean, (read-only) Operator has a set of reports (warnings and errors) from last execution
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OperatorStrokeElement.flip -> use_flip: boolean
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OutflowFluidSettings.active -> active: boolean Object contributes to the fluid simulation
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TODO * OutflowFluidSettings.export_animated_mesh -> use_export_animated_mesh: boolean Export this mesh as an animated one. Slower, only use if really necessary (e.g. armatures or parented objects), animated pos/rot/scale IPOs do not require it
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OutflowFluidSettings.active -> use: boolean Object contributes to the fluid simulation
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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
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Paint.fast_navigate -> show_low_resolution: boolean For multires, show low resolution while navigating the view
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Paint.show_brush -> show_brush: boolean
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TODO * Panel.bl_default_closed -> bl_default_closed: boolean
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TODO * Panel.bl_show_header -> bl_show_header: boolean
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Panel.bl_default_closed -> bl_use_closed: boolean
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Panel.bl_show_header -> bl_show_header: boolean
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ParentActuator.compound -> use_compound: boolean Add this object shape to the parent shape (only if the parent shape is already compound)
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TODO * ParentActuator.ghost -> use_ghost: boolean Make this object ghost while parented (only if not compound)
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TODO * Particle.no_disp -> no_disp: boolean
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TODO * Particle.rekey -> rekey: boolean
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TODO * Particle.unexist -> unexist: boolean
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ParentActuator.ghost -> use_ghost: boolean Make this object ghost while parented (only if not compound)
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ParticleBrush.use_puff_volume -> use_puff_volume: boolean Apply puff to unselected end-points, (helps maintain hair volume when puffing root)
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TODO * ParticleEdit.add_interpolate -> use_add_interpolate: boolean Interpolate new particles from the existing ones
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ParticleEdit.add_interpolate -> use_add_interpolate: boolean Interpolate new particles from the existing ones
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ParticleEdit.auto_velocity -> use_auto_velocity: boolean Calculate point velocities automatically
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ParticleEdit.draw_particles -> show_particles: boolean Draw actual particles
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ParticleEdit.editable -> is_editable: boolean, (read-only) A valid edit mode exists
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ParticleEdit.emitter_deflect -> use_emitter_deflect: boolean Keep paths from intersecting the emitter
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ParticleEdit.fade_time -> use_fade_time: boolean Fade paths and keys further away from current frame
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TODO * ParticleEdit.hair -> hair: boolean, (read-only) Editing hair
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TODO * ParticleEdit.keep_lengths -> use_keep_lengths: boolean Keep path lengths constant
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TODO * ParticleEdit.keep_root -> use_keep_root: boolean Keep root keys unmodified
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TODO * ParticleFluidSettings.drops -> show_drops: boolean Show drop particles
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TODO * ParticleFluidSettings.floats -> show_floats: boolean Show floating foam particles
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TODO * ParticleFluidSettings.tracer -> show_tracer: boolean Show tracer particles
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TODO * ParticleInstanceModifier.alive -> show_alive: boolean Show instances when particles are alive
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TODO * ParticleInstanceModifier.children -> use_children: boolean Create instances from child particles
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TODO * ParticleInstanceModifier.dead -> show_dead: boolean Show instances when particles are dead
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TODO * ParticleInstanceModifier.keep_shape -> use_keep_shape: boolean Don't stretch the object
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ParticleEdit.hair -> is_hair: boolean, (read-only) Editing hair
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ParticleEdit.keep_lengths -> use_preserve_lengths: boolean Keep path lengths constant
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ParticleEdit.keep_root -> use_preserve_root: boolean Keep root keys unmodified
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ParticleFluidSettings.drops -> use_drops: boolean Show drop particles
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ParticleFluidSettings.floats -> use_floats: boolean Show floating foam particles
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ParticleFluidSettings.tracer -> use_tracer: boolean Show tracer particles
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ParticleInstanceModifier.alive -> use_alive: boolean Show instances when particles are alive
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ParticleInstanceModifier.children -> use_children: boolean Create instances from child particles
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ParticleInstanceModifier.dead -> use_dead: boolean Show instances when particles are dead
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ParticleInstanceModifier.keep_shape -> use_preserve_shape: boolean Don't stretch the object
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ParticleInstanceModifier.normal -> use_normal: boolean Create instances from normal particles
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ParticleInstanceModifier.size -> use_size: boolean Use particle size to scale the instances
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TODO * ParticleInstanceModifier.unborn -> show_unborn: boolean Show instances when particles are unborn
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ParticleInstanceModifier.unborn -> use_unborn: boolean Show instances when particles are unborn
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ParticleInstanceModifier.use_path -> use_path: boolean Create instances along particle paths
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TODO * ParticleSettings.abs_path_time -> use_abs_path_time: boolean Path timing is in absolute frames
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TODO * ParticleSettings.animate_branching -> use_animate_branching: boolean Animate branching
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ParticleSettings.abs_path_time -> use_absolute_path_time: boolean Path timing is in absolute frames
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ParticleSettings.animate_branching -> use_animate_branching: boolean Animate branching
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ParticleSettings.billboard_lock -> lock_billboard: boolean Lock the billboards align axis
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ParticleSettings.boids_2d -> lock_boids_to_surface: boolean Constrain boids to a surface
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ParticleSettings.branching -> use_branching: boolean Branch child paths from each other
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TODO * ParticleSettings.child_effector -> use_child_effector: boolean Apply effectors to children
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TODO * ParticleSettings.child_guide -> use_child_guide: boolean
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TODO * ParticleSettings.child_render -> use_child_render: boolean
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ParticleSettings.child_effector -> apply_effector_to_children: boolean Apply effectors to children
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ParticleSettings.child_guide -> apply_guide_to_children: boolean
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ParticleSettings.die_on_collision -> use_die_on_collision: boolean Particles die when they collide with a deflector object
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TODO * ParticleSettings.died -> show_died: boolean Show particles after they have died
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ParticleSettings.died -> use_died: boolean Show particles after they have died
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ParticleSettings.draw_health -> show_health: boolean Draw boid health
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TODO * ParticleSettings.emitter -> use_emitter: boolean Render emitter Object also
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ParticleSettings.emitter -> use_render_emitter: boolean Render emitter Object also
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ParticleSettings.enable_simplify -> use_simplify: boolean Remove child strands as the object becomes smaller on the screen
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ParticleSettings.even_distribution -> use_even_distribution: boolean Use even distribution from faces based on face areas or edge lengths
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ParticleSettings.grid_invert -> invert_grid: boolean Invert what is considered object and what is not
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TODO * ParticleSettings.hair_bspline -> use_hair_bspline: boolean Interpolate hair using B-Splines
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TODO * ParticleSettings.hair_geometry -> hair_geometry: boolean
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ParticleSettings.hair_bspline -> use_hair_bspline: boolean Interpolate hair using B-Splines
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ParticleSettings.material_color -> show_material_color: boolean Draw particles using material's diffuse color
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TODO * ParticleSettings.num -> use_number: boolean Show particle number
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ParticleSettings.num -> show_number: boolean Show particle number
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ParticleSettings.parent -> use_parents: boolean Render parent particles
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TODO * ParticleSettings.rand_group -> use_random_group: boolean Pick objects from group randomly
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TODO * ParticleSettings.react_multiple -> use_react_multiple: boolean React multiple times
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TODO * ParticleSettings.react_start_end -> use_react_start_end: boolean Give birth to unreacted particles eventually
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TODO * ParticleSettings.render_adaptive -> show_path_steps: boolean Draw steps of the particle path
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TODO * ParticleSettings.render_strand -> use_render_strand: boolean Use the strand primitive for rendering
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TODO * ParticleSettings.rotation_dynamic -> use_rotation_dynamic: boolean Sets rotation to dynamic/constant
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TODO * ParticleSettings.self_effect -> use_self_effect: boolean Particle effectors effect themselves
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ParticleSettings.rand_group -> use_group_pick_random: boolean Pick objects from group randomly
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ParticleSettings.react_multiple -> use_react_multiple: boolean React multiple times
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ParticleSettings.react_start_end -> use_react_start_end: boolean Give birth to unreacted particles eventually
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ParticleSettings.render_adaptive -> use_render_adaptive: boolean Use adapative rendering for paths
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ParticleSettings.render_strand -> use_strand_primitive: boolean Use the strand primitive for rendering
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ParticleSettings.rotation_dynamic -> use_dynamic_rotation: boolean Sets rotation to dynamic/constant
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ParticleSettings.self_effect -> use_self_effect: boolean Particle effectors effect themselves
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ParticleSettings.show_size -> show_size: boolean Show particle size
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TODO * ParticleSettings.size_deflect -> use_size_deflect: boolean Use particle's size in deflection
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ParticleSettings.size_deflect -> use_size_deflect: boolean Use particle's size in deflection
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ParticleSettings.sizemass -> use_multiply_size_mass: boolean Multiply mass by particle size
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ParticleSettings.symmetric_branching -> use_symmetric_branching: boolean Start and end points are the same
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ParticleSettings.trand -> use_emit_random: boolean Emit in random order of elements
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TODO * ParticleSettings.unborn -> show_unborn: boolean Show particles before they are emitted
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ParticleSettings.unborn -> use_unborn: boolean Show particles before they are emitted
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ParticleSettings.use_global_dupli -> use_global_dupli: boolean Use object's global coordinates for duplication
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ParticleSettings.use_group_count -> use_group_count: boolean Use object multiple times in the same group
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ParticleSettings.velocity -> show_velocity: boolean Show particle velocity
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TODO * ParticleSettings.velocity_length -> show_velocity_length: boolean Multiply line length by particle speed
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TODO * ParticleSettings.viewport -> viewport: boolean
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ParticleSettings.velocity_length -> use_velocity_length: boolean Multiply line length by particle speed
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ParticleSettings.viewport -> use_simplify_viewport: boolean
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ParticleSettings.whole_group -> use_whole_group: boolean Use whole group at once
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ParticleSystem.editable -> is_editable: boolean, (read-only) Particle system can be edited in particle mode
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ParticleSystem.edited -> is_edited: boolean, (read-only) Particle system has been edited in particle mode
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TODO * ParticleSystem.global_hair -> global_hair: boolean, (read-only) Hair keys are in global coordinate space
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ParticleSystem.global_hair -> is_global_hair: boolean, (read-only) Hair keys are in global coordinate space
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ParticleSystem.hair_dynamics -> use_hair_dynamics: boolean Enable hair dynamics using cloth simulation
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ParticleSystem.keyed_timing -> use_keyed_timing: boolean Use key times
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TODO * ParticleSystem.multiple_caches -> multiple_caches: boolean, (read-only) Particle system has multiple point caches
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ParticleSystem.multiple_caches -> has_multiple_caches: boolean, (read-only) Particle system has multiple point caches
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ParticleSystem.vertex_group_clump_negate -> invert_vertex_group_clump: boolean Negate the effect of the clump vertex group
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ParticleSystem.vertex_group_density_negate -> invert_vertex_group_density: boolean Negate the effect of the density vertex group
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ParticleSystem.vertex_group_field_negate -> invert_vertex_group_field: boolean Negate the effect of the field vertex group
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@@ -803,98 +797,98 @@ ParticleSystem.vertex_group_roughness_end_negate -> invert_vertex_group_roughnes
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ParticleSystem.vertex_group_size_negate -> invert_vertex_group_size: boolean Negate the effect of the size vertex group
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ParticleSystem.vertex_group_tangent_negate -> invert_vertex_group_tangent: boolean Negate the effect of the tangent vertex group
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ParticleSystem.vertex_group_velocity_negate -> invert_vertex_group_velocity: boolean Negate the effect of the velocity vertex group
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TODO * ParticleTarget.valid -> is_valid: boolean Keyed particles target is valid
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ParticleTarget.valid -> is_valid: boolean Keyed particles target is valid
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PivotConstraint.use_relative_position -> use_relative_location: boolean Offset will be an absolute point in space instead of relative to the target
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PointCache.baked -> is_baked: boolean, (read-only)
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TODO * PointCache.baking -> baking: boolean, (read-only)
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PointCache.baking -> is_baking: boolean, (read-only)
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PointCache.disk_cache -> use_disk_cache: boolean Save cache files to disk (.blend file must be saved first)
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PointCache.external -> use_external: boolean Read cache from an external location
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TODO * PointCache.frames_skipped -> frames_skipped: boolean, (read-only)
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PointCache.has_skipped_frames-> frames_skipped: boolean, (read-only)
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PointCache.outdated -> is_outdated: boolean, (read-only)
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PointCache.quick_cache -> use_quick_cache: boolean Update simulation with cache steps
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PointCache.use_library_path -> use_library_path: boolean Use this files path when library linked into another file.
