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@E63JE6+~E6%E6 E6@E6F6!F6%F6)F6-F61F65F69F6 Popover panel for adding extra options that don't fit in the tool settings header UI List item context menu definition. Scripts can append/prepend this to add own operators to the context menu. They must check context though, so their items only draw in a valid context and for the correct UI list. UI button context menu definition. Scripts can append/prepend this to add own operators to the context menu. They must check context though, so their items only draw in a valid context and for the correct buttons. Filter by Name %s or newer With Automatic Weights With Empty Groups With Envelope Weights - intel-level-zero-gpu or intel-compute-runtime version - oneAPI Level-Zero Loader • "{}": (Clipped) (Deprecated) (Local) (Recovered) (Unoptimized Performance) (Viewer) (delta) (not installed) Materials, Named Attribute Named Attributes Preferences Proportional size: %.2f RGB byte RGB float RGBA byte RGBA float Stencil, Textures (or linked), UVs, along %s X axis along %s Y axis along %s Z axis along X axis along Y axis locking %s X axis locking %s Y axis locking %s Z axis | Ctrl - Hold for increments | Objects:%s/%s | [Ctrl] - Increments active"%s" is using Action "%s", which does not have a slot with identifier "%s" or "%s". Manually assign the right action slot to "%s"."%s" property cannot be animated"{}" attribute from geometry"{}" from {}%d %s mirrored%d %s mirrored, %d failed%d already symmetrical, %d pairs mirrored%d already symmetrical, %d pairs mirrored, %d failed%d bones aligned to bone '%s'%d curve(s) could not be separated%d curves could not make segments%d data-block(s) pasted%d duplicates found in %d mesh(es), mirror may be incomplete%d float channel(s)%d image(s) will be saved in %s%d items%d libraries and %d linked data-blocks are missing (including %d ObjectData), please check the Info and Outliner editors for details%d libraries have overrides needing resync (auto resynced in %.0fm%.2fs), please check the Info editor for details%d more %s row(s) needed for Bézier%d more point(s) needed for Bézier%d new levels rebuilt%d object(s) pasted%d object(s) successfully had %d keyframes removed%d of %d rotation channels were filtered (see the Info window for details)%d sequence strips were not read because they were in a channel larger than %d%d strips pasted%d vertex weights limited%d x %d%d × %d, %d × %s: %.4f ms, average: %.8f ms%i cells + High Resolution cached%i cells cached%i data-blocks are not assets anymore%i data-blocks are now assets%i frames found!%i frames on disk%i object(s) not centered, %i changed:%i points found!%s '%s'%s '%s' has category '%s'%s '%s' is outside of main database and cannot be removed from it%s '%s' is too long, maximum length is %d%s '%s' must have zero users to be removed, found %d (try with do_unlink=True parameter)%s '%s' not found%s '%s', bl_idname '%s' %s%s '%s', bl_idname '%s' could not be unregistered%s '%s', bl_idname '%s' has been registered before, unregistering previous%s Cache in object %s can not be read because it uses an outdated compression method. You need to delete the caches and re-bake.%s already in %s%s area type does not support gizmos%s contains a volume shader that might need to be converted to object (see world volume panel)%s could not be set out of Edit Mode, so cannot be exported%s frames in memory (%s)%s in %s could not be set out of Edit Mode, so cannot be exported%s is not a directory%s is not compatible with any 'refresh' options%s is not compatible with the specified 'refresh' options%s is not supported for '%s' objects%s is not supported, pass a Bone, PoseBone, or EditBone%s linked to %s%s moved to %s%s not found%s parent '%s' for '%s' not found%s%s, %s%s, cache is outdated!%s, not exact since frame %i%s: %.*s%s: %.*s Location: %s:%d%s: %s%s: Cannot copy %s. The source and destination paths are the same%s: Cannot generate a textures directory path for anonymous stage%s: Cannot get resolved path for stage%s: Cannot open destination asset %s for writing%s: Cannot open source asset %s%s: Cannot resolve path %s%s: Cannot resolve path %s for writing%s: Cannot write to asset %s: %s%s: Couldn't add bone for joint %s%s: Couldn't close destination asset %s%s: Couldn't compute geom bind transform for %s%s: Couldn't copy file %s to %s%s: Couldn't create USD shader for UV map%s: Couldn't create USD shader for mapping node%s: Couldn't create texture import directory %s%s: Couldn't determine package-relative file name from path %s%s: Couldn't find a common Xform ancestor for skinned prim %s and skeleton %s to convert to a USD SkelRoot. This can be addressed by setting a root primitive in the export options%s: Couldn't find armature object corresponding to USD skeleton %s%s: Couldn't get blendshape targets for prim %s%s: Couldn't get offsets for blend shape %s%s: Couldn't get stage for prim %s%s: Couldn't get world bind transforms for skeleton %s%s: Couldn't query skeleton %s%s: Couldn't split UDIM pattern %s%s: Error creating deform group data for mesh %s%s: Error writing to destination asset %s%s: Error: Couldn't get input socket %s for node %s%s: Joint weights and joint indices element size mismatch for prim %s%s: Joint weights and joint indices size mismatch for prim %s%s: Joint weights of unexpected size for constant interpolation for prim %s%s: Joint weights of unexpected size for vertex interpolation for prim %s%s: Mismatch in bind xforms and joint counts for skeleton %s%s: Mismatch in bone and joint counts for skeleton %s%s: No offsets for blend shape %s%s: Null buffer for source asset %s%s: Number of bind transforms does not match the number of joints for skeleton %s%s: Number of blendshapes does not match number of blendshape targets for prim %s%s: Number of offsets greater than number of mesh vertices for blend shape %s%s: Texture import directory path empty, couldn't import %s%s: Topology and joint order size mismatch for skeleton %s%s: USD joint order array contains invalid or duplicated paths for skeleton %s%s: Unexpected joint weights interpolation type %s for prim %s%s: Will not copy zero size source asset %s%s: Will not overwrite existing asset %s%s: cannot assign an embedded ID to an IDProperty%s: expected %s type, not %s%s: expected ID type, not %s%s: failed to allocate clip buffer '%s'%s: failed to load '%s'%s: import directory is relative but the blend file path is empty. Please save the blend file before importing the USD or provide an absolute import directory path. Cannot import %s%s: incorrect dimensions for partial copy '%s'%s: no Combined pass found in the render layer '%s'%sAction%sIdentifier too long, maximum length is %d%sInvalid character at position %d%sMust contain 1 '.' character%u object(s) hidden'%s' Layer is locked'%s' does not contain '%s' with prefix and suffix'%s' does not have an alphanumeric suffix'%s' does not have upper case alphanumeric prefix'%s' given path is OS-invalid, creating '%s' path instead'%s' is not a valid library filepath'%s' is not editable'%s' is of a type that cannot be an asset'%s': cannot use current file as library'%s': not a library'%s': nothing indicated'CTRL:...' constraints are moved to the control bone.'DEF:...' constraints are moved to the deform bone.'Integrate' only valid for Mesh objects'Integrate' original mesh vertex mismatch'Integrate' requires faces'LimbNode' FBX node, a regular joint between two bones...'Null' FBX node, similar to Blender's Empty (default)'Root' FBX node, supposed to be the root of chains of bones...'Shrink/Fatten' meshes is only supported in edit mode'Viscosity' inside collision target'Width' of rays (especially useful when raycasting against vertices or edges)'from_space' '%s' is invalid when no custom space is given!'from_space' '%s' is invalid when no pose bone is given!'show_locked_time' is not supported for the '%s' editor'to_space' '%s' is invalid when no custom space is given!'to_space' '%s' is invalid when no pose bone is given!(Constant)(De)select (or invert selection of) all languages for i18n files update operators(De)select all(De)select all control points(De)select all nodes(De)select all particles' keys(De)select all points(De)select all points linked to the curve under the mouse cursor(De)select all vertices linked to the edge under the mouse cursor(De)select all vertices, edges or faces(De)select all visible strokes(De)select bones linked by parent/child connections under the mouse cursor(De)select first of visible part of each NURBS(De)select last of visible part of each NURBS(De)select the first and last point of each stroke(Deprecated) Layer of UV coordinates in a Mesh data-block(EXPERIENCED USERS ONLY) The relative positions of the joints along the chain, as percentages(Geometry)(InvSquare)(Key) (Layer)(Linear)(Min+Max)/2 * Ball Size(Quick Access: Shift+W)(Random)(Root)(Sharp)(Shift-Click/Drag to select multiple)(Smooth)(Sphere)(Un)mark selected edges as Freestyle feature edges(Un)mark selected edges as a seam(Un)mark selected edges as sharp(Un)mark selected faces for exclusion from Freestyle feature edge detection(Unassigned)(Unsaved)(Viewer)(empty)(undocumented operator)(x*x+y*y+z*z)({:s} on bone {:s})* Image* Missing Paths *+ Non-Grouped Keyframes+X+X to -X+Y+Y Up+Y to -Y+Z+Z to -Z, %.2f fps, %d float channel(s), %s, Ctrl: Stroke, Shift: Fill, Shift+Ctrl: Both, RGB byte, RGB float, RGBA byte, RGBA float, cannot have single-frame paths, failed, failed to load, some actions failed- Using scene frame range- baking all objects is active- sampling is active-A-X-X Axis-X Forward-X Rotation-X Up-X manual-X to +X-Y-Y Axis-Y Forward-Y Rotation-Y Up-Y manual-Y to +Y-Z-Z Axis-Z Forward-Z Rotation-Z Up-Z manual-Z to +Z.blend Files0-based index of sample to start rendering from01 - Theme Color Set02 - Theme Color Set03 - Theme Color Set04 - Theme Color Set05 - Theme Color Set06 - Theme Color Set07 - Theme Color Set08 - Theme Color Set09 - Theme Color Set1 / Square root of A1 GB1 if (A == B) within tolerance C else 01 if A < B else 01 if A > B else 01 inch1/1.8 inch1/2.3 inch1/2.5 inch1/2.7 inch1/3.2 inch10 - Theme Color Set10 Centimeters10 Grams10 Meters10-bit color channels100 Kilograms100 Meters1024 Samples1024 px11 - Theme Color Set11 Samples12 - Theme Color Set12-bit color channels128 MB128 px13 - Theme Color Set14 - Theme Color Set14:9 in 16:915 - Theme Color Set16 - Theme Color Set16 MB16 Samples16 px16-bit Signed16-bit color channels16-bit color channels. Data passes like Depth will still be saved using full 32-bit precision.16-bit signed16-bit signed integer vector16384 Samples16:916×17 - Theme Color Set18 - Theme Color Set180 Degrees19 - Theme Color Set192 kHz1931 CIE XYZ standard with assumed illuminant E white point1931 CIE XYZ with adapted illuminant D65 white point1:11:161:21:41:81st order semi-Lagrangian integration. Fast but least accurate, suitable for simple advection1×2/3 inch20 - Theme Color Set2048 Samples2048 px24-bit Signed24-bit signed256 MB256 Samples256 px270 Degrees2D2D 16-Bit Integer2D 16-Bit Integer Vector2D 16-Bit Integer Vector Attribute2D 16-Bit Integer Vector Attribute Value2D Cursor2D Cursor Location2D Integer Vector2D Integer Vector Attribute2D Integer Vector Attribute Value2D Layers2D Length2D Offset2D Offset for the warp2D Rotation for the warp2D Scale for the warp2D Stabilization2D Stabilized Clip2D Texture2D Transform2D Vector2D Vector Value2D Vector value in geometry attribute2D View Minimum Grid Spacing2D X coordinate of the absolute pivot2D Y coordinate of the absolute pivot2D cursor location for this view2D float vector action, representing a thumbstick or trackpad2D stabilization based on tracking markers2D value in geometry attribute2D vector2D vector with floating-point values2D view of the region2D_Animation2nd order midpoint integration. Good balance between speed and accuracy for most cases2×3 Vertices3 sides32 MB32 Samples32 px32-bit Float32-bit Signed32-bit color channels32-bit floating-point32-bit integer32-bit signed32-bit signed integer vector32768 Samples3D3D Cursor3D Curves3D Float Vector3D Float Vector Field3D Local View 3D Location3D Markers3D Mouse Navigation Mode3D Mouse Settings3D Position3D Region3D Vector Value3D View3D View 3D View Overlay Settings3D View Region3D View Shading Settings3D View Space3D View center is locked to the cursor's position3D View center is locked to this bone's position3D View center is locked to this object's position3D View far clipping distance3D View near clipping distance (perspective view only)3D View region data3D View space data3D Viewport3D Viewport Axes3D double vector3D float vector3D integer vector3D pose action, representing a controller's location and rotation3D region for this space. When the space is in quad view, the camera region3D regions (the third one defines quad view settings, the fourth one is same as 'region_3d')3D rotation3D vector3D vector socket of a node3D vector with floating-point values3D view is on the equator3D view is on the poles3D volume grid3D volume grids3rd order Runge-Kutta integration. Higher accuracy at moderate computational cost3×3 bone matrix4 Channels4 by 4 Float Matrix4 channel surround sound4 sides4096 Samples4096 px44.1 kHz48 kHz4:3 in 16:94K DCI 2160p4K UHDTV 2160p4K UW 1600p4L4th order Runge-Kutta integration. Highest accuracy single-step method but slower4x4 Float Matrix4x4 Matrix4x4 Matrix Attribute4x4 Matrix data type, affects transform4×4×4 bone matrix relative to armature4×4 matrix of the bone's location/rotation/scale channels (including animation and drivers) and the effect of bone constraints5 Channels5 Samples5 channel surround sound5 sides5.1 Surround5.1 surround sound512 MB512 Samples512 px6 sides6.1 Surround6.1 surround sound64 MB64 px64-bit Float64-bit floating-point64-bit integer7 sides7.1 Surround7.1 surround sound8 Samples8 px8 sides8-Bit Integer8-Bit Integer Value8-bit Integer Attribute8-bit Integer Attribute Value8-bit Unsigned8-bit color channels8-bit unsigned8-bit value in geometry attribute8192 Samples8×90 Degrees96 kHz:: Cycle EdgeAA * BA * B + CA + BA - BA / BA Base Contrast LookA Black and White LookA Grease Pencil drawingA Grease Pencil keyframeA High Contrast LookA Low Contrast LookA Medium High Contrast LookA Medium Low Contrast LookA UV layer is missing on the meshA Very High Contrast LookA Very Low Contrast LookA breakdown pose, e.g. for transitions between key posesA cache storing validated msgids, to avoid re-spellchecking themA canvas surface layerA cent is one one-hundredth of a semi-tone.A channelbag for this slot already existsA circular Hue/Saturation color wheel, with Lightness sliderA circular Hue/Saturation color wheel, with Value sliderA collection of F-Curves for animationA collection of objects based on which feature edges are selectedA collection of pose channels, including settings for animating bonesA color palette is user-defined, instead of using a theme-defined oneA color pickerA color space, view or display was not found, which likely means the OpenColorIO config used to create this blend file is missingA container referencing an existing ActionA corner connected to the face, chosen by the sort indexA corner of the face, chosen by the sort indexA corner of the input edge in its face's winding order, chosen by the sort indexA cross BA cube mesh enclosing the input geometryA curve is created for every distinct group ID. All points with the same ID are put into the same curveA cut-off at the end of each profile before the intersectionA cutoff at each profile's end before the intersectionA darkening punchy lookA data-block valueA description of the asset to be displayed for the userA distance between two pointsA distance between two points, specifically representing a diameter valueA distance on screenA distance on screen, specifically representing a diameter valueA dot BA factor between 0.0 and 1.0A file is too large to be packed (>2GB).A file viewable in the File BrowserA filler or baked keyframe for keying on ones, or some other purpose as neededA key generated automatically by a tool, not manually createdA keyframe that is part of a moving holdA layer may not have more than one stripA list of currently running modal operatorsA list of style modules (to be applied from top to bottom)A margin to prevent strokes from ending abruptly at the edge of the imageA mass, based on scene unit settingsA mesh-like surface encompassing (i.e. shrinkwrap over) all vertices (best results with fewer vertices)A moderate sharpening filterA more physically-accurate solverA multiplied by ScaleA multiplier for physics timestep (1.0 means one frame = 1/25 seconds)A multiplier for the child particle sizeA narrow horizontal area interferes with this operationA narrow vertical area interferes with this operationA non convex collision shape was passed to the function, use only convex collision shapesA note regarding deprecationA number between 0 (inside) and 1 (outside) specifying the relative position of stroke thicknessA number of steps defined by the segmentsA number that identifies which sub-set of the Action is considered to be for this Action ConstraintA number that identifies which sub-set of the Action is considered to be for this NLA stripA number that identifies which sub-set of the Action is considered to be for this data-blockA percentage between 0 and 100A pixel is rendered only if its alpha value is above this thresholdA point for each active voxel or tile in the gridA point of the curve, chosen by the sort indexA point on the planeA power BA power B, pow(A,B)A random rule is selected for each boidA random seed for the noise effectA restart of Blender is requiredA rotational value specified in radiansA session-wide unique identifier for the data block that remains the same across renames and internal reallocations, unchanged when reloading the fileA short description of the USD hookA short description of the keying setA single container for content in the Video Sequence EditorA single curve from a curves data-blockA single floating-point valueA single integerA single-socket organization tool that supports one input and multiple outputsA smaller Constant Rate Factor (CRF) results in better video quality but larger file size. The range of allowed CRF values is dependent on the codec.A square showing Hue/Saturation, with Value sliderA square showing Hue/Value, with Saturation sliderA square showing Saturation/Value, with Hue sliderA straight line rest shape works best.A string that is displayed hidden ('********')A string valueA true or false valueA valid edit mode existsA value that is relative to the image size and needs to be converted to be in pixelsA weak reference to the matching brush asset, used e.g. to restore the last used brush on file loadAACAC3ACES 1.0 Output Transform for SDR D65 video, limited to Rec.709 gamutACES 1.3ACES 1.3 - HDR 1000 nitsACES 1.3 - HDR 2000 nitsACES 1.3 - HDR 4000 nitsACES 1.3 - SDRACES 1.3 sRGBACES 2 Output Transform for 100 nit SDR Rec709ACES 2.0ACES 2.0 - HDR 1000 nitsACES 2.0 - HDR 2000 nitsACES 2.0 - HDR 4000 nitsACES 2.0 - HDR 500 nitsACES 2.0 - SDRACES 2.0 sRGBACES color correction space with toe, using AP1 primaries.ACES color correction space, using AP1 primaries.ACES2065-1ACESccACEScctACEScgAOAO BouncesAO Bounces RenderAO DistanceAO FactorAO distance used for approximate global illumination (0 means use world setting)AOVAOV OutputAOV not found in view-layer '%s'API DefinedAPICAPS-CAPS-C (Canon)APS-H (Canon)ASC-CDL standard color correctionASCIIASCII FBX files are not supported %rASCII FormatAV1AVIAVIF (.avif)AVX2AZone AreaAZone FullScrAZone QuadAZone RegionAbkhaz - Аԥсуа бызшәаAboutAboveAbove SelectedAbove SurfaceAbove ThresholdAbsoluteAbsolute 2D PointAbsolute AlphaAbsolute CoordinatesAbsolute DensityAbsolute FrameAbsolute Increment SnapAbsolute Keying SetsAbsolute Keying Sets for this SceneAbsolute LocationAbsolute ModeAbsolute OffsetAbsolute Path TimeAbsolute Resolution LimitAbsolute SnapAbsolute Time SnapAbsolute TrackingAbsolute added length to the end of each strokeAbsolute added length to the start of each strokeAbsolute ball size or factor if not manually adjustedAbsolute bounding box dimensions of the nodeAbsolute bounding box dimensions of the object. Warning: Assigning to it or its members multiple consecutive times will not work correctly, as this needs up-to-date evaluated dataAbsolute grid alignment while translating (based on the pivot center)Absolute path to the .blend file containing this assetAbsolute path to the .blend file containing this asset extended with the path of the asset inside the fileAbsolute thickness to apply everywhereAbsolute time alignment when transforming keyframesAbsorb light as it passes through the volumeAbsorptionAbsorption CoefficientAbsorption CoefficientsAbsorption ColorAccelerationAcceleration StructureAccent ModeAccessed named attributes:AccessibilityAccumulateAccumulate FieldAccumulate samples by reprojecting last tracing resultsAccumulate stroke daubs on top of each otherAccuracyAccuracy of attackAccuracy of the blur effectAccuracy of vertex positions, lower value is faster but less preciseAccurateAccurate but slower variationAcrylicAct on ClickActionActionAActionAction ClipActionActive TrackActionBActionBackActionBake DataActionBounceActionBreakdownActionBuilt-In FunctionActionBézierActionCircularActionConstantActionCubicActionCyclesActionDynamic EffectsActionEasing (by strength)ActionElasticActionEnvelopeActionExponentialActionExtremeActionGeneratedActionGeneratorActionInterpolationActionInvalidActionJitterActionKeyframeActionLimitsActionLinearActionMetaActionMoving HoldActionNewActionNew Interpolation TypeActionNew Keyframe TypeActionNoiseActionObjectActionOnly ActiveActionPoseActionQuadraticActionQuarticActionQuinticActionSinusoidalActionSmoothActionSmooth (Gaussian)ActionSound ClipActionSteppedActionStepped InterpolationActionTrackActionTransitionActionTypeAction '%s' will not be saved, create Fake User or Stash in NLA Stack to retainAction BlendingAction ClipAction ConstraintAction EditorAction End FrameAction ExtrapolationAction FilterAction GroupAction Group that this F-Curve belongs toAction InfluenceAction LayerAction LayersAction MapsAction Pose MarkersAction Safe MarginsAction SetAction Set-up whose activation will trigger this set-up as a correctiveAction SlotAction Slot HandleAction SlotsAction Start FrameAction StripAction StripsAction data-blocksAction execution region for the first input axisAction execution region for the second input axisAction group is expanded except in graph editorAction group is expanded in graph editorAction group is lockedAction group is mutedAction group is selectedAction has no data, cannot render previewAction is not editableAction not in listAction referenced by this stripAction slotAction slot display names cannot be emptyAction slot identifiers should be at least three charactersAction taken when a paint stroke is madeAction to apply to the rig via constraintsAction to take for gaps past the Active Action's range (when evaluating with NLA)Action to take for gaps past the strip extentsAction typeAction when 'Space' is pressedAction when 'Tilde' is pressedAction when Alt-MMB dragging in the 3D viewportAction when dragging in the viewportAction(s)Action+Slot has already been stashedActionMap '%s' cannot be removedActionMapBinding '%s' cannot be removed from '%s'ActionMapItem '%s' cannot be removed from '%s'ActionsActions on this armature will be destroyed by this new rest pose as the transforms stored are relative to the old rest poseActivate Gizmo EventActivate OperatorActivate a brush asset as current sculpt and paint toolActivate actions immediatelyActivate and view same node type, step by stepActivate or deactivate itemActivate selected view itemActivate selected viewer node in compositor and geometry nodesActivate some pie menus on drag, allowing the tapping the same key to have a secondary action. • Tapping Tab in the 3D view toggles edit-mode, drag for mode menu. • Tapping Z in the 3D view toggles wireframe, drag for draw modes. • Tapping Tilde in the 3D view for first person navigation, drag for view axesActivate the modifier to use as the contextActivate the strip modifier to use as the contextActivate the tool for editors that support toolsActivate/select the file(s) contained in the borderActivation event for gizmos that support drag motionActiveActive AOVActive AOV IndexActive ActionActive Action MapActive Action for this data-blockActive Add-onActive Add-on in the Workspace Add-ons filterActive Asset LibraryActive AttributeActive Attribute IndexActive Boid RuleActive Boid Rule IndexActive Boid State IndexActive BoneActive BookmarkActive CameraActive Channel GroupActive Channels at CursorActive ClipActive CloneActive CollectionActive Collection Exporter IndexActive Collection IndexActive Collection NameActive ColorActive Color AttributeActive Color IndexActive ConstraintActive Dash Segment IndexActive Dynamic Paint surface being displayedActive EditBoneActive EditorActive Editor OutlineActive ElementActive Extension RepositoryActive F-CurveActive F-Curve ModifierActive F-Curve is not editableActive Face SetActive FrameActive Grease Pencil layerActive Grease Pencil layer groupActive Grid IndexActive GroupActive HighlightActive Image TileActive IndexActive Instance ObjectActive Instance Object IndexActive ItemActive Item IndexActive KeyConfigActive KeyframeActive Keying SetActive Keying Set IndexActive Keying Set used to insert/delete keyframesActive LanguageActive LayerActive Layer CollectionActive Layer GroupActive Layer IndexActive Layer Mask IndexActive LightgroupActive Lightgroup IndexActive Line SetActive Line Set IndexActive Main Item IndexActive MarkerActive MaterialActive Material IndexActive Material is locked or hiddenActive ModifierActive Movie ClipActive Movie Clip that can be used by motion tracking constraints or as a camera's background imageActive NLA TrackActive NodeActive NoteActive ObjectActive Object IndexActive Object OnlyActive Object constraintActive OnlyActive OperatorActive OutputActive Paint Texture IndexActive PaletteActive Palette ColorActive Panel CategoryActive Panel OutlineActive Particle SystemActive Particle System IndexActive Particle TargetActive Particle Target IndexActive Path IndexActive Plane TrackActive PointActive Point CacheActive Point Cache IndexActive PolygonActive Pose MarkerActive Pose Marker IndexActive PoseChannel constraintActive Recent FolderActive RenderActive Render Color IndexActive Render ViewActive RepositoryActive Rotation Track IndexActive SceneActive Scene CollectionsActive SectionActive Selection SetActive Set OverrideActive ShapeActive Shape IndexActive Shape KeyActive Shape Key IndexActive SlotActive SmoothActive SpaceActive SplineActive StripActive Strip NameActive Strip OnlyActive SurfaceActive System BookmarkActive System FolderActive TableActive TagActive Text BoxActive TextureActive Texture IndexActive Theme AreaActive Tile IndexActive Time Segment IndexActive ToolActive Tool and Workspace settingsActive ToolsActive Track IndexActive UDIMActive UV Map IndexActive UV Map LayerActive UV Map layerActive UV map indexActive VertexActive Vertex Color IndexActive Vertex Color LayerActive Vertex GroupActive Vertex Group IndexActive Vertex Group is lockedActive Vertex/Edge/FaceActive View IndexActive View LayerActive actions mergedActive asset library to show in the UI, not used by the Asset Browser (which has its own active asset library)Active attributeActive attribute index or -1 when none are activeActive brushActive brush does not contain any texture to distort the expand boundaryActive button is not from a script, cannot edit sourceActive button match cannot be foundActive button not foundActive camera is not in this sceneActive camera used in this view (when unlocked from the scene's active camera)Active camera, used for rendering the sceneActive color attribute for display and editingActive color attribute indexActive curve splineActive editor is not a node editor.Active editor should be a node editor for the operator to runActive element indices of the edited geometry, for tool executionActive face must be a quadActive face not selectedActive file in the file browserActive group is locked, abortingActive index in layer mask arrayActive index in render view arrayActive index in the exporters listActive index in the segment listActive index in tiles arrayActive index in vertex group arrayActive itemActive item is not a panelActive key configuration (preset)Active layer collection in this view layer's hierarchyActive layer in this maskActive layer is locked or hiddenActive layer is not editableActive layer of the CacheFileActive line set being displayedActive material being displayedActive mesh does not have shape keysActive node in this treeActive node should be of type {:s}.Active node should not be of type {:s}.Active node tree does not contain any nodes.Active node tree is linked from another .blend file.Active object contains no collectionsActive object final transform has one or more zero scaled axesActive object for this layerActive object has negative scaleActive object has no actionActive object has no modifiersActive object has non-uniform scaleActive object in this tracking data objectActive object is not a Grease Pencil objectActive object is not a meshActive object is not a selected Grease PencilActive object is not a selected armatureActive object is not a selected curveActive object is not a selected curves objectActive object is not a selected meshActive object is not a selected point cloud objectActive object isn't animatedActive object must be a lightActive on key-repeat events (when a key is held)Active paint curveActive particle system being displayedActive plane track in this tracking data object. Deprecated, use objects[name].plane_tracks.activeActive point cache for physics simulationsActive point of masking layerActive pose marker for this actionActive region not setActive render engine supports spherical stereo renderingActive render slot of the imageActive repository is disabledActive scene changed to '%s'Active scene to be edited in the windowActive scene to fileActive slot for this actionActive spline of masking layerActive strip is not an effect stripActive table and persisted state of previously displayed tablesActive texture slot being displayedActive tool gizmoActive track in this tracking data objectActive track in this tracking data object. Deprecated, use objects[name].tracks.activeActive vertex color indexActive vertex color layerActive vertex group is lockedActive workspace and scene follow this windowActive workspace screen showing in the windowActive workspace showing in the windowActual DistanceActual data-block from .blend file (Main database) that generated that evaluated oneAdapt simulation resolution and size to fluidAdaptationAdaptiveAdaptive CompileAdaptive DomainAdaptive Min SamplesAdaptive RenderAdaptive Sampling ThresholdAdaptive SpaceAdaptive SpacingAdaptive SubdivisionAdaptive Subframe ThresholdAdaptive Time StepsAdaptively blur glossy shaders after blurry bounces, to reduce noise at the cost of accuracyAdaptively blur image, while retaining sharp edgesAdaptively subdivide mesh based on camera distanceAdaptivityAddAdd "%s" InputAdd "%s" Input (Ctrl to add panel)Add "%s" PanelAdd & ReplaceAdd & SubtractAdd -> Armature -> Rigify Meta-Rigs.Add 3D vector valuesAdd 4 spaces at line beginningAdd AttributeAdd Boundary LoopAdd ColorAdd Color AttributeAdd ConstraintAdd Control PointAdd Crypto LayerAdd Cycles F-Modifier if one does not exist alreadyAdd DEF on convergenceAdd Empty KeyframesAdd ExporterAdd ExtraAdd F-Modifier to the active/selected F-CurvesAdd F-Modifier to the active/selected NLA-StripsAdd Fake UserAdd Feather VertexAdd Freeze FrameAdd Geometry LinkAdd IKAdd ImageAdd Input VariableAdd InputsAdd ItemAdd Leaf BonesAdd Local RepositoryAdd Mapping NodesAdd MarkerAdd MaskAdd ModeAdd ModifierAdd ModifiersAdd NLA-Tracks above/after the selected tracksAdd New Extension RepositoryAdd New Grease Pencil LayerAdd New Paint Curve PointAdd NormalAdd OutputsAdd Paint SlotAdd Principled Texture SetupAdd Remote RepositoryAdd Reroute nodes and link them to outputs of selected nodesAdd ReroutesAdd Reroutes (Menu)Add ResolutionAdd Rest PositionAdd Rigid Body Constraint to active objectAdd Rigid Body simulation world to the current sceneAdd Roll Out of the Start Handle bone to the Roll In valueAdd Selected BonesAdd Selection SetAdd Selection Set for this collectionAdd ShaderAdd Speed TransitionAdd StripAdd Texture SetupAdd ThresholdAdd Tile to ImageAdd TransitionAdd UV mapAdd VGroup B's weights to VGroup A's onesAdd VR landmark from the viewer pose of the running VR session to the list and select itAdd VertexAdd WeightsAdd WorkspaceAdd a "rest_position" attribute that is a copy of the position attribute before shape keys and modifiers are evaluatedAdd a Closure zoneAdd a Driver Variable to keep track of an input used by the driverAdd a For Each Geometry Element zone that allows executing nodes e.g. for each vertex separatelyAdd a Grease Pencil object to the sceneAdd a Group Input node with selected sockets to the current node editorAdd a Light GroupAdd a Mix RGB/Shader node by interactively drawing lines between nodesAdd a Sampling PresetAdd a Shader AOVAdd a Strip and link in the collections from the current scene (shallow copy)Add a Strip and make a full copy of the current sceneAdd a Viewport Sampling PresetAdd a boid rule to the current boid stateAdd a boid state to the particle systemAdd a bookmark for the selected/active directoryAdd a camera object to the sceneAdd a checkbox to the currently selected panelAdd a collection info node to the current node editorAdd a collection instanceAdd a color mix effect strip to the sequencerAdd a color node to the current node editorAdd a color strip to the sequencerAdd a constant offsetAdd a constraint to copy Local Location (Owner Orientation) with Offset. Even if the owner and target controls have different rest orientations, the global movement direction would be the sameAdd a constraint to copy Local Location with Offset. If the owner and target control rest orientations are different, the global movement direction will change accordinglyAdd a constraint to make the planes track the cameraAdd a constraint to the active boneAdd a constraint to the active bone, with target (where applicable) set to the selected Objects/BonesAdd a constraint to the active objectAdd a constraint to the active object, with target (where applicable) set to the selected objects/bonesAdd a copy of the active item to the interfaceAdd a crossfade transition strip for two selected strips with video contentAdd a curves object with random curves to the sceneAdd a custom keymap configuration to the preset listAdd a custom normals layer, if none exists yetAdd a custom theme to the preset listAdd a directory to be used by the Asset Browser as source of assetsAdd a face set in a rectangle defined by the cursorAdd a face set in a shape defined by the cursorAdd a face set to one side of a line defined by the cursorAdd a filter to remove rows from the displayed dataAdd a fur setup to the selected objectsAdd a gamma crossfade transition strip for two selected strips with video contentAdd a gaussian blur effect strip for a single selected strip with video contentAdd a glow effect strip for a single selected strip with video contentAdd a group node with an empty groupAdd a image/movie file as node to the current node editorAdd a lattice and use it to deform selected objectsAdd a light object to the sceneAdd a light probe objectAdd a line color modifier to the line style associated with the active linesetAdd a line set into the list of line setsAdd a line thickness modifier to the line style associated with the active linesetAdd a mask node to the current node editorAdd a mask strip to the sequencerAdd a material node to the current node editorAdd a metaball object to the sceneAdd a modifier to the stripAdd a movie strip to the sequencerAdd a movieclip strip to the sequencerAdd a multicam selector effect strip to the sequencerAdd a multiply blend mode effect strip for two selected strips with video contentAdd a new (empty) keying set to the active SceneAdd a new Dynamic Paint surface slotAdd a new Grease Pencil layer group in the active objectAdd a new Grease Pencil layer in the active objectAdd a new NLA Track + Strip for every loop/pass made over the animation to allow non-destructive tweakingAdd a new NLA Track above every existing selected oneAdd a new Strip, with an empty scene, and copy settings from the current sceneAdd a new VR landmark from the active camera object to the list and select itAdd a new VR landmark to the list and select itAdd a new background image to the active cameraAdd a new bone collectionAdd a new bone located at the 3D cursorAdd a new collection inside selected collectionAdd a new color stop to the color rampAdd a new control point (linked to only selected end-curve one, if any)Add a new control-point to the envelope on the current frameAdd a new curves object based on the current state of the particle systemAdd a new input layer to a Cryptomatte nodeAdd a new item to the interfaceAdd a new keyword tag to the active assetAdd a new level of subdivisionAdd a new loop between existing loopsAdd a new materialAdd a new material slotAdd a new or update an existing hair particle system on the surface objectAdd a new particle targetAdd a new render slotAdd a new repository used to store extensionsAdd a new row to the bone collection reference listAdd a new screenAdd a new text boxAdd a new textureAdd a new time markerAdd a new vertex group to the active objectAdd a new view layerAdd a new view layer with all collections disabledAdd a new workspaceAdd a new workspace by duplicating the current one or appending one from the user configurationAdd a new, empty scene with default settingsAdd a new, empty scene, and copy settings from the current sceneAdd a node group asset to the active node treeAdd a node to the active treeAdd a node to the active tree for glTF exportAdd a paint slotAdd a particle systemAdd a point cloud object to the sceneAdd a point connected to the last selected pointAdd a procedural operation/effect to the active objectAdd a render viewAdd a repeat zone that allows executing nodes a dynamic number of timesAdd a repository managed manually without referencing an external repositoryAdd a repository referencing a remote repository with support for listing and updating extensionsAdd a reroute nodeAdd a rim to the imageAdd a segment to the dash modifierAdd a segment to the time modifierAdd a simple color stripAdd a simple text stripAdd a sound strip to the sequencerAdd a speaker object to the sceneAdd a strip for controlling when speaker plays its sound clipAdd a strip re-using this scene as the sourceAdd a strip using a duplicate of this scene asset as the sourceAdd a strip using a new scene as the sourceAdd a stroke geometry modifier to the line style associated with the active linesetAdd a style module into the list of modulesAdd a subtract blend mode effect strip for two selected strips with video contentAdd a target to the constraintAdd a text object to the sceneAdd a text strip to the sequencerAdd a texture node setup for Principled BSDFAdd a texture node setup to selected shadersAdd a transition strip between two adjacent selected stripsAdd a vertex skin layerAdd a video speed effect strip for a single selected strip with video contentAdd a view layerAdd a visual effect to the active objectAdd a volume object to the sceneAdd a wipe transition strip for two selected strips with video contentAdd active object as Rigid BodyAdd all elements of the array to a Keying SetAdd all imported objects to a new collectionAdd all used Light GroupsAdd alpha while paintingAdd ambient occlusion to diffuse surfacesAdd an Action-Clip strip (i.e. an NLA Strip referencing an Action) to the active trackAdd an Attribute node with this nameAdd an IK Constraint to the active Bone. The target can be a selected bone or objectAdd an Image SequenceAdd an Integrator PresetAdd an Performance PresetAdd an add blend mode effect strip for two selected strips with video contentAdd an adjustment layer effect strip to the sequencerAdd an alpha channel to an imageAdd an alpha over blend mode effect strip for two selected strips with video contentAdd an alpha transparency modifier to the line style associated with the active linesetAdd an alpha under blend mode effect strip for two selected strips with video contentAdd an armature object to the sceneAdd an edge or face to selectedAdd an effect to the sequencer, most are applied on top of existing stripsAdd an empty curve object to the scene with the selected mesh as surfaceAdd an empty image type to scene with dataAdd an empty object to the sceneAdd an empty object with a physics effector to the sceneAdd an entry to the listAdd an entry to the list after the current active itemAdd an existing node group to the current node editorAdd an extra edge loop to better preserve the shape when applying a subdivision surface modifierAdd an image or image sequence to the sequencerAdd an import node to the node treeAdd an item to the index switchAdd an object data instanceAdd an object info node to the current node editorAdd an object to a new collectionAdd an object to an existing collectionAdd an object to the sceneAdd an offset relative to the object's bounding boxAdd an override layer to the archiveAdd an undo state (internal use only)Add another object's transformation to the total offsetAdd as child of selected collectionAdd attribute to geometryAdd background light emission. Note: This node should only be used for the world surface outputAdd binormal and tangent vectors, together with normal they form the tangent space (will only work correctly with tris/quads only meshes!)Add blur and brightness to light areasAdd bone between selected joint(s) and/or 3D cursorAdd cache modifiers and constraints to imported objects even if they are not animated so that they can be updated when reloading the Alembic archiveAdd camera background imageAdd channels of the selection to the pose asset. Existing channels will be updatedAdd color attribute to geometryAdd component values togetherAdd cone to mesh interactivelyAdd control points along a circular arc (handle type is vector if Bézier Spline)Add copied F-Modifiers to the selected F-CurvesAdd copied F-Modifiers to the selected NLA-StripsAdd copied driver variables to the active driverAdd cube map UVs on meshAdd cube to mesh interactivelyAdd current UI-active property to current keying setAdd cylinder to mesh interactivelyAdd data layers on destination meshes if neededAdd default animation for path used by constraint if it isn't animated alreadyAdd diagonal springs on 4-gonsAdd diffuse contributionAdd direct lighting contributionAdd driver for the property under the cursorAdd drivers to selected itemsAdd each selected image as an individual stripAdd effect of brushAdd emission contributionAdd empty imageAdd empty path to active keying setAdd euler component values togetherAdd exporter to the exporter listAdd external feature set (rigs, metarigs, ui templates)Add fallback tools keymap to this gizmo typeAdd fill segments to create the envelope. Don't keep the original stroke.Add fireAdd fire and smokeAdd floating point valuesAdd fluid to simulationAdd freeze frameAdd freeze frame and move itAdd glossy contributionAdd hairsAdd images as individual strips, unless their filenames match Blender's numbered sequence pattern, in which case they are grouped into a single image sequenceAdd indirect lighting contributionAdd integer valuesAdd item below active itemAdd key map itemAdd keyframes on every frame between the selected keyframesAdd lens flares, fog and glows around bright parts of the imageAdd liquidAdd margin to lattice dimensionsAdd modifier to automatically set the sharpness of mesh edges based on the angle between the neighboring facesAdd modifier to set edge sharpness automaticallyAdd modifier with node group "{}" on object "{}"Add more contrast relative to brightnessAdd named objectAdd new Annotation data-blockAdd new Annotation layer or note for the active data-blockAdd new Bézier curveAdd new Selection Set(s) from the clipboardAdd new Strip with a new empty Scene with default settingsAdd new cacheAdd new circle curveAdd new circle-shaped splineAdd new color to active paletteAdd new curve point and slide itAdd new curves between existing curves, taking the minimum distance into accountAdd new layer as maskingAdd new marker and move it on movieAdd new marker and slide it with mouse until mouse button releaseAdd new mask layer for maskingAdd new meta-strips incorporating the selected stripsAdd new object for trackingAdd new paint curveAdd new paletteAdd new particle settingsAdd new scene by typeAdd new scene by type in the sequence editor and assign to active stripAdd new scene to be used by the sequencerAdd new sharp edges without clearing existing sharp edgesAdd new square-shaped splineAdd new vertex and slide itAdd new vertex to feather and slide itAdd node to inputAdd noise to ringsAdd noise to standard woodAdd normal vector with selectionAdd object or material to matte, by picking a color from the Pick outputAdd one of the common constraints linking the control to the tail targetAdd one-dimensional Perlin noise to stroke backbone geometryAdd only to linked outputsAdd only to loose outputsAdd or remove Dynamic Paint output data layerAdd or remove Grease Pencil brush presetAdd or remove Grease Pencil material presetAdd or remove a Camera PresetAdd or remove a Clip Track Color PresetAdd or remove a Cloth PresetAdd or remove a Fluid PresetAdd or remove a Hair Dynamics PresetAdd or remove a Node Color PresetAdd or remove a Render PresetAdd or remove a Safe Areas PresetAdd or remove a Text Editor PresetAdd or remove a Tracking Camera Intrinsics PresetAdd or remove a motion tracking settings presetAdd or remove a white balance presetAdd or remove an EEVEE ray-tracing presetAdd or remove an Operator PresetAdd or remove commentsAdd or remove fluid to a domain objectAdd original location into copied locationAdd overrides for all elements of the arrayAdd pasted strokes behind all strokesAdd path to exclude from auto-executionAdd point in the new segment to keep the same densityAdd pseudo-random noise on top of F-CurvesAdd random offset to the grid locationsAdd rather than blend between shapesAdd reroutes to outputsAdd retiming KeyAdd rulerAdd segments to create the envelope. Keep the original stroke.Add selected F-Curves to a new groupAdd selected bones to Selection SetAdd selected bones to the chosen bone collectionAdd selected items (blue-gray rows) to active Keying SetAdd selected objects as Rigid BodiesAdd selected objects to one of the collections the active-object is part of. Optionally add to "All Collections" to ensure selected objects are included in the same collections as the active objectAdd selected tracks to 2D rotation stabilizationAdd selected tracks to 2D translation stabilizationAdd shape key to the objectAdd simulation zone input and output nodes to the active treeAdd sinus displacement to stroke backbone geometryAdd smokeAdd smooth transition between 2 retimed segmentsAdd smooth transition between 2 retimed segments and change its durationAdd some offset and multiply with some gain the weights of the active vertex groupAdd source value to destination one, using given threshold as factorAdd spatial noise to stroke backbone geometryAdd sphere to mesh interactivelyAdd strips to muted or locked channels when adding movie stripsAdd target position to UV coordinatesAdd temporary IK constraints while grabbing bones in Pose ModeAdd the data paths to the Freestyle Edge Mark property of selected edges to the active keying setAdd the data paths to the Freestyle Face Mark property of selected polygons to the active keying setAdd the dragged collection to the sceneAdd the dropped collection as collection instanceAdd the file format extensions to the rendered file name (eg: filename + .jpg)Add the radius of the bevel point to the taper radiusAdd the values of an evaluated field together and output the running total for each elementAdd the vertex positions of selected objects as shape keys or update existing shape keys with matching namesAdd this to the start frameAdd to BeginningAdd to EndAdd to PaletteAdd to a user defined context menu (stored in the user preferences)Add to all outputsAdd to linking collectionAdd to linking collection after {}Add to linking collection before {}Add together color channels from two videosAdd translucency effect to subsurface (Deprecated)Add transmission contributionAdd two Shaders togetherAdd two-dimensional Perlin noise to stroke backbone geometryAdd two-dimensional offsets to stroke backbone geometryAdd vertex to active splineAdd vertex to featherAdd vertices from groups that have zero weight before invertingAdd vertices with weight over threshold to vgroupAdd weight data for new strokesAdd your own property to the data-blockAdd-onAdd-on "{:s}" is already installed!Add-on '{}' not found!Add-on Key ConfigurationAdd-on PreferencesAdd-on TagsAdd-on is no longer validAdd-on path {!r} could not be foundAdd-on to processAdd-onsAdd-ons FilterAdd-ons SettingsAdd-ons previously shipped with Blender are now available from extensions.blender.org.Add-ons:Add/Edit DriverAdd/ReplaceAdded %s "%s"Added fade animation to {:d} {:s}Added length to the end of each stroke relative to its lengthAdded length to the start of each stroke relative to its lengthAdded through overrideAdded {:d} Image Plane(s)AddendAdding node groups isn't supported for custom (Python defined) node treesAdditionalAdditional SubdivisionAdditional color used for dyeing the hairAdditional data for an asset data-blockAdditional data stored for an asset data-blockAdditional data will be saved so that the bake jobs can be resumed after pausing. Because more data will be written to disk it is recommended to avoid enabling this option when baking at high resolutions.Additional distance around mesh surface to consider as effectorAdditional gamma encoding after display transform, for output with custom gammaAdditional information about the assetAdditional initial velocity in X, Y and Z direction (added to source velocity)Additional masking applied after the initial scattering of instancesAdditional mesh target to shrink toAdditional offset of the fill UVAdditional paths to add to sys.path (';' separated)Additional post processing options for new strokesAdditional rotation applied to dots and square strokesAdditional rotation applied to dots and square texture of strokes. Only applies in texture shading mode.Additional rotation of the fill UVAdditional scale multiplier to apply to base scale when determining viewer scaleAdditional scale of the fill UVAdditional subdivision along the curvesAdditional transform applied before view transform for artistic needsAdditional vorticity for the flamesAdditiveAdditive overrideAddon TagsAdds a colored tint to the coat layer by modeling absorption in the layer. Saturation increases at shallower angles, as the light travels farther through the medium (depending on the Coat IOR)Adds a ripple-like motion to an object's geometryAdds a tile to the imageAdds or updates a fade animation for either visual or audio stripsAdjacent FacesAdjacent UnselectedAdjustAdjust Last OperationAdjust LengthAdjust Playback RateAdjust Strength for SpacingAdjust active object's texture space automatically when transforming objectAdjust arbitrary values with mouse inputAdjust brightness and contrastAdjust brightness using a camera exposure parameterAdjust color and valuesAdjust color strength of strokesAdjust edit cage to modifier resultAdjust force strength based on smoke densityAdjust hue, saturation, and value with a curveAdjust influence brush objects have on this surfaceAdjust input playback speed, so its duration fits strip lengthAdjust length of strips to their data lengthAdjust levels of vertex colorsAdjust plane on which the brush acts towards or away from the object surfaceAdjust radius of proximity brushes or particles for this surfaceAdjust simulation speedAdjust slice direction according to the view directionAdjust stroke thicknessAdjust the angle threshold for displaying edges (1.0 for all)Adjust the brightness of the textureAdjust the color of an image, separately in several tonal ranges (highlights, midtones and shadows)Adjust the contrast of the textureAdjust the difference in luminosity between pixelsAdjust the guiding probability based on the roughness of the material componentsAdjust the intensity of the input's colorAdjust the line thickness of custom shapesAdjust the location of the custom shapeAdjust the luminosity of the colorsAdjust the offset distance to keep an even perpendicular distance to edgesAdjust the offset to the beginning/endAdjust the rotation of the custom shapeAdjust the saturation of colors in the textureAdjust the shape of the cap to follow the change in radius towards the curve endsAdjust the size of the custom shapeAdjust thickness of strokesAdjust timing of keyframesAdjust vertex color HSV valuesAdjust vertex color Hue/Saturation/ValueAdjust vertex color brightness/contrastAdjustment Layer StripAdjustment to the Index of Refraction (IOR) to increase or decrease specular intensity (0.5 means no adjustment, 0 removes all reflections, 1 doubles them at normal incidence)AdjustmentsAdjusts softness of the low pressure response onset using a gamma curveAdjusts the brightness of the glareAdjusts the saturation of the glareAdjusts timing by offsetting, scaling, looping, and snapping the scene frameAdvancedAdvanced Audio CodingAdvanced FilterAdvanced geometry editing and tools creation using nodesAdvanced mode for using style modules written in PythonAdvanced operations over library override to help fix broken hierarchiesAdvect GridAeroAerodynamicsAerodynamics TypeAerosolsAffectAffect AlphaAffect ChildrenAffect GizmoAffect OnlyAffect PositionAffect StrengthAffect Stroke StrengthAffect Stroke ThicknessAffect ThicknessAffect TransformAffect UVAffect VisibilityAffect active data layer of all targetsAffect all selected objects instead of just the active objectAffect all vertices (might add some to VGroup A)Affect edges or verticesAffect only edgesAffect only faces facing towards the viewAffect only strokes below the cursorAffect only the Active LayerAffect only the Active MaterialAffect only topologically connected elementsAffect only verticesAffect only vertices connected to the active vertex under the brushAffect only vertices that share face sets with the active vertexAffect only vertices with a normal that faces the viewerAffect only vertices with a similar normal to where the stroke startsAffect particle's dynamic rotationAffect particle's locationAffect the child clumpingAffect the child hair lengthAffect the child kink amplitudeAffect the child kink frequencyAffect the child roughAffect the child twistAffect the density of the particlesAffect the emission time of the particlesAffect the life time of the particlesAffect the particle force fieldsAffect the particle gravityAffect the particle initial velocityAffect the particle sizeAffect the particle velocity dampingAffect the value of the keys linearly, keeping the same relationship between them using either the left or the right key as referenceAffect tracks which are tracked less than the specified number of framesAffect tracks which have a larger reprojection errorAffect vertices in VGroup AAffect vertices in VGroup B (might add some to VGroup A)Affect vertices in at least one of both VGroups (might add some to VGroup A)Affect vertices in both groupsAffectable height of brush (i.e. the layer height for the layer tool)AffectedAffected ActionsAffected BonesAffineAfterAfter ColorAfter CurrentAfter Current FrameAfter CyclesAfter ModeAfter OriginalAfter Original (Aligned)After Original (Full)After Original (Split Channels)After baking curves, remove redundant keysAfter loading, remove everything except scenes, windows, and workspaces. This makes it possible to load the startup file with its scene configuration and window layout intact, but no objects, materials, animations, ...After removing the Strip, delete the associated data alsoAfter this number of light bounces, use approximate global illumination. 0 disables this featureAgXAgX - HDR 1000 nitsAgX - SDRAgX Base Image Encoding for sRGB DisplayAgX Base sRGBAgX LogAgeAge: {:s}AggressionAggressive Mesh SimplificationAggressively simplify to the target ratio disregarding qualityAim the constrained object toward the targetAirAir DampingAir DragAir Personal SpaceAir ViscosityAir has normally some thickness which slows falling things downAlbedoAlbedo and NormalAlbedo pass used by denoiserAlembic Export: Unable to find collection '%s'Algorithm to extend the baked resultAlgorithm to use for generating the envelopeAlgorithm used for UV relaxationAlgorithm used to calculate distance of sample points to feature pointsAlgorithm used to calculate physics, from the fastest to the most stable and accurate: Midpoint, Euler, Verlet, RK4Algorithm used to compute automatic handlesAlignAlign 'n' bones along a curveAlign ActiveAlign AutoAlign Axis To NormalAlign Bézier handles to create circular arcs at each control pointAlign EndAlign Euler to VectorAlign HandleAlign Handle SelectedAlign HandlesAlign HorizontallyAlign ModeAlign NodesAlign Object ToAlign RotationAlign Rotation to TargetAlign Rotation to VectorAlign StartAlign ToAlign UV islands along the X axisAlign UV islands along the Y axisAlign UV vertices along the line defined by the endpointsAlign UV vertices on a horizontal lineAlign UV vertices on a vertical lineAlign UV vertices, moving them horizontally to the line defined by the endpointsAlign UV vertices, moving them vertically to the line defined by the endpointsAlign UVs along the maximum positionAlign UVs along the mean positionAlign UVs along the minimum positionAlign VerticallyAlign ViewAlign View to ActiveAlign XAlign YAlign according to object transformAlign bundle to X axisAlign bundle to Y axisAlign chain of bones along a curve (Bones only)Align each axis to the Euler rotation axis as used for inputAlign from all edgesAlign keyframes on a ease-in or ease-out curveAlign newly added objects to the 3D Cursor's rotationAlign newly added objects to the active 3D view orientationAlign newly added objects to the world coordinate systemAlign objectsAlign offset direction to normalsAlign rotation with the snapping targetAlign selected bones to the active bone (or to their parent)Align selected nodes in a grid patternAlign strokes to current 3D cursor orientationAlign strokes to current view planeAlign text to the bottomAlign text to the bottom line's baselineAlign text to the leftAlign text to the middleAlign text to the rightAlign text to the topAlign text to the top line's baselineAlign the UV island's rotationAlign the X axis with the vectorAlign the Y axis with the vectorAlign the Z axis with the vectorAlign the curve to the surface normal (needs a guide as reference)Align the interpolated curves to the surface normalAlign the islands to the center of the largest islandAlign the islands to the max side of the islandAlign the islands to the min of the islandAlign the new object to the viewAlign the new object to the worldAlign the specified axis to the surface normalAlign the star diagonallyAlign the transformation axes to average normal of selected elements (bone Y axis for pose mode)Align the transformation axes to the 3D cursorAlign the transformation axes to the object's parent spaceAlign the transformation axes to the selected objects' local spaceAlign the transformation axes to the windowAlign the transformation axes to world spaceAlign to Geometry axisAlign to NormalAlign to ObjectAlign to Surface NormalAlign to Vertex NormalAlign to axisAlign to the active object's axisAlign to the left and the rightAlign to the left and the right, with equal character spacingAlign trim geometry orthogonally for a shape with 90 degree anglesAlign trim geometry with the perspective of the current view for a tapered shapeAlign with Point NormalAlignedAligned AxisAligned Free HandlesAligned SingleAligned bone '%s' to parentAlignmentAlignment AxisAlignment XAlignment of the region within the areaAligns opposite point handle during transformAligns selected UV vertices on a lineAliveAlive StateAllAll %d rotation channels were filteredAll 3D ViewportsAll AboveAll Action KeyframesAll ActionsAll Active FramesAll Add-onsAll Add-ons Installed by UserAll BelowAll BoundariesAll ChannelsAll CurvesAll CustomAll Data-BlocksAll EdgesAll Extensions Up-to-date{:s}All FacesAll ForksAll FramesAll GapsAll Geometry TypesAll GroupsAll HairAll ItemsAll Keying SetsAll Keying Sets available for use (Builtins and Absolute Keying Sets for this Scene)All KeymapsAll KeysAll LayersAll LibrariesAll Light ProbesAll Line Art objects are now cleared of bakesAll LinesAll Linked Data DirectAll LocalAll MessagesAll Object OriginsAll ObjectsAll PointsAll PropertiesAll PurposeAll RegionsAll RepositoriesAll Shading TypesAll StripsAll TransformsAll Transforms to DeltasAll TypesAll UDIM TilesAll UV loop layersAll UVsAll UnlockedAll Vertex GroupsAll Vertex Groups assigned to Deform BonesAll Vertex Groups assigned to SelectionAll VerticesAll View LayersAll VolumesAll available keying setsAll axes are affectedAll bone collections are in useAll bones affected by active Keying SetAll constraints are moved to the control bone.All corners sharper than the Miter angle will be cut flatAll curves in the data-blockAll data has been imported and is available in the list of "import_items"All effector's weightAll evaluated data-blocksAll from TargetAll geometry groups as separate instancesAll groups are lockedAll layers above activeAll layers below activeAll modifiersAll ngons with four or more vertices will be triangulated. Meshes in the scene will not be affected. Behaves like Triangulate Modifier with ngon-method: "Beauty", quad-method: "Shortest Diagonal", min vertices: 4All object instances to display or render (Warning: Only use this as an iterator, never as a sequence, and do not keep any references to its items)All of the scene objectsAll possible blend types, boolean operations and math operationsAll properties, including transforms, bendy bone shape, and custom propertiesAll render layers are disabledAll rules are averagedAll selected bones were already part of this collectionAll skin verticesAll strips of same basic type (graphical or sound)All strips, recursively including those inside metastripsAll strokes end at same time (i.e. short strokes start later)All strokes start at same time (i.e. short strokes finish earlier)All the currently assigned actions become one glTF animationAll the objects in this layerAll the selected objects of this layerAllow .blend file to execute scripts automatically, default available from system preferencesAllow Blender to access the internet. Add-ons that follow this setting will only connect to the internet if enabled. However, Blender cannot prevent third-party add-ons from violating this rule.Allow Blender to check for updates upon launchAllow ClimbingAllow ExecutionAllow FlightAllow LandAllow Negative FramesAllow Online AccessAllow OverlapAllow Overlapping TypesAllow USD primitives to merge with their Xform parent if they are the only child in the hierarchyAllow UnicodeAllow VR headsets to affect the location in virtual space, in addition to the rotationAllow a manually defined position and rotation to be used as the VR view base poseAllow an edge to have multiple overlapping types. This will create a separate stroke for each overlapping type.Allow another operator to operate on strip handlesAllow any .blend file to run scripts automatically (unsafe with blend files from an untrusted source)Allow boids to climb goal objectsAllow boids to move in airAllow boids to move on landAllow crease edges to show inside smooth surfacesAllow crease to show on sharp edgesAllow deviation for a smoother, less precise lineAllow edge ring selection to step over n-gons with an even number of sidesAllow edges in the same location (i.e. from edge split) to show properly. May run slower.Allow editing on the Z axis of this curve, also allows tilt and curve radius to be usedAllow editing strokes even if they use locked materialsAllow export of all joint vertex influences. Models may appear incorrectly in many viewersAllow for images or movies to be used as texturesAllow glTF Embedded formatAllow internet access. Blender may access configured online extension repositories. Installed third party add-ons may access the internet for their own functionalityAllow interpolation of vertex positionsAllow lines generated by the near/far clipping plane to be shownAllow loose edges to be chained togetherAllow objects to be culled based on the camera frustumAllow objects to be culled based on the distance from cameraAllow particle objects and face/vertex instances to show in Line ArtAllow points or curves to be selected partiallyAllow rigid body to be controlled by the animation systemAllow scaling of the bone for IKAllow scaling the spline control bones to affect the thickness via curve radiusAllow selecting all the keyframes of a curve by selecting the calculated F-curveAllow selecting all the keyframes of a curve by selecting the curve itselfAllow selection of Grease Pencil objectsAllow selection of armaturesAllow selection of camerasAllow selection of curvesAllow selection of emptiesAllow selection of hair curvesAllow selection of latticesAllow selection of light probesAllow selection of lightsAllow selection of mesh objectsAllow selection of metaballsAllow selection of point cloudsAllow selection of speakersAllow selection of surfacesAllow selection of text objectsAllow selection of volumesAllow self-intersection in operandsAllow switching the parent of the master controlAllow the VR tracking origin to be defined independently of the headset locationAllow the initial mouse position to be usedAllow the path to contain substitution tokensAllow the property to be overridden when the data-block is linkedAllow the use of colors indicating constraints/keyed statusAllow thickness to be assigned asymmetricallyAllow this object and its duplicators to be culled by camera space cullingAllow this object and its duplicators to be culled by distance from cameraAllow vertices to move in the negative direction of axisAllow vertices to move in the positive direction of axisAllows a single dot to be carefully positionedAllows for colored transparency, but incompatible with render passes and ray-tracing. Also known as forward rendering.Allows for colored transparency, but incompatible with render passes and raytracing. Also known as forward rendering.Allows for grayscale hashed transparency, and compatible with render passes and ray-tracing. Also known as deferred rendering.Allows for grayscale hashed transparency, and compatible with render passes and raytracing. Also known as deferred rendering.Allows managing UI translations directly from Blender (update main .po files, update scripts' translations, etc.)Along NormalAlong NormalsAlong StrokeAlphaAlpha ChannelAlpha ConvertAlpha CropAlpha DecalsAlpha FacAlpha FactorAlpha ModeAlpha ModifiersAlpha OverAlpha Over NodeAlpha Over StripAlpha ThresholdAlpha TransparencyAlpha Under StripAlpha modifier '%s' could not be removedAlpha modifier typeAlpha modifiers for changing line alphasAlpha transparency based on random noiseAlpha transparency based on the angle between two adjacent facesAlpha transparency based on the direction of the strokeAlpha transparency based on the radial curvature of 3D mesh surfacesAlpha:Alphabetically sorts data-blocks - mainly objects in the scene (disable to increase viewport speed)Already a control point at frame %.6fAlso affect the visibilityAlso delete some data layers from destination if necessary, so that it matches exactly sourceAlso deselect faces that only touch on a cornerAlso import materials that are not used by any geometry. Note that when this option is false, materials referenced by geometry will still be importedAlso select faces that only touch on a cornerAltAlt Click Tool PromptAlt Cursor AccessAlt Middle Mouse Drag ActionAlt Tool AccessAlt key pressedAlt key pressed, -1 for any stateAlt-MMB Drag ActionAltLAltRAlter spring length to shrink/blow up (unit %) 0 to disableAlternate RowsAlternate access to 'Delete Keyframe' for keymaps to useAlternate access to 'Insert Keyframe' for keymaps to useAlternate between forward and reverse playback of keyframe rangeAlternate inside/outside based on crossing countAlternate script path, matching the default layout with sub-directories: startup, add-ons, modules, and presets (requires restart)Alternative access to location/scale/rotation relative to the parent and own rest boneAlternative end frame for UI playbackAlternative start frame for UI playbackAlternatively, download the extension to Install from Disk.AltitudeAlwaysAlways Add Cache ReaderAlways Sample AnimationsAlways Show MenuAlways StepAlways add a keyframe at start and end of actions for animated channelsAlways adjust the value by a minimum of 1 when 'value' is not 1.0Always change tabs when clicking an icon in an outlinerAlways collapse the new merge nodesAlways confirm operation when releasing buttonAlways refresh image on frame changesAlways take a left turnAlways take a right turnAlways use face normals for the face corner domain, matching old behavior of the nodeAlways write absolute pathsAlways write new guide velocities for every frame (each frame only contains current velocities from guiding objects)Ambient ColorAmbient OcclusionAmbient pressure (kPa) that balances out between the inside and outside of the object when it has the target volumeAmountAmountAreaAmountArrayAmountEmission StrengthAmountErrorAmountEvenAmountNumberAmountSingleAmountSmoothAmountStorage TypeAmountStrengthAmount BackAmount EndAmount FrontAmount StartAmount in degrees per turn when using snap turnAmount is absolute distance along adjacent edgeAmount is offset of new edges from originalAmount is percent of adjacent edge lengthAmount is perpendicular distance from original edge to bevel faceAmount is width of new faceAmount of GI ray to trace for each pixelAmount of air dragAmount of angular velocity that is lost over timeAmount of anisotropy for reflection. Higher values give elongated highlights along the tangent directionAmount of anisotropy for specular reflection. Higher values give elongated highlights along the tangent directionAmount of backbone stretchingAmount of buoyancy force that rises bubbles (high value results in bubble movement mainly upwards)Amount of clumpingAmount of control points of the generated hair curvesAmount of dampingAmount of damping during collisionAmount of damping during particle collisionAmount of damping in bending behaviorAmount of damping in compression behaviorAmount of damping in shearing behaviorAmount of damping in stretching behaviorAmount of detail for wireframe displayAmount of displacemement along the surface normalAmount of distortionAmount of distortion noise detailAmount of distortion of the waveAmount of dithering noise added to the rendered image to break up bandingAmount of dithering when painting on byte imagesAmount of drag force that moves bubbles along with the fluid (high value results in bubble movement mainly along with the fluid)Amount of duplicates per curveAmount of edge loops the round caps are generated withAmount of edge roundingAmount of endpoint roughnessAmount of erasing for strengthAmount of erasing for thicknessAmount of fine level detail present in the noiseAmount of focal blur, 128 (infinity) is perfect focus, half the value doubles the blur radiusAmount of friction during particle collisionAmount of generated foamAmount of gravity after each dabAmount of guides to be used for interpolation per curveAmount of high frequency detail. Depth needs to be greater than 0 for this to have an effectAmount of influence F-Curve Modifier will have when not fading in/outAmount of influence constraint will have on the final solutionAmount of influence the node exerts on the imageAmount of influence the node exerts on the output colorAmount of influence the node exerts on the output vectorAmount of jitter applied to the samplingAmount of linear velocity that is lost over timeAmount of lines that can be visible in current editorAmount of location dependent roughnessAmount of mirror reflection for raytraceAmount of mixing between the A and B inputsAmount of mixing between the A and B vector inputsAmount of neighbors used for blendingAmount of noise for the force strengthAmount of noise to applyAmount of noise to apply to UV rotationAmount of noise to apply to opacityAmount of noise to apply to thicknessAmount of normal directional velocityAmount of opacity to useAmount of overshoot for 'back' easingAmount of paint that is applied per stroke sampleAmount of paint that is picked from the surface into the brush colorAmount of particles left untouched by child path lengthAmount of particles left untouched by random roughnessAmount of particles to use for instancingAmount of random elements that are going to be affected by the brushAmount of random offset per curveAmount of random roughnessAmount of random velocityAmount of random, erratic particle movementAmount of randomization of the direction of the rollAmount of residual error in Blender space unit for constraints that work on positionAmount of residual error in radians for constraints that work on orientationAmount of rotation around side vectorAmount of rotation around velocity vector on turnsAmount of rotation in degrees (90, 180, 270)Amount of scattered instances per unit squaredAmount of scattered instances shown in the viewportAmount of screen sample per GI rayAmount of shadow map sample per shadow rayAmount of shadow ray to trace for each lightAmount of smoke created by burning fuelAmount of smooth to applyAmount of smoothingAmount of smoothing stepsAmount of smoothing to applyAmount of smoothing to apply after finish newly created strokes, to reduce jitter/noiseAmount of smoothing to apply to interpolated strokes, to reduce jitter/noiseAmount of smoothing to automatically apply to each strokeAmount of smoothing while drawingAmount of steps of smoothing applied after shrinkwrapAmount of stickiness to surface collisionAmount of straighteningAmount of time to determine best compression: 0 = no compression with fast file output, 100 = maximum lossless compression with slow file outputAmount of turbulence and rotation in smokeAmount of velocity lost on collisionAmount of wet paint that stays in the brush after applying paint to the surfaceAmount texture affects alphaAmount texture affects child clumpAmount texture affects child hair lengthAmount texture affects child kink amplitudeAmount texture affects child kink frequencyAmount texture affects child roughnessAmount texture affects child twistAmount texture affects diffuse colorAmount texture affects particle dampingAmount texture affects particle densityAmount texture affects particle emission timeAmount texture affects particle force fieldsAmount texture affects particle gravityAmount texture affects particle initial velocityAmount texture affects particle life timeAmount texture affects physical particle sizeAmount that the pose is applied on top of the existing poses. A negative value will subtract the pose instead of adding itAmount the Active Action contributes to the result of the NLA stackAmount the strip contributes to the current resultAmount to boost elastic bounces for 'elastic' easingAmount to decrease or increase character spacing withAmount to deform objectAmount to displace geometryAmount to move each copy relative to its bounding box sizeAmount to offset array UVs on the U axisAmount to offset array UVs on the V axisAmount to offset mirrored UVs flipping point from the 0.5 on the U axisAmount to offset mirrored UVs flipping point from the 0.5 point on the V axisAmount to spread arcs for arc inner mitersAmount to warp about the cursorAmplitudeAmplitude ClumpAmplitude RandomAmplitude of WaveAmplitude of the Perlin noiseAmplitude of the noiseAmplitude of the noise - the amount that it modifies the underlying curveAmplitude of the sinus displacementAmplitude of the spatial noiseAn "extreme" pose, or some other purpose as neededAn 'extreme' pose, or some other purpose as neededAn Action may not have more than one layerAn action slot can only be created when an action is assignedAn added offset to each octave, determines the level where the highest octave will appearAn aggressive sharpening filterAn animation layer containing Actions referenced as NLA stripsAn approximation of the Fresnel conductor curve based on the colors at perpendicular and near-grazing (roughly 82°) anglesAn area is maximized, filling this screenAn array of floating-point valuesAn array of integersAn array of true or false valuesAn artistic solver with strong surface tension effects (original)An attribute field with a selection of the outer pointsAn edge connected to the face, chosen by the sort indexAn edit-mesh with vertex or edge selection mode is requiredAn exception occurred invoking USD hook '%s'An exception occurred invoking USD hook '%s'. Please see the console for detailsAn existing matching local ID has been re-usedAn extra multiplier to tune the magnitude of octavesAn identifier for the group of each face. All contiguous faces with the same value are in the same regionAn index used to group curves together. Filling is done separately for each groupAn index used to group values together for multiple separate accumulationsAn index used to group values together for multiple separate operationsAn input name cannot start with a digit: "{}"An input was not manifoldAn internal property used to store only the first mouse positionAn internal property used to store the first node in a Lazy Connect operationAn internal property used to store the last node in a Lazy Connect operationAn internal property used to store the source socket in a Lazy Connect operationAn item (representing a data-block) in a BlendImportContext data. Currently only exposed as read-only data for the pre/post linking handlersAn object instance in a View Layer (currently never exposed in Python API)AnaglyphAnaglyph TypeAnalog 16mmAnalog 35mmAnalog 65mmAnalog IMAXAnalog Super 16Analog Super 35Ancestors Effectively VisibleAnchor FrameAnchor WeightsAnchor XAnchor YAndAngleAngle BasedAngle ClampAngle ConstraintAngle FactorAngle LimitAngle MinAngle OuterAngle SnapAngle Snap IncrementAngle SplittingAngle ThresholdAngle above which to bevel edgesAngle above which to split edgesAngle and axis to rotate aroundAngle at which interocular distance is 0Angle at which interocular distance starts to fade to 0Angle between the next and previous edge of a face corner within the faceAngle between the planes of the creaseAngle in screen space below which a stroke is split in twoAngle limitAngle of Rotation for Axis-Angle rotation representationAngle of deformationAngle of revolutionAngle of rotationAngle of the inner cone, in degrees, inside the cone the volume is 100%Angle of the main directionAngle of the outer cone, in degrees, outside this cone the volume is the outer cone volume, between inner and outer cone the volume is interpolatedAngle of the transitionAngle snappingAngle snapping modeAngle snapping relative to the previous cut edgeAngle to rotate the input vector byAngle to use as the basis for warpingAngle used for rotation increments in 2D editorsAngle used for rotation increments in 3D editorsAngles above this are considered cornersAngles smaller than this will be treated as creasesAngles smaller than this will be treated as creases. Crease angle priority: object Line Art crease override > mesh auto smooth angle > Line Art default crease.AngularAngular DampingAngular DistanceAngular MotorAngular VelocityAngular Velocity AxisAngular Velocity Deactivation ThresholdAngular Velocity below which simulation stops simulating objectAngular diameter of the Sun as seen from the EarthAngular diameter of the spotlight beamAngular distortion between UV and 3D anglesAngular thickness of the surfaces when computing fast GI and ambient occlusion. Reduces energy loss and missing occlusion of far geometry.Angular threshold for detecting crease edgesAngular velocity amount (in radians per second)Anim PlayerAnimalsAnimatableAnimate propertyAnimate strokes appearing and disappearingAnimatedAnimated InfluenceAnimated SelectedAnimated Strip TimeAnimationAnimation Channel BagAnimation Channels for SlotsAnimation CurvesAnimation DataAnimation EditorsAnimation End OffsetAnimation ModeAnimation OffsetAnimation OperationAnimation PlayAnimation PlayerAnimation Player PresetAnimation PlayingAnimation Pointer (Experimental)Animation Start OffsetAnimation StepAnimation TimeoutAnimation UIAnimation VisualizationAnimation data for data-blockAnimation data for this data-blockAnimation data-block does not have active actionAnimation data-block has active actionAnimation end offset (trim end)Animation is played backwardsAnimation playbackAnimation playback is activeAnimation playback speed in frames per second. If a single image, then 0Animation settingsAnimation start offset (trim start)Animation stepsAnimation time of noiseAnimation track at index %d is not a NLA 'Active Action' trackAnimation:AnimationsAnisotropicAnisotropic FilteringAnisotropic RotationAnisotropyAnkleAnkle and ToeAnnotationAnnotation Default ColorAnnotation FrameAnnotation FramesAnnotation LayerAnnotation Layer OpacityAnnotation LayersAnnotation StrokeAnnotation Stroke Placement (3D View)Annotation Stroke PointAnnotation Stroke ThicknessAnnotation dataAnnotation data for this Preview regionAnnotation data for this movie clipAnnotation data for this spaceAnnotation data for this trackAnnotation data-blocks (legacy Grease Pencil)Annotation:AnnotationsAnonymous attributes cannot be accessed by nameAnonymous attributes cannot be created hereAnother object has this shared data in edit modeAnti-AliasAnti-AliasingAnti-Aliasing SamplesAnti-alias the generated mask before combining for smoother boundaries at the cost of more expensive processingAntialias pixelsAntialiasingAnyAny TypeAny angle is allowed for rotationAny modifier keys pressedAny object modification requires a complete BVH rebuild, but renders fasterAny unsaved changes will be lost.ApertureAppApparent size of the Camera object in the 3D ViewAppendAppend (Reuse Data)Append (Reuse) {}Append (make local) also indirect dependencies of appended IDs coming from other libraries. NOTE: All IDs (including indirectly linked ones) coming from the same initial library are always made localAppend ActionAppend Materials of the active Grease Pencil to other objectAppend a final bone to the end of each chain to specify last bone length (use this when you intend to edit the armature from exported data)Append a workspace and make it the active one in the current windowAppend active modifiers to selected stripsAppend from a Library .blend fileAppend history at cursor positionAppend mesh name to object name, separated by a '_'Append only active material, uncheck to append all materialsAppend scrollback text by typeAppend {}Appended DataApple's Display P3 with sRGB compound (piece-wise) encoding transfer function, common on Mac devicesApplication TemplateApplication Template "%s" not foundApplicationsApplied constraint was not first, result may not be as expectedApplied constraint: %sApplied modifier only changed CV points, not tessellated/bevel verticesApplied modifier was not first, result may not be as expectedApplied modifier: %sApplies a brown tint to mimic vintage photo tones.Applies a cloth simulation deformation to the entire meshApplies a filter to modify the active color attributeApplies a filter to modify the current maskApplies a filter to modify the current meshApplies gravity to the simulationApplies the brush falloff in a loop patternApplies the brush falloff in the tip of the brushApplies the deformation in a localized area limited by the brush radiusApplies the falloff radius in a loop pattern, inverting the displacement direction in each pattern repetitionApplies the same deformation in the entire boundaryApplies the transformation simulating elasticity using the radius of the cursorApplies the transformation to all vertices in the meshApplies transformations done by the Armature modifierApplyApply (All Keyframes)Apply BaseApply DensityApply FlippedApply Gaussian Blur to objectApply Hair GuidesApply Laplacian flow smoothing to a signed distance field. Computationally efficient alternative to mean curvature flow, ideal when combined with SDF normalizationApply MaskApply MixApply ModifierApply ModifiersApply Object TransformationsApply PresetApply PropertiesApply ScalingsApply Subdivision HeuristicApply Subdivision SurfaceApply TransformApply UnitApply Unit Conversion ScaleApply a color transformation in the HSV color modelApply a fixed offset (don't scale by the radius)Apply a gamma correctionApply a rotation to a given vectorApply a secondary Euler rotation to a given Euler rotationApply a secondary rotation to a given rotation valueApply a stroke of brush to the particlesApply a transformation matrix (excluding translation) to the given vectorApply a transformation matrix to the given vectorApply action to all vertex groupsApply blur to each jittered sample to reduce under-sampling artifactsApply brush influence in a 2D circle, projected from the viewApply brush influence in a Sphere, outwards from the centerApply brush normallyApply changes to matching bone on opposite side of X-AxisApply channel rotation as IK constraintApply