- rename mesh UV and VertexColor add functions
mesh.add_vertex_color() -> vcol = mesh.vertex_colors.new(name) mesh.add_uv_texture() -> uvtex = mesh.uv_textures.new(name) - pose.active_bone_group -> pose.bone_groups.active, same for UV&vcol layers, keying sets, key configs
This commit is contained in:
@@ -313,6 +313,7 @@
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#+ * BoneGroup.color_set -> color_set: enum "Custom color set to use"
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#+ * BoneGroup.colors -> colors: pointer, "(read-only) Copy of the colors associated with the groups color set"
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#+ * BoneGroup.name -> name: string "NO DESCRIPTION"
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#BoneGroups.active -> active: pointer "Active bone group for this pose"
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#+ * ClothCollisionSettings.collision_quality -> collision_quality: int "How many collision iterations should be done. (higher is better quality but slower)"
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#ClothCollisionSettings.distance_min -> distance_min: float "Minimum distance between collision objects before collision response takes in"
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#+ * ClothCollisionSettings.friction -> friction: float "Friction force if a collision happened. (higher = less movement)"
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@@ -1430,9 +1431,7 @@
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#ID|Material.use_vertex_color_light -> use_vertex_color_light: boolean "Add vertex colors as additional lighting"
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#ID|Material.use_vertex_color_paint -> use_vertex_color_paint: boolean "Replaces object base color with vertex colors (multiplies with texture face face assigned textures)"
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#+ * ID|Material.volume -> volume: pointer, "(read-only) Volume settings for the material"
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#+ * ID|Mesh.active_uv_texture -> active_uv_texture: pointer "Active UV texture"
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#+ * ID|Mesh.active_uv_texture_index -> active_uv_texture_index: int "Active UV texture index"
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#+ * ID|Mesh.active_vertex_color -> active_vertex_color: pointer "Active vertex color layer"
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#+ * ID|Mesh.active_vertex_color_index -> active_vertex_color_index: int "Active vertex color index"
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#+ * ID|Mesh.animation_data -> animation_data: pointer, "(read-only) Animation data for this datablock"
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#ID|Mesh.auto_smooth_angle -> auto_smooth_angle: int "Defines maximum angle between face normals that Auto Smooth will operate on"
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@@ -1721,7 +1720,6 @@
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#ID|ParticleSettings.use_whole_group -> use_whole_group: boolean "Use whole group at once"
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#+ * ID|ParticleSettings.userjit -> userjit: int "Emission locations / face (0 = automatic)"
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#+ * ID|ParticleSettings.virtual_parents -> virtual_parents: float "Relative amount of virtual parents"
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#+ * ID|Scene.active_keying_set -> active_keying_set: pointer "Active Keying Set used to insert/delete keyframes"
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#+ * ID|Scene.active_keying_set_index -> active_keying_set_index: int "Current Keying Set index (negative for builtin and positive for absolute)"
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#+ * ID|Scene.animation_data -> animation_data: pointer, "(read-only) Animation data for this datablock"
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#ID|Scene.audio_distance_model -> audio_distance_model: enum "Distance model for distance attenuation calculation"
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@@ -1895,8 +1893,6 @@
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#ID|Texture|WoodTexture.wood_type -> wood_type: enum "NO DESCRIPTION"
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#+ * ID|VectorFont.filepath -> filepath: string, "(read-only)"
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#+ * ID|VectorFont.packed_file -> packed_file: pointer, "(read-only)"
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#TODO, move into collectin * ID|WindowManager.active_keyconfig -> active_keyconfig: pointer "NO DESCRIPTION"
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#+ * ID|WindowManager.default_keyconfig -> default_keyconfig: pointer, "(read-only)"
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#+ * ID|WindowManager.keyconfigs -> keyconfigs: collection, "(read-only) Registered key configurations"
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#+ * ID|WindowManager.operators -> operators: collection, "(read-only) Operator registry"
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#+ * ID|WindowManager.windows -> windows: collection, "(read-only) Open windows"
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@@ -1940,6 +1936,8 @@
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#KeyConfig.is_user_defined -> is_user_defined: boolean, "(read-only) Indicates that a keyconfig was defined by the user"