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PointDensity.turbulence -> use_turbulence: boolean Add directed noise to the density at render-time
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TODO * PointLamp.only_shadow -> use_shadow_only: boolean Causes light to cast shadows only without illuminating objects
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TODO * PointLamp.shadow_layer -> use_shadow_own_layer: boolean Causes only objects on the same layer to cast shadows
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TODO * PointLamp.sphere -> use_sphere: boolean Sets light intensity to zero beyond lamp distance
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TODO * PoseBone.has_ik -> is_in_ik_chain: boolean, (read-only) Is part of an IK chain
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TODO * PoseBone.ik_dof_x -> ik_dof_x: boolean Allow movement around the X axis
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TODO * PoseBone.ik_dof_y -> ik_dof_y: boolean Allow movement around the Y axis
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TODO * PoseBone.ik_dof_z -> ik_dof_z: boolean Allow movement around the Z axis
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PointLamp.only_shadow -> use_only_shadow: boolean Causes light to cast shadows only without illuminating objects
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PointLamp.shadow_layer -> use_shadow_layer: boolean Causes only objects on the same layer to cast shadows
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PointLamp.sphere -> use_sphere: boolean Sets light intensity to zero beyond lamp distance
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PoseBone.has_ik -> is_in_ik_chain: boolean, (read-only) Is part of an IK chain
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NEGATE * PoseBone.ik_dof_x -> lock_ik_x: boolean Allow movement around the X axis
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NEGATE * PoseBone.ik_dof_y -> lock_ik_y: boolean Allow movement around the Y axis
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NEGATE * PoseBone.ik_dof_z -> lock_ik_z: boolean Allow movement around the Z axis
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PoseBone.ik_limit_x -> lock_ik_x: boolean Limit movement around the X axis
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PoseBone.ik_limit_y -> lock_ik_y: boolean Limit movement around the Y axis
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PoseBone.ik_limit_z -> lock_ik_z: boolean Limit movement around the Z axis
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TODO * PoseBone.ik_lin_control -> use_ik_lin_control: boolean Apply channel size as IK constraint if stretching is enabled
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TODO * PoseBone.ik_rot_control -> use_ik_rot_control: boolean Apply channel rotation as IK constraint
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PoseBone.ik_lin_control -> use_ik_lin_control: boolean Apply channel size as IK constraint if stretching is enabled
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PoseBone.ik_rot_control -> use_ik_rot_control: boolean Apply channel rotation as IK constraint
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PoseBone.lock_location -> lock_location: boolean Lock editing of location in the interface
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PoseBone.lock_rotation -> lock_rotation: boolean Lock editing of rotation in the interface
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PoseBone.lock_rotation_w -> lock_rotation_w: boolean Lock editing of 'angle' component of four-component rotations in the interface
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PoseBone.lock_rotations_4d -> lock_rotations_4d: boolean Lock editing of four component rotations by components (instead of as Eulers)
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PoseBone.lock_scale -> lock_scale: boolean Lock editing of scale in the interface
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PoseBone.selected -> select: boolean
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TODO * PoseTemplateSettings.generate_def_rig -> use_generate_def_rig: boolean Create a copy of the metarig, constrainted by the generated rig
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PoseTemplateSettings.generate_def_rig -> use_generate_deform_rig: boolean Create a copy of the metarig, constrainted by the generated rig
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Property.is_never_none -> is_never_none: boolean, (read-only) True when this value can't be set to None
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Property.is_readonly -> is_readonly: boolean, (read-only) Property is editable through RNA
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Property.is_required -> is_required: boolean, (read-only) False when this property is an optional argument in an RNA function
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TODO * Property.registered -> is_registered: boolean, (read-only) Property is registered as part of type registration
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TODO * Property.registered_optional -> is_registered_optional: boolean, (read-only) Property is optionally registered as part of type registration
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Property.registered -> is_registered: boolean, (read-only) Property is registered as part of type registration
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Property.registered_optional -> is_registered_optional: boolean, (read-only) Property is optionally registered as part of type registration
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Property.use_output -> is_output: boolean, (read-only) True when this property is an output value from an RNA function
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TODO * PythonConstraint.script_error -> is_script_error: boolean, (read-only) The linked Python script has thrown an error
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PythonConstraint.script_error -> has_script_error: boolean, (read-only) The linked Python script has thrown an error
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PythonConstraint.use_targets -> use_targets: boolean Use the targets indicated in the constraint panel
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PythonController.debug -> use_debug: boolean Continuously reload the module from disk for editing external modules without restarting
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RandomActuator.always_true -> use_always_true: boolean Always false or always true
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TODO * RaySensor.x_ray_mode -> use_x_ray_mode: boolean Toggle X-Ray option (see through objects that don't have the property)
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RaySensor.x_ray_mode -> use_x_ray: boolean See through objects that don't have the property
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RegionView3D.box_clip -> use_box_clip: boolean Clip objects based on what's visible in other side views
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RegionView3D.box_preview -> show_synced_view: boolean Sync view position between side views
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RegionView3D.lock_rotation -> lock_rotation: boolean Lock view rotation in side views
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TODO * RenderEngine.bl_postprocess -> use_bl_postprocess: boolean
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TODO * RenderEngine.bl_preview -> use_bl_preview: boolean
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TODO * RenderLayer.all_z -> all_z: boolean, (read-only) Fill in Z values for solid faces in invisible layers, for masking
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TODO * RenderLayer.edge -> edge: boolean, (read-only) Render Edge-enhance in this Layer (only works for Solid faces)
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TODO * RenderLayer.enabled -> enabled: boolean, (read-only) Disable or enable the render layer
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TODO * RenderLayer.halo -> halo: boolean, (read-only) Render Halos in this Layer (on top of Solid)
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TODO * RenderLayer.pass_ao -> pass_ao: boolean, (read-only) Deliver AO pass
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TODO * RenderLayer.pass_ao_exclude -> pass_ao_exclude: boolean, (read-only) Exclude AO pass from combined
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TODO * RenderLayer.pass_color -> pass_color: boolean, (read-only) Deliver shade-less color pass
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TODO * RenderLayer.pass_combined -> pass_combined: boolean, (read-only) Deliver full combined RGBA buffer
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TODO * RenderLayer.pass_diffuse -> pass_diffuse: boolean, (read-only) Deliver diffuse pass
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TODO * RenderLayer.pass_emit -> pass_emit: boolean, (read-only) Deliver emission pass
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TODO * RenderLayer.pass_emit_exclude -> pass_emit_exclude: boolean, (read-only) Exclude emission pass from combined
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TODO * RenderLayer.pass_environment -> pass_environment: boolean, (read-only) Deliver environment lighting pass
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TODO * RenderLayer.pass_environment_exclude -> pass_environment_exclude: boolean, (read-only) Exclude environment pass from combined
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TODO * RenderLayer.pass_indirect -> pass_indirect: boolean, (read-only) Deliver indirect lighting pass
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TODO * RenderLayer.pass_indirect_exclude -> pass_indirect_exclude: boolean, (read-only) Exclude indirect pass from combined
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TODO * RenderLayer.pass_mist -> pass_mist: boolean, (read-only) Deliver mist factor pass (0.0-1.0)
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TODO * RenderLayer.pass_normal -> pass_normal: boolean, (read-only) Deliver normal pass
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TODO * RenderLayer.pass_object_index -> pass_object_index: boolean, (read-only) Deliver object index pass
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TODO * RenderLayer.pass_reflection -> pass_reflection: boolean, (read-only) Deliver raytraced reflection pass
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TODO * RenderLayer.pass_reflection_exclude -> pass_reflection_exclude: boolean, (read-only) Exclude raytraced reflection pass from combined
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TODO * RenderLayer.pass_refraction -> pass_refraction: boolean, (read-only) Deliver raytraced refraction pass
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TODO * RenderLayer.pass_refraction_exclude -> pass_refraction_exclude: boolean, (read-only) Exclude raytraced refraction pass from combined
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TODO * RenderLayer.pass_shadow -> pass_shadow: boolean, (read-only) Deliver shadow pass
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TODO * RenderLayer.pass_shadow_exclude -> pass_shadow_exclude: boolean, (read-only) Exclude shadow pass from combined
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TODO * RenderLayer.pass_specular -> pass_specular: boolean, (read-only) Deliver specular pass
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TODO * RenderLayer.pass_specular_exclude -> pass_specular_exclude: boolean, (read-only) Exclude specular pass from combined
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TODO * RenderLayer.pass_uv -> pass_uv: boolean, (read-only) Deliver texture UV pass
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TODO * RenderLayer.pass_vector -> pass_vector: boolean, (read-only) Deliver speed vector pass
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TODO * RenderLayer.pass_z -> pass_z: boolean, (read-only) Deliver Z values pass
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TODO * RenderLayer.sky -> sky: boolean, (read-only) Render Sky in this Layer
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TODO * RenderLayer.solid -> solid: boolean, (read-only) Render Solid faces in this Layer
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TODO * RenderLayer.strand -> strand: boolean, (read-only) Render Strands in this Layer
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TODO * RenderLayer.visible_layers -> visible_layers: boolean, (read-only) Scene layers included in this render layer
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TODO * RenderLayer.zmask -> zmask: boolean, (read-only) Only render what's in front of the solid z values
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TODO * RenderLayer.zmask_layers -> zmask_layers: boolean, (read-only) Zmask scene layers
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TODO * RenderLayer.zmask_negate -> zmask_negate: boolean, (read-only) For Zmask, only render what is behind solid z values instead of in front
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TODO * RenderLayer.ztransp -> ztransp: boolean, (read-only) Render Z-Transparent faces in this Layer (On top of Solid and Halos)
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RenderEngine.bl_postprocess -> bl_use_postprocess: boolean
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RenderEngine.bl_preview -> bl_use_preview: boolean
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RenderLayer.all_z -> use_all_z: boolean, (read-only) Fill in Z values for solid faces in invisible layers, for masking
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RenderLayer.edge -> use_edge_enhance: boolean, (read-only) Render Edge-enhance in this Layer (only works for Solid faces)
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RenderLayer.enabled -> use: boolean, (read-only) Disable or enable the render layer
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RenderLayer.halo -> use_halo: boolean, (read-only) Render Halos in this Layer (on top of Solid)
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RenderLayer.pass_ao -> use_pass_ambient_occlusion: boolean, (read-only) Deliver AO pass
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RenderLayer.pass_ao_exclude -> exclude_ambient_occlusion: boolean, (read-only) Exclude AO pass from combined
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RenderLayer.pass_color -> use_pass_color: boolean, (read-only) Deliver shade-less color pass
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RenderLayer.pass_combined -> use_pass_combined: boolean, (read-only) Deliver full combined RGBA buffer
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RenderLayer.pass_diffuse -> use_pass_diffuse: boolean, (read-only) Deliver diffuse pass
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RenderLayer.pass_emit -> use_pass_emit: boolean, (read-only) Deliver emission pass