channel size as IK constraint if stretching is enabledApply color corrections for each color channelApply common image enhancement filtersApply constraint and remove from the stackApply copied rotation after original, as if the constraint target is a childApply copied rotation before original, as if the constraint target is a parentApply copied transformation after original, as if the constraint target is a child in Aligned Inherit Scale mode. This effectively uses Full for location and Split Channels for rotation and scale.Apply copied transformation after original, handling location, rotation and scale separately, similar to a sequence of three Copy constraintsApply copied transformation after original, using simple matrix multiplication as if the constraint target is a child in Full Inherit Scale mode. Will create shear when combining rotation and non-uniform scale.Apply copied transformation before original, as if the constraint target is a parent in Aligned Inherit Scale mode. This effectively uses Full for location and Split Channels for rotation and scale.Apply copied transformation before original, handling location, rotation and scale separately, similar to a sequence of three Copy constraintsApply copied transformation before original, using simple matrix multiplication as if the constraint target is a parent in Full Inherit Scale mode. Will create shear when combining rotation and non-uniform scale.Apply corrections to solve shadow terminator artifacts caused by bump mappingApply current mix of shape keys to the geometry before removing themApply current scene's unit (as defined by unit scale) to exported dataApply current scene's unit (as defined by unit scale) to imported dataApply current visible shape to the object data, and delete all shape keysApply custom scaling and units scaling to FBX scaleApply custom scaling and units scaling to each object transformation, FBX scale remains at 1.0Apply custom scaling to FBX scale, and units scaling to each object transformationApply custom scaling to each object transformation, and units scaling to FBX scaleApply deformations of selected shape keys to the basis key, removing themApply depth of field in 2D, using a Z depth map or maskApply different tint effectsApply effectors to childrenApply falloff to avoid sharp edges when the light geometry intersects with other objectsApply final constrained position of pose bones to their transformApply fixed movement deltas every updateApply force in the X axisApply force in the Y axisApply force in the Z axisApply force only in 2DApply fractal displacement along normal onlyApply global space transform to the object rotations. When disabled only the axis space is written to the file and all object transforms are left as-isApply gravitation to point movementApply haptics on button pressApply haptics on button press and releaseApply haptics on button releaseApply haptics repeatedly for the duration of the button pressApply haptics to the same user paths for the haptic action and this actionApply mean (box) filter smoothing to a signed distance field. Fast separable averaging filter for general smoothing of the distance fieldApply mean (box) filter smoothing to a voxel. The mean value from surrounding voxels in a box-shape defined by the radius replaces the voxel value.Apply mean curvature flow smoothing to a signed distance field. Evolves the surface based on its mean curvature, naturally smoothing high-curvature regions more than flat areasApply median (box) filter smoothing to a voxel. The median value from surrounding voxels in a box-shape defined by the radius replaces the voxel value.Apply median filter to a signed distance field. Reduces noise while preserving sharp features and edges in the distance fieldApply modifier and remove from the stackApply modifier as a new shape key and remove from the stackApply modifier as a new shapekey and keep it in the stackApply modifiers (excluding Armatures) to mesh objects -WARNING: prevents exporting shape keysApply modifiers to exported meshesApply modifiers to mesh objects (except Armature ones) - WARNING: prevents exporting shape keysApply new rotation after original, as if it was on a childApply new rotation before original, as if it was on a parentApply nondestructive effectsApply normal map relative to the displaced surface, for normal maps that are to be applied in addition to the displacement mapApply normal map relative to the smooth undisplaced surface, for normal maps that match the displacement mapApply object transforms to exported verticesApply offset cumulatively (previous points affect points after)Apply offset in reverse animation directionApply offset in usual animation directionApply on SplineApply paint on each mouse move stepApply puff to unselected end-points (helps maintain hair volume when puffing root)Apply relative to the current value (delta)Apply relative transformations in X-mirror mode (not supported with Auto IK)Apply render part of display transform when saving byte imageApply render part of display transformation when displaying this image on the screenApply sampling to all animationsApply scale on solution itself to make distance between selected tracks equals to desiredApply scaling of selected strips to their referenced ActionsApply selected vertex locations to all other shape keysApply shadow tracing to each jittered sample to reduce under-sampling artifactsApply sinusoidal deformationApply smoothing filter that preserves edges, for stylized and painterly effectsApply smoothing without reconstructing the surfaceApply the action based on vertex group selectionApply the action channels after the original transformation, as if applied to an imaginary child in Aligned Inherit Scale mode. This effectively uses Full for location and Split Channels for rotation and scale.Apply the action channels after the original transformation, as if applied to an imaginary child in Full Inherit Scale mode. Will create shear when combining rotation and non-uniform scale.Apply the action channels after the original transformation, handling location, rotation and scale separatelyApply the action channels before the original transformation, as if applied to an imaginary parent in Aligned Inherit Scale mode. This effectively uses Full for location and Split Channels for rotation and scale.Apply the action channels before the original transformation, as if applied to an imaginary parent in Full Inherit Scale mode. Will create shear when combining rotation and non-uniform scale.Apply the action channels before the original transformation, handling location, rotation and scale separatelyApply the current pose as the new rest poseApply the deformation in the selected axisApply the edit operation to hidden geometryApply the filter only to the face set under the cursorApply the force in the selected axisApply the gesture action only to the area that is contained within the segment without extending its effect to the entire lineApply the given Pose Action to the rigApply the maximum grab strength to the active vertex instead of the cursor locationApply the object's parent inverse to its dataApply the object's transformation to its dataApply the object's visual transformation to its dataApply the operation over content of the selected items only (the data-blocks in their sub-tree)Apply the operation over selected data-blocks and all their dependenciesApply the operation over selected data-blocks onlyApply the opposite of Lock/Unlock to unselected vertex groupsApply the relative positional offsetApply the same setup but mirrored to the opposite side control, shown in parentheses. Bones will only be affected by the control with the same side (eg., .L bones will only be affected by the .L control). Bones without a side in their name (so no .L or .R) will be affected by both controls with 0.5 influence eachApply the subdivision surface level as an offset relative to the current levelApply the target object's world transform on top of the attribute's transformApply this and all preceding deformation modifiers on splines' points rather than on filled curve/surfaceApply to all keyframesApply to selected vertex groupsApply to unselected vertex groupsApply track's mask on displaying previewApply transformation before parentingApply two-dimensional scaling and rotation to stroke backbone geometryApply volume preservation after smoothApply volume preservation over the original scalingApply weight-blended transformation from multiple bones like the Armature modifierApply weighted moving means to make selected F-Curves less bumpyApply weights symmetrically along X axis, for Envelope/Automatic vertex groups creationApproximate diffuse indirect light with background tinted ambient occlusion. This provides fast alternative to full global illumination, for interactive viewport rendering or final renders with reduced qualityApproximate number of faces (quads) in the new meshApproximate number of voxels along one axisApproximate the object as a sphere whose diameter is equal to the thickness defined by the node treeApproximate the object as an infinite slab of thickness defined by the node treeApproximate the thickness of the object to compute two refraction events (0 is disabled) (Deprecated)Approximately in how many frames should dissolve happenApproximately in how many frames should drying happenApproximation of Mie scattering in water droplets, used for scattering in clouds and fogApproximation to physically based volume scatteringApproximation used to model the light interactions inside the objectAppsArabic - ﺔﻴﺑﺮﻌﻟﺍArbitrary Output Variables. Provide custom render passes for arbitrary shader node outputsArcArccosine ModeArchive LibrariesArchive libraries of packed IDs, generated (and owned) by this source libraryArcminutesArcsecondsArcsine ModeArctan2 ModeArctangent ModeAre handles tested individually against the selection criteria, independently from their keys. When unchecked, handles are (de)selected in unison with their keysAre there any bone paths that will need updating (read-only)Area LightArea Lights can only have scale applied: "%s"Area NormalArea Normal FalloffArea Normal LimitArea PlaneArea RadiusArea Radius PressureArea SpacesArea WeightArea distortion between UV and 3D facesArea heightArea in a subdivided screen, containing an editorArea not found in the active screenArea of face in 3D spaceArea of this triangleArea to apply deformation falloff to the effects of the simulationArea widthAreasAreas in the core matte mask are included in the matteAreas in the garbage matte mask are excluded from the matteAreas outside of the image are filled with repetitions of the imageAreas outside of the image are filled with the closest boundary pixel in the imageAreas outside of the image are filled with zeroAreas the screen is subdivided intoArgumentsArmArmatureArmatureEaseArmatureEase InArmatureEase OutArmatureNewArmatureOutArmatureSamplesArmature '%s' does not contain bone '%s'Armature '%s' not in edit mode, cannot add an editboneArmature '%s' not in edit mode, cannot remove an editboneArmature Bone CollectionsArmature BonesArmature ConstraintArmature DefinedArmature DeformArmature Deform Constraint TargetsArmature EditBonesArmature FBXNode TypeArmature ModifierArmature OverlaysArmature bone, mesh or lattice vertex group, ...Armature data-block containing a hierarchy of bones, usually used for rigging charactersArmature data-blocksArmature deformation modifierArmature has no active bone collection, select one firstArmature has no active object boneArmature object to deform withArmature object to retrieve the bone information fromArmature to use as source of bones to maskArmature's active boneArmature's active bone collectionArmature(s)Armature-Relative HeadArmature-Relative TailArmature-related settingsArmaturesArmatures active edit boneAround FrameArrange selected UV islands on a lineArrange the new triangles evenly (slow)Arrange the stacking order of strokesArrayArray (Legacy)Array All ItemsArray LengthArray ModifierArray duplication modifierArray length calculation methodArray length mismatch (expected %d, got %d)Array length mismatch (got %d, expected more)Array of coordinates which represents UI rectangle corners in frame normalized coordinatesArray of coordinates which represents pattern's corners in normalized coordinates relative to marker positionArri Alexa 65Arri Alexa LFArri Alexa Mini & SXTArrowArrow SizeArrowsArtificial buoyancy force in negative gravity direction based on pressure differences inside the fluidAs 'Clear Parent', but keep the current visual transformations of the objectAs InstanceAs NURBSAs Render PassAshikhminAshikhmin-ShirleyAsk for confirmation when quitting with unsaved changesAspectAspect RatioAspect XAspect YAsphalt (Crushed)AssetAsset ('%s') is not an action data-blockAsset Blend PathAsset BrowserAsset Browser must be set to the Current File libraryAsset CatalogAsset Catalog:Asset CatalogsAsset DataAsset Debug InfoAsset DetailsAsset LibrariesAsset Libraries are local directories that can contain .blend files with assets inside. Manage Asset Libraries from the File Paths section in PreferencesAsset LibraryAsset Library IdentifierAsset Library ReferenceAsset Library TypeAsset Library not foundAsset Library: Current FileAsset Library: EssentialsAsset MetadataAsset RepresentationAsset Select ParametersAsset ShelfAsset Shelf HeaderAsset Shelf NameAsset Shelf PanelAsset Shelf Region ThemeAsset TagAsset TagsAsset Weak ReferenceAsset blend file is not editableAsset cannot be modified from this fileAsset catalogs cannot be edited in this asset libraryAsset data can only be assigned to assets. Use asset_mark() to mark as an asset.Asset data cannot be NoneAsset data, valid if the file represents an assetAsset file is not editableAsset is not a geometry node groupAsset library is not editableAsset library used to store the new brushAsset library used to store the new poseAsset loading is unfinishedAsset metadata from external asset libraries cannot be edited, only assets stored in the current file canAsset metadata from external libraries cannot be edited. Only assets stored in the current file can be edited.Asset not foundAsset not found: '%s'Asset shelf popover panel type not foundAssetsAssets in the current file cannot be individually savedAssets in the current file cannot be revertedAssignAssign Fk CollectionsAssign IK Constraint with targets derived from the select bones/objectsAssign MaterialAssign Primary CollectionsAssign Secondary CollectionsAssign Tweak CollectionsAssign a crease to inner edgesAssign a crease to outer edgesAssign a crease to the edges making up the rimAssign a material to geometry elementsAssign action "%s" to "%s" before calling this functionAssign active material slot to selectionAssign all selected bones to a collection, or unassign them, depending on whether the active bone is already assigned or notAssign intersection priority value for this collectionAssign no color tag to the collectionAssign the active material slot to the selected strokesAssign the current values of custom properties as their defaults, for use as part of the rest pose state in NLA track mixingAssign the hook to the hook object's active boneAssign the selected vertices to a hookAssign the selected vertices to a new vertex groupAssign the selected vertices to the active vertex groupAssign valueAssigned shortcut {:d} to {:s}Assignment valueAssignment value (as a string)AsymmetricAsymmetry of the shape adjustment of the strand thicknessAtAt CenterAt CursorAt FirstAt LastAt least 8 common tracks on both keyframes are needed for reconstructionAt least one Collection in this View Layer has an exporterAt least one node must be selected.At least one track with bundle should be selected to define origin positionAt least two points requiredAt least {:d} nodes must be selected.At which interval to add keysAt which interval to snap to framesAt which interval to snap to secondsAtmospheric turbidityAttach Hair Curves to SurfaceAttach ModeAttach NodesAttach active node to a frameAttach selected nodesAttach selected nodes to a new common frameAttaches hair curves to a surface meshAttachment UVAttachment is ValidAttachment surface UV coordinates of each curveAttack TimeAttack boids at max this distanceAttempt to bind from inactive dependency graphAttempt to delete scenes as part of a purge operation, should never happenAttempt to import 'allPurpose' materials.Attempt to import 'full' materials. Load 'allPurpose' or 'preview' materials, in that order, as a fallbackAttempt to import 'preview' materials. Load 'allPurpose' materials as a fallbackAttempt to import materials with the given purpose. If no material with this purpose is bound to the primitive, fall back on loading any other bound materialAttempt to select a point handle before transformAttempt to set action on non-animatable IDAttempt to unbind from inactive dependency graphAttempted to set slot identifier to "%s", but the type prefix does not match the slot's 'target_id_type' "%s". Setting to "%s" instead.AttenuationAttenuation constantAttributeAttribute '%s' (Blender domain %d, type %d) cannot be converted to USDAttribute Data DetectedAttribute DomainAttribute Domain TypeAttribute GroupAttribute NameAttribute NodeAttribute SpecialsAttribute StatisticAttribute TextAttribute TypeAttribute does not exist: "{}"Attribute domainAttribute domain for the Selection and Group ID inputsAttribute domain not supported by this geometry typeAttribute domain to displayAttribute domain to store free custom normalsAttribute domain used by the geometry nodes modifier to create an attribute outputAttribute domain where the attribute is stored in the baked dataAttribute domain where the attribute is stored in the simulation stateAttribute is not part of this geometryAttribute is required and cannot be removedAttribute name cannot be emptyAttribute name for edge weightAttribute name for vertex weightAttribute on Grease Pencil layerAttribute on instanceAttribute on mesh edgeAttribute on mesh face cornerAttribute on mesh facesAttribute on pointAttribute on splineAttribute on the geometry aboveAttribute per point/vertexAttribute value that will be stored for the current element on the main geometryAttributesAttributes to modifyAttributes with these names used within the group may conflict with existing attributesAudioAudio ChannelsAudio CodecAudio DeviceAudio Mixing BufferAudio Sample FormatAudio Sample RateAudio ScrubbingAudio StripAudio bitrate (kb/s)Audio channel countAudio channelsAudio output deviceAudio sample formatAudio sample format unsupportedAudio sample rateAudio sample rate (samples/s)Audio volumeAuthenticationAuthorAuthor USD custom attributes containing the original Blender object and object data namesAuthor:AutoAuto Align EndAuto Align Extremity BoneAuto Align {:s}Auto AxisAuto Blend In/OutAuto ClampedAuto Close Character PairsAuto CreateAuto DepthAuto DetectAuto EulerAuto Fly SpeedAuto HandleAuto Handle SelectedAuto Handle SmoothingAuto Handle Smoothing mode used for newly added F-CurvesAuto IKAuto IK Length: %dAuto Iteration CountAuto KeyframeAuto Keyframe Insert AvailableAuto Keyframe Insert Keying SetAuto KeyframingAuto KeyingAuto Keying EnableAuto Keying IndicatorAuto Keying ModeAuto Keying OnAuto MergeAuto Merge & SplitAuto Merge VerticesAuto NormalizationAuto NormalizeAuto PerspectiveAuto RainbowAuto RefreshAuto RemoveAuto Run Python ScriptsAuto Save Temporary FilesAuto Save TimeAuto SmoothAuto StepAuto Texture SpaceAuto TileAuto TransformAuto UpdateAuto VelocityAuto WXYZ to YRGBAuto XYZ to RGBAuto ZoomAuto clampedAuto detect best GPU for running BlenderAuto handleAuto sets the orbit center dynamically. When the complete model is in view, the center of volume of the whole model is used as the rotation point. When you move closer, the orbit center will be set on an object close to your center of the view.Auto-Clamped HandleAuto-Clamped Handle SelectedAuto-DetectAuto-Execution PathsAuto-KeyframingAuto-Keying ModeAuto-Keying will skip inserting keys that don't affect the animationAuto-Lock Key AxisAuto-Lock LayersAuto-MaskingAuto-Masking LayerAuto-Masking MaterialAuto-Masking StrokesAuto-Merge KeyframesAuto-OffsetAuto-RefreshAuto-Remove Fill GuidesAuto-SaveAuto-Save PreferencesAuto-SmoothAuto-StepAuto-VelocityAuto-offsetAuto-offset DirectionAuto-offset MarginAuto-offset direction: %sAutoPack is enabled, so image will be packed again on file saveAutocompleteAutokey Insert NeededAutolock Inactive LayersAutomaskingAutomaticAutomatic Bone OrientationAutomatic EasingAutomatic NameAutomatic Scrambling DistanceAutomatic SubframesAutomatic handles are adjusted to avoid jumps in acceleration, resulting in smoother curves. However, key changes may affect interpolation over a larger stretch of the curve.Automatic handles only take immediately adjacent keys into accountAutomatic handles that create smooth curvesAutomatic handles that create smooth curves which only change direction at keyframesAutomatic handles that create straight linesAutomatic keyframe insertion for Objects and Bones (default setting used for new Scenes)Automatic keyframe insertion using active Keying Set onlyAutomatic keyframe insertion when moving plane cornersAutomatic line width based on UI scaleAutomatic output type detectionAutomatic pixel size, depends on the user interface scaleAutomatic rigging from building-block componentsAutomatic saving of temporary files in temp directory, uses process ID. Warning: Sculpt and edit mode data won't be savedAutomatic weights from bonesAutomatically add lattice modifiers to selected objectsAutomatically adjust strength to give consistent results for different spacingsAutomatically adjusts fly navigation speed based on the distance of objects near the center of the viewport, making it easier to navigate complex scenes. Speed is recalculated each time movement starts.Automatically align edges to the brush direction to generate cleaner topology and define sharp features. Best used on low-poly meshes as it has a performance impact.Automatically begin translating strips with the mouse after adding them to the timelineAutomatically calculate mass values for Rigid Body Objects based on volumeAutomatically choose Wintab or Windows Ink depending on the deviceAutomatically choose filter based on scaling factorAutomatically choose method based on GPU and imageAutomatically choose the direction on which there is most alignment alreadyAutomatically choose the system-defined language if available, or fall-back to English (US)Automatically close relevant character pairs when typing in the text editorAutomatically compute transformation to get the best possible match between source and destination meshes. Warning: Results will never be as good as manual matching of objectsAutomatically convert all new tabs into spaces for new and loaded text filesAutomatically decide when to perform multiple simulation steps per frameAutomatically detect a good structure type based on how the socket is usedAutomatically detect animated sequences in selected images (based on file names)Automatically detect animated sequences in selected volume files (based on file names)Automatically detect features and place markers to trackAutomatically detect the best rotation axis to rotate towards the vectorAutomatically determine display type for filesAutomatically determine if the surface should be treated as a light for sampling, based on estimated emission intensityAutomatically determine sort method for filesAutomatically determine the number of threads, based on CPUsAutomatically determine the optimal number of steps for best performance/accuracy trade offAutomatically fix alignment of select bones' axesAutomatically insert keyframes on modified propertiesAutomatically lock all layers except the active one to avoid accidental changesAutomatically locks the movement of keyframes to the dominant axisAutomatically merge nearby keyframesAutomatically merge vertices moved to the same locationAutomatically name the output file with the pass typeAutomatically name the output file with the pass type (external only)Automatically offset nodes on insertionAutomatically offset the following or previous nodes in a chain when inserting a new nodeAutomatically pack all external data into .blend fileAutomatically pack all external files into the .blend fileAutomatically pick the fastest intersection methodAutomatically recalculate curve normalization on every curve editAutomatically reduce the number of samples per pixel based on estimated noise levelAutomatically reduce the number of samples per pixel based on estimated noise level, for viewport rendersAutomatically reduce the randomization between pixels to improve GPU rendering performance, at the cost of possible rendering artifactsAutomatically remove fill guide strokes after fill operationAutomatically renames the selected bones according to which side of the target axis they fall onAutomatically scale footage to cover unfilled areas when stabilizingAutomatically select best preview typeAutomatically select imported objectsAutomatically select keyframes when solving camera/object motionAutomatically set the number of subframesAutomatically split edges and facesAutomatically split edges in triangles to maintain quad topologyAutomatically switch between orthographic and perspective when changing from top/front/side viewsAutomatically try to determine the best settingAutomatically update the shader when the .osl file changes (external scripts only)Automatically zoom preview image to make it fully fit the regionAutomation axesAutomergeAutoscaleAutosplit OutputAutosplit output at 2GB boundaryAuxiliary TargetAvMinMaxAvailableAverageAverage ErrorAverage Error: {:.2f} pxAverage IterationsAverage ScaleAverage SpeedAverage Spring length * Ball SizeAverage custom normals of selected verticesAverage error during substepsAverage error of re-projectionAverage error of reconstructionAverage iterations during substepsAverage radius of the endpoints is used to tweak the X and Z Scaling of the bones, on top of XZ Scale modeAverage re-projection error: %.2f pxAverage selected tracks into activeAverage space UVs edge length of each loopAverage the size of separate UV islands, based on their area in 3D spaceAverage value of VGroup A's and VGroup B's weightsAverage weight in active vertex groupAveragedAveraged ValueAverages source image samples that fall under destination pixelAveraging methodAvoidAvoid CollisionAvoid animations and other motion effects in the interfaceAvoid collision with deflector objectsAvoid collision with other boidsAvoid color clipping by working in logarithmic spaceAvoid making unsymmetrical quads across the X axisAvoid making unsymmetrical quads across the Y axisAvoid making unsymmetrical quads across the Z axisAvoid object if danger from it is above this thresholdAvoid shrinking curves shorter than this lengthAxesAxes PositionAxes to RotationAxisAxis & Gizmo ColorsAxis 0 RegionAxis 1 RegionAxis AngleAxis Angle (W+XYZ), defines a rotation around some axis defined by 3D-VectorAxis Angle to RotationAxis ConstraintAxis DirectionAxis LockAxis MappingAxis ModeAxis ObjectAxis OnlyAxis OrthoAxis RandomAxis RangeAxis ReferenceAxis SignAxis SpaceAxis ThresholdAxis UAxis XAxis around which each curve is rolledAxis constrain toAxis for radial tangentsAxis in global view spaceAxis of mouse movement to zoom in or out onAxis of symmetryAxis orientationAxis that is aligned as well as possible given the alignment of the primary axisAxis that is aligned exactly to the provided primary directionAxis that is aligned to the normalAxis that points forward along the pathAxis that points in the 'forward' direction (applies to Instance Vertices when Align to Vertex Normal is enabled)Axis that points in the upward direction (applies to Instance Vertices when Align to Vertex Normal is enabled)Axis that points to the target objectAxis that points upwardAxis to align UV locations onAxis to align toAxis to align to the vectorAxis to arrange UV islands onAxis to bake in blue channelAxis to bake in green channelAxis to bake in red channelAxis to move UVs onAxis to rotate aroundAxis to tag names withAxis to use to align bundle alongAxis-Angle RotationAxis-alignedAxis-aligned (Horizontal)Axis-aligned (Vertical)Axis-angle rotation of this motion event. The vector magnitude is the angle where 1.0 represents 360 degrees. The angle is typically scaled by the time-delta before use.Azimuth - Angle around the up axisBB-BoneB-Bone Display X WidthB-Bone Display Z WidthB-Bone End HandleB-Bone End Handle TypeB-Bone SegmentsB-Bone ShapeB-Bone Start HandleB-Bone Start Handle TypeB-Bone Vertex Mapping ModeB-Bone X sizeB-Bone Z sizeB-SplineB/WB44 (lossy)B44A (lossy)BFECCBMPBSDFBSSRDFBSplineBT.1886 2.4 Exponent EOTF Display, commonly used for TVsBT.2020 2.4 Exponent EOTF DisplayBVHBVH LayoutBVH Time StepsBVH2BWBackBack Face CullingBack OrthographicBack PerspectiveBack and Forth Error Compensation and Correction. Advanced scheme that minimizes dissipation and diffusionBackbone LengthBackbone StretcherBackdropBackdrop OffsetBackdrop ZoomBackdrop offsetBackdrop zoom factorBackendBackface CullingBackfacingBackgroundBackground ColorBackground ImageBackground ImagesBackground SceneBackground SourceBackground TypeBackground ValueBackground color of Debug iconBackground color of Operator iconBackground color of Property iconBackground color of selected lineBackground image cannot be removedBackground image index to removeBackground set sceneBackscatterBackup .blend FilesBackwardsBad assignment modeBad vertex index in listBakeBake & MergeBake AllBake All Keyed FramesBake All Objects AnimationsBake B-Bone channelsBake DataBake EndBake Entire Fluid SimulationBake Fluid DataBake Fluid GuidingBake Fluid MeshBake Fluid NoiseBake Fluid ParticlesBake Grease Pencil object transform to Grease Pencil keyframesBake IDBake ItemBake ItemsBake Line Art for current Grease Pencil objectBake LocationBake ModeBake ModifiersBake Modifiers into keyframes and delete them afterBake Object Transform to Grease PencilBake PackedBake PathBake SamplesBake SelectedBake StartBake TimeBake TypeBake a frame rangeBake a single bake node or simulationBake a single frameBake all Line Art modifiersBake all light probe volumesBake all physicsBake all selected objects location/scale/rotation animation to an actionBake all simulation settings at onceBake an image sequence of ocean dataBake animation into current action, instead of creating a new one (useful for baking only part of bones in an armature)Bake animation onto the object then clear parents (objects only)Bake bones transformationsBake cache on all selected objectsBake custom propertiesBake data for a Scene data-blockBake data for every bake nodeBake directly from multires objectBake directory of object %s, modifier %s is empty, setting default pathBake displacementBake dynamic paint image sequence surfaceBake emissive surfaces for more accurate lightingBake every stage of the simulation separatelyBake failed: invalid canvasBake failed: invalid domainBake failed: no Dynamic Paint modifier foundBake failed: no Fluid modifier foundBake free failed: invalid domainBake free failed: no Fluid modifier foundBake free failed: pending bake jobs foundBake from MultiresBake from cacheBake image textures of selected objectsBake incoming light from the world instead of just the visibility for more accurate lighting, but lose correct blending to surrounding irradiance volumesBake irradiance volume light cacheBake item is an attribute stored on a geometryBake light bounces from light sources for more accurate lightingBake location channelsBake node or simulation output node that corresponds to this bake. This node may be deeply nested in the modifier node group. It can be none in some cases like missing linked data blocks.Bake normalsBake object transformationsBake on Key RangeBake on every frame that has a key for any of the bones, as opposed to just the relevant onesBake pass requires Direct, Indirect, or Color contributions to be enabledBake physicsBake rigid body transformations of selected objects to keyframesBake rotation channelsBake scale channelsBake shading on the surface of selected objects to the active objectBake simulations in geometry nodes modifiersBake space transform into object data, avoids getting unwanted rotations to objects when target space is not aligned with Blender's space (WARNING! experimental option, use at own risk, known to be broken with armatures/animations)Bake the displacement in object spaceBake the displacement in tangent spaceBake the normals in object spaceBake the normals in tangent spaceBake to Active CameraBake to DiskBake to active CameraBake to image data-blocks associated with active image texture nodes in materialsBake to the active color attribute on meshesBake vector displacementBaked AnimationBaked Frame {}Baked strokes are clearedBaked {} - {}BakesBakes a sound wave to samples on selected channelsBaking Dynamic Paint...Baking Line Art...Baking Multires...Baking canceled!Baking fluid...Baking lighting...Baking map saved to internal image, save it externally or pack itBaking map written to "%s"Baking nodes...Baking of multires data only works with an active mesh objectBaking point cache...Baking should happen to image with image bufferBaking texture...Baking to unsupported image typeBalanceBalancedBalanced between performance and qualityBalances between the two non primary color channels that the primary channel compares against. 0 means the latter channel of the two is used, while 1 means the former of the two is usedBalances low and high luminance areas. Lower values emphasize details in shadows, while higher values compress highlights more smoothlyBallBall SizeBall inflating pressureBand WidthBandsBands DirectionBands across X axisBands across Y axisBands across Z axisBands across diagonal axisBankingBarkBaseBase ColorBase ContrastBase Fill TypeBase Pose AngleBase Pose LocationBase Pose ObjectBase Pose TypeBase ScaleBase ThicknessBase TransparencyBase alpha transparency, possibly modified by alpha transparency modifiersBase class from USD Hydra based renderersBase color for ghosts after the active frameBase color for ghosts before the active frameBase curves that new curves are interpolated betweenBase from InstancerBase from SetBase line color, possibly modified by line color modifiersBase line thickness, possibly modified by line thickness modifiersBase meshBase mesh to subtract geometry fromBase node tree from contextBase node type for custom registered node group typesBase orientation for rotationBase orientation for the rotationBase radius to be set if 'Replace Radius' is enabledBase speed for walking and flyingBase surface that the normal map is applied relative to, when displacement is usedBase type for IK solver parametersBase type for data-blocks, defining a unique name, linking from other libraries and garbage collectionBase type to define alpha transparency modifiersBase type to define line color modifiersBase type to define line thickness modifiersBase type to define modifiersBase type to define stroke geometry modifiersBase value to control random instance variation in a reproducible wayBase value to control random variation in a reproducible wayBased on Mouse PositionBased on distance/falloff it adds a portion of the entire pathBasicBasic mode for interactive style parameter editingBasisBasis MatrixBasque - EuskaraBatchBatch Change Blend TypeBatch Change Blend Type (Add)Batch Change Blend Type (Current)Batch Change Blend Type (Divide)Batch Change Blend Type (Mix)Batch Change Blend Type (Multiply)Batch Change Blend Type (Next)Batch Change Blend Type (Previous)Batch Change Blend Type (Subtract)Batch Change Math OperationBatch Change Selected NodesBatch ExportBatch ModeBatch Own DirBatch change blend type and math operationBattleBeam AngleBeam Angle: %.2fBeam ShapeBeans (Cocoa)Beans (Soy)BeautyBeckmannBecomes the output value if it is chosen by the menu inputBeforeBefore ColorBefore CurrentBefore Current FrameBefore CyclesBefore FrameBefore Last KeyframeBefore ModeBefore OriginalBefore Original (Aligned)Before Original (Full)Before Original (Split Channels)Behavior when importing USD attributes as Blender custom propertiesBehavior when importing textures from a USDZ archiveBehavior when the name of an imported material conflicts with an existing materialBehavior when the name of an imported texture file conflicts with an existing fileBelarusian - БеларускаяBelowBelow ThresholdBendBend Angle: %.3f, Radius: %.4f, Alt: Clamp %sBend Angle: %s, Radius: %s, Alt: Clamp %sBend rotation axis:Bend selected items between the 3D cursor and the mouseBend the mesh over the Z axis of the modifier spaceBend the mesh using a curve objectBendingBending GroupBending ModelBending Spring DampingBending StiffnessBending Stiffness MaximumBending Stiffness Vertex GroupBendy BoneBendy Bone shape propertiesBendy BonesBest MatchBest Normal-MatchingBest known structure type of the socket. This may not match the socket shape, e.g. for unlinked input socketsBetter results when there are holes (slower)Between Min/Max Selected MarkersBevelBevel ConvexBevel DepthBevel ModeBevel ModifierBevel ObjectBevel RadiusBevel ResolutionBevel WeightBevel Weight:Bevel amountBevel amount for percentage methodBevel modifier to make edges and vertices more roundedBevel the entire mesh by a constant amountBiasBias factor for which frame has more influence on the interpolated strokesBias for reducing light-bleed on variance shadow maps (Deprecated)Bias for reducing self shadowing (Deprecated)Bias the shading normal to reduce self intersection artifactsBiasedBicubicBicubic when magnifying, else bilinear (OSL only)BigBilateral BlurBilateral FilterBilinearBimanualBinary ObjectBinary object file format (.bobj.gz)BindBind Bone envelopes to armature modifierBind CoordsBind ToBind base pose in Corrective Smooth modifierBind current shapeBind data missingBind data requiredBind mesh to cage in mesh deform modifierBind mesh to system in laplacian deform modifierBind mesh to target in surface deform modifierBind the selected camera to a marker on the current frameBind vertex count mismatch: %u to %uBind vertex groups to armature modifierBinding in an XR action map itemBindingsBindings for the action map item, mapping the action to an XR inputBioVision Motion Capture (BVH) formatBirth TimeBisectBisect AxisBisect DistanceBisect Flip AxisBisectorBit MathBit depth for fluid particles and grids (lower bit values reduce file size)Bit depth per channelBitangentBitangent SignBitangent vector of this vertex for this face (must be computed beforehand using calc_tangents, use it only if really needed, slower access than bitangent_sign)Bitflags Smooth GroupsBitmap (.bmp)BitrateBitrate in kbit/sBitwise %sBkSpaceBkspBlackBlack LevelBlack PointBlackbodyBlackbody IntensityBlackbody TintBlackmagic Pocket & StudioBlackmagic Pocket 4KBlackmagic Pocket 6kBlackmagic URSA 4.6KBlackman-HarrisBlackman-Harris filterBladesBlankBleedBleed BiasBleeding BiasBlendBlend FactorBlend FileBlend FilesBlend Hair CurvesBlend InBlend In/OutBlend ModeBlend Mode for Transparent Faces (Deprecated: use 'surface_render_method')Blend NeighborsBlend OpacityBlend OutBlend PathBlend RadiusBlend SurfaceBlend TextureBlend TypeBlend WeightBlend along CurveBlend alpha below another videoBlend alpha on top of another videoBlend between a smoother noise pattern, and rougher with sharper peaksBlend between diffuse surface and subsurface scattering. Typically should be zero or one (either fully diffuse or subsurface)Blend between transmission and other base layer componentsBlend brush influence by how much they face the frontBlend color to mix with texture output colorBlend deformation along each curve from the rootBlend face data across the insetBlend factor between an octave and its previous one. A value of zero corresponds to zero detailBlend factor between stretch minimized and originalBlend file '%s' created by a Big Endian version of Blender, support for these files has been removed in Blender 5.0, use an older version of Blender to open and convert it.Blend from current position to previous or next keyframeBlend in and out overlapping regionBlend in shape from a shape keyBlend modeBlend selected keyframes to their left or right neighborBlend selected keys to the slope of neighboring onesBlend selected keys to their default value from their current positionBlend shrinkwrap for points above the surfaceBlend the given Pose Action to the rigBlend to NeighborBlend weight to use for mixing two shaders. At zero it uses the first shader entirely and at one the second shaderBlend-File Color SpaceBlend-File DataBlendedBlenderBlender (best for import/export round trip)Blender 2.7Blender 2.8Blender 27xBlender DataBlender Drivers EditorBlender ExtensionsBlender FileBlender File ViewBlender IDsBlender Info LogBlender NamesBlender Object SpaceBlender OriginalBlender RNABlender RNA structure definitionsBlender RenderBlender VersionBlender World SpaceBlender compiled without Audaspace supportBlender is compiled without motion tracking libraryBlender is free softwareBlender lighting strengths with no conversionBlender preferences space dataBlender sub-process exited with error code {:d}Blender was compiled without a viewport denoiserBlender was launched in offline mode, which cannot be changed at runtimeBlender will start next time as it is now.Blender's extension repository must be enabled to install extensions!Blender's extension repository must be refreshed!Blender's extension repository not found!Blender's official web-siteBlendfile '%s' appears corrupted, it contains invalid ID names. These have been truncated.Blendfile '%s' was created by a future version of Blender and contains ID names longer than currently supported. These have been truncated.Blendfile Import ContextBlendfile Import Context ItemBlendfile Import Context ItemsBlendfile Import Context LibrariesBlendfile Import Context LibraryBlendfile import context has been initialized and filled with a list of items to import, no data has been linked or appended yetBlendingBlending FactorBlending ModeBlending factorBlending factor for panel and menu shadowsBlending to inelastic collisionBlending weight of this boneBlends between a dielectric and metallic material model. At 0.0 the material consists of a diffuse or transmissive base layer, with a specular reflection layer on top. A value of 1.0 gives a fully specular reflection tinted with the base color, without diffuse reflection or transmissionBlends keyframes from current state to an ease-in or ease-out curveBlends shape between multiple hair curves in a certain radiusBlobby element in a metaball data-blockBlockedBlocked Blocker CollectionBloomBlueBlue ChannelBlue channelBlue component of the color fieldBlue-NoiseBlue-Noise (first)Blue-Noise (pure)Blue-Noise (round)Blue:BlueprintBlurBlur AttributeBlur DistanceBlur IterationsBlur ModeBlur SizeBlur StepsBlur StrengthBlur WidthBlur XBlur an image along a directionBlur an image, using several blur modesBlur effect of brushBlur limit, maximum CoC radiusBlur shadow aliasing using Percentage Closer FilteringBlur strength per iterationBlur the color of the input image in YCC color space before keying while leaving the luminance intact using a Gaussian blur of the given sizeBlur the computed matte using a Gaussian blur of the given sizeBlur the resolved radiance using a bilateral filterBlur the studiolight in the backgroundBlur using camera depth of fieldBlur weight in active vertex groupBlurring steps for normal falloffBlurry FootageBlurs/softens the edge between the mortar and the bricks. This can be useful with a texture and displacement texturesBody TextBoidBoid BrainBoid RuleBoid RulesBoid SettingsBoid StateBoid StatesBoid effector weightBoid height relative to particle sizeBoid rule nameBoid state for boid physicsBoid state nameBoid will fight this times stronger enemyBoidsBoids 2DBokehBokeh BlurBokeh ImageBokeh TypeBokeh Type:Bokeh shape rotation offsetBoldBold & ItalicBoneBone '%s' has out of date B-Bone segment data - depsgraph update required!Bone '%s' is not a B-Bone!Bone '%s' was not assigned to collection '%s'Bone Armature-Relative MatrixBone CollectionBone Collection MembershipsBone Collection SpecialsBone Collection UIBone CollectionsBone Collections (All)Bone Collections (Roots)Bone Collections that contain this boneBone ColorBone Color SetsBone ColorsBone Constraint PropertiesBone ConstraintsBone DirBone EnvelopeBone Envelope DistanceBone EnvelopesBone FromBone Heat Weighting: failed to find solution for one or more bonesBone HierarchyBone InfluencesBone InfoBone Locked WeightBone MatrixBone NameBone OriginalBone Pose ActiveBone Pose SelectedBone PropertiesBone RelativeBone RollBone SelectionBone Selection SetBone SettingsBone Shape ScaleBone SizeBone SolidBone ToBone VisibilityBone Wireframe OpacityBone already has an IK constraintBone associated with this PoseBoneBone collection %s is not editable, maybe add an override on the armature Data?Bone collection '%s' not found in Armature '%s'Bone collection in an Armature data-blockBone collection with index %d not found on Armature %sBone collections can only be edited on an ArmatureBone colors were synced; for {:d} bones this will not be visible due to pose bone color overridesBone defining offsetBone deformation distance (for Envelope deform only)Bone deformation weight (for Envelope deform only)Bone in an Armature data-blockBone inherits rotation or scale from parent boneBone is able to be selectedBone is always displayed in wireframe regardless of viewport shading mode (useful for non-obstructive custom bone shapes)Bone is not able to be transformed when in Edit ModeBone is not visible except for Edit ModeBone is not visible when in Edit ModeBone is not visible when it is in Edit ModeBone is selected in Pose ModeBone location is set in local spaceBone not added to a collection and hidden because solo bone collection(s) exist.Bone not foundBone not found: {:s}Bone roll alignmentBone rotation around head-tail axisBone selection count errorBone selection during paintingBone that defines the display transform of this custom shapeBone that serves as the end handle for the B-Bone curveBone that serves as the start handle for the B-Bone curveBone to set the texture coordinatesBone to transform fromBone to use for the mirroringBone was added to a hidden collection '%s'Bone {:s} has a broken reference to {:s} collection '{:s}'Bone {:s} selected on both sides, mirroring would be ambiguous, aborting. Only select the left or right side, not bothBone(s)BonesBones & SkinBones assigned to this bone collection. In armature edit mode this will always return an empty list of bones, as the bone collection memberships are only synchronized when exiting edit mode.Bones for different objects selectedBones in this collection will be visible in pose/object modeBones only: apply the object's transformation channels of the action to the constrained bone, instead of bone's channelsBones which are children of this boneBones:%s/%sBookmarksBookmarks SpecialsBool AttributeBool Attribute ValueBool value in geometry attributeBooleanBoolean ArrayBoolean FieldBoolean MathBoolean ModifierBoolean Node SocketBoolean Node Socket InterfaceBoolean OperationBoolean ValueBoolean grid defining the topology/active regionsBoolean operations modifierBoolean result is too big for solver to handleBoolean selection of curve root pointsBoolean selection of curve tip pointsBoolean solver not available (compiled without it)Boolean value socket of a nodeBoost FactorBorderBorder CollisionsBorder WidthBorder rendering is not supported by sequencerBorder select pinned UVs onlyBordersBothBoth FacesBoth NeighborsBoth SidesBoth ZBoth objects must be meshesBoth subdivide long edges and collapse short edges to refine mesh detailBottomBottom BaselineBottom HeightBottom LeftBottom Lip InfluenceBottom OrthographicBottom PerspectiveBottom WidthBottom align on load (except for property editors)Bottom of the listBottom range of X axis destination motionBottom range of X axis source motionBottom range of Y axis destination motionBottom range of Y axis source motionBottom range of Z axis destination motionBottom range of Z axis source motionBottom-left corner of packing boundsBouncinessBoundBound per render layer number of samples by global samplesBoundariesBoundaryBoundary EdgesBoundary Face SetBoundary FalloffBoundary Origin OffsetBoundary Shape (Convex)Boundary SmoothBoundary TopologyBoundary edgesBoundary type to maskBoundedBounding BoxBounding Box CenterBounding box volume must be greater than 0BoundsBounds CenterBounds ClampBounds MaxBounds MinBoxBox Backdrop ColorsBox ColorBox MarginBox MaskBox RoundnessBox SelectionBox SharpenBox corner radius as a factor of box heightBox filterBox margin as factor of image widthBox-like shapes (i.e. cubes), including planes (i.e. ground planes)BoxesBraid Hair CurvesBraid StartBranch SmoothingBranch: {:s}BrassBreak apart the mesh faces and let them follow particlesBreak selected bones into chains of smaller bonesBreakableBreakdownBreakdown KeyframeBreakdown Keyframe SelectedBreaking ThresholdBrick (Common)Brick (Pressed)Brick (Soft)Brick TextureBrick WidthBricksBricks 1Bricks 2Bright/contrast modifier data for sequence stripBrighterBrightnessBrightness correction value. An additive-type factor by which to increase the overall brightness of the image. Use a negative number to darken an image, and a positive number to brighten itBrightness limit of intensityBrightness multiplierBrightness of the iconBrightness threshold for using sprite base depth of fieldBrightness/ContrastBring ForwardBring the bone pose into the modified objectBring the input collection geometry into the modified object, maintaining the relative position between the objects in the sceneBring the input object geometry, location, rotation and scale into the modified object, maintaining the relative position between the two objects in the sceneBring to FrontBroadcast actionsBroadcast all compatible actions to all objects. Animated objects will get all actions compatible with them, others will get no animation at allBronzeBrownBrown-Conrady distortion modelBrownianBrowseBrowse Action to be linkedBrowse Armature data to be linkedBrowse Brush to be linkedBrowse Cache Files to be linkedBrowse Camera Data to be linkedBrowse Curve Data to be linkedBrowse Curves Data to be linkedBrowse Grease Pencil Data to be linkedBrowse ID data to be linkedBrowse Image to be linkedBrowse Lattice Data to be linkedBrowse Light Data to be linkedBrowse LightProbe to be linkedBrowse Line Style Data to be linkedBrowse Mask to be linkedBrowse Material to be linkedBrowse Mesh Data to be linkedBrowse Metaball Data to be linkedBrowse Movie Clip to be linkedBrowse Node Tree to be linkedBrowse Object to be linkedBrowse Paint Curve Data to be linkedBrowse Palette Data to be linkedBrowse Particle Settings to be linkedBrowse Point Cloud Data to be linkedBrowse Scene to be linkedBrowse Sound to be linkedBrowse Speaker Data to be linkedBrowse Text to be linkedBrowse Texture to be linkedBrowse Volume Data to be linkedBrowse Workspace to be linkedBrowse World Settings to be linkedBrowse for files and assetsBrowse this fileBrowse, install and manage extensions from remote and local repositoriesBrowsing ModeBrushBrushAddBrushBendBrushBi-Scale GrabBrushBlobBrushBlurBrushBoundaryBrushBrush TypeBrushClayBrushClay StripsBrushClay ThumbBrushClockwiseBrushCloneBrushClothBrushColor RampBrushConstantBrushCounter-ClockwiseBrushCreaseBrushDeflateBrushDeformationBrushDirectionBrushDragBrushDrawBrushDraw Face SetsBrushDraw SharpBrushElastic DeformBrushEnhance DetailsBrushEraseBrushExpandBrushFalloffBrushFillBrushGrabBrushInflateBrushInvertedBrushJitterBrushLayerBrushMagnifyBrushMaskBrushMulti-plane ScrapeBrushMultires Displacement EraserBrushMultires Displacement SmearBrushNewBrushNormalBrushNudgeBrushPaintBrushPinchBrushPinch PerpendicularBrushPinch PointBrushPlaneBrushPoseBrushPushBrushRotateBrushScaleBrushSharpenBrushSimplifyBrushSlide RelaxBrushSmearBrushSmoothBrushSnake HookBrushSoftenBrushSubtractBrushSurfaceBrushThumbBrushTintBrushTri-Scale GrabBrushTwistBrush AssetBrush Asset (Unsaved)Brush Asset ReferenceBrush CapabilitiesBrush CollectionBrush DetailBrush FalloffBrush GradientBrush HeightBrush MaskBrush NormalBrush PresetsBrush RadiusBrush SettingsBrush SizeBrush SpecialsBrush Texture SlotBrush TypeBrush blending modeBrush data-block for storing brush settings for painting and sculptingBrush data-blocksBrush deformation displaces the vertices of the meshBrush deforms the mesh by deforming the constraints of a cloth simulationBrush is projected to canvas from defined direction within brush proximityBrush lags behind mouse and follows a smoother pathBrush only affects vertices that face the viewerBrush operates on all islandsBrush settingsBrush size in screen spaceBrush stepsBrush strengthBrush texture random angleBrush texture rotationBrush to use for duration of strokeBrush type identifier for which the most appropriate tool will be looked upBrush's capabilitiesBrush(es)Brush. Use Left Click to sample for palette insteadBrushesBrushes do not support automatic previewsBubbleBubble BuoyancyBubble DragBubblesBufferBuffersizeBugBuildBuild 100% proxy resolutionBuild 25% proxy resolutionBuild 50% proxy resolutionBuild 75% proxy resolutionBuild ModifierBuild Original:Build Undistorted:Build a rotation from an axis and a rotation around that axisBuild a rotation from quaternion componentsBuild a rotation from separate angles around each axisBuild custom normals on the caps for more continuous shading borders with the tube shapeBuild effect modifierBuild proxies for added movie and image strips in each preview sizeBuild proxy resolution 100% of the original footage dimensionBuild proxy resolution 100% of the original undistorted footage dimensionBuild proxy resolution 25% of the original footage dimensionBuild proxy resolution 25% of the original undistorted footage dimensionBuild proxy resolution 50% of the original footage dimensionBuild proxy resolution 50% of the original undistorted footage dimensionBuild proxy resolution 75% of the original footage dimensionBuild proxy resolution 75% of the original undistorted footage dimensionBuild record run time code indexBuilding proxies...Builds only new strokes (assuming 'additive' drawing)Built without Fluid modifierBuilt without Ocean modifierBuilt without Remesh modifierBuilt without SLIM, falling back to conformal methodBuilt without VR/OpenXR featuresBuilt-In Function F-ModifierBuilt-inBuilt-in AssetBuilt-in animation playerBuilt-in file manager for opening, saving, and linking dataBuilt-in fonts cannot be renamedBuilt-in keymap configurations cannot be removedBuilt-in themes cannot be overwrittenBuilt-in themes cannot be removedBulgarian - БългарскиBumpBump Map CorrectionBump OnlyBump mapping to simulate the appearance of displacementBundleBundle ItemsBundle Node SocketBundle Node Socket InterfaceBundle SolidBundle dataBundle in GeometryBundle socket of a nodeBundles to join together on the top level for each bundle. When there are duplicates, only the first occurrence is usedBuoyancyBuoyancy DensityBuoyancy HeatBuoyant force based on smoke density (higher value results in faster rising smoke)Buoyant force based on smoke heat (higher value results in faster rising smoke)Burn Into ImageBurn ModeBusy Drawing!ButtButt cap (flat)Button does not appear to have any property information attached (ptr.data = %p, prop = %p)By Active ToolBy Group IDBy LayerBy Loose PartsBy MaterialBy NameBy OrderBy Times Over Current FrameBy Times Over First Selected MarkerBy Times Over Zero TimeBy Values Over Cursor ValueBy Values Over Zero ValueBy how much to grow the selectionByte ColorByte Color (sRGB encoded): {} {} {} {}Byte Color AttributeByte Color Attribute ValueBytecodeBytecode HashBézierBézier CurveBézier Curve PointBézier PointsBézier SegmentBézier UBézier VBézier curve point with two handlesBézier curve point with two handles defining a Keyframe on an F-CurveBézier spline cannot have points addedCCFLCFL NumberCINEONCPUCPU raytracing performance will be poorCRFCSV (.csv)CSV Import: Cannot open file '%s'CSV Import: empty file '%s'CSV import: failed to parse file '%s'CUDACacheCache FileCache FilesCache Files data-blocksCache FinalCache IndexCache InfoCache Is OutdatedCache LayerCache LayersCache MeshCache ModifierCache Overlay SettingsCache PathCache RawCache ResultCache SettingsCache StepCache directoryCache file pathCache final image for each frameCache frames during simulation nodes playbackCache has to be enabledCache is disabled until the file is savedCache nameCache of the world-space positions of an element over a frame rangeCache raw images read from disk, for faster tweaking of strip parameters at the cost of memory usageCache the incoming data so that it can be used without recomputationCache the sound in memoryCacheFileBake TargetCacheFileDiskCacheFileInherit from ModifierCacheFilePackedCached RangeCached from the first Line Art modifierCached from the first Line Art modifier.Cached location on pathCached positions per frameCaches velocities of mesh vertices. These will be used (automatically) when rendering with motion blur enabled.CachingCageCage ExtrusionCage ObjectCage OpacityCage object "%s" not found in evaluated scene, it may be hiddenCage vertices changed from %d to %dCalculateCalculate AlphaCalculate HolesCalculate Object Motion PathsCalculate OrderCalculate OverlapCalculate Paths for the Selected BonesCalculate Selected to FrameCalculate Vertex Weight dynamicallyCalculate a random value or color based on an input seedCalculate all selected objects instead of just the active objectCalculate an alpha channel based on RGB values in the imageCalculate bone paths from headsCalculate bone paths from tailsCalculate brush spacing relative to the scene using the stroke locationCalculate brush spacing relative to the viewCalculate children that suit long hair wellCalculate even feather offsetCalculate feather offset as a second curveCalculate heights against unsubdivided low resolution meshCalculate holes when filling overlapping curvesCalculate modifiers in linear space instead of sequencer's spaceCalculate normals perpendicular to the Z axis and the curve tangent. If a series of points is vertical, the X axis is used.Calculate normals which result in more even thickness (slow, disable when not needed)Calculate normals with the smallest twist around the curve tangent across the whole curveCalculate particle rotationsCalculate paths for the selected bonesCalculate point velocities automaticallyCalculate position bounds of each instance's geometry setCalculate relative position (using edges)Calculate relative position (using faces)Calculate self intersections and overlap before fillingCalculate sharp edges using custom normal data (when available)Calculate simulations in geometry nodes modifiers from the start to current frameCalculate statistics about a data set from a field evaluated on a geometryCalculate the boundary mask based on disconnected mesh topology islandsCalculate the boundary mask between face setsCalculate the brush spacing using view or scene distanceCalculate the center of geometry based on the current pivot point (median, otherwise bounding box)Calculate the center of mass from the surface areaCalculate the center of mass from the volume (must be manifold geometry with consistent normals)Calculate the direction and magnitude of the change in values of a scalar gridCalculate the flow into and out of each point of a directional vector gridCalculate the interpolated value of a mesh attribute on the closest point of its surfaceCalculate the interpolated values of a mesh attribute at a UV coordinateCalculate the limits of a geometry's positions and generate a box mesh with those dimensionsCalculate the magnitude and direction of circulation of a directional vector gridCalculate the mean and median of a given fieldCalculate the minimum and maximum of a given fieldCalculate the number of samples by splitting each spline into segments with the specified lengthCalculate the order of edges (needed for meshes, but not curves)Calculate the proximity to the target's edgesCalculate the proximity to the target's facesCalculate the proximity to the target's points (faster than the other modes)Calculate the standard deviation and variance of a given fieldCalculate the surface area of a mesh's facesCalculate to FrameCalculates a new manifold mesh based on the volume of the current mesh. All data layers will be lostCalculating simulation...Calculation RangeCalculation TypeCalculation using the MikkTSpace library, consistent with tangents used elsewhere in BlenderCalibrationCall PanelCallback function defines for built-in Keying SetsCalligraphyCameraCameraBackCameraCloseCameraDepthCameraEndCameraFixCameraFrontCameraLensCameraNewCamera "%s" is not a multi-view cameraCamera & Lens EffectsCamera BoundsCamera ClipCamera Cull MarginCamera CullingCamera CustomCamera DataCamera Focal Length: %.1fmmCamera Focal Length: %.1f°Camera GuidesCamera InfoCamera Lens Scale: %.3fCamera ObjectCamera OffsetCamera OrthographicCamera OverrideCamera PanoramicCamera Parent LockCamera PassepartoutCamera PathCamera PerspectiveCamera PresetsCamera SolverCamera Solver ConstraintCamera SuffixCamera ViewCamera VisibilityCamera ZoomCamera data-block for storing camera settingsCamera data-blocksCamera far clipping distanceCamera horizontal shiftCamera lens field of viewCamera lens horizontal field of viewCamera lens vertical field of viewCamera near clipping distanceCamera projection matrixCamera shiftCamera that becomes active on this frameCamera to ViewCamera to use as reference point when subdividing geometry, useful to avoid crawling artifacts in animations when the scene camera is movingCamera to which motion is parented (if empty active scene camera is used)Camera typesCamera vertical shiftCamera's Main AxisCamera's focal lengthCamera(s)CamerasCan add additional constraints on when auto keying can insert keyframesCan only assign evaluated data to evaluated object, or original data to original objectCan only copy one custom normal, vertex normal or face normalCan only pick from the 3D viewport or the outlinerCan only save sequence on image sequencesCan only scale region size from an action zoneCan only size Quad View from an action zoneCan only unpack bake if the current .blend file is savedCan't change working space while jobs are runningCan't change working space with modified images, save them firstCan't edit driven number value, see driver editor for the driver setupCancelCancel and undo a stroke in progressCancel animation, returning to the original frameCancel bevelCancel file operationCancel showing the render viewCanceling...Cancelling this stroke is unsupportedCannot (de)select bones on linked object, that would need an overrideCannot Load ImageCannot access collections geometry because it's not evaluated yet. This can happen when there is a dependency cycleCannot access object's geometry because it's not evaluated yet. This can happen when there is a dependency cycleCannot access object's transforms because it's not evaluated yet. This can happen when there is a dependency cycleCannot activate a file selector dialog, one already openCannot add Rigid Body to non mesh objectCannot add a collection to a linked/override collection/sceneCannot add a color tag to a linked collectionCannot add a layer to CacheFile '%s'Cannot add a new collection to linked/override sceneCannot add active layer as maskCannot add bone collections to a linked Armature with a system override; explicitly create an override on the Armature DataCannot add bone collections to a linked Armature without an override on the Armature DataCannot add edges in edit modeCannot add faces in edit modeCannot add hook bone for a non armature objectCannot add hook with no other selected objectsCannot add loops in edit modeCannot add more than %i UV mapsCannot add node %s into node tree %sCannot add node %s into node tree %s: %sCannot add node '%s' in a groupCannot add node '%s' in a group: %sCannot add node group '%s' to '%s'Cannot add node group '%s' to '%s': %sCannot add node of type %s to node tree '%s'Cannot add node of type %s to node tree '%s' %sCannot add objects to a library override or linked collectionCannot add properties to override dataCannot add property to built in keying setCannot add socket to built-in nodeCannot add vertices in edit modeCannot add zone input node '%s' to a group without its paired output '%s'Cannot add zone output node '%s' to a group without its paired input '%s'Cannot allocate FFmpeg format contextCannot allocate enough video memory to bake "{}" ({} / {} MBytes). Try reducing surfel resolution or capture distance to lower the size of the allocation.Cannot append data-block '%s' of type '%s'Cannot apply constructive modifiers on curve. Convert curve to mesh in order to applyCannot apply modifier for this object typeCannot apply pose to lib-linked armatureCannot apply this modifier to Grease Pencil geometryCannot apply to a multi user armatureCannot assign material '%s', it has to be used by the Grease Pencil object alreadyCannot assign to linked bone collection %sCannot bake in zoneCannot bake light probe while renderingCannot bake non-'image sequence' formatsCannot build springsCannot change Pose when 'Rest Position' is enabledCannot change action, as it is still being edited in NLACannot change old file (file saved with @)Cannot clear embedded library override '%s', only overrides of real data-blocks can be directly clearedCannot clear linked library override '%s', only local overrides can be directly clearedCannot convert selected objects while they are in edit modeCannot convert to the selected typeCannot copy/paste packed dataCannot create Rigid Body worldCannot create editmode armatureCannot create freeze frameCannot create key inside of speed transitionCannot create object in main database with an evaluated data data-blockCannot create preset "{:s}", as the name already existsCannot create subtitle fileCannot create the Animation ContextCannot create transform on linked dataCannot create transitionCannot create transition from first or last keyCannot delete collection '%s', it is either a linked one used by other linked scenes/collections, or a library override oneCannot delete currently visible workspace id '%s'Cannot delete id '%s', indirectly used data-blocks need at least one userCannot delete indirectly linked id '%s'Cannot delete indirectly linked library '%s'Cannot delete indirectly linked object '%s'Cannot delete library override id '%s', it is part of an override hierarchyCannot delete locked layersCannot delete object '%s' as it is used by override collectionsCannot delete object '%s' from scene '%s', indirectly used objects need at least one userCannot determine bake location on disk. Falling back to packed bake.Cannot do anything in mode {!r}Cannot dolly when the view offset is lockedCannot drag an output socketCannot drag panel with no inputsCannot duplicate current selectionCannot edit 'runtime' status of non-blendfile data-blocks, as they are by definition always runtimeCannot edit bone collections on a linked Armature with a system override; explicitly create an override on the Armature DataCannot edit bone collections on linked Armatures without overrideCannot edit bone collections that are linked from another blend fileCannot edit bone groups for library overridesCannot edit constraints coming from linked data in a library overrideCannot edit external library dataCannot edit hidden objectCannot edit library dataCannot edit library linked or non-editable override objectCannot edit library linked or non-editable override object(s)Cannot edit library or non-editable override dataCannot edit library or override dataCannot edit linked mesh or curve dataCannot edit linked node treeCannot edit modifiers coming from linked data in a library overrideCannot edit object '%s' as it is used by override collectionsCannot edit object used by override collectionsCannot edit previews of overridden library dataCannot edit properties from override dataCannot edit shaderfxs coming from linked data in a library overrideCannot edit shaderfxs in a library overrideCannot edit this property from a linked data-blockCannot edit this property from a system override data-blockCannot edit this property from an override data-blockCannot ensure directory: %sCannot evaluate node groupCannot execute boolean operationCannot execute, intersect only available using exact solverCannot execute, non-exact solver and empty collectionCannot execute, non-manifold inputsCannot execute, the selected collection contains non mesh objectsCannot execute, unknown errorCannot export mixed curve types in the same Curves objectCannot export mixed cyclic and non-cyclic curves in the same Curves objectCannot figure out which object this bone belongs to.Cannot find '%s' gridCannot find a scene to replace the active deleted one '%s'Cannot find a scene to replace the active one, which belongs to the to be deleted library '%s'Cannot find a scene to replace the active purged one '%s'Cannot find class {:s} in {:s}Cannot find keys to operate onCannot find lib '%s'Cannot find object data of %s lib %sCannot fly an object with constraintsCannot fly when the view offset is lockedCannot generate materials for unknown {:s} render engineCannot get internal value from bundleCannot get mesh from cage objectCannot initialize clothCannot initialize the GPUCannot insert group '%s' in '%s'Cannot join objects that share armature data: %sCannot join while in edit modeCannot link data-block '%s' of type '%s'Cannot link objects into a linked sceneCannot link objects into the same sceneCannot load the baked dataCannot make a bone collection a descendant of itselfCannot make library override from a local objectCannot make segmentCannot mix modal/non-modal itemsCannot modify name of required geometry attributeCannot move above a modifier requiring original dataCannot move above basis shape keyCannot move beyond a non-deforming modifierCannot move collection from index '%d' to '%d'Cannot move effect beyond the end of the stackCannot move modifier beyond the end of the listCannot move modifier beyond the end of the stackCannot move modifier beyond the start of the listCannot move strip to different sceneCannot move strip to non-meta stripCannot navigate a camera from an external library or non-editable overrideCannot navigate an object with constraintsCannot navigate when the view offset is lockedCannot open destination asset %s for writingCannot open file %s for writing: %sCannot open file: {}Cannot overwrite asset system files. Save as new fileCannot overwrite asset system files. Save as new file?Cannot overwrite export fileCannot overwrite files that are managed by the asset systemCannot overwrite used library '%.240s'Cannot pack absolute file: '%s'Cannot pack multiview images from raw data currently...Cannot pack tiled images from raw data currently...Cannot paint strokeCannot pair zone input node %s with %s because it does not have the same zone typeCannot paste driver variables without a driverCannot paste without a materialCannot pose libdataCannot pose non-editable dataCannot push down actions while tweaking a strip's action, exit tweak mode firstCannot re-link markers into the same sceneCannot read %s '%s': %sCannot read '%s': %sCannot read OSO bytecode to store in node at {!r}Cannot read alternative start-up file: "%s"Cannot read blend file '%s', incomplete header, may be from a newer version of BlenderCannot read file "%s": %sCannot reassign inputs: recursion detectedCannot reassign inputs: strip has no inputsCannot reload with running modal operatorsCannot relocate indirectly linked library '%s'Cannot relocate library '%s' to current blend file '%s'Cannot remove an object from a linked or library override collectionCannot remove background image %d from camera '%s', as it is from the linked reference dataCannot remove built in keying setCannot remove built-in attributes: {}Cannot remove edges in edit modeCannot remove loops in edit modeCannot remove more edges than the mesh containsCannot remove more loops than the mesh containsCannot remove more polys than the mesh containsCannot remove more vertices than the mesh containsCannot remove polys in edit modeCannot remove properties from override dataCannot remove property from built in keying setCannot remove vertices in edit modeCannot render, no cameraCannot resolve path %s for writingCannot return channelbag when slot is NoneCannot rip facesCannot rip multiple disconnected verticesCannot rip non-manifold vertices or edgesCannot save asset catalogs before the Blender file is savedCannot save blend file, path "%s" is a directoryCannot save blend file, path "%s" is not writableCannot save image while renderingCannot save image, path "%s" is not writableCannot save multilayer sequencesCannot save normal file (%s) as asset system fileCannot save text file, path "%s" is not writableCannot separate current selectionCannot separate curves with shape keysCannot separate nodesCannot set a negative rangeCannot set absolute paths with an unsaved blend fileCannot set both socket and panel identifierCannot set instance-collection as object belongs in collection being instanced, thus causing a cycleCannot set relative paths with an unsaved blend fileCannot set slot without an assigned Action.Cannot spinCannot split current selectionCannot split selection with "Sync Select" and "Shared Vertex" selection enabledCannot swap '%s' and '%s' as one or both will not be able to fit in their new placesCannot swap inputs of a multi-input socketCannot swap selected strips as they will not be able to fit in their new placesCannot swap selected strips because they will overlap each other in their new placesCannot unlink a library override collection which is not the root of its override hierarchyCannot unlink action '%s'. It's not clear which object or object-data it should be unlinked from, there's no object or object-data as parent in the Outliner treeCannot unlink collection '%s' parented to another linked collection '%s'Cannot unlink collection '%s'. It's not clear which scene, collection or instance empties it should be unlinked from, there's no scene, collection or instance empties as parent in the Outliner treeCannot unlink material '%s'. It's not clear which object or object-data it should be unlinked from, there's no object or object-data as parent in the Outliner treeCannot unlink object '%s' from linked collection or scene '%s'Cannot unlink object '%s' parented to another linked object '%s'Cannot unlink texture '%s'. It's not clear which Freestyle line style it should be unlinked from, there's no Freestyle line style as parent in the Outliner treeCannot unlink the material '%s' from linked object dataCannot unlink this object dataCannot unlink unsupported '%s' from light linking collection '%s'Cannot unlink world '%s'. It's not clear which scene it should be unlinked from, there's no scene as parent in the Outliner treeCannot unpack individual Library file, '%s'Cannot update a linked Armature with a system override; explicitly create an override on the Armature DataCannot use OpenGL render in background mode (no opengl context)Cannot use armature object as custom bone shapeCannot use vertex with zero-length normalCannot use zero-area faceCannot use zero-length boneCannot use zero-length curveCannot use zero-length edgeCannot verify bone name without a generated rigCannot write a single file with an animation format selectedCannot write file: %sCannot write to asset %s: %sCanvasCanvas NormalCanvas SettingsCanvas SurfacesCanvas X-RayCanvas grid colorCanvas grid offsetCanvas grid opacityCanvas grid scaleCanvas grid subdivisionsCanvas mesh not updatedCap EndpointCap Fill TypeCap StartCapsCaps Align NormalsCaps EndCaps Extrapolate RadiusCaps InputCaps MergeCaps ResolutionCaps SmoothCaps StartCaps TypeCapsuleCaptureCapture AttributeCapture Attribute ItemCapture DistanceCapture EmissionCapture IndirectCapture ItemsCapture WorldCapture a picture of an editorCapture a picture of the whole Blender windowCapture a screenshot to use as a preview for the selected assetCapture the entire windowCarbon (Solid)CardboardCardinalCascade CountCascade FadeCascade Max DistanceCaseCase SensitiveCase Sensitive Matches OnlyCastCast IronCast ModifierCast ShadowCast Shadow CausticsCast a square spot light shapeCast rays and retrieve information from the hit pointCast rays from above the surfaceCast rays from the context geometry onto a target geometry, and retrieve information from each hit pointCast rays to active object from a cageCast shadows from volumetric materials onto volumetric materials (Very expensive)Catadioptric SizeCatalan - CatalàCatalogCatalog IDCatalog SelectorCatalog Simple NameCatalog UUIDCatalog cannot be dropped into itselfCatalog is already placed at the highest levelCatalog is already placed inside this catalogCatalog to use for the new assetCatalogs cannot be edited in this asset libraryCategoryCatmull RomCatmull-ClarkCatmull-RomCatromCause the faces of the mesh object to appear or disappear one after the other over timeCause the image to repeat horizontally and verticallyCause the image to repeat in checker board patternCauses Grease Pencil data to be duplicated with the objectCauses actions to be duplicated with the data-blocksCauses armature data to be duplicated with the objectCauses camera data to be duplicated with the objectCauses curve data to be duplicated with the objectCauses curves data to be duplicated with the objectCauses lattice data to be duplicated with the objectCauses light data to be duplicated with the objectCauses light probe data to be duplicated with the objectCauses material data to be duplicated with the objectCauses mesh data to be duplicated with the objectCauses metaball data to be duplicated with the objectCauses particle systems to be duplicated with the objectCauses point cloud data to be duplicated with the objectCauses select-all ('A' key) to de-select in the case a selection existsCauses speaker data to be duplicated with the objectCauses surface data to be duplicated with the objectCauses tab to open pie menu (swaps 'Tab' / 'Ctrl-Tab')Causes text data to be duplicated with the objectCauses volume data to be duplicated with the objectCausticsCavityCavity (Inverted)Cavity (inverted)Cavity CurveCavity FactorCavity MaskCavity RidgeCavity ValleyCavity shading computed in world space, useful for larger-scale occlusionCbCeil ModeCell NoiseCell SizeCell TypeCell type to be highlightedCelsiusCementCenterCenter Action Safe MarginsCenter DiagonalCenter OverrideCenter PivotCenter Title Safe MarginsCenter in global view spaceCenter of MassCenter of the hook, used for falloff and displayCenter of this faceCenter on FrameCenter point for rotate/scaleCenter position of box selectionCenter position of the sphere selectionCenter textCenter the camera view, resizing the view to fit its boundsCenter the view lock offsetCenter the view so that the cursor is in the middle of the viewCenter the view to the Z-depth position under the mouse cursorCenter-Cut Safe AreasCentersCentimeterCentimetersCentral AxisCentral CylindricalCentroid MergeCentsCentum weightsChainChain CountChain LengthChain Loose EdgesChain OffsetChain PriorityChain ScalingChain by DistanceChain count for the selection of first N chainsChain follows position of targetChain follows rotation of targetChainingChaining MethodChainsChalk (Solid)Chance of every point being included in the selectionChance of every point or curve being included in the selectionChance that the particle will pass through the meshChangeChange Active LayerChange CaseChange Effect TypeChange InputsChange OutputsChange Scene assigned to StripChange SizeChange UV selection modeChange a custom property's type, or adjust how it is displayed in the interfaceChange alpha transparency along strokeChange alpha transparency based on a material attributeChange alpha transparency based on the distance from an objectChange alpha transparency based on the distance from the cameraChange blue channelChange brightnessChange brush size by a scalarChange case of each nameChange collision shapes for selected Rigid Body ObjectsChange colors in all data-blocks to the new working spaceChange contrastChange curve caps mode (rounded or flat)Change direction of the points of the selected strokesChange domain type of the simulationChange factors of Mix nodes and Mix Shader nodesChange fade opacity of displayed onion framesChange flow behavior in the simulationChange font character codeChange font spacingChange green channelChange how fluid is emittedChange how the attribute is storedChange how the color attribute is storedChange hueChange hue/saturation/value of the strokesChange layer group iconChange line color along strokeChange line color based on a material attributeChange line color based on random noiseChange line color based on the direction of a strokeChange line color based on the distance from an objectChange line color based on the distance from the cameraChange line color based on the radial curvature of 3D mesh surfacesChange line color based on the underlying crease angleChange line thickness along strokeChange line thickness based on a material attributeChange line thickness based on the distance from an objectChange line thickness based on the distance from the cameraChange line thickness so that stroke looks like made with a calligraphic penChange noise on every frameChange pivot point for transforms (buggy)Change position of active Bone Collection in list of Bone collectionsChange red channelChange saturationChange selection for all facesChange selection for all verticesChange selection modeChange selection of all UV verticesChange selection of all UVW control pointsChange selection of all curve pointsChange selection of all markers of active trackChange selection of all metaball elementsChange selection of all time markersChange selection of all tracking markersChange selection of all visible objects in sceneChange selection of all visible reportsChange sorting to use column under cursorChange stroke UV texture valuesChange stroke location, rotation, or scaleChange stroke thicknessChange tabs only when this editor shares a border with an outlinerChange the active action usedChange the bevel weight of edgesChange the cache type of the simulationChange the constraint's position in the list so it evaluates after the set number of othersChange the crease of edgesChange the crease of verticesChange the direction of curves by swapping their start and end dataChange the direction that a chain of bones points in (head and tail swap)Change the display order of the selected strokesChange the effect's position in the list so it evaluates after the set number of othersChange the lock state of all or some vertex groups of active objectChange the lock state of all shape keys of active objectChange the minimum distance used by the density brushChange the mode used for selection masking in curves sculpt modeChange the modifier's index in the stack so it evaluates after the set number of othersChange the number of keys of selected particles (root and tip keys included)Change the object in the current modeChange the object in the current mode • Ctrl to add to the current modeChange the opacity of the strokesChange the order of columnsChange the position of the active line set within the list of line setsChange the position of the style module within in the list of style modulesChange the selection mode for Grease Pencil strokesChange the size of the imageChange the size of thumbnailsChange the size of thumbnails in discrete stepsChange the size of thumbnails in list viewsChange the speed of the simulationChange the strip modifier's index in the stack so it evaluates after the set number of othersChange the type of curvesChange the underlying simulation methodChange the visibility of the face sets of the sculptChange the working color space of all colors in this blend fileChange to the corresponding tab when outliner data icons are clickedChange to the selected VR landmark from the listChange type of effector in the simulationChange type of fluid in the simulationChange valueChange visible data source in the spreadsheetChange which geometry type the operation affects, edges or verticesChange zoom ratio of sequencer previewChangedChanged SelectedChanges the size of the fonts and widgets in the interfaceChanges the thickness of widget outlines, lines and dots in the interfaceChanging edge seams recalculates UV unwrapChannelChannel %dChannel ColorChannel Driver (only set for Driver F-Curves)Channel GroupChannel Group ColorsChannel KeyChannel MatrixChannel PackedChannel colors are disabled in Animation PreferencesChannel defining pose data for a bone in a PoseChannel in which strip will be cutChannel numberChannel to place this strip intoChannel values higher than this maximum are not keyedChannel values lower than this minimum are keyedChannelDriver VariablesChannelsChannels of the image to displayChannels of the image to drawChannels of the preview to displayChannels to display in the histogramCharacter IndexCharacter InfoCharacter SpacingCharacter WeightCharacter used to separate objects name into hierarchical structureCharactersCharcoalChargeCharge effector weightChebychevChebychev distanceCheck ExistingCheck Internal Spring NormalsCheck Surface NormalsCheck and fix all strings in current .blend file to be valid UTF-8 Unicode (needed for some old, 2.4x area files)Check and warn on overwriting existing filesCheck for Updates on StartupCheck if Select Left or RightCheck if a given string exists within another stringCheck if extend lines collide with strokesCheckerChecker