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#+ * KeyConfig.keymaps -> keymaps: collection, "(read-only) Key maps configured as part of this configuration"
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#+ * KeyConfig.name -> name: string "Name of the key configuration"
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#KeyConfigurations.active -> active: pointer "Active wm KeyConfig"
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#KeyConfigurations.default -> default: pointer, "(read-only)"
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#KeyMap.is_modal -> is_modal: boolean, "(read-only) Indicates that a keymap is used for translate modal events for an operator"
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#KeyMap.is_user_defined -> is_user_defined: boolean "Keymap is defined by the user"
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#+ * KeyMap.items -> items: collection, "(read-only) Items in the keymap, linking an operator to an input event"
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@@ -1974,7 +1972,6 @@
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#+ * Keyframe.select_left_handle -> select_left_handle: boolean "Handle 1 selection status"
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#+ * Keyframe.select_right_handle -> select_right_handle: boolean "Handle 2 selection status"
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#+ * Keyframe.type -> type: enum "The type of keyframe"
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#TODO MOVE TO COLLECTION * KeyingSet.active_path -> active_path: pointer "Active Keying Set used to insert/delete keyframes"
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#+ * KeyingSet.active_path_index -> active_path_index: int "Current Keying Set index"
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#KeyingSet.is_path_absolute -> is_path_absolute: boolean, "(read-only) Keying Set defines specific paths/settings to be keyframed (i.e. is not reliant on context info)"
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#+ * KeyingSet.name -> name: string "NO DESCRIPTION"
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@@ -1998,6 +1995,8 @@
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#KeyingSetPath.use_insertkey_needed -> use_insertkey_needed: boolean "Only insert keyframes where theyre needed in the relevant F-Curves"
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#KeyingSetPath.use_insertkey_visual -> use_insertkey_visual: boolean "Insert keyframes based on visual transforms"
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#KeyingSetPath.use_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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#KeyingSetPaths.active -> active: pointer "Active Keying Set used to insert/delete keyframes"
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#KeyingSets.active -> active: pointer "Active Keying Set used to insert/delete keyframes"
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#+ * LampSkySettings.atmosphere_distance_factor -> atmosphere_distance_factor: float "Multiplier to convert blender units to physical distance"
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#+ * LampSkySettings.atmosphere_extinction -> atmosphere_extinction: float "Extinction scattering contribution factor"
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#+ * LampSkySettings.atmosphere_inscattering -> atmosphere_inscattering: float "Scatter contribution factor"
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@@ -2062,13 +2061,13 @@
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#MaterialHalo.line_count -> line_count: int "Sets the number of star shaped lines rendered over the halo"
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#MaterialHalo.ring_count -> ring_count: int "Sets the number of rings rendered over the halo"
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#+ * MaterialHalo.seed -> seed: int "Randomizes ring dimension and line location"
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#MaterialHalo.show_shaded -> show_shaded: boolean "Lets halo receive light and shadows from external objects"
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#+ * MaterialHalo.size -> size: float "Sets the dimension of the halo"
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#MaterialHalo.star_tip_count -> star_tip_count: int "Sets the number of points on the star shaped halo"
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#MaterialHalo.use_extreme_alpha -> use_extreme_alpha: boolean "Uses extreme alpha"
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#MaterialHalo.use_flare_mode -> use_flare_mode: boolean "Renders halo as a lensflare"
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#MaterialHalo.use_lines -> use_lines: boolean "Renders star shaped lines over halo"
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#MaterialHalo.use_ring -> use_ring: boolean "Renders rings over halo"
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#MaterialHalo.use_shaded -> use_shaded: boolean "Lets halo receive light and shadows from external objects"
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#MaterialHalo.use_soft -> use_soft: boolean "Softens the edges of halos at intersections with other geometry"
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#MaterialHalo.use_star -> use_star: boolean "Renders halo as a star"
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#MaterialHalo.use_texture -> use_texture: boolean "Gives halo a texture"