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RenderLayer.pass_emit_exclude -> exclude_emit: boolean, (read-only) Exclude emission pass from combined
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RenderLayer.pass_environment -> use_pass_environment: boolean, (read-only) Deliver environment lighting pass
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RenderLayer.pass_environment_exclude -> exclude_environment: boolean, (read-only) Exclude environment pass from combined
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RenderLayer.pass_indirect -> use_pass_indirect: boolean, (read-only) Deliver indirect lighting pass
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RenderLayer.pass_indirect_exclude -> exclude_indirect: boolean, (read-only) Exclude indirect pass from combined
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RenderLayer.pass_mist -> use_pass_mist: boolean, (read-only) Deliver mist factor pass (0.0-1.0)
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RenderLayer.pass_normal -> use_pass_normal: boolean, (read-only) Deliver normal pass
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RenderLayer.pass_object_index -> use_pass_object_index: boolean, (read-only) Deliver object index pass
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RenderLayer.pass_reflection -> use_pass_reflection: boolean, (read-only) Deliver raytraced reflection pass
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RenderLayer.pass_reflection_exclude -> exclude_reflection: boolean, (read-only) Exclude raytraced reflection pass from combined
|
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RenderLayer.pass_refraction -> use_pass_refraction: boolean, (read-only) Deliver raytraced refraction pass
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RenderLayer.pass_refraction_exclude -> exclude_refraction: boolean, (read-only) Exclude raytraced refraction pass from combined
|
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RenderLayer.pass_shadow -> use_pass_shadow: boolean, (read-only) Deliver shadow pass
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RenderLayer.pass_shadow_exclude -> exclude_shadow: boolean, (read-only) Exclude shadow pass from combined
|
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RenderLayer.pass_specular -> use_pass_specular: boolean, (read-only) Deliver specular pass
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RenderLayer.pass_specular_exclude -> exclude_specular: boolean, (read-only) Exclude specular pass from combined
|
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RenderLayer.pass_uv -> use_pass_uv: boolean, (read-only) Deliver texture UV pass
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RenderLayer.pass_vector -> use_pass_vector: boolean, (read-only) Deliver speed vector pass
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RenderLayer.pass_z -> use_pass_z: boolean, (read-only) Deliver Z values pass
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RenderLayer.sky -> use_sky: boolean, (read-only) Render Sky in this Layer
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RenderLayer.solid -> use_solid: boolean, (read-only) Render Solid faces in this Layer
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RenderLayer.strand -> use_strand: boolean, (read-only) Render Strands in this Layer
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RenderLayer.visible_layers -> layer: boolean, (read-only) Scene layers included in this render layer
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RenderLayer.zmask -> use_zmask: boolean, (read-only) Only render what's in front of the solid z values
|
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RenderLayer.zmask_layers -> layer_zmask: boolean, (read-only) Zmask scene layers
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RenderLayer.zmask_negate -> invert_zmask: boolean, (read-only) For Zmask, only render what is behind solid z values instead of in front
|
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RenderLayer.ztransp -> use_ztransp: boolean, (read-only) Render Z-Transparent faces in this Layer (On top of Solid and Halos)
|
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RenderSettings.backbuf -> use_backbuf: boolean Render backbuffer image
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TODO * RenderSettings.bake_active -> use_bake_active: boolean Bake shading on the surface of selected objects to the active object
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RenderSettings.bake_active -> use_bake_active_to_selected: boolean Bake shading on the surface of selected objects to the active object
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RenderSettings.bake_clear -> use_bake_clear: boolean Clear Images before baking
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TODO * RenderSettings.bake_enable_aa -> use_bake_enable_aa: boolean Enables Anti-aliasing
|
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RenderSettings.bake_enable_aa -> use_bake_antialiasing: boolean Enables Anti-aliasing
|
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RenderSettings.bake_normalized -> use_bake_normalized: boolean With displacement normalize to the distance, with ambient occlusion normalize without using material settings
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TODO * RenderSettings.cineon_log -> use_cineon_log: boolean Convert to logarithmic color space
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RenderSettings.cineon_log -> use_cineon_log: boolean Convert to logarithmic color space
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RenderSettings.color_management -> use_color_management: boolean Use color profiles and gamma corrected imaging pipeline
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RenderSettings.crop_to_border -> use_crop_to_border: boolean Crop the rendered frame to the defined border size
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TODO * RenderSettings.edge -> edge: boolean use_Create a toon outline around the edges of geometry
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RenderSettings.edge -> use_edge_enhance: boolean use_Create a toon outline around the edges of geometry
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RenderSettings.exr_half -> use_exr_half: boolean Use 16 bit floats instead of 32 bit floats per channel
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RenderSettings.exr_preview -> use_exr_preview: boolean When rendering animations, save JPG preview images in same directory
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RenderSettings.exr_zbuf -> use_exr_zbuf: boolean Save the z-depth per pixel (32 bit unsigned int zbuffer)
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@@ -907,9 +901,9 @@ RenderSettings.full_sample -> use_full_sample: boolean Save for every anti
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RenderSettings.is_movie_format -> is_movie_format: boolean, (read-only) When true the format is a movie
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RenderSettings.jpeg2k_ycc -> use_jpeg2k_ycc: boolean Save luminance-chrominance-chrominance channels instead of RGB colors
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RenderSettings.motion_blur -> use_motion_blur: boolean Use multi-sampled 3D scene motion blur
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TODO * RenderSettings.multiple_engines -> multiple_engines: boolean, (read-only) More than one rendering engine is available
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TODO * RenderSettings.render_antialiasing -> use_render_antialiasing: boolean Render and combine multiple samples per pixel to prevent jagged edges
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TODO doubled?* RenderSettings.render_stamp -> render_stamp: boolean Render the stamp info text in the rendered image
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RenderSettings.multiple_engines -> has_multiple_engines: boolean, (read-only) More than one rendering engine is available
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RenderSettings.render_antialiasing -> use_antialiasing: boolean Render and combine multiple samples per pixel to prevent jagged edges
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RenderSettings.render_stamp -> use_stamp: boolean Render the stamp info text in the rendered image
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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)
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RenderSettings.simplify_triangulate -> use_simplify_triangulate: boolean Disables non-planer quads being triangulated
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RenderSettings.single_layer -> use_single_layer: boolean Only render the active layer
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@@ -923,7 +917,7 @@ RenderSettings.stamp_render_time -> use_stamp_render_time: boolean Include
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RenderSettings.stamp_scene -> use_stamp_scene: boolean Include the name of the active scene in image metadata
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RenderSettings.stamp_sequencer_strip -> use_stamp_sequencer_strip: boolean Include the name of the foreground sequence strip in image metadata
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RenderSettings.stamp_time -> use_stamp_time: boolean Include the render frame as HH:MM:SS.FF in image metadata
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TODO * RenderSettings.tiff_bit -> use_tiff_bit: boolean Save TIFF with 16 bits per channel
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RenderSettings.tiff_bit -> use_tiff_16bit: boolean Save TIFF with 16 bits per channel
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RenderSettings.use_border -> use_border: boolean Render a user-defined border region, within the frame size. Note, this disables save_buffers and full_sample
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RenderSettings.use_compositing -> use_compositing: boolean Process the render result through the compositing pipeline, if compositing nodes are enabled
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RenderSettings.use_envmaps -> use_envmaps: boolean Calculate environment maps while rendering
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@@ -942,23 +936,23 @@ RenderSettings.use_shadows -> use_shadows: boolean Calculate shadows while
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RenderSettings.use_simplify -> use_simplify: boolean Enable simplification of scene for quicker preview renders
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RenderSettings.use_sss -> use_sss: boolean Calculate sub-surface scattering in materials rendering
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RenderSettings.use_textures -> use_textures: boolean Use textures to affect material properties
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TODO * RigidBodyJointConstraint.disable_linked_collision -> use_disable_linked_collision: boolean Disable collision between linked bodies
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NEGATE * RigidBodyJointConstraint.disable_linked_collision -> use_linked_collision: boolean Disable collision between linked bodies
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RigidBodyJointConstraint.draw_pivot -> show_pivot: boolean Display the pivot point and rotation in 3D view
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Scene.frame_drop -> use_frame_drop: boolean Play back dropping frames if frame display is too slow
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Scene.layers -> layer: boolean Layers visible when rendering the scene
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TODO * Scene.mute_audio -> mute_audio: boolean Play back of audio from Sequence Editor will be muted
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TODO * Scene.nla_tweakmode_on -> is_nla_tweakmode_on: boolean, (read-only) Indicates whether there is any action referenced by NLA being edited. Strictly read-only
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TODO * Scene.pov_radio_always_sample -> use_pov_radio_always_sample: boolean Only use the data from the pretrace step and not gather any new samples during the final radiosity pass
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TODO * Scene.pov_radio_display_advanced -> show_pov_radio_advanced: boolean Show advanced options
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TODO * Scene.pov_radio_enable -> use_pov_radio_enable: boolean Enable povrays radiosity calculation
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TODO * Scene.pov_radio_media -> use_pov_radio_media: boolean Radiosity estimation can be affected by media
|
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TODO * Scene.pov_radio_normal -> use_pov_radio_normal: boolean Radiosity estimation can be affected by normals
|
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TODO * Scene.scrub_audio -> use_scrub_audio: boolean Play audio from Sequence Editor while scrubbing
|
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TODO * Scene.sync_audio -> use_sync_audio: boolean Play back and sync with audio clock, dropping frames if frame display is too slow
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Scene.mute_audio -> mute_audio: boolean Play back of audio from Sequence Editor will be muted
|
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Scene.nla_tweakmode_on -> use_nla_tweakmode: boolean, (read-only) Indicates whether there is any action referenced by NLA being edited. Strictly read-only
|
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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
|
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|
|
Scene.pov_radio_display_advanced -> show_pov_radio_advanced: boolean Show advanced options
|
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|
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Scene.pov_radio_enable -> use_pov_radio: boolean Enable povrays radiosity calculation
|
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Scene.pov_radio_media -> use_pov_radio_media: boolean Radiosity estimation can be affected by media
|
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Scene.pov_radio_normal -> use_pov_radio_normal: boolean Radiosity estimation can be affected by normals
|
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Scene.scrub_audio -> use_audio_scrub: boolean Play audio from Sequence Editor while scrubbing
|
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Scene.sync_audio -> use_audio_sync: boolean Play back and sync with audio clock, dropping frames if frame display is too slow
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Scene.use_gravity -> use_gravity: boolean Use global gravity for all dynamics
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Scene.use_nodes -> use_nodes: boolean Enable the compositing node tree
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Scene.use_preview_range -> use_preview_range: boolean Use an alternative start/end frame for UI playback, rather than the scene start/end frame