DistanceChecker EvenChecker OddChecker TextureCheckerboard InterleavedCheckerboard SizeChecking for Extension UpdatesChecking for Extension Updates{:s}Checking validity of current .blend file *AFTER* undo stepChecking validity of current .blend file *BEFORE* save to diskChecking validity of current .blend file *BEFORE* undo stepChiangChildChild NumberChild OfChild Of ConstraintChild Of ControlChild Of constraint not foundChild ParticleChild ParticlesChild RadiusChild RoundnessChild SeedChild SizeChild collection with its collection related settingsChild of this pose boneChild particle interpolated from simulated or edited particlesChild particles generated by the particle systemChildrenChildren ExpandedChildren FromChildren Per ParentChildren collections with their parent-collection-specific settingsChildren expanded in the user interfaceChinese (Simplified) - 简体中文Chinese (Traditional) - 繁體中文ChokeChoose BW for saving grayscale images, RGB for saving red, green and blue channels, and RGBA for saving red, green, blue and alpha channelsChoose Collision TypeChoose Screen layoutChoose Selection SetChoose a maximum size for all exported texturesChoose a preview image for the brushChoose a widget for the bone controlChoose active color stopChoose an image to help identify the data-block visuallyChoose between an arbitrary number of values with an indexChoose between faster updates, or faster renderChoose child instances each element instead of instancing the entire geometryChoose different visualizations of library override dataChoose displacement space for bakingChoose how many Bone influences to exportChoose how subdivision modifiers will be mapped to the USD subdivision scheme during exportChoose instances from the "Instance" input at each point instead of instancing the entire geometryChoose normal space for bakingChoose pseudo-randomlyChoose shading information to bake into the imageChoose the asset library to display assets fromChoose the color of your preference, and the shader will approximate the absorption coefficient to render lookalike hairChoose the file format to save toChoose the interpolation type with which new keys will be addedChoose the type of the widget to createChoose visibility of tabs in the properties editorChoose where to get guiding velocities fromChoose whether to export only the [0, 1] range, or all UV tilesChoose {} data-block to be assigned to this userChoppinessChoppiness of the wave's crest (adds some horizontal component to the displacement)Christensen-BurleyChroma KeyChroma NoiseChroma VectorscopeChromatic AberrationChromatic AdaptationChromatic adaption from a different white pointCinemaCinema (48)Cineon (.cin)CircleCircle (HSL)Circle (HSV)Circle SegmentCircle with inner dotCirclesCircularCircular dependency for image "%s" from object "%s"Circular easing (strongest and most dynamic)Circularity of the effectClampClamp Bounding BoxClamp DirectClamp FactorClamp GlossyClamp IndirectClamp OffsetClamp OverlapClamp RegionClamp ResultClamp Surface DirectClamp Surface IndirectClamp ToClamp To ConstraintClamp TypeClamp Volume DirectClamp Volume IndirectClamp WavesClamp a value between a minimum and a maximumClamp bright highlightsClamp bright highlights such that their brightness are not larger than this valueClamp collision impulses to avoid instability (0.0 to disable clamping)Clamp pixel intensity to reduce noise inside glossy reflections from reflection cubemaps (0 to disable)Clamp result of the node to 0.0 to 1.0 rangeClamp the Z axis of the curveClamp the curve path children so they cannot travel past the start/end point of the curveClamp the direct lighting intensity to reduce noise (0 to disable)Clamp the factor to [0,1] rangeClamp the indices to the size of the attribute domain instead of outputting a default value for invalid indicesClamp the indirect lighting intensity to reduce noise (0 to disable)Clamp the result to [0,1] rangeClamp the result to the target range [To Min, To Max]Clamp the transformation to the distance each vertex moves in the original shapeClamp the width to avoid overlapClamp thickness based on anglesClamp values to the range of the original neighborhood. Prevents overshooting and undershootingClamp within the edge extentsClampingClarityClassClass NameClassicClassic Ashikhmin velvet (legacy model)ClassicalClean CurvesClean Files After InstallClean UpClean tracks with high error values or few framesClean up i18n working repository (po files)Clean vertex group edgesCleanup action to executeClearClear 'disabled' tag from all F-Curves to get broken F-Curves working againClear 'internal' previews (materials, textures, images, etc.)Clear ActiveClear AllClear Animation DataClear Asset DataClear CoatClear Coat NormalClear Coat RoughnessClear Cyclic (F-Modifier)Clear DeltaClear DriversClear F-Curve snapshots (Ghosts) for active Graph EditorClear Fake UserClear Fake User and remove copy stashed in this data-block's NLA stackClear ImageClear Images before baking (internal only)Clear In ObstacleClear InnerClear Local ConstraintsClear LooseClear Node LabelsClear OuterClear ParentClear Parent InverseClear ParentsClear Recent Files ListClear Recent Files List...Clear RemainedClear SeamsClear TrackClear TransformClear TypeClear Up ToClear ViewerClear action to executeClear active track only instead of all selected tracksClear all Line Art modifier bakesClear all calculated dataClear all constraints from the selected bonesClear all constraints from the selected objectsClear all keyframes on the currently active propertyClear all modifiers from the selected objectsClear all orphaned data-blocks without any users from the fileClear all strokes in current Grease Pencil objectClear all view lockingClear and Keep TransformationClear and Keep Transformation (Clear Track)Clear animation for FK or IK bonesClear collection contributing only indirectly in the view layerClear collections' previewsClear data-block previews (only for some types like objects, materials, textures, etc.)Clear delta location in addition to clearing the normal location transformClear delta rotation in addition to clearing the normal rotation transformClear delta scale in addition to clearing the normal scale transformClear hide selected tracksClear images before baking (only for internal saving)Clear instead of marking seamsClear inverse correction for Child Of constraintClear inverse correction for Object Solver constraintClear keyframes from all elements of the arrayClear labels on selected nodesClear masking of collection in the active view layerClear motion paths of all bonesClear motion paths of all objectsClear motion paths of selected bonesClear motion paths of selected objectsClear objects' previewsClear path at remaining frames (after current)Clear path up to current frameClear pinning for the selection instead of setting itClear preview rangeClear previews for materials, lights, worlds, textures and imagesClear previews for scenes, collections and objectsClear roll for selected bonesClear scenes' previewsClear seams of stitched edgesClear selected .blend file's previewsClear strip in/out offsets from the start and end of contentClear style rather than setting itClear text by typeClear the 'solo' setting on all bone collectionsClear the active groupClear the asset data on append (it is always kept for linked data)Clear the boundaries for viewer operationsClear the boundaries of the border render and disable border renderClear the boundaries of the render region and disable render regionClear the command historyClear the currently selected render slotClear the line and store in historyClear the mask's parentingClear the object's locationClear the object's originClear the object's parentingClear the object's rotationClear the object's scaleClear the property and use default or generated value in operatorsClear the recent files listClear the scrollback historyClear the search filterClear the tilt of selected control pointsClear the whole pathClear tracking constraint or flag from objectClear tracks after/before current position or clear the whole trackClear transform values after transferring to deltasClear vertex sculpt masking data from the meshClear vertex skin layerClear:ClickClick a button to select a collection:Click on the mesh to set the detailClick to add protection from deletionClick to assign the button here:Click to open the info editorClick to place endpoints of straight line segments (connected)Click to remove protection from deletionClicks on the background do not start the strokeClipClip AlphaClip CameraClip ContentsClip DisplayClip EditorClip EditorsClip EndClip GridClip ImageClip Max XClip Max YClip Min XClip Min YClip PlanesClip StartClip StripClip ThresholdClip UV coordinates to bounds after unwrappingClip UserClip alpha below this threshold in the 3D textured viewClip drawings to camera size when exporting in camera viewClip editor space dataClip to BoundsClip to cubic-shaped area around the image and set exterior pixels as transparentClip to image size and set exterior pixels as transparentClip view contents based on what is visible in other side viewsClipboard does not contain a matrixClipboard does not contain an assetClipboard is emptyClipboard too longClippingClipping BorderClipping BoundariesClipping OffsetClipping StartClipping optionsClips animations to selected playback rangeClockwiseClone AlphaClone ImageClone LayerClone MapClone OffsetClone Paint Texture IndexClone UV Loop LayerClone UV Loop Layer IndexClone UV loop layer indexClone from Image/UV MapClone from Paint SlotCloseClose AllClose AreaClose Menu on LeaveClose SplineClose Spline MethodClose TipClose menus when the mouse is moved out of the region.Close or open all itemsClose or open the selected stroke adding a segment from last to first pointClose selected areaClose the current windowClosed LoopClosed by DefaultClosed loops unsupportedClosestClosest IndexClosest UDIMClosest WeightClosureClosure InputClosure Input ItemClosure Input ItemsClosure Node IDClosure Node SocketClosure Node Socket InterfaceClosure OutputClosure Output ItemClosure Output ItemsClosure SizeClosure ZoneClosure does not have input: "{}"Closure does not have output: "{}"Closure socket of a nodeClothCloth Collision SettingsCloth DampingCloth MassCloth ModifierCloth PresetsCloth SettingsCloth SimulationCloth collision acts with respect to the collider normals (improves penetration recovery)Cloth collision impulses act in the direction of the collider normals (more reliable in some cases)Cloth dynamics for hairCloth model with angular bending springsCloth model with linear bending springs (legacy)Cloth simulation modifierCloth simulation settings for an objectCloth simulation settings for self collision and collision with other objectsCloth speed is multiplied by this valueCloudsClouds TextureClumpClump CurveClump FactorClump Hair CurvesClump NoiseClump Noise SizeClump OffsetClumpingClumping AmountClumps together existing hair curves using guide curvesCluster controlsClusterize controls in the same positionCmdCoarseCoatCoat IORCoat NormalCoat RoughnessCoat WeightCodecCodec settings for JPEG 2000Coefficient K0 of the lens polynomialCoefficient K1 of the lens polynomialCoefficient K2 of the lens polynomialCoefficient K3 of the lens polynomialCoefficient K4 of the lens polynomialCoefficientsCoefficients for 'x' (starting from lowest power of x^0)Coffee (Fresh/Roast)ColCollapseCollapse (close) all selected expandable animation channelsCollapse EdgesCollapse SummaryCollapse all channels (not just selected ones)Collapse edges without faces, cloth sewing edgesCollapse in all cases except for shadersCollapse isolated edge and face regions, merging data such as UVs and color attributes. This can collapse edge-rings as well as regions of connected faces into verticesCollapse short edges to remove mesh detail where possibleCollapse summary when shown, so all other channels get hidden (Dope Sheet editors only)Collapse the region displaying the operator settingsCollect related nodes together in a common area. Useful for organization when the re-usability of a node group is not requiredCollectionCollectionNewCollection %dCollection '%s' (instantiated by the active object) is not overridableCollection '%s' already in collection '%s'Collection '%s' is not an original IDCollection '%s' not in collection '%s'Collection '%s' was not foundCollection ChildCollection ChildrenCollection ColorCollection Color TagCollection ColorsCollection Export HandlersCollection IndexCollection InfoCollection Instance Empty SizeCollection Light LinkingCollection MaskCollection MasksCollection NameCollection NegationCollection Node SocketCollection Node Socket InterfaceCollection ObjectCollection ObjectsCollection PropertiesCollection SpecialsCollection UIDCollection containing objects participating in this simulationCollection containing rigid body constraint objectsCollection contains current objectCollection data-blocksCollection does not contain object types that can be rendered for the automatic previewCollection name to addCollection of AOVsCollection of Color Ramp ElementsCollection of Curve Map PointsCollection of Driver F-CurvesCollection of Dynamic Paint Canvas surfacesCollection of F-Curve ModifiersCollection of F-Curves for a specific action slot, on a specific stripCollection of Grease Pencil framesCollection of Grease Pencil layersCollection of Grease Pencil masking layersCollection of Grease PencilsCollection of IDs only, used to disambiguate between potential IDs with same name from different librariesCollection of KeyConfigsCollection of LightgroupsCollection of NLA StripsCollection of NLA TracksCollection of NLA strip F-CurvesCollection of Node LinksCollection of Node SocketsCollection of NodesCollection of Object data-blocksCollection of OpenXR component pathsCollection of OpenXR user pathsCollection of Profile PointsCollection of RetimingKeyCollection of StripElementCollection of StripsCollection of UDIM tilesCollection of UV map layersCollection of XR action map bindingsCollection of XR action map itemsCollection of XR action mapsCollection of action slotsCollection of actionsCollection of add-onsCollection of animation channels, typically associated with an action slotCollection of animation layersCollection of animation stripsCollection of annotation framesCollection of annotation layersCollection of annotationsCollection of armature bonesCollection of armature edit bonesCollection of armaturesCollection of background imagesCollection of bake itemsCollection of blendfile import context itemsCollection of brushesCollection of cache filesCollection of cache layersCollection of camerasCollection of capture attribute itemsCollection of channel driver VariablesCollection of child collectionsCollection of collection objectsCollection of collectionsCollection of combine bundle itemsCollection of curve splinesCollection of curvesCollection of custom asset tagsCollection of data-blocks that can be referenced by baked dataCollection of export handlersCollection of f-curve groupsCollection of field to grid itemsCollection of field to list itemsCollection of file output itemsCollection of file paths with common ``directory`` rootCollection of fontsCollection of format string itemsCollection of generation itemsCollection of gizmosCollection of hair curvesCollection of imagesCollection of index_switch itemsCollection of input itemsCollection of items that make up an enumCollection of keyframe pointsCollection of keying set pathsCollection of keymap itemsCollection of keymapsCollection of latticesCollection of layers used by maskCollection of layers which defines this maskCollection of librariesCollection of light probesCollection of lightsCollection of line stylesCollection of main itemsCollection of markers for movie tracking plane trackCollection of markers for movie tracking trackCollection of markers in trackCollection of masking spline pointsCollection of masking splinesCollection of masksCollection of materialsCollection of mesh edgesCollection of mesh loopsCollection of mesh polygonsCollection of mesh verticesCollection of meshesCollection of metaball elementsCollection of metaballsCollection of movie clipsCollection of movie tracking objectsCollection of movie tracking plane tracksCollection of movie tracking tracksCollection of node treesCollection of object constraintsCollection of object effectsCollection of object modifiersCollection of object pathsCollection of objectsCollection of objects in this tracking data objectCollection of override operationsCollection of override propertiesCollection of packed imagesCollection of paint curvesCollection of palette colorsCollection of palettesCollection of particle settingsCollection of particle systemsCollection of pathsCollection of plane tracks in this tracking data objectCollection of plane tracks in this tracking data object. Deprecated, use objects[name].plane_tracksCollection of point cachesCollection of point cloudsCollection of pointsCollection of points for Bézier curves onlyCollection of points that make up this poly or nurbs splineCollection of pose bone constraintsCollection of related drawingsCollection of related sketchesCollection of related sketches on a particular frameCollection of render layersCollection of render passesCollection of render viewsCollection of repeat itemsCollection of scenesCollection of screensCollection of separate bundle itemsCollection of simulation itemsCollection of solved camerasCollection of soundsCollection of source libraries, i.e. blendfile pathsCollection of spacesCollection of speakersCollection of spline Bézier pointsCollection of spline pointsCollection of splines in this curve data objectCollection of splines which defines this layerCollection of strip modifiersCollection of studio lightsCollection of target bones and weightsCollection of textsCollection of texture slotsCollection of texturesCollection of timeline markersCollection of tracking plane tracksCollection of tracks in this tracking data objectCollection of tracks in this tracking data object. Deprecated, use objects[name].tracksCollection of tracks used for 2D stabilization (translation)Collection of user asset librariesCollection of user extension repositoriesCollection of vertex colorsCollection of vertex groupsCollection of viewer itemsCollection of volumesCollection of window managersCollection of windowsCollection of workspacesCollection of worldsCollection providing the instance geometry used for scatteringCollection socket of a nodeCollection that included object should be a member ofCollection this layer collection is wrappingCollection to use as the input geometryCollection which defines light linking relation of this emitterCollection which defines objects which block light from this emitterCollection {:s} has the same uid {:d} as {:s}Collection(s)CollectionsCollections of objectsCollections that are immediate children of this collectionCollide with objects during the simulationCollide with other collider objects in the sceneCollider FrictionCollisionCollision CollectionCollision CollectionsCollision MarginCollision ModifierCollision QualityCollision SettingsCollision ShapeCollision Shape of object in Rigid Body SimulationsCollision TypeCollision Vertex GroupCollision collections rigid body belongs toCollision distanceCollision modifier defining modifier stack position used for collisionCollision settings for object in physics simulationCollisionsColorColor+XColor+YColor+ZColor-XColor-YColor-ZColorAColorAddColorAdd AlphaColorAlphaColorAlpha OverColorAlpha UnderColorBColorBlend TypeColorBlending ModeColorBlueColorCColorColorColorColor BurnColorColor DodgeColorController Draw StyleColorCrossColorCurrentColorDarkColorDark + RayColorDarkenColorDifferenceColorDivideColorErase AlphaColorExclusionColorGColorGamma CrossColorGreenColorHSV Key ChannelColorHard LightColorHueColorIntensityColorLightColorLight + RayColorLightenColorLightnessColorLimit ChannelColorLinear BurnColorLinear LightColorLumaColorMixColorModeColorMultiplyColorNextColorOverlayColorPin LightColorPrevColorRColorRGBColorRGB Key ChannelColorRedColorReplaceColorSaturationColorScreenColorSoft LightColorSpill ChannelColorSubtractColorUnknownColorUse ChannelColorValueColorValue:ColorVivid LightColor & AlphaColor 01Color 02Color 03Color 04Color 05Color 06Color 07Color 08Color 09Color AttributeColor Attribute SpecialsColor AttributesColor BalanceColor BoostColor BurnColor CorrectionColor DepthColor DodgeColor DryColor FacColor FieldColor GridColor GridlinesColor InterpolationColor KeyColor LayerColor ManagementColor MappingColor MaximumColor Mix StripColor ModeColor ModifiersColor ModulationColor NodeColor Node SocketColor Node Socket InterfaceColor OpacityColor PaletteColor ParametrizationColor PathColor PickerColor Picker TypeColor PostColor PreColor PresetsColor Quantization BitsColor RampColor Ramp ElementColor Ramp ElementsColor SetColor Set IDColor Set {:d}Color SetsColor ShiftColor SpaceColor Space SettingsColor Space: Color SpillColor SpreadColor StripColor TagColor TagsColor ThresholdColor TypeColor ValueColor and alpha for compositional guide overlaysColor attribute baking is only supported for mesh objectsColor balance gain (highlights)Color balance gamma (midtones)Color balance lift (shadows)Color balance modifier for sequence stripColor balance parameters for a sequence stripColor balance parameters for a sequence strip and its modifiersColor cells by positionColor curve mapping applied before display transformColor for all strokes in this layerColor for custom background colorColor for error itemsColor for filling region bounded by each strokeColor for indicating Grease Pencil keyframesColor for informational itemsColor for mixing with primary filling colorColor for newly added transformation F-Curves (Location, Rotation, Scale) and also Color is based on the transform axisColor for object outlineColor for single color modeColor for strip/action being "tweaked" or editedColor for successful itemsColor for tinting stroke colorsColor for warning itemsColor for wireframe when in edit mode, but edge selection is activeColor from TemperatureColor hue offsetColor in sRGB color spaceColor in sRGB color space (mainly for user interface colors)Color in the gamma corrected spaceColor in the linear spaceColor in the scene linear working color spaceColor input on which HSV color transformation will be appliedColor input on which correction will be appliedColor input on which inversion will be appliedColor jitter effect on hueColor jitter effect on saturationColor jitter effect on valueColor management display device settingsColor management settings applied on image before savingColor management settings used for displaying images on the displayColor management specific to display deviceColor management view transform settingsColor mapping settingsColor modifier '%s' could not be removedColor modifier typeColor modifiers for changing line colorsColor node links based on their connected socketsColor of Auto Keying indicator when enabledColor of active markerColor of breakdown keyframeColor of cursor when addingColor of cursor when subtractingColor of disabled markerColor of extreme keyframeColor of folders in the file browserColor of generated keyframeColor of jitter keyframeColor of keyframe borderColor of keyframes on a path after current frameColor of keyframes on a path before current frameColor of light emission from the surfaceColor of lines showing constant interpolation modeColor of lines showing easings & dynamic interpolation modeColor of lines showing linear interpolation modeColor of locked markerColor of markerColor of marker's outlineColor of moving hold keyframeColor of new annotation layersColor of path after current frameColor of path before current frameColor of preview range overlayColor of raycast when a fallback case succeedsColor of raycast when it missesColor of raycast when it succeedsColor of regular keyframeColor of scene strip range overlayColor of selected breakdown keyframeColor of selected extreme keyframeColor of selected generated keyframeColor of selected jitter keyframeColor of selected keyframeColor of selected keyframe borderColor of selected markerColor of selected moving hold keyframeColor of smokeColor of smoke emitted from burning fuelColor of summary channelColor of texture overlayColor of the 1px shadow line underlying widgetsColor of the F-Curve in the Graph EditorColor of the ambient light that uniformly lit the sceneColor of the area between bricksColor of the backgroundColor of the border between editorsColor of the channel in the dope sheetColor of the corresponding socket type in the node editorColor of the emitted lightColor of the first checkerColor of the first reference brickColor of the light's diffuse highlightColor of the light's specular highlightColor of the materialColor of the material used for diffuse, subsurface, metallic and transmissionColor of the outline of each editor, except the active oneColor of the outline of the active editorColor of the outline of top-level panelsColor of the outline of top-level panels that are activeColor of the paintColor of the second checkerColor of the second reference brickColor of the sheen reflectionColor of the text insertion cursor (caret)Color of the track in the Movie Clip Editor and the 3D viewport after a solveColor palette to useColor pickerColor ramp mapping a scalar value to a colorColor ramp used to change line colorColor ramp used to define brush velocity effectColor ramp used to define proximity falloffColor range used for weight visualization in weight painting modeColor saturation factorColor selected to apply glowColor set is user-defined instead of a fixed theme color setColor set specifying bone colors for this groupColor space in the image file, to convert to and from when saving and loading the imageColor space of the input imageColor space of the output imageColor space that the sequencer operates inColor space to setColor space used for YCbCrA processingColor space used for all scene linear colors in this file, and for compositing, shader and geometry nodes processingColor strength for new strokes (affect alpha factor of color)Color tag 1Color tag 2Color tag 3Color tag 4Color tag 5Color tag 6Color tag 7Color tag 8Color tag for a collectionColor tag for a stripColor tag of the node group which influences the header colorColor temperature of the input's white pointColor temperature of the output's white pointColor temperature of the scene's white pointColor that encodes the normal map in the specified spaceColor that must be keptColor the passColor tint of the input's white point (the default of 10 matches daylight)Color tint of the output's white point (the default of 10 matches daylight)Color tint of the scene's white point (the default of 10 matches daylight)Color to use behind stamp textColor to use for stamp textColor used for RimColor used for ShadowColor used for active bonesColor used for generated glowColor used for selected bonesColor used for the surface of bonesColor used for tintingColor used to highlight the rangeColor value factorColor value in geometry attributeColor {:d}Color1Color2Colored ConstraintsColoringColorizeColorize EffectColorize effectColorsColumnColumn 1Column 1 Row 1Column 1 Row 2Column 1 Row 3Column 1 Row 4Column 2Column 2 Row 1Column 2 Row 2Column 2 Row 3Column 2 Row 4Column 3Column 3 Row 1Column 3 Row 2Column 3 Row 3Column 3 Row 4Column 4Column 4 Row 1Column 4 Row 2Column 4 Row 3Column 4 Row 4Column InterleavedColumn NameColumn SelectColumn SizeColumn number to show right margin atColumn to jump toColumnsColumns SizeColumns within the tableColumns:Comb hairsCombinationCombination of true displacement and bump mapping for finer detailCombineCombine BundleCombine Bundle ItemCombine ColorCombine CylindricalCombine MatrixCombine OpenEXR multi-layer images rendered with different sample ranges into one image with reduced noiseCombine SphericalCombine TransformCombine XYZCombine a translation vector, a rotation, and a scale vector into a transformation matrixCombine all layers into a single layerCombine all layers which have the same nameCombine all volume shading components into a single easy to use nodeCombine an image from its composite color channelsCombine and layer ActionsCombine any number of input stringsCombine both views in a squeezed imageCombine distance and equi-angular sampling for volumes where neither method is idealCombine four channels into a single color, based on a particular color modelCombine grids in a subtractive wayCombine grids in an additive wayCombine layers based on the mode into one layerCombine layers in the active group into a single layerCombine meshes in a subtractive wayCombine meshes in an additive wayCombine multiple socket values into one.Combine original scale with copied scaleCombine rotations like the original Offset checkbox. Does not work well for multiple axis rotations.Combine space background image with the maskCombine the active layer with the layer just below (if it exists)Combine the cap geometry with the base mesh (realizing instances and merging vertices)Combine the views (left and right) into a single stereo 3D outputCombine two images for side-by-side display. Typically used in combination with a Viewer nodeCombine two images using depth mapsCombine two strips using blend modesCombinedCombined ExportCombined RGBCombined bake pass requires Emission, or a light pass with Direct or Indirect contributions enabledCombined channelsCombined curve is applied to each channel individually, which may result in a change of hueCombinedActionCombines all of its direct rigid body children into one rigid objectComma-separated tags to use for the registered parentCommand Prompt HereCommand historyCommand interruptedCommand line promptCommand line prompt languageCommand outputCommand to launch the text editor, either a full path or a command in $PATH. Use the internal editor when left blankCommentCommonCommon Animation PropertiesCommon Curve PropertiesCommon Theme PropertiesCommunityCompact LayoutCompact ListCompact with DecimalsCompareCompare Color AttributesCompare MaterialsCompare ModeCompare SeamCompare SharpCompare UVsCompare each element of the input vectorsCompare the average of the input vectors elementsCompare the direction of the input vectorsCompare the dot products of the input vectorsCompare the length of the input vectorsCompare velocities from previous frame with new velocities from current frame and keep the maximumCompare velocities from previous frame with new velocities from current frame and keep the minimumCompensate any scale changes relative to center of rotationCompensate for non-uniform object scaleCompensate for scale applied by other modifiersCompensate for scaling one axis by applying suitable scaling to the other two axesCompilation method used for compiling shaders in parallel. Subprocess requires a lot more RAM for each worker but might compile shaders faster on some systems. Requires restarting Blender for changes to take effect. (OpenGL only)Compile bytecode for shader script nodeCompile the Cycles GPU kernel with only the feature set required for the current sceneCompiled bytecode of the custom shaderCompiled without Bullet physics engineCompiled without GMP, using "float" solverCompiled without OpenVDBCompiled without sound supportCompiling EEVEE engine shadersCompiling shaders ({} remaining)Complete Matches OnlyComplete report available on '{:s}' text data-blockCompletely clear the parenting relationship, including involved modifiers if anyCompletely ignore parent scalingCompletely independent manually set handleCompletely replace all channels in the pose asset with the current selectionComplexComponentComponent PathsComponent TypeComponentsCompositeCompositingCompositing node viewerCompositing nodesCompositing...CompositionComposition Guide ColorComposition GuidesCompositorCompositor Custom GroupCompositor Denoise Node DeviceCompositor DeviceCompositor Final Denoise QualityCompositor ModifierCompositor NodeCompositor Node TreeCompositor NodesCompositor PrecisionCompositor Preview Denoise QualityCompositor node group has cyclic links.Compound ParentCompressCompress FileCompress mesh using DracoCompress scene-referred values from common cameras into the ACEScg gamutCompressionCompression LevelCompression Spring DampingCompression StiffnessCompression Stiffness MaximumCompression codec settings for OpenEXRCompression level (0 = most speed, 6 = most compression, higher values currently not supported)Compression method to be usedCompression mode for TIFFComputation RangeComputation was successfulCompute Device TypeCompute average and standard deviation of pixel valuesCompute distance to nearest edgeCompute distance to nearest faceCompute distance to nearest vertexCompute global illumination taking into account light bouncing off surrounding objectsCompute how much the hemisphere above the shading point is occluded, for example to add weathering effects to corners. Note: For Cycles, this may slow down renders significantlyCompute the closest location on the target geometryCompute the determinant of the given matrixCompute the divergence of the gradient of the input gridCompute the inverse of the given matrix, if one existsCompute the inverse of the given rotationCompute the singular value decomposition of the 3x3 part of a matrixComputes a signed distance field from the given maskComputes the distance to the closest point as well as its position and colorComputes the distance to the edge of the voronoi cellComputes the distance to the second closest point as well as its position and colorComputes the radius of the n-sphere inscribed in the voronoi cellConcavity UpperConcreteConditionConeConfiguration for a single dash segmentConfiguration of the scattered instancesConfiguration regarding the transformation of each instanceConfigure constant bit rate, rather than constant output qualityConfigure the transformation of scattered instancesConfirmConfirm On ReleaseConfirm ThresholdConfirm bevelConfirm on ReleaseConflicts with another render pass with the same nameConform BaseConformalConjoint OverConnect CenterConnect LoopsConnect Matching EndsConnect Mirror:Connect Movie Strips by DefaultConnect Next:Connect With MirrorConnect a link to create a new socket.Connect active node to the active output node of the node treeConnect all hair systems to the emitter meshConnect chainConnect endpoints that are close togetherConnect hair to the emitter meshConnect newly added movie strips by default if they have multiple channelsConnect objects as a chain based on distance, starting at the active objectConnect selected objects to the active objectConnect selected vertices of faces, splitting the faceConnect the B-Bone chain to the parent rigConnect the arc at the centerConnect two nodes without clicking a specific socket (automatically determined)Connect vertices by their selection order, creating edges, splitting facesConnectedConnected OnlyConnected faces (instead of edges)Connecting edge loops overlapConnection LimitConnection PatternConnectivityConsider Curve RadiusConsider material single sided for light probe volume capture. Additionally helps rejecting probes inside the object to avoid light leaks.Consider objects as whole when finding volume centerConsider the contribution of directly visible light sources during guidingConsider the main curve's radius attribute as a factor when mapping the V component by the profile curve's length parameterConsider vertices instead of edges to select which edges to (un)tag as sharpConsistentConsistent identifier used for the itemConsoleConsole InputConsole Scrollback LinesConsole line type when used in scrollbackConsole output typeConstConstantConstant BitrateConstant DetailConstant ExtrapolationConstant InterpolationConstant LengthConstant OffsetConstant Offset DisplacementConstant Rate Factor (CRF); tradeoff between video quality and file sizeConstant Screen Size NormalsConstant acceleration in a given directionConstant direction parallel ray LightConstant direction parallel ray light sourceConstant factor to offset time by for functionConstant factor to offset values byConstant falloffConstant force along the force object's local Z axisConstant per CurveConstant presetConstrain an object's location to the nearest point along the target pathConstrain boids to a surfaceConstrain islands containing any pinned UV'sConstrain rigid bodies to move around common pivot pointConstrain to Image BoundsConstrain value between min and maxConstrain value between min and max, swapping arguments when min > maxConstrained Delaunay Triangulation (CDT), robust with support for self-intersectionsConstraintConstraintAdditiveConstraintMixConstraintMix ModeConstraintPowerConstraintTrackConstraint '%s' not found in object '%s'Constraint '%s' not found in pose bone '%s'Constraint AxisConstraint OperationConstraint TargetConstraint Target BoneConstraint axis Lock options relative to Bone or Target referenceConstraint can be broken if it receives an impulse above the thresholdConstraint constraining rigid bodiesConstraint has valid settings and can be evaluatedConstraint influencing Objects inside Rigid Body SimulationConstraint is the one being editedConstraint modifying the transformation of objects and bonesConstraint nameConstraint names have special meanings.Constraint pivot locationConstraint position along X axisConstraint position along Y axisConstraint position along Z axisConstraint rotation along X axisConstraint rotation along Y axisConstraint rotation along Z axisConstraint to stay within the image bounds while editingConstraint's panel is expanded in UIConstraintsConstraints affecting the transformation of the objectConstraints that act on this pose channelConstruct a 4x4 matrix from its individual valuesConstruct a Bézier CircleConstruct a Bézier CurveConstruct a NURBS surface circleConstruct a NURBS surface curveConstruct a NURBS surface cylinderConstruct a NURBS surface patchConstruct a NURBS surface sphereConstruct a NURBS surface torusConstruct a Nurbs CircleConstruct a Nurbs CurveConstruct a PathConstruct a Suzanne Grease Pencil objectConstruct a Suzanne meshConstruct a circle meshConstruct a conic meshConstruct a cube meshConstruct a cube mesh that consists of six square facesConstruct a cylinder meshConstruct a filled planar mesh with 4 verticesConstruct a spherical mesh that consists of equally sized trianglesConstruct a spherical mesh with quad faces, except for triangle faces at the top and bottomConstruct a subdivided plane meshConstruct a torus meshConstruct and edit Bézier curvesConstruct and edit splinesConstructive modifier cannot be applied to multi-res data in sculpt modeConstructive modifiers cannot be appliedContainerContainer of the fluid simulationContainsContains linked library overrides that need to be resynced, updating the library is recommendedContentContent DurationContent EndContent StartContent Trim EndContent Trim StartContent of this text objectContextContext AttributesContext GizmoContext MenuContext PathContext PropertyContext data-path (expanded using visible windows in the current .blend file)Context incorrect, image not foundContext menu for item operationsContext menu for scene operationsContext missing active objectContext missing sequencer sceneContext path is pinnedContext sensitive gizmo for the active nodeContext sensitive gizmos for the active itemContext window not setContextual data for a blendfile library/linked-data related operation. Currently only exposed as read-only data for the pre/post blendimport handlersContiguousContinueContinue Without ClearingContinue tracing from an arbitrary new position and in a new directionContinue using file without Python scriptsContinuous AccelerationContinuous GrabContinuous zooming. The zoom direction and speed depends on how far along the set Zoom Axis the mouse has moved.Continuously unwrap the selected UV island while transforming pinned verticesContourContrastContrast LimitContrast correction value. A scaling type factor by which to make brighter pixels brighter, but keeping the darker pixels dark. Use a negative number to decrease contrast, and a positive number to increase itContribution of paths that scattered in the volume at the primary rayContribution of paths that transmitted through the volume at the primary rayContributionsControlControl BoneControl FalloffControl ModeControl PointControl Point selectedControl Point:Control PointsControl RotationControl a chain of bones by specifying the endpoint target (Bones only)Control accuracy of motion blur, more steps gives more memory usage (actual number of steps is 2^(steps - 1))Control active camera anglesControl how far to push or pull the keysControl how fast the probe influence decreasesControl how images in the chosen display are mapped to the physical displayControl how many evaluated points should be generated on every curve segmentControl how much mist density decreases with heightControl key pressedControl key pressed, -1 for any stateControl object: if available, its location determines the center of the effectControl playback using a frame-number (ignoring time FPS and start frame from the file)Control playback using a value between 0 and 1Control playback using time in secondsControl point belongs to another splineControl point for envelope F-ModifierControl point mass valuesControl point not in Envelope F-ModifierControl point selection statusControl point spring strength valuesControl point weight valuesControl points defining the shape of the envelopeControl points of all curvesControl points of the curveControl the brightness and contrast of the input colorControl the intensity of the border around themes iconsControl the mixing of texture information into the base color of line stylesControl the quality of the fast GI lighting. Higher resolution uses more memory.Control the quality of the volumetric effects. Higher resolution uses more memory.Control the smoothness of mesh normals around each face by changing the "shade smooth" attributeControl the stencil brushControl transform gizmosControl when to apply fluid flowControl when to apply the effectorControl whether each spline loops back on itself by changing the "cyclic" attributeControl which key to offset towards and how farController ForwardController LocationController Location OtherController RotationController Rotation OtherController StyleController aim location of the other user path for bimanual actionsController aim rotation of the other user path for bimanual actionsControllersControlsControls accuracy of motion blur, more steps means longer render timeControls accuracy of motion blur, more steps result in longer render time. Only used when Motion Blur is enabled. Set to 0 to disable motion blur for Grease PencilControls fluid emission from within the mesh (higher value results in greater emissions from inside the mesh)Controls for the shape of the tube profileControls how directional the filter is. 0 means the filter is completely omnidirectional while 2 means it is maximally directed along the edges of the imageControls how much nearby polygons influence deformationControls how open boundaries are smoothedControls how smoothing is applied to UVsControls profile shape (0.5 = round)Controls the blending and the compatibility with certain featuresControls the contrast of the entire imageControls the contrast of the highlightsControls the contrast of the image. Zero automatically sets the contrast based on its global range for better luminance distributionControls the contrast of the midtonesControls the contrast of the shadowsControls the falloff between keyed and non-keyed values. 0 means completely sharp and 1 means completely smoothControls the gain of the entire imageControls the gain of the highlightsControls the gain of the midtonesControls the gain of the shadowsControls the gamma of the entire imageControls the gamma of the highlightsControls the gamma of the midtonesControls the gamma of the shadowsControls the intensity of the coat layer, both the reflection and the tinting. Typically should be zero or one for physically-based materialsControls the intensity of the image, lower values makes it darker while higher values makes it lighterControls the offset of the entire imageControls the offset of the highlightsControls the offset of the midtonesControls the offset of the shadowsControls the saturation of the entire imageControls the saturation of the highlightsControls the saturation of the midtonesControls the saturation of the shadowsControls the sharpness of the filter. 0 means completely smooth while 1 means completely sharpControls the tangent direction for anisotropyControls the transparency of the surface, with 1.0 fully opaqueControls the uniformity of the direction of the filter. Higher values produces more uniform directionsControls transition between highlights and shadowsConvergence BoneConvergence Plane DistanceConvergence boneConversion is not supportedConversion not supported when evaluating closureConversion not supported when separating bundleConvertConvert Attribute DomainConvert Color Attribute DomainConvert Colors in All Data-blocksConvert ColorspaceConvert Faces into vertices and vertices into facesConvert FloatConvert FromConvert Grease Pencil layers into curve instancesConvert OrientationConvert RGB input into grayscale using luminanceConvert TRS/Weights to Animation PointerConvert ToConvert UsdPreviewSurface shaders to Principled BSDF shader networksConvert a blackbody temperature to an RGB valueConvert a color's luminance to a grayscale valueConvert a rotation to axis angle componentsConvert a standard rotation value to an Euler rotationConvert a vector, point, or normal between world, camera, and object coordinate spaceConvert a wavelength value to an RGB valueConvert active weight into gray scale vertex colorsConvert all faces in a mesh to triangular facesConvert all faces to trianglesConvert all polygons to trianglesConvert all textures to KTX2 with BasisU supercompressionConvert animation from any rotation mode to any otherConvert between color spacesConvert curve geometry into tube meshesConvert curves into a mesh, optionally with a custom profile shape defined by curvesConvert each input geometry into an instance, which can be much faster than the Join Geometry node when the inputs are largeConvert each mesh face to a cyclic curve. Face attributes are propagated to curves.Convert effector force into air flow velocityConvert f-curves/drivers affecting rotations to radians. Warning: Use this only onceConvert faces into thickened edgesConvert from degrees to radiansConvert from display to scene linear instead. Not all view transforms can be inverted exactly, and the result may not match the original scene linear imageConvert from radians to degreesConvert from scene linear to display color space, with a view transform and look for tone mappingConvert geometry and instances into editable objects and collectionsConvert input to float dataConvert instances into real geometry dataConvert mesh edges to curve segments. Attributes are propagated to curve points.Convert normal object transforms to delta transforms, any existing delta transforms will be included as wellConvert object animation for normal transforms to delta transformsConvert objects into instanced facesConvert only selected keyframesConvert orientation axis to a different convention to match other applicationsConvert particles to a mesh objectConvert premultiplied to straightConvert rendering effect (such as light and shadow) to color. Typically used for non-photorealistic rendering, to apply additional effects on the output of BSDFs. Note: only supported in EEVEEConvert rotations to euler XYZConvert rotations to euler XZYConvert rotations to euler YXZConvert rotations to euler YZXConvert rotations to euler ZXYConvert rotations to euler ZYXConvert rotations to quaternionsConvert selected channels from samples to keyframesConvert selected channels to an uneditable set of samples to save storage spaceConvert selected objects to another typeConvert selected reference images to textured mesh planeConvert selected strokes to perimeterConvert straight to premultipliedConvert stroke to outlineConvert the curves in each top-level instance into Grease Pencil layerConvert the first discovered USD dome light to a world background shaderConvert the given floating-point number to an integer, with a choice of methodsConvert the volume of a world to a mesh. The world's volume used to be rendered by EEVEE Legacy. Conversion is needed for it to render properlyConvert the world material to a USD dome light. Currently works for simple materials, consisting of an environment texture connected to a background shader, with an optional vector multiply of the texture colorConvert to DisplayConvert to FloatConvert to RadiansConvert to and from premultiplied (associated) alphaConvert to logarithmic color spaceConvert type of selected curvesConvert whitespaces by typeConverted LayerConverterConverter NodeConverting some non-editable object/object data, enforcing 'Keep Original' option to TrueConverts values that are relative to the image size to be in terms of pixelsConvex HullConvolveConvolves an image with a kernelCoordinate 1Coordinate 2Coordinate SpaceCoordinate SystemCoordinate axis used to mirror the location part of the transformCoordinate axis used to mirror the rotation part of the transformCoordinatesCoordinates along this axis get flippedCoordinates of the control pointCoordinates of the control point. Note: Changing this value also updates the handles similar to using the graph editor transform operatorCoordinates of the first handleCoordinates of the left handle (before the control point)Coordinates of the right handle (after the control point)Coordinates of the second handleCoordinates spaceCoordinates to apply translation deltas from the VR headset toCopied %d selected curve(s)Copied %d selected data-block(s)Copied %d selected node(s)Copied %d selected object(s)Copied %d selected point(s)Copied Selection Set(s) to clipboardCopied constraint: %sCopied material to internal clipboardCopied pose to internal clipboardCopied the selected Video Sequencer strips and associated effect chain to internal clipboardCopied the selected Video Sequencer strips to internal clipboardCopied the value to {:d} bonesCopied {:s} parameters to {:d} bonesCopies the matrix of the currently active object or pose bone to the clipboard. Uses matrices relative to a specific object or the active scene cameraCopies the matrix of the currently active object or pose bone to the clipboard. Uses world-space matricesCopperCopyCopy Absolute coordinates of Normal vectorCopy Bone colors from the active bone to all selected bonesCopy Bundle to Asset Library...Copy Grease Pencil EffectsCopy LabelCopy LocationCopy Location (Local)Copy Location (Local, Owner Orientation)Copy Location ConstraintCopy ModifiersCopy NormalCopy PoseCopy Pose Bone colors from the active pose bone to all selected pose bonesCopy Rigid Body settings from active object to selectedCopy Rigify type and parameters from active to selected bonesCopy RotationCopy Rotation ConstraintCopy ScaleCopy Scale ConstraintCopy SettingsCopy Studio Light settings to the Studio Light editorCopy TransformsCopy Transforms ConstraintCopy XCopy YCopy ZCopy active vertex to other selected vertices (if affected groups are unlocked)Copy all the transformations of a target, so that they move togetherCopy all the transforms of the targetCopy color to all selected nodesCopy color to all selected tracksCopy colors to existing bonesCopy constraint to other selected objects/bonesCopy constraints to other selected bonesCopy constraints to other selected objectsCopy files to textures directoryCopy from closest edge (using midpoints)Copy from closest edge of closest face (using midpoints)Copy from closest vertexCopy from closest vertex of closest edgeCopy from closest vertex of closest faceCopy from identical topology meshesCopy from interpolated corners of the nearest source faceCopy from interpolated corners of the source face hit by corner normal projectionCopy from interpolated values of vertices from closest point on closest edgeCopy from interpolated values of vertices from closest point on closest faceCopy from interpolated values of vertices from point on closest face hit by normal-projectionCopy from most similar edge (edge which vertices are the closest of destination edge's ones)Copy from nearest corner of nearest faceCopy from nearest corner which has the best matching normalCopy from nearest corner which has the face with the best matching normal to destination corner's face oneCopy from nearest face (using center points)Copy from source face which normal is the closest to destination oneCopy full data pathCopy in world spaceCopy inside each object's local spaceCopy label from active to selectedCopy label from active to selected nodesCopy material to selected objectsCopy mirror UV coordinates on the X axis based on a mirrored meshCopy modifiers of the active strip to all selected stripsCopy modifiers to other selected objectsCopy new normals (overwrite existing)Copy new normals minus old normalsCopy nodes to clipboard, remove and reconnect them.Copy normal to the internal clipboardCopy of the colors associated with the group's color setCopy on DuplicateCopy only active Layer, uncheck to append all layersCopy or reorder modifiers, constraints, and effectsCopy particle systems from the active object to selected objectsCopy particle systems to selected: %d done, %d failedCopy product of old and new normals (not cross product)Copy selected UV verticesCopy selected aspects of the current pose to subsequent poses already keyframedCopy selected keyframes to the internal clipboardCopy selected markers to another sceneCopy selected pointsCopy selected points or curvesCopy selected reports to clipboardCopy selected text to clipboardCopy settings from active to selected nodesCopy settings from previous versionCopy settings of current view layerCopy sum of new and old normalsCopy text to clipboardCopy the F-Modifier(s) of the active F-CurveCopy the F-Modifier(s) of the active NLA-StripCopy the Python command matching this buttonCopy the RNA data path for this property to the clipboardCopy the active line set to the internal clipboardCopy the active shape key of another selected object to this oneCopy the bone color of the active bone to all selected bonesCopy the console contents for use in a scriptCopy the current .blend file into an Asset Library. Only works on standalone .blend files (i.e. when no other files are referenced)Copy the current pose of the selected bones to the internal clipboardCopy the driver for the highlighted buttonCopy the driver variables of the active driverCopy the file to the destination pathCopy the file to the destination path (or subdirectory)Copy the image to the clipboardCopy the location of a target (with an optional offset), so that they move togetherCopy the location of the targetCopy the material settings and nodesCopy the material texture settings and nodesCopy the modifier from the active object to all selected objectsCopy the property's driver from the active item to the same property of all selected items, if the same property existsCopy the property's value from the active item to the same property of all selected items if the same property existsCopy the rotation of a target (with an optional offset), so that they rotate togetherCopy the rotation of the targetCopy the scale factors of a target (with an optional offset), so that they are scaled by the same amountCopy the scale of the targetCopy the selected Grease Pencil points or strokes to the internal clipboardCopy the selected Selection Set(s) to the clipboardCopy the selected data-blocks to the internal clipboardCopy the selected nodes to the internal clipboardCopy the selected objects to the internal clipboardCopy the selected points to a new strokeCopy the selected splines to the internal clipboardCopy the selected strips to the internal clipboardCopy the selected tracks to the internal clipboardCopy the target's X locationCopy the target's X rotationCopy the target's X scaleCopy the target's Y locationCopy the target's Y rotationCopy the target's Y scaleCopy the target's Z locationCopy the target's Z rotationCopy the target's Z scaleCopy this group's weight to other selected vertices (disabled if vertex group is locked)Copy this property value to all selected rigs of the appropriate typeCopy to ClipboardCopy to SelectedCopy to Selected (Menu)Copy to boneCopy to objectCopy to parent node tree, keep group intactCopy to selected all elements of the arrayCopy to selected the drivers of all elements of the arrayCopy tracking settings from active track to default settingsCopy tracking settings from active track to selected tracksCopy vertex coordinates from other objectCopy vertex groups to selected: %d done, %d failed (object data must support vertex groups and have matching indices)Copy weights from active to selectedCopying ID '%s' is not possible, '%s' type of data-blocks is not supportedCopying modifier '%s' to object '%s' failedCopyrightCopyright notice for this asset. An empty copyright notice does not necessarily indicate that this is copyright-free. Contact the author if any clarification is needed.Core MatteCorkCornerCorner AngleCorner CenterCorner Face IndexCorner HandlesCorner IndexCorner Index In FaceCorner Next EdgeCorner NormalsCorner OffsetCorner Offset DistanceCorner Offset FactorCorner Offset MethodCorner PinCorner Previous EdgeCorner RoundingCorner RoundnessCorner SplittingCorner SubdivisionsCorner TypeCorner VertexCorner of EdgeCorner of FaceCorner of VertexCornersCorners of EdgeCorners of FaceCorners of VertexCorrect AspectCorrect Face AttributesCorrect UV coordinates when transformingCorrect UVsCorrect data such as UVs and color attributes when transformingCorrect distortion caused by deformationCorrection MethodCorrection for entire tonal rangeCorrection for highlightsCorrection for midtonesCorrection for shadowsCorrectiveCorrective Flip NormalsCorrective Smooth ModifierCorrective factor applied to faces' weights, 50 is neutral, lower values increase weight of weak faces, higher values increase weight of strong facesCorrectiveSmoothCorrelationCosineCosine ModeCottonCould not (un)link the collection '%s' because the collection '%s' is linkedCould not (un)link the collection '%s' because the collection '%s' is overriddenCould not (un)link the object '%s' because the collection '%s' is linkedCould not (un)link the object '%s' because the collection '%s' is overriddenCould not add a color nodeCould not add a layer to the cache fileCould not add a mask nodeCould not add a new UV map to object '{:s}' (Mesh '{:s}')Could not add action '%s' as it cannot be used relative to ID-blocks of type '%s'Could not add an image nodeCould not add driver, as RNA path is invalid for the given ID (ID = %s, path = %s)Could not add geometry nodes modifierCould not add image. A node tree has not been created or assignedCould not add materialCould not add node collectionCould not add node groupCould not add node objectCould not add the collection because it is linkedCould not add the collection because it is overriddenCould not add the collection because of dependency cycle detectedCould not assign a new Action to %sCould not assign action %s to Action Constraint %sCould not assign action %s to NLA strip %sCould not change actionCould not clear keyframe, as RNA path is invalid for the given ID (ID = %s, path = %s)Could not compute a valid data pathCould not connect a face selectionCould not connect mixed selection typesCould not connect verticesCould not create a copy of ID '%s' to write it in the libraryCould not create cache reader for file %sCould not create library override from data-block '%s', as it is not overridableCould not create library override from data-block '%s', one of its parents is not overridable ('%s')Could not create library override from one or more of the selected data-blocksCould not create new folder nameCould not create new folder: %sCould not create reader for file %sCould not create the copy paste file!Could not create {:d} F-Curve(s). This can happen when only inserting to available F-Curves.Could not delete %d locked shape key(s)Could not delete keyframe, as RNA path is invalid for the given ID (ID = %s, path = %s)Could not determine type of group nodeCould not find '%s' in '%s'Could not find an editable collection in current scene, imported data will not be instantiatedCould not find an overridable root hierarchy for object '%s'Could not find any selected edges that can be rotatedCould not find bone '%s'Could not find constraint data for Child-Of Set InverseCould not find constraint data for ObjectSolver Set InverseCould not find driver to copy, as RNA path is invalid for the given ID (ID = %s, path = %s)Could not find grid with name %sCould not find hook modifierCould not find image '{:s}'Could not find material or light using Shader Node Tree - {:s}Could not find node collection socketCould not find node color socketCould not find sceneCould not find scene using Compositor Node Tree - {:s}Could not find supported socket typeCould not generate mesh from gridCould not get valid evaluated meshCould not init languages data!Could not initialize stitching on any selected objectCould not initialize streams, probably unsupported codec combinationCould not insert %i keyframe(s) due to zero NLA influence, base value, or value remapping failed: %s.%s for indices [%s]Could not insert keyframe, as RNA path is invalid for the given ID (ID = %s, path = %s)Could not insert keyframe, as this type does not support animation data (ID = %s)Could not load Action for the active assetCould not load volume for writingCould not make new imageCould not make new segmentsCould not move collection exporter from index '%d' to '%d'Could not move constraint from index '%d' to '%d'Could not move layer from index '%d' to '%d'Could not open Alembic archive for reading, see console for detailCould not open SVGCould not open USD archive for reading, see console for detailCould not open file for writingCould not open the directory '%s'Could not paste driver, as RNA path is invalid for the given ID (ID = %s, path = %s)Could not read "%s"Could not remove ShapeKeyCould not remove the F-Curve Group from the collection because it does not exist in the collectionCould not rename: %sCould not reopen fileCould not resolve path '%s'Could not resolve path (%s)Could not save packed file to disk as '%s'Could not separate selected curve(s)Could not snap some curves to the surfaceCould not un-assign Action from %sCould not unassign the active ActionCould not update flags for this F-curve, as RNA path is invalid for the given ID (ID = %s, path = %s)Could not write image: %sCould not write image: {}Could not write volume: %sCould not write volume: Unknown error writing VDB fileCouldn't close destination asset %sCouldn't find matching layer, pasting into active layerCouldn't open file %r (%s)Couldn't run external animation player with command {!r} {:s}CountCount MaxCount MethodCount ModeCount how many items are in a given listCountableAmountCountableGridCountableResolution ModeCountableSizeCounter ClockwiseCounter-ClockwiseCounterclockwise rotation of each segment coordinates system. May be used to align the rotation of the textures of each segmentCoverageCrCrazyspace transformation is only available for Mesh type of objectsCreaseCrease (Angle Cached)Crease AngleCrease Brush Pinch FactorCrease EdgesCrease InnerCrease On SharpCrease On Sharp EdgesCrease On SmoothCrease On Smooth SurfacesCrease ThresholdCrease WeightCrease hub edges for an improved subdivision surfaceCrease hub edges for improved subdivision surfaceCrease weight (if active)Crease:CreateCreate %sCreate 3D text object from active text data-blockCreate Along PathsCreate ArmatureCreate CollectionCreate DataCreate DimplesCreate F-Curves for object which will copy object's movement caused by this constraintCreate Freestyle stroke material for testingCreate Guide Index MapCreate InstancesCreate Internal SpringsCreate Location keys when fixing to the scene cameraCreate Mesh From Paint MaskCreate N-GonsCreate New ActionCreate New PreferencesCreate Orientation's 'use' parameter only valid in a 3DView contextCreate Pose AssetCreate Python code that will generate the selected metarigCreate Python code that will generate the selected metarig as a sampleCreate QuadsCreate RidgesCreate Rotation keys when fixing to the scene cameraCreate Scale keys when fixing to the scene cameraCreate WebPCreate a "hole" in the image with zero alpha transparency, which is useful for compositing. Note: the holdout shader can only create alpha when transparency is enabled in the film settingsCreate a Kite / DartCreate a New ImageCreate a boolean grid topology with the given dimensions, for use with the Field to Grid nodeCreate a box selectionCreate a bridge of faces between two or more selected edge loopsCreate a color from individual components using multiple modelsCreate a constraint-based relationship with an attribute from geometryCreate a control bone for the copyCreate a deform bone for the copyCreate a diagonal progressionCreate a dir for each exported fileCreate a face set corresponding to the Edit Mode face selectionCreate a face set per isolated face setCreate a face set per loose part in the meshCreate a face set per material slotCreate a filled volume grid from a meshCreate a fog volume with the shape of the input mesh's surfaceCreate a force along a curve objectCreate a force based on fluid simulation velocitiesCreate a force that acts as a boid's predators or targetCreate a force that dampens motionCreate a glow effectCreate a gradient between two masksCreate a linear progressionCreate a list of valuesCreate a local override of the selected linked data-block, and its hierarchy of dependenciesCreate a local override of the selected linked data-blocks, and their hierarchy of dependenciesCreate a local override of the selected linked objects, and their hierarchy of dependenciesCreate a matte based on luminance (brightness) differenceCreate a matte from an object or material index passCreate a mechanism to sharpen a connected corner when the angle is below this valueCreate a mesh that encloses all points in the input geometry with the smallest number of pointsCreate a new Action Slot for an ID. Note that _which_ ID should get this slot must be set in the 'animated_id' context pointer, using: >>> layout.context_pointer_set("animated_id", animated_id) When the ID already has a slot assigned, the newly-created slot will be named after it (ensuring uniqueness with a numerical suffix) and any animation data of the assigned slot will be duplicated for the new slot.Create a new Camera and VR Landmark from the viewer pose of the running VR session and select itCreate a new Camera from the selected VR LandmarkCreate a new Selection Set with the currently selected bonesCreate a new UV map for every mesh packedCreate a new actionCreate a new action once the existing one has been safely storedCreate a new action slot for this data-block, to hold its animationCreate a new asset from the selected bones in the sceneCreate a new bone collection and assign all selected bonesCreate a new bone going from the last selected joint to the mouse positionCreate a new catalog to put assets inCreate a new compositing node group and initialize it with default nodesCreate a new compositor node group for sequencerCreate a new directoryCreate a new driver with this property as input, and copy it to the internal clipboard. Use Paste Driver to add it to the target property, or Paste Driver Variables to extend an existing driverCreate a new empty Selection SetCreate a new face setCreate a new face set from the masked facesCreate a new face set from the visible verticesCreate a new file of this typeCreate a new frame node around the selected nodes and name it immediatelyCreate a new geometry node group and assign it to the active modifierCreate a new geometry node group for a toolCreate a new imageCreate a new image file without modifying the current image in BlenderCreate a new inlined shader node tree as is consumed by renderersCreate a new level using Catmull-Clark subdivisionsCreate a new level using linear interpolation of the sculpted displacementCreate a new level using simple subdivisionsCreate a new line style, reusable by multiple line setsCreate a new main window with its own workspace and scene selectionCreate a new mesh object from the current paint maskCreate a new mesh object from the selected face setCreate a new modifier with a new geometry node groupCreate a new node treeCreate a new object from the sliced maskCreate a new pose asset on the clipboard, to be pasted into an Asset BrowserCreate a new quad based mesh using the surface data of the current mesh. All data layers will be lostCreate a new text data-blockCreate a new windowCreate a new world Data-BlockCreate a notification after the operationCreate a parallelogramCreate a point in the point cloud for each selected edgeCreate a point in the point cloud for each selected faceCreate a point in the point cloud for each selected face cornerCreate a point in the point cloud for each selected vertexCreate a preview for this asset by rendering the active objectCreate a progression easing from one step to the nextCreate a quadratic progressionCreate a quadratic progression in the shape of a sphereCreate a quadrilateral from four pointsCreate a radial progressionCreate a rectangleCreate a rotation distortionCreate a rotation from a primary and (ideally orthogonal) secondary axisCreate a rotation pivot control that can be repositioned arbitrarilyCreate a sample metarig to be modified before generating the final rigCreate a selection by normalCreate a separate curve instance for every layerCreate a separate fill for each individual strokeCreate a separate layer for each instanceCreate a separate particle system for every secondary particle typeCreate a shadow effectCreate a signed distance volume grid from a meshCreate a signed distance volume grid from pointsCreate a simple stroke with basic colorsCreate a smooth B-Bone transition if an end of the chain meets another chain going in the same directionCreate a smooth B-Bone transition if an end of the chain meets its mirrorCreate a smooth curved surface using the Catmull-Clark subdivision schemeCreate a solid shape from vertices and edges, using the vertex radius to define the thicknessCreate a solid skin by extruding, compensating for sharp anglesCreate a solid skin, compensating for sharp anglesCreate a solid wireframe from facesCreate a spherical progressionCreate a spherical selectionCreate a suitable breakdown pose on the current frameCreate a tiled imageCreate a trapezoidCreate a unique face set with all faces in the sculptCreate a vector from X, Y, and Z componentsCreate a vector from its cylindrical components.Create a vector from its spherical components.Create a viewer shortcut for the selected node by pressing ctrl+1,2,..9Create an Empty object which will be copying movement of active trackCreate an armature that parallels the skin layoutCreate an automatic preview for the selected data-blockCreate an empty Grease Pencil objectCreate an envelope shapeCreate an image with an alpha channelCreate an image with left and right viewsCreate an object collection from selected objectsCreate an option to detach eyelids from the eye surfaceCreate an optional IK controlCreate an optional controlCreate an optional deform boneCreate an override operationCreate bubble particle systemCreate child particlesCreate collision objectCreate constraint-based parent-child relationshipCreate constraint-based shrinkwrap relationshipCreate constraints for this action on the generated rigCreate control bones for the copyCreate controls for both sides of the palmCreate coordinate and mapping nodes for the texture (ignored for selected texture nodes)Create copies of referenced geometry on geometry elementsCreate copies of the geometry with different methods of cumulative offsetCreate copies of the shape with offsetsCreate custom warnings in node groupsCreate deform bones for the copyCreate domain for gasesCreate domain for liquidsCreate dot-dash effect for strokesCreate driver for this property only and without assigning any targets yetCreate drivers for all properties without assigning any targets yetCreate drivers for each pair of corresponding elementsCreate edge loops between the inner and outer surfaces on face edges (slow, disable when not needed)Create effects and post-process renders, images, and the 3D ViewportCreate elliptical mask suitable for use as a simple matte or vignette maskCreate empty placeholder files while rendering frames (similar to Unix 'touch')Create face sets for faces that have similar normalCreate face sets using UV seams as boundariesCreate face sets using bevel weights as boundariesCreate face sets using edge creases as boundariesCreate face sets using sharp edges as boundariesCreate foam particle systemCreate grid of duplicate instancesCreate guide objectCreate head and neck bonesCreate image with 32-bit floating-point bit depthCreate instances along particle pathsCreate instances for collections when appending, rather than adding them directly to the sceneCreate instances for collections when linking, rather than adding them directly to the sceneCreate instances for collections, rather than adding them directly to the sceneCreate instances for object data which are not referenced by any objectsCreate instances from child particlesCreate instances from normal particlesCreate keyframes following the current shape of F-Curves of selected channelsCreate liquid particle systemCreate location keys when fixing to the scene cameraCreate matte based on 3D distance between colorsCreate matte based on chroma valuesCreate matte based on differences in color channelsCreate matte using a given color, for green or blue screen footageCreate mesh plane(s) from image files with the appropriate aspect ratioCreate new actionCreate new bones from the selected jointsCreate new bones from the selected joints and move themCreate new directory?Create new grids by evaluating new values on an existing volume grid topologyCreate new image from the content of the plane markerCreate new light linking collection used by the active emitterCreate new maskCreate new materials with unique names for each OBJ fileCreate new object-data users if neededCreate new plane track out of selected point tracksCreate object instance from object-dataCreate offset edge loop from the current selectionCreate one object per line in the textCreate one particle system that contains all three secondary particle typesCreate or extend a 'i18n_info.txt' Text datablockCreate parting in the children based on parent strandsCreate peaks and valleys with different roughness valuesCreate plates for use as a color reference for keying nodesCreate points from the curve's evaluated points, based on the resolution attribute for NURBS and Bézier splinesCreate predefined Grease Pencil stroke arcsCreate predefined Grease Pencil stroke boxesCreate predefined Grease Pencil stroke circlesCreate predefined Grease Pencil stroke curve shapesCreate predefined Grease Pencil stroke linesCreate predefined Grease Pencil stroke polylinesCreate proxy images in a custom directory (default is movie location)Create random clumps around the parentCreate rectangular mask suitable for use as a simple matteCreate rigid body constraints between selected rigid bodiesCreate rotation keys when fixing to the scene cameraCreate scale keys when fixing to the scene cameraCreate separate eyelid follow influence sliders for X and ZCreate separate geometries containing the elements from the same groupCreate sharp peaksCreate snapshot (Ghosts) of selected F-Curves as background aid for active Graph EditorCreate spray particle systemCreate springs for this number of frames since particles birth (0 is always)Create subdivision surface modifiers based on the USD SubdivisionScheme attributeCreate tail bonesCreate the corresponding modifier if it does not existCreate the grid in a hexagonal patternCreate the new shape key from the existing mix of keysCreate tracer particle systemCreate transformation orientation from selectionCreate turbulence with a noise fieldCreate vertex cloud using coordinates of reconstructed tracksCreate, reset or clear library override hierarchiesCreates WebP textures for every texture. For already WebP textures, nothing happensCreates a mask based on the active color attributeCreates a mask based on the boundaries of the surfaceCreates a mask based on the curvature of the surfaceCreates a new mask for the entire meshCreates a pose segment per face set, starting from the active face setCreates an attribute that maps each curve to its nearest guide via indexCreates the smoothest possible geometry patch from the face set minimizing changes in vertex positionsCreates the smoothest possible geometry patch from the face set minimizing changes in vertex tangentsCreates viscosity for expanding fluidCreating a new Slot is not possible on a linked ActionCreativeCreditsCritical blend-file corruption: Conflicts and/or otherwise invalid data-blocks names (see console for details)Critical data corruption: Conflicts and/or otherwise invalid data-blocks names (see console for details)CropCrop Maximum XCrop Maximum YCrop Minimum XCrop Minimum YCrop the rendered frame to the defined render region sizeCrop to Render RegionCropping parameters for a sequence stripCrops image to a smaller region, either making the cropped area transparent or resizing the imageCross-EyedCrossfade StripCrossfade with color correctionCrypto 00CryptomatteCryptomatte (Legacy)Cryptomatte AccurateCryptomatte AssetCryptomatte LayerCryptomatte LevelsCryptomatte MaterialCryptomatte ObjectCtrlCtrlLCtrlRCubeCube Grid TopologyCube SizeCubemap SizeCubicCubic B-SplineCubic B-Spline filter (blurry but no ringing) on 4×4 samplesCubic CentimetersCubic ChainsCubic DecimetersCubic DekametersCubic FeetCubic FurlongsCubic HectometersCubic InchesCubic KilometersCubic MetersCubic MicrometersCubic MilesCubic MillimetersCubic MitchellCubic Mitchell filter on 4×4 samplesCubic ThouCubic YardsCubic easingCubic easing with overshoot and settleCubic interpolationCuboidCullCull DistanceCull objects which are further away from camera than this distanceCullingCumulative OffsetCurlCurl Hair CurvesCurl StartCurrentCurrent Cache SizeCurrent CharacterCurrent FileCurrent FrameCurrent Frame FinalCurrent Frame ValueCurrent Keying Set indexCurrent Keying Set index (negative for 'builtin' and positive for 'absolute')Current LineCurrent Line IndexCurrent SubframeCurrent TransformCurrent Transform OrientationCurrent Vulkan backend limitations:Current editor is not a node editor.Current editor is not an asset browserCurrent editor type for this areaCurrent frame not within strip framerangeCurrent frame number can be manually set to a negative valueCurrent frame number in image sequence or movieCurrent frame number in movie or image sequenceCurrent frame with subframe and time remapping appliedCurrent frame, to update animation data from Python frame_set() insteadCurrent line, and start line of selection if one existsCurrent mode of source object '%s' is not compatible with target liboverride object '%s'Current mode of source object '%s' is not compatible with target object '%s'Current node has no visible outputs.Current node tree does not contain any nodes.Current node tree is linked from another .blend file.Current node tree type not supported. Should be one of {:s}.Current perspective matrix (``window_matrix * view_matrix``)Current pose for armaturesCurrent render engine does not support bakingCurrent shape keyCurrent shape key indexCurrent stage of the import processCurrent stereo eye being displayedCurrent time of the simulationCurrent view matrixCurrent window matrixCurrent: Currently evaluating sceneCurrently evaluating view layerCurrently selected bindingCursorCursor (Offset)Cursor ColorCursor DistanceCursor LocationCursor Lock AdjustCursor PlaneCursor Surface ProjectCursor ValueCursor Value to SelectionCursor ViewCursor XCursor X-ValueCursor Y-ValueCursor location in normalized (0.0 to 1.0) coordinatesCursor location in normalized clip coordinatesCursor location in normalized preview coordinatesCursor location in screen coordinatesCursor must be over the surface meshCursor to SelectionCurvatureCurvature 3DCurvature MinCurvature RidgeCurvature Smooth IterationsCurvature ValleyCurvature-based shading, useful for making fine details more visibleCurveCurveBézierCircleCurveBézierCurveCurveConstantCurveCurveCurveCurvePathCurveCustomCurveCustom CurveCurveExtendCurveExtrapolatedCurveFalloffCurveFalloff Curve PresetCurveFalloff TypeCurveFeather FalloffCurveHorizontalCurveInverse SquareCurveLineCurveLinearCurveMaxCurveMedian StepCurveModeCurveNewCurveNo FalloffCurveNurbsCircleCurveNurbsCurveCurveNurbsPathCurveProfile ShapeCurveProportional Editing FalloffCurveProportional FalloffCurveRandomCurveRootCurveRoundCurveSharpCurveSharperCurveSmoothCurveSmootherCurveSphereCurveSurfCircleCurveSurfCurveCurveSurfCylinderCurveSurfPatchCurveSurfSphereCurveSurfTorusCurveSurfaceCurve '%s' does not contain spline givenCurve 2DCurve BendCurve CircleCurve DataCurve DeformCurve Edit ModeCurve Edit Mode OverlaysCurve FalloffCurve Frame RangeCurve Group IDCurve GuideCurve Handle PositionsCurve IDCurve In XCurve IndexCurve InfoCurve InstancesCurve JitterCurve LengthCurve Length nodeCurve LineCurve Map PointCurve MappingCurve ModifierCurve ObjectCurve OffsetsCurve Out XCurve Paint SettingsCurve Parameter FalloffCurve PointCurve Point CountCurve Profile WidgetCurve RadiusCurve RootCurve SculptCurve Sculpt OverlaysCurve SegmentCurve SensitivityCurve ShapeCurve Shrink/FattenCurve SliceCurve SplinesCurve StrengthCurve SubdivisionsCurve TangentCurve TiltCurve TipCurve Widget ColorsCurve component containing spline and control point dataCurve control pointCurve data-block storing curves, splines and NURBSCurve data-block used for storing surfacesCurve data-block used for storing textCurve data-blocksCurve defining clump taperingCurve defining roughnessCurve defining the shutter's openness over timeCurve defining twistCurve deformation modifierCurve deforming text objectCurve fitting methodCurve from Mesh or Text objectsCurve geometry defining the curve pathCurve guide effector weightCurve in a curve mappingCurve interpolation at this point: Bézier or vectorCurve mapping to map color, vector and scalar values to other values using a user defined curveCurve object name that defines the taper (width)Curve object to deform withCurve object to fit array length toCurve of PointCurve or Surface subdivisions per segmentCurve sizes must be greater than zeroCurve that controls this relationshipCurve to MeshCurve to PointsCurve to TubeCurve to compute the length ofCurve to convert to a mesh using the given profileCurve typeCurve used for modulating effectCurve used for the curve mappingCurve used for the jitter effectCurve used for the sensitivityCurve used for the strengthCurve used to map pressure to brush jitterCurve used to map pressure to brush sizeCurve used to map pressure to brush strengthCurve width size not supported for USD interpolationCurve(s)Curve(s) have no active pointCurve: {} points, {} splinesCurveMapping does not own CurveMapCurveProfile table not initialized, call initialize()CurvedCurvesCurvesAddCurvesBrush TypeCurvesCombCurvesCurves Shape TypeCurvesCylinderCurvesDeleteCurvesDensityCurvesGrow / ShrinkCurvesNewCurvesPaint SelectionCurvesPinchCurvesPuffCurvesSlideCurvesSmoothCurvesSnake HookCurvesStrandCurvesStripCurves Edit ModeCurves Edit Mode OverlaysCurves Grow/Shrink ScalingCurves InfoCurves Object does not support this set origin operationCurves SculptCurves Sculpt Add Curve OptionsCurves Sculpt Brush SettingsCurves Sculpt Cage OpacityCurves Sculpt PaintCurves Sculpt Parameter FalloffCurves Sculpt SettingsCurves are not attached to any UV mapCurves as MeshCurves as NURBSCurves do not have attachment information that can be used for deformationCurves do not have surface attachment informationCurves from evaluated curve dataCurves must have a mesh surface object setCurves not attached to a surfaceCurves only support a single material; selection input cannot be a fieldCurves shape typeCurves that are swept along the main curveCurves to Grease PencilCurves to change the cyclic state ofCurves to change the handles onCurves to change the normals onCurves to change the resolution ofCurves to change the type ofCurves to convert to pointsCurves to deformCurves to fill. All curves are treated as cyclic and projected to the XY planeCurves to generate rounded corners onCurves to resampleCurves to sample positions onCurves to set handles of control points onCurves to set the radius onCurves to set tilt onCurves to shortenCurves to subdivideCurves to switch the start and end ofCurvilinear 2D length for chain splittingCurving of the noodleCustomCustom ({:.4g} fps)Custom AttenuationCustom BytecodeCustom Bytecode HashCustom CameraCustom Camera shader compilation failed, see console for errorsCustom Cavity CurveCustom ColorCustom Color PresetsCustom Color SetCustom ColorsCustom Compositor Group Node for Python nodesCustom CurveCustom DirectoryCustom DistanceCustom File PathCustom Geometry Group Node for Python nodesCustom GradientCustom GroupCustom IK PivotCustom IconCustom ImageCustom LabelCustom LocationCustom NormalCustom NormalsCustom Normals OnlyCustom ObjectCustom OcclusionCustom Onion Skin ColorsCustom OverlaysCustom ParallaxCustom PathCustom Pivot ControlCustom PoseCustom Profile PathCustom PropertiesCustom ProxyCustom QualityCustom RangeCustom RegionCustom ShaderCustom Shader Group Node for Python nodesCustom ShapeCustom Shape RotationCustom Shape ScaleCustom Shape TransformCustom Shape TranslationCustom Simulation Frame RangeCustom Simulation RangeCustom SpaceCustom ViewCustom VolumeCustom Widget orientCustom animation player executable pathCustom color for motion path after the current frameCustom color for motion path before the current frameCustom color of the node bodyCustom color set to useCustom curve to apply effectCustom curve to control 'sequence' interpolation between Grease Pencil framesCustom curve to control falloff of brush effect by Grease Pencil framesCustom curve to control primitive thicknessCustom data layer name for the indexCustom data layer name for the randomized valueCustom defined regionCustom dynamic defined UI label for the socket. Can be translated if translation is enabled in the preferencesCustom fade valueCustom falloff curveCustom filterCustom interpolation defined using a curve mapCustom mapping curveCustom nodesCustom normals tools using Normal Vector of UICustom propertiesCustom reference point for guidesCustom shader sourceCustom size for downscaling exported texturesCustom tags (name tokens) for the asset, used for filtering and general asset managementCustom text to appear in the stamp noteCustom value for meters per unit in the USD StageCutCut EdgesCut Particles to ShapeCut ThroughCut ToCut an intersection into facesCut face edges for nicer shrapnelCut geometry along a plane (click-drag to define plane)Cut hair to conform to the set shape objectCut hairsCut into geometry keeping each side separate (Selected/Unselected only)Cut into selected items at an angle to create bevel or chamferCut mesh loop and slide itCut new topologyCut selected text to clipboardCut solid geometry from selected to unselectedCut text to clipboardCut through all faces, not just visible onesCut, subtract, or join multiple SDF volume grid inputsCut, subtract, or join multiple mesh inputsCutoffCutoff DistanceCutoff frequency of a high-pass filter that is applied to the audio dataCutoff frequency of a low-pass filter that is applied to the audio dataCutsCuts the mesh across the mirror planeCuts: %s, Smoothness: %sCycleCycle Handle TypeCycle LengthCycle backwardsCycle between all four handle typesCycle in ReverseCycle the animated time within the action start and endCycle the frames in the sequenceCycle the images in the movieCycle through all non-void render slotsCycle through available screensCycle through historyCycle through inner miter kindsCycle through intersection methodsCycle through offset modesCycle through outer miter kindsCycle through the editor context by activating the next/previous oneCycle through the rainbow, trying to give each curve a unique colorCycle through tools in this groupCycle through workspacesCycle-Aware KeyingCyclesCycles Curves Rendering SettingsCycles Custom Camera SettingsCycles DebugCycles F-ModifierCycles Light SettingsCycles Material SettingsCycles Mesh SettingsCycles Object SettingsCycles Render DevicesCycles Render EngineCycles Render SettingsCycles SettingsCycles ViewLayer SettingsCycles Visibility SettingsCycles World SettingsCycles built without Embree supportCycles curves rendering settingsCycles is disabled in this buildCycles light settingsCycles material settingsCycles mesh settingsCycles object settingsCycles render settingsCycles renderer integrationCycles visibility settingsCycles world settingsCyclicCyclic AnimationCyclic OffsetCyclic Strip TimeCyclic UCyclic VCyclic extend/repeat keyframe sequenceCyclic wave effectCycling mode to use after last keyframeCycling mode to use before first keyframeCylinderCylinder RadiusCzech - ČeštinaDEPRECATED: Add original rotation into copied rotationDJVDLSDNxHDDOWNDPXDPX (.dpx)DVDVCPRO HD 1080pDVCPRO HD 720pDVD (note: this changes render resolution)DWAA (lossy)DWAB (lossy)DampDamp FactorDamp reflected waves going in opposite direction to the windDamped Least Square with Numerical FilteringDamped TrackDamped Track ConstraintDampeningDampingDamping EpsilonDamping FactorDamping MaxDamping TimeDamping TranslationDamping XDamping X AngleDamping YDamping Y AngleDamping ZDamping Z AngleDamping of the harmonic forceDamping on the X axisDamping on the X rotational axisDamping on the Y axisDamping on the Y rotational axisDamping on the Z axisDamping on the Z rotational axisDangling reroute nodes are ignored.Danish - DanskDarkenDarken ModeDarkens edges.DarkerDarkness of shadowsDashDash 1Dash 2Dash 3Dash LengthDash Modifier SegmentDash RatioDashed LineDashed Lines OpacityDataData APIData DepthData LayerData OperationData PathData PreviewsData SetData Source:Data TargetData TransferData Transfer ModifierData TypeData corruption: data-block '%s' is using another local data-block ('%s') as library override reference, removing all override dataData corruption: data-block '%s' is using itself as library override reference, removing all override dataData corruption: data-block `%s` has a Library Override property with no RNA pathData path not setData point for freehand stroke curveData source used for backgroundData that is going to be modified in the expand operationData to read from the cacheData typeData type for topology gridData type of the AOVData type of the propertyData type of the socketData type of voxel valuesData used to identify a spreadsheet columnData used to identify a spreadsheet tableData used to identify the corresponding data from the data sourceData used to identify the tableData values without special behaviorData-BlockData-Block NameData-Block ReferencesData-Block TypeData-BlocksData-block '%s' had an invalid embedded node group, which has not been readData-block '%s' is not a library override, or not part of a library override hierarchyData-block '%s' is not an asset anymoreData-block '%s' is now an assetData-block does not support asset operations - must be a Brush, Collection, Node Group, Object, Pose Action, Scene, or WorldData-block does not support previewsData-block from which the edited data-block is linkedData-block is not marked as assetData-block renamed to '%s', try again to force renaming it to '%s'Data-block type does not support automatic previewsData-block type does not support fake userData-block type to showData-block used for annotations in the 3D viewData-block using these shape keysData-block using this packed file is not editableData-block whose nodes are being editedData-blocks in this library are editable despite being linked. Used by brush assets and their dependencies.Data-blocks not in global Main data-base cannot be renamedDataTransferDateDate ModifiedDate: {:s} {:s}DaysDeactivate geometry nodes viewer when clicking in empty spaceDeactivate grid voxels outside minimum and maximum coordinates, setting them to the background value.Deactivate rigid body at the start of the simulationDeactivate selected viewer node in geometry nodesDeactivationDeadDeadzoneDeathDebugDebug Icon BackgroundDebug Icon ForegroundDebug Sample CountDebug ValueDebugging options, only when started with '-d'Decal OffsetDecent all-around strategy. A bone with one child has its tip placed on the local axis closest to its childDecimalsDecimateDecimate F-Curves by removing keyframes that influence the curve shape the leastDecimate F-Curves by specifying how much they can deviate from the original curveDecimate ModifierDecimate: Skipping non linear/Bézier keyframes!Decimation modifierDeclaration of a node panelDeclaration of a node socketDeclaration of sockets and ui panels of a node groupDecompose into a swing rotation to aim the X axis, followed by twist around itDecompose into a swing rotation to aim the Y axis, followed by twist around itDecompose into a swing rotation to aim the Z axis, followed by twist around itDecompose into its cylindrical components.Decompose into its spherical components.Deconstruct the mesh instead of building itDecrease ContrastDecrease jump heightDecrease segmentsDefaultDefault AttributeDefault ClosedDefault ColorDefault Color AttributeDefault ColorsDefault Eraser BrushDefault FadeDefault Frame: {:.02f} (Should be a whole number!)Default Frame: {:.0f}Default Goal (vertex target position) valueDefault Goal (vertex target position) value, when no Vertex Group usedDefault Group Node WidthDefault HandlesDefault Import MethodDefault InputDefault InterpolationDefault Key ChannelsDefault Key ConfigurationDefault LayoutDefault MaximumDefault MinimumDefault Preview SizeDefault Smoothing ModeDefault ToDefault ValueDefault WeightDefault Weight ADefault Weight BDefault action for the right mouse buttonDefault builtin key configurationDefault color for textures that don't return RGB or when RGB to intensity is enabledDefault color of the solid shapes of bonesDefault color tag for new nodes and node groupsDefault distance from image boundary at which marker stops trackingDefault eraser brush for quickly alternating with the main brushDefault fill colorDefault header position for new space-typesDefault location where rendered images will be displayed inDefault location where the File Editor will be displayed inDefault location where the Preferences will be displayed inDefault minimum value of correlation between matched pattern and reference that is still treated as successful trackingDefault motion model to use for trackingDefault order of the sort keyDefault paths for external filesDefault patterned fillDefault relative path option for the file selector, when no path is defined yetDefault setting for the Eyelids Follow sliders (X and Z)Default size of the asset preview thumbnails in pixelsDefault to Advanced Numeric InputDefault tools for particle modeDefault value outside of grid voxelsDefault volume rendering uses null scattering, which is unbiased and has less artifacts, but could be noisier. Biased option uses ray marching, with controls for steps size and max stepsDefault weight a vertex will have if it is not in the first A vgroupDefault weight a vertex will have if it is not in the second B vgroupDefault weight a vertex will have if it is not in the vgroupDefaultsDefine BaseDefine DepthDefine SignatureDefine a custom range of frames to use in modifierDefine a line with a start point, direction and lengthDefine and edit drivers that link properties to custom functions or other dataDefine arc by 3 points on circle. Arc is calculated between start and end pointsDefine forces for vertices to stick to animated positionDefine how the velocity vectors are interpreted with regard to time, 'frame' means the delta time is 1 frame, 'second' means the delta time is 1 / FPSDefine radius with a floatDefine the melanin concentrations below to get the most realistic-looking hair (you can get the concentrations for different types of hair online)Define the radius and location with three pointsDefine the radius with a floatDefine the start and end points of the lineDefine the stroke curve with a Bézier curve (dabs are separated according to spacing)Define the transform locally or with an object's transformDefine where along the spline the curve geometry ends (0 for the beginning, 1 for the end)Define where along the spline the curve geometry starts (0 for the beginning, 1 for the end)Define where the location and rotation for the VR view come from, to which translation and rotation deltas from the VR headset will be applied toDefine which subset of groups shall be usedDefined Primitives OnlyDefines callback functions to extend USD IODefines how align Dots and Boxes with drawing path and object rotationDefines how much of the stroke is fading in/outDefines how much of the stroke is visibleDefines how the operator will behave on the selection in the active layerDefines how the strokes are ordered in 3D space (for objects not displayed 'In Front')Defines how vertex color affect to the strokesDefines if the keys should be aligned on an ease-in or ease-out curveDefines if the solver is allowed to reiterate (converge until precision is met) on none, first or all framesDefines size of derivative offset used for calculating gradient and curlDefines the UI to overwrite. If unset, a new one will be created and named based on the name of the rigDefines the channel used for despill limiting. Balances between the two non primary color channels that the primary channel compares against. 