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@@ -2218,6 +2217,7 @@
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#+ * MeshVertex.index -> index: int, "(read-only) Index number of the vertex"
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#+ * MeshVertex.normal -> normal: float[3] "Vertex Normal"
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#+ * MeshVertex.select -> select: boolean "NO DESCRIPTION"
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#MetaBallElements.active -> active: pointer, "(read-only) Last selected element"
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#MetaElement.co -> co: float[3] "NO DESCRIPTION"
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#+ * MetaElement.hide -> hide: boolean "Hide element"
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#+ * MetaElement.radius -> radius: float "NO DESCRIPTION"
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@@ -2392,10 +2392,10 @@
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#+ * Modifier|SmokeModifier.flow_settings -> flow_settings: pointer, "(read-only)"
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#Modifier|SmokeModifier.smoke_type -> smoke_type: enum "NO DESCRIPTION"
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#+ * Modifier|SmoothModifier.factor -> factor: float "NO DESCRIPTION"
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#Modifier|SmoothModifier.ise_x -> ise_x: boolean "NO DESCRIPTION"
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#Modifier|SmoothModifier.ise_y -> ise_y: boolean "NO DESCRIPTION"
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#Modifier|SmoothModifier.ise_z -> ise_z: boolean "NO DESCRIPTION"
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#Modifier|SmoothModifier.iterations -> iterations: int "NO DESCRIPTION"
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#Modifier|SmoothModifier.use_x -> use_x: boolean "NO DESCRIPTION"
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#Modifier|SmoothModifier.use_y -> use_y: boolean "NO DESCRIPTION"
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#Modifier|SmoothModifier.use_z -> use_z: boolean "NO DESCRIPTION"
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#+ * Modifier|SmoothModifier.vertex_group -> vertex_group: string "Vertex group name"
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#+ * Modifier|SoftBodyModifier.point_cache -> point_cache: pointer, "(read-only)"
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#+ * Modifier|SoftBodyModifier.settings -> settings: pointer, "(read-only)"
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@@ -2879,7 +2879,6 @@
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#+ * PointDensity.turbulence_strength -> turbulence_strength: float "NO DESCRIPTION"
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#PointDensity.use_turbulence -> use_turbulence: boolean "Add directed noise to the density at render-time"
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#PointDensity.vertex_cache_space -> vertex_cache_space: enum "Co-ordinate system to cache vertices in"
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#+ * Pose.active_bone_group -> active_bone_group: pointer "Active bone group for this pose"
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#+ * Pose.active_bone_group_index -> active_bone_group_index: int "Active index in bone groups array"
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#+ * Pose.animation_visualisation -> animation_visualisation: pointer, "(read-only) Animation data for this datablock"
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#+ * Pose.bone_groups -> bone_groups: collection, "(read-only) Groups of the bones"
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@@ -3066,9 +3065,6 @@
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#+ * RenderSettings.edge_color -> edge_color: float[3] "NO DESCRIPTION"
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#+ * RenderSettings.edge_threshold -> edge_threshold: int "Threshold for drawing outlines on geometry edges"
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#+ * RenderSettings.engine -> engine: enum "Engine to use for rendering"
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#RenderSettings.exr_codec -> exr_codec: enum "Codec settings for OpenEXR"
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#RenderSettings.exr_preview -> exr_preview: boolean "When rendering animations, save JPG preview images in same directory"
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#RenderSettings.exr_zbuf -> exr_zbuf: boolean "Save the z-depth per pixel (32 bit unsigned int zbuffer)"
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#+ * RenderSettings.field_order -> field_order: enum "Order of video fields. Select which lines get rendered first, to create smooth motion for TV output"
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#+ * RenderSettings.file_extension -> file_extension: string, "(read-only) The file extension used for saving renders"
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#+ * RenderSettings.file_format -> file_format: enum "File format to save the rendered images as"
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@@ -3079,9 +3075,6 @@
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#+ * RenderSettings.fps_base -> fps_base: float "Framerate base"
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#RenderSettings.has_multiple_engines -> has_multiple_engines: boolean, "(read-only) More than one rendering engine is available"