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TODO * SceneGameData.activity_culling -> use_activity_culling: boolean Activity culling is enabled
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SceneGameData.activity_culling -> use_activity_culling: boolean Activity culling is enabled
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SceneGameData.auto_start -> use_auto_start: boolean Automatically start game at load time
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SceneGameData.fullscreen -> show_fullscreen: boolean Starts player in a new fullscreen display
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SceneGameData.glsl_extra_textures -> use_glsl_extra_textures: boolean Use extra textures like normal or specular maps for GLSL rendering
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@@ -974,52 +968,52 @@ SceneGameData.use_animation_record -> use_animation_record: boolean Record
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SceneGameData.use_deprecation_warnings -> use_deprecation_warnings: boolean Print warnings when using deprecated features in the python API
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SceneGameData.use_display_lists -> use_display_lists: boolean Use display lists to speed up rendering by keeping geometry on the GPU
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SceneGameData.use_frame_rate -> use_frame_rate: boolean Respect the frame rate rather than rendering as many frames as possible
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TODO * SceneGameData.use_occlusion_culling -> use_occlusion_culling: boolean Use optimized Bullet DBVT tree for view frustum and occlusion culling
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SceneGameData.use_occlusion_culling -> use_occlusion_culling: boolean Use optimized Bullet DBVT tree for view frustum and occlusion culling
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SceneRenderLayer.all_z -> use_all_z: boolean Fill in Z values for solid faces in invisible layers, for masking
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SceneRenderLayer.edge -> use_edge: boolean Render Edge-enhance in this Layer (only works for Solid faces)
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TODO * SceneRenderLayer.enabled -> enabled: boolean Disable or enable the render layer
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SceneRenderLayer.edge -> use_edge_enhance: boolean Render Edge-enhance in this Layer (only works for Solid faces)
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SceneRenderLayer.enabled -> use: boolean Disable or enable the render layer
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SceneRenderLayer.halo -> use_halo: boolean Render Halos in this Layer (on top of Solid)
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TODO * SceneRenderLayer.pass_ao -> use_pass_ao: boolean Deliver AO pass
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TODO * SceneRenderLayer.pass_ao_exclude -> use_pass_ao_exclude: boolean Exclude AO pass from combined
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TODO * SceneRenderLayer.pass_color -> use_pass_color: boolean Deliver shade-less color pass
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TODO * SceneRenderLayer.pass_combined -> use_pass_combined: boolean Deliver full combined RGBA buffer
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TODO * SceneRenderLayer.pass_diffuse -> use_pass_diffuse: boolean Deliver diffuse pass
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TODO * SceneRenderLayer.pass_emit -> use_pass_emit: boolean Deliver emission pass
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TODO * SceneRenderLayer.pass_emit_exclude -> use_pass_emit_exclude: boolean Exclude emission pass from combined
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TODO * SceneRenderLayer.pass_environment -> use_pass_environment: boolean Deliver environment lighting pass
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TODO * SceneRenderLayer.pass_environment_exclude -> use_pass_environment_exclude: boolean Exclude environment pass from combined
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TODO * SceneRenderLayer.pass_indirect -> use_pass_indirect: boolean Deliver indirect lighting pass
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TODO * SceneRenderLayer.pass_indirect_exclude -> use_pass_indirect_exclude: boolean Exclude indirect pass from combined
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TODO * SceneRenderLayer.pass_mist -> use_pass_mist: boolean Deliver mist factor pass (0.0-1.0)
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TODO * SceneRenderLayer.pass_normal -> use_pass_normal: boolean Deliver normal pass
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TODO * SceneRenderLayer.pass_object_index -> use_pass_object_index: boolean Deliver object index pass
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TODO * SceneRenderLayer.pass_reflection -> use_pass_reflection: boolean Deliver raytraced reflection pass
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TODO * SceneRenderLayer.pass_reflection_exclude -> use_pass_reflection_exclude: boolean Exclude raytraced reflection pass from combined
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TODO * SceneRenderLayer.pass_refraction -> use_pass_refraction: boolean Deliver raytraced refraction pass
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TODO * SceneRenderLayer.pass_refraction_exclude -> use_pass_refraction_exclude: boolean Exclude raytraced refraction pass from combined
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TODO * SceneRenderLayer.pass_shadow -> use_pass_shadow: boolean Deliver shadow pass
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TODO * SceneRenderLayer.pass_shadow_exclude -> use_pass_shadow_exclude: boolean Exclude shadow pass from combined
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TODO * SceneRenderLayer.pass_specular -> use_pass_specular: boolean Deliver specular pass
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TODO * SceneRenderLayer.pass_specular_exclude -> use_pass_specular_exclude: boolean Exclude specular pass from combined
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TODO * SceneRenderLayer.pass_uv -> use_pass_uv: boolean Deliver texture UV pass
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TODO * SceneRenderLayer.pass_vector -> use_pass_vector: boolean Deliver speed vector pass
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TODO * SceneRenderLayer.pass_z -> use_pass_z: boolean Deliver Z values pass
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TODO * SceneRenderLayer.sky -> use_sky: boolean Render Sky in this Layer
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TODO * SceneRenderLayer.solid -> use_solid: boolean Render Solid faces in this Layer
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TODO * SceneRenderLayer.strand -> use_strand: boolean Render Strands in this Layer
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TODO * SceneRenderLayer.visible_layers -> visible_layers: boolean Scene layers included in this render layer
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TODO * SceneRenderLayer.zmask -> use_zmask: boolean Only render what's in front of the solid z values
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TODO * SceneRenderLayer.zmask_layers -> use_zmask_layers: boolean Zmask scene layers
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TODO * SceneRenderLayer.zmask_negate -> use_zmask_negate: boolean For Zmask, only render what is behind solid z values instead of in front
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TODO * SceneRenderLayer.ztransp -> use_ztransp: boolean Render Z-Transparent faces in this Layer (On top of Solid and Halos)
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TODO * SceneSequence.convert_float -> convert_float: boolean Convert input to float data
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SceneRenderLayer.pass_ao -> use_pass_ambient_occlusion: boolean Deliver AO pass
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SceneRenderLayer.pass_ao_exclude -> exclude_ambient_occlusion: boolean Exclude AO pass from combined
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SceneRenderLayer.pass_color -> use_pass_color: boolean Deliver shade-less color pass
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SceneRenderLayer.pass_combined -> use_pass_combined: boolean Deliver full combined RGBA buffer
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SceneRenderLayer.pass_diffuse -> use_pass_diffuse: boolean Deliver diffuse pass
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SceneRenderLayer.pass_emit -> use_pass_emit: boolean Deliver emission pass
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SceneRenderLayer.pass_emit_exclude -> exclude_emit: boolean Exclude emission pass from combined
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SceneRenderLayer.pass_environment -> use_pass_environment: boolean Deliver environment lighting pass
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SceneRenderLayer.pass_environment_exclude -> exclude_environment: boolean Exclude environment pass from combined
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SceneRenderLayer.pass_indirect -> use_pass_indirect: boolean Deliver indirect lighting pass
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SceneRenderLayer.pass_indirect_exclude -> exclude_indirect: boolean Exclude indirect pass from combined
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SceneRenderLayer.pass_mist -> use_pass_mist: boolean Deliver mist factor pass (0.0-1.0)
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SceneRenderLayer.pass_normal -> use_pass_normal: boolean Deliver normal pass
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SceneRenderLayer.pass_object_index -> use_pass_object_index: boolean Deliver object index pass
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SceneRenderLayer.pass_reflection -> use_pass_reflection: boolean Deliver raytraced reflection pass
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SceneRenderLayer.pass_reflection_exclude -> exclude_reflection: boolean Exclude raytraced reflection pass from combined
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SceneRenderLayer.pass_refraction -> use_pass_refraction: boolean Deliver raytraced refraction pass
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SceneRenderLayer.pass_refraction_exclude -> exclude_refraction: boolean Exclude raytraced refraction pass from combined
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SceneRenderLayer.pass_shadow -> use_pass_shadow: boolean Deliver shadow pass
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SceneRenderLayer.pass_shadow_exclude -> exclude_shadow: boolean Exclude shadow pass from combined
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SceneRenderLayer.pass_specular -> use_pass_specular: boolean Deliver specular pass
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SceneRenderLayer.pass_specular_exclude -> exclude_specular: boolean Exclude specular pass from combined
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SceneRenderLayer.pass_uv -> use_pass_uv: boolean Deliver texture UV pass
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SceneRenderLayer.pass_vector -> use_pass_vector: boolean Deliver speed vector pass
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SceneRenderLayer.pass_z -> use_pass_z: boolean Deliver Z values pass
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SceneRenderLayer.sky -> use_sky: boolean Render Sky in this Layer
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SceneRenderLayer.solid -> use_solid: boolean Render Solid faces in this Layer
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SceneRenderLayer.strand -> use_strand: boolean Render Strands in this Layer
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SceneRenderLayer.visible_layers -> layer: boolean Scene layers included in this render layer
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SceneRenderLayer.zmask -> use_zmask: boolean Only render what's in front of the solid z values
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SceneRenderLayer.zmask_layers -> layer_zmask: boolean Zmask scene layers
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SceneRenderLayer.zmask_negate -> invert_zmask: boolean For Zmask, only render what is behind solid z values instead of in front
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SceneRenderLayer.ztransp -> use_ztransp: boolean Render Z-Transparent faces in this Layer (On top of Solid and Halos)
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SceneSequence.convert_float -> use_float: boolean Convert input to float data
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SceneSequence.de_interlace -> use_deinterlace: boolean For video movies to remove fields
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SceneSequence.flip_x -> use_flip_x: boolean Flip on the X axis
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SceneSequence.flip_y -> use_flip_y: boolean Flip on the Y axis
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TODO * SceneSequence.premultiply -> premultiply: boolean Convert RGB from key alpha to premultiplied alpha
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SceneSequence.premultiply -> use_premultiply: boolean Convert RGB from key alpha to premultiplied alpha
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SceneSequence.proxy_custom_directory -> use_proxy_custom_directory: boolean Use a custom directory to store data
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SceneSequence.proxy_custom_file -> use_proxy_custom_file: boolean Use a custom file to read proxy data from
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TODO * SceneSequence.reverse_frames -> use_frame_reverse: boolean Reverse frame order
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SceneSequence.reverse_frames -> use_reverse_frames: boolean Reverse frame order
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SceneSequence.use_color_balance -> use_color_balance: boolean (3-Way color correction) on input
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SceneSequence.use_crop -> use_crop: boolean Crop image before processing
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SceneSequence.use_proxy -> use_proxy: boolean Use a preview proxy for this strip
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@@ -1038,50 +1032,47 @@ Sculpt.symmetry_y -> use_symmetry_y: boolean Mirror brush across the Y axi
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Sculpt.symmetry_z -> use_symmetry_z: boolean Mirror brush across the Z axis
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Sensor.expanded -> show_expanded: boolean Set sensor expanded in the user interface
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Sensor.invert -> invert: boolean Invert the level(output) of this sensor
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TODO * Sensor.level -> level: boolean Level detector, trigger controllers of new states(only applicable upon logic state transition)