0 means the latter channel of the two is used, while 1 means the former of the two is usedDefines the dimension of the image that the relative value is in reference toDefines the lens projection as polynomial to allow real world camera lenses to be mimickedDefines the specific format of the arguments with which the text editor opens files. The supported expansions are as follows: $filepath The absolute path of the file. $line The line to open at (Optional). $column The column to open from the beginning of the line (Optional). $line0 & column0 start at zero. Example: -f $filepath -l $line -c $columnDefines what portion of the stroke is used for the calculation of the extensionDefines whether the foreground is in straight alpha form, which is necessary to know for proper alpha compositing. Images in the compositor are in premultiplied alpha form by default, so this should be false in most cases. But if, and only if, the foreground was converted to straight alpha form for some reason, this should be set to trueDefines which collection to place widget objects in. If unset, a new one will be created based on the name of the rigDefines which keys to use as slope and how much to blend towards themDefines which rig to overwrite. If unset, a new one will be created with name based on the Rig Name option or the name of the metarigDefinitionDefinition of a choice in an RNA enum propertyDefinition of audio channelsDeflateDeflect EmitterDeflect fluids and influence the fluid flowDeflectionDeflectorsDefocusDeformDeform AxisDeform BoneDeform Curves on SurfaceDeform ModeDeform Pose BonesDeform around local axisDeform based a series of anchor pointsDeform in the X axisDeform in the Y axisDeform in the Z axisDeform rotation interpolation with quaternionsDeform specific points using another objectDeform stroke points using armature objectDeform stroke points using objectsDeform strokes using a lattice objectDeform the mesh or curve using an external mesh cache in Alembic formatDeform the mesh using an external frame-by-frame vertex transform cacheDeform the shape by twisting, bending, tapering or stretchingDeform the shape using an armature objectDeform the stroke to best match the envelope shapeDeform using a different mesh, which acts as a deformation cageDeform using the shape of a lattice objectDeform volume based on noise or other vector fieldsDeformGroup '%s' not in object '%s'DeformationDeformation BridgeDeformation TargetDeformation type that is used in the brushDeformations (shape keys, deform modifiers)Deformed LocationDeformingDeforms existing hair curves into braids using guide curvesDeforms existing hair curves into curls using guide curvesDeforms hair curves using a noise textureDeforms hair curves using a random vector per point to frizz themDegreesDeinterlaceDeinterlace all selected movie sourcesDeinterlace movie file on loadDelDelaunayDelayDelay Viewport UpdatesDelay in seconds before maximum speed is reachedDeleteDelete 4 spaces from line beginningDelete BakeDelete Brush AssetDelete CatalogDelete DataDelete Empty FramesDelete GeometryDelete GloballyDelete Grease Pencil Frame(s)Delete HigherDelete ModifierDelete MutedDelete PointDelete Pose AssetDelete Reference ObjectDelete SegmentsDelete SelectionDelete Studio LightDelete TrackDelete UnusedDelete Unused NodesDelete a full particle or only keysDelete a keyframe from selected tracks at current frameDelete active frames for all layersDelete active keyframes of all layersDelete active sceneDelete active screenDelete active text file?Delete allDelete all asset metadata and turn the asset data-block back into a normal data-blockDelete all asset metadata and turn the selected asset data-blocks back into normal data-blocksDelete all asset metadata, turning the selected asset data-blocks back into normal data-blocks, and set Fake User to ensure the data-blocks will still be savedDelete all baked caches of all objects in the current sceneDelete all empty animation data containers from visible data-blocksDelete all frames that have no nodes inside themDelete all invalid bookmarksDelete all keys that were generated by the 'Fix to Scene Camera' operatorDelete all light probes' baked lighting dataDelete all nodes with unused outputsDelete all selected animation channelsDelete all selected strokes or pointsDelete all visible drivers considered invalidDelete all workspaces except this oneDelete alternating vertices in the stroke, except extremesDelete an attribute with a specified name from a geometry. Typically used to optimize performanceDelete an edge loop by merging the faces on each sideDelete an existing pointDelete baked data of a single bake node or simulationDelete cache on all selected objectsDelete cached indirect lightingDelete cached/baked simulations in geometry nodes modifiersDelete child objects and collectionsDelete current boid ruleDelete current boid stateDelete current cacheDelete current keyframe of current UI-active propertyDelete curve knotsDelete drivers assigned to selected itemsDelete drivers for all elements of the arrayDelete empty image object once mesh plane is createdDelete envelope control pointDelete fluid from simulationDelete fluid inside obstaclesDelete in ObstacleDelete keyframes from all elements of the arrayDelete keyframes from selected objects?Delete keyframes from selected strips?Delete keyframes on the current frame for all properties in the specified Keying SetDelete loose vertices, edges or facesDelete marker for current frame from selected tracksDelete marker for current frame from selected tracks?Delete movie clip proxy files from the hard driveDelete one of each pair to resolve:Delete only fills and not strokesDelete only strokes and not fillsDelete physics bakeDelete pointsDelete secondary particles that are inside obstacles or left the domainDelete selected NLA-Tracks and the strips they containDelete selected bones?Delete selected bookmarkDelete selected collection hierarchiesDelete selected control points and splines?Delete selected control points or segmentsDelete selected control points or splinesDelete selected control points, correcting surrounding handlesDelete selected elements that are not used by the hullDelete selected faces that are used by the hullDelete selected files?Delete selected keyframes?Delete selected list itemDelete selected markers?Delete selected metaball element(s)Delete selected metaball elements?Delete selected objectsDelete selected objects and collectionsDelete selected objects?Delete selected particles or keysDelete selected points without splitting strokesDelete selected reportsDelete selected retiming keys from the sequencerDelete selected stripsDelete selected strips from the sequencerDelete selected strokes or pointsDelete selected time marker(s)Delete selected tracksDelete selected tracks?Delete selected vertices, edges or facesDelete stroke points in between intersecting strokesDelete target variableDelete text at cursor positionDelete text by cursor positionDelete the ID under cursorDelete the active Grease Pencil frame(s)Delete the active brush assetDelete the active frame for the active Annotation LayerDelete the active or all vertex groups from the active objectDelete the active positionDelete the active workspaceDelete the add-on from the file systemDelete the selected Pose AssetDelete the selected VR landmark from the listDelete the selected local override and relink its usages to the linked data-block if possible, else reset it and mark it as non editableDelete the selected local overrides (including their hierarchies of override dependencies) and relink their usages to the linked data-blocksDelete the selected local overrides and relink their usages to the linked data-blocks if possible, else reset them and mark them as non editableDelete this library and all its itemsDelete this weight from the vertex (disabled if vertex group is locked)Delete track corresponding to the selected curveDelete track corresponding to the selected curve?Delete transformation orientationDelete unclean segments of tracksDelete unclean tracksDelete with ReconnectDeleted %d data-block(s)Deleted %u driversDeleted %u object(s)Deleted 1 nodeDeleted {} nodesDeletes current frame in the active layerDeletes the displacement of the Multires ModifierDeletes the faces that are assigned to the face setDeletes the higher resolution mesh, potential loss of detailDelimitDelimit by UV coordinatesDelimit by edge seamsDelimit by face directionsDelimit by face materialDelimit by sharp edgesDelimit dissolve operationDelimit edge loop selectionDelimit edge loop selection at seamsDelimit edge loop selection at sharp edgesDelimit edge ring selectionDelimit edge ring selection at material boundariesDelimit edge ring selection at seamsDelimit edge ring selection at sharp edgesDelimit face loop selectionDelimit face loop selection at material boundariesDelimit face loop selection at seamsDelimit face loop selection at sharp edgesDelimit selected regionDelimiterDelimiter must be a single characterDelimiter must not be \n, \r, " or \Deliver Ambient Occlusion passDeliver Grease Pencil render result in a separate passDeliver alpha blended surfaces in a separate passDeliver bloom pass (deprecated)Deliver depth values passDeliver diffuse color passDeliver diffuse direct passDeliver diffuse indirect passDeliver direct volumetric scattering passDeliver emission passDeliver environment lighting passDeliver full combined RGBA bufferDeliver glossy color passDeliver glossy direct passDeliver glossy indirect passDeliver indirect volumetric scattering passDeliver material index passDeliver mist factor pass (0.0 to 1.0)Deliver normal passDeliver object index passDeliver position passDeliver shadow passDeliver speed vector passDeliver subsurface color passDeliver subsurface direct passDeliver subsurface indirect passDeliver texture UV passDeliver transmission color passDeliver transmission direct passDeliver transmission indirect passDeliver volume direct light passDeltaDelta LocationDelta RotationDelta Rotation (Euler)Delta Rotation (Quaternion)Delta ScaleDelta TimeDelta TransformDelta XDelta YDelta offset of clone image in 0.0 to 1.0 coordinatesDeltaX: %sDemoDenimDenoiseDenoise NodesDenoise Preview on GPUDenoise color and guiding passes together. Improves quality when guiding passes are noisy using least amount of extra processing timeDenoise image and guiding passes together. Improves quality when guiding passes are noisy using least amount of extra processing time.Denoise image using temporal reprojection (can leave some ghosting)Denoise on GPUDenoise rendered animation sequence using current scene and view layer settings. Requires denoising data passes and output to OpenEXR multilayer filesDenoise renders from Cycles and other ray tracing renderersDenoise the image after each preview update with the selected denoiserDenoise the image in the 3D viewportDenoise the image with the selected denoiser. For denoising the image after renderingDenoise the rendered imageDenoiserDenoisingDenoising AlbedoDenoising DataDenoising DeviceDenoising Input PassesDenoising NormalDenoising PrefilterDenoising QualityDenoising completedDenotes if the object is generated by another objectDensityDensity (kg/l) of the fluid contained inside the object, used to create a hydrostatic pressure gradient simulating the weight of the internal fluid, or buoyancy from the surrounding fluid if negativeDensity Add AttemptsDensity AttributeDensity FactorDensity GridDensity MaskDensity MaxDensity MethodDensity StrengthDensity TargetDensity is calculated as a factor of default density (depends on particle size)Density of air molecules. 0 means no air, 1 means urban city airDensity of dust, pollution and water droplets. 0 means no aerosols, 1 means urban city aerosolsDensity of ozone layer. 0 means no ozone, 1 means urban city ozoneDensity of the new volumeDensity value (kg/m^3), allows custom value if the 'Custom' preset is usedDependencies in the scene dataDependency GraphDependency Graph Object InstanceDependency Graph UpdateDependency LoopDependency graph update requested during evaluationDeprecatedDeprecated NoteDeprecated Removal VersionDeprecated VersionDeprecated operator, use screen.keyframe_jump insteadDeprecated, tiling is always enabledDeprecated, use 'uv', 'vertex_select', 'edge_select' or 'pin' properties insteadDeprecated, use use_data_display insteadDeprecated. Use Cryptomatte Node insteadDepthDepth 3DDepth ADepth BDepth CombineDepth Combine NodeDepth ObjectDepth Of FieldDepth OffsetDepth OrderDepth bias used for selectionDepth of FieldDepth of Field settingsDepth of the cloud calculationDepth of the noiseDepth of the solid ground below the water surfaceDepth offset of the rollDepth too largeDerive a numeric value from a given string representationDerive texture coordinates from another meshDescriptionDescription of an overridden propertyDescription of an override operation over an overridden propertyDescription of the item's purposeDescription of the node treeDescription of the property for tooltipsDescription:DeselectDeselect EndsDeselect Faces connected to existing selectionDeselect JoinedDeselect On NothingDeselect UV vertices at the boundary of each selection regionDeselect Vertices connected to existing selectionDeselect all charactersDeselect all elementsDeselect all selected vertices assigned to the active vertex groupDeselect all when nothing under the cursorDeselect bones of active Bone CollectionDeselect boundary selected keys of each particleDeselect by active material slotDeselect control points at the boundary of each selection regionDeselect every Nth element starting from the active vertex, edge or faceDeselect every Nth point starting from the active oneDeselect keyframes on ends of selection islandsDeselect linked UV vertices rather than selecting themDeselect linked control points rather than selecting themDeselect linked keys rather than selecting themDeselect objects at the boundaries of parent/child relationshipsDeselect objects in collectionDeselect previously selected strips after add operation completesDeselect rather than select itemsDeselect spline points at the boundary of each selection regionDeselect those bones at the boundary of each selection regionDeselect those bones that are used in this poseDeselect vertices at the boundary of each selection regionDeselect vertices, edges or faces at the boundary of each selection regionDeselectedDeselected bones from %sDesired number of voxels along one axisDesired voxel side lengthDesktopDespeckleDespillDespill StrengthDestination Indicator WidthDestination Layers MatchingDestination frameDetachDetach LinksDetach NodesDetach OutputsDetach and redirect existing linksDetach nodes, move and attach to frameDetach outputs of selected node leaving inputs linkedDetach selected nodes from parentsDetailDetail ModeDetail PercentageDetail Refine MethodDetail RoughnessDetail ScaleDetail SizeDetail Type MethodDetailingDetect CornersDetect Cyclic CurvesDetect Image SequencesDetect SequencesDetect UDIMsDetect corners and use non-aligned handlesDetect image slots from the materialDetect selected UDIM files and load all matching tilesDetected duration of movie clip in framesDetected frame rate of the movie clip in frames per secondDeterminantDeterminatorDetermine how quickly the smoke dissolves (lower value makes smoke disappear faster)Determine how the asset will be importedDetermine how the asset will be imported, unless overridden by the Asset BrowserDetermine how the effective radius of the spline point is computed when a taper object is specifiedDetermine how the geometry end factor is mapped to a splineDetermine how the geometry start factor is mapped to a splineDetermine how to build the curve's bevel geometryDetermine how to use visibility for feature edge selectionDetermine the amount of render threads usedDetermine the lightness threshold above which strokes are generatedDetermine whether Noise returns grayscale or RGB valuesDetermine which other objects will occlude the imageDetermines how far apart fluid and obstacle are (higher values will result in fluid being further away from obstacles, smaller values will let fluid move towards the inside of obstacles)Determines how much fluid is allowed in an obstacle cell (higher values will tag a boundary cell as an obstacle easier and reduce the boundary smoothening effect)Determines how to choose which layers are mergedDetermines how to resolve ambiguities during decomposition of bitmaps into pathsDetermines if trace simple image or full sequenceDetermines properties like object visibility, modifiers etc., where they differ for Render and ViewportDetermines the brick offset of the various rowsDetermines the number of rays per pixel. Higher resolution uses more memory.Determines the order of points in each curveDetermines the visibility of some UI elements related to node groupsDetermines visibility of objects, modifier settings, and other areas where there are different settings for viewport and renderingDetermines whether the brush adds or removes curvesDetermines which inner part of the mesh will produce volumetric effectDetermines which particle systems are created from secondary particlesDeterministicDeterministically generate values for the modified F-CurveDeveloper ExtrasDeveloper ToolsDevelopmentDevelopment FundDeviceDevice to use for computation (rendering with Cycles)Device to use for renderingDevice up/down directly controls the Z position of the 3D viewportDiagnosticsDiagonalDiagonalsDial GizmoDiameterDiameter RootDiameter ScaleDiameter in pixels for object/light origin displayDiameter of brush in Blender unitsDiameter of new pointsDiameter of the HDRI reference spheresDiameter of the brushDiameter of the brush in pixelsDiameter of the gizmoDiameter of the water droplets, in micrometersDiamondDiamond SharpenDiamond with inner dotDicing CameraDicing RateDicing Rate RenderDid not find any assets on clipboardDid not write, no Multilayer ImageDid not write, unexpected error when saving stereo imageDie TimeDie on HitDiedDifferenceDifference KeyDifference ModeDifference between VGroup A's and VGroup B's weightsDifference between the pose and rest pose relative to the parent boneDifferent images are packed in the RGB and alpha channels, and they should not affect each other. Channel packing is commonly used by game engines to save memory.Different styles of aberrationsDifferent styles of displaying the color picker widgetDifferentialDiffuseDiffuse BSDFDiffuse BouncesDiffuse ColorDiffuse Color BlueDiffuse Color FactorDiffuse Color GreenDiffuse Color RedDiffuse DepthDiffuse DirectDiffuse FactorDiffuse IndirectDiffuse Product MISDiffuse RoughnessDiffuse VisibilityDiffuse and Glossy shaders with cartoon light effectsDiffuse color of the materialDiffuse reflection multiplierDiffusionDilate SizeDilate or erode the active regions of a grid. This changes which voxels are active but does not change their values.Dilate or erode the computed matte using a circular structuring element of the specified size. Negative sizes means erosion while positive means dilationDilate or erode the computed matte using an inverse distance operation evaluated at the given falloff of the specified size. Negative sizes means erosion while positive means dilationDilate/ContractDilate/ErodeDilation RadiusDilation ThresholdDimensionDimensionsDimensions ModeDimensions of mask stencil in viewportDimensions of stencil in viewportDimensions of the exported fileDimensions of the vector socketDimensions:DirectDirect ColoringDirect LightDirect Light SamplingDirect Light StrengthDirect Tip ControlDirect conversion of frame numbers to secondsDirect execution not supportedDirect light contributions are only sampled using forward path tracingDirect light contributions are only sampled using next-event estimationDirect linked library data-block, click to make local, Shift + Click to create a library overrideDirectXDirectionDirection (Y Axis)Direction from previous neighboring point on segmentDirection from root to tip of each curveDirection from where the sun is shiningDirection in which to scale the elementDirection is defined in global coordinatesDirection is defined in local coordinatesDirection of View OrbitDirection of View PanDirection of linesDirection of the aberration effectDirection of the fillDirection of the light for shadows and highlightsDirection of the root segment of a curveDirection of the sphere or cylinderDirection of the stroke at which brush gives maximal thickness (0° for horizontal)Direction of the tip segment of a curveDirection of the waveDirection that the light is shiningDirection the line is going in. The length of this vector does not matterDirection to cycle throughDirection to make surface cyclic inDirection to move the active Bone Collection towardsDirection to move the active Selection Set: UP (default) or DOWNDirection to move the active bookmark towardsDirection to move the active exporterDirection to move the active layerDirection to move the active layer towardsDirection to move the active line set towardsDirection to move the active material towardsDirection to move the active vertex group towardsDirection to move the chosen modifier towardsDirection to move the chosen style module towardsDirection to offset nodes on insertionDirection to select in the hierarchyDirectionalDirectional BlurDirectional Quad TreeDirectional Sampling TypeDirectional area LightDirectional area light sourceDirectional cone LightDirectional cone light sourceDirectional vector pointing central between next and previous edge of a face cornerDirectionality of the scattering. Zero is isotropic, negative is backward, positive is forwardDirectionality of volume scattering within the subsurface medium. Zero scatters uniformly in all directions, with higher values scattering more strongly forward. For example, skin has been measured to have an anisotropy of 0.8Directly output image as produced by OpenColorIO. This is not correct in general, but may be used when the system configuration and actual display device is known to match the chosen displayDirectly set the absorption coefficient "sigma_a" (this is not the most intuitive way to color hair)DirectoryDirectory PathDirectory displayed in the file browserDirectory of the fileDirectory that contains fluid cache filesDirectory to save the texturesDirectory/name to save animations, # characters define the position and padding of frame numbersDirt AngleDirt OnlyDirtyDisableDisable 'solo' on any of the NLA Tracks after exiting tweak mode to get things back to normalDisable Bone OptionsDisable Bone ShapeDisable CollisionsDisable F-Curve evaluationDisable MetalRT (uses BVH2 layout for intersection queries)Disable NLA Strip evaluationDisable NLA Track evaluationDisable QuantizationDisable SelectionDisable Studio Light EditDisable Viewport for Other ObjectsDisable action to executeDisable add-on for workspaceDisable and uninstall the extensionDisable auto-pack, keep all packed filesDisable collisions between constrained rigid bodiesDisable editing of boundary edgesDisable in Planar Light ProbesDisable in RendersDisable in Spherical Light ProbesDisable in Surface PickingDisable in ViewportsDisable in Volume ProbesDisable kernel optimization. Slowest rendering, no extra background CPU usageDisable library overrides automatic resync detection and process on file load (can be useful to help fixing broken files). Also see the "--disable-liboverride-auto-resync" command line optionDisable or enable the render viewDisable quantization; produces much larger glTF files with no extensionsDisable selected markersDisable selection in viewportDisable selection in viewport • Ctrl to isolate collection • Shift to set inside collections and objectsDisable selection in viewport • Shift to set childrenDisable specified setting on all selected animation channelsDisable stencil and overlap self intersections with alpha materialsDisable strip so that it does not contribute any outputDisable surface influence during selection, snapping and depth-picking operators. Usually used to avoid semi-transparent objects to affect scene navigationDisable the asset indexer, to force every asset library refresh to completely reread assets from diskDisable the default asset dragging on drag events. Useful for implementing custom dragging via custom key-map items.Disable the selection modeDisable viewport display in the view layersDisable when using an image as input instead of actual z-buffer (auto enabled if node not image based, eg. time node)Disable/enable selected markersDisabledDisabled MarkerDisabled TracksDisabled on startup, overriding the preference.Disabled, Blender was compiled without BulletDisabled, Blender was compiled without OBJ I/ODisabled, Blender was compiled without OpenSubdivDisabled, Blender was compiled without OpenVDBDisabled, Blender was compiled without PLY I/ODisabled, Blender was compiled without STL I/ODisabled, OpenVDB version is too oldDisabled, built without OpenColorIODisabled, built without OpenSubdivDisabled. Built without OpenImageDenoiseDisabled. Platform not supportedDisabled: {}Disables audio output, for video-only rendersDisables video output, for audio-only rendersDisabling themes is not yet supportedDisallow changes to the X axis of verticesDisallow changes to the Y axis of verticesDisallow changes to the Z axis of verticesDisallow movement around the X axisDisallow movement around the Y axisDisallow movement around the Z axisDiscardDiscard points based on a mask texture after distributionDisconnectDisconnect BoneDisconnect all hair systems from the emitter meshDisconnect hair from the emitter meshDisconnect nodes connected to the inputDisconnect vertices or edges from connected geometryDisjoint OverDiskDisk CacheDispersionDisplaceDisplace FactorDisplace GeometryDisplace Hair CurvesDisplace ModifierDisplace TypeDisplace VectorDisplace along normalsDisplace existing geometry according to simulationDisplace geometry by an offset iterativelyDisplace geometry of alpha meshesDisplace pixel position using an offset vectorDisplace the surface along an arbitrary directionDisplace the surface along the surface normalDisplace the vertices away from the plane.Displaced BaseDisplacementDisplacement MethodDisplacement OnlyDisplacement SpaceDisplacement and BumpDisplacement directionDisplacement is in object space, affected by object scaleDisplacement is in world space, not affected by object scaleDisplacement modifierDisplacement offset vectorDisplacement that is applied from the beginning of the strokeDisplacement that is applied from the end of the strokeDisplacement that is applied to the X coordinates of stroke verticesDisplacement that is applied to the Y coordinates of stroke verticesDisplacement that is applied to the main direction line along its normalDisplaces hair curves by a vector based on various optionsDisplayDisplay 2D cursorDisplay 3D Cursor OverlayDisplay 3D curve normals in Edit ModeDisplay All EdgesDisplay AmountDisplay ArmatureDisplay AsDisplay AspectDisplay Aspect for this clip, does not affect renderingDisplay Aspect for this image, does not affect renderingDisplay AxesDisplay BackgroundDisplay Background ImagesDisplay Bevel WeightsDisplay Bone ColorsDisplay BoundsDisplay Bounds TypeDisplay Cache FilesDisplay CameraDisplay ChannelDisplay ChannelsDisplay ColorDisplay CreasesDisplay CursorDisplay CurveDisplay Custom Bone ShapesDisplay Custom NormalsDisplay DataDisplay Data (Deprecated)Display Data SizeDisplay EmulationDisplay Face CenterDisplay FacesDisplay File SelectorDisplay FilterDisplay FramesDisplay Freestyle Edge MarksDisplay Freestyle Face MarksDisplay Freestyle edge marks, used with the Freestyle rendererDisplay Freestyle face marks, used with the Freestyle rendererDisplay GraphicsDisplay Grease PencilDisplay GridDisplay Grid FloorDisplay HairDisplay HandlesDisplay HiddenDisplay InstancerDisplay LatticesDisplay LightDisplay Light ProbeDisplay Line StyleDisplay MaterialDisplay MeshesDisplay MetaballDisplay ModeDisplay Modified EdgesDisplay Modifier DataDisplay Movie ClipsDisplay NameDisplay NamesDisplay NodeDisplay NormalsDisplay Object InfoDisplay Only Axis AlignedDisplay P3Display ParticleDisplay ParticlesDisplay Paths of poses within a fixed number of frames around the current frameDisplay Paths of poses within specified rangeDisplay Playback Frame Rate (FPS)Display Point CloudDisplay PurposeDisplay RGBDisplay RepeatedDisplay SceneDisplay SeamsDisplay SettingsDisplay Shader EffectsDisplay Shape KeysDisplay SharpDisplay SizeDisplay Size XDisplay SpeakerDisplay StretchDisplay SummaryDisplay TextureDisplay Texture SpaceDisplay ThinDisplay TransformsDisplay TransparentDisplay TypeDisplay UV coordinates in pixels rather than from 0.0 to 1.0Display UV unwrapping seamsDisplay UVsDisplay Vertex NormalsDisplay View NameDisplay VolumeDisplay WaveformDisplay WireDisplay WorldDisplay X AxisDisplay Y AxisDisplay Z AxisDisplay Z-buffer associated with image (mapped from camera clip start to end)Display a different set of collections in this viewportDisplay a face selection overlayDisplay a grid over Grease Pencil paperDisplay a line from the Camera to indicate the mist areaDisplay a region with assets that may currently be relevant (such as brushes in paint modes, or poses in Pose Mode)Display action without any time remapping (when unpinned)Display actual particlesDisplay additional particle data as a colorDisplay advanced settings and tools for developersDisplay all edges for mesh objectsDisplay all local override data-blocks with their overridden properties and buttons to edit themDisplay alpha transparency channelDisplay an additional 'summary' line (Dope Sheet editors only)Display an asset shelf in a popover panelDisplay an isolated subset of objects, apart from the scene visibilityDisplay and allow setting fractional frame values for the current frameDisplay annotation onion skins before and after the current frameDisplay arrows in numeric input fields for increasing or decreasing valuesDisplay attributes with names starting with a period that are meant for internal useDisplay black edgesDisplay boid healthDisplay bone axesDisplay bone colorsDisplay bone namesDisplay bone-deforming groups as if all locked deform groups were deleted, and the remaining ones were re-normalizedDisplay bones (disable to show motion paths only)Display bones as boxes, showing subdivision and B-SplinesDisplay bones as extruded spheres, showing deformation influence volumeDisplay bones as octahedral shapeDisplay bones as octahedral shape (default)Display bones as simple 2D lines with dotsDisplay bones as thin wires, showing subdivision and B-SplinesDisplay bones with their custom shapesDisplay bounding boxes for nodes in the volume treeDisplay bounds as boxDisplay bounds as capsuleDisplay bounds as coneDisplay bounds as cylinderDisplay bounds as sphereDisplay box for each leaf node containing 8×8 voxelsDisplay breadcrumbs for the editor's contextDisplay center composition guide inside the camera viewDisplay channel regardless of object selectionDisplay collections and objects in the view layerDisplay colored box behind textDisplay creases created for Subdivision Surface modifierDisplay current image regardless of object selectionDisplay curves in normalized range from -1 to 1, for easier editing of multiple curves with different rangesDisplay dashed black-white edgesDisplay data belonging to the Video SequencerDisplay data of current file and linked librariesDisplay data that is unused and/or will be lost when the file is reloadedDisplay data-blocks with library overrides and list their overridden propertiesDisplay debug reporting infoDisplay diagonal center composition guide inside the camera viewDisplay each node's last execution timeDisplay each node's preview if node is toggledDisplay edges after modifiers are appliedDisplay effect in Edit modeDisplay effect in viewportDisplay error textDisplay face center when face selection is enabled in solid shading modesDisplay face normals as linesDisplay faces colored according to the difference in shape between UVs and their 3D coordinates (blue for low distortion, red for high distortion)Display faces flatDisplay faces over the imageDisplay faces smooth (using vertex normals)Display factors as percentagesDisplay factors as values between 0 and 1Display files as a detailed listDisplay files as a horizontal listDisplay files as a vertical listDisplay files as short listDisplay files as thumbnailsDisplay fill strokes in the viewportDisplay frame in grayscale modeDisplay frames rather than secondsDisplay full waveformDisplay general informationDisplay glTF UI to manage animationsDisplay golden ratio composition guide inside the camera viewDisplay golden triangle A composition guide inside the camera viewDisplay golden triangle B composition guide inside the camera viewDisplay harmony A composition guide inside the camera viewDisplay harmony B composition guide inside the camera viewDisplay image at its original sizeDisplay image in orthographic modeDisplay image in perspective modeDisplay image with RGB colorsDisplay image with RGB colors and alpha transparencyDisplay images consistent with most other applications, to preview images and video for export. A best effort is made to emulate the chosen display on the actual display device.Display in Orthographic ModeDisplay in Perspective ModeDisplay information and preferences for this add-onDisplay keyframe handle types and non-Bézier interpolation modesDisplay layer tintDisplay library override relationshipsDisplay lines rather than filled shapesDisplay low level Blender data and its propertiesDisplay material transparency in the objectDisplay menu for previous actions performedDisplay metadata properties of the imageDisplay method used in the sequencer viewDisplay mode for the file listDisplay modifier in Edit modeDisplay modifier in viewportDisplay modifiersDisplay name. For viewing, this is the display device that will be emulated by limiting the gamut and HDR colors. For image and video output, this is the display space used for writing.Display node in viewport textured shading modeDisplay non-final geometry from viewer nodesDisplay number of users of this data (click to make a single-user copy)Display objects with flat lighting and basic surface shadingDisplay one box or point for each intermediate tree nodeDisplay onion keyframes for looping animationsDisplay onion keyframes with a fade in color transparencyDisplay onion skins before and after the current frameDisplay only edges of geometry without surface shadingDisplay only faces with the currently displayed image assignedDisplay outline around textDisplay overlay of UV layerDisplay overlay textDisplay overlaysDisplay overlays like UV Maps and MetadataDisplay overlays like colored or dashed wiresDisplay overlays like cursor and annotationsDisplay overlays like gizmos and outlinesDisplay parameters for last action performedDisplay path to source file, or name of source data-blockDisplay percentage makes dynamics inaccurate without bakingDisplay points for nodes in the volume treeDisplay preview using full resolution or different proxy resolutionsDisplay properties editor context_menuDisplay reconstruction data from active movie clipDisplay reference images behind objects in the 3D ViewDisplay region context menuDisplay retiming keys on top of stripsDisplay rule of thirds composition guide inside the camera viewDisplay sampled data in the viewport to debug captured lightDisplay scene statistics overlay textDisplay scenes and their view layers, collections and objectsDisplay selected edge angle, using global values when set in the transform panelDisplay selected edge lengths, using global values when set in the transform panelDisplay shadow behind textDisplay shape keys in edit mode (for meshes only)Display sharp edges, used with the Edge Split modifierDisplay single bounding box for the entire gridDisplay size for normals in the 3D viewDisplay size for proportional editing circleDisplay size of the empty when new collection instances are createdDisplay size of tracks from reconstructed dataDisplay speed curves for the selected tracksDisplay splash screen on startupDisplay stamp labels ("Camera" in front of camera name, etc.)Display statistical information about the meshDisplay steps of the particle pathDisplay strip in/out offsetsDisplay strip opacity/volume curveDisplay strokes using Grease Pencil layer order and stroke order to define depthDisplay strokes using Grease Pencil layers to define orderDisplay strokes using real 3D position in 3D spaceDisplay strokes using this color when showing onion skinsDisplay style for UV edgesDisplay support levelDisplay text as boldDisplay text as italicDisplay the angles in the selected edges, using global values when set in the transform panelDisplay the area of selected faces, using global values when set in the transform panelDisplay the audio waveform inside the stripDisplay the bounds of the objectDisplay the center and axis during rotationDisplay the clipping range and focus point on the cameraDisplay the image in Stereo 3DDisplay the image repeated outside of the main viewDisplay the index numbers of selected vertices, edges, and facesDisplay the input data in the Spreadsheet EditorDisplay the object as a solid (if solid drawing is enabled in the viewport)Display the object as a wireframeDisplay the object with textures (if textures are enabled in the viewport)Display the object's boundsDisplay the object's nameDisplay the object's origin and axesDisplay the object's texture spaceDisplay the object's wireframe over solid shadingDisplay the operator logDisplay the orbit center during rotationDisplay the region of the final renderDisplay the render result for the sequencer scene instead of the active sceneDisplay the reprojection error curve for selected tracksDisplay the strip color tags in the sequencerDisplay tool/property regions over the main regionDisplay tooltips (when disabled, hold Alt then hover to force display)Display transparent cone in 3D view to visualize which objects are contained in itDisplay type for mask splinesDisplay under or over everythingDisplay units in pairs (e.g. 1m 0cm)Display unweighted verticesDisplay upper half of the absolute value waveformDisplay using flat lightingDisplay using matcap material and lightingDisplay using studio lightingDisplay vector field as MAC gridDisplay vectors as needlesDisplay vectors as streamlinesDisplay vertex normals as linesDisplay vertex-per-face normals as linesDisplay viewport performance timings: • Evaluation: Time to evaluate the dependency graph. • Synchronization: Time to build the GPU buffers.Display warningsDisplay waveforms depending on strip settingDisplay waveforms for all sound stripsDisplay weights created for the Bevel modifierDisplay weights in editmodeDisplay what the tracking algorithm sees in the previewDisplay white edgesDisplay white edges with black outlineDisplays glTF Material Output node in Shader Editor (Menu Add > Output)Displays glTF UI to manage material variantsDisplays global valuesDisplays local valuesDisplays, views or color spaces in this file were missing and have been changedDisplays, views or color spaces in this file were missing and have been changed.Dissolve Orthogonal EdgesDissolve SmokeDissolve SpeedDissolve TimeDissolve VerticesDissolve all muted nodes with reconnectDissolve all unselected pointsDissolve all vertices in between face boundariesDissolve all vertices in between face boundaries (planar only)Dissolve and IntersectDissolve edges, merging facesDissolve facesDissolve geometry based on the selection modeDissolve geometry to form planar polygonsDissolve points between selected pointsDissolve remaining vertices which connect to only two edgesDissolve selected bones from the armatureDissolve selected edges and vertices, limited by the angle of surrounding geometryDissolve selected pointsDissolve smoke in a logarithmic fashion. Dissolves quickly at first, but lingers longer.Dissolve vertices, merge edges and facesDissolve zero area faces and zero length edgesDissolves adjacent faces and intersects new geometryDistanceDistance CullingDistance FalloffDistance KeyDistance MetricDistance MinDistance ModelDistance ReferenceDistance SquaredDistance ThresholdDistance after which it fades outDistance around each guide to spawn interpolated curvesDistance around the probe volume that will be considered during the bakeDistance at which the light influence will be set to 0Distance behind leader to followDistance below which points will be mergedDistance below which segments will be mergedDistance between A and BDistance between checker tilesDistance between key frames, also known as GOP size; influences file size and seekabilityDistance between lines of textDistance between pointsDistance between selected tracksDistance between the top and the base of a wave, the higher the value, the more narrow the waveDistance between the two pointsDistance between the wavesDistance between two bones or objectsDistance between two bundles used for object scalingDistance between two bundles used for scene scalingDistance between two sample points along the curveDistance between volume samples. Lower values render more detail at the cost of performance. If set to zero, the step size is automatically determined based on voxel size.Distance between volume shader samples when rendering the volume (lower values give more accurate and detailed results, but also increased render time)Distance factor multiplied with the curve's radius attribute to define the resulting tube radiusDistance from CameraDistance from ObjectDistance from center needed before a selection can be madeDistance from image boundary at which marker stops trackingDistance from the bisect plane within which vertices are removedDistance from the generated points to the originDistance from the ground planeDistance from the surface used for shrinkwrapDistance mapping to 0.0 weightDistance mapping to 1.0 weightDistance mapping to weight 0.0Distance mapping to weight 1.0Distance model for distance attenuation calculationDistance moved by mouse when drawing stroke to includeDistance of duplicationsDistance of object that contribute to the ambient occlusion effectDistance of object that contribute to the cavity/edge effectDistance of random spread at the curve tipsDistance of the displacement offset in normal directionDistance of the instances from the originDistance of the points from the originDistance of the vertices from the originDistance over which the mist effect fades inDistance threshold after which selection is made (zero to disable)Distance threshold for the falloff around the guideDistance to EdgeDistance to GuidesDistance to TargetDistance to displace the surface along the normalDistance to keep from the targetDistance to keep particles away from the emitterDistance to keep the curves away from the surfaceDistance to move UVsDistance to move the curve parallel to its normalsDistance to offsetDistance to offset each instance along the normal of the incoming geometryDistance to offset each instance along the normal of the surface geometryDistance to offset the instances from the face cornerDistance to previous point on curveDistance to search for valid capture positions to prevent lighting artifactsDistance to the focus point for depth of fieldDistance to the view locationDistance where boundary edge automasking is going to protect vertices from the fully masked edgeDistance within which degenerated geometry is mergedDistance within which matching vertices are searchedDistance within which mirrored vertices are mergedDistance within which symmetrical vertices are mergedDistances in relation to sphere of influence to allowDistortDistort MaxDistort MinDistort NodeDistorted NoiseDistortionDistortion AmountDistortion GridDistortion ModelDistortion model used for camera lensesDistortion to simulate anamorphic lens bokehDistortion to use for the calculationDistribute Points in GridDistribute Points in VolumeDistribute Points on FacesDistribute Stops EvenlyDistribute Stops from LeftDistribute memory across devicesDistribute more samples closer to the cameraDistribute points randomly inside of the volumeDistribute points randomly on the surfaceDistribute the points in a grid pattern inside of the volumeDistribute the points randomly on the surface while taking a minimum distance between points into accountDistributionDistribution MaskDistribution MethodDistribution ShapeDistribution TypeDitherDither IntensityDitheredDivergenceDivideDivide ModeDivide VGroup A's weights by VGroup B's onesDivide and ceil result, the smallest integer greater than or equal ADivide and floor result, the largest integer smaller than or equal ADivide and round result toward zeroDivide mesh faces into smaller ones without changing the shape or volume, using linear interpolation to place the new verticesDivide mesh faces to form a smooth surface, using the Catmull-Clark subdivision methodDivide the frame interval into this many stepsDividing each curve segment into a specified number of piecesDivision distortion model which better represents wide-angle camerasDivisionsDo Legacy ReplaceDo Not Merge AnimationsDo SmudgeDo a case sensitive compareDo all gaps to right of current frameDo backwards trackingDo channels contribute to result (toggle channel muting)Do cross-fading volume animation of two selected sound stripsDo crossfade blending between current and next frameDo extra frames between scene frames to ensure smooth motionDo not affect non manifold boundary edgesDo not affect vertices on peaks, based on the surface curvatureDo not affect vertices that belong to a face set boundaryDo not affect vertices within crevices, based on the surface curvatureDo not allow beveled edges/vertices to overlap each otherDo not allow deformation along the X axisDo not allow deformation along the Y axisDo not allow deformation along the Z axisDo not change selection if the item under the cursor is already selected, only activate itDo not collapse curves to single points if they are shorter than the given length. The collapsing behavior exists for compatibility reasons.Do not create blend previewsDo not create bone shapesDo not display fill color while drawing the strokeDo not export color attributesDo not export materials, and combine mesh primitive groups, losing material slot informationDo not export materials, but write multiple primitive groups per mesh, keeping material slot informationDo not export vertex colorDo not flip polygons when their normals are not consistent with their newly computed custom vertex normalsDo not follow drawing path or object rotation and keeps aligned with viewportDo not import USD custom attributesDo not import color attributesDo not import invisible USD primitives. Only applies to primitives with a non-animated visibility attribute. Primitives with animated visibility will always be importedDo not import/export color attributesDo not load data from this layerDo not modify image in an artistic mannerDo not perform any color transform on display, use old non-color managed technique for displayDo not perform any color transform on load, treat colors as in scene linear space alreadyDo not preserve objects' parent/children relationshipDo not propagate any messages upstreamDo not remove the modifier from stackDo not render this collectionDo not repeat texture and clamp to one instance onlyDo not rotate the segment when using the scale deform modeDo not set face strengthDo not set sharp edges to faceDo not slip connected strips if using cursor positionDo not sync, play every frameDo not use any compressionDo not use compute deviceDo not use this surface as a light for samplingDo self-union or self-intersectionDo you want to install the following {:s}?Doc IDDocumentsDodge ModeDoes F-Curve contribute to resultDoes not support Individual Origins as pivotDoes nothing, prevents adding actual overrides (NOT USED)Does this tool use a painting canvasDolby Digital ATRAC 3DollyDolly in/out in the viewDomainDomain ObjectDomain SettingsDomain SizeDomain TypeDomain and geometry type combination is unsupportedDomain dataDomain of the AttributeDomain that the field is evaluated onDomain the field is evaluated inDomain to evaluate fields onDomain unsupported for "%s" attributeDon't SaveDon't add asset meta-data or tags from the original data-blockDon't add new constraintsDon't allow frame to be selected with mouse outside of frame rangeDon't calculate cleans for convex areasDon't correct overlap on new stripsDon't display volume in wireframe modeDon't display waveforms for any sound stripsDon't do anythingDon't export imagesDon't fill at allDon't fill polygons while editingDon't import texturesDon't propagate split to connected stripsDon't remove sharp edges, which are redundant with faces shaded smoothDon't remove sharp edges. Tagged edges will remain sharpDon't round to pixelsDon't sample the background, faster but might cause noise for non-solid backgroundsDon't scale in the Y axisDon't scale the X and Z axesDon't show overlay during a strokeDon't show the input value in the geometry nodes modifier interfaceDon't snap to hidden stripsDon't snap to sound stripsDon't stretch the objectDon't use any arrow/style in cornerDon't use any fixed alignment, fill available spaceDon't use this collection in Line ArtDon't use this object for Line Art renderingDon't use utility passes for denoisingDon't write into the depth bufferDope SheetDope Sheet OverlaysDope Sheet space dataDope Sheet view for tracking dataDope Sheet/TimelineDopesheet Sort FieldDoppler FactorDoppler SpeedDotDot DashDot ProductDotsDoubleDouble ClickDouble Click SpeedDouble Click TimeoutDouble Edge MaskDouble VectorDouble precisionDouble-DensityDownDownload and install the extensionDownloaded package files are deleted after installationDownloading "{:s}"Downloading...DownloadsDraco Mesh CompressionDragDrag OperatorDrag StartDrag ThresholdDrag allows click events to pass through to the tool, adding a small delayDrag anchor brush from edge-to-edgeDrag and drop element to another placeDrag and drop onto a data-set or item within the data-setDrag component proportional to the square of velocityDrag component proportional to velocityDrag effector weightDrag material to Material slots in PropertiesDrag material to object in OutlinerDrag object to scene in OutlinerDrag to clear parent in OutlinerDrag to continue sampling, release when doneDrag to move to collection in OutlinerDrag to parent in OutlinerDragging {} filesDraineDraine phase functions, mostly used for the scattering of light in interstellar dustDrawDraw Cut LineDraw F-Curves using Anti-Aliasing (disable for better performance)Draw FreehandDraw Grease PencilDraw ModeDraw NormalsDraw Poly LineDraw RegionDraw Region & SwapDraw Straight LinesDraw Strokes on BackDraw WindowDraw Window & SwapDraw a blueprint using circular contour strokesDraw a blueprint using elliptic contour strokesDraw a blueprint using square contour strokesDraw a box around the parts of strips you want to cut awayDraw a freehand curveDraw a freehand splineDraw a line to apply a weight gradient to selected verticesDraw a line to set the fill material gradient for the selected strokesDraw a line with dabs separated according to spacingDraw a new stroke in the active Grease Pencil objectDraw curveDraw dark controllerDraw dark controller with aiming axis rayDraw freehand stroke(s)Draw in a plane aligned to the viewportDraw in a plane perpendicular to the surfaceDraw in the surface planeDraw light controllerDraw light controller with aiming axis rayDraw lines with a delay to allow smooth strokes (press Shift key to override while drawing)Draw on vertex colors in the active Grease Pencil objectDraw regionDraw region and swapDraw straight line segment(s)Draw stroke at 3D cursor locationDraw stroke at Object originDraw strokes using a continuous lineDraw strokes using separated dotsDraw strokes using separated squaresDraw strokes using textureDraw strokes with solid colorDraw stylized strokes using FreestyleDraw the menu socket as an expanded drop-down menuDraw the relationship line from the parent head to the child headDraw the relationship line from the parent tail to the child headDraw weight on stroke points in the active Grease Pencil objectDraw windowDraw window and swapDraw:DrawingDrawing PlaneDrawing typeDripDrive all components of this property using the target pickedDrive rigid body around or along an axisDrive this component of this property using the target pickedDrivenDriven PropertyDriven Property:Driven SelectedDriverDriver '%s[%d]' already existsDriver TargetDriver Value:Driver VariableDriver could not be evaluated in past, so should be skippedDriver for the value of a setting based on an external valueDriver has no variables to copyDriver not found in this animation dataDriver typeDriver variable typeDriver:Driver: {:s} ({:s})DriversDrivers:DroneDrop XDrop YDrop a world into the sceneDrop colors to buttonsDrop frames if playback is too slowDrop frames to maintain framerateDrop name to buttonDrop {} on slot {} (active slot) of {}Drop {} on slot {} (replacing {}) of {}Drop {} on slot {} of {}Drop {} on {} (slot {})Drop {} on {} (slot {}, replacing {})DryDry TimeDual MeshDue to the NLA stack setup, {:d} keyframe(s) have not been inserted.Due to the setting 'Only Insert Needed', {:d} keyframe(s) have not been inserted.DummyDuotoneDuplicateDuplicate ActionDuplicate ArmatureDuplicate CameraDuplicate CurveDuplicate CurvesDuplicate ElementsDuplicate Grease PencilDuplicate Hair CurvesDuplicate IndexDuplicate KeyframesDuplicate LatticeDuplicate LightDuplicate Light ProbeDuplicate Linked selected NLA-Strips, adding the new strips to new track(s)Duplicate MaskDuplicate MaterialDuplicate MeshDuplicate MetaballDuplicate Metaball ElementsDuplicate Node TreeDuplicate NodesDuplicate ObjectsDuplicate ParticleDuplicate Point CloudDuplicate Selected Bone(s)Duplicate SettingsDuplicate SpeakerDuplicate StripsDuplicate SurfaceDuplicate TextDuplicate VolumeDuplicate active keyframes of all layerDuplicate allDuplicate and extrude selected vertices, edges or faces towards the mouse cursorDuplicate and mirror the selected particles along the local X axisDuplicate color attributeDuplicate constraint at the same position in the stackDuplicate curve and moveDuplicate effect at the same position in the stackDuplicate index %d in vertex_indices_setDuplicate into WindowDuplicate keysDuplicate mask and moveDuplicate mesh and moveDuplicate mesh at the location of particlesDuplicate mesh edges and break connections with the surrounding facesDuplicate modifier at the same position in the stackDuplicate node but not node trees, linking to the original dataDuplicate object but not object data, linking to the original dataDuplicate particle system within the active objectDuplicate selected NLA-Strips, adding the new strips to new track(s)Duplicate selected area into new windowDuplicate selected control pointsDuplicate selected control points and segments between themDuplicate selected metaball element(s)Duplicate selected nodesDuplicate selected nodes and move themDuplicate selected nodes keeping input links and move themDuplicate selected nodes, but not their node trees, and move themDuplicate selected objectsDuplicate selected strips and move themDuplicate selected strips, but not their data, and move themDuplicate selected time marker(s)Duplicate selected vertices, edges or facesDuplicate settings as well, so the new particle system uses its own settingsDuplicate strip but not strip data, linking to the original dataDuplicate strokes into an arrayDuplicate strokes like a mirrorDuplicate the active geometry node group and assign it to the active modifierDuplicate the active shape keyDuplicate the current instance objectDuplicate the current lineDuplicate the currently assigned compositing node group.Duplicate the modifier within the list of modifiersDuplicate the object a certain number of timesDuplicate the object as many times as fits in a certain lengthDuplicate the selected objects and move themDuplicate the selected objects, but not their object data, and move themDuplicate the selected pointsDuplicate the selected stripsDuplicated %sDuplicated KeyframesDuplicatesDuplicates hair curves a certain number of times within a radiusDuplicates: {}DurationDuration (in frames) of the image (1 when not a video/sequence)Duration of freeze frame segmentDuration of the fade in secondsDuration: %s (Frame %i/%i)During resync of data-block %s, %d obsolete overrides were deleted, that had local changes defined by userDuring the Face Attributes correction, merge attributes connected to the same vertexDuring transformations, use Alt to navigate in the 3D View. Note that if disabled, hotkeys for Proportional Editing, Automatic Constraints, and Auto IK Chain Length will require holding AltDutch - NederlandsDyingDynamicDynamic BVHDynamic Base MeshDynamic Grid SizeDynamic MeshDynamic ModeDynamic PaintDynamic Paint ModifierDynamic Paint canvas settingsDynamic Paint modifierDynamic Topology SculptingDynamic Topology found: %s, disabledDynamic gridDynamic topology alters the mesh topology while sculptingDynamicPaint: Bake complete! (%.2f)DynamicPaint: Bake failed: %sDynamically hide vertices based on a vertex group or armatureDynamicsDyntopoDyntopo will not preserve colors, UVs, or other attributesEEVEEEEVEE DebugEEVEE Raytrace OptionsEEVEE SettingsEEVEE settings for the sceneEEVEE settings for tracing reflectionsEQCurveMappingDataERROR: Driver is useless without any inputsERROR: Invalid Python expressionERROR: Invalid target channel(s)ERROR: type "{:s}" does not exist!ESC/RMB to cancel, Enter/LMB to confirm, WHEEL/MOVE to adjust factorEach channel will be rendered into a mono fileEach collection (data-block ones) as a file, does not include content of children collectionsEach collection (including master, non-data-block one) of the active scene as a file, including content from children collectionsEach collection (including master, non-data-block ones) of each scene as a file, including content from children collectionsEach control point's index on its splineEach face is considered as a medium interface. Gives correct results for manifold geometry that contains no inner parts.Each face's sculpt face set valueEach input geometry is turned into a separate instanceEach output field has to correspond to a geometry that is above itEach scene as a fileEaseEase InEase In and OutEase OutEasingEasing type is chosen automatically based on what the type of interpolation used (e.g. Ease In for transitional types, and Ease Out for dynamic effects)EastEccentricityEdgeEdge AngleEdge Angle TextEdge CenterEdge CollisionEdge Corner CountEdge CostEdge CountEdge CreaseEdge DataEdge Data TypesEdge Data:Edge DetectionEdge Display TypeEdge IndexEdge LengthEdge Length ModeEdge Length TextEdge MappingEdge MarkEdge MarksEdge Mode SelectionEdge Neighbor Count FieldEdge NeighborsEdge PanEdge Paths to CurvesEdge Paths to SelectionEdge PerpendicularEdge Position FieldEdge RailEdge ResizeEdge Ring DelimitEdge SelectEdge SelectionEdge SharpnessEdge SlideEdge Slide: Edge SplitEdge TagEdge TintEdge TypeEdge Type CombinationEdge Type NegationEdge TypesEdge VerticesEdge Vertices FieldEdge WeightEdge WidthEdge bevel weight to be added to outside edgesEdge in a Mesh data-blockEdge indexEdge is not connected to any facesEdge length in UV spaceEdge length of box selectionEdge of VertexEdge select - Shift-Click for multiple modes, Ctrl-Click expands/contracts selection depending on the current modeEdge selection modeEdge splitting modifier to create sharp edgesEdge spring frictionEdge spring stiffness when longer than rest lengthEdge spring stiffness when shorter than rest lengthEdge thresholdEdge to EdgeEdge weight used by Bevel modifierEdge-ring pair isn't connectedEdge-rings are not connectedEdge-to-EdgeEdgeSplitEdgeSplit ModifierEdgesEdges Data:Edges between faces pointing in alternate directionsEdges changed from %d to %dEdges collide tooEdges of CornerEdges of VertexEdges of the meshEdges receive a drag force from surrounding mediaEdges receive a lift force when passing through surrounding mediaEdges shared by more than two facesEdges to Face GroupsEdges to convert to curvesEdges to mark where the mesh is "cut" for the purposes of unwrappingEdges used to split faces into separate groupsEditEdit BoneEdit Bone MatrixEdit Bone(s)Edit BonesEdit Curve MapEdit FormatEdit Grease PencilEdit Grease Pencil StrokesEdit LinesEdit MetadataEdit MethodsEdit ModeEdit Mode Smooth WiresEdit PathEdit Studio LightEdit Texture SpaceEdit TreeEdit UI source code of the active buttonEdit a Python value directly, for unsupported property typesEdit a constraint on the active boneEdit a constraint on the active objectEdit a snapshot of the 3D Viewport in an external image editorEdit all keyframes in sceneEdit and save themes installed via ExtensionsEdit animation/keyframes displayed as 2D curvesEdit any geometry node group for use as an operatorEdit asset information like the catalog, preview image, tags, or authorEdit compositing node group for Sequencer strip modifiersEdit compositing node group for the current sceneEdit drivers and keyframe interpolationEdit image in an external applicationEdit keyframes in active object's Object-level actionEdit keyframes in active object's Shape Keys actionEdit materials, lights, and world shading using nodesEdit mode bone in an armature data-blockEdit node groupEdit node group from active object's active modifierEdit object data texture spaceEdit persistent configuration settingsEdit properties of active object and related data-blocksEdit scripts and in-file documentationEdit selected Grease Pencil strokesEdit shader nodes from Line StyleEdit shader nodes from ObjectEdit shader nodes from WorldEdit tags for auto texture detection in Principled BSDF setupEdit texture nodes from BrushEdit texture nodes from Line StyleEdit texture nodes from WorldEdit textures using nodesEdit the drivers for the connected property represented by the highlighted buttonEdit the fileEdit the value of a custom propertyEdit the visibility of the current meshEdit the weights of vertices in a groupEdit timings for Cache File data-blocksEdit timings for Mask Editor splinesEdit timings for all Grease Pencil sketches in fileEdit user preferences and system settingsEdit: {}, {}, {}Editability of NLA Strips in this trackEditability of keyframes for this channelEditableEditable cavity curveEditable falloff curveEditedEdited ObjectEditingEditing TypeEditing context being displayedEditing hairEditing settings character formattingEditmode lattice is not supported yetEditorEditor BorderEditor OutlineEditor TypeEditor for node-based shading and compositing toolsEditor header containing UI elementsEditor menu containing buttonsEditorsEdits the current active face setEevee material conversion problem. Error in consoleEffectEffect '%s' not in object '%s'Effect FaderEffect Fader PositionEffect OpacityEffect Solid RadiusEffect StripEffect Strip colorEffect TypeEffect affecting the Grease Pencil objectEffect cannot be added to object '%s'Effect in full or only positive/negative Z directionEffect modeEffect nameEffect on the key itselfEffect on the left handleEffect on the right handleEffect on tracks which are tracked less than the specified amount of framesEffect on tracks which have a larger re-projection errorEffect/LinkedEffective RangeEffective VisibilityEffective but slow compressionEffectively convert movie to an image sequence, ignoring incomplete or dropped frames, and changes in frame rateEffectivenessEffectorEffector AmountEffector CollectionEffector NumberEffector SettingsEffector TypeEffector WeightsEffector weights for physics simulationEffectsEffects affecting display of objectEither a curve or instance selectionEither add or remove curves depending on the minimum distance of the curves under the cursorEither pass through the input value or output the fallback valueEither plain curves or curve instancesEither the starting frame (for positive speed) or ending frame (for negative speed)ElasticElastic LimitElementElement IndexElement defining a color at a position in the color rampElement not found in element collection or last elementElement of a curve, either NURBS, Bézier or Polyline or a character with text objectsElement of a viewer pathElement of the node space tree pathElement of the target geometry to calculate the distance fromElement type to transformElement-WiseElementsElements inside the boxEllipseEllipse MaskEllipsesEllipsoidEmbed TexturesEmbed textures in FBX binary file (only for "Copy" path mode!)Embedded DataEmbreeEmbree on GPUEmbree on GPU enables the use of hardware ray tracing on Intel GPUs, providing better overall performanceEmissionEmission CoefficientsEmission ColorEmission StrengthEmission TimeEmission Time FactorEmission locations per face (0 = automatic)Emission shaderEmissive ColorEmitEmit FromEmit fluid from mesh surface or volumeEmit in random order of elementsEmit particles from mesh with modifiers applied (must use same subdivision surface level for viewport and render for correct results)Emit smoke from particlesEmitted radiance per color channel that is added to a ray per unit distanceEmitterEmitter DistanceEmphasize position of keyframes on Motion PathsEmptiesEmptyEmpty Display SizeEmpty Display Size: %.3fEmpty Display TypeEmpty FillEmpty GridEmpty Image DepthEmpty KeyframesEmpty MaterialEmpty SceneEmpty SpaceEmpty identifier cannot be used when explicit identifier was used before. For example, "{} {x}" is ok but "{x} {}" is not.Emulate 3 Button ModifierEmulate 3 Button MouseEmulate Middle Mouse with Alt+Left MouseEmulate NumpadEnableEnable 'solo' on the NLA Track containing the active strip, to edit it without seeing the effects of the NLA stackEnable Add-onEnable Asset Browser editor and operators to manage regular data-blocks as assets, not just posesEnable Bone OptionsEnable Bone to deform geometryEnable CollisionEnable Cycles Render Engine add-on to use CyclesEnable Cycles debugging options for developersEnable DeactivationEnable EEVEE debugging options for developersEnable F-Curve modifier evaluationEnable F-Curve modifiersEnable GPU acceleration for evaluating the last subdivision surface modifiers in the stackEnable Grid Display to use range highlighting!Enable Guides first! Defaulting to Fluid VelocityEnable IK StretchingEnable MetalRT for intersection queriesEnable Multi-ViewEnable OutputEnable Python evaluation for selected filesEnable Self CollisionEnable a fresnel effect on edit mesh overlays. It improves shape readability of very dense meshes, but increases eye fatigue when modeling lower polyEnable add-on for workspaceEnable additional features for the new curves data blockEnable after installingEnable angular motorEnable axis mirrorEnable bindings for the HP Reverb G2 controllers. Note that this may not be supported by all OpenXR runtimesEnable bindings for the HTC Vive Cosmos controllers. Note that this may not be supported by all OpenXR runtimesEnable bindings for the HTC Vive Focus 3 controllers. Note that this may not be supported by all OpenXR runtimesEnable bindings for the Huawei controllers. Note that this may not be supported by all OpenXR runtimesEnable catalog, making contained assets visible in the asset shelfEnable chain splitting by curvilinear 2D lengthEnable chain splitting by dashed line patternsEnable chaining of feature edgesEnable collection instancingEnable collision with the surface while sculptingEnable collisions with back domain borderEnable collisions with bottom domain borderEnable collisions with front domain borderEnable collisions with left domain borderEnable collisions with other objectsEnable collisions with right domain borderEnable collisions with top domain borderEnable color range used for weight visualization in weight painting modeEnable custom settings for the parallax correction volumeEnable custom start and end clip distances for volume computationEnable cyclic on individual stroke dashesEnable deactivation of resting rigid bodies (increases performance and stability but can cause glitches)Enable default VR controller actions, including controller poses and hapticsEnable displacement along the X normalEnable displacement along the Y normalEnable displacement along the Z normalEnable easier reuse of a data-block through the Asset Browser, with the help of customizable metadata (like previews, descriptions and tags)Enable easier reuse of selected data-blocks through the Asset Browser, with the help of customizable metadata (like previews, descriptions and tags)Enable edge data transferEnable edge panning in 2D viewEnable edit mode edge smoothing, reducing aliasing (requires restart)Enable face corner data transferEnable face data transferEnable file compression when saving .blend filesEnable filtering of filesEnable filtering of files in the File BrowserEnable fluid diffusion settings (e.g. viscosity, surface tension)Enable fluid guidingEnable fluid mesh (using amplification)Enable fluid noise (using amplification)Enable hair dynamics using cloth simulationEnable in New ScenesEnable jittered shadows on the viewport. (Jittered shadows are always enabled for final renders).Enable jittered soft shadows to increase shadow precision (disabled in viewport unless enabled in the render settings). Has a high performance impact.Enable linear motorEnable material boundariesEnable mesh symmetry in the X axisEnable mesh symmetry in the Y axisEnable mesh symmetry in the Z axisEnable multi-frame editingEnable naive vertex ball self collisionEnable new list types and nodesEnable nodes on a lightEnable noise reduction techniques for raytraced effectsEnable offsetEnable on InstallEnable online access in System preferencesEnable or disable all tagsEnable or disable dashed lineEnable or disable posing/selecting bonesEnable or disable rendering of this View LayerEnable or disable textured strokesEnable or disable this line set during stroke renderingEnable or disable this modifier during stroke renderingEnable or disable this style module during stroke renderingEnable overlay smooth wires, reducing aliasingEnable paint & sculpt debugging options for developersEnable ridges and valleysEnable scriptsEnable selected markersEnable selected proxies on all selected Movie and Image stripsEnable self collisionsEnable shadow casting from lightsEnable simplification of scene for quicker preview rendersEnable snappingEnable snapping to guides angle or spacing optionsEnable snapping when transforming keyframesEnable snapping when transforming keys in the Driver EditorEnable some extra fields in the Asset Browser to aid in debuggingEnable specified setting on all selected animation channelsEnable speed guidesEnable spring on X axisEnable spring on X rotational axisEnable spring on Y axisEnable spring on Y rotational axisEnable spring on Z axisEnable spring on Z rotational axisEnable suggestive contoursEnable sun shadow castingEnable symmetry in the X axisEnable symmetry in the Y axisEnable symmetry in the Z axisEnable tablet pressure sensitivity for area radiusEnable tablet pressure sensitivity for jitterEnable tablet pressure sensitivity for offsetEnable tablet pressure sensitivity for sizeEnable tablet pressure sensitivity for spacingEnable tablet pressure sensitivity for strengthEnable the Color Ramp firstEnable the asset libraryEnable the compositing node group.Enable the curve to become a translation pathEnable the ray-tracing moduleEnable the repositoryEnable the repository and try again.Enable the selection modeEnable the selection of chains by a maximum 2D lengthEnable the selection of chains by a minimum 2D lengthEnable the selection of first N chainsEnable the socketEnable the use of lights on stroke and fill materialsEnable this constraintEnable this light in solid shading modeEnable this modifierEnable this object as a collider for physics systemsEnable this to run the export in the background, disable to block Blender while exporting. This option is deprecated; EXECUTE this operator to run in the foreground, and INVOKE it to run as a background jobEnable this to run the import in the background, disable to block Blender while importing. This option is deprecated; EXECUTE this operator to run in the foreground, and INVOKE it to run as a background jobEnable to make surface changes disappear over timeEnable to make surface wetness dry over timeEnable to use the region under the cursor for modal executionEnable vertex data transferEnable view navigation within the camera viewEnable viewport debugging options for developers in the overlays pop-overEnable viewport display in the view layersEnable wildcard globbingEnable/Disable ConstraintEnabledEnabled Add-ons OnlyEnabled OnlyEnabled Rotation RangeEnabled on startup, overriding the preference.Enables a Fly Mode navigation but pushing the cap forward while looking down will not change the altitude of the camera.Enables high quality but slow calculation of the bounding box for perfect results on complex shape meshes with rotation/scaleEnables previews in the shader node editorEnables using the 3D Mouse as if it is a camera. Push into the scene and the camera moves forward into the scene. You are entering the scene as if flying around in it. This also inverts pan & zoom for 2D viewsEncapsulated PostScript (.eps)Enclose selected vertices in a convex polyhedronEncodingEncoding SpeedEncountered unhandled error during keyframingEndEnd (Factor)End (Length)End Arrow StyleEnd CapEnd