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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_depth -> jpeg2k_depth: enum "Bit depth per channel"
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#RenderSettings.jpeg2k_preset -> jpeg2k_preset: enum "Use a DCI Standard preset for saving jpeg2000"
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#RenderSettings.jpeg2k_ycc -> jpeg2k_ycc: boolean "Save luminance-chrominance-chrominance channels instead of RGB colors"
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#+ * RenderSettings.layers -> layers: collection, "(read-only)"
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#+ * RenderSettings.motion_blur_samples -> motion_blur_samples: int "Number of scene samples to take with motion blur"
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#+ * RenderSettings.motion_blur_shutter -> motion_blur_shutter: float "Time taken in frames between shutter open and close"
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@@ -3120,7 +3113,6 @@
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#RenderSettings.use_crop_to_border -> use_crop_to_border: boolean "Crop the rendered frame to the defined border size"
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#RenderSettings.use_edge_enhance -> use_edge_enhance: boolean "Create a toon outline around the edges of geometry"
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#+ * RenderSettings.use_envmaps -> use_envmaps: boolean "Calculate environment maps while rendering"
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#RenderSettings.use_exr_half -> use_exr_half: boolean "Use 16 bit floats instead of 32 bit floats per channel"
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#RenderSettings.use_fields -> use_fields: boolean "Render image to two fields per frame, for interlaced TV output"
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#RenderSettings.use_fields_still -> use_fields_still: boolean "Disable the time difference between fields"
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#+ * RenderSettings.use_file_extension -> use_file_extension: boolean "Add the file format extensions to the rendered file name (eg: filename + .jpg)"
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@@ -3543,7 +3535,7 @@
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#SmokeDomainSettings.collision_extents -> collision_extents: enum "Selects which domain border will be treated as collision object."
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#SmokeDomainSettings.collision_group -> collision_group: pointer "Limit collisions to this group"
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#+ * SmokeDomainSettings.dissolve_speed -> dissolve_speed: int "Dissolve Speed"
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#+ * SmokeDomainSettings.eff_group -> eff_group: pointer "Limit effectors to this group"
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#SmokeDomainSettings.effector_group -> effector_group: pointer "Limit effectors to this group"
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#+ * SmokeDomainSettings.effector_weights -> effector_weights: pointer, "(read-only)"
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#+ * SmokeDomainSettings.fluid_group -> fluid_group: pointer "Limit fluid objects to this group"
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#+ * SmokeDomainSettings.noise_type -> noise_type: enum "Noise method which is used for creating the high resolution"
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@@ -4405,6 +4397,7 @@
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+ * UILayout.active -> show_active: boolean "NO DESCRIPTION"
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+ * UILayout.enabled -> show_enabled: boolean "When false, this (sub)layout is greyed out."
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#+ * UVProjector.object -> object: pointer "Object to use as projector transform"
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#UVTextures.active -> active: pointer "Active UV texture"
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#+ * UnitSettings.rotation_units -> rotation_units: enum "Unit to use for displaying/editing rotation values"
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#+ * UnitSettings.scale_length -> scale_length: float "Scale to use when converting between blender units and dimensions"
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#+ * UnitSettings.system -> system: enum "The unit system to use for button display"
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@@ -4561,6 +4554,7 @@
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#+ * ValueNodeSocket.name -> name: string, "(read-only) Socket name"
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#+ * VectorNodeSocket.default_value -> default_value: float[3] "Default value of the socket when no link is attached"
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#+ * VectorNodeSocket.name -> name: string, "(read-only) Socket name"
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#VertexColors.active -> active: pointer "Active vertex color layer"
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#+ * VertexGroup.index -> index: int, "(read-only) Index number of the vertex group"
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#+ * VertexGroup.name -> name: string "Vertex group name"
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#+ * VertexGroupElement.group -> group: int, "(read-only)"
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