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Sensor.level -> use_level: boolean Level detector, trigger controllers of new states (only applicable upon logic state transition)
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Sensor.pulse_false_level -> use_pulse_false_level: boolean Activate FALSE level triggering (pulse mode)
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Sensor.pulse_true_level -> use_pulse_true_level: boolean Activate TRUE level triggering (pulse mode)
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Sensor.tap -> use_tap: boolean Trigger controllers only for an instant, even while the sensor remains true
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TODO * Sequence.frame_locked -> frame_locked: boolean Lock the animation curve to the global frame counter
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Sequence.frame_locked -> use_frame_lock: boolean Lock the animation curve to the global frame counter
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Sequence.left_handle_selected -> select_left_handle: boolean
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Sequence.lock -> lock: boolean Lock strip so that it can't be transformed
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Sequence.mute -> mute: boolean
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Sequence.right_handle_selected -> select_right_handle: boolean
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Sequence.selected -> select: boolean
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TODO * Sequence.use_effect_default_fade -> use_effect_default_fade: boolean Fade effect using the built-in default (usually make transition as long as effect strip)
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Sequence.use_effect_default_fade -> use_default_fade: boolean Fade effect using the built-in default (usually make transition as long as effect strip)
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SequenceColorBalance.inverse_gain -> invert_gain: boolean
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SequenceColorBalance.inverse_gamma -> invert_gamma: boolean
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SequenceColorBalance.inverse_lift -> invert_lift: boolean
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ShaderNodeExtendedMaterial.diffuse -> use_diffuse: boolean Material Node outputs Diffuse
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ShaderNodeExtendedMaterial.invert_normal -> invert_normal: boolean Material Node uses inverted normal
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ShaderNodeExtendedMaterial.specular -> use_specular: boolean Material Node outputs Specular
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TODO * ShaderNodeMapping.clamp_maximum -> use_clamp_to_max: boolean Clamp the output coordinate to a maximum value
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TODO * ShaderNodeMapping.clamp_minimum -> use_clamp_to_min: boolean Clamp the output coordinate to a minimum value
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ShaderNodeMapping.clamp_maximum -> use_max: boolean Clamp the output coordinate to a maximum value
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ShaderNodeMapping.clamp_minimum -> use_min: boolean Clamp the output coordinate to a minimum value
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ShaderNodeMaterial.diffuse -> use_diffuse: boolean Material Node outputs Diffuse
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ShaderNodeMaterial.invert_normal -> invert_normal: boolean Material Node uses inverted normal
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ShaderNodeMaterial.specular -> use_specular: boolean Material Node outputs Specular
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ShaderNodeMixRGB.alpha -> use_alpha: boolean Include alpha of second input in this operation
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TODO * ShapeActionActuator.continue_last_frame -> use_continue_last_frame: boolean Restore last frame when switching on/off, otherwise play from the start each time
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ShapeActionActuator.continue_last_frame -> use_continue_last_frame: boolean Restore last frame when switching on/off, otherwise play from the start each time
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ShapeKey.mute -> mute: boolean Mute this shape key
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TODO see below * ShrinkwrapConstraint.use_x -> use_x: boolean Projection over X Axis
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TODO see below* ShrinkwrapConstraint.use_y -> use_y: boolean Projection over Y Axis
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TODO see below* ShrinkwrapConstraint.use_z -> use_z: boolean Projection over Z Axis
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ShrinkwrapModifier.cull_back_faces -> use_cull_back_faces: boolean Stop vertices from projecting to a back face on the target
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ShrinkwrapModifier.cull_front_faces -> use_cull_front_faces: boolean Stop vertices from projecting to a front face on the target
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ShrinkwrapModifier.keep_above_surface -> use_keep_above_surface: boolean
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TODO * ShrinkwrapModifier.negative -> negative: boolean Allow vertices to move in the negative direction of axis
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TODO * ShrinkwrapModifier.positive -> positive: boolean Allow vertices to move in the positive direction of axis
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ShrinkwrapModifier.x -> use_x: boolean
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ShrinkwrapModifier.y -> use_y: boolean
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ShrinkwrapModifier.z -> use_z: boolean
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TODO * SimpleDeformModifier.lock_x_axis -> lock_axis_x: boolean
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TODO * SimpleDeformModifier.lock_y_axis -> lock_axis_y: boolean
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ShrinkwrapModifier.negative -> use_negative_direction: boolean Allow vertices to move in the negative direction of axis
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ShrinkwrapModifier.positive -> use_positive_direction: boolean Allow vertices to move in the positive direction of axis
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ShrinkwrapModifier.x -> use_project_x: boolean
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ShrinkwrapModifier.y -> use_project_y: boolean
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ShrinkwrapModifier.z -> use_project_z: boolean
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SimpleDeformModifier.lock_x_axis -> lock_x: boolean
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SimpleDeformModifier.lock_y_axis -> lock_y: boolean
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SimpleDeformModifier.relative -> use_relative: boolean Sets the origin of deform space to be relative to the object
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SmokeDomainSettings.dissolve_smoke -> use_dissolve_smoke: boolean Enable smoke to disappear over time
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SmokeDomainSettings.dissolve_smoke_log -> use_dissolve_smoke_log: boolean Using 1/x
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TODO * SmokeDomainSettings.highres -> use_highres: boolean Enable high resolution (using amplification)
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SmokeDomainSettings.highres -> use_high_resolution: boolean Enable high resolution (using amplification)
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SmokeDomainSettings.initial_velocity -> use_initial_velocity: boolean Smoke inherits it's velocity from the emitter particle
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TODO * SmokeDomainSettings.viewhighres -> show_highres: boolean Show high resolution (using amplification)
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SmokeDomainSettings.viewhighres -> show_high_resolution: boolean Show high resolution (using amplification)
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NEGATE * SmokeFlowSettings.outflow -> use_outflow: boolean Deletes smoke from simulation
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SmoothModifier.x -> use_x: boolean
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SmoothModifier.y -> use_y: boolean
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@@ -1096,41 +1087,41 @@ SoftBodySettings.self_collision -> use_self_collision: boolean Enable naiv
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SoftBodySettings.stiff_quads -> use_stiff_quads: boolean Adds diagonal springs on 4-gons
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SoftBodySettings.use_edges -> use_edges: boolean Use Edges as springs
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SoftBodySettings.use_goal -> use_goal: boolean Define forces for vertices to stick to animated position
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TODO * SolidifyModifier.invert -> invert_vertex_groups_influence: boolean Invert the vertex group influence
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SolidifyModifier.invert -> invert_vertex_group: boolean Invert the vertex group influence
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SolidifyModifier.use_even_offset -> use_even_offset: boolean Maintain thickness by adjusting for sharp corners (slow, disable when not needed)
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SolidifyModifier.use_quality_normals -> use_quality_normals: boolean Calculate normals which result in more even thickness (slow, disable when not needed)
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SolidifyModifier.use_rim -> use_rim: boolean Create edge loops between the inner and outer surfaces on face edges (slow, disable when not needed)
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SolidifyModifier.use_rim_material -> use_rim_material: boolean Use in the next material for rim faces
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TODO * Sound.caching -> use_ram_cache: boolean The sound file is decoded and loaded into RAM
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TODO * SoundActuator.enable_sound_3d -> use_sound_3d: boolean Enable/Disable 3D Sound
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Sound.caching -> use_ram_cache: boolean The sound file is decoded and loaded into RAM
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SoundActuator.enable_sound_3d -> use_3d_sound: boolean Enable/Disable 3D Sound
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SpaceConsole.show_report_debug -> show_report_debug: boolean Display debug reporting info
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SpaceConsole.show_report_error -> show_report_error: boolean Display error text
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SpaceConsole.show_report_info -> show_report_info: boolean Display general information
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SpaceConsole.show_report_operator -> show_report_operator: boolean Display the operator log
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SpaceConsole.show_report_warn -> show_report_warning: boolean Display warnings
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TODO * SpaceDopeSheetEditor.automerge_keyframes -> show_automerge_keyframes: boolean Show handles of Bezier control points
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TODO * SpaceDopeSheetEditor.realtime_updates -> use_realtime_updates: boolean When transforming keyframes, changes to the animation data are flushed to other views
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TODO * SpaceDopeSheetEditor.show_cframe_indicator -> show_cframe_indicator: boolean Show frame number beside the current frame indicator line
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SpaceDopeSheetEditor.automerge_keyframes -> use_automerge_keyframes: boolean Automatically merge nearby keyframes
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SpaceDopeSheetEditor.realtime_updates -> use_realtime_updates: boolean When transforming keyframes, changes to the animation data are flushed to other views
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SpaceDopeSheetEditor.show_cframe_indicator -> show_frame_indicator: boolean Show frame number beside the current frame indicator line
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SpaceDopeSheetEditor.show_seconds -> show_seconds: boolean, (read-only) Show timing in seconds not frames
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SpaceDopeSheetEditor.show_sliders -> show_sliders: boolean Show sliders beside F-Curve channels
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SpaceDopeSheetEditor.use_marker_sync -> use_marker_sync: boolean Sync Markers with keyframe edits
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SpaceGraphEditor.automerge_keyframes -> show_automerge_keyframes: boolean Show handles of Bezier control points
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TODO * SpaceGraphEditor.has_ghost_curves -> has_ghost_curves: boolean Graph Editor instance has some ghost curves stored
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SpaceGraphEditor.automerge_keyframes -> use_automerge_keyframes: boolean Automatically merge nearby keyframes
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SpaceGraphEditor.has_ghost_curves -> has_ghost_curves: boolean Graph Editor instance has some ghost curves stored
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SpaceGraphEditor.only_selected_curves_handles -> use_only_selected_curves_handles: boolean Only keyframes of selected F-Curves are visible and editable
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SpaceGraphEditor.only_selected_keyframe_handles -> use_only_selected_keyframe_handles: boolean Only show and edit handles of selected keyframes
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TODO * SpaceGraphEditor.realtime_updates -> use_realtime_updates: boolean When transforming keyframes, changes to the animation data are flushed to other views
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TODO * SpaceGraphEditor.show_cframe_indicator -> show_cframe_indicator: boolean Show frame number beside the current frame indicator line
|
|
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SpaceGraphEditor.realtime_updates -> use_realtime_updates: boolean When transforming keyframes, changes to the animation data are flushed to other views
|
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|
|
SpaceGraphEditor.show_cframe_indicator -> show_frame_indicator: boolean Show frame number beside the current frame indicator line
|
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|
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SpaceGraphEditor.show_cursor -> show_cursor: boolean Show 2D cursor
|
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SpaceGraphEditor.show_handles -> show_handles: boolean Show handles of Bezier control points