FactorEnd FrameEnd Frame (manipulated from UI)End Frame (raw value)End Frame (when Restrict Frame Range is enabled)End HandleEnd Handle EaseEnd Handle ScaleEnd LocationEnd Mapping TypeEnd OffsetEnd PointsEnd RadiusEnd SizeEnd VertexEnd distance of the cascaded shadow map (only in perspective view)End distance of the volumetric effectEnd frame clamped to valid rendering rangeEnd frame displayed in the sequence editor after offsets are appliedEnd frame for bakingEnd frame of range of paths to display/calculate (not for 'Around Frame' Onion-skinning method)End frame of the NLA strip. Note: changing this value also updates the value of the strip's repeats or its action's end frame. If only the end frame should be changed, see the "frame_end" property instead.End frame of the export, use the default value to take the end frame of the current sceneEnd frame of the ocean bakingEnd frame of the stored rangeEnd frame to exportEnd line of selectionEnd on FrameEnd time of pathEndpointEndpoint SelectionEndpoint Selection nodeEndpoint UEndpoint VEnds WithEnemyEnforce symmetry (both form and topological) across an axisEnforce symmetry, make copies of the selection or use existingEngineEngine '%s' not available for scene '%s' (an add-on may need to be installed or enabled)Engine to use for renderingEnglish (UK)English (US)Enhance DetailsEnhance the high frequency surface detailEnhance the surface detailEnhances contrast, color, clarity, and sharpness.Ensure ModifierEnsure all bone-deforming vertex groups add up to 1.0 while weight painting or assigning to verticesEnsure data-block gets saved even if it isn't in use (e.g. for motion and material libraries)Ensure data-block previews are available and up-to-date (to be saved in .blend file, only for some types like materials, textures, etc.)Ensure selected keyframes' handles have equal length, optionally making them horizontal. Automatic, Automatic Clamped, or Vector handle types will be converted to AlignedEnsure the data is valid (when disabled, data may be imported which causes crashes displaying or editing)Ensure the data-block is saved, even when it is no longer marked as assetEnterEnter Edit ModeEnter a Unicode codepoint hex valueEnter edit mode automatically after adding a new objectEnter edit mode when adding this objectEnter or exit node group based on cursor locationEnter tweaking mode for the action referenced by the active strip to edit its keyframesEnter/Exit paint mode for Grease Pencil strokesEnter/Exit sculpt mode for Grease Pencil strokesEnter/Exit sculpt mode for curvesEnter/Exit vertex paint mode for Grease Pencil strokesEnter/Exit weight paint mode for Grease Pencil strokesEntire ArrayEntry IndexEntry-wise absoluteEntry-wise ceilEntry-wise cos(A)Entry-wise divideEntry-wise floorEntry-wise maximumEntry-wise minimumEntry-wise modulo using fmod(A,B)Entry-wise multiplyEntry-wise powerEntry-wise round to the nearest integer. Round upward if the fraction part is 0.5Entry-wise signEntry-wise sin(A)Entry-wise tan(A)Entry-wise wrap(A,B)Enum Definition (deprecated)Enum Definition ItemsEnum FlagEnum ItemEnum Item DefinitionEnumerateEnumerationEnums As StringsEnvelopeEnvelope Control PointEnvelope Deform DistanceEnvelope Deform WeightEnvelope DistanceEnvelope F-ModifierEnvelope Head RadiusEnvelope MultiplyEnvelope Tail RadiusEnvelope WeightEnvelope stroke effect modifierEnvelope: %3fEnvelope: %sEnvironmentEnvironment TextureEpsilonEqualEqual AxesEqual ToEqualize RadiiEqualize audioEqualize both of a keyframe's handlesEqualize selected keyframes' left handlesEqualize selected keyframes' right handlesEquiangularEquiangular Cubemap FaceEquirectangularEquirectangular or latitude-longitude projectionEraseErase / remove paint instead of adding itErase Annotation strokesErase Multires DisplacementErase PaintErase alpha while paintingErase entire strokesErase only strokes visible and not occludedErase points in the box regionErase points in the lasso regionErase stroke pointsErase strokes, fading their points strength and thicknessEraserEraser Brush Asset ReferenceEraser ModeEraser RadiusErrorError (see console)Error Icon ForegroundError LimitError MarginError MessageError baking from object "%s"Error creating file '%s'Error deleting '%s' (ignored)Error distance threshold (in object units)Error during file write for "%s"Error evaluating number, see Info editor for detailsError handling selected objectsError initializing audio streamError initializing video streamError reading mesh sample; more detail on the consoleError reading points sample; more detail on the consoleError registering node tool "%s", %d duplicate(s)Error registering node tool "%s", %sError registering node tool "%s", operator is already registeredError rendering Scene %s preview: %s.Error restoring temp file (check files '%s' '%s')Error writing file '%s'Error writing frameError writing render result, %s (see console)Error writing to destination asset %sError:Error: Could not allocate irradiance staging textureError: Could not allocate shadow atlas. Most likely out of GPU memory.Error: Curves object contains too many points. Reduce curve resolution or curve count to fix this issue.Error: Irradiance grid allocation failedError: Malformed irradiance grid dataError: Not enough memory to bake {}.Error: Reached max shadow updates.Error: Shadow buffer full, may result in missing shadows and lower performance. ({} / {})Error: Too many AOVsError: Too many grid visibleError: Too many irradiance grids in the sceneError: Too many lights in the scene.Error: Too many shadow updates, some shadows might be incorrect.Error: {:.5f} .. {:.5f} (avg. {:.5f})Error: {:s}ErrorsErrors and WarningsErrors during render. See the System Console for more info.EscEsperanto - EsperantoEssentialsEstablished OceanEstablished Ocean (Sharp Peaks)Estimate TransformsEstimated TracksEstimated rotation matrixEstimated scale matrixEuclideanEuclidean distanceEulerEuler (Native)Euler (XYZ)Euler (XZY)Euler (YXZ)Euler (YZX)Euler (ZXY)Euler (ZYX)Euler OrderEuler RotationEuler Rotation F-Curve has invalid index (ID='%s', Path='%s', Index=%d)Euler rotation angles in radiansEuler rotation of the layerEuler to RotationEuler using the XYZ rotation orderEuler using the XZY rotation orderEuler using the YXZ rotation orderEuler using the YZX rotation orderEuler using the ZXY rotation orderEuler using the ZYX rotation orderEuler using the default rotation orderEuler using the rotation order of the targetEvaluate ClosureEvaluate Node IDEvaluate Upper StackEvaluate at IndexEvaluate on DomainEvaluate source and destination meshes in global spaceEvaluate the namespace up until the cursor and give a list of options or complete the name if there is only oneEvaluateClosureEvaluatedEvaluated field value for the current elementEvaluated final transform of the bone in armature spaceEvaluated geometry from modifier does not contain Grease Pencil geometryEvaluated geometry from modifier does not contain a meshEvaluated geometry from modifier does not contain a point cloudEvaluated geometry from modifier does not contain curvesEvaluated object the iterator points toEvaluated object which is being instanced by this iteratorEvaluated objects in the dependency graphEvaluated particle system that this object was instanced fromEvaluated surface mesh is emptyEvaluated surface missing UV map: "{}"Evaluated surface missing attribute: "rest_position"EvaluationEvaluation FactorEvaluation FrameEvaluation TimeEvaluation modeEvaluation time for absolute shape keysEvaluation time in secondsEvenEven DistributionEven DivisionsEven Edge DistanceEven ThicknessEven Thickness InvertEven checker tilesEven on successful execution, pass the event on so other operators can execute on it as wellEven thickness calculation which takes the angle between faces into accountEven-OddEvery PointEvery point is affected by multiple springsEvery tracking cycle, this number of frames are trackedExactExact MatchExact ShapeExact Shape (Concave)Exact number of scattered instances before maskingExact solver, slower, handles more casesExaggerate or minimize the value of the selected keysExaggerate the current pose in regards to the breakdown poseExcludeExclude BreakdownsExclude FirstExclude LastExclude ModalExclude Non ManifoldExclude Non-SelectableExclude back facing geometry from snappingExclude border edgesExclude collection from the active view layerExclude contoursExclude crease edgesExclude edge marksExclude edges at material boundariesExclude existing Breakdowns keyframes as interpolation extremesExclude external contoursExclude from View LayerExclude from view layerExclude non-manifold polesExclude ridges and valleysExclude selected blockers from casting shadows from the active emitterExclude selected receivers from receiving light from the active emitterExclude silhouette edgesExclude suggestive contoursExclude the first (original) copy from randomizationExclude the last copy from randomizationExcluded PathsExcluded path is no longer validExcludes boundary vertices from being smoothedExclusionExclusiveExclusive OrExecute ButtonsExecute a boolean operation on the mesh and a polygonal shape defined by the cursorExecute a boolean operation on the mesh and a rectangle defined by the cursorExecute a boolean operation on the mesh and a shape defined by the cursorExecute a given closureExecute nodes with a dynamic number of repetitionsExecute operator on button press (non-modal operators only)Execute operator on button release (non-modal operators only)Execute selected fileExecute the current console line as a Python expressionExecution TimeExisting Guide MapExistsExitExit Blender after savingExit tweaking mode for the action referenced by the active stripExpandExpand (open) all selected expandable animation channelsExpand Using a linear falloffExpand all channels (not just selected ones)Expand all entries one level deepExpand and shrink masksExpand or collapse the header pull-down menusExpand or contract the radius of the selected curve pointsExpand this box into a list of all naming tags for Principled Texture setupExpand this box into a list of all the hotkeys for functions in this addonExpand/Collapse all itemsExpand/ContractExpand/collapse all entries by one levelExpand/contract weightsExpandedExpanded PolynomialExpanded in Graph EditorExpanded in the user interfaceExpanded state of the slotExpands the cloth's dimensionsExpect file colors in linear color spaceExpect file colors in sRGB color spaceExpected PositionExpected RotationExpected ScaleExpected a numberExpected a timeline/animation area to be activeExpected a view3d regionExpected a view3d region & editcurveExpected a view3d region & editmeshExpected a zip-file {!r}Expected an Outliner regionExpected an active OutlinerExpected an active edit-font objectExpected an animation area to be activeExpected an array of numbers: [n, n, ...]Expected one other selected mesh object to copy fromExperimentalExperimental featuresExplicitly scale resulting frame to compensate zoom of original shotExplicitly specify the euler rotation orderExplicitly specify the output euler rotation orderExplodeExplode FadeExplode ModifierExplode StyleExplode fadeExplore geometry data in a tableExplosion effect modifier based on a particle systemExponentExponent ModeExponentialExponential ClampedExponential DistributionExponential SamplingExponential distance modelExponential distance model with clampingExponential easing (dramatic)Exponentially decaying parabolic bounce, like when objects collideExponentially decaying sine wave, like an elastic bandExportExport (generate) a POT file tooExport .srt file containing text stripsExport Active Vertex Color When No MaterialExport All Vertex ColorsExport AnimationExport Animation Pointer (Experimental)Export Animation modeExport Attributes (when starting with underscore)Export ColorsExport Curves as NURBSExport Custom PropertiesExport Deformation Bones OnlyExport Deformation bones onlyExport FacesExport Geometry nodes instance meshesExport Grease Pencil to PDFExport Grease Pencil to SVGExport HairExport HandlersExport Handlers configured for the collectionExport Keying Set to a Python scriptExport MTL library using PBR extensions (roughness, metallic, sheen, coat, anisotropy, transmission)Export MTL library. There must be a Principled-BSDF node for image textures to be exported to the MTL fileExport Mantaflow ScriptExport Material GroupsExport MaterialsExport Materials with PBR ExtensionsExport MethodExport NormalsExport Object GroupsExport OptionsExport Original PBR SpecularExport POTExport ParticlesExport Primitives using shared accessors for attributesExport PropertiesExport Scene as seen in Viewport, But split animation by ObjectExport Selected ObjectsExport Smooth GroupsExport Subdivision SurfaceExport TRS and weights as Animation Pointer. Using KHR_animation_pointer extensionExport TexturesExport TilesExport Triangulated MeshExport UV coordinatesExport UV layout to fileExport UVsExport UVs (texture coordinates) with meshesExport Vertex AttributesExport Vertex ColorsExport Vertex GroupsExport Vertex NormalsExport actions (actives and on NLA tracks) as separate animationsExport active scene onlyExport active vertex colorExport additional animations. This feature is not standard and needs an external extension to be included in the glTF fileExport all Armature ActionsExport all UVs in this mesh (not just visible ones)Export all actions, bound to a single armature. WARNING: Option does not support exports including multiple armaturesExport all camerasExport all curvesExport all frames in the render frame range, rather than only the current frameExport all lightsExport all materials used by included objectsExport all meshesExport all point cloudsExport all vertex colors, even if not used by any material. If no Vertex Color is used in the mesh materials, a fake COLOR_0 will be created, in order to keep material unchangedExport all volumesExport armatures and meshes with armature modifiers as USD skeletons and skinned meshesExport armatures using rest position as joints' rest pose. When off, current frame pose is used as rest poseExport at Collection CenterExport at Collection center of mass of root objects of the collectionExport baked keyframe animationExport baked scene as a single animationExport camerasExport color attributesExport colors in linear color spaceExport colors in sRGB color spaceExport current scene in a USD archiveExport current scene in an Alembic archiveExport curves and NURBS surfaces as meshesExport curves in parametric form instead of exporting as meshExport custom propertiesExport custom properties as USD attributesExport custom properties as glTF extrasExport custom properties to Alembic .userPropertiesExport custom vertex attributesExport data of duplicated objects as Alembic instances; speeds up the export and can be disabled for compatibility with other softwareExport directional, point, and spot lights. Uses "KHR_lights_punctual" glTF extensionExport each action as a separated FBX's AnimStack, instead of global scene animation (note that animated objects will get all actions compatible with them, others will get no animation at all)Export each non-muted NLA strip as a separated FBX's AnimStack, if any, instead of global scene animationExport each object to a separate fileExport faces as filled strokesExport file in ASCII format, export as binary otherwiseExport full hierarchy, including intermediate collectionsExport given add-on's translation data as PO filesExport hair particle systems as USD curvesExport image texture nodes not assigned to any material. This feature is not standard and needs an external extension to be included in the glTF fileExport images not assigned to any materialExport individual NLA Tracks as separate animationExport instanced objects as references in USD rather than real objectsExport key configuration to a Python scriptExport loose edges (as two-vertices polygons)Export loose edges as lines, using the material from the first material slotExport loose points as glTF points, using the material from the first material slotExport material, Light & Camera animation as Animation Pointer. Available only for baked animation mode 'NLA Tracks' and 'Scene'Export materialsExport matrix operatorExport meshes using Alembic's subdivision schemaExport minimal materials as defined in Viewport display propertiesExport multiple frames instead of the current frame onlyExport normalsExport objects as they appear in renderExport objects as they appear in the viewportExport objects in the active collection onlyExport only UVs in the [0, 1] rangeExport only deformation bones is not possible when not sampling animationExport only normals instead of writing edge or face smoothing dataExport only objects from the active collection (and its children)Export only objects from this collection (and its children)Export only selected objectsExport only selected objects instead of all supported objectsExport original glTF PBR Specular, instead of Blender Principled Shader SpecularExport per face shading group assignmentsExport per-face normals if the face is flat-shaded, per-face-corner normals if smooth-shadedExport per-vertex colorsExport polygons (quads and n-gons) as trianglesExport renderable objects onlyExport scene as glTF 2.0 fileExport scene through USD file, for accurate comparison with USD file exportExport selected and visible objects onlyExport selected objects onlyExport setting categoriesExport shape keys (morph targets)Export shape keys animations (morph targets)Export shape keys as USD blend shapesExport skinning (armature) dataExport smoothing information (prefer 'Normals Only' option if your target importer understands custom normals)Export specific vertex normals if available, export calculated normals otherwiseExport strokes with fill enabledExport strokes with uniform widthExport subdivision surfaces as meshesExport textures to a 'textures' folder next to the USD fileExport the UV layout as a 2D graphicExport the UV layout to a bitmap imageExport the UV layout to a vector EPS fileExport the UV layout to a vector SVG fileExport the last Catmull-Rom subdivision modifier as FBX subdivision (does not apply the modifier even if 'Apply Modifiers' is enabled)Export the name of the vertex group of a face. It is approximated by choosing the vertex group with the most members among the vertices of a faceExport the scene in the current animation frame. When off, frame 0 is used as rest transformations for objectsExport tiles in the UDIM numbering scheme: 1001 + u_tile + 10*v_tileExport tiles in the UVTILE numbering scheme: u(u_tile + 1)_v(v_tile + 1)Export undeformed mesh vertex coordinatesExport using EXT_mesh_gpu_instancing. Limited to children of a given Empty. Multiple materials might be omittedExport using glTF convention, +Y upExport vertex color attributesExport vertex color when used by materialExport vertex color with this nameExport vertex normals with meshesExport vertex normals with shape keys (morph targets)Export vertex tangents with meshesExport vertex tangents with shape keys (morph targets)Export viewport settings of materials as USD preview materials, and export material assignments as geometry subsetsExport visible objects onlyExport with translate, orient quaternion, and scale Xform operatorsExport with translate, rotate, and scale Xform operatorsExported %d files from %d collectionsExported %d files from collection '%s'Exported '%s'Exporter indexExportersExporting Alembic...Exporting USD...Exports UVs from the modified meshExports a single file, with all data packed in JSON. Less efficient than binary, but easier to edit laterExports a single file, with all data packed in binary form. Most efficient and portable, but more difficult to edit laterExports active actions and NLA tracks as glTF animationsExports hair particle systems as animated curvesExports multiple files, with separate JSON, binary and texture data. Easiest to edit laterExports non-hair particle systemsExpose connected data from inside a node group as inputs to its interfaceExpose scale and/or twist propagated to tweak controls to be seen as parent motion by glue or other chains using Merge Parent Rotation And Scale. Otherwise it is only propagated internally within this chainExposureExposure (stops) applied before display transform, multiplying by 2^exposureExposure for motion blur as a factor of FPSExpressionExpression to use for Scripted ExpressionExpression:Expression: {:s}Expression: {}ExtendExtend BoundsExtend ExtrapolatedExtend HorizontalExtend RangeExtend SelectExtend SelectionExtend VerticesExtend border pixels outwardsExtend borders of an image into transparent or masked regionsExtend by repeating edge pixels of the imageExtend current visible collectionsExtend existing selectionExtend loop around end-pointsExtend paint beyond the faces' UVs to reduce seams (in pixels, slower)Extend report selectionExtend selectionExtend selection for activationExtend selection instead of deselecting everything firstExtend selection on walkExtend selection rather than clearing the existing selectionExtend strokes in straight linesExtend the angular range with a falloff gradientExtend the existing selectionExtend the scene's duration to the BVH duration (never shortens the scene)Extend the selectionExtend vertices along the edge closest to the cursorExtend vertices and move the resultExtend visibilityExtended Asset BrowserExtended information about dependency graph object iterator (Warning: All data here is 'evaluated' one, not original .blend IDs)Extends functionality to operators that manages files, such as adding drag and drop supportExtends the baked result as a post process filterExtensionExtension FilterExtension ItemExtension RepositoriesExtension RepositoryExtension SettingsExtension TagsExtension Update Available ({:d}){:s}Extension Updates Available ({:d}){:s}Extension XExtension YExtension operator not found "%s"Extension repository not foundExtension repository support for remote repositoriesExtensionsExtensions BlockedExtensions DebugExtensions PlatformExtensions Tags & Repository Filter SettingsExtensions UpdatesExtentExtent XExtent YExtent ZExterior RadiusExterior/InteriorExternalExternal .blend file from which data is linkedExternal ContourExternal DataExternal file packed into the .blend fileExternal library dataExternal library data is not editableExternal shader script must have .osl or .oso extension, or be a module nameExtinctionExtraExtra AnimationsExtra ControlExtra DeformExtra End ControlsExtra FK ControlsExtra IK ControlExtra IK LayersExtra OptionsExtra Shading Pie Menu ItemsExtra Start ControlsExtra StepsExtra UserExtra debugging information & developer support utilities for extensionsExtra rotation added to the rotation of the object (when using Euler rotations)Extra rotation added to the rotation of the object (when using Quaternion rotations)Extra scaling added to the scale of the objectExtra steps for resolution of special kink featuresExtra translation added to the location of the objectExtractExtract Grease Pencil strokes from imageExtract a string segment from a larger stringExtract all colors used in Image and create a PaletteExtract as SolidExtract the mask as a solid object with a solidify modifierExtrapolateExtrapolate MotionExtrapolate rangesExtrapolate the curve or extend it horizontallyExtrapolationExtrasExtremeExtreme KeyframeExtreme Keyframe SelectedExtrudeExtrude ContextExtrude Handle TypeExtrude Individual FacesExtrude MeshExtrude ModeExtrude Only EdgesExtrude Only VerticesExtrude PointExtrude RegionExtrude Stroke PointsExtrude curve and move resultExtrude each individual face separately along local normalsExtrude edges and move resultExtrude freely or along an axisExtrude individual edges onlyExtrude individual faces onlyExtrude individual vertices onlyExtrude manifold region along normalsExtrude region and move resultExtrude region of facesExtrude region together along local normalsExtrude region together along the average normalExtrude selected boundary row around pivot point and current view axisExtrude selected control point(s)Extrude selected points and move themExtrude selected vertices in a circle around the cursor in indicated viewportExtrude selected vertices in screw-shaped rotation around the cursor in indicated viewportExtrude selected vertices, edges or faces repeatedlyExtrude selectionExtrude the selected pointsExtrude vertices and move resultExtrude, dissolves edges whose faces form a flat surface and intersect new edgesExtrude: %.3fExtrusionEyeball And Iris DeformsEyedropperEyelid Detach OptionEyelids Attached{}Eyelids Follow DefaultEyelids Follow{}EyesF-CurveF-Curve '%s[%d]' already exists in this channelbagF-Curve GroupingF-Curve GroupsF-Curve High Quality DrawingF-Curve Modifier TypeF-Curve Modifier has invalid settings and will not be evaluatedF-Curve Modifier is only applied for the specified frame range to help mask off effects in order to chain themF-Curve Modifier nameF-Curve Modifier's effects will be tempered by a default factorF-Curve Modifier's panel is expanded in UIF-Curve ModifiersF-Curve Name FilterF-Curve SampleF-Curve already has keyframesF-Curve already has sample pointsF-Curve and its keyframes are hidden in the Graph Editor graphsF-Curve data path empty, invalid argumentF-Curve defining values of a period of timeF-Curve does not have any keyframes as it only contains sampled pointsF-Curve has no keyframesF-Curve has no sample pointsF-Curve is selected for editingF-Curve live filtering stringF-Curve modifier '%s' not found in F-CurveF-Curve modifier lost on '%s[%d]' because it has an unknown typeF-Curve modifier will show settings in the editorF-Curve not foundF-Curve only has F-ModifiersF-Curve visibility in Graph EditorF-Curve's settings cannot be editedF-CurvesF-Curves for controlling the strip's influence and timingF-Curves have no valid sizeF-Curves in this groupF-ModifierF-Modifiers can generate curves for those tooF-StopF-Stop ratio (lower numbers give more defocus, higher numbers give a sharper image)F1F2F82 TintFBX AllFBX Custom ScaleFBX IO meshes, UVs, vertex colors, materials, textures, cameras, lamps and actionsFBX Import: Cannot import file '%s': '%s'FBX Import: Cannot open file '%s'FBX Units ScaleFBX formatFBX type of node (object) used to represent Blender's armatures (use the Null type unless you experience issues with the other app, as other choices may not import back perfectly into Blender...)FFmpeg PresetsFFmpeg SettingsFFmpeg VideoFFmpeg audio codec to useFFmpeg codec to use for video outputFFmpeg only supports 48khz / stereo audio for DV!FFmpeg related settings for the sceneFFmpeg video codec #1FILTER_ITEMFK ControlsFLACFLIPFLIP RatioFPSFPS Average SamplesFPS BaseFacFaceFace AngleFace Angle TextFace AnglesFace AreaFace Area & AngleFace Area FieldFace Area TextFace CameraFace CenterFace CollisionFace CornerFace Corner AngleFace Corner CountFace Corner DataFace Corner Data TypesFace Corner MappingFace CountFace Count: %sFace CullFace DataFace Dot SizeFace Group BoundariesFace Group IDFace IndexFace InfluenceFace Loop DelimitFace MappingFace Mark ConditionFace Mark FilteringFace Mark NegationFace MarksFace Mode SelectionFace NearestFace Nearest StepsFace Neighbor Count FieldFace NeighborsFace NormalFace OrientationFace Orientation BackFace Orientation FrontFace ProjectFace RetopologyFace SelectionFace SetFace Set Full MeshFace Set from Edit Mode SelectionFace Set from MaskedFace Set from VisibleFace SetsFace Sets BoundaryFace Sets Boundary AutomaskingFace Sets EditFace Sets FKFace Sets InitFace Sets from Bevel WeightFace Sets from Edge CreasesFace Sets from Face Set BoundariesFace Sets from Loose PartsFace Sets from Material SlotsFace Sets from Mesh NormalsFace Sets from Sharp EdgesFace Sets from UV SeamsFace Sets overlay opacity is currently set to 0Face SharpnessFace SmoothnessFace SplitFace StepFace SteppingFace StrengthFace Strength ModeFace angle limitFace area in UV spaceFace bounds centerFace direction defined by clockwise or anti-clockwise winding (facing up or facing down)Face of CornerFace select - Shift-Click for multiple modes, Ctrl-Click expands selectionFace selection masking for paintingFace selection modeFacesFaces & Edges by VerticesFaces are considered as medium interface only when they have different consecutive facing. Gives correct results as long as the max ray depth is not exceeded. Have significant memory overhead compared to the fast method.Faces by EdgesFaces collide too, can be very slowFaces to consider when packing islandsFaces to participate in the unwrap operationFaces with this material will behave as if it has set number of layers in occlusionFacet NormalsFacingFacing BiasFacing cameraFacing negative XFacing negative YFacing negative ZFacing positive XFacing positive YFacing positive ZFacing the camera's dominant axisFactorFactor (Non-Uniform)Factor BlueFactor DensityFactor Display TypeFactor EndFactor GreenFactor HighlightsFactor MaxFactor MinFactor ModeFactor RadiusFactor RedFactor RepulsionFactor Rest LengthFactor ShadowsFactor StartFactor Stiff ViscosityFactor added relative to the size of the radius to limit the cloth simulation effectsFactor applied on the density for curve distributionFactor applied on the density for the viewportFactor between volume variation and stretchingFactor by which the audio pitch is scaled.Factor by which to shrink clothFactor controlling precision of islands handling (the higher, the better the results)Factor controlling precision of islands handling (typically, 0.1 should be enough, higher values can make things really slow)Factor for ambient occlusion blendingFactor for fill boundary accuracy, higher values are more accurate but slowerFactor for the cavity ridgesFactor for the cavity valleysFactor for the curvature ridgesFactor for the curvature valleysFactor for the radius at the curl endFactor for the radius at the curl startFactor for tintingFactor of BlurFactor of SimplifyFactor of Simplify using adaptive algorithmFactor of opacityFactor of stroke hardnessFactor of the maximum radius of the braidsFactor of the minimum radius of the braidsFactor of the radius at the maximumFactor of the radius at the minimumFactor of tinting colorFactor that the displacement is multiplied withFactor to adjust the brick's width for particular rows determined by the Offset FrequencyFactor to blend overall effectFactor to control the amount of motion blurFactor to determine how much the length of the individual segments should influence the final computed curvature. Higher factors makes small segments influence the overall curvature less.Factor to influence the rotation angleFactor to multiply the thickness withFactor to scale brush size byFactor to scale overall displacementFactor to scale the UVsFactor to use when applying data to destination (exact behavior depends on mix mode)Factor to use when applying data to destination (exact behavior depends on mix mode, multiplied with weights from vertex group when defined)Factor used to mix vertex color to get final colorFactorized PolynomialFactory StartupFactory Startup App-Template OnlyFadeFade DistanceFade DurationFade FactorFade GeometryFade Grease Pencil ObjectsFade Grease Pencil Objects, except the active oneFade InFade In and OutFade Inactive GeometryFade Inactive LayersFade Inactive ObjectsFade LayersFade ObjectsFade OutFade TimeFade TypeFade all viewport objects with a full color layer to improve visibilityFade centerFade effect using the built-in default (usually makes the transition as long as the effect strip)Fade factorFade from the start of strips under the time cursor to the current frameFade from the time cursor to the end of overlapping stripsFade in selected stripsFade in, out, both in and out, to, or from the current frame. Default is both in and outFade inactive geometry using the viewport background colorFade influence of stroke's opacityFade influence of stroke's thicknessFade interocular distance to 0 after the given cutoff angleFade layer opacity for Grease Pencil layers except the active oneFade out of one video, fading into anotherFade out selected stripsFade out strokes instead of directly cutting offFade paths and keys further away from current frameFade selected strips in and outFade the pieces over timeFade the stroke thickness for each generated strokeFadingFahrenheitFailed TracksFailed allocate render result, out of memoryFailed to access mesh from object "%s", ensure it's visible while renderingFailed to add the alpha modifierFailed to add the color modifierFailed to add the geometry modifierFailed to add the thickness modifierFailed to allocate memoryFailed to apply rotation to some of the objectsFailed to assign value: {:s}Failed to create OpenGL off-screen buffer, %sFailed to create OpenGL off-screen buffer: %sFailed to create Studio Light pathFailed to create a window compatible with the time sequential display methodFailed to create a window without quad-buffer support, you may experience flickeringFailed to create asset library directory to save assetFailed to create presets pathFailed to create stereo image bufferFailed to create the override operationFailed to create windowFailed to delete asset library fileFailed to execute the preset: {:s}Failed to find '%s'Failed to find Action Slot.Failed to find Annotation data to draw intoFailed to find bind solution (increase precision?)Failed to get Studio Light pathFailed to get add-ons pathFailed to get themes pathFailed to insert keys on F-Curve with path '%s[%d]', ensure that it is not locked or sampled, and try removing F-ModifiersFailed to load asset libraryFailed to load image texture '%s'Failed to load using Vulkan, using OpenGL instead.Failed to load volume:Failed to merge any animation. Note that NLA strips cannot be mergedFailed to open file '%s'Failed to open file browser!Failed to open window!Failed to read blend file '%s': %sFailed to read file '%s', not a blend fileFailed to read frameFailed to remove blobs directory %sFailed to remove metadata directory %sFailed to resolve path to property, try manually specifying this using a Keying Set insteadFailed to seek frameFailed to set preview: no ID in context (incorrect context?)Failed to set temporary actionFailed to set the new grid transform.Failed to set valueFailed to switch to Time Sequential mode when in fullscreenFailed to transfer mesh data to %d objectsFailed to write .oso file next to external .osl file at {:s}Failed to write to asset libraryFailed to write to attribute "{}" with domain "{}" and type "{}"Failure to perform external file operation on "%s"Fair PositionsFair TangencyFake UserFall-back to appending instead of packing data-blocksFallbackFallback ColorFallback ToolFalloffFalloff Along Chain CurveFalloff AngleFalloff CurveFalloff GradientFalloff OpacityFalloff PowerFalloff RadiusFalloff RampFalloff ShapeFalloff SizeFalloff TypeFalloff curve coefficient: 0 is linear, and higher value is wider influence. Set to -10 to disable influence completelyFalloff curve tries to form a circle at +1 instead of a parabolaFalloff distance for the clumping effect (0 means no falloff)Falloff is computed along the curve of the chain, instead of projecting on the axis connecting the start and end pointsFalloff that is applied from the tip to the root of each curveFalloff type for proportional editing modeFalloff type of the featherFalloff:FalseFalse ColorFalse when F-Curve could not be evaluated in past, so should be skipped when evaluatingFalse when there is any Layer, Slot, or legacy F-CurveFalse when this property is an optional argument in an RNA functionFanFarFar PlaneFar ThicknessFar clipping distance of shadow cameraFastFast EditingFast GI ApproximationFast GI MethodFast GI approximation methodFast GaussianFast Global IlluminationFast MotionFast NavigateFast but less accurate variationFast interactive editing through native Hydra integrationFast mapping that is good for most situations, but ignores the rest pose curvature of the B-BoneFast without support for self-intersectionFaster RenderFaster solver, some limitationsFastestFastest solver that works only on manifold meshes but gives better resultsFavor either original data or ease curveFavor either the left or the right keyFear FactorFeatherFeather PointsFeather Shrink/Fatten: %3fFeather Shrink/Fatten: %sFeather SizeFeature AwarenessFeature OutputFeature SetFeature Sets:Feature WeightsFeature detection requires valid clip frameFeature set directory already exists: '{:s}'FeedbackFeedback coefficient for error correction, average response time is 1/feedbackFeetFeet per secondFeet per second squaredFetchFieldField AbsorptionField AverageField FactorField Min & MaxField SettingsField VarianceField WeightsField depending on:Field of ViewField of view for the fisheye lensField originates from all of the vertices of the objectField originates from the local XY plane of the objectField originates from the local Z axis of the objectField originates from the object centerField originates from the surface of the objectField settings for an object in physics simulationField that is evaluated on the iteration domainField that will be stored as attribute on the geometry aboveField to GridField to Grid ItemField to ListField to List ItemFieldsFightFight DistanceFileFile '%s' cannot be openedFile '%s' could not be loadedFile '{:s}' not foundFile BottomFile BrowserFile Browser Display TypeFile Browser ModeFile Deleted Outside BlenderFile ExtensionsFile FoldersFile FormatFile Handler TypeFile Has Unsaved ChangesFile Modification DateFile Modified Outside BlenderFile Modified Outside and Inside BlenderFile NameFile Name CollisionFile Not FoundFile OutputFile Output ItemFile PathFile Path:File PathsFile Preview TypeFile ReferencesFile Select Asset FilterFile Select EntryFile Select ID FilterFile Select ParametersFile SizeFile SuffixFile TopFile already installed to {!r}File association is handled by the package managerFile association registeredFile association unregisteredFile browserAbsoluteFile browserAutoFile browserCopyFile browserCustom DirectoryFile browserDirectoryFile browserFillFile browserMatchFile browserPathFile browserPath ModeFile browserRelativeFile browserStripFile browserURLFile browserVolumesFile browser space dataFile contains invalid UTF-8 charactersFile could not be read, critical data corruption detectedFile does not existFile exported successfullyFile formatFile format expects linear color spaceFile format is not supported in file "%s"File format to export the UV layout toFile format to save the rendered images asFile format version the .blend file was saved withFile handler '%s' not foundFile handler not foundFile handler operator '%s' not foundFile is SavedFile nameFile name, overwrite existingFile not foundFile not found '%s'File pathFile path "%s" invalidFile path '%s' is not a valid fileFile path for image to denoise. If not specified, uses the render file path and frame range from the sceneFile path for image to mergeFile path for merged imageFile path property not setFile path was not setFile saved by newer Blender ({}), expect loss of dataFile sorting modeFile too long %sFile written by newer Blender binary (%d.%d), expect loss of data!File {!r} not foundFile/Asset BrowserFile:File: %sFile: *{:s} (unsaved)File: {:s}FileHandler idnameFilebrowser ParameterFilenameFilename '%s' too long (max length %zu, was %zu)Filename of the movie or sequence fileFilename of the text fileFilename onlyFilepathFilepath not setFilepath used for exporting the fileFilepath used for importing the fileFilesFillFill CapsFill ColorFill Color Override PathFill Color Override TestFill Color PathFill CurveFill HolesFill ModeFill OffsetFill OnlyFill OpacityFill RegionFill RimFill RotationFill RuleFill ScaleFill SegmentsFill Segments must be at least 1Fill SolverFill ThresholdFill Tile With Generated ImageFill TypeFill a selected edge loop with facesFill area with gradient colorFill area with image textureFill area with radial gradientFill area with solid colorFill camera frame, spilling outside the frameFill caps for beveled curvesFill color for the generated imageFill grid from two loopsFill holes after slicing the maskFill in holes (boundary edge loops)Fill in mask if nothing is already maskedFill in the cutFill internal areaFill inverted areaFill is fully transparentFill new tile with a generated imageFill only visible areas in viewportFill rule for Delaunay fill solverFill the Range Min/Max entries by the min/max distance between selected mesh objects and the source object (either a user-specified object or the active camera)Fill the active vertex color layer with the current paint colorFill the active vertex group with the current paint weightFill the current tile with a generated imageFill the holes at the tube ends with cap geometryFill the image with a grid for UV map testingFill the ripped regionFill the whole mask with a given value, or invert its valuesFill tool needs active materialFill with a specific colorFill with color the shape formed by strokesFillet CurveFillsFills the canvas edge-to-edge, cropping if needed, while maintaining aspect ratioFilmFilmicFilmic LogFilmic sRGBFilmlikeFilterFilter .blend filesFilter ActionsFilter Actions to be exportedFilter Add-onsFilter Alembic filesFilter AngleFilter Asset TypesFilter BlenderFilter Blender Backup FilesFilter Blender IDsFilter Brushes by ToolFilter ExtensionsFilter Extensions by Tags & RepositoryFilter Face MarksFilter FilesFilter FolderFilter FoldersFilter FontsFilter GlossyFilter ID TypesFilter ImagesFilter MatchFilter MoviesFilter NodeFilter OBJ filesFilter ObjectsFilter OpenVDB volume filesFilter OrderFilter PythonFilter Python filesFilter ScriptFilter SettingsFilter SizeFilter SoundFilter SourceFilter TextFilter Threshold to select problematic tracksFilter TypeFilter USD filesFilter Vertex groups for DisplayFilter VolumeFilter WidthFilter add-ons by categoryFilter archive filesFilter assets by nameFilter backup .blend filesFilter based on key bindingsFilter based on the operator nameFilter btx filesFilter by NameFilter by RepositoryFilter by TypeFilter by Type:Filter by add-on name, author & categoryFilter by extension name, author & categoryFilter by layer group nameFilter by name or tag, supports '*' wildcardFilter extensions by repositoryFilter feature lines based on face mark boundariesFilter feature lines using Freestyle face marksFilter foldersFilter font filesFilter image filesFilter kernel radius in voxelsFilter methodFilter movie filesFilter size of the visibility blur (Deprecated)Filter sound filesFilter strengthFilter textFilter text filesFilter that is going to be applied to the maskFilter the UI by tagsFilter to combined, diffuse, glossy, transmission and subsurface passesFilter tracks which has weirdly looking spikes in motion curvesFilter width in pixels, used to compute the bump mapping direction. For most textures the default value of 0.1 enables subpixel filtering for stable results. For stepwise textures a larger filter width can be used to get a bevel like effect on the edgesFiltering CollectionFiltersFilters to remove rows from the displayed dataFinalFinal 4×4 matrix after constraints and drivers are applied, in the armature object spaceFinal Cache SizeFinal ImagesFinal QualityFinal RenderFinal World MatrixFinal frame of the mask (used for sequencer)Final frame of the playback/rendering rangeFinal frame of the rangeFinal key configuration that combines keymaps from the active and add-on configurations, and can be edited by the userFinal transformation value of object or boneFinalize ScriptFindFind & ReplaceFind AllFind FileFind Link OperationsFind TextFind WrapFind all files in the search path (not just missing)Find boundary of unfilled instead of filled regionsFind edges on the boundaries between groups of faces with the same ID valueFind groups of vertices closer than dist and merge them togetherFind in FolderFind in StringFind sample positions on the curve using a distance from its beginningFind sample positions on the curve using a factor of its total lengthFind specified textFind specified text and set as selectedFind the closest point on the surface for the root point of every curve and move the root thereFind the control at the bone tail location and use it to relink TARGET or any constraints without an assigned subtarget or relink specFind the element of a geometry closest to a position. Similar to the "Index of Nearest" nodeFind the endpoint positions using a factor of each spline's lengthFind the endpoint positions using a length from the start of each splineFind the minimum number of steps, ignoring spatial distanceFind the nearest element in a group. Similar to the "Sample Nearest" nodeFind the number of times a given string occurs in another string and the position of the first matchFind the shortest paths along mesh edges to selected end vertices, with customizable cost per edgeFind/ReplaceFineFine tune of the texture mapping X, Y and Z locationsFinish operation on key releaseFinishingFinite VolumeFinnish - SuomiFireFire + SmokeFirstFirst FoundFirst Handle TypeFirst PointFirst Point IndexFirst QI value of the QI rangeFirst Rigid Body Object to be constrainedFirst and Last CopiesFirst coefficient of fourth order Brown-Conrady radial distortionFirst coefficient of second order Brown-Conrady tangential distortionFirst coefficient of second order Nuke distortionFirst coefficient of second order division distortionFirst coefficient of tangential Nuke distortionFirst coefficient of third order polynomial radial distortionFirst color used for effectFirst control point positions for new interpolated curvesFirst cubic spline control point between min/max speedsFirst frame from action to useFirst frame of path animationFirst frame of the Action to useFirst frame of the action's timelineFirst frame of the mask (used for sequencer)First frame of the playback/rendering rangeFirst frame of the rangeFirst frame of the segmentFirst frame to transferFirst input for the effect stripFirst keyframe used for reconstruction initializationFirst packed file of the imageFirst point of the screenshot in screenspaceFirst try to slide feather instead of vertexFirst vertex group nameFisheye EquidistantFisheye EquisolidFisheye LensFisheye Lens PolynomialFisheye Polynomial K0Fisheye Polynomial K1Fisheye Polynomial K2Fisheye Polynomial K3Fisheye Polynomial K4FitFit CurveFit LengthFit MethodFit TypeFit ViewFit entire image within the camera frameFit frame to the viewportFit the background image to the viewFit the duplicated objects to a curveFit to SelectedFit to the sensor heightFit to the sensor widthFit to the sensor width or height depending on image resolutionFits the image bounds inside the canvas, avoiding crops while maintaining aspect ratioFittingFix PolesFix ShearFix large jumps and flips in the selected Euler Rotation F-Curves arising from rotation values being clipped when baking physicsFix to CameraFixedFixed AlternateFixed AspectFixed CountFixed FrameFixed PositionFixed SubdivisionsFixed mesh for prim: %sFixed/SceneFlag grid of the fluid domainFlagsFlameFlame GridFlame RateFlame SmokeFlame fieldFlapsFlare LengthFlare OpeningFlare ParameterFlashFlash On TransferFlash VideoFlash the target object when transferring the modeFlatFlat Corner NormalsFlat FacesFlat ShadingFlat XY planeFlat open perimeter shapeFlatnessFlattenFlatten Bone HierarchyFlatten Bone Hierarchy. Useful in case of non decomposable transformation matrixFlatten HandlesFlatten HierarchyFlatten Object HierarchyFlatten Object Hierarchy. Useful in case of non decomposable transformation matrixFlatten angles of selected pointsFlatten angles of selected verticesFlatten handles for a smoother transitionFlatten selected facesFlee DistanceFlee to this distanceFlipFlip AxesFlip AxisFlip Color RampFlip ColorsFlip EffectFlip FacesFlip Group NamesFlip HorizontallyFlip MatCapFlip ModeFlip NamesFlip NormalsFlip PoseFlip U OffsetFlip UDIMFlip V OffsetFlip VerticallyFlip XFlip YFlip a fraction of copies along individual axesFlip a fraction of instances along individual axesFlip a matrix over its diagonal, turning columns into rows and vice-versaFlip an image along a defined axisFlip direction of UV coordinates inside facesFlip direction of face corner color attribute inside facesFlip effectFlip filling colorsFlip imageFlip image horizontallyFlip image verticallyFlip normals of lathed facesFlip on the X axisFlip on the Y axisFlip quaternion values to achieve desired rotations, while maintaining the same orientationsFlip selected keyframes over the selected mirror lineFlip the background image horizontallyFlip the background image verticallyFlip the direction of selected faces' normals (and of their vertices)Flip the imageFlip the image horizontallyFlip the image verticallyFlip the texture's X and Y axisFlip times of selected keyframes using the current frame as the mirror lineFlip times of selected keyframes using the first selected marker as the reference pointFlip times of selected keyframes, effectively reversing the order they appear inFlip to BottomFlip to LeftFlip to RightFlip to TopFlip values of selected keyframes (i.e. negative values become positive, and vice versa)Flip values of selected keyframes using the cursor value (Y/Horizontal component) as the mirror lineFlip vertex group namesFlippedFlipped on X-AxisFlippingFlipping regions in the Top-bar is not allowedFlips (and corrects) the axis suffixes of the names of selected bonesFlips the direction of the sliceFlips the tessellation of selected quadsFloatFloat (Full)Float (Half)Float ArrayFloat AttributeFloat Attribute ValueFloat BufferFloat ColorFloat Color AttributeFloat Color Attribute ValueFloat CurveFloat FieldFloat Icon PixelsFloat Image PixelsFloat Node SocketFloat Node Socket InterfaceFloat ThresholdFloat ValueFloat Vector AttributeFloat Vector Attribute ValueFloat action, representing either a digital or analog buttonFloat to IntegerFloat valueFloat2Float2 AttributeFloat2 Attribute ValueFloat3Floating RegionFloating point matrixFloating point quaternion rotationFloating-point number socket of a nodeFloating-point valueFloating-point value in geometry attributeFlockFlood fill the mesh with the selected detail settingFloorFloor ConstraintFloor LocationFloor ModeFlowFlow BehaviorFlow SettingsFlow SourceFlow TypeFluidFluid CollectionFluid DensityFluid FlowFluid Flow effector weightFluid InteractionFluid Level SetFluid ModifierFluid PresetsFluid VelocityFluid domain settingsFluid flow settingsFluid has some initial velocity when it is emittedFluid interaction radiusFluid rest densityFluid simulation modifierFluid: %s canceled at frame %d!Fluid: %s complete (%.2fs)Fluid: %s failed at frame %d: %sFluid: Could not create cache directory '%s', reset to default '%s'Fluid: Could not use default cache directory '%s', please define a valid cache path manuallyFluid: Empty cache path, reset to default '%s'FlushFlush edit data from active editing modesFlyFly & WalkFly SpeedFly Speed FactorFly modeFly mode when hands are swappedFly speed in meters per secondFoamFoam + BubblesFoam CoverageFoam FadeFoam Layer NameFoam and bubbles particles are saved in the same particle systemFocal LengthFocusFocus BoneFocus DistanceFocus Distance: %.3fFocus ModeFocus ObjectFocus RegionFocus on BoneFocus on ObjectFog GlowFog VolumeFolder to place texture files in. Relative to the .gltf fileFolder to search in for image filesFoldersFollowFollow B-BoneFollow Current FrameFollow CurveFollow LeaderFollow PathFollow Path ConstraintFollow Path constraint not foundFollow PreferencesFollow SceneFollow Surface NormalFollow TrackFollow Track ConstraintFollow UVs from active quads along continuous face loopsFollow XFollow ZFollow a boid or assigned objectFollow a custom transformation to define the VR view's base poseFollow current frame in editorsFollow forks in the parents chainFollow leader in a lineFollow mouse cursorFollow mouse cursor positionFollow object rotation onlyFollow shape of B-Bone segments when calculating Head/Tail positionFollow stroke drawing path and object rotationFollow the active scene camera to define the VR view's base poseFollow the curvature of the strokeFollow the transformation of an object to define the VR view's base poseFollow this object instead of a boidFontFont BoldFont Bold ItalicFont FilesFont ItalicFont Node SocketFont Node Socket InterfaceFont SizeFont StyleFont is not editableFont not packedFont not specifiedFont of the text. Falls back to the UI font by default.Font size in pointsFont size to use for displaying the labelFont size to use for displaying the textFont socket of a nodeFontsFonts DirectoryFoot PivotFootageFootage SettingsFooterFor All UsersFor Each ElementFor Each Element {} GeneratedFor Each Element {} MainFor Each Geometry ElementFor Each Geometry Element InputFor Each Geometry Element ItemFor Each Geometry Element OutputFor Each Geometry Element ZoneFor Grease Pencil objects, apply the modifier to all the keyframesFor Parallelogram, the relative X difference between the top and bottom edges. For Trapezoid, the amount to move the top edge in the positive X axisFor PoseBone paths, use the bone head location when calculating this pathFor RGB curves, the color that black is mapped toFor RGB curves, the color that white is mapped toFor Tree-IK: Weight of orientation control for this targetFor Tree-IK: Weight of position control for this targetFor a given incident vector A, surface normal B and ratio of indices of refraction, Ior, refract returns the refraction vector, RFor all WebP textures, create a PNG fallback textureFor backwards compatibility onlyFor bone motion paths, search whole Action for keyframes instead of in group with matching name only (is slower)For box projection, amount of blend to use between sidesFor channels with cyclic extrapolation, keyframe insertion is automatically remapped inside the cycle time range, and keeps ends in sync. Curves newly added to actions with a Manual Frame Range and Cyclic Animation are automatically made cyclic.For colliders participating in physics simulation, control which level in the modifier stack is used as the collision surfaceFor constraints with names formed like 'base@bonename', use the part after '@' as the new subtarget after all bones are created. Use '@CTRL', '@DEF' or '@MCH' to simply replace the prefixFor curves, point clouds, and Grease Pencil, take the radius attribute into account when computing the bounds.For each action slot, a list of animation channels that are meant for that slotFor files with several movie streams, use the stream with the given indexFor libraries with overrides created, show the overridden values that are defined/controlled automatically (e.g. to make users of an overridden data-block point to the override data, not the original linked data)For mesh objects, merge UV coordinates that share a vertex to account for imprecision in some modifiersFor meshes with modifiers applied, the coordinate of the vertex with no deforming modifiers applied, as used for generated texture coordinatesFor meshes, outputs normals without custom normal attributes taken into accountFor multires, show low resolution while navigating the viewFor node-based textures, which output node to useFor points, the distance along the control point's spline, For splines, the distance along the entire curveFor points, the portion of the spline's total length at the control point. For Splines, the factor of that spline within the entire curveFor reactor systems, index of particle system on the target objectFor reactor systems, the object that has the target particle system (empty if same object)For security reasons, automatic execution of Python scripts in this file was disabled:For selected keyframes, select/deselect any combination of the key itself and its handlesFor templates, prevents the user from removing predefined operation (NOT USED)For transparent transmission, keep surfaces with roughness above the threshold opaqueForceForce AxisForce Backface CullingForce CollectionForce Connect ChildrenForce DeleteForce FalloffForce FieldForce Field 1Force Field 2Force Field SettingsForce FieldsForce IntersectionForce Keeping Channel for ObjectsForce Keeping Channels for BonesForce ReloadForce SquareForce Start/End KeyingForce a full reload of UI translationForce connection of children bones to their parent, even if their computed head/tail positions do not match (can be useful with pure-joints-type armatures)Force effector weightForce exporting animation on every object. Can be useful when using constraints or driver. Also useful when exporting only selectionForce exporting at least one key of animation for all bones (needed with some target applications, like UE4)Force field based on a textureForce field of the fluid domainForce gets absorbed by collision objectsForce loaded ID to be tagged as indirectly linked (used in reload context only)Force reload the image if it is already opened elsewhere in BlenderForce the curve view to fit a defined boundaryForce the path view to fit a defined boundaryForce unlock failed: {:s}Force unlocking may be necessary in the case of a crash or power failure,Force updates of dependencies - Only use this if drivers are not updating correctlyForce using this center value (when set)Forcefield based on the Lennard-Jones potentialForcefield depends on the speed of the particlesForcesForces Rigify to delete and rebuild all of the rig widget objects. By default, already existing widgets are reused as-is to facilitate manual editingForces all linked data to be considered as directly linked. Workaround for current issues/limitations in BAT (Blender studio pipeline tool)Forces the use of Auto Merge and SplitForegroundForeground color of Debug iconForeground color of Error iconForeground color of Info iconForeground color of Operator iconForeground color of Property iconForeground color of Warning iconForkedForm of curvesFormatFormat ItemsFormat PresetsFormat StringFormat String ItemFormat contains unsupported "{}" character: "{}"Format of multiview mediaFormat of timecode displayed when not displaying timing in terms of framesFormat specifier is not closed: "{}"Format string using a Python and path template compatible syntax. For example, "Count: {}" would replace the {} with the first input value.Format used for re-saving this fileFormat uses more inputs than provided.Formatted string of file extensions supported by the file handler, each extension should start with a "." and be separated by ";". For Example: ``".blend;.ble"``Fortune (may look better, less accurate)ForwardForward AxisForward Path TracingForward the output of the simulation input node directly to the output node and ignore the nodes in the simulation zoneForward/BackwardFound conflicting bundle signaturesFound conflicting closure signaturesFournier-ForandFournier-Forand phase function, used for the scattering of light in underwater environmentsFourthFourth coefficient of fourth order Brown-Conrady radial distortionFoveon (Sigma)FractalFractal Brownian Motion, use Brownian noise as a basisFractal noise algorithmFractal randomness factorFractionFraction ModeFraction of light that is scattered backwardsFraction of pheomelanin in melanin, gives yellowish to reddish color, as opposed to the brownish to black color of eumelaninFractional ObstaclesFractional obstacles improve and smoothen the fluid-obstacle boundaryFrameFrame %dFrame %d / %dFrame %d: %sFrame '%s' not found, animation must be completeFrame Based SpeedFrame CountFrame DroppingFrame EndFrame File PathFrame InterpolationFrame LockedFrame Map NewFrame Map OldFrame MethodFrame NodeFrame NumberFrame NumbersFrame OffsetFrame OverlayFrame RangeFrame Range BeforeFrame Range StartFrame RateFrame Rate PresetsFrame RelativeFrame ScaleFrame SelectedFrame Selected NodesFrame Selection in the Dope SheetFrame StartFrame StepFrame TypeFrame already exists on frame number %dFrame already exists on this frame number %dFrame at which simulations endFrame at which simulations startFrame currently being displayed for this layerFrame does not exist on frame number %dFrame for absolute keysFrame is selected for editing in the Dope SheetFrame not found in annotation layerFrame number marker is keyframed onFrame number of input stripFrame number of keyframe immediately after the current frameFrame number of keyframe immediately before the current frameFrame number of the input stripFrame number that volume grids will be loaded at, based on scene time and volume parametersFrame number to start emitting particlesFrame number to stop emitting particlesFrame of referenced Action to evaluateFrame offset that is used when loading the simulation from the cache. It is not considered when baking the simulation, only when loading it.Frame on which the simulation startsFrame on which the simulation starts (first frame baked)Frame on which the simulation stopsFrame on which the simulation stops (last frame baked)Frame player from IRIDASFrame player from Tweak SoftwareFrame start/end specified in a non-animation renderFrame that modifier's influence ends (if Restrict Frame Range is in use)Frame that modifier's influence ends (if applicable)Frame that modifier's influence starts (if Restrict Frame Range is in use)Frame that modifier's influence starts (if applicable)Frame the property under the cursor in the Graph EditorFrame the whole array property instead of only the index under the cursorFrame this control-point occurs onFrame to end rendering animation at. If not specified, the scene end frame will be assumed. This should only be specified if doing an animation renderFrame to insert keyframe onFrame to start rendering animation at. If not specified, the scene start frame will be assumed. This should only be specified if doing an animation renderFrame to stop propagating frames to (for 'Before Frame' mode)Frame where key will be addedFrame where selected strips will be snappedFrame where selected strips will be splitFrame where the baking endsFrame where the baking startsFrame:Frame: %dFrame: %d / %dFrame: - / %dFrame: {:d} ({:s})FrameCyclerFramerate baseFramerate, expressed in frames per secondFramesFrames AfterFrames BeforeFrames LimitFrames in absolute range of the scene frameFrames in relative range of the Grease Pencil keyframesFrames per secondFrames to insert after current stripFrames {} - {}Frames: {}FreeFree AxisFree Entire Fluid SimulationFree Fluid DataFree Fluid GuidingFree Fluid MeshFree Fluid NoiseFree Fluid ParticlesFree HandleFree Handle SelectedFree LookFree Lossless Audio CodecFree the bake, rather than generating itFreehand annotation sketchbookFreehand curve defining part of a sketchFreehand curves defining the sketch on this frameFreeing fluid...FreestyleFreestyle AlphaFreestyle AnimationFreestyle ColorFreestyle GeometryFreestyle LineFreestyle Line SetFreestyle Line StyleFreestyle LinestylesFreestyle MarkFreestyle ModuleFreestyle SettingsFreestyle StrokesFreestyle TextureFreestyle ThicknessFreestyle line style, reusable by multiple line setsFreestyle settings for a ViewLayer data-blockFreestyle: Mesh loadingFreestyle: Stroke renderingFreestyle: View map creationFreestyleLineStyleNewFreestyleLineStyleSmoothFreeze CullingFreeze OperatorFreeze view culling boundsFrench - FrançaisFrequencyFrequency Cutoff (Hz)Frequency factor of the braidsFrequency factor of the curlsFrequency of the Perlin noiseFrequency of the haptic vibration in hertz. 0.0 specifies the OpenXR runtime's default frequency.FresnelFresnel TypeFresnel conductor based on the complex refractive index per color channelFresnel method used to tint the metalFribidi LibraryFrictionFriction FactorFriction for cloth collisionsFriction force if a collision happened (higher = less movement)Friction with self contactFriendFrizzFrizz Hair CurvesFromFrom ActiveFrom Current FrameFrom EnvelopesFrom InstancerFrom LeftFrom MaxFrom Maximum XFrom Maximum YFrom Maximum ZFrom MinFrom Minimum XFrom Minimum YFrom Minimum ZFrom MixFrom ModeFrom NodeFrom RightFrom ShadowFrom SocketFrom active nodeFrom an ellipsoid (shape defined by the boundbox's dimensions, target is optional)From nodeFrom node linked to selected nodeFrom socketFrom socket linked to selected nodeFrom the first keyframe to the lastFrom the first selected keyframe to the lastFrontFront (X-Z)Front Faces OnlyFront OrthographicFront PerspectiveFront-Face FalloffFront/BackFuelFuel fieldFullFull Collection HierarchyFull CopyFull Global IlluminationFull ID name in the library .blend file (including the two leading 'id type' chars)Full Library PathFull NameFull PathFull SMPTE timecode (format is HH:MM:SS:FF)Full SampleFull merge by distanceFull path to the Blender file containing the active assetFull precisionFull precision for final renders, half precision otherwiseFull resolutionFullframeFunction NodeFur MaterialFurlongsFuzziness while on collision, high values make collision handling faster but less stableFuzzyGGXGGX with additional correction to account for multiple scattering, preserve energy and prevent unexpected darkening at high roughnessGL Texture LimitGLSLGPUGPU BackendGPU ComputeGPU InstancesGPU SubdivisionGPU backend to use (requires restarting Blender for changes to take effect)GP_LayerGP_PaletteGPencilAdditiveGPencilAirbrushGPencilAllGPencilAnchoredGPencilAutomatic EasingGPencilBackGPencilBothGPencilBounceGPencilBoundaryGPencilBreakdownGPencilBrush TypeGPencilCaps TypeGPencilCast ShadowGPencilCircularGPencilCloneGPencilClosure ModeGPencilConcurrentGPencilCubicGPencilCurveGPencilCustomGPencilDissolveGPencilDissolve BetweenGPencilDissolve UnselectGPencilDotsGPencilDrag DotGPencilDynamic EffectsGPencilEase InGPencilEase In and OutGPencilEase OutGPencilEasingGPencilEasing (by strength)GPencilElasticGPencilExponentialGPencilExtendGPencilExtremeGPencilFillGPencilFill StyleGPencilFilter by TypeGPencilFlatGPencilGPencilGPencilGeneratedGPencilGrabGPencilGradientGPencilIlluminatedGPencilIlluminated (Enclosed Shapes)GPencilInterpolationGPencilJitterGPencilKeyframeGPencilKeyframe TypeGPencilKeyframesGPencilLineGPencilLineArtGPencilLinearGPencilMaterial ModeGPencilMixGPencilModeGPencilMoving HoldGPencilNewGPencilNoneGPencilPinchGPencilPointGPencilPushGPencilQuadraticGPencilQuarticGPencilQuinticGPencilRadiusGPencilRandomizeGPencilRoundGPencilSequentialGPencilShadedGPencilShadow Region FilteringGPencilSinusoidalGPencilSmoothGPencilSolidGPencilSpaceGPencilStepsGPencilStrengthGPencilStrokeGPencilStroke MethodGPencilStroke ModeGPencilStroke StyleGPencilSuzanneGPencilTextureGPencilThicknessGPencilTwistGPencilTypeGPencilWaveGPencil Interpolation: GPencil Sculpt SettingsGabor TextureGainGamepadGammaGamma CorrectedGamma Crossfade StripGamma correctedGamma correction factor applied after tone mappingGamma correction value, applied as color^gamma. Gamma controls the relative intensity of the mid-tones compared to the full black and full whiteGapGap 1Gap 2Gap 3Gap ClosureGap between successive frequenciesGap between successive frequencies. Depth needs to be greater than 0 for this to have an effectGarbageGarbage Collection RateGarbage MatteGasGaussianGaussian Blur EffectGaussian Blur StripGaussian Blur effectGaussian filterGeneralGeneral InfoGeneral Mass valueGeneral OverrideGeneral data-block management operationsGeneral media friction for point movementsGeneral properties for Grease Pencil stroke sculpting toolsGeneral settingsGeneral type of the attributeGenerateGenerate 'in-betweens' to smoothly interpolate between Grease Pencil framesGenerate 'internal' previews (materials, textures, images, etc.)Generate ControlGenerate Data LayersGenerate Deform BoneGenerate FoamGenerate Gabor noiseGenerate Hair CurvesGenerate Line Art from scene geometriesGenerate Line Art strokes from selected sourceGenerate NormalsGenerate SkinGenerate Spray MapGenerate UV attribute data on the curve geometryGenerate UVsGenerate Worley noise based on the distance to random points. Typically used to generate textures such as stones, water, or biological cellsGenerate a 2D Bézier spline from the given control points and handlesGenerate a MaterialX network representation of the materialsGenerate a UV map based on seam edgesGenerate a blank imageGenerate a bokeh type blur similar to Defocus. Unlike defocus an in-focus region is defined in the compositorGenerate a checkerboard textureGenerate a circular ring of edgesGenerate a cone meshGenerate a cuboid mesh with variable side lengths and subdivisionsGenerate a curve from a meshGenerate a curve using a factorized or expanded polynomialGenerate a curve using standard math functions such as sin and cosGenerate a cylinder meshGenerate a default UV mapGenerate a dense volume with a field that controls the density at each grid voxel based on its positionGenerate a dirt map gradient based on cavityGenerate a factor value (from 0.0 to 1.0) between scene start and end time, using a curve mappingGenerate a fog volume sphere around every pointGenerate a input node socketGenerate a mesh on the "surface" of a volumeGenerate a mesh on the "surface" of a volume gridGenerate a mesh on the XY plane with faces on the inside of input curvesGenerate a mesh vertex for each point cloud pointGenerate a more accurate cryptomatte passGenerate a moving ocean surfaceGenerate a new surface with regular topology that follows the shape of the input meshGenerate a normal vector and a dot productGenerate a output node socketGenerate a paragraph of text with a specific font, using a curve instance to store each characterGenerate a perturbed normal from a height texture for bump mapping. Typically used for faking highly detailed surfacesGenerate a perturbed normal from an RGB normal map image. Typically used for faking highly detailed surfacesGenerate a placeholder (empty ID) if not found in any library filesGenerate a planar mesh on the XY planeGenerate a point cloud by sampling positions along curvesGenerate a point cloud from a mesh's verticesGenerate a point cloud from a volume grid's active voxelsGenerate a point cloud with positions and radii defined by fieldsGenerate a poly spline arcGenerate a poly spline circleGenerate a poly spline for each input splineGenerate a poly spline in a parabola shape with control points positionsGenerate a poly spline in a spiral shapeGenerate a poly spline in a star pattern by connecting alternating points of two circlesGenerate a poly spline line with two pointsGenerate a polygon with four pointsGenerate a procedural sky textureGenerate a procedural texture producing bricksGenerate a psychedelic color textureGenerate a randomized integer using the given input value as a seedGenerate a reference to geometry at each of the input points, without duplicating its underlying dataGenerate a rig from the active metarig armatureGenerate a separate IK toe control for better IK/FK snappingGenerate a slider to pivot forward heel roll on the tip rather than the base of the toeGenerate a spherical mesh that consists of equally sized trianglesGenerate a spherical mesh with quads, except for triangles at the top and bottomGenerate a string representation of the given input valueGenerate a tangent direction for the Anisotropic BSDFGenerate an FK control chainGenerate an FK control chain for the tentacleGenerate an OBJ group for each part of a geometry using a different materialGenerate an OSL shader from a file or text data-block. Note: OSL shaders are not supported on all GPU backendsGenerate an approximate USD Preview Surface shader representation of a Principled BSDF node networkGenerate an arbitrary number copies of each selected input elementGenerate and export Mantaflow script from current domain settings during bake. This is only needed if you plan to analyze the cache (e.g. view grids, velocity vectors, particles) in Mantaflow directly (outside of Blender) after baking the simulation.Generate approximate caustics in shadows of refractive surfaces. Lights, caster and receiver objects must have shadow caustics options set to enable thisGenerate collections' previewsGenerate corner angle weighted normalsGenerate dot-dash styled strokesGenerate face area weighted normalsGenerate feature lines for this collectionGenerate feature lines for this object's dataGenerate floating-point bufferGenerate foam mask as a vertex color channelGenerate fractal Perlin noiseGenerate hard noise (sharp transitions)Generate image with bokeh shape for use with the Bokeh Blur filter nodeGenerate interpolated color and intensity values based on the input vectorGenerate intersection lines even with objects that disabled intersectionGenerate light/shadow separation lines from a reference light objectGenerate map of spray direction as a vertex color channelGenerate matte for individual objects and materials using Cryptomatte render passesGenerate motion paths for the selected objectsGenerate multiple strokes around original strokesGenerate multiple strokes from one strokeGenerate new curves on points by interpolating between existing curvesGenerate new keys to fix the selected object/bone to the camera on unkeyed framesGenerate new mesh topology based on the current shapeGenerate new vertices, edges, or faces from selected elements and move them based on an offset while keeping them connected by their boundaryGenerate noise wobble in Grease Pencil strokesGenerate objects' previewsGenerate ocean surface geometry at the specified resolutionGenerate points at the origins of instances. Note: Nested instances are not affected by this nodeGenerate points inside a volumeGenerate points inside a volume gridGenerate points spread out on the surface of a meshGenerate procedural bands or rings with noiseGenerate scenes' previewsGenerate selected .blend file's previewsGenerate sloped corners by adding geometry to the mesh's edges or verticesGenerate smooth groups identifiers for each group of smooth faces, as unique integer values by defaultGenerate soft noise (smooth transitions)Generate strokes from Freestyle marked edgesGenerate strokes from a range of occlusion levelsGenerate strokes from borders between materialsGenerate strokes from contours linesGenerate strokes from creased edgesGenerate strokes from intersectionsGenerate strokes from loose edgesGenerate strokes from the objects in this collectionGenerate strokes from this objectGenerate system information, saved into a text fileGenerate tangent directions based on a UV mapGenerate values using a built-in functionGenerate vertex weights based on distance to objectGenerate vertex weights based on stroke angleGenerate vertices in a line and connect them with edgesGeneratedGenerated CoordinatesGenerated GeometryGenerated HeightGenerated KeyframeGenerated Keyframe SelectedGenerated MatrixGenerated TypeGenerated WidthGenerated coordinates centered to flow objectGenerated coordinates in parent object spaceGenerated grid to test UV mappingsGenerated imageGenerated image heightGenerated image typeGenerated image widthGenerated improved UV grid to test UV mappingsGenerated intermediate points for very fast mouse movements (Set to 0 to disable)Generated normals weighted by both face area and angleGenerated transform matrix in world spaceGenerates a new set of random colors to render the face sets in the viewportGenerates a symmetrical mesh using the mesh symmetry configurationGenerates new hair curves on a surface meshGenerates normals with round corners. Note: only supported in Cycles, and may slow down rendersGenerating Cycles/EEVEE compatible material, but won't be visible with {:s} engineGenerating StudioLight icon...Generating icon preview...Generating shader preview...Generating shader previews...Generating strip previews...Generating strip thumbnails...GenerationGeneration ItemsGeneration has thrown an exception: Generative Modifiers Detected!Generator F-ModifierGenericGeneric Quantization BitsGeneric SpringGeneric data that is not color, will not apply any color transform (e.g. normal maps)Generic sculpt expand operatorGeodesicGeodesic StepGeometric thickness of the surfaces when computing fast GI and ambient occlusion. Reduces light leaking and missing contact occlusion.Geometries to merge together by concatenating their elementsGeometryGeometry AttributeGeometry Attribute ConstraintGeometry ComponentGeometry Custom GroupGeometry DataGeometry End FactorGeometry InputGeometry Item TypeGeometry ModifiersGeometry NodeGeometry Node EditorGeometry Node SocketGeometry Node Socket InterfaceGeometry Node TreeGeometry NodesGeometry Nodes Instances (Experimental)Geometry Nodes ListsGeometry OffsetGeometry ProcessingGeometry ProximityGeometry SamplesGeometry SetGeometry SpaceGeometry Start FactorGeometry ThresholdGeometry attributeGeometry attribute that stores 2D integer vectorsGeometry attribute that stores 8-bit integersGeometry attribute that stores RGBA colors as floating-point values using 32-bits per channelGeometry attribute that stores RGBA colors as positive integer values using 8-bits per channelGeometry attribute that stores a 4 by 4 float matrixGeometry attribute that stores booleansGeometry attribute that stores floating-point 2D vectorsGeometry attribute that stores floating-point 3D vectorsGeometry attribute that stores floating-point valuesGeometry attribute that stores integer valuesGeometry attribute that stores rotationGeometry attribute that stores stringsGeometry attributesGeometry cannot be retrieved from the edited object itselfGeometry cannot be retrieved from the modifier objectGeometry color attributesGeometry components:Geometry domain that is iterated overGeometry element type to instance onGeometry generated in the current iteration. Will be joined with geometries from all other iterationsGeometry modifier '%s' could not be removedGeometry modifiers for changing line geometriesGeometry nodesGeometry process to apply after each displacement stepGeometry socket of a nodeGeometry that is instanced on the pointsGeometry that is instanced on the scattered pointsGeometry to InstanceGeometry to OriginGeometry to add to the end of each curveGeometry to add to the start of each curveGeometry to assign a material toGeometry to cast rays ontoGeometry to compute the bounding box of. Instances have to be realized before the full bounding box can be computedGeometry to delete elements fromGeometry to duplicate elements ofGeometry to evaluate the given fields and store the resulting attributes on. All geometry types except volumes are supportedGeometry to find the closest point onGeometry to get the bundle ofGeometry to get the domain sizes of. Only the root geometry is considered, not nested instancesGeometry to get the statistics fromGeometry to override the bundle ofGeometry to override the name ofGeometry to remove attributes fromGeometry to replace materials onGeometry to sample a value onGeometry to scale elements ofGeometry to set the smoothness ofGeometry to sort the elements ofGeometry to split into instancesGeometry to split into separate componentsGeometry to split into two partsGeometry to store a new attribute with the given name onGeometry to transformGeometry to update the ID attribute onGeometry to update the material indices onGeometry to update the selection ofGeometry used for the hair tie instance (priority)Geometry whose elements are iterated overGeometry whose instances are (partially) realizedGeometryNodesGeorgian - ქართულიGerman - DeutschGet Bundle ItemGet ExtensionsGet Geometry BundleGet List ItemGet Named GridGet away from assigned object or loudest assigned signal sourceGet the bundle of a geometryGet the node tree path as a stringGet volume grid from a volume geometry with the specified nameGetting StartedGhostGhostsGigawattsGimbalGive access to the possible event values of this modal keymap's items (#KeyMapItem.propvalue), for API introspectionGive birth to unreacted particles eventuallyGive path length a random variationGive randomness to the modified F-CurveGive the particle life a random variationGive the particle size a random variationGive the starting velocity a random variationGizmoGizmo AGizmo BGizmo Group PropertiesGizmo HighlightGizmo PrimaryGizmo PropertiesGizmo SecondaryGizmo SizeGizmo View AlignGizmo group '%s' has 'PERSISTENT' option set!Gizmo group '%s' not found!Gizmo group this gizmo is a member ofGizmo group type '%s' not found!Gizmo target '%s.%s' expects '%s', '%s.%s' is '%s'Gizmo target property '%s.%s' expects an array of length %dGizmo target property '%s.%s' expects an array of length %d, found %dGizmo target property '%s.%s' not foundGizmo target property '%s.%s', index %d must be below %dGizmo to adjust camera focal length or orthographic scaleGizmo to adjust camera focus distance (depends on limits display)Gizmo to adjust image size and positionGizmo to adjust locationGizmo to adjust rotationGizmo to adjust scaleGizmo to adjust spot and area sizeGizmo to adjust the direction of the lightGizmo to adjust the force fieldGizmoType '%s' is for a 3D gizmo-group. The 'draw_select' callback is set where only 'test_select' will be used.GizmoType '%s' not knownGizmosGizmos for the active modifierGizmos hidden in this viewGizmos:GlareGlass (Broken)Glass (Solid)Glass BSDFGlass-like shader mixing refraction and reflection at grazing anglesGlob FilterGlobalGlobal +X AxisGlobal +Y AxisGlobal +Z AxisGlobal -X AxisGlobal -Y AxisGlobal -Z AxisGlobal CoordinatesGlobal GravityGlobal HairGlobal IlluminationGlobal Influence:Global TransformGlobal TypeGlobal UndoGlobal XGlobal YGlobal ZGlobal bar at the bottom of the screen for general status informationGlobal bar at the top of the screen for global per-window settingsGlobal child particles percentageGlobal child particles percentage during renderingGlobal gravity weightGlobal index of the item among all items in the interfaceGlobal influence of current modifications on vgroupGlobal maximum subdivision levelGlobal maximum subdivision level during renderingGlobal preferencesGlobal scene frame number at which this movie starts playing (affects all data associated with a clip)Global spacing between charactersGlobal starting frame of the movie/sequence, assuming first picture has a #1Global starting frame of the sequence, assuming first has a #1Global undo works by keeping a full copy of the file itself in memory, so takes extra memoryGlobally adjust detail for volume rendering, on top of automatically estimated step size. Higher values reduce render time, lower values render with more detailGlobally disable in planar light probesGlobally disable in rendersGlobally disable in renders • Ctrl to isolate collection • Shift to set inside collections and objectsGlobally disable in renders • Shift to set childrenGlobally disable in spherical light probesGlobally disable in viewportsGlobally disable in viewports • Ctrl to isolate collection • Shift to set inside collections and objectsGlobally disable in viewports • Shift to set childrenGlobally disable in volume probesGlossGlossyGlossy BSDFGlossy BouncesGlossy ColorGlossy DepthGlossy DirectGlossy IndirectGlossy VisibilityGlossy refraction with sharp or microfacet distribution, typically used for materials that transmit lightGlowGlow ColorGlow EffectGlow StripGlow UnderGlow effectGlow modeGlow only areas with alpha (not supported with Regular blend mode)Glue ModeGlue rigid bodies togetherGo to assigned object or loudest assigned signal sourceGo to closest enemy and attack when in rangeGo to parent node treeGo to pose mode to copy pose bone colorsGoalGoal (vertex target position) frictionGoal (vertex target position) spring stiffnessGoal DampingGoal DefaultGoal MaximumGoal MinimumGoal StiffnessGoal Vertex GroupGoal distance between curve roots for the Density brushGoal maximum, vertex group weights are scaled to match this rangeGoal maximum, vertex weights are scaled to match this rangeGoal minimum, vertex group weights are scaled to match this rangeGoal minimum, vertex weights are scaled to match this rangeGoal objectGoldGoldenGolden RatioGolden Triangle AGolden Triangle BGoodGood for re-importing glTFs exported from Blender, and re-exporting glTFs to glTFs after Blender editing. Bone tips are placed on their local +Y axis (in glTF space)Good smoothness and speedGpencil SettingsGrabGrab Active VertexGrab CursorGrab SilhouetteGrab UVsGrabs trying to automask the silhouette of the objectGradientGradient ColorsGradient Fill ModeGradient High/OffGradient LowGradient MappingGradient SpacingGradient Stroke ModeGradient TextureGradient TypeGradient WidthGradient from the center of Dot and Box strokes (set to 1 for a solid stroke)Gradient tinting colorsGramsGranite (Broken)Granite (Solid)Graph EditorGraph Editor 2D-Value cursor - X-Value componentGraph Editor 2D-Value cursor - Y-Value componentGraph Editor instance has some ghost curves storedGraph Editor space dataGraph Editor/DriversGraphical definition equalizationGraphical definition in 2 sectionsGraphical definition in 3 sectionsGraphics driver and operating system settingsGraphsGrave Accent / Tilde ActionGravelGravitationGravityGravity FactorGravity FalloffGravity in X, Y and Z directionGravity or external force vectorGray ScaleGrayscaleGrayscale image texture used to remove scattered instancesGrease PencilGrease Pencil Brush SettingsGrease Pencil ColorGrease Pencil Color ModifierGrease Pencil Dash ModifierGrease Pencil DrawGrease Pencil DrawingGrease Pencil Edit ModeGrease Pencil Envelope ModifierGrease Pencil Eraser RadiusGrease Pencil Euclidean DistanceGrease Pencil FrameGrease Pencil FramesGrease Pencil GroupGrease Pencil InterpolateGrease Pencil Interpolate SettingsGrease Pencil KeyframeGrease Pencil Lattice ModifierGrease Pencil LayerGrease Pencil Layer GroupGrease Pencil LayersGrease Pencil Manhattan DistanceGrease Pencil Mask LayersGrease Pencil Masking LayersGrease Pencil Material SlotsGrease Pencil Mirror ModifierGrease Pencil Noise ModifierGrease Pencil Object does not support this set origin operationGrease Pencil ObjectsGrease Pencil Offset ModifierGrease Pencil OpacityGrease Pencil Opacity ModifierGrease Pencil OptionsGrease Pencil PaintGrease Pencil RenderGrease Pencil SculptGrease Pencil Sculpt GuideGrease Pencil Sculpt ModeGrease Pencil Sculpt PaintGrease Pencil SettingsGrease Pencil Texture ModifierGrease Pencil Thickness ModifierGrease Pencil Time ModifierGrease Pencil Tint ModifierGrease Pencil VertexGrease Pencil Vertex PaintGrease Pencil Vertex Paint StrokesGrease Pencil Vertex SelectGrease Pencil Vertex SizeGrease Pencil Weight PaintGrease Pencil Weight Paint StrokesGrease Pencil Wire EditGrease Pencil build modifierGrease Pencil color settings for materialGrease Pencil component containing layers and curves dataGrease Pencil data to convert to curvesGrease Pencil data to merge layers ofGrease Pencil data-blockGrease Pencil data-blocksGrease Pencil framesGrease Pencil from Curve or Mesh objectsGrease Pencil layer groupsGrease Pencil layer is visible in the viewportGrease Pencil layer to which assign the generated strokesGrease Pencil layersGrease Pencil length modifierGrease Pencil material assigned to the generated strokesGrease Pencil node in the layer tree. Either a layer or a groupGrease Pencil settings for the sceneGrease Pencil subdivide modifierGrease Pencil to CurvesGrease Pencil to change the color ofGrease Pencil to set the depth order ofGrease Pencil to set the softness ofGrease Pencil wireframe color when in edit modeGrease Pencil(s)Grease Pencil: {} layersGreasePencilGreaterGreater ThanGreater Than ModeGreater Than or EqualGreek - ΕλληνικάGreenGreen ChannelGreen channelGreen component of the color fieldGreen-MagentaGreen:GreyGreyscaleGridGrid 1Grid 2Grid ColorGrid CurlGrid Dilate & ErodeGrid DisplayGrid DivergenceGrid FillGrid GradientGrid InfoGrid LaplacianGrid LevelsGrid LinesGrid MeanGrid MedianGrid NameGrid Over ImageGrid RandomnessGrid ScaleGrid Scale UnitGrid Shape SourceGrid SubdivisionsGrid aligns with pixels from imageGrid allows horizontal and vertical linesGrid allows isometric and vertical linesGrid cell size scaled by scene unit system settingsGrid in the volume object that is converted to a meshGrid to MeshGrid to PointsGrid tree is loaded in memoryGrid type not supportedGridlinesGridsGround AlbedoGround color that is subtly reflected in the skyGroupGroup '{}' ({})Group AddGroup IDGroup IndexGroup InputGroup NameGroup NodeGroup OutputGroup RemoveGroup Socket NodeGroup SocketsGroup by NLA TrackGroup faces into regions surrounded by the selected boundary edgesGroup of Grease Pencil layersGroup of ID propertiesGroup of geometry attributesGroup of vertices, used for armature deform and other purposesGroup selected strips into a meta-stripGroupingGrouping MethodGroupings of F-Curves for display purposes, in e.g. the dopesheet and graph editorGroupsGroups of F-CurvesGrowGrow Face SetGrow MaskGrow VisibilityGrow or shrink curves by changing their size uniformly instead of using trimming or extrapolationGrow the selection by one pointGrow the visibility by one face based on mesh topologyGrows the face set boundary by one face based on mesh topologyGuess Original Bind PoseGuideGuide CurvesGuide Direct LightGuide DistanceGuide Group IDGuide HairsGuide IndexGuide MapGuide MaskGuide ModeGuide ParentGuide SelectionGuide UpGuide VelocityGuide curves or points used for the selection of guide curvesGuide index map that was used for the operationGuide index map to be used. This input has priorityGuide spacingGuide velocity field of the fluid domainGuide-free time from particle life's endGuided diffuse BSDF component based on the incoming light distribution and the cosine product (closed form product)GuidesGuides for drawingGuidingGuiding Distribution TypeGuiding LinesGuiding Roughness ThresholdGuiding modeGuiding size (higher value results in larger vortices)Guiding sourceGuiding velocity factor (higher value results in greater guiding velocities)Guiding weight (higher value results in greater lag)HH.264H.265 / HEVCH264 in MP4H264 in MatroskaH264 in Matroska for scrubbingHDRHDR display not supportedHDR needs 10 or 12 bitsHDR needs H.265 or AV1HDRIsHDTV 1080pHDTV 720pHDV 1080pHDV NTSC 1080pHDV PAL 1080pHIPHIP RTHIP RT enables AMD hardware ray tracing on RDNA2 and aboveHP Reverb G2HSLHSVHSV (Hue, Saturation, Value) color spaceHSV Limit ChannelHTC Vive CosmosHTC Vive FocusHTJ2KHairHair Attachment InfoHair BSDFHair BSDF component to useHair CurvesHair Curves NoiseHair DynamicsHair Dynamics PresetsHair Grid MaximumHair Grid MinimumHair Grid ResolutionHair LengthHair MaterialHair RadiusHair ShapeHair TieHair Tie Input TypeHair Tie ScaleHair curve data-blocksHair data-block for hair curvesHair dynamics disabledHair keys are in global coordinate spaceHair pigment. Specify its absolute quantity between 0 and 1Hair roughness. A low value leads to a metallic lookHair stiffness for effectorsHair strandsHalfHalf Float PrecisionHaloHandleHandle 1Handle 1 LocationHandle 1 TypeHandle 1 selectedHandle 1 selection statusHandle 2Handle 2 LocationHandle 2 TypeHandle 2 selectedHandle 2 selection statusHandle All EventsHandle LengthHandle Overlapping EdgesHandle SmoothingHandle TypeHandle Type SelectionHandle Type Selection nodeHandle VertexHandle Vertex SelectHandle Vertex SizeHandle area action zones for mouse actions/gesturesHandle clicks to select NLA StripsHandle clicks to select NLA tracksHandle dropping an extension URLHandle each pixel color as individual vector for displacement (area plane mapping only)Handle mouse clicks over animation channelsHandle mouse clicks to select and activate itemsHandle the text behavior when it does not fit in the text boxesHandle typeHandle type for handles of new keyframesHandle typesHandlesHaptic AmplitudeHaptic DurationHaptic FrequencyHaptic Match User PathsHaptic NameHaptic application modeHaptic duration in seconds. 0.0 is the minimum supported duration.Haptic modeHaptic vibration output action, to be applied with a duration, frequency, and amplitudeHardHard LightHard coded Non-Linear, Gamma:1.7HardenHarden NormalsHardnessHardness FactorHarmonicHarmonic DampingHarmonic effector weightHarmonious Triangle AHarmonious Triangle BHarmonyHas AccumulateHas AlphaHas Auto SmoothHas Auto-Smooth PressureHas BundleHas ColorHas Crease/Pinch FactorHas Custom NormalsHas DataHas Data-BlockHas DirectionHas DyntopoHas Ghost CurvesHas GravityHas HardnessHas Hardness PressureHas HeightHas IKHas JitterHas LayersHas Linear Color SpaceHas MaximumHas MinimumHas Motion PathsHas NeighborHas Normal RaidusHas OverlayHas PersistenceHas Pinch FactorHas Plane DepthHas Plane HeightHas Plane OffsetHas RadiusHas Rake FactorHas Random Texture AngleHas Sculpt PlaneHas Secondary ColorHas Size PressureHas Smooth StrokeHas Space AttenuationHas SpacingHas Specular HighlightHas Strength PressureHas Texture Angle SourceHas TiltHas Topology RakeHas ViewHas WeightHas export collectionsHas the current session been saved to disk as a .blend fileHas unsaved changesHashHash ValueHash of compile bytecode, for quick equality checkingHash of the compiled bytecode of the custom shader, for quick equality checkingHash table containing node instance dataHash: {:s}Have recent edits been saved to diskHeadHead SelectHead/TailHeaderHeader BackgroundHeader PositionHeader TextHeader Text HighlightHeader and side bars visibility togglesHeader seek failedHeadsHealthHeatHeat GridHebrew - תירִבְעִHectogramsHeel IK InfluenceHeightHeight (in domain grid units) of fluid emission above the mesh surface. Higher values result in emission further away from the mesh surface. If this value and the emitter size are smaller than the domain grid unit, fluid will not be createdHeight MinHeight above surface. Connect the height map texture to this inputHeight from sea levelHeight of marker's pattern in screen coordinatesHeight of marker's search in screen coordinatesHeight of the created planeHeight of the generated coneHeight of the nodeHeight of the waveHeight:Helicopter ModeHelpHelper to draw smooth and clean lines. Press Shift for an invert effect (even if this option is not active)HelpersHenyey-GreensteinHenyey-Greenstein, default phase function for the scattering of lightHeptagonalHertzHetero TerrainHeuristic for placing bones. Tries to make bones prettyHexHex triplet for color (#RRGGBB).Hex triplet for color with alpha (#RRGGBBAA).HexagonalHexagonal GridHiddenHidden %dHideHide (un)selected UV verticesHide (un)selected control pointsHide (un)selected metaball element(s)Hide (un)selected vertices, edges or facesHide .blend files items that are not data-blocks with asset metadataHide Active Face SetHide Hotkey ListHide KeymapHide LayerHide Mix NodesHide Operator PropertiesHide PanelsHide SelectHide ValueHide active/inactive Grease Pencil material(s)Hide all but this collection and its parentsHide all face sets except for the active oneHide all the objects and collections inside the collectionHide all the panels (Focus Mode)Hide elementHide filtering optionsHide frames outside the specified frame rangeHide in ModifierHide in ViewportHide inactive materials instead of the active oneHide or show vertices inside the selectionHide or show vertices outside the selectionHide or unhide the regionHide points from the end of each stroke to the start (e.g. for animating lines being erased)Hide points in the order they occur in each stroke (e.g. for animating ink fading or vanishing after getting drawn)Hide selected curves from Graph Editor viewHide selected facesHide selected objects and collectionsHide selected particlesHide selected tracksHide selected verticesHide selected/unselected Grease Pencil layersHide small geometry primitives to improve performanceHide the active face setHide the collection in this view layerHide the socketHide the socket input valueHide the socket input value even when the socket is not connectedHide the solid mesh and offset the overlay towards the view. Selection is occluded by inactive geometry, unless X-Ray is enabledHide this curve in Edit modeHide unselected rather than selectedHide unselected rather than selected curvesHide unselected rather than selected layersHide unselected rather than selected objectsHide unselected rather than selected verticesHide unselected render objects of same type as active by setting the hide render flagHide unselected tracksHide verticesHide/show all masked vertices above a thresholdHide/show all verticesHide/show some verticesHides all F-Curves other than the ones being framedHierarchiesHierarchyHierarchy Root IDHighHigh ColorHigh ContrastHigh PrecisionHigh QualityHigh Quality NormalsHigh Viscosity SolverHigh performanceHigh qualityHigh quality pixel interpolationHigher bound for timestep in second in case of automatic substepsHigher frequency contrast using an unsharp maskHigher value increase resolution towards the viewpointHigher values give a smoother strokeHigher values make the change more abruptHigher values produce a harder frequency cutoffHighestHighest DimensionHighest FrequencyHighest X value to allowHighest Y value to allowHighest Z value to allowHighest fractal dimensionHighest possible particle lifetimeHighlightHighlight AngleHighlight KeyframesHighlight LineHighlight RangeHighlight only the cells of type EmptyHighlight only the cells of type FluidHighlight only the cells of type InflowHighlight only the cells of type ObstacleHighlight only the cells of type OutflowHighlight selected file(s)Highlight the cells regardless of their typeHighlight the current lineHighlight the voxels with values of the color mapped field within the rangeHighlightsHindi - हिन्दीHingeHintingHistogramHistogram for viewing image statisticsHistoryHit ColorHit DistanceHit NormalHit PositionHoldHold Alt to use the active tool when the gizmo would normally be required Incompatible with the input preference "Emulate 3 Button Mouse" when the "Alt" key is usedHold Alt-LMB to place the Cursor (instead of LMB), allows tools to activate on press instead of drag. Incompatible with the input preference "Emulate 3 Button Mouse" when the "Alt" key is usedHold ForwardHold each interpolated value from the F-Curve for several frames without changing the timingHold the first frame if no previous strips in track, and always hold last frameHold this modifier to emulate the middle mouse buttonHold values of endpoint keyframesHoldoutHoldsHole TolerantHolesHomeHoneyHookHook CenterHook ModifierHook modifier to modify the location of stroke pointsHook modifier to modify the location of verticesHook selected vertices to a newly created objectHook selected vertices to the first selected objectHooksHorizontalHorizontal AlignmentHorizontal Distance from the Z axis at the end of the spiralHorizontal Distance from the Z axis at the start of the spiralHorizontal FOVHorizontal ListHorizontal SplitHorizontal aspect ratio (only used for camera projectors)Horizontal aspect ratio - for anamorphic or non-square pixel outputHorizontal dimension of the baking mapHorizontal dimension of the baking map (external only)Horizontal location of the windowHorizontal offset from the object originHorizontal position of the text box relative to LocationHorizontal resolution of the sphereHorizontal scale (only used for camera projectors)Horizontal size of the image sensor area in millimetersHorizontal text alignmentHorizontally distorts the image to create a channel/color shifting effectHosek / WilkieHosek / Wilkie 2012 (Legacy)HostnameHoursHow Waveforms are displayedHow annotation strokes are orientated in 3D spaceHow are strokes animated (i.e. are they appearing or disappearing)How close float values need to be to be equalHow close the brush falloff starts from the edge of the brushHow dominant highlights are compared to shadowsHow factor values are displayedHow far along the control point is along its curveHow far in frames to offset the animationHow far to each side the operator will average the key valuesHow fast colors get mixed within wet paintHow fast shrink effect moves on the canvas surfaceHow fast spread effect moves on the canvas surfaceHow fast velocity's direction is randomizedHow flat the hairs areHow incompressible the fluid is (speed of sound)How intense (bright) the specular reflection isHow loud the sound isHow many boids in a lineHow many bones are included in the IK effect - 0 uses all bonesHow many bones are included in the chainHow many collision iterations should be done (higher is better quality but slower)How many copies of strokes be displayedHow many degrees path has to curve to make another render segmentHow many frames the Map Old will lastHow many frames to fadeHow many keys to make new particles withHow many particles are effectors (0 is all particles)How many pixels path has to cover to make another render segmentHow many samples to calculate per frame, helps with subframe dataHow many slices per voxel should be generatedHow many steps paths are displayed with (power of 2)How many steps paths are rendered with (power of 2)How many steps to display the path withHow many tiles to addHow many tiles will be shown in the backgroundHow many times the Density brush tries to add a new curveHow many times to blur the values for all elementsHow many times to repeat the filterHow many times to repeat the smoothing stepHow much changes in color affect the mask generationHow much clump affects kink amplitudeHow much creases and valleys are intensifiedHow much foam accumulates over time (baked ocean only)How much grab will follow cursor rotationHow much grab will pull vertices out of surface during a grabHow much influence the weightmap has for weighted parameterization, 0 being no influenceHow much intermediary new edges are shrunk/expandedHow much of effector force gets lost during collision with this object (in percent)How much of generated normals to mix with existing onesHow much of the original shape is preserved when smoothingHow much smooth the resulting shape is, ignoring high frequency detailsHow much smoothing is applied to polished surfacesHow much strength fading applies on top of stroke opacityHow much strength fading applies on top of stroke thicknessHow much surface acceleration affects drippingHow much surface velocity affects drippingHow much the applied forces are propagated through the clothHow much the cloth preserves the original shape, acting as a soft bodyHow much the crease brush pinchesHow much the force is reduced when acting parallel to a surface, e.g. clothHow much the material resists bendingHow much the material resists compressionHow much the material resists shearingHow much the material resists stretchingHow much the new decimated curve is allowed to deviate from the originalHow much the object 'weighs' irrespective of gravityHow much the position of each individual vertex influences the final resultHow much the rays used to connect the internal points can diverge from the vertex normalHow much the spring has to be stretched/compressed in order to change its rest lengthHow much the spring rest length can change after the elastic limit is crossedHow much the tilt of the pen will affect the brush. Negative values indicate inverting the tilt directions.How much the waves are aligned to each otherHow much to blend to the default valueHow much to blend to the smoothed curveHow much to prioritize regular grids of quads as well as quads that touch existing quadsHow much to simplify baked values (0.0 to disable, the higher the more simplified)How much velocity's z-component is kept constantHow normals are computed during importHow often rows are offset. A value of 2 gives an even/uneven pattern of rows.How often rows consist of "squished" bricksHow often to evaluate animated values (in frames)How particles are displayed in viewportHow particles are renderedHow particles that left the domain are treatedHow planes are oriented relative to each others' local axisHow powerful the effect of the brush is when appliedHow quickly strength falls off with distance from the force fieldHow roll angle is calculatedHow should strokes start to appear/disappearHow smooth is the transition between each cascadeHow smoothly the boids landHow stable the plane center is over the course of the stroke. A value of 0 corresponds to using the current center, and a value of 1 corresponds to using the initial center.How stable the plane normal is over the course of the stroke. A value of 0 corresponds to using the current normal, and a value of 1 corresponds to using the initial normal.How strokes are being builtHow strong a force must be to start effecting a boid on landHow strong the distance affects volume, depending on distance modelHow strongly the fluid tries to keep from clustering (factor of stiffness)How the attributes to remove are chosenHow the brush falloff is applied across the boundaryHow the cap geometry input should be exposedHow the deformation of the brush will affect the objectHow the footage fits in the camera frameHow the geometry input should be exposedHow the image fits in the camera frameHow the image is extrapolated past its original boundsHow the instance geometry data-block should be exposedHow the instance geometry input should be exposedHow the mesh is going to be subdivided to create a new levelHow the profile geometry input should be exposedHow the rules in the list are evaluatedHow the stretching of the tentacle is controlledHow the texture effect is calculated (RGB and Curl need a RGB texture, else Gradient will be used instead)How the transformation is going to be applied to the targetHow the transformation is specifiedHow the voxel size is specifiedHow this item has been handled by the append operation. Only set if the data has been appendedHow to adaptively subdivide the meshHow to affect (generate) normalsHow to affect destination elements with source valuesHow to align the planesHow to apply custom and units scalings in generated FBX file (Blender uses FBX scale to detect units on import, but many other applications do not handle the same way)How to choose number of vertices on filletHow to create guiding velocitiesHow to define coordinates to point custom normals toHow to determine rotation around the poleHow to display object in viewportHow to distribute particles on selected elementHow to export the Blender scene to the Hydra render engineHow to export vertex colorHow to find endpoint positions for the trimmed splineHow to find the point on the surface to attach toHow to generate points from the input curveHow to generate the imageHow to handle faces at the polesHow to handle naming collisions when importing materialsHow to interpolate the values between neighboring voxelsHow to match source and destination layersHow to mix generated normals with existing onesHow to resolve overlap after transformationHow to sample the background lightHow to simplify the strokeHow to solve conflict due to differences in internal and external textHow to specify the amount of detail for the new meshHow to specify the amount of samplesHow to specify the number of samplesHow to store proxies for this projectHow to subdivide quad corners (anything other than Straight Cut will prevent n-gons)How to sync playbackHow to unpackHow to use per view layer sample settingsHow to use this collection in Line Art calculationHow to use this object in Line Art calculationHow weights are mapped to their new valuesHow weights from vgroup B affect weights of vgroup AHow widely the emitted light fans out, as in the case of a gridded softboxHow zooming to frame focuses around current frameHuangHuaweiHueHue CorrectHue JitterHue ModeHue correction modifier for sequence stripHue levelHue rotation offset, from 0 (-180°) to 1 (+180°). Note that 0 and 1 have the same resultHue, Saturation, LightnessHue, Saturation, ValueHue/SaturationHue/Saturation/ValueHue:HuffYUVHull errorHuman readable nameHungarian - MagyarHybrid MultifractalHydraHydra DebugHydra Render EngineHydra StormHydra Storm propertiesHydra Storm render engineHydra settings for the sceneHypHyperHyper key pressed, -1 for any stateHyper key pressed. An additional modifier which can be configured on Linux, typically replacing CapsLockHyperbolic Cosine ModeHyperbolic Sine ModeHyperbolic Tangent ModeI18n BranchesI18n Update TranslationICO SphereIDIDActionIDAction ClipsIDArmatureIDArmaturesIDBlurIDBoneIDBone ConstraintsIDBonesIDBrushIDBrushesIDCache FileIDCameraIDCamerasIDCollectionIDCollectionsIDColorizeIDConstraintsIDCurveIDCurvesIDDataIDData-block TypeIDEffectsIDEmptyIDFilter by TypeIDFlipIDFontIDGlowIDGrease PencilIDGrease Pencil v3IDGrease PencilsIDHair CurvesIDID TypeIDImageIDKeyIDLatticeIDLatticesIDLibraryIDLightIDLight ProbeIDLight ProbesIDLightsIDLine StyleIDMaskIDMaterialIDMaterialsIDMeshIDMeshesIDMetaballIDMetaballsIDModifiersIDMovie ClipIDNode TreeIDNodesIDObjectIDObjectsIDOutputIDPaint CurveIDPaletteIDParticleIDParticlesIDPhysicsIDPixelateIDPoint CloudIDRenderIDRimIDSceneIDScenesIDScreenIDSequence StripsIDShader TypeIDShadowIDSoundIDSpeakerIDSpeakersIDStripIDStrip ModifiersIDSurfaceIDSwirlIDTarget ID TypeIDTextIDTextureIDTexture TypeIDToolIDTypeIDUnspecifiedIDView LayerIDVolumeIDVolume ScatterIDVolumesIDWave DistortionIDWindow ManagerIDWorkspaceIDWorldID %s has mismatched lib pointer!ID %s has null lib pointer while being in library %s!ID %s is in local database while being linked from library %s!ID %s not found in library %s anymore!ID %s uses shapekey %s, but its 'from' pointer is invalid (%p), fixing...ID '%s' is linked, cannot edit its overridesID '%s' isn't an overrideID / IndexID DataID Data OperationID FromID Item Use ID PointerID Library OverrideID Library Override PropertyID Library Override Property OperationID MaskID MaterialsID NameID PropertyID Property GroupID TypeID has been kept linkedID nameID name of the itemID name of the menu this was called fromID of each curveID of the catalog to deleteID of the itemID or IndexID or Index FieldID to group curves together for guide map creationID type '%s' is not valid for an objectID type of the itemID valueID-BlockID-Block representing source data, usually ID_SCE (i.e. Scene)ID-Block that keyframes for Keying Set should be added to (for Absolute Keying Sets only)ID-Block:ID-block that the specific property used can be found from (id_type property must be set first)ID-block to which masking element would be parented to or to its propertyIDsIES TextIES TextureIES light pathIKIK ControlIK Lin WeightIK Linear ControlIK Local LocationIK ParamIK Rotation ControlIK Rotation WeightIK SolverIK StretchIK TypeIK Wrist PivotIK X LimitIK X LockIK X MaximumIK X MinimumIK X StiffnessIK Y LimitIK Y LockIK Y MaximumIK Y MinimumIK Y StiffnessIK Z LimitIK Z LockIK Z MaximumIK Z MinimumIK Z StiffnessIK solver for which these parameters are definedIK stiffness around the X axisIK stiffness around the Y axisIK stiffness around the Z axisIK->FK ({:s})IORIOR LevelIRISISO code (eg. "fr_FR")ITEM_NEVER_SHOWITU 601ITU 709Ice (Crushed)Ice (Solid)Ico SphereIconIcon AlphaIcon BorderIcon ColorsIcon IDIcon PixelsIcon SaturationIcon SizeIcon VisibleIcon pixels components, as floats (RGBA concatenated values)Icon pixels, as bytes (always 32-bit RGBA)Ideal for fulldomes, ignore the sensor dimensionsIdentified {:d} problematic tracksIdentifierIdentifier (not necessarily unique) for the asset libraryIdentifier FallbackIdentifier for a set of channels in this Action, that can be used by a data-block to specify what it gets animated byIdentifier for the Python scripts directoryIdentifier for the asset's catalog, used by Blender to look up the asset's catalog path. Must be a UUID according to RFC4122.Identifier for this bake which remains unchanged even when the bake node is renamed, grouped or ungroupedIdentifier of caller (in case of add-on calling this exporter). Can be useful in case of Extension added by other add-onsIdentifier of operator to call on action eventIdentifier of operator to call on input eventIdentifier of the asset shelf to displayIdentifier of the item to removeIdentifier of the item to restoreIdentifier of the list, if any was passed to the "list_id" parameter of "template_list()"Identifier of the socketIdentifier of the toolIdentifier per element used for randomizationIdentifier to refer to the asset libraryIdentifier type of ID blockIf 0, global; if 1, based on pixel intensityIf 0, same for all channels; if 1, each independentIf a file with the same name already exists, use that instead of copyingIf a material with the same name already exists, reference that instead of importingIf a texture exists in WebP format, loads the WebP texture instead of the fallback PNG/JPEG oneIf a vertex is further away from offset plane than this, then it is not affectedIf all keyframes are identical for object transformations, force keeping the minimal animationIf all keyframes are identical in a rig, force keeping the minimal animation. When off, all possible channels for the bones will be exported, even if empty (minimal animation, 2 keyframes)If any exists, show markers in a separate row at the bottom of the editorIf checked, update scene's start and end frame to match those of the Alembic archiveIf enabled, out-of-view edges are ignoredIf enabled, the scene start and end frame will be used to determine the bake rangeIf enabled, the screenshot will have the same height as widthIf enabled, the spill strength for each color channel can be specified. If disabled, the spill channel will have a unit scale, while other channels will be zeroIf exporting smoothgroups, generate 'bitflags' values for the groups, instead of unique integer values. The same bitflag value can be re-used for different groups of smooth faces, as long as they have no common sharp edges or verticesIf false, faces will be deselectedIf false, vertices will be deselectedIf less than zero, darkens image; otherwise, makes it brighterIf loading grids failed, error message with detailsIf non-zero, the maximum distance at which other surfaces will contribute to the fast GI approximationIf non-zero, the maximum value for a direct sample, higher values will be scaled down to avoid too much noise and slow convergence at the cost of accuracyIf non-zero, the maximum value for an indirect sample, higher values will be scaled down to avoid too much noise and slow convergence at the cost of accuracyIf non-zero, the maximum value for indirect lighting in volumes. Higher values will be scaled down to avoid too much noise and slow convergence at the cost of accuracy. Used by light-probes.If non-zero, the maximum value for indirect lighting on surface. Higher values will be scaled down to avoid too much noise and slow convergence at the cost of accuracy. Used by ray-tracing and light-probes.If non-zero, the maximum value for lights contribution in volumes. Higher values will be scaled down to avoid too much noise and slow convergence at the cost of accuracy. Used by light objects.If non-zero, the maximum value for lights contribution on a surface. Higher values will be scaled down to avoid too much noise and slow convergence at the cost of accuracy. Used by light objects.If non-zero, the maximum value for world contribution that will be recorded inside the world light probe. The excess contribution is converted to a sun light. This reduces the light bleeding caused by very bright light sources.If not None, object instancing method to useIf not specified, renders will be denoised in-placeIf not used, set to 1If not zero, row of the UI panel where the button for this collection is shownIf not zero, the distance from the hook where influence endsIf provided, all outputs that are named differently will be hiddenIf removing disconnected pieces, minimum size of components to preserve as a ratio of the number of polygons in the largest componentIf set, add a transform primitive with the given path to the stage as the parent of all exported dataIf set, add the given namespace as a prefix to exported custom property names. This only applies to property names that do not already have a prefix (e.g., it would apply to name 'bar' but not 'foo:bar') and does not apply to blender object and data names which are always exported in the 'userProperties:blender' namespaceIf set, control orientation is taken from the specified boneIf the Import USD Preview option is enabled, the material blend method will automatically be set based on the shader's opacity and opacityThreshold inputsIf the angle between the color and the key color in CrCb space is larger than this maximum angle, it is not keyedIf the angle between the color and the key color in CrCb space is less than this minimum angle, it is keyedIf the average color difference between the two images is less than this threshold, it is keyedIf the average color difference between the two images is less than this threshold, it is partially keyed, otherwise, it is not keyedIf the difference in hue between the color and key color is less than this threshold, it is keyedIf the difference in saturation between the color and key color is less than this threshold, it is keyedIf the difference in value between the color and key color is less than this threshold, it is keyedIf the distance between the color and the key color in the given color space is less than this threshold, it is keyedIf the distance between the color and the key color in the given color space is less than this threshold, it is partially keyed, otherwise, it is not keyedIf the file contains multiple audio channels they are rendered to a single oneIf the object is an instance, the parent object that generated itIf the profile spline is cyclic, fill the ends of the generated mesh with N-gonsIf the selection should be rotated to match the cursorIf the selection should be snapped as a whole or by each object centerIf the tool uses brushes and is limited to a specific brush type, the identifier of the brush typeIf there is an neighbor edge that has a Contrast Limit times bigger contrast than current edge, current edge will be discarded. This allows to eliminate spurious crossing edgesIf this is set, the Keying Set gets a custom ID, otherwise it takes the name of the class used to define the Keying Set (for example, if the class name is "BUILTIN_KSI_location", and bl_idname is not set by the script, then bl_idname = "BUILTIN_KSI_location")If this is set, the asset gets a custom ID, otherwise it takes the name of the class used to define the asset (for example, if the class name is "OBJECT_AST_hello", and bl_idname is not set by the script, then bl_idname = "OBJECT_AST_hello")If this is set, the file handler gets a custom ID, otherwise it takes the name of the class used to define the file handler (for example, if the class name is "OBJECT_FH_hello", and bl_idname is not set by the script, then bl_idname = "OBJECT_FH_hello")If this is set, the uilist gets a custom ID, otherwise it takes the name of the class used to define the uilist (for example, if the class name is "OBJECT_UL_vgroups", and bl_idname is not set by the script, then bl_idname = "OBJECT_UL_vgroups")If this language should be used in the current operatorIf true, chains of feature edges are split at material boundariesIf true, only feature edges of the same object are joinedIf true, the correction will be applied on the blue channelIf true, the correction will be applied on the green channelIf true, the correction will be applied on the red channelIf true, the gizmo is displayed in screen space. Otherwise it's in object spaceIf true, the interface is currently locked by a running job and data should not be modified from application timers. Otherwise, the running job might conflict with the handler causing unexpected results or even crashes.If true, the spatial noise does not show any coherenceIf true, the spatial noise is smoothIf vertex has multiple adjacent edges, it is hulled to them directlyIf you trust its source, add the repository and try again.If you want to use VC for any other purpose than vertex color, you should use custom attributes.IgnoreIgnore Background ClickIgnore ConnectionsIgnore Leaf BonesIgnore Material LockingIgnore Muted StripsIgnore SelectionIgnore SharpnessIgnore SnapIgnore Sound StripsIgnore TransparentIgnore alpha channel from the file and make image fully opaqueIgnore faces pointing away from the view (faster)Ignore frames outside of the preview rangeIgnore generated timecodes, seek in movie stream based on calculated timestampIgnore parent scaling without compensating for parent shear. Replicates the effect of disabling the original Inherit Scale checkbox.Ignore per render layer number of samplesIgnore points on the stroke that deviate from their neighbors by more than this angle when determining the extrapolation shapeIgnore the axis direction, use the shortest rotation to alignIgnore the key-map for this gizmoIgnore the last bone at the end of each chain (used to mark the length of the previous bone)Ignore the relative lengths of the bones when fitting to the curveIgnore the select action when the element is already selectedIgnored OutputsIgnored {}Ignored {} (not of the same type as {})Illuminant AIlluminant BIlluminant CIlluminant D50Illuminant D55Illuminant D65Illuminant D75Illuminant D93Illuminant EIlluminant F1Illuminant F10Illuminant F11Illuminant F12Illuminant F2Illuminant F3Illuminant F4Illuminant F5Illuminant F6Illuminant F7Illuminant F8Illuminant F9Illuminant LED-B1Illuminant LED-B2Illuminant LED-B3Illuminant LED-B4Illuminant LED-B5Illuminant LED-BH1Illuminant LED-RGB1Illuminant LED-V1Illuminant LED-V2Illumination FilteringImageImageBackImageBothImageBoxImageCheckerImageClipImageClip CubeImageCubeImageEdgesImageEmpty Image SideImageExtendImageExtensionImageFillImageFlatImageFlipImageFrontImageGeneratedImageImage SequenceImageMappingImageMirrorImageMixImageMovieImageNewImageNew...ImageProjectionImageRepeatImageSingle ImageImageSourceImageSphereImageTubeImageUDIM TilesImageViewerImage '%s' could not be saved to '%s'Image '%s' does not have any image dataImage '%s' failed to load image bufferImage '%s' skipped, packing movies or image sequences not supportedImage 1Image 2Image BorderImage Boundary TrimmingImage CoordinatesImage Display MethodImage EdgesImage EditorImage Editor not foundImage EditorsImage FilesImage FormatImage IDImage InfoImage MaskImage NameImage Node SocketImage Node Socket InterfaceImage OpacityImage OutlineImage PaintImage Paint CapabilitiesImage Painting does not have a stencilImage Painting does not have a texture to paint onImage PinImage PixelsImage PreviewImage QualityImage SearchImage SequenceImage SizeImage StripImage TextureImage TexturesImage ThresholdImage TilesImage UserImage and UV editor space dataImage and settings for display in the 3D View backgroundImage bit depthImage brightness scaleImage buffer pixels in floating-point valuesImage cannot be saved, no valid file path: "%s"Image cannot be saved, use a different file format: "%s"Image could not be foundImage data could not be foundImage data-block nameImage data-block name to unpackImage data-block referencing an external or packed imageImage data-blocksImage displayed and edited in this spaceImage displayed in the track during editing in clip editorImage editor could not be launched, ensure that the path in User Preferences > File is valid, and Blender has rights to launch itImage filepath to use when saving externallyImage format is not a movie formatImage has changed and is not savedImage has left and right viewsImage has more than one viewImage heightImage is not editableImage is packed, unpack before editingImage is projected flat using the X and Y coordinates of the texture vectorImage is projected from the tube using the Z axis as centralImage is projected spherically using the Z axis as centralImage is projected using different components for each side of the object space bounding boxImage nodeImage not packedImage objects can only be added in Object ModeImage opacity to blend the image against the background colorImage or MovieImage path not setImage path {!r} not found, image may be packed or unsavedImage pixels components, as floats (RGBA concatenated values)Image pixels, as bytes (always 32-bit RGBA)Image project data invalidImage requires 4 color channels to paintImage requires 4 color channels to paint: %sImage save failed: invalid surfaceImage save failed: not enough free memoryImage socket of a nodeImage stripImage too smallImage used as canvasImage used as clone sourceImage used as painting targetImage used as stencilImage widthImage/Color input on which RGB color transformation will be appliedImage/Movie file nameImage/Movie file name (without data refreshing)Image/UV EditorImagesImages & SoundsImages are rendered in a maximized Image EditorImages are rendered in a new windowImages are rendered in an Image EditorImages are rendered without changing the user interfaceImages are saved with RGB (color) dataImages are saved with RGB and Alpha data (if supported)Images cannot be copied while renderingImages get saved in 8-bit grayscale (only PNG, JPEG, TGA, TIF)Imaginary part of the conductor's refractive index, often called kImmediateImmediate ChildrenImperialImplicit type conversion when evaluating closureImplicit type conversion when separating bundleImplyImportImport All MaterialsImport AnimationImport AsImport CSVImport Enums As StringsImport FBX animationImport FBX file into current sceneImport FBX subdivision information as subdivision surface modifiersImport InfoImport MethodImport OBJImport OBJ groups as vertex groupsImport OpenVDB volume fileImport PLYImport PathsImport Preferences From Previous VersionImport STLImport SVG as curvesImport SVG into Grease PencilImport Scene ExtrasImport Scene as CollectionImport SettingsImport Subdivision SchemeImport TextImport TexturesImport USD PreviewImport USD attributes in the 'userProperties' namespace as Blender custom properties. The namespace will be stripped from the property namesImport USD scene graph instances as collection instancesImport USD stage into current sceneImport Unused Materials & ImagesImport VDBImport WebP TexturesImport a mesh from an STL fileImport a point cloud from a PLY fileImport a string from a text fileImport all USD custom attributes as Blender custom properties. Namespaces will be retained in the property namesImport all selected images as a single image sequence. The sequence of images does not have to match Blender's numbered sequence pattern, so placeholders cannot be inferredImport an PLY file as an objectImport an STL file as an objectImport custom normals, if available (otherwise Blender will compute them)Import custom normals, if available (otherwise Blender will recompute them)Import custom vertex attributesImport each FBX material as a unique Blender materialImport each OBJ 'g' as a separate objectImport each OBJ 'o' as a separate objectImport each USD material as a unique Blender materialImport final render geometryImport geometry from an CSV fileImport geometry from an OBJ fileImport given add-on's translation data from PO filesImport guide geometryImport key configuration from a Python scriptImport materials & Images not assigned to any meshImport only defined USD primitives. When disabled this allows importing USD primitives which are not defined, such as those with an override specifierImport only the primitive at the given path and its descendants. Multiple paths may be specified in a list delimited by commas or semicolonsImport options categoriesImport proxy geometryImport scene and set it as the active one in the windowImport scene extras as custom properties. Existing custom properties will be overwrittenImport sequentially numbered images as an animated image sequence instead of separate planesImport target typeImport textures as packed dataImport the asset as copied data-block while avoiding multiple copies of nested, typically heavy data. For example the textures of a material asset, or the mesh of an object asset, don't have to be copied every time this asset is imported. The instances of the asset share the data insteadImport the asset as copied data-block, with no link to the original asset data-blockImport the asset as linked data-block, and pack it in the current file (ensures that it remains unchanged in case the library data is modified, is not available anymore, etc.)Import the assets as copied data-block while avoiding multiple copies of nested, typically heavy data. For example the textures of a material asset, or the mesh of an object asset, don't have to be copied every time this asset is imported. The instances of the asset share the data instead.Import the assets as copied data-block, with no link to the original asset data-blockImport the assets as linked data-blockImport the scene as a collectionImport user properties as custom propertiesImport vertex color attributesImport volume data from a .vdb fileImport {} filesImport-ExportImport-Export BVH from armature objectsImport-Export as glTF 2.0Importance WeightsImportance map size is resolution x resolution/2; higher values potentially produce less noise, at the cost of memory and speedImported IDImporting Alembic...Importing USD...Impossible to resync data-block %s and its dependencies, as its linked reference is missingImprove and stabilize the enhanced shapeImproved PerlinImpulse ClampingImpulse threshold that must be reached for the constraint to breakIn %s: resolved path %s exceeds path buffer length.In Active GroupIn AirIn FrontIn RangeIn XIn ZIn a local override camera, whether this background image comes from the linked reference camera, or is local to the overrideIn a local override data, whether this NLA track comes from the linked reference data, or is local to the overrideIn a local override object, whether this constraint comes from the linked reference object, or is local to the overrideIn a local override object, whether this modifier comes from the linked reference object, or is local to the overrideIn addition to toggling the editability, also affect the visibilityIn box blade mode, close gaps between cut strips, rippling later strips on the same channelIn box blade mode, make cuts to all strips, even if they are not selectedIn dynamic-topology mode, how mesh detail size is calculatedIn dynamic-topology mode, how to add or remove mesh detailIn offset mode, the distance between each socket on each axis. In end points mode, the position of the final vertexIn progressIn tweak mode, display the effects of the tracks above the tweak stripIn-BetweensInactiveInchInchesIncidentIncludeInclude ActiveInclude All Bone InfluencesInclude EditedInclude Focal LengthInclude HandlesInclude LabelsInclude Missing NLAInclude Nested CollectionsInclude Non-EditedInclude a 'self' variable in the name-space, so drivers can easily reference the data being modified (object, bone, etc...)Include a custom note in image/video metadataInclude active collection and nested collectionsInclude all Keyframe typesInclude all mesh UV maps in the exportInclude all scene framesInclude all visible objectsInclude alpha of second input in this operationInclude animation data-blocks with no NLA data (NLA editor only)Include bone's tail as last element in chainInclude channels from objects/bone that are not visibleInclude collection in the active view layerInclude drivers that relied on any fallback values for their evaluation in the Only Show Errors filter, even if the driver evaluation succeededInclude focal length into the presetInclude handles of keyframes when calculating extentsInclude mesh color attributes in the exportInclude normals of exported meshes in the exportInclude only active frameInclude only the active objectInclude selected blockers to cast shadows from the active emitterInclude selected framesInclude selected objectsInclude selected receivers to receive light from the active emitterInclude the .blend filename in image/video metadataInclude the active camera's lens in image metadataInclude the current date in image/video metadataInclude the frame number in image metadataInclude the hostname of the machine that rendered the frameInclude the mask layers when rendering the view-layerInclude the name of the active camera in image metadataInclude the name of the active object and the current frame number in the text info overlayInclude the name of the active scene in image/video metadataInclude the name of the foreground sequence strip in image metadataInclude the name of the last marker in image metadataInclude the name of the view orientation in the text info overlayInclude the number of frames displayed per second in the text info overlay while animation is played backInclude the peak memory usage in image metadataInclude the render time in image metadataInclude the rendered frame range in image/video metadataInclude the rendered frame timecode as HH:MM:SS.FF in image metadataInclude the sun itself in the outputInclude this collection but do not generate intersection linesInclude this object but do not generate intersection linesInclude this selection set when copying to the clipboard. If none are specified, all sets will be copied.Include tool subgroupsInclude transformations induced by target parents into target local spaceInclude unused linked data-blocks into deletionInclude unused local data-blocks into deletionInclude visualization of Grease Pencil related animation data and framesInclude visualization of Line Style related Animation dataInclude visualization of animation data related to data-blocks linked to modifiersInclude visualization of armature related animation dataInclude visualization of cache file related animation dataInclude visualization of camera related animation dataInclude visualization of curve related animation dataInclude visualization of hair related animation dataInclude visualization of lattice related animation dataInclude visualization of light related animation dataInclude visualization of lightprobe related animation dataInclude visualization of material related animation dataInclude visualization of mesh related animation dataInclude visualization of metaball related animation dataInclude visualization of movie clip related animation dataInclude visualization of node related animation dataInclude visualization of object-level animation data (mostly transforms)Include visualization of particle related animation dataInclude visualization of point cloud related animation dataInclude visualization of scene related animation dataInclude visualization of shape key related animation dataInclude visualization of speaker related animation dataInclude visualization of texture related animation dataInclude visualization of volume related animation dataInclude visualization of world related animation dataInclusiveIncomingIncompatible output nodeIncompatible, expected a %sIncomplete built-in keying set, appears to be missing type infoIncorrect armature for type '{:s}'Incorrect armature...Incorrect context for running data-block fake user togglingIncorrect context for running font unlinkIncorrect context for running object data unlinkIncrease ContrastIncrease Mix Factor by 0.01Increase Mix Factor by 0.1Increase for uniform offset distanceIncrease jump heightIncrease or decrease the amount of displacementIncrease or decrease the value of selected keys in relationship to the neighboring oneIncrease segmentsIncrementIncrement number in filenameIncrementalIncrementally refit the curve (high quality)Indent selected textIndent selected text or autocompleteIndent using spacesIndent using tabsIndexIndex %d is invalidIndex BasedIndex FieldIndex Layer NameIndex Of Refraction of the scattering particlesIndex SwitchIndex Switch ItemIndex corresponding to the shortcut, e.g. number key 1 corresponds to index 1 etc..Index in CurveIndex in FaceIndex in ToolbarIndex number for the "Color Index" passIndex number for the "Layer Index" passIndex number for the "Material Index" render passIndex number for the "Object Index" render passIndex number of cache filesIndex number of the vertex groupIndex of NLA action track to perform pushdown operation onIndex of NearestIndex of Refraction (IOR) for specular reflection and transmission. For most materials, the IOR is between 1.0 (vacuum and air) and 4.0 (germanium). The default value of 1.5 is a good approximation for glassIndex of Refraction (IOR) used for rays that enter the subsurface componentIndex of active AOVIndex of active annotation layerIndex of active bookmark (-1 if none)Index of active language in langs collectionIndex of active layer in list of all mask's layersIndex of active lightgroupIndex of active line set slotIndex of active material slotIndex of active objectIndex of active particle system slotIndex of active pose markerIndex of active recent folder (-1 if none)Index of active system bookmark (-1 if none)Index of active system folder (-1 if none)Index of active texture paint slotIndex of active texture slotIndex of active track in rotation stabilization tracks listIndex of active track in translation stabilization tracks listIndex of active volume gridIndex of character after end of selection in the selection end lineIndex of clone texture paint slotIndex of current TextLine in TextLine collectionIndex of current character in current line, and also start index of character in selection if one existsIndex of each CurveIndex of last TextLine in selectionIndex of material slot used for rendering particlesIndex of mesh face that the triangle is a part ofIndex of nearest elementIndex of previous neighboring point on segmentIndex of refraction (IOR) of the thin filmIndex of refraction determines how much the ray is bent. At 1.0 rays pass straight through like in a transparent material; higher values cause larger deflection in angle. Default value is 1.55 (the IOR of keratin)Index of source weight in active vertex groupIndex of the Grease Pencil layerIndex of the active element in the specified domainIndex of the active itemIndex of the active objectIndex of the asset library being edited in the Preferences UIIndex of the closest guide curve for each generated curveIndex of the collection to assign selected bones to. When the operator should create a new bone collection, use new_collection_name to define the collection name, and set this parameter to the parent index of the new bone collectionIndex of the collection to change visibilityIndex of the collection to move selected bones to. When the operator should create a new bone collection, do not include this parameter and pass new_collection_nameIndex of the current iteration. Starts counting at zeroIndex of the currently active selection setIndex of the element in the source geometry. Note that the same index can occur more than once when iterating over multiple components at onceIndex of the extensions repository being edited in the Preferences UIIndex of the face group inside each boundary edge regionIndex of the first loop of this faceIndex of the instance used for each point. This is only used when Pick Instances is on. By default the point index is usedIndex of the main guide curve per curveIndex of the material used for generated strokes (0 keep original material)Index of the reportIndex of the root point of a curveIndex of the script directory to removeIndex of the segment to removeIndex of the strand within a braid that each curve belongs toIndex of the tag set for editingIndex of the tip point of a curveIndex of this bone collection in the armature.collections_all array. Note that finding this index requires a scan of all the bone collections, so do access this with care.Index of this collection into its parent's list of children. Note that finding this index requires a scan of all the bone collections, so do access this with care.Index of this curveIndex of this edgeIndex of this faceIndex of this loopIndex of this loop triangleIndex of this pointIndex of this vertexIndex out of rangeIndex to removeIndex to the specific property affected by F-Curve if applicableIndex to the specific setting if applicableIndexesIndicate that the label of this socket is not necessary to understand its meaning. This may result in the label being skipped in some casesIndicate that this is a corrective action. Corrective actions will activate based on the activation of two other actions (using End Frame if both inputs are at their End Frame, and Start Frame if either is at Start Frame)Indicates that a keyconfig was defined by the userIndicates that a keymap is used for translate modal events for an operatorIndicates that the most recent variable evaluation used the fallback valueIndicates that there are any user visible changes since the brush has been imported or read from the fileIndicates the gesture phaseIndicates whether an extra user is set or not (mainly for internal/debug usages)IndicesIndices and weights must have the same lengthsIndices cannot have duplicatesIndices must be in rangeIndices must be sorted in ascending orderIndices of mesh loops that make up the triangleIndices of triangle verticesIndices of vertices bound to the modifier. For Bézier curves, handles count as additional vertices.Indices of vertices in case of a vertex parenting relationIndirectIndirect LightIndirect Light StrengthIndirect OnlyIndirect library data-block, cannot be made local, Shift + Click to create a library override hierarchyIndirect onlyIndividualIndividual CentersIndividual ImagesIndividual OriginsIndividual SilhouetteIndividual face insetIndividual files for each view with the prefix as defined by the scene viewsIndividual pose bones for the armatureIndonesian - Bahasa indonesiaIndustry CompatibleInferred Structure TypeInflateInflate meshInflate the active object by the specified distance for baking. This helps matching to points nearer to the outside of the selected object meshesInflate the active object by the specified distance for baking. This helps matching to points nearer to the outside of the selected object meshes.Inflates the clothInflowInflow Level SetInfluenceInfluence DistanceInfluence ScaleInfluence ThresholdInfluence distance from the objectInfluence distance of the probeInfluence factor by which the modifier changes the propertyInfluence of metaball elementsInfluence of newly created track on a final solutionInfluence of stabilization algorithm on footage locationInfluence of stabilization algorithm on footage rotationInfluence of stabilization algorithm on footage scaleInfluence of target density on the simulationInfluence of the added constraintInfluence of the deformationInfluence of the jaw on the bottom lip chainsInfluence of the jaw on the locked mouthInfluence of the secondary IK on the heel control rotationInfluence of the zoom factor on scroll speedInfluence of this track on 2D stabilizationInfluence of this track on a final solutionInfluence setting is controlled by an F-Curve rather than automatically determinedInfoInfo Icon ForegroundInfo on current cache statusInfo space dataInfo written to %s text datablock!InformationInformation about ID that was updatedInformation about an entity that makes it possible for the asset system to deal with the entity as assetInformation about the color space used for data-blocks in a blend fileInheritInherit End RollInherit RotationInherit ScaleInherit all effects of parent scalingInherit scaling, but remove shearing of the child in the rest orientationInherit uniform scaling representing the overall change in the volume of the parentInitInit settings for i18n files update operatorsInitialInitial ColorInitial PositionInitial QueryInitial Rest LengthInitial TemperatureInitial VelocityInitial alignment based on 2D cursorInitial alignment based on Active UDIMInitial alignment based on UV Tile GridInitial alignment based on the islands bounding boxInitial boid health when bornInitial color of the surfaceInitial falloff of the expand operationInitial position to arrange islands fromInitialize Face SetsInitialize the strip with this colorInitializes all face sets in the meshInnerInner Cone AngleInner CornersInner CreaseInner MaskInner MiterInner ProximityInner RadiusInner SelectedInner ThicknessInner VertInner face thickness (only used by softbodies)InpaintInputInput 1Input 2Input Color SpaceInput FieldsInput FilepathInput ItemInput ItemsInput MatrixInput NameInput NodeInput SamplesInput TypeInput White PointInput an image data-blockInput color space settingsInput color that should be mapped to blackInput color that should be mapped to whiteInput configuration, including keymapsInput curves do not have Bézier typeInput data for the simulation zoneInput does not exist: "{}"Input expects a field or single valueInput expects a listInput expects a single valueInput expects a volume gridInput geometry has no elements in the iteration domain.Input geometry has unsupported type: Input grids have incompatible transformsInput image or movie fileInput image or movie from a movie clip data-block, typically used for motion trackingInput line for the interactive consoleInput mask from a mask data-block, created in the image editorInput method how to generate the displacement vectorInput normalized normal values to other nodes in the treeInput numerical values to other nodes in the treeInput or output socket of a nodeInput or output socket typeInput pending {}Input properties of a GizmoInput properties of a Gizmo GroupInput render passes from a scene renderInput state threshold when using snap turnInput target edge length in the new meshInput target number of faces in the new meshInput texture coordinatesInput the current scene time in seconds or framesInput the geometry as an instance. (Further processing might require non-instance geometry)Input threshold for button/axis actionsInput threshold for float/2D vector actionsInput to use when the socket is unconnected. Requires "Hide Value".Input type to use for the Scene stripInput value used for unconnected socketInput with index {} does not exist. Currently, the maximum possible index is {}. Did you mean to use {{:{}}}?Input/Output TypeInputsInputs:InsInsertInsert AfterInsert BeforeInsert Keyframes - Only NeededInsert Keyframes - VisualInsert Keyframes for specified Keying Set, with menu of available Keying Sets if undefinedInsert Keyframes is not yet implemented for this modeInsert Keyframes only for properties that are already animatedInsert PointInsert Point into a curve segmentInsert Unicode CharacterInsert a blank frame in all editable layersInsert a blank frame on the current scene frameInsert a keyframe for all element of the arrayInsert a keyframe for all properties that are likely to get animated in a character rig (only selected bones)Insert a keyframe for all properties that are likely to get animated in a character rig (useful when blocking out a shot)Insert a keyframe for current UI-active propertyInsert a keyframe for each of the B-Bone shape propertiesInsert a keyframe for selected F-Curves at the cursor pointInsert a keyframe for the active F-Curve at the cursor pointInsert a keyframe on all visible and editable F-Curves using each curve's current valueInsert a keyframe on each of the already existing F-CurvesInsert a keyframe on each of the location and rotation channelsInsert a keyframe on each of the location and rotation channels, taking into account effects of constraints and relationshipsInsert a keyframe on each of the location and scale channelsInsert a keyframe on each of the location and scale channels, taking into account effects of constraints and relationshipsInsert a keyframe on each of the location channelsInsert a keyframe on each of the location channels, taking into account effects of constraints and relationshipsInsert a keyframe on each of the location, rotation and scale channels, taking into account effects of constraints and relationshipsInsert a keyframe on each of the location, rotation, and scale channelsInsert a keyframe on each of the rotation and scale channelsInsert a keyframe on each of the rotation and scale channels, taking into account effects of constraints and relationshipsInsert a keyframe on each of the rotation channelsInsert a keyframe on each of the rotation channels, taking into account effects of constraints and relationshipsInsert a keyframe on each of the scale channelsInsert a keyframe on each of the scale channels, taking into account effects of constraints and relationshipsInsert a keyframe on selected F-Curves using each curve's current valueInsert a keyframe on the active F-Curve using the curve's current valueInsert a keyframe to selected tracks at current frameInsert a new item into collection after the one referenced in subitem_reference_name/_id or _indexInsert a new item into collection before the one referenced in subitem_reference_name/_id or _index (NOT USED)Insert after panelInsert after socketInsert before panelInsert before socketInsert gap at current frame to first strips at the right, independent of selection or locked state of stripsInsert into panelInsert keyframes based on 'visual transforms'Insert keyframes for additional location offsetInsert keyframes for additional rotation offsetInsert keyframes for additional scale factorInsert keyframes for the specified channelsInsert keyframes on the current frame using either the active keying set, or the user preferences if no keying set is activeInsert line break at cursor positionInsert mask shape keyframe for active mask layer at the current frameInsert new keyframe at the cursor position for the active F-CurveInsert selected nodes into a node groupInsert text at cursor positionInsert values into a string using a Python and path template compatible formatting syntaxInserting keyframes failed:Inserting keys on {:d} data-block(s) has been skipped because of missing action slots.Inserting keys on {:d} data-block(s) has been skipped because the RNA path wasn't valid for them.Inserting keys on {:d} data-block(s) has been skipped because there were no layers that could accept the keys.Inserting keys on {:d} data-block(s) has been skipped because there were no strips that could accept the keys.Inserting keys on {:d} data-block(s) has been skipped because they are not editable.Inserting keys on {:d} data-block(s) has been skipped because they cannot be animated.Inset face boundariesInset new faces into selected facesInset the region along existing edgesInsideInside Annotated AreaInside PaddingInside distance in UI units from the edge of the region within which to start panningInside of miter is arcInside of miter is sharpInspect images or render resultsInspection IndexInspection index is out of rangeInstallInstall a user defined lightInstall an add-onInstall an application templateInstall custom HDRIsInstall custom MatCapsInstall custom Studio LightsInstall extensions from files into a locally managed repositoryInstall this fileInstalledInstalling keymap failed: {:s}InstanceInstance BoundsInstance CollectionInstance Collection WeightsInstance CollectionsInstance Collections on AppendingInstance Collections on LinkingInstance CountInstance Empty SizeInstance Faces ScaleInstance IndexInstance ModifierInstance ObjectInstance Object DataInstance OffsetInstance OnInstance Random IDInstance RotationInstance ScaleInstance SeedInstance TransformInstance Transform FieldInstance TypeInstance an existing collectionInstance geometry collectionInstance geometry inputInstance geometry objectInstance of the collection or instances of all the children in the collectionInstance on ElementsInstance on PointsInstance selected collections to active sceneInstanced CollectionInstanced ObjectsInstancerInstancesInstances are ignoredInstances as LayersInstances in input geometry are ignoredInstances number '%d' does not match transforms size '%d'Instances of objects or collectionsInstances to PointsInstances to convert to pointsInstances to rotate individuallyInstances to scale individuallyInstances to transform individuallyInstances to translate individuallyInstances: {}InstancingInstantiate child objects on all facesInstantiate child objects on all verticesInstantiate collections as empties, instead of linking them into the current view layerInstantiate object data IDs (i.e. create objects for them if needed)Instantly rotates the camera by a fixed angle instead of smoothly turningInstead of per-brush color, the color is shared across brushesInstead of per-brush input samples, the value is shared across brushesInstead of per-brush size, the size is shared across brushesInstead of per-brush strength, the strength is shared across brushesInstead of per-brush weight, the weight is shared across brushesInstead of selecting on mouse press, wait to see if there's drag event. Otherwise select on mouse releaseIntInt 2DInt8IntegerInteger 64-bitInteger ArrayInteger AttributeInteger Attribute ValueInteger FieldInteger MathInteger Node SocketInteger Node Socket InterfaceInteger ValueInteger VectorInteger number socket of a nodeInteger pixel coordinatesInteger value in geometry attributeIntegrateIntegrate deformation from this modifier's input with the mesh-cache coordinates (useful for shape keys)IntegrationIntegration SchemeIntegration TypeIntegrator PresetsIntel binary detected. Expect reduced performance.Intensify DetailsIntensityIntensity of the haptic vibration, ranging from 0.0 to 1.0Intensity of the noiseIntensity of the sheen layer, which simulates very small fibers on the surfaceIntensity of vignette that appears when movingInteraction RadiusInteraction radius is a factor of 4 * particle sizeInteractive NavigationInteractive Python consoleInteractive programmatic console for advanced editing and script developmentInteractively add an objectInteractively change the current frame numberInteractively define frame range used for playbackInteractively fly around the sceneInteractively navigate around the scene (uses the mode (walk/fly) preference)Interactively point cameras and lights to a location (Ctrl translates)Interactively set the current frame and value cursorInteractively walk around the sceneInteractively walk or free navigate around the sceneInterceptInterfaceInterface FontInterface declaration for this node treeInterior Band WidthInterior RadiusInterlaceInterlace TypeInterleaveInternalInternal AttributesInternal Error - AnimData block is not validInternal Error: edges array wrong size: %u instead of %uInternal Error: faces array wrong size: %u instead of %uInternal Error: loops array wrong size: %u instead of %uInternal FrictionInternal IES fileInternal LinksInternal Spring Max DiversionInternal Spring Max LengthInternal SpringsInternal Springs Vertex GroupInternal clipboard has no poseInternal clipboard is emptyInternal clipboard is not from a materialInternal clipboard is not from pose modeInternal error!Internal error, unknown state!{:s}Internal input-to-output connections for mutingInternal ownerInternal pose library error, canceling operatorInternal shader script to define the shaderInternal use (edit a property data_path)Internally render past the image border to avoid screen-space effects disappearingInternet access is required to install and update online extensions. Internet access is required to install extensions from the internet.Internet:Interocular DistanceInterpolateInterpolate CurvesInterpolate Grease Pencil strokes between framesInterpolate Hair CurvesInterpolate LengthInterpolate Point CountInterpolate RadiusInterpolate ShapeInterpolate all source edges hit by the projection of destination one along its own normal (from vertices)Interpolate all source polygons intersected by the projection of destination one along its own normalInterpolate between 2×2 samplesInterpolate between Action Start and End frames, with the Evaluation Time slider instead of the Target object/boneInterpolate between new and original normalsInterpolate between original and new normalsInterpolate hair using B-SplinesInterpolate new particles from the existing onesInterpolate pixels using selected filterInterpolate radii of selected pointsInterpolate the attribute from the corners of the hit faceInterpolate tilt of selected pointsInterpolate weight of selected pointsInterpolatedInterpolates between Action Start and End framesInterpolates existing custom normals to resulting meshInterpolates existing guide curves on a surface meshInterpolationInterpolation CurveInterpolation FalloffInterpolation GuidesInterpolation TiltInterpolation TypeInterpolation Type UInterpolation Type VInterpolation Type WInterpolation UInterpolation factor between current brush weight, and keys' weightsInterpolation fallback for sampled animations, when the property is not keyedInterpolation methodInterpolation method to use for segment of the F-Curve from this Keyframe until the next KeyframeInterpolation method to use for smoke/fire volumesInterpolation method to use for smoke/fire volumes in solid modeInterpolation method to use for volumesInterpolation method to use for volumes in solid modeInterpolation method to use the next time 'Interpolate Sequence' is runInterpolation mode used for first keyframe on newly added F-Curves (subsequent keyframes take interpolation from preceding keyframe)Interpolation to use for sub-pixel shifts and rotations due to stabilizationInterpolation type for absolute shape keysInterpolation:IntersectIntersect ModeIntersect existing selectionIntersect selected with unselected facesIntersecting EdgesIntersectionIntersection OnlyIntersection PriorityIntersection TypeIntersection With ContourIntersection generated by this collection will have this mask valueIntersection onlyIntersectionsInterval between paints for AirbrushInterval of time warp when teleporting in navigation modeIntroduce jitter/randomness into strokesIntroduces jitter while doing distortion, which can be faster but can produce grainy or noisy resultsInvalidInvalid Context ErrorInvalid DistanceInvalid InputInvalid Input ErrorInvalid Output LinkInvalid UDIM index range was specifiedInvalid UID for old ActionInvalid UV map: UV islands must not overlapInvalid anchor ('%s') found, needed to create library override from data-block '%s'Invalid cage object, the cage mesh must have the same number of faces as the active objectInvalid color palette index: %dInvalid contextInvalid context for keying setInvalid context: "%s", %sInvalid depsgraphInvalid face data detected for mesh '%s'. Automatic correction will be used, but some data will most likely be lostInvalid format specifier for string: "{}"Invalid format specifier: "{}"Invalid format: "{}"Invalid frame range (%d - %d)Invalid frame range (%d - %d). Start Frame is larger than End FrameInvalid frame totalInvalid headerInvalid hierarchy root ('%s') found, needed to create library override from data-block '%s'Invalid identifier: "{}"Invalid index %d for B-Bone segments of '%s'!Invalid mesh; more detail on the consoleInvalid object: verify object pathInvalid old/new Action pair ('%s' / '%s')Invalid old/new ID pair ('%s' / '%s')Invalid original modifier index '%d'Invalid panel identifierInvalid path template in File Output node. Skipping writing file.Invalid regular expression (find): {:s}Invalid regular expression (replace): {:s}Invalid resolutionInvalid screenshot area selectionInvalid selection orderInvalid slot name '%s': name must not be empty.Invalid surface UVs on {} curvesInvalid target %r (must be 'ARMATURE' or 'OBJECT')Invalid target settingsInvalid target!Invalid transformation for volume gridsInvalid variable name, click here for detailsInvalid vertex group indexInvalid vertex index %d (expected to be within 0 to %d range)Invalid/unset axisInverseInverse ClampedInverse ColorInverse GainInverse GammaInverse KinematicsInverse LiftInverse MatrixInverse OffsetInverse Parent MatrixInverse PowerInverse QuadraticInverse ScaleInverse SlopeInverse Smooth PressureInverse Square Root ModeInverse Square falloffInverse distance modelInverse distance model with clampingInverse of layer's parent transformation matrixInverse of object's parent matrix at time of parentingInverse selection (overrides 'Select All' when True)Inversion ModeInvertInvert AlphaInvert ArcInvert CollectionInvert Collection FilteringInvert ColorInvert CullInvert CurvatureInvert DisplacementInvert Dopesheet SortInvert FalloffInvert GridInvert LayerInvert Layer PassInvert MaterialInvert Material PassInvert MatrixInvert PanInvert Pan AxisInvert Pitch (X) AxisInvert Pressure for DensityInvert Pressure for FlowInvert Pressure for HardnessInvert Pressure for Wet MixInvert Pressure for Wet PersistenceInvert RGB valuesInvert Roll (Z) AxisInvert RotateInvert RotationInvert SelectionInvert Silhouette FilteringInvert SprayInvert UnselectedInvert Vertex GroupInvert Weights AInvert Weights BInvert Wheel Zoom DirectionInvert XInvert X AxisInvert YInvert Y AxisInvert Yaw (Y) AxisInvert ZInvert Z AxisInvert Zoom DirectionInvert a color, producing a negativeInvert action for the duration of the strokeInvert action of brush for duration of strokeInvert active vertex group's weightsInvert affected normalsInvert all the alpha values in the imageInvert alpha channelInvert and draw opposite arcInvert blue channelInvert colors, producing a negativeInvert destination stroke to match start and end with source strokeInvert existing selectionInvert face mark filteringInvert filter searchInvert filtering (show hidden items, and vice versa)Invert green channelInvert image's channelsInvert layer filterInvert layer pass filterInvert locks of all vertex groups of the active objectInvert locks of selected vertex groups of the active objectInvert locks of unselected vertex groups of the active objectInvert maskInvert material filterInvert material pass filterInvert normals for negative scaled objects.Invert output weight valuesInvert pinning for the selection instead of setting itInvert red channelInvert selection of all elementsInvert sort order of dopesheet channelsInvert source vertex group valuesInvert stabilization to reintroduce motion to the imageInvert the X locationInvert the X rotationInvert the Y locationInvert the Y rotationInvert the Z locationInvert the Z rotationInvert the axis of mouse movement for zoomingInvert the bump mapping direction to push into the surface instead of outInvert the curvature of the stroke's extensionInvert the expand active elementsInvert the face directionInvert the fade-out direction of the linear mappingInvert the gain colorInvert the gamma colorInvert the generated maskInvert the influence of vertex group AInvert the influence of vertex group BInvert the lift colorInvert the lock state of all vertex groupsInvert the maskInvert the mask black/whiteInvert the modulation of pressure in densityInvert the modulation of pressure in flowInvert the modulation of pressure in hardnessInvert the modulation of pressure in wet mixInvert the modulation of pressure in wet persistenceInvert the mouse inputInvert the object state filterInvert the offset colorInvert the power colorInvert the resulting falloff weightInvert the rotation angleInvert the slope colorInvert the spray direction mapInvert the stencil layerInvert the vertex group influenceInvert the visibility of all verticesInvert the weight of active vertex groupInvert to Scrape or FillInvert vertex group influenceInvert vertex group influence (collapse only)Invert vertex group mask influenceInvert vertex group weightsInvert visibility collection (Deprecated)Invert what is considered object and what is notInvertedInverted Cavity MaskInvertibleInvokeInvoke all configured exporters for all collectionsInvoke all configured exporters on this collectionInvoke the export operationInwards component of the vortex forceIris (.rgb)IronIrradiance Atlas texture could not be createdIrradiance Pool SizeIrradiance Visibility SizeIs ActiveIs ArchiveIs AttributeIs Axis AlignedIs BakedIs Camera RayIs Controller AimIs Controller GripIs DataIs Diffuse RayIs Edge BoundaryIs Edge LooseIs Edge ManifoldIs Edge SmoothIs EditableIs EditmodeIs EmptyIs EvaluatedIs Face PlanarIs Face SmoothIs Fallback UsedIs Fill VisibleIs FloatIs Generated TileIs Glossy RayIs Grease PencilIs HDRIs HiddenIs HitIs In HierarchyIs IndirectIs Inspect OutputIs InstanceIs Interface LockedIs InternalIs Layered ActionIs Legacy ActionIs LoadedIs Local OverrideIs Microsoft Store InstallIs Name ValidIs OpenIs OrthographicIs OutputIs Panel ToggleIs PerspectiveIs PinnedIs PlanarIs PortalIs Reflection RayIs RequiredIs SequenceIs Shadow RayIs Singular RayIs Spline CyclicIs StrandIs Stroke StartIs Stroke VisibleIs System OverrideIs TileIs Transmission RayIs UV SplitIs ValidIs Valid OffsetIs ViewportIs Volume Scatter RayIs marker muted for current frameIs part of an IK chainIs the name of the AOV conflictingIs this ID block linked indirectlyIs this a valid name for a driver variableIs this image tile generatedIs this keymap item modified by the userIs this keymap item user defined (does not just replace a builtin item)IslandIsland CountIsland IndexIsland MarginIsland selectionIsland that stays in place when stitching islandsIslands PrecisionIsolateIsolate ActionIsolate Multi User DataIsolate selected bones into a separate armatureIsometricIt cannot be a reserved keyword in PythonIt cannot be left blankIt cannot contain dots (e.g. 'a.dot')It cannot contain spaces (e.g. 