|
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|
|
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
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SpaceImageEditor.draw_repeated -> show_repeated: boolean Draw the image repeated outside of the main view
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SpaceImageEditor.image_painting -> use_image_paint: boolean Enable image painting mode
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TODO * SpaceImageEditor.image_pin -> show_image_pin: boolean Display current image regardless of object selection
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SpaceImageEditor.image_pin -> use_image_pin: boolean Display current image regardless of object selection
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SpaceImageEditor.show_paint -> show_paint: boolean, (read-only) Show paint related properties
|
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SpaceImageEditor.show_render -> show_render: boolean, (read-only) Show render related properties
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SpaceImageEditor.show_uvedit -> show_uvedit: boolean, (read-only) Show UV editing related properties
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TODO * SpaceImageEditor.update_automatically -> use_update_automatically: boolean Update other affected window spaces automatically to reflect changes during interactive operations such as transform
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SpaceImageEditor.update_automatically -> use_realtime_updates: boolean Update other affected window spaces automatically to reflect changes during interactive operations such as transform
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SpaceImageEditor.use_grease_pencil -> use_grease_pencil: boolean Display and edit the grease pencil freehand annotations overlay
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SpaceLogicEditor.actuators_show_active_objects -> show_actuators_active_objects: boolean Show actuators of active object
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SpaceLogicEditor.actuators_show_active_states -> show_actuators_active_states: boolean Show only actuators connected to active states
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@@ -1143,8 +1134,8 @@ SpaceLogicEditor.sensors_show_active_objects -> show_sensors_active_objects:
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SpaceLogicEditor.sensors_show_active_states -> show_sensors_active_states: boolean Show only sensors connected to active states
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SpaceLogicEditor.sensors_show_linked_controller -> show_sensors_linked_controller: boolean Show linked objects to the controller
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SpaceLogicEditor.sensors_show_selected_objects -> show_sensors_selected_objects: boolean Show sensors of all selected objects
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TODO * SpaceNLA.realtime_updates -> use_realtime_updates: boolean When transforming strips, changes to the animation data are flushed to other views
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TODO * SpaceNLA.show_cframe_indicator -> show_cframe_indicator: boolean Show frame number beside the current frame indicator line
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SpaceNLA.realtime_updates -> use_realtime_updates: boolean When transforming strips, changes to the animation data are flushed to other views
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SpaceNLA.show_cframe_indicator -> show_frame_indicator: boolean Show frame number beside the current frame indicator line
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SpaceNLA.show_seconds -> show_seconds: boolean, (read-only) Show timing in seconds not frames
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SpaceNLA.show_strip_curves -> show_strip_curves: boolean Show influence curves on strips
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SpaceNodeEditor.backdrop -> show_backdrop: boolean Use active Viewer Node output as backdrop for compositing nodes
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@@ -1153,28 +1144,28 @@ SpaceOutliner.match_complete -> use_match_complete: boolean Only use compl
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SpaceOutliner.show_restriction_columns -> show_restriction_columns: boolean Show column
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SpaceProperties.brush_texture -> show_brush_texture: boolean Show brush textures
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SpaceProperties.use_pin_id -> use_pin_id: boolean Use the pinned context
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TODO * SpaceSequenceEditor.draw_frames -> draw_frames: boolean Draw frames rather than seconds
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TODO * SpaceSequenceEditor.draw_safe_margin -> draw_safe_margin: boolean Draw title safe margins in preview
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TODO * SpaceSequenceEditor.separate_color_preview -> separate_color_preview: boolean Separate color channels in preview
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TODO * SpaceSequenceEditor.show_cframe_indicator -> show_cframe_indicator: boolean Show frame number beside the current frame indicator line
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TODO * SpaceSequenceEditor.use_grease_pencil -> use_grease_pencil: boolean Display and edit the grease pencil freehand annotations overlay
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TODO * SpaceSequenceEditor.use_marker_sync -> use_marker_sync: boolean Transform markers as well as strips
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SpaceSequenceEditor.draw_frames -> show_frames: boolean Draw frames rather than seconds
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SpaceSequenceEditor.draw_safe_margin -> show_safe_margin: boolean Draw title safe margins in preview
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SpaceSequenceEditor.separate_color_preview -> show_separate_color: boolean Separate color channels in preview
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SpaceSequenceEditor.show_cframe_indicator -> show_frame_indicator: boolean Show frame number beside the current frame indicator line
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SpaceSequenceEditor.use_grease_pencil -> use_grease_pencil: boolean Display and edit the grease pencil freehand annotations overlay
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SpaceSequenceEditor.use_marker_sync -> use_marker_sync: boolean Transform markers as well as strips
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SpaceTextEditor.find_all -> use_find_all: boolean Search in all text datablocks, instead of only the active one
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SpaceTextEditor.find_wrap -> use_find_wrap: boolean Search again from the start of the file when reaching the end
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SpaceTextEditor.line_numbers -> show_line_numbers: boolean Show line numbers next to the text
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SpaceTextEditor.live_edit -> use_live_edit: boolean Run python while editing
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SpaceTextEditor.overwrite -> use_overwrite: boolean Overwrite characters when typing rather than inserting them
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TODO * SpaceTextEditor.syntax_highlight -> use_syntax_highlight: boolean Syntax highlight for scripting
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TODO * SpaceTextEditor.word_wrap -> use_word_wrap: boolean Wrap words if there is not enough horizontal space
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SpaceTextEditor.syntax_highlight -> show_syntax_highlight: boolean Syntax highlight for scripting
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SpaceTextEditor.word_wrap -> use_word_wrap: boolean Wrap words if there is not enough horizontal space
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SpaceTimeline.only_selected -> show_only_selected: boolean Show keyframes for active Object and/or its selected channels only
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SpaceTimeline.play_all_3d -> use_play_all_3d: boolean
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TODO * SpaceTimeline.play_anim -> use_play_anim: boolean
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SpaceTimeline.play_buttons -> use_play_buttons: boolean
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SpaceTimeline.play_image -> use_play_image: boolean
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SpaceTimeline.play_nodes -> use_play_nodes: boolean
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SpaceTimeline.play_sequencer -> use_play_sequencer: boolean
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SpaceTimeline.play_top_left -> use_play_top_left: boolean
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TODO * SpaceTimeline.show_cframe_indicator -> show_cframe_indicator: boolean Show frame number beside the current frame indicator line
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SpaceTimeline.play_all_3d -> use_play_3d_editors: boolean
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SpaceTimeline.play_anim -> use_play_animation_editors: boolean
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SpaceTimeline.play_buttons -> use_play_properties_editors: boolean
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SpaceTimeline.play_image -> use_play_image_editors: boolean
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SpaceTimeline.play_nodes -> use_play_node_editors: boolean
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SpaceTimeline.play_sequencer -> use_play_sequence_editors: boolean
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SpaceTimeline.play_top_left -> use_play_top_left_3d_editor: boolean
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SpaceTimeline.show_cframe_indicator -> show_frame_indicator: boolean Show frame number beside the current frame indicator line
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SpaceUVEditor.constrain_to_image_bounds -> use_constrain_to_image_bounds: boolean Constraint to stay within the image bounds while editing
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SpaceUVEditor.draw_modified_edges -> show_modified_edges: boolean Draw edges after modifiers are applied
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SpaceUVEditor.draw_other_objects -> show_other_objects: boolean Draw other selected objects that share the same image
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@@ -1186,22 +1177,22 @@ SpaceUVEditor.snap_to_pixels -> use_snap_to_pixels: boolean Snap UVs to pi
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SpaceView3D.all_object_origins -> show_all_objects_origin: boolean Show the object origin center dot for all (selected and unselected) objects
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SpaceView3D.display_background_images -> show_background_images: boolean Display reference images behind objects in the 3D View
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SpaceView3D.display_floor -> show_floor: boolean Show the ground plane grid in perspective view
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TODO * SpaceView3D.display_render_override -> show_render_override: boolean Display only objects which will be rendered
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SpaceView3D.display_render_override -> show_only_render: boolean Display only objects which will be rendered
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SpaceView3D.display_x_axis -> show_axis_x: boolean Show the X axis line in perspective view
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SpaceView3D.display_y_axis -> show_axis_y: boolean Show the Y axis line in perspective view
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SpaceView3D.display_z_axis -> show_axis_z: boolean Show the Z axis line in perspective view
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TODO * SpaceView3D.layers -> layer: boolean Layers visible in this 3D View
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SpaceView3D.layers -> layer: boolean Layers visible in this 3D View
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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
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SpaceView3D.manipulator -> use_manipulator: boolean Use a 3D manipulator widget for controlling transforms
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SpaceView3D.manipulator_rotate -> use_manipulator_rotate: boolean Use the manipulator for rotation transformations
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SpaceView3D.manipulator_scale -> use_manipulator_scale: boolean Use the manipulator for scale transformations
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SpaceView3D.manipulator_translate -> use_manipulator_translate: boolean Use the manipulator for movement transformations
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TODO * SpaceView3D.occlude_geometry -> use_occlude_geometry: boolean Limit selection to visible (clipped with depth buffer)
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SpaceView3D.occlude_geometry -> use_occlude_geometry: boolean Limit selection to visible (clipped with depth buffer)
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SpaceView3D.outline_selected -> show_outline_selected: boolean Show an outline highlight around selected objects in non-wireframe views
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SpaceView3D.pivot_point_align -> use_pivot_point_align: boolean Manipulate object centers only
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SpaceView3D.relationship_lines -> show_relationship_lines: boolean Show dashed lines indicating parent or constraint relationships
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SpaceView3D.textured_solid -> show_textured_solid: boolean Display face-assigned textures in solid view
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TODO * SpaceView3D.used_layers -> layers_used: boolean, (read-only) Layers that contain something
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SpaceView3D.used_layers -> layer_used: boolean, (read-only) Layers that contain something
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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
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SpeedControlSequence.curve_velocity -> use_curve_velocity: boolean Interpret the F-Curve value as a velocity instead of a frame number
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SpeedControlSequence.frame_blending -> use_frame_blend: boolean Blend two frames into the target for a smoother result
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@@ -1211,31 +1202,31 @@ Spline.cyclic_u -> use_cyclic_u: boolean Make this curve or surface a clos
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Spline.cyclic_v -> use_cyclic_v: boolean Make this surface a closed loop in the V direction