'a space')It cannot contain special (non-alphabetical/numeric) charactersIt cannot start with a numberIt cannot start with a special character, including '$', '@', '!', '~', '+', '-', '_', '.', or ' 'Italian - ItalianoItalicItalic angle of the charactersItemItem FormatItem IdentifierItem TypeItem has no users and will be removedItem has no users and will be removed. Click to protect from deletionItem in a Key MapItem in a node tree interfaceItem is not protected from deletionItem is protected from deletionItem to be copied to this interface is of an unsupported socket typeItemsItems ExpandedItems Not FoundItems in the action map, mapping an XR event to an operator, pose, or haptic outputItems in the keymap, linking an operator to an input eventItems in the node interfaceItems in the node panelIterationIteration index that is used by inspection features like the viewer node or socket inspectionIterationsIterations input has to be a constant valueIterations: {:d} .. {:d} (avg. {:d})Iterative procedure did not convergeJ2KJP2JPEGJPEG (.jpg)JPEG 2000 (.jp2)JPEG Format (.jpg)JPEG QualityJPEG quality of proxy imagesJPEG-like lossy compression on 256 row image blocksJPEG-like lossy compression on 32 row image blocksJPEG2000Japanese - 日本語JitterJitter CameraJitter KeyframeJitter Keyframe SelectedJitter PressureJitter UnitJitter brush colorJitter camera position to create accurate blurring using render samples (only for final render)Jitter factor of brush radius for new strokesJitter in screen space or relative to brush sizeJitter the position of the brush in pixels while paintingJitter the position of the brush while paintingJitteredJittered ShadowsJittered Shadows (Viewport)Jittering AmountJittering happens in screen space, in pixelsJittering happens relative to the brush sizeJoinJoin AreasJoin BundleJoin DownJoin GeometryJoin Geometry ModeJoin LeftJoin Nodes in FrameJoin Palette SwatchesJoin RightJoin StringsJoin StrokesJoin TrianglesJoin UpJoin curve endpoints if overlapping control points are detected (if disabled, no curves will be cyclic)Join groups of Grease Pencil layers into oneJoin multiple bundles togetherJoin selected areas into new windowJoin selected objects into active objectJoin selected strokes into one fill to create holesJoin selected tracksJoin the last drawn stroke with previous strokes in the active layer by distanceJoin the new mesh as separate geometry, without performing any boolean operationJoin the selected strokes into one strokeJoin two curves by their selected endsJoining results in %d vertices, limit is %ldJoint BindingsJointsJoints:%s/%s | Bones:%s/%sJumpJump HeightJump SpeedJump UnitJump backwards in timeJump by framesJump by secondsJump cursor to lineJump forward/backward by a given number of frames or secondsJump to Line NumberJump to a different tab inside the properties editorJump to a file for the text editorJump to end of current pathJump to first/last frame in frame rangeJump to next failed frameJump to previous failed frameJump to previous/next keyframeJump to previous/next markerJump to special frameJump to start of current pathJump to the last frame of the frame rangeJump when in walk modeJust add the margin, ignoring any UV scaleJustifyK0K1K2K3K4KHR_materials_variants_uiKTX2 CompressionKeepKeep Anchor PointKeep AnimationKeep AxisKeep BoundariesKeep CapsKeep ConnectedKeep ContourKeep CornersKeep Corners, JunctionsKeep Corners, Junctions, ConcaveKeep ExistingKeep HierarchyKeep InputsKeep Last SegmentKeep LengthsKeep LoopKeep ModifierKeep Named NodesKeep NormalsKeep OffsetKeep OpenKeep OriginalKeep RangeKeep RootKeep ShapeKeep SharpKeep Sharp EdgesKeep SingleKeep SurfaceKeep TransformKeep UV and edit mode mesh selection in syncKeep User InterfaceKeep World TransformKeep a backup (.blend1) version of the files when saving with cleared previewsKeep a backup (.blend1) version of the files when saving with generated previewsKeep all current texture sizesKeep an even thickness of the distribution of duplicatesKeep applying paint effect while holding mouse (spray)Keep children nodesKeep existing header alignmentKeep frame and do not change with timeKeep from going through other boidsKeep gizmo visible even when the node is not selectedKeep material assigned to brushKeep non-manifold boundaries of the input mesh in place by avoiding the dual transformation thereKeep only frames above frame 0Keep original file after copying to configuration folderKeep original objects instead of replacing themKeep original strokes and create a copy before reprojectingKeep original textures files if possible. WARNING: if you use more than one texture, where pbr standard requires only one, only one texture will be used. This can lead to unexpected resultsKeep original tracksKeep path lengths constantKeep paths from intersecting the emitterKeep render data around for faster re-renders and animation renders, at the cost of increased memory usageKeep root keys unmodifiedKeep sharp edges as computed for default custom normals, instead of setting a single weighted normal for each vertexKeep size of normals constant in relation to 3D viewKeep strip offset relative to the current frame when pastingKeep the brush anchored to the initial locationKeep the caps as they are and don't flatten them when erasingKeep the children nodes of the group and only delete the group itselfKeep the computed view map and avoid recalculating it if mesh geometry is unchangedKeep the current data-block displayedKeep the input links to duplicated nodesKeep the liquid objects visible during renderingKeep the modifier at the end of the listKeep the original incoming geometry and join it with the instance geometryKeep the original incoming geometry and join it with the scattered geometryKeep the part of the grids that is common between all operandsKeep the part of the mesh that is common between all operandsKeep the position of the last segment in the IK chain fixedKeep the smoke objects visible during renderingKeep the texture at a constant length regardless of the length of each strokeKeep the values of the active group while normalizing othersKeep the world transform of strokes from the clipboard unchangedKeep the zig-zag "noise" in initial chainingKeep triangulated faces resulting from decimation (collapse only)Keep verts assigned to at least one group when cleaningKeep volume opacity and detail the same regardless of object scaleKeeping the modifiers will increase polycount when returning to object modeKeeps the hue constantKelvinKernelKernel Data TypeKernel OptimizationKernel RadiusKernels can be optimized based on scene content. Optimized kernels are requested at the start of a render. If optimized kernels are not available, rendering will proceed using generic kernels until the optimized set is available in the cache. This can result in additional CPU usage for a brief time (tens of seconds)KerningKeyKeyKeyKey %dKey All BonesKey BlocksKey ColorKey ConfigKey ConfigurationKey ConfigurationsKey FrameKey MapKey Map ItemKey MapsKey angular velocityKey configuration that can be extended by add-ons, and is added to the active configuration when handling eventsKey locationKey location for a particle over timeKey location/rotation/scale as well as custom propertiesKey mapped to particular frame that can be moved to change playback speedKey maps configured as part of this configurationKey rotation quaternionKey velocityKey-BindingKey-Config PreferencesKeyConfig '%s' cannot be removedKeyConfigsKeyMap "%s" (base) must be a user keymapKeyMap "%s" (other) must be an add-on or active keymapKeyMap "%s" does not match "%s"KeyMap "%s" item not part of the keymapKeyMap '%s' not found in KeyConfig '%s'KeyMap ItemsKeyMap item result may be incorrect since an update is pending, call `context.window_manager.keyconfigs.update()` to ensure matches can be found.KeyMapItem '%s' not found in KeyMap '%s'KeyMaps are equalKeyPresetsKeyboardKeyedKeyed StatesKeyed TimingKeyed particles target is validKeyframeKeyframe AKeyframe Animation StripKeyframe BKeyframe BorderKeyframe Border SelectedKeyframe Insert NeededKeyframe Insert PieKeyframe IntervalKeyframe NumbersKeyframe PointsKeyframe Scale FactorKeyframe SelectedKeyframe SelectionKeyframe from the final transformations (with constraints applied)Keyframe not in F-CurveKeyframe pasting is not available for Grease Pencil or mask modeKeyframe pasting is not available for mask modeKeyframe to setKeyframedKeyframed TracksKeyframesKeyframes AfterKeyframes BeforeKeyframes around cursor that we zoom aroundKeyframes cannot be added to sampled F-CurvesKeyframingKeyframing SettingsKeyingKeying ScreenKeying SetKeying Set NameKeying Set PathKeying Set Paths to define settings that get keyframed togetherKeying Set defines specific paths/settings to be keyframed (i.e. is not reliant on context info)Keying Set does not contain any pathsKeying SetsKeying Sets AllKeying set '%s' - successfully added %d keyframesKeying set '%s' not foundKeying set could not be addedKeying set failed to insert any keyframesKeying set failed to remove any keyframesKeying set is active, which mayKeying set path could not be addedKeying set path could not be removedKeying set pathsKeying set paths could not be removedKeyingSetKeymapKeymap is defined by the userKeysKeys StepKhronos PBR NeutralKhronos PBR Neutral Image Encoding for sRGB DisplayKhronos PBR Neutral sRGBKill ParticlesKill collided particlesKilogramsKilohertzKilometersKilometers per hourKilowattsKinematicKinematic ConstraintKinetic Energy Potential MaximumKinkKink AmplitudeKink Amplitude FactorKink FrequencyKink Frequency FactorKink TypeKirschKiteKnot ModeKnown relative offset of original shot, will be subtracted (e.g. for panning shot, can be animated)Korean - 한국어Kr Derivative EpsilonKr derivative epsilon for computing suggestive contoursKuwaharaKyrgyz - Кыргыз тилиLIB: %s: '%s' is directly linked from '%s' (parent '%s'), but is a non-linkable data typeLIB: %s: '%s' missing from '%s', parent '%s'LIB: .blend file %s seems corrupted, no owner 'Library' data found for the linked data-block '%s'. Try saving the file again.LIB: .blend file %s seems corrupted, no owner 'Library' data found for the packed linked data-block %s. Try saving the file again.LIB: Data refers to main .blend file: '%s' from %sLIB: object lost from scene: '%s'LMBLZWLabelLabel Font SizeLabel SizeLabel reroute nodes based on the label of connected reroute nodesLabel to display for the socket subtype in the UILabel to display for the socket type in the UILacunarityLambda BorderLambda FactorLambda factorLambda factor in borderLambertian and Oren-Nayar diffuse reflectionLambertian diffuse transmissionLambertian emission shaderLampLand Personal SpaceLand Stick ForceLanding SmoothnessLandmarkLandmark ControlsLandmarksLanguageLanguage IDLanguage NameLanguage label (eg. "French (Français)")Language used for translationLanguagesLanguages to update in work repositoryLaplaceLaplacianLaplacian DeformLaplacian Deform ModifierLaplacian Smooth ModifierLaplacian smooth of selected verticesLaplacianDeformLaplacianSmoothLargeLargest to SmallestLastLast Action Slot IdentifierLast FrameLast QI value of the QI rangeLast frame from action to useLast frame of the Action to useLast frame of the action's timelineLast frame of the segmentLast frame to transferLast known location of the viewer pose (center between the eyes) in world spaceLast known rotation of the viewer pose (center between the eyes) in world spaceLast selected elementLast selected not foundLathe around an axis, treating the input mesh as a profileLatitude MinLatticeLatticeNewLattice DeformLattice ModifierLattice data-block defining a grid for deforming other objectsLattice data-blocksLattice deformation modifierLattice object to deform withLattice resolution in U directionLattice resolution in V directionLattice resolution in W directionLattice(s)LatticesLaunch Blender without --offline-modeLaunched with "--offline-mode", cannot be changedLayerLayer '%s' not found in object '%s'Layer AboveLayer BelowLayer CollectionLayer CountLayer GroupLayer Group is locked or not visibleLayer GroupsLayer IndexLayer MappingLayer ModeLayer ObjectsLayer OpacityLayer PassLayer SamplesLayer SelectionLayer StepLayer WeightLayer above activeLayer already addedLayer below activeLayer collectionLayer collection childrenLayer in multilayer imageLayer is already added as a maskLayer is locked or not visibleLayer is selected for editing in the Dope SheetLayer nameLayer not found in annotation dataLayer of the cache, used to load or override data from the first the first layerLayer of vertex colors in a Mesh data-blockLayer pass filterLayeredLayered RecordingLayersLayers TintingLayers as InstancesLayers for the FK controls to be onLayers for the optional IK controls to be onLayers for the primary controls to be onLayers for the secondary controls to be onLayers for the tweak controls to be onLayers included in the interpolationLayers of the cacheLayers used as boundariesLayers:%s | Frames:%s | Strokes:%s | Points:%sLayoutLayout panels can not be used in this contextLazy ConnectLazy Connect with Socket MenuLazy MixLazy Source!Lazy Target!LeadLeader key like functionality for accessing toolsLeadingLeaf VoxelsLeatherLeave as isLeave at current stateLeave orientation unchangedLeftLeft EyeLeft HandleLeft Handle FieldLeft Handle OffsetLeft Handle SelectedLeft Handle TypeLeft KeyLeft NeighborLeft OrthographicLeft PerspectiveLeft handle selection statusLeft singular vectorsLeft-bottom corner of search area in normalized coordinates relative to marker positionLeft/RightLeftward frame offset of the right handle from the end of the strip contentLegLegacy Add-onLegacy Add-onsLegacy BehaviorLegacy Compute Device TypeLegacy NoiseLegacy NormalLegacy OverwriteLegacy Target PathLegacy tracking constraint prone to twisting artifactsLegacy unique node type identifier, redundant with bl_idname propertyLegacy vertex color layers. Deprecated, use color attributes instead.Legal rights and conditions for the modelLengthLength AverageLength FactorLength ModeLength ModifierLength UnitLength WeightLength at rest positionLength in geometry spaceLength in ratio to the stroke's lengthLength of ALength of a dash cycle measured in stroke samplesLength of child pathsLength of displaying path, in framesLength of each curveLength of each curve to be rolledLength of each frameLength of each individual edgeLength of each segmentLength of edge in 3D spaceLength of first Bézier Handle (for B-Bones only)Length of newly added curves when it is not interpolated from other curvesLength of rays, defines how far away other faces give occlusion effectLength of reorder indices must be the same as the number of curvesLength of second Bézier Handle (for B-Bones only)Length of sizes must be the same as the selection sizeLength of the 1st dash for dashed linesLength of the 1st dash for splittingLength of the 1st gap for dashed linesLength of the 1st gap for splittingLength of the 2nd dash for dashed linesLength of the 2nd dash for splittingLength of the 2nd gap for dashed linesLength of the 2nd gap for splittingLength of the 3rd dash for dashed linesLength of the 3rd dash for splittingLength of the 3rd gap for dashed linesLength of the 3rd gap for splittingLength of the arcLength of the boneLength of the bone. Changing moves the tail end.Length of the depth added in the local Z direction along the curve, perpendicular to its normalsLength of the flare at the end of the braidLength of the generated hair curvesLength of the hairLength of the line's headLength of the line's tailLength of the strip in frames from left handle to right handleLength of the strip in frames, or the length of each strip if multiple are addedLength of the underlying strip source in frames, excluding handlesLength of tips to be removedLength to fit array withinLength to make selected keyframes' Bézier handlesLennard-JonesLennard-Jones effector weightLensLens DispersionLens DistortionLens UnitLens focal length (mm)LessLess ThanLess Than ModeLess Than or EqualLess than 90 limits the angle used in the tonal rangeLet smoke disappear over timeLet the driver determine this property's valueLet the emitter object orientation give the particle a starting velocityLet the mouse wrap around the view boundaries so mouse movements are not limited by the screen size (used by transform, dragging of UI controls, etc.)Let the object give the particle a starting velocityLet the surface normal give the particle a starting velocityLet the surface tangent give the particle a starting velocityLet the target particle give the particle a starting velocityLet the text overflow outside the text boxesLet the vector away from the target particle's location give the particle a starting velocityLevelLevel EndLevel SetLevel StartLevel of detail in the added turbulent noiseLevel of smoothing on the roll path to include shape variationLevel of subdivisionLevel set representation of the fluidLevel set representation of the inflowLevel set representation of the obstaclesLevel set representation of the outflowLevelsLevels ViewportLib Reload: Replacing all references to old data-block '%s' by reloaded one failed, old one (%d remaining users) had to be kept and was renamed to '%s'LibrariesLibraryLibrary "%s" needs overrides resyncLibrary '%s' ('%s') is an archive storage for packed data, but has no real library parent.Library '%s' appears corrupted, it contains invalid ID names. This may cause missing linked data.Library '%s' was created by a future version of Blender and contains ID names longer than currently supported. This may cause missing linked data, consider opening and re-saving that library with the current Blender version.Library '%s', '%s' had multiple instances, save and reload!Library (Object Data)Library (blendfile) reference in a BlendImportContext data. Currently only exposed as read-only data for the pre/post blendimport handlersLibrary BrowserLibrary EditableLibrary ID %s in library %s, this should not happen!Library ID %s not found at expected path %s!Library ID representing the blendfile from which the ID was imported. None until the ID has been linked or appendedLibrary NameLibrary OperationLibrary OverridableLibrary Overridden IDLibrary OverrideLibrary Override OperationLibrary Override Troubleshoot OperationLibrary Override View ModeLibrary OverridesLibrary Overrides Need resyncLibrary PathLibrary Weak ReferenceLibrary data-blocksLibrary database with null library data-block pointer!Library file the data-block is linked fromLibrary file, loading empty sceneLibrary override ID used as root of the override hierarchy this ID is a member ofLibrary override dataLibrary override data-blocks only support Disk Cache storageLibrary override of linked data-block, click to make fully local, Shift + Click to clear the library override and toggle if it can be editedLibrary override templates have been removed: removing all override data from the data-block '%s'Library path '%s' does not exist, correct this before savingLibrary path '%s' is now valid, please reload the libraryLibrary path is not editable, use the Relocate operationLibrary to reloadLibrary to relocateLicenseLicensed under the GNU General Public LicenseLifeLife TimeLife Time FactorLife span of the particlesLifetimeLifetime RandomnessLifetime of the wave in frames, zero means infiniteLiftLift ForceLift/Gamma/GainLightLightAreaLightAutoLightBackLightEmission SamplingLightFrontLightFront and BackLightLightLightLightProbeLightMatCapLightNewLightNoneLightPlaneLightPointLightPowerLightSphereLightSpotLightStrengthLightStudioLightSunLightTypeLightUse TemperatureLightVolumeLightWorldLight AdaptationLight Angle: %.3fLight ColorsLight ContourLight DirectionLight FalloffLight GroupLight GroupsLight Intensity ScaleLight LinkingLight Linking SpecialsLight Linking for %sLight ObjectLight OutputLight PathLight PathsLight Power: %.3fLight ProbeLight Probe VolumeLight Probe Volume Backface CullingLight Probe data-block for lighting capture objectsLight Probe data-blocksLight Probe(s)Light ProbesLight Probes Volume PoolLight Radius: %.3fLight ReferenceLight Sampling ThresholdLight Size X: %.3fLight Size Y: %.3fLight Size: %.3fLight ThresholdLight TreeLight TypeLight colorLight color temperature in KelvinLight data-block for lighting a sceneLight data-blocksLight energy emitted over the entire area of the light in all directions, in units of radiant power (W)Light link selected blockers to the active emitter objectLight link selected receivers to the active emitter objectLight linking settingsLight linking settings of objects and children collections of a collectionLight linking settings of the collectionLight linking settings of the collection objectLight or shadow receiving state of the object or collectionLight probe that captures incoming light from a single direction on a planeLight probe that captures low frequency lighting inside a volumeLight probe that captures precise lighting from all directions at a single point in spaceLight scattering distribution on rough surfaceLight size for ray shadow sampling (Raytraced shadows)Light strength before applying falloff modificationLight used for Studio lighting in solid shading modeLight(s)LightProbeLightProbeNewLightenLighten ModeLighter pressure causes more smoothing to be appliedLightgroupLightgroup SyncLightgroup that the object belongs toLightgroup that the world belongs toLightingLighting Method for Solid/Texture Viewport ShadingLighting ModeLighting for a World data-blockLightnessLightness:LightsLights affect Grease Pencil objectLights used to display objects in solid draw modeLights used to display objects in solid shading modeLimb SegmentsLimb TypeLimbNodeLimestone (Broken)Limestone (Solid)LimitLimit DistanceLimit Distance ConstraintLimit F-ModifierLimit Frame RangeLimit LocationLimit Location ConstraintLimit MethodLimit ModeLimit RadiusLimit RotationLimit Rotation ConstraintLimit ScaleLimit SizeLimit Size ConstraintLimit StrengthLimit SurfaceLimit View to ContentsLimit XLimit YLimit ZLimit below which to merge verticesLimit brush application to the distance specified by spacingLimit by a single channelLimit by the average of the other two channelsLimit colliders to this CollectionLimit colliders to this collectionLimit deform weights associated with a vertex to a specified number by removing lowest weightsLimit distance in normalized coordinatesLimit effectors to this collectionLimit fluid objects to this collectionLimit for snap middle vertices to the axis centerLimit forces to this collectionLimit maximum number of lightsLimit maximum steepness of wave slope between simulation points (use higher values for smoother waves at expense of reduced detail)Limit merging geometryLimit movement around the X axisLimit movement around the Y axisLimit movement around the Z axisLimit movement to viewer's initial directionLimit rotation around X axisLimit rotation around Y axisLimit rotation around Z axisLimit speed of tracking to make visual feedback easier (this does not affect the tracking quality)Limit texture size to 1024 pixelsLimit texture size to 128 pixelsLimit texture size to 2048 pixelsLimit texture size to 256 pixelsLimit texture size to 4096 pixelsLimit texture size to 512 pixelsLimit texture size to 8192 pixelsLimit texture size used by final renderingLimit texture size used by viewport renderingLimit the amount of automatic scalingLimit the display of curve handles in Edit ModeLimit the distance from target objectLimit the distance from the offset plane that a vertex can be affectedLimit the distance used for projection (zero disables)Limit the location of the constrained objectLimit the maximum value of the radius in order to avoid overlapping filletsLimit the number of simultaneous internet connections online operations may make at once. Zero disables the limit.Limit the render time (excluding synchronization time). Zero disables the limitLimit the resolution at 1 unit from the light origin instead of relative to the shadowed pixelLimit the rotation of the constrained objectLimit the scaling of the constrained objectLimit the texture size to save graphics memoryLimit the time/value ranges of the modified F-CurveLimit timeline height to maximum used channel slotLimit toLimit to Frame RangeLimit to Playback RangeLimit to SegmentLimit to ViewportLimit to select color for glow effectLimit translation on X axisLimit translation on Y axisLimit translation on Z axisLimited Global IlluminationLimiterLimiting strategy to prevent numerical artifactsLimitsLimits the Property Value slider to a range, values outside the range must be inputted numericallyLin errorLineLine ArtLine Art ModifierLine Art SettingsLine Art settings for materialLine Art settings for the objectLine Art stroke source typeLine BeginLine BreakLine ColorLine Color AlphaLine Color BlueLine Color GreenLine Color RedLine EndLine ErrorLine InfoLine InputLine NumbersLine Numbers BackgroundLine OutputLine PriorityLine RadiusLine SampleLine Set CollectionLine Set NameLine SetsLine SpacingLine StyleLine Style Alpha ModifierLine Style Color ModifierLine Style Geometry ModifierLine Style ModifierLine Style OutputLine Style Thickness ModifierLine Style data-blocksLine StylesLine ThicknessLine Thickness ModeLine TypeLine WidthLine angle where the image should be splitLine color used for Freestyle line renderingLine number to jump toLine of text in a Text data-blockLine position where the image should be splitLine set '%s' could not be removedLine set for associating lines and style parametersLine set nameLine sets for associating lines and style parametersLine style settingsLine thickness based on random noiseLine thickness based on the angle between two adjacent facesLine thickness based on the radial curvature of 3D mesh surfacesLine thickness for motion pathLine thickness in pixelsLine thickness mode for Freestyle line drawingLine to jump toLineSetLineSet %iLineStyleLineStyle Texture SlotLinearLinear 3D CurvesLinear AP0 with ACES white pointLinear AP1 with ACES white pointLinear BT.2020 with illuminant D65 white pointLinear BT.709 with illuminant D65 white pointLinear CIE-XYZ D65Linear CIE-XYZ ELinear ClampedLinear DCI-P3 D65Linear DCI-P3 with illuminant D65 white pointLinear DampingLinear DragLinear E-Gamut with illuminant D65 white pointLinear ExtrapolationLinear FilmLight E-GamutLinear GizmoLinear GradientLinear InterpolationLinear LightLinear Light ModeLinear ModifiersLinear MotorLinear Rec.2020Linear Rec.709Linear Velocity Deactivation ThresholdLinear Velocity below which simulation stops simulating objectLinear distance modelLinear distance model with clampingLinear falloffLinear interpolationLinear interpolation between From Min and From Max valuesLinear interpolation between keyframesLinear presetLinear viscosityLinearly blend the smooth data to the border frames of the selectionLinearly scale along Z axis of the modifier spaceLineartLinesLines OnlyLines of textLineset SpecialsLinkLink Active to SelectedLink Active to Selected (Don't Replace Links)Link Active to Selected (Don't Replace Links, Node Names)Link Active to Selected (Don't Replace Links, Output Names)Link Active to Selected (Menu)Link Active to Selected (Replace Links)Link Active to Selected (Replace Links, Node Names)Link Active to Selected (Replace Links, Output Names)Link Animation DataLink CollectionsLink Fonts to TextLink Instance CollectionLink LimitLink MaterialsLink Materials ToLink Object DataLink Operation IndexLink StateLink active node to selected nodes basing on various criteriaLink after collectionLink all to boneLink all to objectLink before collectionLink between collectionsLink between nodes in a node treeLink from a Library .blend fileLink from this outputLink in the collections from the current scene (shallow copy)Link inside collectionLink is hidden due to invisible socketsLink is muted and can be ignoredLink is validLink material to object or the object's dataLink node to the group or node tree outputLink objects to a collectionLink objects to a new collectionLink operation index out of rangeLink operation to execute on the context socketLink selected collections to active sceneLink selected strips together for simplified group selectionLink selection to another sceneLink target: {}Link the objects or data-blocks rather than appendingLink to CollectionLink to Collection RecursiveLink to New CollectionLink to Output NodeLink to Viewer NodeLink to viewer nodeLink {}Link/Transfer DataLinkedLinked CopyLinked DataLinked Data-blocksLinked HandleLinked ID Session UIDLinked ID used as reference by this overrideLinked PackedLinked TimeLinked actions will be duplicated for each selected strip.Linked bone collections are not editableLinked data-blocks cannot be renamedLinked data-blocks do not allow editing cachesLinked object baking requires Disk Cache to be enabledLinked or library override data-blocks do not allow adding or removing cachesLinking or appending from a very old .blend file format (%d.%d), no animation conversion will be done! You may want to re-save your lib file with current BlenderLinksLinks can only go into a zone but not outLiquidLiquid DomainLiquid Domain MaterialListList .blend files' contentList ItemList Item ColorsList LengthList NameList all sub-directories' content, one level of recursionList all sub-directories' content, three levels of recursionList all sub-directories' content, two levels of recursionList all the operators in a text-block, useful for scriptingList objects under the mouse (object mode only)List of AOVsList of LightgroupsList of Mask LayersList of Masking LayersList of all bone collections of the armatureList of alpha transparency modifiersList of background imagesList of chained animation segmentsList of gizmos in the Gizmo MapList of grids and metadata are loaded in memoryList of groups of bones for easy selectionList of libraries to search and import that ID from. The ID will be imported from the first file in that list that contains itList of line color modifiersList of line thickness modifiersList of object and material crypto IDs to include in matteList of overridden propertiesList of overriding operations for a propertyList of stroke geometry modifiersLists committers to Blender's source codeLithuanian - LietuviškaiLive EditLive UnwrapLive filtering stringLive search filtering stringLoadLoad Factory "{}" Preferences.Load Factory "{}" Startup File and PreferencesLoad Factory Blender PreferencesLoad Factory Default Startup File and PreferencesLoad Factory {:s} PreferencesLoad OptiX module in debug mode: lower logging verbosity level, enable validations, and lower optimization levelLoad UILoad a BVH motion capture fileLoad a FBX fileLoad a SVG fileLoad a Wavefront OBJ sceneLoad a cache fileLoad a glTF 2.0 fileLoad a new font from a fileLoad a presetLoad a sequence of frames or a movie fileLoad a sound fileLoad a sound file as monoLoad an Alembic archiveLoad and apply a Blender XML theme fileLoad factory default preferences. To make changes to preferences permanent, use "Save Preferences"Load factory default startup file and preferences. To make changes permanent, use "Save Startup File" and "Save Preferences"Load last saved preferencesLoad online manualLoad sound with the movieLoad the default ('factory startup') blend file. This is independent of the normal start-up file that the user can saveLoad translations' settings from a persistent JSON fileLoad user interface setup from the .blend fileLoad user interface setup in the .blend fileLoad user interface setup when loading .blend filesLoaded a pre-2.50 blend file, animation data has not been loaded. Open & save the file with Blender v4.5 to convert animation data.Loading "%s" failed: Loading Asset LibrariesLoading export settings failed. Removed corrupted settingsLoading failed: Loading previews...Loading textures ({} remaining)Loading...LocalLocal +X TangentLocal +Z TangentLocal -X TangentLocal -Z TangentLocal CameraLocal CollectionsLocal Data-blocksLocal LocationLocal MatrixLocal PoseLocal SpaceLocal Space (Owner Orientation)Local Up/DownLocal ViewLocal With ParentLocal rotation of the gizmo. Only used if the local transforms are used in the 3D viewLocal space unit length custom normal vectors of the face corners of this triangleLocal space unit length normal vector for this faceLocal space unit length normal vector for this triangleLocal space unit length tangent vector of this vertex for this face (must be computed beforehand using calc_tangents)Local transformation matrix of the layerLocale code: ab. Translation progress: 0%Locale code: ar_EG. Translation progress: 23%Locale code: be. Translation progress: 0%Locale code: bg_BG. Translation progress: 1%Locale code: ca_AD. Translation progress: 100%Locale code: cs_CZ. Translation progress: 27%Locale code: da. Translation progress: 3%Locale code: de_DE. Translation progress: 37%Locale code: el_GR. Translation progress: 1%Locale code: en_GB. Translation progress: 99%Locale code: en_US. Translation progress: 100%Locale code: eo. Translation progress: 0%Locale code: es. Translation progress: 100%Locale code: eu_EU. Translation progress: 1%Locale code: fa_IR. Translation progress: 3%Locale code: fi_FI. Translation progress: 11%Locale code: he_IL. Translation progress: 2%Locale code: hi_IN. Translation progress: 4%Locale code: hu_HU. Translation progress: 11%Locale code: id_ID. Translation progress: 21%Locale code: it_IT. Translation progress: 44%Locale code: ka. Translation progress: 100%Locale code: ko_KR. Translation progress: 98%Locale code: ky_KG. Translation progress: 2%Locale code: lt. Translation progress: 3%Locale code: ml. Translation progress: 0%Locale code: nb. Translation progress: 4%Locale code: nl_NL. Translation progress: 8%Locale code: pl_PL. Translation progress: 100%Locale code: pt_BR. Translation progress: 43%Locale code: pt_PT. Translation progress: 78%Locale code: ro_RO. Translation progress: 2%Locale code: ru_RU. Translation progress: 100%Locale code: sk_SK. Translation progress: 100%Locale code: sl. Translation progress: 51%Locale code: sr_RS. Translation progress: 16%Locale code: sr_RS@latin. Translation progress: 16%Locale code: sw. Translation progress: 72%Locale code: ta. Translation progress: 100%Locale code: th_TH. Translation progress: 5%Locale code: tr_TR. Translation progress: 78%Locale code: uk_UA. Translation progress: 57%Locale code: ur. Translation progress: 86%Locale code: vi_VN. Translation progress: 93%Locale code: zh_HANS. Translation progress: 100%Locale code: zh_HANT. Translation progress: 62%Localize AllLocalize all appended data, including those indirectly linked from other librariesLocationLocation & RotationLocation & ScaleLocation (Object Space)Location AxisLocation InfluenceLocation Mix ModeLocation XLocation YLocation ZLocation for adding new nodesLocation for the newly added objectLocation of center of massLocation of custom proxy fileLocation of head end of the boneLocation of head end of the bone relative to armatureLocation of head end of the bone relative to its parentLocation of head of the channel's boneLocation of marker on frameLocation of new primitiveLocation of tail end of the boneLocation of tail end of the bone relative to armatureLocation of tail end of the bone relative to its parentLocation of tail of the channel's boneLocation of target that object will not pass throughLocation of the action's corresponding controller aim in world spaceLocation of the extension to installLocation of the hair key in its local coordinate system, relative to the emitting faceLocation of the hair key in object spaceLocation of the node in the entire canvasLocation of the node within its parent frameLocation of the objectLocation of the textLocation of this character in the text data (only for text curves)Location of vertex in area spaceLocation of vertex in normalized spaceLocation offset to apply to base pose when determining viewer locationLocation on disk where the bake data is storedLocation onlyLocation to DeltasLocation to add new vertex atLocation to align islands onLocation to store the proxy filesLocation, Rotation & ScaleLocation, Rotation, Scale & Custom PropertiesLocation:LocationsLockLock ActiveLock AdjustLock AxisLock BordersLock Camera to ViewLock DirectionLock Direction (Alt)Lock ElevationLock Elevation (Alt)Lock EndsLock FrameLock Frame SelectionLock HorizonLock Horizon forces the horizon to be kept leveled as it currently isLock IK XLock InterfaceLock LocationLock MarkersLock Mesh Border VerticesLock MethodLock Object ModesLock OrderLock Pinned IslandsLock Polygon NormalsLock RootsLock RotationLock Rotation (4D Angle)Lock Rotation When ScalingLock Rotations (4D)Lock ScaleLock ShapeLock TipsLock Track ConstraintLock Up OrientationLock ValueLock XLock X PosLock X RotationLock YLock Y PosLock Y RotationLock ZLock Z PosLock Z RotationLock action to executeLock action to execute on vertex groupsLock all Grease Pencil layers to prevent them from being accidentally modifiedLock all Grease Pencil materials to prevent them from being accidentally modifiedLock all shape keysLock all shape keys of the active objectLock all vertex groupsLock all vertex groups of the active objectLock and hide any material not usedLock any material not used in any selected strokeLock border vertices during simplification to avoid gaps on connected meshesLock channelLock current frame displayed by layerLock curves view to time cursor during playback and trackingLock editing of 'angle' component of four-component rotations when transformingLock editing of four component rotations by components (instead of as Eulers)Lock editing of location when transformingLock editing of rotation when transformingLock editing of scale when transformingLock interface during rendering in favor of giving more memory to the rendererLock motion to the reconstructed camera movementLock motion to the reconstructed object movementLock motion to the target motion trackLock motion to the target pathLock not held!Lock repositories - to test lockingLock rotation to the axis between the curve endsLock selected and unlock unselected vertex groups of the active objectLock selected tracksLock selected vertex groups of the active objectLock strip so that it cannot be transformedLock strips so they cannot be transformedLock the order of shown items (user cannot change it)Lock the position of root pointsLock the position of the vertices in the simulation falloff area to avoid artifacts and create a softer transition with unaffected areasLock the view to the active object/boneLock tip position when smoothingLock to BoneLock to CursorLock to ObjectLock to SelectionLock to Time CursorLock unselected vertex groups of the active objectLock view rotation of side views to Top/Front/RightLock viewport to selected markers during playbackLock-RelativeLock/MuteLock/Unlock all layersLock/unlock selected tracksLockedLocked AxisLocked InfluenceLocked MarkerLocked TrackLocked Track ConstraintLocked TracksLocked {:d} repo(s)LocksLogLog Encoding with Chroma inset and rotation of primaries, and with 25 Stops of Dynamic RangeLog LevelLog based filmic shaper with 16.5 stops of latitude, and 25 stops of dynamic rangeLog conversion gammaLog conversion reference blackpointLog conversion reference whitepointLog of operations, warnings and error messagesLog the channel list info in the terminal. This operator is only available in debug builds of BlenderLogarithm A base BLogarithm ModeLogarithmic DissolveLogical ANDLogical ORLong HairLong KeyLong Key SelectedLong ListLongestLongest DiagonalLongitude MinLookLook AheadLook AtLook up the most appropriate tool for the given brush type and activate thatLook up the transformation matrix from an external fileLook up transformation from an external fileLoopLoop ColorsLoop CountLoop CutLoop PairsLoop SlideLoop StartLoop TotalLoop TrianglesLoop and InvertLoop back and forthLoop back and forth starting in reverseLoop cut does not work well on deformed edit mesh displayLoop in a Mesh data-blockLoop in parentsLoop the animation playbackLoopsLoops are not connected by wire/boundary edgesLoops of the mesh (face corners)Loops on each side of the profileLooseLoose As ContourLoose EdgesLoose Edges As ContourLoose PointsLoose edges will have contour typeLosslessLossless OutputLossless compression based on high throughput JPEG 2000 encoding. It produces smaller files, but it is new and not widely supported by other software yet.Lossless run length encoding compressionLossless wavelet compression, effective for noisy/grainy imagesLossless zip compression of 16 row image blocksLossless zip compression, each image row compressed separatelyLossy compression for 16 bit float images, at fixed 2.3:1 ratioLossy compression for 32 bit float images (stores 24 bits of each float)LowLow ColorLow ContrastLow QualityLow Resolution MeshLow frequency contrast using an unsharp maskLowerLower (inclusive) bound for a vertex's weight to be added to the vgroupLower BoundLower CaseLower ConcavityLower LeftLower MemoryLower RightLower X Angle LimitLower X LimitLower X angle boundLower Y Angle LimitLower Y LimitLower Y angle boundLower Z Angle LimitLower Z LimitLower Z angle boundLower bound for timestep in second in case of automatic substepsLower bound of envelope at this control-pointLower bound of the highlighting rangeLower bound of the input range the mapping is appliedLower clamping threshold for marking fluid cells as wave crests (lower value results in more marked cells)Lower clamping threshold for marking fluid cells where air is trapped (lower value results in more marked cells)Lower clamping threshold that indicates the fluid speed where cells start to emit particles (lower values result in generally more particles)Lower distance from Reference Value for 1:1 default influenceLower for more projection groups, higher for less distortionLower half of the texture is for tips of the strokeLower limit of X axis rotationLower limit of X axis translationLower limit of Y axis rotationLower limit of Y axis translationLower limit of Z axis rotationLower limit of Z axis translationLower limit of the tilt away from the +Z directionLower mesh concavity bound (high values tend to smoothen and fill out concave regions)Lower or upper caseLower values give a smoother curveLower values will reduce background bleeding onto foreground elementsLower/Upper limits for deformLowestLowest FrequencyLowest QualityLowest X value to allowLowest Y value to allowLowest Z value to allowLowest corner of the parallax bounding boxLowest possible particle lifetimeLumaLuma WaveformLuminanceLuminance ChannelLuminance KeyLuminance NoiseMAC GridMB4MB5MB6MB7MDDMFTMKVMMBMMB ActionMP2MP3MPEG-1MPEG-1 Audio Layer IIMPEG-2MPEG-2 Audio Layer IIIMPEG-4MPEG-4 (divx)MPlayerMacCormackMacCormack scheme with implicit diffusion control. Reduces numerical dissipation while maintaining stabilityMagicMagic TextureMagneticMagnetic effector weightMagnifyMagnitudeMagnitude of AMainMain 1 to 0 keys act as the numpad ones (useful for laptops)Main ActionsMain AnnotationsMain ArmaturesMain AxisMain BrushesMain Cache FilesMain CamerasMain CollectionsMain CurvesMain FontsMain GeometryMain Grease PencilsMain Hair CurvesMain ImagesMain ItemsMain LatticesMain LibrariesMain Light ProbesMain LightsMain Line StylesMain MasksMain MaterialsMain MeshesMain MetaballsMain Movie ClipsMain Node TreesMain ObjectsMain Paint CurvesMain PalettesMain Particle SettingsMain Point CloudsMain ScenesMain ScreensMain SoundsMain SpeakersMain TextsMain TexturesMain VolumesMain Window ManagersMain WorkspacesMain WorldsMain axis of movementMain basic settingsMain data structure representing a .blend file and all its data-blocksMain direction of the waves when they are (partially) alignedMaintain VolumeMaintain Volume ConstraintMaintain a constant volume along a single scaling axisMaintain parent child relationshipsMaintain speed, flight level or wanderMaintain symmetry on an axisMaintain the object's volume as it stretchesMaintain the original pitch of the audio when changing playback speedMaintain the relative weights for the groupMaintain thickness by adjusting for sharp corners (slow, disable when not needed)Maintained by community developersMaintainerMajor Grid LinesMajor RadiusMajor SegmentsMajor/MinorMajorantMajorant transmittance of the volumeMajorityMakeMake Cyclic (F-Modifier)Make Data Single UserMake HolesMake InternalMake LocalMake Sculpt Mode tools deform the base mesh while previewing the displacement of higher subdivision levelsMake Selected Objects Single-UserMake Selected Strips Single-UserMake SingleMake Single UserMake UniformMake UniqueMake a copy of all selected keyframesMake a copy of all selected keyframes and move themMake a copy of the active Grease Pencil frame(s)Make a copy of the active Grease Pencil layerMake a copy of the active Grease Pencil layer to selected objectMake a copy of the active vertex groupMake a full copy of the current sceneMake a link between selected output and input socketsMake a link from one socket to anotherMake a spline cyclic by clicking endpointsMake active curve closed/open loopMake active spline closed/open loopMake active text file internalMake all affected normals parallelMake all paths to external files absoluteMake all paths to external files relative to current .blendMake all users of selected data-blocks to use instead a new chosen oneMake all users of selected data-blocks to use instead current (clicked) oneMake an extra IK hand control pivoting around the tip of the handMake an image from biggest 3D view for reprojectionMake annotations on the active dataMake any edits to any catalogs permanent by writing the current set up to the asset libraryMake border edges between the caps and the tube shape smooth instead of sharpMake box select pass through to sequence slide when the cursor is hovering on a stripMake channels grouped under this channel visibleMake copies of node groups when duplicating nodes in the node editorMake copies of selected elements and move themMake copies of the selected Grease Pencil strokes and move themMake copies of the selected bones within the same armatureMake copies of the selected bones within the same armature and move themMake copies of the selected metaball elements and move themMake curve path children rotate along the pathMake cut even if strip is not selected preserving selection state after cutMake data single-user, apply modifier, and remove it from the list.Make edges 'sail'Make face and vertex normals point either outside or inside the meshMake faces use the minimal vertex weight assigned to their vertices (ensures new faces remain parallel to their original ones, slow, disable when not needed)Make group from selected nodesMake hairs less puffyMake hairs longerMake hairs longer or shorterMake hairs more puffyMake hairs shorterMake hairs stand upMake image transparent outside of radiusMake instanced objects attached to this object realMake instancer visible in the viewportMake instancer visible when renderingMake internalMake library linked data-blocks local to this fileMake linked action local to each stripMake linked data local to each objectMake materials local to each data-blockMake module file internal after loadingMake more room for large scenes to fit by distributing memory across interconnected devices (e.g. via NVLink) rather than duplicating itMake object animation data local to each objectMake object data (mesh, curve etc.) animation data local to each objectMake only active layer visible/editableMake paths of used library blendfiles relative to current blendfileMake previously hidden curves visible again in Graph Editor viewMake selected hair the same lengthMake selected objects appear in NLA Editor by adding Animation DataMake selected objects explodeMake selected objects liquidMake shape keys relative, otherwise play through shapes as a sequence using the evaluation timeMake simulation respect deformations in the base meshMake single user object dataMake single user objectsMake skin radii of selected vertices equal on each axisMake sure active color will be exported first. Could be important since some other software can discard other color attributes besides the first oneMake target the 'detachable' parent of ownerMake text file internal after loadingMake text internalMake text internal (separate copy)Make the HDR rotation fixed and not follow the cameraMake the active boolean socket a toggle for its parent panelMake the control bone a mechanism bone invisible to the user and only affected by constraintsMake the current file the default startup fileMake the current pose more similar to its breakdown poseMake the current pose more similar to, or further away from, the rest poseMake the current preferences defaultMake the edge loop match the shape of the adjacent edge loopMake the image render behind all objectsMake the layer display in front of objectsMake the lighting fixed and not follow the cameraMake the object display in front of othersMake the object track another object, using various methods/constraintsMake the object's data single user if neededMake the panel toggle a stand-alone socketMake the storage of a volume grid more efficient by collapsing data into tiles or inner nodesMake the surface thickMake the values of the selected keyframes' handles the same as their respective keyframesMake this Blender version open blend files for all users. Requires elevated privileges.Make this a node-based textureMake this brush to smudge existing paint as it movesMake this collection activeMake this curve or surface a closed loop in the U directionMake this nurbs curve or surface act like a Bézier spline in the U directionMake this nurbs curve or surface meet the endpoints in the U directionMake this nurbs surface act like a Bézier spline in the V directionMake this nurbs surface meet the endpoints in the V directionMake this shape key the new basis key, effectively applying it to the mesh. Note that this applies the shape key at its 100% valueMake this spline a closed loopMake this spline filledMake this surface a closed loop in the V directionMake widgets for left and right side bones linked duplicates with negative X scale for the right side, based on bone name symmetryMakes path guiding deterministic which means renderings will be reproducible with the same pixel values every time. This feature slows down trainingMalayalam - മലയാളംManageManage UI translationsManage Unused DataManage add-ons installed via ExtensionsManage assets in the current file and access linked asset librariesMandatoryManeuver to avoid collisions with other boids and deflector objects in near futureManhattanManhattan distanceManifest validation failed: {:s}ManifoldManipulate both stroke and fill texture coordinatesManipulate how light intensity decreases over distance. Typically used for non-physically-based effects; in reality light always falls off quadraticallyManipulate objects in a 3D environmentManipulate only fill texture coordinatesManipulate only stroke texture coordinatesManualManual CalibrationManual DetailManual Frame RangeManual OrientationManual RangeManual ScaleManual Squash & StretchManual adjustManually Create LaterManually Create Later (Single)Manually add ORG, MCH or DEF as needed.Manually determine the number of threadsManually determined frame rangeManually set grid divisionsManually set handle with rotation locked together with its pairManually set the path for extensions to be stored. When disabled a user's extensions directory is created.Manually set the resolution of the sampling map, higher values are slower and require more memory but reduce noiseManually specify the intended playback frame range for the action (this range is used by some tools, but does not affect animation evaluation)MapMap FromMap RangeMap ResolutionMap TaperMap ToMap To X FromMap To Y FromMap To Z FromMap TypeMap UVMap UVs taking aspect ratio of the image associated with the material into accountMap UVs taking vertex position after Subdivision Surface modifier has been appliedMap UVs to the camera region taking resolution and aspect into accountMap X and Y coordinates directlyMap a texture using UV coordinates, to apply a texture to objects in compositingMap all values below 0.5 to 0.0, and all others to 1.0Map an action to the transform axes of a boneMap an input float to a curve and outputs a float valueMap effect of the taper object to the beveled part of the curveMap input vector components with curvesMap one set of colors to another in order to approximate the appearance of high dynamic rangeMap tablet pressure to curve radiusMap the geometry factor to the length of a segment and to the number of subdivisions of a segmentMap the geometry factor to the length of a splineMap the geometry factor to the number of subdivisions of a spline (U resolution)Map the texture intensity to the color ramp. Note that the alpha value is used for image textures, enable "Calculate Alpha" for images without an alpha channel.Map transformations of the target to the objectMap using the normal vectorMap values to 0 to 1 range, based on the minimum and maximum pixel valuesMap values to colors with the use of a gradientMap with Z as central axisMappingMapping CurveMapping StartMapping TypeMapping XMapping from the target geometry to hit pointsMarbleMarble (Broken)Marble (Solid)Marble TextureMarginMargin ColumnMargin MethodMargin TypeMargin added around fluid to minimize boundary interferenceMargin for the camera space cullingMargin to reduce bleed from adjacent islandsMargin to take into account when fixing UV seams during painting. Higher number would improve seam-fixes for mipmaps, but decreases performance.MarkMark LooseMark RootMark SeamsMark Seams along beveled edgesMark SharpMark actions with no F-Curves for deletion after save and reload of file preserving "action libraries"Mark beveled edges as sharpMark boundary edges as seamsMark boundary edges as sharpMark keyframes where the key value flow changes direction, based on comparison with adjacent keysMark selected UV edges as seamsMark selected vertices as looseMark selected vertices as rootsMark/clear selected vertices as looseMarkerMarker %.2f offset %sMarker %d offset %sMarker DisplayMarker NameMarker NamesMarker OutlineMarker SelectedMarker SettingsMarker for noting points in the timelineMarker is disabled at current frameMarker is enabled at current frameMarker offset %sMarker position at frame in normalized coordinatesMarker selection stateMarkersMarkers are lockedMarkers specific to this action, for labeling posesMarkers used in all timelines for the current sceneMaskMaskDrawMaskEvenMaskFeather OffsetMaskFillMaskMask ToolMaskNewMaskSmoothMask BorderMask ColorMask DisplayMask EditMask ID used as mask input for the modifierMask InputMask LayerMask LayersMask MappingMask ModifierMask Node SocketMask Node Socket InterfaceMask Non-Group VerticesMask ParentMask Pressure ModeMask SettingsMask Shrink/FattenMask Spline PointMask Spline PointsMask Spline UW PointMask SplinesMask Stencil DimensionsMask Stencil PositionMask StripMask TextureMask Texture OpacityMask Texture Overlay AlphaMask Texture SlotMask TimeMask To SDFMask ToolsMask UV Loop LayerMask UV Loop Layer IndexMask UV loop layer indexMask ValueMask Vertex GroupMask active layer with layer above or belowMask animation is in sync with scene frameMask animation is offset to start of stripMask bits to match from Collection Line Art settingsMask bits to match from Material Line Art settingsMask collection in the active view layerMask data-block defining mask for compositingMask displayed and edited in this spaceMask for which curves are eligible to be selected as guidesMask layer '%s' does not contain spline givenMask layer '%s' not found in mask '%s'Mask layer nameMask layer not found for given splineMask level to use when mode is 'Value'; zero means no masking and one is fully maskedMask modifier for sequence stripMask modifier to hide parts of the meshMask not foundMask only contiguous color areasMask out objects in collection from view layerMask out objects in collection from view layer • Ctrl to isolate collection • Shift to set inside collectionsMask overlay opacity is currently set to 0Mask painting according to mesh geometry cavityMask socket of a nodeMask splineMask that this strip usesMask to blend overall effectMask to multiply the density byMask to one side of a line defined by the cursorMask within a rectangle defined by the cursorMask within a shape defined by the cursorMaskLayerMaskingMasking TexMasking textureMasking vertex group nameMasksMasks data-blocksMassMass UnitMass Vertex GroupMass from SizeMass of each simulation particleMass of the particlesMasterMaster ControlMatCapMatCapsMatchMatch CaseMatch IndicesMatch IntersectionMatch MasksMatch OutputMatch Point DensityMatch ReferenceMatch StringMatch TypeMatch absolute/relative setting with input pathMatch moving settingsMatch normals of new faces to adjacent facesMatch output vertex group based on nameMatch paths against this valueMatch real world lights with IES files, which store the directional intensity distribution of light sourcesMatch target data layers to affect by nameMatch target data layers to affect by order (indices)Match texture space to object's bounding boxMatch the beginning of vertex group names from mesh objects, match all when left emptyMatch the camera to 1:1 to the render outputMatch the surface normalMatch-moving camera data for trackingMatch-moving data for trackingMatch-moving dopesheet dataMatch-moving marker data for trackingMatch-moving object tracking and reconstruction dataMatch-moving plane marker data for trackingMatch-moving plane track data for trackingMatch-moving reconstructed camera data from trackerMatch-moving reconstruction data from trackerMatch-moving track data for trackingMatching light typesMaterialMaterialAlpha BlendMaterialAlpha ClipMaterialAlpha HashedMaterialBlend ModeMaterialClothMaterialCubeMaterialFlatMaterialFluidMaterialHairMaterialNewMaterialOpaqueMaterialPreview Render TypeMaterialShader BallMaterialSphereMaterialThicknessMaterial %s could not be converted because of different Blend Mode and Shadow Mode (need manual adjustment)Material %s could not be converted because of non-trivial alpha blending (need manual adjustment)Material '%s' could not be foundMaterial AttributeMaterial BordersMaterial BoundariesMaterial BoundaryMaterial GroupsMaterial IndexMaterial Layer TypeMaterial Line ArtMaterial Link ToMaterial MaskMaterial ModeMaterial NameMaterial Name CollisionMaterial Node SocketMaterial Node Socket InterfaceMaterial OffsetMaterial OutputMaterial OverrideMaterial PassMaterial PresetMaterial PresetsMaterial PreviewMaterial PropertiesMaterial PurposeMaterial SelectionMaterial Selection nodeMaterial SlotMaterial SlotsMaterial SpecialsMaterial StepMaterial VariantsMaterial data-block to define the appearance of geometric objects for renderingMaterial data-block used by this material slotMaterial data-blocksMaterial for bevel faces (-1 means use adjacent faces)Material index of generated faces, -1 for automaticMaterial is assigned to the object data, which is linked/packed and therefore not editable. Change to link this material slot to the object instead, or make the object data local.Material layer type of new paint slotMaterial of the generated hair curvesMaterial passMaterial settingsMaterial shader nodeMaterial slot in an objectMaterial slot index of this characterMaterial slot index of this curveMaterial slot index of this faceMaterial slot index of this triangleMaterial slot nameMaterial slot used for rendering particlesMaterial slots in the objectMaterial socket of a nodeMaterial to override all other materials in this view layerMaterial used for filteringMaterial used for outline strokesMaterial used for secondary uses for this brushMaterial used for strokes drawn using this brushMaterial value that gives no displacementMaterial(s)MaterialX NetworkMaterialsMaterials & TexturesMathMath NodeMatrixMatrix Attribute ValueMatrix DeterminantMatrix FieldMatrix Node SocketMatrix Node Socket InterfaceMatrix ObjectMatrix OrientationMatrix SVDMatrix WorldMatrix access to location, rotation and scale (including deltas), before constraints and parenting are appliedMatrix combining location and rotation of the bone (head position, direction and roll), in armature space (does not include/support bone's length/size)Matrix combining location and rotation of the cursorMatrix has a shearMatrix representing the bone's location, rotation, and scale propertiesMatrix to decompose, only the 3x3 part is usedMatrix value in geometry attributeMatrix value socket of a nodeMatroskaMatteMatte ID:Matte NodeMatte ObjectsMatte Objects:MattesMaxMax 2D AngleMax 2D LengthMax Air AccelerationMax Air Angular VelocityMax Air SpeedMax AngleMax B-FramesMax B-framesMax BendingMax BlurMax BouncesMax Child ParticlesMax CompressionMax Creation DiversionMax CurvatureMax DepthMax DisplaceMax DistanceMax Element DistanceMax Error MarginMax Face AngleMax HeightMax ImpulseMax Land AccelerationMax Land Angular VelocityMax Land SpeedMax LatitudeMax LightsMax LongitudeMax NeighborsMax RateMax Ray DistanceMax SamplesMax Sewing ForceMax Shape AngleMax ShearingMax ShrinkingMax SizeMax SpeedMax Spring Creation LengthMax StepMax StepsMax SubdivisionMax SubdivisionsMax TensionMax Texture Memory Per FieldMax ThicknessMax ThresholdMax VelocityMax Vertex Count for Geodesic Move PreviewMax Vertex DisplacementMax XMax X:Max YMax Y:Max ZMax ZenithMax amount to shrink cloth byMax number of links allowed for this socketMax size of the bokeh shape for the depth of field (lower is faster)MaximalMaximal # solver steps/frameMaximal ScaleMaximal Spring length * Ball SizeMaximal velocity per cell (greater CFL numbers will minimize the number of simulation steps and the computation time.)MaximizeMaximize AreaMaximized AreaMaximumMaximum 2D angle for splitting chainsMaximum CurvatureMaximum DistanceMaximum ErrorMaximum GapMaximum Height value for the central cylindrical lensMaximum IterationsMaximum Kinetic Energy PotentialMaximum LifetimeMaximum Longitude value for the central cylindrical lensMaximum ModeMaximum Radial DistanceMaximum RadiusMaximum ResolutionMaximum Trapped Air PotentialMaximum ValueMaximum VolumeMaximum Wave Crest PotentialMaximum XMaximum X index of the clipping bounding boxMaximum X value for the render regionMaximum X value to crop the imageMaximum YMaximum Y index of the clipping bounding boxMaximum Y value for the render regionMaximum Y value to crop the imageMaximum ZMaximum Z index of the clipping bounding boxMaximum acceleration in air (relative to maximum speed)Maximum acceleration on land (relative to maximum speed)Maximum allowed distance between source and destination element, for non-topology mappingsMaximum amount of close guide curves that are taken into account for interpolationMaximum angle between face normals that will be considered as smoothMaximum angle between normal and target to include in the selectionMaximum angle between old and new normalsMaximum angle to displayMaximum angle to modify thicknessMaximum angles for IK LimitMaximum angular motor impulseMaximum angular velocity in air (relative to 180 degrees)Maximum angular velocity on land (relative to 180 degrees)Maximum bending stiffness valueMaximum blur distance a pixel can spread overMaximum boundary of the grid (world space)Maximum boundary of volumeMaximum brightness to consider when rejecting bokeh sprites based on neighborhood (lower is faster)Maximum caused damage on attack per secondMaximum compression stiffness valueMaximum curvilinear 2D length for the selection of chainsMaximum damping coefficient when singular value is nearly 0 (higher values produce results with more stability, less reactivity)Maximum density of hairMaximum distance allowed between the new Bézier curve and the original backbone geometryMaximum distance between elements to mergeMaximum distance between the original stroke and its polygonal approximationMaximum distance between welded verticesMaximum distance for snapping in pixelsMaximum distance for the field to workMaximum distance for volume calculation, no matter how far away the object isMaximum distance from brush to mesh surface to affect paintMaximum distance from which a boid can attackMaximum distance of the element from the selection centerMaximum distance the objects can spread over each axisMaximum distance to search for disconnected loose parts in the meshMaximum edge length for dynamic topology sculpting (as divisor of Blender unit - higher value means smaller edge length)Maximum edge length for dynamic topology sculpting (in brush percentage)Maximum edge length for dynamic topology sculpting (in pixels)Maximum error during substepsMaximum face angle for smooth edgesMaximum for measuring thicknessMaximum for sliderMaximum height of a jumpMaximum iterations during substepsMaximum joint velocity in radians/secondMaximum latitude (vertical angle) for the equirectangular lensMaximum length of the particle color vectorMaximum level of depth intersection in object space (use 0.0 to disable)Maximum level of surface intersection used to influence waves (use 0.0 to disable)Maximum light contribution, reducing noiseMaximum linear motor impulseMaximum longitude (horizontal angle) for the equirectangular lensMaximum memory for a volume field texture in Mb (unless overridden by field prim)Maximum memory usage in megabytes (0 means unlimited)Maximum number of B-frames between non-B-frames; influences file size and seekabilityMaximum number of CPU cores to use simultaneously while rendering (for multi-core/CPU systems)Maximum number of additional cellsMaximum number of bounces the background light will contribute to the renderMaximum number of bounces the light will contribute to the renderMaximum number of cycles to allow after last keyframe (0 = infinite)Maximum number of cycles to allow before first keyframe (0 = infinite)Maximum number of deform weightsMaximum number of diffuse reflection bounces, bounded by total maximumMaximum number of fluid particles that are allowed in this simulationMaximum number of frames that the build effect can run for (unless another GP keyframe occurs before this time has elapsed)Maximum number of frames to show after current frameMaximum number of frames to show after current frame (0 = don't show any frames after current)Maximum number of frames to show before current frameMaximum number of frames to show before current frame (0 = don't show any frames before current)Maximum number of glossy reflection bounces, bounded by total maximumMaximum number of iterations for convergence in case of reiterationMaximum number of lines to store for the console bufferMaximum number of occlusions for the generated strokesMaximum number of particles generated per trapped air cell per frameMaximum number of particles generated per wave crest cell per frameMaximum number of particles per cell (ensures that each cell has at most this amount of particles)Maximum number of recently opened files to rememberMaximum number of simulation steps to perform for one frameMaximum number of solving iterationsMaximum number of steps through the volume before giving up, to avoid extremely long render times with big objects or small step sizesMaximum number of textures added %dMaximum number of transmission bounces, bounded by total maximumMaximum number of transparent bounces. This is independent of maximum number of other bouncesMaximum number of vertices in the mesh for using geodesic falloff when moving the origin of expand. If the total number of vertices is greater than this value, the falloff will be set to spherical when movingMaximum number of volumetric scattering eventsMaximum of VGroup A's and VGroup B's weightsMaximum opacity of bones in wireframe display modeMaximum output value of the mappingMaximum radial distance for the field to workMaximum root to tip angle (tip distance/root distance for long hair)Maximum rotationMaximum rotation over each axisMaximum roughness to use the tracing pipeline for. Higher roughness surfaces will use fast GI approximation. A value of 1 will disable fast GI approximation.Maximum scale randomization over each axisMaximum sewing forceMaximum shear scaling valueMaximum size of a shadow map pixel. Higher values use less memory at the cost of shadow quality.Maximum speed for jumpingMaximum speed in UI units per secondMaximum speed in airMaximum speed on landMaximum supported scale factor for the spline control bonesMaximum surface intersection count used by the accurate volume intersection method. Will create artifact if it is exceeded. Higher count increases VRAM usage.Maximum temperature of the flames (higher value results in faster rising flames)Maximum tension stiffness valueMaximum thicknessMaximum thickness in the main directionMaximum valueMaximum value for clippingMaximum value for target channel rangeMaximum volume stretching factorMaximum volume, no matter how near the object isMay work poorly with render tilingMballMeanMean Bevel Weight:Mean Crease:Mean Radius X:Mean Radius Y:Mean Radius:Mean Tilt:Mean Vertex Crease:Mean Weight:MeasureMeasure brush size relative to the sceneMeasure brush size relative to the viewMeasure brush size relative to the view or the sceneMeasure distance and angles • {:s} anywhere for new measurement • Drag ruler segment to measure an angle • {:s} to remove the active ruler • Ctrl while dragging to snap • Shift while dragging to measure surface thicknessMeasurementMedia TypeMedia player for video and PNG/JPEG/SGI image sequencesMedianMedian CenterMedian PointMedian face centerMedian:MediumMedium ContrastMedium High ContrastMedium Low ContrastMedium QualityMedium-format (Hasselblad)MegawattsMelaninMelanin ConcentrationMelanin RednessMem:%dM, Peak: %dMMemoryMemory & LimitsMemory Cache LimitMemory cache limit (in megabytes)Memory: %sMenuMenu "%s" not foundMenu Backdrop ColorsMenu BackgroundMenu ErrorMenu ExpandedMenu ID NameMenu ItemMenu Item ColorsMenu ItemsMenu Missing:Menu NameMenu Node SocketMenu Node Socket InterfaceMenu SwitchMenu UndefinedMenu Widget ColorsMenu bone selectionMenu object selectionMenu socket of a nodeMenu to search inMenu value has to be a constant valueMenusMergeMerge AddMerge AnimationMerge AnimationsMerge DistanceMerge End VerticesMerge FactorMerge LayersMerge Material Slot when possibleMerge Nodes (Add)Merge Nodes (Alpha Over)Merge Nodes (Automatic)Merge Nodes (Color, Add)Merge Nodes (Color, Divide)Merge Nodes (Color, Multiply)Merge Nodes (Color, Subtract)Merge Nodes (Depth Combine)Merge Nodes (Divide)Merge Nodes (Greater Than)Merge Nodes (Less Than)Merge Nodes (Math, Add)Merge Nodes (Math, Divide)Merge Nodes (Math, Greater than)Merge Nodes (Math, Less than)Merge Nodes (Math, Multiply)Merge Nodes (Math, Subtract)Merge Nodes (Multiply)Merge Nodes (Subtract)Merge OverlappingMerge Parent Rotation And ScaleMerge Selected NodesMerge Selected Nodes using Geometry NodesMerge Selected Nodes using MathMerge Selected Nodes using MixMerge Selected Nodes using ShadersMerge SubtractMerge ThresholdMerge TypeMerge USD primitives with their Xform parent if possible. USD does not allow nested UsdGeomGprims, intermediary Xform prims will be defined to keep the USD file valid when encountering object hierarchies.Merge UV coordinates that share a vertex to account for imprecision in some modifiersMerge UVsMerge VerticesMerge active tool properties on activation (does not overwrite existing)Merge adjacent triangles into quadsMerge adjacent vertices (screw offset must be zero)Merge all close selected points, whether or not they are connectedMerge all geometry from the intersectionMerge all the sound's channels into oneMerge by ActionsMerge by DistanceMerge by NLA Track NamesMerge custom normals of selected verticesMerge first/last when the angle is a full revolutionMerge material slots when possibleMerge method to useMerge overlapping points by their distance. (Realize Instances must be enabled)Merge parent XformMerge points by distanceMerge rather than creating facesMerge selected group input nodes into one if possibleMerge selected nodesMerge selected to other unselected verticesMerge selected verticesMerge separately generated geometries into a single oneMerge the animation of the selected objects into the action of the active object. Actions are not deleted by this, but might end up with zero usersMerge triangles into four sided polygons where possibleMerge using Add or Mix ShaderMerge using Alpha Over nodesMerge using Depth Combine nodesMerge using Math nodesMerge using Mesh Boolean or Join Geometry nodesMerge using Mix nodesMerge vertices based on their proximityMerge vertices in adjacent duplicatesMerge vertices in first and last duplicatesMerge vertices or points within a given distanceMerge vertices within the merge thresholdMerge:Merged %d IDs from '%s' Main into '%s' Main; %d IDs and %d Libraries already existed as part of the destination Main, and %d IDs missing from destination Main, were freed together with the source MainMerged Animation NameMerges vertices by distanceMeshMeshAmount of Adjacent FacesMeshAmount of Connecting EdgesMeshAmount of Faces Around an EdgeMeshAmount of Faces in IslandMeshAngleMeshAngle SnappingMeshAreaMeshArea 3DMeshAverageMeshBevelMeshBothMeshBoundary ShapeMeshCircleMeshClippingMeshCollapseMeshConeMeshCoplanarMeshCornice MoldingMeshCreaseMeshCrown MoldingMeshCubeMeshCylinderMeshDirectionMeshDisplay Stretch TypeMeshDistanceMeshFace AnglesMeshFillMeshFill ColorMeshFlatMeshFlat/SmoothMeshFreestyle Edge MarksMeshFreestyle Face MarksMeshGridMeshIcosphereMeshLengthMeshLength 3DMeshLineMeshMaterialMeshMeasurementsMeshModeMeshModifiedMeshNewMeshNoneMeshNormalMeshObjectMeshObject IndexMeshPerimeterMeshPinnedMeshPlanarMeshPlaneMeshPolygon SidesMeshPresetMeshRelativeMeshRimMeshRoundMeshScreenMeshSeamMeshSharpnessMeshSmoothMeshSphereMeshSprayMeshStepsMeshSupport LoopsMeshSuzanneMeshTypeMeshUn-SubdivideMeshVertex CreaseMeshVertex GroupsMeshWindingMesh %s has invalid faces, likely caused by the manifold extrude tool in version 2.90.0. Opening and saving the file in a version prior to 5.1 should resolve the issueMesh '%s' has no skin vertex dataMesh '%s' has polygons with more than 4 vertices, cannot compute/export tangent space for itMesh '%s', Attribute '%s' (domain %d, type %d) cannot be converted to USDMesh 1Mesh 2Mesh AnalysisMesh AttributesMesh BooleanMesh BoundaryMesh Boundary Auto-MaskingMesh CacheMesh CircleMesh DeformMesh EdgeMesh EdgesMesh Edit ModeMesh Edit Mode OverlaysMesh GeneratorMesh IslandMesh LineMesh LoopMesh Loop TriangleMesh Loop TrianglesMesh LoopsMesh ModeMesh Normal VectorMesh NormalsMesh PolygonMesh PolygonsMesh SculptMesh Select ModeMesh Selection ModeMesh Sequence CacheMesh Simplification RatioMesh Skin Vertex LayerMesh SourceMesh Statistics VisualizationMesh Texture PaintMesh UV LayerMesh UV map requiredMesh VertexMesh Vertex ColorMesh Vertex Color LayerMesh Vertex PaintMesh VerticesMesh Visualize StatisticsMesh VolumeMesh Volume + ProximityMesh Weight PaintMesh component containing point, corner, edge and face dataMesh consisting of triangles only, allowing for more detailed interactions than convex hullsMesh data-block defining geometric surfacesMesh data-blocksMesh deform modifierMesh deformation modifier to deform with other meshesMesh detail does not change on each stroke, only when using Flood FillMesh detail is constant in world space according to detail sizeMesh detail is relative to brush sizeMesh detail is relative to the brush size and detail sizeMesh does not have an active color attribute "%s"Mesh faces and vertices reordered spatiallyMesh from Curve, Surface, Metaball, Text, or Point Cloud objectsMesh generatorMesh has no UV dataMesh has no VCol dataMesh has no face areaMesh has no faces for material assignmentMesh object that the curves can be attached toMesh object to deform withMesh object to use as a start capMesh object to use as an end capMesh object to use for Boolean operationMesh object(s) have no active vertex/edge/faceMesh on whose faces to distribute points onMesh on whose faces to scatter onMesh or point cloud to find the nearest point onMesh scaleMesh settingsMesh should be unwrapped before multires data bakingMesh target to shrink toMesh that is subtracted from the first meshMesh to CurveMesh to Density GridMesh to PointsMesh to SDF GridMesh to VolumeMesh to Volume ModifierMesh to compute the dual ofMesh to convert the inner volume to a fog volume geometryMesh to convert to curvesMesh to extrude elements ofMesh to find the closest surface point onMesh to flip faces ofMesh to override the face set attribute onMesh to set the custom normals onMesh to subdivideMesh to triangulateMesh whose UV map is usedMesh whose edges to splitMesh whose elements are converted to pointsMesh whose inner volume is converted to a density gridMesh whose inner volume is converted to a signed distance field gridMesh(es)Mesh(es) do not have shape keysMesh: {} vertices, {} edges, {} facesMeshCacheMeshDeformMeshDeform ModifierMeshSequenceCacheMeshUVLoop (Deprecated)MeshesMeshes to union or intersectMessageMessage extraction process failed!MetaMeta StackMeta StripMeta StripsMeta Strips SelectedMeta strip stack, last is currently edited meta stripMetaStripMetaballMetaballNewMetaball '%s' does not contain spline givenMetaball ElementMetaball ElementsMetaball data-block to define blobby surfacesMetaball data-blocksMetaball edit update behaviorMetaball elementsMetaball typeMetaball(s)MetaballsMetadataMetadata BackgroundMetadata InputMetadata TextMetalMetalRTMetalRT for ray tracing uses less memory for scenes which use curves extensively, and can give better performance in specific casesMetallicMetallic BSDFMetallic reflection with microfacet distribution, and metallic fresnelMetarig Sample written to text datablock {:s}Metarig written to text datablock {:s}MeterMetersMeters Per UnitMeters per secondMeters per second squaredMethodMethod QuadsMethod for calculating booleansMethod for computing the plane sizeMethod for controlling how the strip combines with other stripsMethod for direction of the offset along the cornerMethod for extending UV vertex selectionMethod for making user interface text render sharpMethod for reading the inputs timecodeMethod for rendering subsurface scatteringMethod for sampling inputMethod for sampling the high resolution flowMethod for setting materials on the new facesMethod for smoothing values between pixelsMethod for splitting the n-gons into trianglesMethod for splitting the quads into trianglesMethod generate map's X coordinate along the main curveMethod generate map's Y coordinate along the profile curveMethod how the child instance is chosen per elementMethod of anti-aliasing in 3d viewportMethod of anti-aliasing when rendering 3d viewportMethod of anti-aliasing when rendering final imageMethod of blending mask layersMethod of bridging multiple loopsMethod of calculating aerodynamic interactionMethod of calculating the alignment positionMethod of merging pasted keys and existingMethod of modifying geometryMethod of modifying the existing F-CurveMethod of projecting depthMethod to be used to sort channels in dopesheet viewMethod to calculate rotation angleMethod to choose the number of duplicatesMethod to control playback timeMethod to define the number of scattered instancesMethod to display/shade objects in the 3D ViewMethod to fit image and field of view angle inside the sensorMethod to interpret the offset parametersMethod to project 2D image on object with a 3D texture vectorMethod to scale the plane with the camera frameMethod to set the rotation origins for the segments of the brushMethod to space UV edge loopsMethod to use for assigning weightsMethod to use for scattering pointsMethod to use for splittingMethod to use for the displacementMethod to use for the tangentMethod used for arranging the duplicatesMethod used for combining Active Action's result with result of NLA stackMethod used for combining strip's result with accumulated resultMethod used for deleting Grease Pencil framesMethod used for deleting mesh dataMethod used for determining the scaling of the X and Z axes of the bonesMethod used for determining the scaling of the Y axis of the bones, on top of the shape and scaling of the curve itselfMethod used for displaying images on the screenMethod used for dissolving stroke pointsMethod used for evaluating value of F-Curve outside first and last keyframesMethod used for packing UV islandsMethod used for simplifying stroke pointsMethod used for smoothingMethod used to build the start and end geometryMethod used to convert the float to an integerMethod used to define the profile shapeMethod used to define which Group-name to useMethod used to describe the rotationMethod used to determine color of F-Curve in Graph EditorMethod used to determine control handlesMethod used to determine radius and placementMethod used to determine when to stop propagating pose to keyframesMethod used to map source edges to destination onesMethod used to map source faces to destination onesMethod used to map source faces' corners to destination onesMethod used to map source vertices to destination onesMethod used to match target and driven propertiesMethod used to reference pathsMethod used to store the dataMetricMicrofacet roughness of the surface (0.0 is a perfect mirror reflection, 1.0 is completely rough)MicrofiberMicroflake-based model of multiple scattering between normal-oriented fibersMicrometersMicrosecondsMicrosoft Store installationMicrowattsMid LevelMiddleMiddle Control PositionMiddle ControlsMiddle Mouse ActionMidlevelMidpointMidpoint SnapMidpointsMidtonesMidtones EndMidtones StartMieMight look better than Temperance, but also might have errors. A bone with one child has its tip placed at its child's root. Non-uniform scalings may get messed up though, so bewareMilesMiles per hourMilligramsMillimetersMillisecondsMilliwattsMinMin 2D AngleMin 2D LengthMin Air SpeedMin AngleMin CurvatureMin DistanceMin HeightMin LatitudeMin Light BouncesMin LongitudeMin MaxMin RateMin SamplesMin StepMin ThicknessMin Transparent BouncesMin VoxelMin XMin X:Min YMin Y:Min ZMin ZenithMin and max values are the same!Min/MaxMiniMini Axes BrightnessMini Axes SizeMini Axes TypeMinimalMinimal # solver steps/frameMinimal InfoMinimal Spring length * Ball SizeMinimal distance accepted between two featuresMinimal value of correlation between matched pattern and reference that is still treated as successful trackingMinimizeMinimize Stretch. Blend %.2fMinimumMinimum 2D angle for splitting chainsMinimum AA samples for adaptive sampling, to discover noisy features before stopping sampling. Zero for automatic setting based on noise thresholdMinimum AA samples for adaptive sampling, to discover noisy features before stopping sampling. Zero for automatic setting based on noise threshold, for viewport rendersMinimum CurvatureMinimum DistanceMinimum ErrorMinimum Grid SpacingMinimum Height value for the central cylindrical lensMinimum IterationsMinimum Kinetic Energy PotentialMinimum LengthMinimum LifetimeMinimum Longitude value for the central cylindrical lensMinimum ModeMinimum Radial DistanceMinimum StretchMinimum Trapped Air PotentialMinimum TwistMinimum ValueMinimum VerticesMinimum VolumeMinimum Wave Crest PotentialMinimum XMinimum X index of the clipping bounding boxMinimum X value for the render regionMinimum X value to crop the imageMinimum YMinimum Y index of the clipping bounding boxMinimum Y value for the render regionMinimum Y value to crop the imageMinimum ZMinimum Z index of the clipping bounding boxMinimum allowed distance between the centers of two scattered instances. Increase value for a more locally even distribution.Minimum amount of fluid grid values (smoke density, fuel and heat) a cell can contain, before it is considered emptyMinimum amplitude value needed to influence the envelopeMinimum angle to displayMinimum angle to modify thicknessMinimum angles for IK LimitMinimum boundary of the grid (world space)Minimum boundary of volumeMinimum coordinate in X axis (grid index space)Minimum coordinate in Y axis (grid index space)Minimum coordinate in Z axis (grid index space)Minimum curvilinear 2D length for the selection of chainsMinimum density of a volume cell to contain a grid pointMinimum density of a voxel to contain a grid pointMinimum distance between cloth faces before collision response takes effectMinimum distance between collision objects before collision response takes effectMinimum distance between nodes for Auto-offsetting nodesMinimum distance between two guidesMinimum distance between two guides for new guide mapMinimum distance for the field's falloffMinimum distance from last point before selection continuesMinimum distance from last point before stroke continuesMinimum error during substepsMinimum for measuring thicknessMinimum for sliderMinimum intensity to trigger a glowMinimum iterations during substepsMinimum latitude (vertical angle) for the equirectangular lensMinimum light intensity for a light to contribute to the lightingMinimum longitude (horizontal angle) for the equirectangular lensMinimum mask value to consider the vertex valid to extract a face from the original meshMinimum number of light bounces. Setting this higher reduces noise in the first bounces, but can also be less efficient for more complex geometry like curves and volumesMinimum number of occlusions for the generated strokesMinimum number of particles per cell (ensures that each cell has at least this amount of particles)Minimum number of pixels between each gridline in 2D ViewportsMinimum number of simulation steps to perform for one frameMinimum number of transparent bounces. Setting this higher reduces noise in the first bounces, but can also be less efficient for more complex geometry like curves and volumesMinimum of VGroup A's and VGroup B's weightsMinimum output value of the mappingMinimum radial distance for the field's falloffMinimum radius when the minimum pressure is applied (also the minimum when tapering)Minimum root to tip angle (tip distance/root distance for long hair)Minimum size of a shadow map pixel. Higher values use less memory at the cost of shadow quality.Minimum speed in air (relative to maximum speed)Minimum temperature of the flames (higher value results in faster rising flames)Minimum thicknessMinimum thickness in the direction perpendicular to the main directionMinimum valueMinimum value for clippingMinimum value for target channel rangeMinimum value for the random selectionMinimum value for vertex weightMinimum value to consider a certain attribute a boundary when creating the face setsMinimum volume stretching factorMinimum volume, no matter how far away the object isMinkowskiMinkowski 1/2Minkowski 4Minkowski ExponentMinkowski distanceMinkowski exponentMinor RadiusMinor SegmentsMinorityMinutesMirrorMirror As Bone NameMirror AxisMirror BallMirror BoneMirror EditingMirror ModifierMirror ObjectMirror Of ControlMirror Rigify type and parameters of selected bones to the opposite side. Names should end in L/RMirror TransformMirror UMirror UDIMMirror VMirror VR SessionMirror Vertex GroupsMirror VerticesMirror WeightsMirror WidgetsMirror With ParentsMirror XMirror YMirror all control points without inverting the lattice deformMirror all vertex groups weightsMirror along the local X, Y and/or Z axes, over the object originMirror ball mapping for environment mapsMirror brush across the X axisMirror brush across the Y axisMirror brush across the Z axisMirror group is locked, abortingMirror selected items around one or more axesMirror the U texture coordinate around the flip offset pointMirror the V texture coordinate around the flip offset pointMirror the X axisMirror the Y axisMirror the Z axisMirror the bone selectionMirror the current shape key along the local X axisMirror the image repetition on the X directionMirror the image repetition on the Y directionMirror the left/right vertex groups when painting. The symmetry axis is determined by the symmetry settings.Mirror the movement of one handle onto the otherMirror the new shape key valuesMirror the texture coordinate around each tile centerMirror vertex group, flip weights and/or names, editing only selected vertices, flipping when both sides are selected otherwise copy from unselectedMirror vertex groups (e.g. .R->.L)Mirror weightsMirror%sMirrored UV offset on the U axisMirrored UV offset on the V axisMirrored parameters of {:d} bonesMirroring modifierMiscMiscellaneousMiss ColorMissing %s%s%s component(s) of euler rotation for ID='%s' and RNA-Path='%s'Missing 'window' in contextMissing Add-onsMissing Built-in Add-onsMissing DataMissing GeometryMissing MaterialsMissing Menu: %sMissing OpenColorIO ConfigurationMissing PanelMissing StencilMissing TextureMissing UV map for attaching curves on evaluated surfaceMissing UV map for attaching curves on original surfaceMissing UVsMissing bone nameMissing headerMissing libraryMissing node tool identifier ({})Missing operator identifierMissing outputMissing property for input socket "%s"Missing script filesMissing surface meshMissing%s%s%s%s detected!Missing: %sMissing: %s.