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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)
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Spline.endpoint_v -> use_endpoint_v: boolean Make this nurbs surface meet the endpoints in the V direction (Cyclic V must be disabled)
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TODO * Spline.hide -> hide: boolean Hide this curve in editmode
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Spline.hide -> hide: boolean Hide this curve in editmode
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Spline.smooth -> use_smooth: boolean Smooth the normals of the surface or beveled curve
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SplineIKConstraint.chain_offset -> use_chain_offset: boolean Offset the entire chain relative to the root joint
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TODO * SplineIKConstraint.even_divisions -> use_even_divisions: boolean Ignore the relative lengths of the bones when fitting to the curve
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SplineIKConstraint.even_divisions -> use_even_divisions: boolean Ignore the relative lengths of the bones when fitting to the curve
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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
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SplineIKConstraint.y_stretch -> use_y_stretch: boolean Stretch the Y axis of the bones to fit the curve
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TODO * SplinePoint.hidden -> hide: boolean Visibility status
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TODO * SplinePoint.selected -> select_control_point: boolean Selection status
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SplinePoint.hidden -> hide: boolean Visibility status
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SplinePoint.selected -> select_control_point: boolean Selection status
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SpotLamp.auto_clip_end -> use_auto_clip_end: boolean Automatic calculation of clipping-end, based on visible vertices
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SpotLamp.auto_clip_start -> use_auto_clip_start: boolean Automatic calculation of clipping-start, based on visible vertices
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SpotLamp.halo -> use_halo: boolean Renders spotlight with a volumetric halo (Buffer Shadows)
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TODO * SpotLamp.only_shadow -> use_shadow_only: boolean Causes light to cast shadows only without illuminating objects
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TODO * SpotLamp.shadow_layer -> use_shadow_own_layer: boolean Causes only objects on the same layer to cast shadows
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SpotLamp.only_shadow -> use_only_shadow: boolean Causes light to cast shadows only without illuminating objects
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SpotLamp.shadow_layer -> use_shadow_layer: boolean Causes only objects on the same layer to cast shadows
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SpotLamp.show_cone -> show_cone: boolean Draw transparent cone in 3D view to visualize which objects are contained in it
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TODO * SpotLamp.sphere -> use_sphere: boolean Sets light intensity to zero beyond lamp distance
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TODO * SpotLamp.square -> use_square: boolean Casts a square spot light shape
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TODO * StateActuator.state -> state: boolean
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TODO * SubsurfModifier.optimal_display -> show_optimal: boolean Skip drawing/rendering of interior subdivided edges
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SpotLamp.sphere -> use_sphere: boolean Sets light intensity to zero beyond lamp distance
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SpotLamp.square -> use_square: boolean Casts a square spot light shape
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StateActuator.state -> state: boolean
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SubsurfModifier.optimal_display -> show_only_control_edges: boolean Skip drawing/rendering of interior subdivided edges
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SubsurfModifier.subsurf_uv -> use_subsurf_uv: boolean Use subsurf to subdivide UVs
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SunLamp.only_shadow -> use_shadow_only: boolean Causes light to cast shadows only without illuminating objects
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TODO * SunLamp.shadow_layer -> use_shadow_own_layer: boolean Causes only objects on the same layer to cast shadows
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TODO * SurfaceCurve.map_along_length -> use_map_along_length: boolean Generate texture mapping coordinates following the curve direction, rather than the local bounding box
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SunLamp.only_shadow -> use_only_shadow: boolean Causes light to cast shadows only without illuminating objects
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SunLamp.shadow_layer -> use_shadow_layer: boolean Causes only objects on the same layer to cast shadows
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SurfaceCurve.map_along_length -> use_map_along_length: boolean Generate texture mapping coordinates following the curve direction, rather than the local bounding box
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SurfaceCurve.vertex_normal_flip -> use_vertex_normal_flip: boolean Flip vertex normals towards the camera during render
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TODO * TexMapping.has_maximum -> use_clip_to_max: boolean Whether to use maximum clipping value
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TODO * TexMapping.has_minimum -> use_clip_to_min: boolean Whether to use minimum clipping value
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TexMapping.has_maximum -> use_max: boolean Whether to use maximum clipping value
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TexMapping.has_minimum -> use_min: boolean Whether to use minimum clipping value
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Text.dirty -> is_dirty: boolean, (read-only) Text file has been edited since last save
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Text.memory -> is_in_memory: boolean, (read-only) Text file is in memory, without a corresponding file on disk
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Text.modified -> is_modified: boolean, (read-only) Text file on disk is different than the one in memory
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@@ -1247,44 +1238,44 @@ TextCharacterFormat.style -> use_style: boolean
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TextCharacterFormat.underline -> use_underline: boolean
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TextCharacterFormat.wrap -> use_wrap: boolean
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TextCurve.fast -> use_fast_editing: boolean Don't fill polygons while editing
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TODO * TextCurve.map_along_length -> use_map_along_length: boolean Generate texture mapping coordinates following the curve direction, rather than the local bounding box
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TextCurve.map_along_length -> use_map_along_length: boolean Generate texture mapping coordinates following the curve direction, rather than the local bounding box
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TextCurve.vertex_normal_flip -> use_vertex_normal_flip: boolean Flip vertex normals towards the camera during render
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TextMarker.edit_all -> use_edit_all: boolean, (read-only) Edit all markers of the same group as one
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TODO * TextMarker.temporary -> is_temporary: boolean, (read-only) Marker is temporary
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TextMarker.temporary -> is_temporary: boolean, (read-only) Marker is temporary
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Texture.use_color_ramp -> use_color_ramp: boolean Toggle color ramp operations
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Texture.use_nodes -> use_nodes: boolean Make this a node-based texture
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Texture.use_preview_alpha -> use_preview_alpha: boolean Show Alpha in Preview Render
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TextureNodeMixRGB.alpha -> use_alpha: boolean Include alpha of second input in this operation
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TODO * TextureSlot.negate -> use_negate: boolean Inverts the values of the texture to reverse its effect
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TextureSlot.negate -> invert: boolean Inverts the values of the texture to reverse its effect
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TextureSlot.rgb_to_intensity -> use_rgb_to_intensity: boolean Converts texture RGB values to intensity (gray) values
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TextureSlot.stencil -> use_stencil: boolean Use this texture as a blending value on the next texture
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ThemeBoneColorSet.colored_constraints -> show_colored_constraints: boolean Allow the use of colors indicating constraints/keyed status
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ThemeWidgetColors.shaded -> show_shaded: boolean
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TODO * TimelineMarker.selected -> select: boolean Marker selection state
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TimelineMarker.selected -> select: boolean Marker selection state
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ToolSettings.auto_normalize -> use_auto_normalize: boolean Ensure all bone-deforming vertex groups add up to 1.0 while weight painting
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ToolSettings.automerge_editing -> use_automerge_editing: boolean Automatically merge vertices moved to the same location
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ToolSettings.bone_sketching -> use_bone_sketching: boolean DOC BROKEN
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ToolSettings.etch_autoname -> use_etch_autoname: boolean DOC BROKEN
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ToolSettings.etch_overdraw -> use_etch_overdraw: boolean DOC BROKEN
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ToolSettings.etch_quick -> use_etch_quick: boolean DOC BROKEN
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TODO * ToolSettings.mesh_selection_mode -> use_mesh_selection_mode: boolean Which mesh elements selection works on
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ToolSettings.mesh_selection_mode -> mesh_selection_mode: boolean Which mesh elements selection works on
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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
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ToolSettings.snap -> use_snap: boolean Snap during transform
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ToolSettings.snap_align_rotation -> use_snap_align_rotation: boolean Align rotation with the snapping target
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ToolSettings.snap_peel_object -> use_snap_peel_object: boolean Consider objects as whole when finding volume center
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ToolSettings.snap_project -> use_snap_project: boolean Project vertices on the surface of other objects
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ToolSettings.use_auto_keying -> use_keyframe_insert_auto: boolean Automatic keyframe insertion for Objects and Bones
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TODO * ToolSettings.uv_local_view -> show_only_uv_local_view: boolean Draw only faces with the currently displayed image assigned
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ToolSettings.uv_local_view -> show_local_view: boolean Draw only faces with the currently displayed image assigned
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ToolSettings.uv_sync_selection -> use_uv_sync_selection: boolean Keep UV and edit mode mesh selection in sync
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TrackToConstraint.target_z -> use_target_z: boolean Target's Z axis, not World Z axis, will constraint the Up direction
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TransformConstraint.extrapolate_motion -> use_motion_extrapolate: boolean Extrapolate ranges
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TransformSequence.uniform_scale -> use_uniform_scale: boolean Scale uniformly, preserving aspect ratio
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UILayout.active -> active: boolean
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TODO * UILayout.enabled -> enabled: boolean
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TODO * UVProjectModifier.override_image -> show_override_image: boolean Override faces' current images with the given image
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UILayout.active -> show_active: boolean
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UILayout.enabled -> show_enabled: boolean
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UVProjectModifier.override_image -> use_image_override: boolean Override faces' current images with the given image
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UnitSettings.use_separate -> use_separate: boolean Display units in pairs
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TODO * UserPreferencesEdit.auto_keyframe_insert_available -> use_keyframe_insert_auto_available: boolean Automatic keyframe insertion in available curves
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TODO * UserPreferencesEdit.auto_keyframe_insert_keyingset -> use_keyframe_insert_auto_keyingset: boolean Automatic keyframe insertion using active Keying Set
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UserPreferencesEdit.auto_keyframe_insert_available -> use_keyframe_insert_available: boolean Automatic keyframe insertion in available curves
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UserPreferencesEdit.auto_keyframe_insert_keyingset -> use_keyframe_insert_keyingset: boolean Automatic keyframe insertion using active Keying Set
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UserPreferencesEdit.drag_immediately -> use_drag_immediately: boolean Moving things with a mouse drag confirms when releasing the button
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UserPreferencesEdit.duplicate_action -> use_duplicate_action: boolean Causes actions to be duplicated with the object
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UserPreferencesEdit.duplicate_armature -> use_duplicate_armature: boolean Causes armature data to be duplicated with the object
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@@ -1302,41 +1293,41 @@ UserPreferencesEdit.enter_edit_mode -> use_enter_edit_mode: boolean Enter
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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
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UserPreferencesEdit.grease_pencil_simplify_stroke -> use_grease_pencil_simplify_stroke: boolean Simplify the final stroke
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UserPreferencesEdit.grease_pencil_smooth_stroke -> use_grease_pencil_smooth_stroke: boolean Smooth the final stroke
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TODO * UserPreferencesEdit.insertkey_xyz_to_rgb -> show_insertkey_xyz_to_rgb: boolean Color for newly added transformation F-Curves (Location, Rotation, Scale) and also Color is based on the transform axis
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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
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UserPreferencesEdit.keyframe_insert_needed -> use_keyframe_insert_needed: boolean Keyframe insertion only when keyframe needed
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UserPreferencesEdit.use_auto_keying -> use_auto_keying: boolean Automatic keyframe insertion for Objects and Bones
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UserPreferencesEdit.use_negative_frames -> use_negative_frames: boolean Current frame number can be manually set to a negative value
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TODO * UserPreferencesEdit.use_visual_keying -> show_visual_keying: boolean Use Visual keying automatically for constrained objects
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UserPreferencesEdit.use_visual_keying -> use_visual_keying: boolean Use Visual keying automatically for constrained objects
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UserPreferencesFilePaths.auto_save_temporary_files -> use_auto_save_temporary_files: boolean Automatic saving of temporary files
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TODO * UserPreferencesFilePaths.compress_file -> use_file_compression: boolean Enable file compression when saving .blend files
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TODO * UserPreferencesFilePaths.filter_file_extensions -> show_only_file_extensions: boolean Display only files with extensions in the image select window
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TODO * UserPreferencesFilePaths.hide_dot_files_datablocks -> show_dot_files_datablocks: boolean Hide files/datablocks that start with a dot(.*)
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UserPreferencesFilePaths.compress_file -> use_file_compression: boolean Enable file compression when saving .blend files
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UserPreferencesFilePaths.filter_file_extensions -> use_filter_files: boolean Display only files with extensions in the image select window
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UserPreferencesFilePaths.hide_dot_files_datablocks -> show_hidden_files_datablocks: boolean Hide files/datablocks that start with a dot(.*)
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UserPreferencesFilePaths.load_ui -> use_load_ui: boolean Load user interface setup when loading .blend files
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UserPreferencesFilePaths.save_preview_images -> use_save_preview_images: boolean Enables automatic saving of preview images in the .blend file
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UserPreferencesFilePaths.use_relative_paths -> use_relative_paths: boolean Default relative path option for the file selector
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UserPreferencesInput.continuous_mouse -> use_continuous_mouse: boolean Allow moving the mouse outside the view on some manipulations (transform, ui control drag)
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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)
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UserPreferencesInput.emulate_numpad -> use_emulate_numpad: boolean Causes the 1 to 0 keys to act as the numpad (useful for laptops)
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TODO * UserPreferencesInput.invert_zoom_direction -> invert_zoom: boolean Invert the axis of mouse movement for zooming
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UserPreferencesInput.invert_zoom_direction -> invert_zoom_direction: boolean Invert the axis of mouse movement for zooming
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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)
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TODO * UserPreferencesSystem.enable_all_codecs -> use_preview_images: boolean Enables automatic saving of preview images in the .blend file (Windows only)
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TODO * UserPreferencesSystem.international_fonts -> use_fonts_international: boolean Use international fonts
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UserPreferencesSystem.enable_all_codecs -> use_preview_images: boolean Enables automatic saving of preview images in the .blend file (Windows only)
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UserPreferencesSystem.international_fonts -> use_international_fonts: boolean Use international fonts
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UserPreferencesSystem.tabs_as_spaces -> use_tabs_as_spaces: boolean Automatically converts all new tabs into spaces for new and loaded text files
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UserPreferencesSystem.translate_buttons -> show_translate_buttons: boolean Translate button labels
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UserPreferencesSystem.translate_toolbox -> show_translate_toolbox: boolean Translate toolbox menu
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UserPreferencesSystem.translate_tooltips -> show_translate_tooltips: boolean Translate Tooltips
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UserPreferencesSystem.use_antialiasing -> show_antialiasing: boolean Use anti-aliasing for the 3D view (may impact redraw performance)
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UserPreferencesSystem.translate_buttons -> use_translate_buttons: boolean Translate button labels
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UserPreferencesSystem.translate_toolbox -> use_translate_toolbox: boolean Translate toolbox menu
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UserPreferencesSystem.translate_tooltips -> use_translate_tooltips: boolean Translate Tooltips
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UserPreferencesSystem.use_antialiasing -> use_antialiasing: boolean Use anti-aliasing for the 3D view (may impact redraw performance)
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UserPreferencesSystem.use_mipmaps -> use_mipmaps: boolean Scale textures for the 3D View (looks nicer but uses more memory and slows image reloading)
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TODO * UserPreferencesSystem.use_textured_fonts -> show_fonts_textured: boolean Use textures for drawing international fonts
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UserPreferencesSystem.use_textured_fonts -> use_textured_fonts: boolean Use textures for drawing international fonts
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UserPreferencesSystem.use_vbos -> use_vertex_buffer_objects: boolean Use Vertex Buffer Objects (or Vertex Arrays, if unsupported) for viewport rendering
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TODO * UserPreferencesSystem.use_weight_color_range -> show_weight_color_range: boolean Enable color range used for weight visualization in weight painting mode
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UserPreferencesSystem.use_weight_color_range -> use_weight_color_range: boolean Enable color range used for weight visualization in weight painting mode
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UserPreferencesView.auto_depth -> use_mouse_auto_depth: boolean Use the depth under the mouse to improve view pan/rotate/zoom functionality
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TODO * UserPreferencesView.auto_perspective -> show_auto_perspective: boolean Automatically switch between orthographic and perspective when changing from top/front/side views
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UserPreferencesView.directional_menus -> show_directional_menus: boolean Otherwise menus, etc will always be top to bottom, left to right, no matter opening direction
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UserPreferencesView.auto_perspective -> use_auto_perspective: boolean Automatically switch between orthographic and perspective when changing from top/front/side views
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UserPreferencesView.directional_menus -> use_directional_menus: boolean Otherwise menus, etc will always be top to bottom, left to right, no matter opening direction
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UserPreferencesView.display_object_info -> show_object_info: boolean Display objects name and frame number in 3D view
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TODO * UserPreferencesView.global_pivot -> show_global_pivot: boolean Lock the same rotation/scaling pivot in all 3D Views
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TODO * UserPreferencesView.global_scene -> show_global_scene: boolean Forces the current Scene to be displayed in all Screens
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TODO * UserPreferencesView.open_mouse_over -> use_mouse_over_open: boolean Open menu buttons and pulldowns automatically when the mouse is hovering
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UserPreferencesView.global_pivot -> use_global_pivot: boolean Lock the same rotation/scaling pivot in all 3D Views
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UserPreferencesView.global_scene -> use_global_scene: boolean Forces the current Scene to be displayed in all Screens
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UserPreferencesView.open_mouse_over -> use_mouse_over_open: boolean Open menu buttons and pulldowns automatically when the mouse is hovering
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UserPreferencesView.rotate_around_selection -> use_rotate_around_selection: boolean Use selection as the pivot point
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UserPreferencesView.show_mini_axis -> show_mini_axis: boolean Show a small rotating 3D axis in the bottom left corner of the 3D View
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UserPreferencesView.show_playback_fps -> show_playback_fps: boolean Show the frames per second screen refresh rate, while animation is played back
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@@ -1347,18 +1338,18 @@ UserPreferencesView.use_column_layout -> show_column_layout: boolean Use a
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UserPreferencesView.use_large_cursors -> show_large_cursors: boolean Use large mouse cursors when available
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UserPreferencesView.use_manipulator -> show_manipulator: boolean Use 3D transform manipulator
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UserPreferencesView.use_middle_mouse_paste -> use_mouse_mmb_paste: boolean In text window, paste with middle mouse button instead of panning
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TODO * UserPreferencesView.wheel_invert_zoom -> invert_mouse_wheel_zoom: boolean Swap the Mouse Wheel zoom direction
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TODO * UserPreferencesView.zoom_to_mouse -> use_zoom_auto_mouse: boolean Zoom in towards the mouse pointer's position in the 3D view, rather than the 2D window center
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TODO * UserSolidLight.enabled -> use: boolean Enable this OpenGL light in solid draw mode
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TODO * VertexPaint.all_faces -> use_all_faces: boolean Paint on all faces inside brush
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TODO * VertexPaint.normals -> use_normals: boolean Applies the vertex normal before painting
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UserPreferencesView.wheel_invert_zoom -> invert_mouse_wheel_zoom: boolean Swap the Mouse Wheel zoom direction
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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
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UserSolidLight.enabled -> use: boolean Enable this OpenGL light in solid draw mode
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VertexPaint.all_faces -> use_all_faces: boolean Paint on all faces inside brush
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VertexPaint.normals -> use_normal: boolean Applies the vertex normal before painting
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VertexPaint.spray -> use_spray: boolean Keep applying paint effect while holding mouse
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TODO * VisibilityActuator.children -> show_occluded_children: boolean Set all the children of this object to the same visibility/occlusion recursively
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TODO * VisibilityActuator.occlusion -> show_occluded: boolean Set the object to occlude objects behind it. Initialized from the object type in physics button
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TODO * VisibilityActuator.visible -> show: boolean Set the objects visible. Initialized from the objects render restriction toggle (access in the outliner)
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VisibilityActuator.children -> apply_to_children: boolean Set all the children of this object to the same visibility/occlusion recursively
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VisibilityActuator.occlusion -> use_occlusion: boolean Set the object to occlude objects behind it. Initialized from the object type in physics button
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VisibilityActuator.visible -> use_visible: boolean Set the objects visible. Initialized from the objects render restriction toggle (access in the outliner)
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VoxelData.still -> use_still_frame: boolean Always render a still frame from the voxel data sequence
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WaveModifier.cyclic -> use_cyclic: boolean Cyclic wave effect
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TODO * WaveModifier.normals -> show_normals: boolean Displace along normals
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WaveModifier.normals -> use_normal: boolean Displace along normal
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WaveModifier.x -> use_x: boolean X axis motion
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WaveModifier.x_normal -> use_normal_x: boolean Enable displacement along the X normal
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WaveModifier.y -> use_y: boolean Y axis motion
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