%sMistMist PassMist settings for a World data-blockMitchMiter Cut AngleMiter OuterMiter Profile ShapeMiter ShapeMixMix (Legacy)Mix ColorMix FactorMix Factor to 1.0Mix LocationMix ModeMix NodeMix Node PositionMix RotationMix ScaleMix ShaderMix Stroke FactorMix VectorMix attribute values of neighboring elementsMix factorMix factor of the locations of the verticesMix modeMix source value into destination one, using given threshold as factorMix the scene's audio to a sound fileMix the weights of two vertex groupsMix two input colorsMix two shaders together. Typically used for material layeringMix values by a factorMixdown the sound to monoMixing BufferModalModal EventsModal KeymapModal OperatorsModal key-maps not supported for add-on key-configModeMode (Alt)Mode TypeMode defines the merge ruleMode for calculating rotation channel valuesMode for curve normal evaluationMode for fitting the image to the canvasMode for how the desired voxel size is specifiedMode for importing selected imagesMode of automatic keyframe insertion for Objects and Bones (default setting used for new Scenes)Mode of color processingMode of filling curveMode of operation for projection paintingMode of the pitch shiftMode of tools taking input from interfaceMode to define lengthMode to display framesMode to draw boundary limitsMode to load image viewsMode to load movie viewsMode to use when creating strokesMode used to apply the textureMode used to mix with texture output colorModel all three physical processes in a volume, represented by their coefficientsModesModifiedModified DateModified EdgesModified the animation of {:d} armaturesModified: {}{}{}ModifierModifierBlocksModifierConstantModifierModeModifierSharpModifierSmoothModifierToModifierVoxelModifier "%s" is not in the object's modifier listModifier "%s" is not in the strip's modifier listModifier '%s' not in object '%s'Modifier '%s' was not copied to any objectsModifier GizmoModifier NameModifier OperationModifier PropertiesModifier TypeModifier UIDModifier affecting the geometry data of an objectModifier affecting/generating custom normalsModifier can only be added once to object '%s'Modifier cannot be applied to a mesh with shape keysModifier containing the node is disabledModifier could not be added (see console for details)Modifier could not be added to (%s : %s) (see console for details)Modifier disabledModifier for sequence stripModifier for values of F-CurveModifier has baked dataModifier is disabledModifier is disabled or returned error, skipping applyModifier is disabled, skipping applyModifier nameModifier node group assets not assigned to a catalog. Catalogs can be assigned in the Asset BrowserModifier number to assign toModifier number to removeModifier requires more than 3 input facesModifier requires original dataModifier requires original data, bad stack positionModifier stateModifier to cast to other shapesModifier transferring some data from a source meshModifier was not found in the stackModifiersModifiers affecting all the F-Curves in the referenced ActionModifiers affecting the geometric data of the objectModifiers affecting the shape of the F-CurveModifiers affecting this stripModifiers cannot be added to object '%s'Modifiers cannot be added to object: {:s}Modifiers cannot be applied in edit modeModifiers cannot be applied on override dataModifiers cannot be applied to multi-user dataModifies the entire mesh using elastic deformModifyModify ActiveModify Curve BendModify HiddenModify Mask StencilModify Node LabelsModify Pose AssetModify SharpnessModify either the primary or mask stencilModify fill and stroke colorsModify fill color onlyModify labels of all selected nodesModify of the weights of a vertex groupModify properties such as curve vertex radius, font size and bone envelopeModify stroke color onlyModify stroke hardnessModify the active face set instead of creating a new oneModify the base mesh to conform to the displaced meshModify the detail size of dyntopo interactivelyModify the direction of the surface normalsModify the direction of the surface normals using a weighting methodModify the intensity of the lighting captured by this probeModify the mesh voxel size interactively used in the voxel remesherModify the stroke geometry so that it corresponds to its main direction lineModify the stroke geometry so that it looks more 'polygonal'ModularModulates colors of streaks and ghosts for a spectral dispersion effectModuleModule DebugModule NameModule nameModule name of the add-on to disableModule name of the add-on to enableModule name of the add-on to expandModule name of the add-on to removeModules Installed ({:s}) from {!r} into {!r}Modulo ModeModulo that is periodic for both negative and positive operandsModulo which is the remainder of A / BMonoMonospaced FontMore advanced algorithm based on eye physiology, by Reinhard and DevlinMore than one collection is selectedMore than one item is selectedMore than one rendering engine is availableMore uneven result (varies with location), more similar to a real terrainMore...More/LessMorph into sphereMortarMortar SizeMortar SmoothMost basic thickness calculationMost compact representation, uses '+' as separator for sub-second frame numbers, with left and right truncation of the timecode as necessaryMotionMotion BlurMotion Blur PositionMotion Blur StepsMotion ModelMotion PathMotion Path Cache PointMotion Path PointsMotion Path SettingsMotion Path for this elementMotion Path settings for animation visualizationMotion Path settings for visualizationMotion PathsMotion StepsMotion ThresholdMotion TrackingMotion Tracking constraint to be converted not foundMotion Tracking object not foundMotion path frame extents invalid for %s (%d to %d)%sMotion path points will be baked into the camera space of the active camera. This means they will only look right when looking through that camera. Switching cameras using markers is not supported.Motion stepsMotion tracking toolsMotorMouseMouse Directional ConstraintMouse Drag ThresholdMouse EventMouse PositionMouse Position XMouse Position YMouse SelectMouse SensitivityMouse XMouse YMouse button used for selectionMouse cursor style to use during the modal operatorMouse locationMouse location in normalized coordinates, 0.0 to 1.0 is within the image boundsMouse location to select channelMouse location to select nearest entityMouse path values for operators that record such pathsMoveMove Current HandleMove DirectionMove Entire PointMove PointMove SegmentMove StripsMove TypeMove UVs according to mergeMove UVs on an axisMove a node to detach linksMove a point or its handlesMove active itemMove after collectionMove all selected elements in first places, preserving their relative order. Warning: This will affect unselected elements' indices as wellMove all slots of the action on the active object into newly created, separate actions. All users of those slots will be reassigned to the new actions. The current action won't be deleted but will be empty and might end up having zero usersMove along X axisMove along Y axisMove along controller's forward axisMove along navigation back axisMove along navigation down axisMove along navigation forward axisMove along navigation left axisMove along navigation right axisMove along navigation up axisMove along viewer's back axisMove along viewer's forward axisMove along viewer's left axisMove along viewer's right axisMove an entry in the list up or downMove an existing curve segmentMove and AttachMove area hereMove asset out of any catalogMove asset to catalogMove assets out of any catalogMove assets to catalogMove before collectionMove between collectionsMove boid rule down in the listMove boid rule up in the listMove boid state down in the listMove boid state up in the listMove bones to a collectionMove by UDIMMove by dynamic gridMove by pixelMove catalog {} into {}Move catalog {} to the top level of the treeMove constraint down in constraint stackMove constraint up in constraint stackMove current frame forward/backward by a given numberMove cursor in textMove cursor positionMove cursor to position typeMove curves so that the first point is exactly on the surface meshMove directionMove effect down in the stackMove effect up in the stackMove exporter up or down in the exporter listMove faster (walk or fly)Move forward a few units at onceMove frame to next or previous edit pointMove grid values through a velocity field using numerical integration. Supports multiple integration schemes for different accuracy and performance trade-offsMove handle of newly added point freelyMove handles after closing the splineMove inputs and outputs from in the modifier to a new node groupMove inside collection (Ctrl to link)Move inside collection (Ctrl to link, Shift to parent)Move instance object down in the listMove instance object up in the listMove is affected by snapping settingsMove layer in the list, layers further down the list will overwrite data from the layers higher upMove modifier down in the stackMove modifier up and down in the stackMove modifier up in the stackMove node backdropMove nodes and attach to frameMove object geometry to object originMove object origin to position of the 3D cursorMove objects to a collectionMove objects to a new collectionMove particle target down in the listMove particle target up in the listMove points out of the way, as if combing themMove selected area edgesMove selected files to the trash or recycle binMove selected itemsMove selected items outward in a spherical shape around geometric centerMove selected keyframes to an inbetween position relative to adjacent keysMove selected nodes to the center of the node editorMove selected objects out of local viewMove selected scene markers to the active Action as local 'pose' markersMove selected shape keys up/down in the listMove selected strips down a track if there's roomMove selected strips up a track if there's roomMove selected strokes to another layerMove selected time marker(s)Move selection to a new layerMove slower (walk or fly)Move start of strips to specified timeMove strips so transformed strips fitMove strokes slightly towards the camera to avoid clipping while preserve depth for the viewportMove texture slots up and downMove the 3D Cursor to the selected VR LandmarkMove the active Annotation layer up/down in the listMove the active Color up/down in the listMove the active Grease Pencil layer or GroupMove the active Selection Set up/down the list of setsMove the active bookmark up/down in the listMove the active dash segment up or downMove the active entry downMove the active entry upMove the active layer up/down in the listMove the active material up/down in the listMove the active time segment up or downMove the active vertex group up/down in the listMove the camera so selected objects are framedMove the clone source imageMove the closer handle of the adjacent vertexMove the current handle of the control point freelyMove the currently selected line(s) up/downMove the cursor while selectingMove the entire point using its handlesMove the handle along its current angleMove the instances towards the face centerMove the keyframes alongside the mediaMove the modifier within the list of modifiersMove the mouse to change the dyntopo detail size. LMB: confirm size, ESC/RMB: cancel, SHIFT: precision mode, CTRL: sample detail sizeMove the selected slots into a newly created actionMove the viewMove the view to frame the selected objectsMove the view to the current frameMove the view to the selection centerMove to CollectionMove to Collection RecursiveMove to FirstMove to LastMove to LayerMove to New Bone CollectionMove to New CollectionMove to New LayerMove to center of neighbors and match their velocityMove to next folderMove to parent directoryMove to parent node tree, remove from groupMove to previous folderMove top-level geometry instances in local or global spaceMove transformed strips to nearest free space to resolve overlapMove vertices on the X axisMove vertices on the Y axisMove vertices to the centroid of the duplicate cluster, otherwise the vertex closest to the centroid is used.Move {} above {}Move {} below {}Move {} into {}Move {} {} above {}Move {} {} below {}Move {} {} into {}Move/Join/Dock AreaMove/Split AreaMove/turn relative to the VR viewer or controllerMoved %i slot(s) into the action of the active objectMoved strip is already inside provided meta stripMoved strip is parent of provided meta stripMovementMoves any F-Curves for the `hide` property of selected armatures into the action of the object. This will only operate on the first layer and strip of the actionMoves capture points away from surfaces to prevent artifactsMovieMovie ClipMovie Clip EditorMovie Clip ProxyMovie Clip UserMovie Clip data-blocksMovie Clip to get tracking data fromMovie ClipsMovie DistortionMovie FileMovie FilesMovie FormatMovie ObjectsMovie Plane TracksMovie StripMovie Tracking DopesheetMovie Tracking MarkersMovie Tracking Plane Marker DataMovie Tracking Plane MarkersMovie TracksMovie clip displayed and edited in this spaceMovie clip not foundMovie clip that this strip usesMovie clip to use tracking data from isn't setMovie fileMovie stripMovie tracking camera dataMovie tracking dataMovie tracking marker dataMovie tracking object dataMovie tracking object to followMovie tracking object to follow (if empty, camera object is used)Movie tracking plane track dataMovie tracking reconstructed camera dataMovie tracking reconstruction dataMovie tracking settingsMovie tracking stabilization dataMovie tracking track dataMovie tracking track to followMovieClipMovieClipActive TrackMovieClipAnnotation SourceMovieClipBundleMovieClipClipMovieClipDope SheetMovieClipGraphMovieClipKeep OriginalMovieClipMarkerMovieClipMarkersMovieClipMaskMovieClipModeMovieClipPlane TrackMovieClipPowerMovieClipTrackMovieClipTrackingMovieClipViewMovieClip StripMovieClip data-block referencing an external movie fileMovieTracking '%s' cannot be removedMovies or image sequences do not support packingMoving HoldMoving Hold KeyframeMoving Hold Keyframe SelectedMoving things with a mouse drag confirms when releasing the buttonMsMovMsPanMsRotMsSmartZoomMsSubMovMsZoomMtex not found for this typeMulti FrameMulti InputMulti Input Sort IDMulti ModifierMulti ReactMulti camera system, adjust the cameras individuallyMulti constraint, stateful IK solverMulti-Layer EXRMulti-PaintMulti-ViewMulti-Word Fuzzy FilterMulti-Word Match SearchMulti-frame EditingMulti-scale hair scattering model by Huang et al. 2022, suitable for viewing both up close and from a distance, supports elliptical cross-sections and has more precise highlight in forward scattering directions.Multi-touch GesturesMulticam Select StripMulticam Source ChannelMultifractalMultiframeMultilayerMultipaint group is locked, abortingMultiple CachesMultiple EnginesMultiple FacesMultiple ImportanceMultiple Importance SampleMultiple Importance SamplingMultiple ScatteringMultiple SpringsMultiple StrokesMultiple ViewsMultiple add-ons with the same name found!Multiple file handlers can be used, drop to pick which to useMultiple image files, as a sequenceMultiple images cannot be saved to an identical path: "%s"Multiple importance sampling is used to combine direct light contributions from next-event estimation and forward path tracingMultiple scattering sky model (more accurate)Multiple strokes appear/disappear at onceMultiplication factor when using the fast or slow modifiersMultiplicative overrideMultiplied by Start/End for the total added point countMultiplierMultiplier for dicing rate of geometry outside of the camera view. The dicing rate of objects is gradually increased the further they are outside the camera view. Lower values provide higher quality reflections and shadows for off screen objects, while higher values use less memoryMultiplier for per object adaptive subdivision sizeMultiplier for per object adaptive subdivision size in the viewportMultiplier for scaling the selected field to color mapMultiplier for scaling the vectorsMultiplier for the distance between 3D View grid linesMultiplier for the height value to control the overall distance for bump mappingMultiplier for the strength of the new strokesMultiplier for the thickness of the new strokesMultiplier for wave influence of this brushMultiplier of diameter propertiesMultiplier of obstacle velocityMultiplier of source velocity passed to fluid (source velocity is non-zero only if object is moving)Multiplier used to control the magnitude of the velocity vectors for time effectsMultiplyMultiply Add ModeMultiply AlphaMultiply B-Bone Scale In channels by the local scale values of the start handle. This is done after the Scale Easing option and isn't affected by it.Multiply B-Bone Scale Out channels by the local scale values of the end handle. This is done after the Scale Easing option and isn't affected by it.Multiply ColorsMultiply DepthMultiply FactorMultiply Mass with SizeMultiply MatricesMultiply ModeMultiply ModifierMultiply NormalMultiply RMultiply StripMultiply VGroup A's weights by VGroup B's onesMultiply Vertex Group with EnvelopeMultiply WeightsMultiply alpha along with color channelsMultiply brush influence by velocity color ramp alphaMultiply brush intersection depth (displace, waves) by velocity ramp alphaMultiply color by alpha (recommended for Blender input)Multiply color channels from two videosMultiply component values togetherMultiply force by 1/distance²Multiply line length by particle speedMultiply mass by particle sizeMultiply normal vector with selectionMultiply position and outline by intensityMultiply recorded drawing speed by a factorMultiply source value to destination one, using given threshold as factorMultiply the B-Bone Ease In channel by the local Y scale value of the start handle. This is done after the Scale Easing option and isn't affected by it.Multiply the B-Bone Ease Out channel by the local Y scale value of the end handle. This is done after the Scale Easing option and isn't affected by it.Multiply the calculated weights with the existing values in the vertex groupMultiply the current scene frame by this factorMultiply the current speed of the strip with this number or remap current frame to this frameMultiply the filter size used by interpolationMultiply the final easing values by the Scale In/Out Y factorsMultiply the input image's RGBA channels by the alpha input valueMultiply the instance scale with a factor to calibrate the considered face areaMultiply the intensity of each pixelMultiply the original length by a factorMultiply the radius of the spline point by the taper radiusMultiply transformation matricesMultiply weights by envelope for all bones, instead of acting like Vertex Group based blending. The specified weights are still used, and only the listed bones are considered.Multiply with the speed factorMultiresMultires ModifierMultires data baking requires multi-resolution objectMultires modifier returned error, skipping applyMultiresolutionMultiresolution mesh modifierMultiscatter GGXMusgraveMusicMust be in vertex selection modeMust have an active bone to add IK constraint toMust have more control points than OrderMuteMute (un)selected stripsMute FootageMute channelMute expanded settings for the modifierMute footage and show black background insteadMute or un-mute selected stripsMute the speakerMute this modifierMute unselected rather than selected stripsMutedMuted StripsMux Packet SizeMux RateMux packet size (byte)Mux rate (bits/second)N-GonN-Sphere RadiusN-gon MethodN-gonsN-key opens a pie menu to toggle regionsNDOFNDOF Lock HorizonNDOF Motion DataNDOF View NavigateNDOF motion data for window manager eventsNGon FaceNGon Face-VertexNLANLA Evaluation EnabledNLA StripNLA Strip 'transitions' between adjacent stripsNLA Strip ControlsNLA Strip NameNLA Strip acts as a container for adjacent stripsNLA Strip is activeNLA Strip is played back in reverse order (only when timing is automatically determined)NLA Strip is selectedNLA Strip references some ActionNLA Strip representing a sound event for speakersNLA StripsNLA Strips on this NLA-trackNLA Strips that this strip acts as a container for (if it is of type Meta)NLA TrackNLA Track NamesNLA Track is activeNLA Track is evaluated itself (i.e. active Action and all other NLA Tracks in the same AnimData block are disabled)NLA Track is lockedNLA Track is selectedNLA Track is the only one evaluated in this animation data-block, with all others mutedNLA TracksNLA Tracks (i.e. Animation Layers)NLA Tweak ModeNLA editor space dataNLA stack is evaluated when evaluating this blockNLA strip '%s' not found in track '%s'NLA-Strip F-CurvesNURBSNURBS Active U LinesNURBS Active V LinesNURBS U LinesNURBS V LinesNURBS order in the U direction. Higher values make each point influence a greater area, but have worse performance.NURBS order in the V direction. Higher values make each point influence a greater area, but have worse performance.NURBS weightNablaNameName (id) of the operator to invokeName AfterName CollisionName FilterName after object source with a suffixName collisions: Name filter using '*', '?' and '[abc]' unix style wildcardsName for new mesh object and materialName for new paint slot sourceName for new presetName for the new brush assetName for the new pose assetName from loaded imageName in use. The other data-block was renamed to ‘%s’Name of Action Group to assign setting(s) for this path toName of ID block to unpackName of Parent Bone for hook (if applicable), also recalculates and clears offsetName of PoseBone to use as targetName of Shape KeyName of UV mapName of Vertex Group which determines AnchorsName of Vertex Group which determines influence of modifier per pointName of Vertex color layerName of a file or directory within a file listName of a to-be-added bone collection. Only pass this if you want to create a new bone collection and assign the selected bones to it. To assign to an existing collection, do not include this parameter and use collection_indexName of a to-be-added bone collection. Only pass this if you want to create a new bone collection and move the selected bones to it. To move to an existing collection, do not include this parameter and use collection_indexName of color attributeName of modifier to redefineName of modifier to removeName of new attributeName of new color attributeName of new directoryName of new maskName of new mask layerName of newly created groupName of newly created lightgroupName of operator (translated) to call on action eventName of operator (translated) to call on input eventName of parent bone in case of a bone parenting relationName of parent bone. Only used when the parent object is an armature.Name of parent object in specified data-block to which parenting happensName of parent sub-object in specified data-block to which parenting happensName of single glTF animation to be exportedName of skin layerName of the AOVName of the AOV that this output writes toName of the Alembic attribute used for generating motion blur dataName of the AttributeName of the LightgroupName of the PaletteName of the UV map attribute to generateName of the Vertex Group which determines the influence of the modifier per pointName of the action mapName of the action map bindingName of the action map itemName of the active Shader AOVName of the attribute to retrieve the transform fromName of the bone collection to assign this bone to; empty to assign to the active bone collectionName of the bone collection to createName of the bone collection to unassign this bone from; empty to unassign from the active bone collectionName of the bone to retrieveName of the bone to unassign from the collection; empty to use the active boneName of the collection to selectName of the constraint to editName of the creator of the assetName of the custom transform orientationName of the dash segmentName of the data-block to use by the operatorName of the deviceName of the fileName of the grid for the X axis component of the velocity field if it was split into multiple gridsName of the grid for the Y axis component of the velocity field if it was split into multiple gridsName of the grid for the Z axis component of the velocity field if it was split into multiple gridsName of the haptic action to apply when executing this actionName of the key configurationName of the key mapName of the layerName of the materialName of the menuName of the modifierName of the modifier that contains the nodeName of the modifier to editName of the modifier to work onName of the new collectionName of the new custom orientationName of the new layerName of the new layer groupName of the newly added collectionName of the newly created boneName of the pie menuName of the preset, used to make the path nameName of the referenced bone collectionName of the rig type to generate a sample ofName of the shaderfx to editName of the slotName of the slot, for display in the user interface. This name combined with the slot's data-block type is unique within its ActionName of the socketName of the socket typeName of the source fileName of the strip modifier to editName of the themeName of the velocity field, or the base name if the velocity is split into multiple gridsName of the vertex color layer used for foamName of the vertex color layer used for the spray direction mapName of the workspace to append and activateName of this layer collection (same as its collection one)Name of vertex color to exportName of vertex group which determines surface emission rateName or Tag FilterName that can be displayed in the UI for this elementName that is mapped to the referenced data-blockName to use in scripted expressions/functions (no spaces or dots are allowed, and must start with a letter)Name used to save output from this surfaceName: {:s}Named AttributeNamed AttributesNamed GroupNamed Layer SelectionNamed Layer nodeNamesNamespaceNaming components for AO mapsNaming components for alpha mapsNaming components for base color mapsNaming components for bump mapsNaming components for displacement mapsNaming components for emission mapsNaming components for glossy mapsNaming components for metalness mapsNaming components for normal mapsNaming components for roughness mapsNaming components for specular mapsNaming components for transmission mapsNanometersNanowattsNarrow Band WidthNarrownessNaturalNatural Drawing SpeedNatural LogarithmNatural scroll directionNavigateNavigate GizmoNavigate Gizmo SizeNavigate into folders by clicking on them once instead of twiceNavigate the VR scene by grabbing with controllersNavigationNavigationBackNavigationController ForwardNavigationDownNavigationForwardNavigationLeftNavigationModeNavigationRightNavigationTurn LeftNavigationTurn RightNavigationUpNavigationViewer BackNavigationViewer ForwardNavigationViewer LeftNavigationViewer RightNavigation BarNavigation ControlsNavigation LocationNavigation ModeNavigation RotationNavigation ScaleNavigation/Tabs BackgroundNdof+Ndof-NdofB1NdofB10NdofB11NdofB12NdofB2NdofB3NdofB4NdofB5NdofB6NdofB7NdofB8NdofB9NdofBackNdofDomNdofFitNdofFrontNdofIso1NdofIso2NdofMenuNdofMovNdofPanZoomNdofRCCWNdofRCWNdofRotNdofSCCWNdofSCWNdofSaveView1NdofSaveView2NdofSaveView3NdofTCCWNdofTCWNdofView1NdofView2NdofView3Ndof←Ndof↑Ndof→Ndof↓NearNear PlaneNear ThicknessNear clipping distance of shadow cameraNear-field hair scattering model by Chiang et al. 2016, suitable for close-up looks, but is more noisy when viewing from a distance.NearestNearest Corner and Best Matching Face NormalNearest Corner and Best Matching NormalNearest Corner of Nearest FaceNearest EdgeNearest Edge InterpolatedNearest Edge VertexNearest FaceNearest Face EdgeNearest Face InterpolatedNearest Face VertexNearest NeighborNearest PixelNearest Surface PointNearest VertexNearest VerticesNeck PositionNeck start positionNeed at least 4 selected point tracks to create a planeNeededNeedleNeeds at least a pair of adjacent selected strips with a gap between themNegate VolumeNegate influence inside the volumeNegate the alignment axisNegate the effect of the clump vertex groupNegate the effect of the density vertex groupNegate the effect of the field vertex groupNegate the effect of the kink vertex groupNegate the effect of the length vertex groupNegate the effect of the rotation vertex groupNegate the effect of the roughness 1 vertex groupNegate the effect of the roughness 2 vertex groupNegate the effect of the roughness end vertex groupNegate the effect of the size vertex groupNegate the effect of the tangent vertex groupNegate the effect of the twist vertex groupNegate the effect of the velocity vertex groupNegationNegativeNegative AxisNegative FramesNegative Frames are slid or croppedNegative SidesNegative X axisNegative Y axisNegative Z axisNegative exponent for the viscosity value (to simplify entering small values e.g. 5*10^-6)Negative mesh smootheningNegative vertex index in vertex_indices_setNeighbor IndexNeighbor RejectionNeighbor ThresholdNeither of the nodes have outputsNestedNested node id of the nodeNesting a node group inside of itself is not allowedNetworkNetwork Connection LimitNetwork TimeoutNeutralNeutral displacement value that causes no displacement. Lower values cause the surface to move inwards, higher values push the surface outwardsNeverNever NoneNever change tabs when clicking an icon in an outlinerNever collapse the new merge nodesNewNew CatalogNew Curve Smoothing ModeNew Curves ToolsNew DataNew F-Curve Colors - XYZ to RGBNew FeaturesNew FileNew GroupNew Handles TypeNew IDNew ID's session uid to remap all selected IDs' users toNew ImageNew ItemNew Keyframe TypeNew LayerNew ObjectNew ObjectsNew PathNew PresetNew UV MapNew WindowNew bone name collides with an existing vertex group name, vertex group names are unchanged. (%s::%s)New displace is added cumulatively on top of existingNew effect takes less or more inputsNew implementation available since 2.8New keys will be BézierNew keys will be constantNew keys will be linearNew lines unsupported, call this operator multiple timesNew name for markerNew sampling value to be used for subsequent modifiersNew speed of retimed segmentNew stroke from selected points/strokesNew strokes are drawn below of all strokes in the layerNewly created vertex is being slidNewtonianNextNext CharacterNext Edge IndexNext FailedNext KeyframeNext LineNext MarkerNext NodeNext PageNext StripNext Vertex IndexNext WordNext blend type/operationNext element is hiddenNext or SelectionNext typed character will strike through previous, for special character inputNext-Event EstimationNlaStripNlaTrackNlaTrack '%s' cannot be removedNo 'Connections' found in file %rNo 'GlobalSettings' found in file %rNo 'Objects' found in file %rNo 'Relative To' object found, set one explicitly or make sure there is an active objectNo (unpinned) Properties Editor found to display texture inNo 3D viewport found to create image fromNo Action slot is assigned, so there is nothing to un-assignNo Actions in .blend fileNo Active ActionNo Active ContextNo AnimData blocks in tweak mode to exit fromNo AnimData blocks to enter tweak mode forNo Anti-AliasingNo Asset DraggingNo Asset IndexingNo AudioNo Bone ActiveNo ChangeNo Connect RegionsNo ConvergenceNo Curve SelectedNo CyclesNo Data-BlockNo Data-Block PackingNo DissolveNo Euler Rotation F-Curves to fix upNo Euler Rotations could be correctedNo Euler Rotations could be corrected, ensure each rotation has keys for all components, and that F-Curves for these are in consecutive XYZ order and selectedNo F-Curve to add keyframes toNo F-Modifiers available to be copiedNo F-Modifiers to pasteNo FlipNo Gimbal LockNo Grease Pencil dataNo Grease Pencil frame to draw onNo Grease Pencil frame to draw weight onNo Group Output or File Output nodes in sceneNo ID block and/or AnimData to delete keyframe fromNo IntersectionNo ItemsNo Items AvailableNo Keying Set ActiveNo Library OverridesNo LimitNo MaterialsNo MergeNo New ConstraintNo OffsetNo OutputNo Override Auto ResyncNo PropertiesNo RNA pointer available to retrieve values for keyframing fromNo RNA pointer available to retrieve values for this F-curveNo Recent FilesNo ReprojectNo Rigid Body World to add Rigid Body Constraint toNo Rigid Body World to exportNo Rigid Body World to removeNo TexturesNo UDIM tiles were createdNo UV data on canvasNo UV layer named "%s" found in the object "%s"No UV layersNo UV map found in the evaluated object "%s"No VideoNo action to delete keyframes from for ID = %sNo active AnimData block to use (select a data-block expander first or set the appropriate flags on an AnimData block)No active Curves ObjectNo active F-Curve to add a keyframe to. Select an editable F-Curve firstNo active Grease Pencil layerNo active Grease Pencil layer to paste intoNo active Keying SetNo active Keying Set path to removeNo active Keying Set to add empty path toNo active Keying Set to removeNo active Keying Set to remove a path fromNo active Keying Set to remove property fromNo active Keying Set to useNo active UV layer found in the object "%s"No active action to operate onNo active action to push downNo active and selected image texture node found in material "%s" (%d) for object "%s"No active assetNo active attributeNo active boneNo active bone collectionNo active bone setNo active bone to copy fromNo active bone with constraints for copyingNo active brushNo active cameraNo active camera in the sceneNo active camera setNo active collectionNo active color attribute to bake toNo active editable objectNo active element found!No active faceNo active frame to deleteNo active groupNo active image found in material slot (%d) for object "%s"No active image found, add a material or bake to an external fileNo active image found, add a material or bake without the Split Materials optionNo active itemNo active item to renameNo active keyframe on F-CurveNo active layerNo active layer to duplicateNo active line style in the current sceneNo active lineset and associated line style to manipulate the modifierNo active lineset to add a new line style toNo active markerNo active mesh objectNo active movie clipNo active node.No active objectNo active object foundNo active object to add constraint toNo active object, or active object isn't a Grease Pencil objectNo active object, unable to apply the Action before renderingNo active plane trackNo active pose bone to add a constraint toNo active strip!No active strip(s) to enter tweak mode onNo active trackNo active track to join toNo active track(s) to add strip to, select an existing track or add one before trying againNo active vertex groupNo active vertex group for painting, abortingNo active view found in scene "%s"No active window in context!No add-on module given!No additional selected meshes with equal vertex count to joinNo angle snappingNo animatable data-block, please report as bugNo animated armatures selectedNo animation data found to create asset fromNo animation data to convert on object: {!r}No animation track found at index %dNo annotation sourceNo armature animation was modifiedNo asset catalogsNo asset data-blocks from the current file selected (assets must be stored in the current file to be able to edit or clear them)No asset data-blocks selected/focusedNo asset found at path "%s"No asset in contextNo asset selectedNo attributes on objects with this materialNo available channel for the current frame.No bone collection named '%s'No bone collections have UI buttons assigned - please check the Bone Collections UI sub-panelNo bones selected, nothing to assign to bone collectionNo bones selected, nothing to unassign from bone collectionNo border area selectedNo brush selectedNo bundle signature foundNo camera foundNo camera found in scene "%s"No camera found in scene "%s" (used in compositing of scene "%s")No changes to be savedNo channels to add keyframes toNo channels to operate onNo child layers to mergeNo clipboard scene to paste Video Sequencer data fromNo closure signature foundNo collection selectedNo collision settings availableNo color overlayNo compatible GPUs found for CyclesNo compatible images are on the clipboardNo compressionNo constraints for copyingNo control point selectedNo control points are selectedNo cullingNo curve data in inputNo curves data to joinNo custom HDRIs configuredNo custom MatCaps configuredNo custom Studio Lights configuredNo custom {:s} configuredNo data in the internal clipboard to pasteNo data to pasteNo data, boolean mask of active voxelsNo data-block selected or activeNo data-block selected that is marked as assetNo data-block selected that supports asset operations - select at least one Brush, Collection, Node Group, Object, Pose Action, Scene, or WorldNo data-blocks to create assets for found (or do not support use as assets)No device - there will be no audio outputNo displayNo distance attenuationNo driver to copy variables fromNo driver variables in the internal clipboard to pasteNo drivers deletedNo edge rings foundNo edge selectedNo edges selectedNo editable Grease Pencil layerNo editable asset library to save intoNo editable objects to convertNo exportNo face regions selectedNo face selectedNo faces filledNo faces found in the object "%s"No file chosenNo file handlers availableNo file path for "%s"No filename givenNo filepath givenNo files selectedNo files selected to be openedNo flippingNo folder selectedNo frames rendered, skipped to not overwriteNo frames selected in the Grease Pencil objectNo frames to bakeNo free inputs for node {}No fullscreen areas were foundNo glTF AnimationNo hair connected (cannot connect hair if particle system modifier is disabled)No image empty selectedNo images availableNo images convertedNo images found to reload in this node treeNo images have been changedNo input grid found that can determine the topologyNo installable packages markedNo installed packages markedNo installed packages to updateNo interpolationNo interpolation (sample closest texel)No interpolation between keyframesNo interpolation, use nearest neighbor pixelNo interpolation, value of A gets held until B is encounteredNo intersections foundNo inverse correction is set, so there is nothing to clearNo issues detectedNo itemsNo items are selectedNo joints selectedNo keyframed poses to propagate toNo keyframes copied to the internal clipboardNo keyframes removed from %d object(s)No keyframes removed from {} strip(s)No keyframes to focus onNo keyframes to slide betweenNo keys have been inserted and no errors have been reported.No keys or strips selectedNo layer foundNo layers to addNo limiting applied. Fastest but may produce artifacts in high-order schemesNo markers are selectedNo matching face regions foundNo matching images foundNo material to removedNo menu items foundNo mesh data to joinNo mesh in active objectNo mesh objectNo meshes with vertex groups foundNo missing filesNo more keyframes to jump to in this directionNo more markers to jump to in this directionNo more than 16 local viewsNo name matches between selected objects and shape keysNo name setNo named attributes usedNo new files have been packedNo new override operation created, operation already existsNo new override property created, property already existsNo node tree was found in the current node editor.No nodes selected.No object found to operate onNo object selectedNo object selected, using cursorNo object to apply orientation onNo object, or not exclusively in pose modeNo objects found to bake fromNo objects selectedNo objects selected to copyNo objects to pasteNo objects with bound-box selectedNo open Graph Editor window foundNo operator in contextNo optionsNo orphaned data-blocks to purgeNo other bones are selectedNo other objects are selectedNo other objects selectedNo other selected objects have wire or boundary edges to use for projectionNo output nodeNo packed fileNo packed files to unpackNo parent directory givenNo permissions specifiedNo point cloud data to joinNo point was selectedNo points were selectedNo pose to copyNo prefiltering, use when guiding passes are noise-freeNo preview available to removeNo projection when behind the faceNo projection when in front of the faceNo reference available {!r}, update info in '_rna_manual_reference.py' or callback to bpy.utils.manual_map()No region view3d availableNo repositories availableNo results foundNo results match the search filterNo rolling shutter effect usedNo scene assets.No selected F-Curves to add keyframes toNo selected F-Curves to paste intoNo selected assetNo selected bones to copy toNo selected data-blocks to copyNo selected editable objects to operate onNo selected facesNo selected frames foundNo selected keys, pasting over preview rangeNo selected keys, pasting over scene rangeNo selected object is activeNo selected object to copy fromNo selected pose assetNo selected vertexNo sequencer scene with video strips to renderNo shape correctionNo single next item foundNo slots in this Action.No source mesh objects selectedNo strips selectedNo strips to pasteNo subtitles (text strips) to exportNo suitable context info for active keying setNo suitable selected bones to copy toNo supported objects were selectedNo target bones addedNo target object to transfer the mode toNo text or file specified in node, nothing to compileNo texture size limitNo texture user foundNo textures in contextNo usable tracks selectedNo user repositoriesNo valid action to addNo valid cage objectNo valid data to read!No valid driver data to create copy ofNo valid existing linked ID given to relocateNo valid formats foundNo valid image format selectedNo valid node(s) in selectionNo valid root vertex found (you need one per mesh island you want to skin)No valid selected objectsNo valid subdivisions found to rebuild a lower levelNo valid subdivisions found to rebuild lower levelsNo valid target meshNo vertex group among the selected verticesNo vertex group dataNo vertex groups assigned to meshNo vertex groups foundNo vertex groups to operate onNo vertex selectedNo vertices were boundNo visible tags.No weights/vertex groups on objectNo weights/vertex groups on object(s)No {:s} modifiers foundNo-OpNodeNode BackdropNode Color SpecialsNode EditorNode Editor OverlaysNode EditorsNode FormatNode GroupNode GroupsNode IDNode IdentifierNode InputsNode Instance HashNode LabelNode LinksNode NameNode OutlineNode OutputNode OutputsNode Preview ResolutionNode SelectedNode SocketNode Tool IdentifierNode TreeNode Tree InterfaceNode Tree Interface ItemNode Tree Interface SocketNode Tree Interface SpecialsNode Tree PathNode Tree Sub-TypeNode Tree type (deprecated, bl_idname is the actual node tree type identifier)Node TreesNode TypeNode UnsupportedNode WidthNode WranglerNode Wrangler (Menu)Node editor space dataNode group assets not assigned to a catalog. Catalogs can be assigned in the Asset BrowserNode group data-blocksNode group has different typeNode group must be a geometry node treeNode group must have a Color output socketNode group must have a geometry outputNode group must have a group output nodeNode group must have an output socketNode group that controls what this modifier doesNode group to editNode group's Mask input should be of type ColorNode group's first output must be a color outputNode group's first output must be a geometryNode group's geometry input must be the firstNode group's main Image input should be of type ColorNode groups do not support automatic previewsNode has no attribute {:s}Node header color tagNode in a node treeNode must be run as toolNode only works for curves objectsNode owning this socketNode selection stateNode shader to useNode socket data typeNode tree '%s' has undefined type %sNode tree '%s' is not a compositing node group.Node tree being displayed and editedNode tree consisting of linked nodes used for compositingNode tree consisting of linked nodes used for geometriesNode tree consisting of linked nodes used for materials (and other shading data-blocks)Node tree consisting of linked nodes used for shading, textures and compositingNode tree consisting of linked nodes used for texturesNode tree for node based lightsNode tree for node based materialsNode tree for node based worldsNode tree for node-based shadersNode tree for node-based texturesNode tree type %s undefinedNode tree type to display and editNode tree was not found in the active node editor.Node typeNode type %s undefinedNode {} deletedNode(s)NodeGroupNodeTreeANodeTreeAbsoluteNodeTreeAddNodeTreeArccosineNodeTreeArcsineNodeTreeArctan2NodeTreeArctangentNodeTreeArrowNodeTreeBNodeTreeBottomNodeTreeBoxNodeTreeCeilNodeTreeCeilingNodeTreeClosureNodeTreeCoat TintNodeTreeColorNodeTreeColor BurnNodeTreeColor DodgeNodeTreeCompareNodeTreeComparisonNodeTreeConstantNodeTreeConversionNodeTreeCosineNodeTreeCrossNodeTreeCross ProductNodeTreeCurrentNodeTreeDarkenNodeTreeDifferenceNodeTreeDistanceNodeTreeDivideNodeTreeDivide CeilingNodeTreeDivide FloorNodeTreeDivide RoundNodeTreeDot ProductNodeTreeDraw StyleNodeTreeExponentNodeTreeFaceforwardNodeTreeFloorNodeTreeFloored ModuloNodeTreeFor Each ElementNodeTreeFractionNodeTreeFrameNodeTreeFunctionsNodeTreeGreater ThanNodeTreeGreatest Common DivisorNodeTreeHueNodeTreeHyperbolic CosineNodeTreeHyperbolic SineNodeTreeHyperbolic TangentNodeTreeIntersectNodeTreeInverse Square RootNodeTreeJoin GeometryNodeTreeKeyNodeTreeLeast Common MultipleNodeTreeLengthNodeTreeLess ThanNodeTreeLightenNodeTreeLinear LightNodeTreeLogarithmNodeTreeMaximumNodeTreeMedianNodeTreeMinimumNodeTreeMissing Data-BlockNodeTreeMixNodeTreeModeNodeTreeModuloNodeTreeMultiplyNodeTreeMultiply AddNodeTreeNegateNodeTreeNewNodeTreeNextNodeTreeNormalizeNodeTreeOperationNodeTreeOverlayNodeTreePing-PongNodeTreePingpongNodeTreePlanarNodeTreePowerNodeTreePrevNodeTreeProjectNodeTreeReflectNodeTreeRefractNodeTreeRepeatNodeTreeRotationsNodeTreeRoundNodeTreeRoundingNodeTreeRounding ModeNodeTreeSaturationNodeTreeScaleNodeTreeScreenNodeTreeSheen TintNodeTreeSignNodeTreeSimulationNodeTreeSineNodeTreeSmooth MaximumNodeTreeSmooth MinimumNodeTreeSnapNodeTreeSoft LightNodeTreeSpecular TintNodeTreeSquare RootNodeTreeSubtractNodeTreeTangentNodeTreeTintNodeTreeTo DegreesNodeTreeTo RadiansNodeTreeTopNodeTreeTrigonometricNodeTreeTruncateNodeTreeTruncated ModuloNodeTreeUnionNodeTreeUnknownNodeTreeValueNodeTreeWrapNodesNodes ModifierNodes Modifier BakeNodes Modifier PanelNodes Modifier WarningNoiseNoise AmountNoise BasisNoise Basis 2Noise DepthNoise DistortionNoise F-ModifierNoise IntensityNoise OffsetNoise ScaleNoise SeedNoise SizeNoise TextureNoise ThresholdNoise TypeNoise algorithm - Blender original: Smooth interpolated noiseNoise algorithm - Cell Noise: Square cell tessellationNoise algorithm - Improved Perlin: Smooth interpolated noiseNoise algorithm - Original Perlin: Smooth interpolated noiseNoise algorithm - Voronoi Crackle: Voronoi tessellation with sharp edgesNoise algorithm - Voronoi F1-F2Noise algorithm - Voronoi F1: Returns distance to the closest feature pointNoise algorithm - Voronoi F2: Returns distance to the 2nd closest feature pointNoise algorithm - Voronoi F3: Returns distance to the 3rd closest feature pointNoise algorithm - Voronoi F4: Returns distance to the 4th closest feature pointNoise basis for the distortionNoise basis used for turbulenceNoise effect modifierNoise level step to stop sampling at, lower values reduce noise at the cost of render time. Zero for automatic setting based on number of AA samplesNoise level step to stop sampling at, lower values reduce noise at the cost of render time. Zero for automatic setting based on number of AA samples, for viewport rendersNon ContiguousNon boolean value found: {:s}[ ].{:s}Non-AssetsNon-ColorNon-Empty object '%s' cannot duplicate collection '%s' anymore in Blender 2.80 and later, removed instancingNon-Keyboard ShortcutNon-ShaderNon-UniformNon-ZeroNon-instance curves are ignoredNon-linear editor for arranging and mixing scenes, video, audio, and effectsNon-negative value of A, abs(A)Non-physical, unitless lighting. Useful when exposure controls are not availableNoneNone (Legacy)None for Enum/BooleanNone of the bone collections is marked 'solo'None of the objects are compatible with a conversion to "%s"None of the selected bones were assigned to this collectionNone of the selected channels is an Action SlotNone of the selected data-blocks supports previewsNone, full renderNonlinear AnimationNoodle CurvingNorNormalNormal BiasNormal DomainNormal EditNormal Edit ModifierNormal FalloffNormal FieldNormal MapNormal OffsetNormal Quantization BitsNormal RadiusNormal Screen SizeNormal SelectionNormal SizeNormal SmoothNormal SpaceNormal VectorNormal WeightNormal direction of the surface mesh at the attachment pointNormal direction vector. • LMB click and drag on the sphere to set the direction of the normal. • Holding Ctrl while dragging snaps to 45 degree rotation incrementsNormal keyframe, e.g. for key posesNormal map uses DirectX convention, with Y axis in the green channel pointing downNormal map uses OpenGL convention, with Y axis in the green channel pointing upNormal pass used by denoiserNormal to SurfaceNormal vector used to copy, add or multiplyNormal-TangentNormal/Tangent QuantizationNormalEditNormalizationNormalizeNormalize ANormalize KernelNormalize WeightsNormalize active vertex's weightsNormalize all weights of all vertex groups, so that for each vertex, the sum of all weights is 1.0Normalize intensity by light area, for consistent total light output regardless of size and shapeNormalize light intensities while tracking (slower)Normalize output Distance to 0.0 to 1.0 rangeNormalize outputs to 0.0 to 1.0 rangeNormalize the X coordinate of the Segment Coordinates output to a [0, 1] interval and offset the Y coordinate into a [0, infinity) interval. When checked, the textures are stretched to fit into each angular segment. When not checked, the parts of the textures that don't fit into each angular segment are croppedNormalize the colors, increasing the contrastNormalize the resulting weights (otherwise they are only clamped within 0.0 to 1.0 range)Normalize the weights of all vertex groups, so that for each vertex, the sum of all weights is 1.0Normalize weights of active vertex (if affected groups are unlocked)Normalize weights of all target bonesNormalize weights of the active vertex groupNormalize weights of the active vertex group, so that the highest ones are now 1.0NormalizedNormalized SineNormalized coordinates with half pixel offsetsNormalized quaternion rotationNormalizes the kernel such that it integrates to oneNormally always 1, but can be used as an extra control to alter the brightness curveNormalsNormals 'track' (point to) the target objectNormals OnlyNorthNorth-EastNorth-WestNorwegian (Bokmål) - Norsk bokmålNotNot AndNot EqualNot Equal ToNot SetNot SupportedNot a compositor node treeNot a geometry node treeNot a geometry or compositor node treeNot a libraryNot a modal keymapNot a non-modal keymapNot a shader node treeNot a shader or geometry node treeNot a shader, geometry, or compositor node treeNot a texture node treeNot a valid selection for extrudeNot all armature objects have an action and slot assignedNot an editable nameNot assigned to any bone collection.Not available for Microsoft Store installationsNot deleting keyframe for locked F-Curve '%s', object '%s'Not deleting keyframe for locked F-Curve '%s', scene '%s'Not deleting keyframe for locked F-Curve for NLA Strip influence on %s - %s '%s'Not enough available video memory to bake "{}" ({} / {} MBytes). Try reducing surfel resolution or capture distance to lower the size of the allocation.Not enough content to clamp strip(s)Not enough free memoryNot enough vertices for vertex-parentNot filtering any lines based on illumination regionNot implementedNot implemented for MasksNot inside node groupNot running with '--enable-event-simulate' enabledNot supported in dynamic topology modeNot supported in dynamic topology sculptingNot supported in dyntopoNot supported in multiresolution modeNot supported in sculpt modeNot yet definedNot yet functionalNot yet implementedNot yet specified. When this slot is first assigned to a data-block, this will be set to the type of that data-blockNoteNote that fully compliant glTF 2.0 engine/viewer will use it as multiplicative factor for base color.Note/Layer to add annotation strokes toNote:Note: this combined rig is deprecated.NotesNothingNothing indicatedNothing selectedNothing selected to keyNothing to bakeNothing to deleteNothing to eraseNothing to operate on: {:s}[ ].{:s}Nothing to show yet...Nothing under cursorNowNowhere for Grease Pencil data to goNukeNuke distortion modelNullNull actionNull cloth objectNum StepsNumberNumber FieldNumber Widget ColorsNumber of B-Bone segmentsNumber of Blur SamplesNumber of Blur Samples (zero, disable blur)Number of CutsNumber of FacesNumber of FramesNumber of KeysNumber of PiecesNumber of PointsNumber of ProjectorsNumber of VerticesNumber of additional samples to take between frames to improve quality of fast moving effector objectsNumber of additional samples to take between frames to improve quality of fast moving flowsNumber of angular segments for tiling. A non-integer value results in an irregular segmentNumber of blades in aperture for polygonal bokeh (at least 3)Number of channels in pixels bufferNumber of channels in the tile pixels bufferNumber of children per parentNumber of children per parent for renderingNumber of computed points in the U direction between every pair of control pointsNumber of concentric rings used to fill the round faceNumber of constraint solver iterations made per simulation step (higher values are more accurate but slower)Number of control points in a newly added curveNumber of control points in the curveNumber of curves added by the Add brushNumber of custom normals is not number of loops (%f / %d)Number of custom normals is not number of vertices (%f / %d)Number of cycle repeatsNumber of deselected elements in the repetitive sequenceNumber of dimensions of the grid data typeNumber of dimensions to output noise forNumber of duplicates to makeNumber of edges or points in the faceNumber of elements that will be groupedNumber of extensions with available updateNumber of extra spline control points attached to the end controlNumber of extra spline control points attached to the start controlNumber of faces that contain the vertexNumber of faces which share an edge with the faceNumber of frames after each GP keyframe before the modifier has any effectNumber of frames at start of strip to fade in influenceNumber of frames between cached framesNumber of frames between generated interpolated framesNumber of frames between paths shown (not for 'On Keyframes' Onion-skinning method)Number of frames between randomization stepsNumber of frames cachedNumber of frames for Blending In/Out is automatically determined from overlapping stripsNumber of frames from end frame for influence to fade outNumber of frames from start frame for influence to take effectNumber of frames in which the wave damps out after it diesNumber of frames of the sequence to useNumber of frames or seconds to jump forward or backwardNumber of frames that path animation should takeNumber of frames to cycle through. Not affected by SpeedNumber of frames to hold each valueNumber of frames to ignore from the end of the underlying source. The source content is trimmed, and future frames are turned into holdsNumber of frames to ignore from the start of the underlying source. The source content is trimmed, and previous frames are turned into holdsNumber of frames to offsetNumber of frames to offset original keyframe number or frame to fixNumber of frames to show after the current frame (only for 'Around Frame' Onion-skinning method)Number of frames to show before the current frame (only for 'Around Frame' Onion-skinning method)Number of frames to skip forward while baking each frameNumber of frames to skip forward while rendering/playing back each frameNumber of frequencies usedNumber of graphsNumber of grid columnsNumber of grid lines to display in perspective viewNumber of grid units in UV space that make one UV UnitNumber of hair segmentsNumber of horizontal pixels in the rendered imageNumber of images of a movie to useNumber of input samples to average together to smooth the brush strokeNumber of installed extensions which are blockedNumber of itemsNumber of iterations to apply the filterNumber of iterations to run the SLIM solver forNumber of iterations to run, 0 is unlimited when run interactivelyNumber of iterations to smooth the meshNumber of iterations when "Minimum Stretch" method is usedNumber of levels of nested instances to realize for each top-level instanceNumber of limb segmentsNumber of lines to scrollNumber of loops used by this faceNumber of mirrored regions around a central axisNumber of motion blur samplesNumber of octaves (i.e., the amount of detail of the Perlin noise)Number of octaves (i.e., the amount of detail of the spatial noise)Number of pixels for blurring rim (set to 0 to disable)Number of pixels for blurring shadow (set to 0 to disable)Number of pixels per inch or Blender UnitNumber of pixels to before the cursor is considered to have moved (used for cycling selected items on successive clicks)Number of pixels to crop from the bottomNumber of pixels to crop from the left sideNumber of pixels to crop from the right sideNumber of pixels to crop from the topNumber of pixels to drag before a drag event is triggered for keyboard and other non mouse/tablet input (otherwise click events are detected)Number of pixels to drag before a drag event is triggered for mouse/trackpad input (otherwise click events are detected)Number of pixels to drag before a drag event is triggered for tablet input (otherwise click events are detected)Number of pixels to expand or contract fill areaNumber of points in one rotation of the spiralNumber of points on each of the circlesNumber of points on the circleNumber of points on the circle at the top and bottomNumber of points on the profile circle. Also defines the round cap resolutionNumber of points to consider stroke as looseNumber of points to sample per unit volumeNumber of points to select from the backNumber of points to select from the endNumber of points to select from the frontNumber of points to select from the startNumber of projectors to useNumber of ray directions to evaluate when bakingNumber of rays to trace per shader evaluationNumber of rounds in a sketchy multiple touchNumber of rounds in contour strokesNumber of sample points on the curveNumber of samplesNumber of samples along the x axis of the volumeNumber of samples along the y axis of the volumeNumber of samples along the z axis of the volumeNumber of samples per pixel for renderingNumber of samples per pixel taken, divided by the maximum number of samples. To analyze adaptive samplingNumber of samples to compute volumetric shadowingNumber of samples to render for each pixelNumber of samples to render in the viewport, unlimited if 0Number of samples to test per faceNumber of samples used by the audio mixing bufferNumber of samples, unlimited if 0Number of seconds between each run of the GL texture garbage collectorNumber of seconds between each run of the GL vertex buffer object garbage collectorNumber of segments for round edges/vertsNumber of segments for the main ring of the torusNumber of segments for the minor ring of the torusNumber of segments of the inverse kinematics chain that will deform the meshNumber of selected elements in the repetitive sequenceNumber of semitones to shift the pitch.Number of shader compilation threads or subprocesses, clamped at the max threads supported by the CPU (requires restarting Blender for changes to take effect). A higher number increases the RAM usage while reducing compilation time. A value of 0 will use automatic configuration. (OpenGL only)Number of sides in hole required to fill (zero fills all holes)Number of simplify steps (large values reduce fill accuracy)Number of simulation steps taken per frame (higher values are more accurate but slower)Number of smoothing iterations per brush stepNumber of spaces to display tabs withNumber of spline control points in the middleNumber of steps between 0 and 1Number of steps in the revolutionNumber of steps to break transformation into for face nearest snappingNumber of steps to compute volumetric effects. Higher step count increase VRAM usage and quality.Number of steps to divide the full displacement into. Fields, including normal and position, are re-evaluated before each step.Number of subdivisionsNumber of subdivisions between grid linesNumber of subdivisions for the dot grid displayed in the backgroundNumber of subdivisions for which displacements are storedNumber of subdivisions of bone (for B-Bones only)Number of subdivisions on top of the basic icosahedronNumber of subdivisions per segmentNumber of subdivisions that must be performed before extracting vertices' positions and normalsNumber of subdivisions to perform in the 3D viewportNumber of subdivisions to perform when renderingNumber of subdivisions to use in sculpt modeNumber of subdivisions to use in the viewportNumber of subdivisions used in Cardinal curve intersection (power of 2)Number of supersampling anti-aliasing samples per pixel for final renderNumber of surfels to spawn in one local unit distance (higher values improve quality)Number of texture used by the cascaded shadow mapNumber of the position that this tile coversNumber of times per frame object data are sampledNumber of times per frame transformations are sampledNumber of times reduce the geometry (unsubdivide only)Number of times that the filter is going to be appliedNumber of times the keys are loopedNumber of times the light is reinjected inside light grids, 0 disable indirect diffuse lightNumber of times the spiral makes a full rotationNumber of times this data-block is referencedNumber of times to apply simplifyNumber of times to apply smooth (high numbers can reduce FPS)Number of times to apply smooth (high numbers can reduce fps)Number of times to apply the screw operationNumber of times to blur the colors (higher blurs more)Number of times to dilate or erode the active voxelsNumber of times to redrawNumber of times to repeat the action rangeNumber of times to smooth newly created strokesNumber of times to smooth the meshNumber of times to subdivide newly created strokes, for less jagged strokesNumber of times to un-subdivideNumber of trail particlesNumber of turns around parent along the strandNumber of undo steps available (smaller values conserve memory)Number of usersNumber of vertical pixels in the rendered imageNumber of vertices for the X side of the shapeNumber of vertices for the Y side of the shapeNumber of vertices for the Z side of the shapeNumber of vertices in the X directionNumber of vertices in the Y directionNumber of vertices on the circleNumber of vertices on the lineNumber of voxels in the X axisNumber of voxels in the X direction of the tile, or 1 if the field is evaluated on a voxelNumber of voxels in the Y axisNumber of voxels in the Y direction of the tile, or 1 if the field is evaluated on a voxelNumber of voxels in the Z axisNumber of voxels in the Z direction of the tile, or 1 if the field is evaluated on a voxelNumber specific to this Slot, unique within the Action. This is used, for example, on a ActionKeyframeStrip to look up the ActionChannelbag for this SlotNumber to increase or decrease character code withNumbers of dirtree levels to show simultaneouslyNumeric IDNumeric ID (read only!)Numeric Input ArrowsNumeric input evaluationNumerical IssueNumerical integration method for advectionOBJ Export: Cannot create mtl file for '%s'OBJ Export: Cannot open file '%s'OBJ Export: No information to writeOBJ Export: Unable to find collection '%s'OBJ Import: Cannot open file '%s'OFFOKONOPEN_EXROSOS KeyOS LoopOS-KeyOSL query failed to open %sOSL script compilation failed, see console for errorsOSL shader compilation succeededOSL support disabled in this buildObjectObjectBoidObjectChargeObjectCurveGuideObjectDragObjectFieldObjectFluidFieldObjectForceObjectHarmonicObjectKeep OriginalObjectLennard-JonesObjectMagnetObjectNewObjectTextureFieldObjectTurbulenceObjectVortexObjectWindObject "%s" has a non-invertible transformation matrix, not applying transformObject "%s" is not a meshObject "%s" is not a mesh or cannot be converted to a mesh (Curve, Text, Surface or Metaball)Object "%s" is not enabled for renderingObject "%s" is not in view layerObject "%s" not found in evaluated scene, it may be hiddenObject %s has no pose, unable to apply the Action before renderingObject %s lost dataObject %s not in view layer %sObject '%s' already has a Rigid Body ConstraintObject '%s' already in collection '%s'Object '%s' cannot be hidden because it is not in View Layer '%s'!Object '%s' cannot be selected because it is not in View Layer '%s'!Object '%s' could not create internal data for finding nearest pointObject '%s' does not support %s modifiersObject '%s' does not support shapesObject '%s' has no evaluated Curve or Grease Pencil dataObject '%s' has no evaluated Grease Pencil or Curves dataObject '%s' has no evaluated curves dataObject '%s' has no evaluated mesh dataObject '%s' has no evaluated mesh or curves dataObject '%s' not in collection '%s'Object (Attach Curves to Surface)Object (Keep Transform Without Inverse)Object (Keep Transform)Object (Without Inverse)Object 1Object 2Object ActionObject AlignedObject AnimationObject BaseObject CenterObject ChildrenObject CollisionsObject ColorObject Constraint PropertiesObject ConstraintsObject ContentsObject DataObject Data AnimationObject Data PropertiesObject DisplayObject Evaluation StateObject ExtrasObject FontObject FromObject GizmosObject GroupsObject IndexObject InfoObject InstancesObject Light LinkingObject Line ArtObject Line Art settingsObject LocationObject ModeObject ModifiersObject NameObject Node SocketObject Node Socket InterfaceObject OffsetObject OperationObject Origin SizeObject OriginsObject PathObject PathsObject PivotObject PropertiesObject RotationObject ScaleObject ScrewObject SelectedObject Shader EffectsObject SolverObject Solver ConstraintObject SpaceObject State FilterObject ToObject TransformObject TypesObject VelocityObject XObject YObject ZObject as CameraObject base selection stateObject boundary display typeObject cast shadows in the 3D viewportObject children will use relative transform, like deformObject colorObject color and alpha, used when the Object Color mode is enabledObject comes from a background setObject comes from a instancerObject could not be duplicatedObject dataObject data-block defining an object in a sceneObject data-blocksObject defining offsetObject details, including empty wire, cameras and other visual guidesObject display settings for 3D viewportObject does not have geometry dataObject file format (.obj)Object for Custom SpaceObject for pole rotationObject geometry is updatedObject has negative scale, sculpting may be unpredictableObject has negative scale, unwrap will operate on a non-flipped version of the meshObject has no Rigid Body Constraint to removeObject has no Rigid Body settings to removeObject has no poseObject has no vertex groupsObject has non-uniform scale, sculpting may be unpredictableObject has non-uniform scale, unwrap will operate on a non-scaled version of the meshObject interaction modeObject is a local library overrideObject is directly controlled by animation systemObject is directly controlled by simulation resultsObject is not a curve or a textObject is not a meshObject is not an armatureObject is not in frontObject is scaled by the curve radiusObject is shown in frontObject is used for camera trackingObject must be in object modeObject name to place (uses the active object when this and 'session_uid' are unset)Object not foundObject of a collection with its collection related settingsObject pathObject providing the instance geometry used for scatteringObject settingsObject shading is updatedObject should be of mesh typeObject socket of a nodeObject space normal mappingObject space normal mapping, compatible with Blender render bakingObject space vector displacement mappingObject that defines custom display shape for this boneObject that has the particle systemObject this base links toObject to avoidObject to calculate vertices distances fromObject to define the screw axisObject to determine center locationObject to determine center of rotationObject to mirror over. Leave empty and name a bone to always mirror over that bone of the active armatureObject to set the texture coordinatesObject to take the location and rotation to which translation and rotation deltas from the VR headset will be applied toObject to transfer data fromObject to transform fromObject to transform toObject to use as cage instead of calculating the cage from the active object with cage extrusionObject to use as cage, instead of calculating the cage from the active object with cage extrusionObject to use as mirrorObject to use as projector transformObject to use as the input geometryObject to use for mapping with Object texture coordinatesObject to use for texture mappingObject to which matrices are made relativeObject transformation is updatedObject type "%s" does not have editable dataObject type does not support automatic previewsObject type does not support vertex groupsObject type is not supportedObject type mismatch, Alembic object path pointed to Camera when importing, but not any moreObject type mismatch, Alembic object path pointed to Curves when importing, but not anymore.Object type mismatch, Alembic object path pointed to NURBS when importing, but not any moreObject type mismatch, Alembic object path pointed to Points when importing, but not any moreObject type mismatch, Alembic object path pointed to PolyMesh when importing, but not any moreObject type mismatch, Alembic object path pointed to SubD when importing, but not any moreObject type mismatch, Alembic object path pointed to XForm when importing, but not any moreObject type mismatch, Alembic object path points to CameraObject type mismatch, Alembic object path points to Curves.Object type mismatch, Alembic object path points to NURBSObject type mismatch, Alembic object path points to Points.Object type mismatch, Alembic object path points to PolyMeshObject type mismatch, Alembic object path points to SubDObject type mismatch, Alembic object path points to XFormObject type of source object is not supportedObject used as build starting positionObject used as centerObject used as distance referenceObject used for camera tracking cannot be deletedObject used for reference pointObject used for the gradient directionObject used for the hair tie instanceObject used to define depth in camera space by projecting onto surface of this objectObject used to define the displacement spaceObject visibility to camera raysObject visibility to diffuse raysObject visibility to glossy raysObject visibility to shadow raysObject visibility to transmission raysObject visibility to volume scattering raysObject was not yet evaluatedObject which defines the wave centerObject whose Z axis defines orientation of gravityObject will follow the heading and banking of the curveObject will stay locked to a single point somewhere along the length of the curve regardless of timeObject {!r} already has a particle systemObject {!r} already has {!r} F-Curve(s). Remove these before trying againObject's bounding box in object-space coordinates, all values are -1.0 when not availableObject(s)Object-space distance to offset the SDF surfaceObject: {:s}, Mesh: '{:s}' has no UVsObject: {:s}, Mesh: '{:s}' has {:d} loops (for {:d} faces), expected {:d}ObjectsObjects & CollectionsObjects Selection CountObjects can be individually updated, at the cost of slower render timeObjects do not have the same number of verticesObjects have no data to transformObjects in collection only contribute indirectly (through shadows and reflections) in the view layerObjects in collection only contribute indirectly (through shadows and reflections) in the view layer • Ctrl to isolate collection • Shift to set inside collectionsObjects included in active Keying SetObjects linked to %sObjects moved to %sObjects of the collection with their parent-collection-specific settingsObjects share texture space, map all objects into a single UV mapObjects that are directly in this collectionObjects that are in this collection and its child collectionsObstacleObstacle DistanceObstacle Level SetObstacle ThresholdOccludeOcclude EraserOcclude GeometryOcclude objects with the environment color as they are further awayOcclusionOcclusion DistanceOcclusion OnlyOceanOcean ModifierOcean is CachedOctagonalOctahedralOctavesOctree DepthOddOdd checker tilesOffOff-AxisOff-axis frustums converging in a planeOfficialOfficially supportedOffscreen Dicing ScaleOffscreen ScaleOffsetOffset (Legacy)Offset AmountOffset AngleOffset Corner in FaceOffset DirectionOffset DistanceOffset Edge LoopOffset EvenOffset FactorOffset FrequencyOffset MatrixOffset MethodOffset ObjectOffset PlanesOffset Point in CurveOffset RelativeOffset ScaleOffset StartOffset Towards Custom CameraOffset UOffset ValidOffset VectorOffset XOffset YOffset a control point index within its curveOffset a signed distance field surface by a world-space distance. Dilates (positive) or erodes (negative) while maintaining the signed distance propertyOffset along the normal when drawing on surfacesOffset an imageOffset angle of the arcOffset clamp based on geometry scaleOffset edge loop slideOffset every N rowsOffset for the shutter's time interval, allows to change the motion blur trailsOffset from object's centerOffset from the end of the strip in framesOffset from the ground planeOffset from the origin to use when instancingOffset from the position corresponding to the time frameOffset from the start of the strip in framesOffset from the starting pointOffset in floating-point units, 1.0 is the width and height of the imageOffset in the random number table for child particles, to get a different randomized resultOffset in the random number table, to get a different randomized resultOffset indices of the first point of each curveOffset into each stroke before the beginning of the dashed segment generationOffset keyframesOffset layers by the same factorOffset material index of generated facesOffset material index of generated rim facesOffset materials by the same factorOffset of duplicates, -1 to 1 (inner to outer)Offset of each clump in a random directionOffset of floor from object originOffset of footage first frame relative to its file name (affects only how footage is loading, does not change data associated with a clip)Offset of nodes from the cursor when addedOffset of pivot from target (when set), or from owner's location (when Fixed Position is off), or the absolute pivot pointOffset of the boundary origin in relation to the brush radiusOffset of the curves to round the tipOffset of the pose origin in relation to the brush radiusOffset of the rimOffset of the shadowOffset of track from the parenting pointOffset per CurveOffset planes from each other. If disabled, multiple planes will be created at the same locationOffset rays from the surface to reduce shadow terminator artifact on low poly geometry. Only affect triangles that are affected by the geometry offsetOffset rays from the surface to reduce shadow terminator artifact on low poly geometry. Only affects triangles at grazing angles to lightOffset sampling of the irradiance grid in the surface normal direction to reduce light bleedingOffset sampling of the irradiance grid in the viewing direction to reduce light bleedingOffset starting pointOffset strokes by the same factor based on stroke draw orderOffset strokes from fillOffset strokes towards selected camera instead of the active cameraOffset the copies randomlyOffset the entire chain relative to the root jointOffset the entire stroke instead of selected points onlyOffset the instances on face corners into their respective faceOffset the instances randomlyOffset the noise along the strokesOffset the number of the frame to use in the animationOffset the origin and orientation of the deformationOffset the revolution along its axisOffset the roll along the original curve to retain shapeOffset the stroke from the surfaceOffset the thickness from the centerOffset to add to the current scene frame. Can also be negativeOffset to apply to animation during import, in framesOffset to apply to animation timestamps, in framesOffset to the data of the stripOffset used to draw edit mesh in front of other geometryOffset value to add to stroke UVsOffset vectorOffset vertices based on a textureOffset will be an absolute point in space instead of relative to the targetOffset with Target TransformOffset/Power/Slope (ASC-CDL)Offset:Offset: %.3fOffsetsOggOgg TheoraOilOldOld ActionOld Action's session uid to replaceOld IDOld ID '%s' is linked from a library, indirect usages of this data-block will not be remappedOld ID's session uid to remap data fromOld Object Face AreaOld mapping value in framesOmitting Sparse Accessor if Data is EmptyOmitting Sparse Accessor if data is emptyOmnidirectional point LightOmnidirectional point light sourceOnOn CageOn ClickOn Current FrameOn LandOn PressOn Selected KeyframesOn Selected MarkersOn Selected OnlyOn SurfaceOn image sequence strips, it returns a strip for each imageOne FaceOne LevelOne of the nodes has no outputsOne of the three points on the circle. The point order determines the circle's directionOne or more F-Curves are not visible due to filter settingsOne or more objects used as prototypes in 'Instance on Points' nodes either do not have 'As Instance' enabled in their 'Object Info' nodes, or the prototype is the base geometry input itself. Both cases prevent valid point instancer export. If it's the former, enable 'As Instance' to avoid incorrect self-referencing.One unique graphical definitionOneDriveOnion OpacityOnion SkinOnion SkinningOnion SkinsOnline AccessOnline ExtensionsOnline access required to check for updates.Online access required to install or update.Online access required to install or update. Enable online access in System preferencesOnline access required to install or update. Launch Blender without --offline-modeOnline access required to install updates.Online directory of free and open source extensionsOnly 90 degree rotations are allowedOnly Activate if SelectedOnly ActiveOnly Active F-CurveOnly Active Keying SetOnly AssetsOnly Axis AlignedOnly BoostOnly Bézier curves are supportedOnly Bézier splines can be addedOnly ChannelOnly CurvesOnly Deform BonesOnly Edges & FacesOnly EndpointsOnly FacesOnly FillsOnly FirstOnly Insert AvailableOnly Insert NeededOnly Inside OuterOnly LocalOnly LocationsOnly Loose EdgesOnly Neighbor GeometryOnly RimOnly SecondsOnly Select UnselectedOnly SelectedOnly Selected BonesOnly Selected ChannelsOnly Selected KeyframesOnly Selected Keyframes HandlesOnly Show ErrorsOnly Show SelectedOnly Show Selected F-Curve KeyframesOnly Show Slot of Active ObjectOnly SmoothOnly StrokesOnly UnusedOnly Use AlphaOnly X-axis transforms are affectedOnly Y-axis transforms are affectedOnly Z-axis transforms are affectedOnly a main Image and Mask inputs are supported, the rest are unsupported and will return zeroOnly a single character supportedOnly activate when mouse is not over a node (useful for tweak gesture)Only active layerOnly add F-Modifier to active F-CurveOnly add a F-Modifier of the specified type to the active stripOnly add sharp edges instead of clearing existing tags firstOnly add the rim to the original dataOnly affect selected elementsOnly affect vertices that are not occluded by other faces (slower performance)Only allow given density value in emitter area and will not add upOnly allow selectable objects to influence raycast resultOnly allow single value inputs rather than field. Deprecated. Will be remove in 5.0.Only apply the selected bones (with propagation to children)Only armature objects are supportedOnly assets from this current file can be moved between catalogsOnly available in point selection modeOnly available with angular bending springs.Only bake keyframes in a certain frame rangeOnly bake selected light probe volumesOnly bake the active light probe volumeOnly bevel edges with sharp enough angles between facesOnly boolean input sockets are supportedOnly boolean, int, float and enum properties supportedOnly boolean, int, float, and enum properties supportedOnly calculate intensityOnly clear motion paths of selected bonesOnly clear motion paths of selected objectsOnly consider strips on the same channel as the active oneOnly consider the object itself when computing AOOnly cut selected geometryOnly cut the front most geometryOnly deform vertices within this distance from the center of the effect (leave as 0 for infinite.)Only deforming modifiers can be applied to shapesOnly delete selected keyframesOnly delete selected light probes' baked lighting dataOnly delete the active light probe's baked lighting dataOnly directories can be chosen for the current operation.Only display and take into account the outer verticesOnly display every nth frameOnly display the image when it is aligned with the view axisOnly dissolve angles below this (planar only)Only edges of the inner mask that lie inside the outer mask will be considered. Otherwise, all edges of the inner mask will be consideredOnly edit the active layer of the objectOnly empty objects support collection instancesOnly export deform bones and their parentsOnly export selected objects. Unselected parents of selected objects are exported as empty transformOnly features further than margin pixels from the image edges are consideredOnly flip the custom loop normals of the selected elementsOnly generate intersection lines for this collectionOnly hold last frameOnly in MultiframeOnly include F-Curves and drivers that are disabled or have errorsOnly include Layer in this View Layer render output (leave blank to include always)Only include channels relating to selected objects and dataOnly include rows that correspond to selected elementsOnly increase alpha value if paint alpha is higher than existingOnly insert keyframes where they're needed in the relevant F-CurvesOnly integer inputs can be used as dynamic precision: "{}"Only integer inputs can be used as dynamic width: "{}"Only key selected bones (Pose baking only)Only keyboard shortcuts can be edited that way, please use User Preferences otherwiseOnly keyframes of selected F-Curves are visible and editableOnly last region can be 4-splitOnly link data, instead of appending itOnly linked IDs can be packedOnly list current directory's content, with no recursionOnly merge along the edgesOnly merge mesh vertices along existing edges. This method can be much fasterOnly mirror rigify parameters to selected bones which have the same rigify type as the active boneOnly modify strokes during the specified frame rangeOnly on the end closest to the first keyframeOnly on the end closest to the next keyframeOnly one * is supported in the patternOnly one Effect of this type is allowedOnly one modifier of this type is allowedOnly operate on the active boneOnly paint onto the faces directly under the brush (slower)Only paint selected stroke pointsOnly paint selected stroke points between other strokesOnly paint selected strokesOnly paste F-Modifiers on active F-CurveOnly paste F-Modifiers on active stripOnly paste the stored pose on to selected bones in the current poseOnly raycast against the object itselfOnly read color ramp alphaOnly record binding data for vertices matching the vertex group at the time of bindOnly refresh the active repositoryOnly render shadows and reflections on this object, for compositing renders into real footage. Objects with this setting are considered to already exist in the footage, objects without it are synthetic objects being composited into it.Only render the active layer. Only affects rendering from the interface, ignored for rendering from command line.Only replace destination elements where data is above given threshold (exact behavior depends on data type)Only replace destination elements where data is below given threshold (exact behavior depends on data type)Only sculpt selected stroke pointsOnly sculpt selected stroke points between other strokesOnly sculpt selected strokesOnly select remaining triangles that were not mergedOnly selected edgesOnly selected keyframesOnly selecting lines from illuminated regionsOnly selecting lines from shaded regionsOnly show add-onsOnly show and edit handles of selected keyframesOnly show brushes applicable for the currently active tool in the asset shelf. Stored in the Preferences, which may have to be saved manually if Auto-Save Preferences is disabledOnly show enabled add-ons. Un-check to see all installed add-ons.Only show extensions from this repositoryOnly show items matching this name (use '*' as wildcard)Only show the active shape key at full valueOnly show the slot of the active Object. Otherwise show all the Action's SlotsOnly show themesOnly supported for "TEMPORARY" type regions (pop-ups)Only supported in multiresolution modeOnly supported in object modeOnly sync the active length for the active stripOnly sync the active repositoryOnly the first output is considered while the rest are ignoredOnly the positive differences of the envelope amplitudes are summarized to produce the outputOnly transfer active data layerOnly transform object locations, without affecting rotation or scalingOnly unused (Fake User only) actions get consideredOnly upgrade the active repositoryOnly use brush objects from this collectionOnly use case sensitive matches of search stringOnly use complete matches of search stringOnly use given geometry for fluidOnly use the collection to produce occlusionOnly use the first and last parts of the stroke for snappingOnly use the object data to produce occlusionOnly used for baking. Step=1 creates a key on every frame, step=2 bakes on 2s, etcOnly view transform and look can be edited for these settingsOnly visible to camera and reflectionsOnly visible/selected bonesOnly window region can be 4-splitOnly write deforming bones (and non-deforming ones when they have deforming children)Only write out translation channels for the root boneOpacityOpacity (alpha) of the cameras' frustum volumeOpacity (alpha) of the convergence planeOpacity (alpha) of the darkened overlay in Camera viewOpacity FactorOpacity StrengthOpacity for edit verticesOpacity for the dashed lines in wiresOpacity of UV overlaysOpacity of clone image displayOpacity of edges in UV overlaysOpacity of faces in UV overlaysOpacity of the UV Stretch overlayOpacity of the attribute that is currently visualizedOpacity of the cage overlay in curves sculpt modeOpacity of the darkened overlay outside the render regionOpacity of the displayed edges (1.0 for opaque)Opacity of the imageOpacity of the pointsOpacity of the texture paint mode stencil mask overlayOpacity of the weight paint mode overlayOpacity to use for bone selectionOpacity: %3fOpacity: %sOpenOpen AllOpen ArrowOpen BordersOpen FolderOpen Folders on Single ClickOpen LoopOpen RecentOpen Shading LanguageOpen a Blender fileOpen a command prompt hereOpen a directory browser, hold Shift to open the file, Alt to browse containing directoryOpen a directory when selecting itOpen a file browser, hold Shift to open the file, Alt to browse containing directoryOpen a new text data-blockOpen a path in a file browserOpen a popup to set the debug levelOpen a predefined asset shelf in a popupOpen a predefined menuOpen a predefined panelOpen a predefined pie menuOpen a preset website in the web browserOpen a style module fileOpen a view for use with virtual reality headsets, or close it if already openedOpen a website in the web browserOpen a window to manage unused dataOpen a window with information about BlenderOpen all object entries and close all othersOpen an automatically saved file to recover itOpen an image file browser, hold Shift to open the file, Alt to browse containing directoryOpen blend files with this Blender versionOpen extensions preferencesOpen imageOpen imagesOpen menu buttons and pull-downs automatically when the mouse is hoveringOpen new directoryOpen on Mouse OverOpen online reference docs in a web browserOpen source frame playerOpen the blend file that contains the active assetOpen the default fileOpen the fileOpen the folderOpen the last closed file ("quit.blend")Open the operator search popupOpen the popup tool-bar or brush asset popup When holding 'Space' for the tool-bar popup: • Pressing the a tool shortcut switches to it immediately. • Dragging the cursor over a tool and releasing activates it (like a pie menu). For Play use 'Shift-Space'Open the splash screen with release infoOpen the temporary editor in a maximized screenOpen the temporary editor in a new windowOpen up the tree and adjust the view so that the active object is shown centeredOpen windowOpen windowsOpenEXROpenEXR (.exr)OpenEXR MultiLayer (.exr)OpenGLOpenGL or DirectXOpenVDBOpenVDB (.vdb)OpenVDB FileOpenVDB error: {}OpenVDB file format (.vdb)OpenVDB volumeOpenXR component pathOpenXR component pathsOpenXR interaction profile pathOpenXR user pathOpenXR user pathsOpening radius of the flare at the tip of the braidOperand TypeOperating System SettingsOperating system key pressedOperating system key pressed, -1 for any stateOperationOperation ModeOperation cannot be performed in edit modeOperation is not allowed in edit modeOperation requires an active boneOperation requires an active keying setOperation that is going to be applied to the meshOperation to perform on the selected file or pathOperationsOperations for splitting and mergingOperatorOperator(De)select AllOperator(De)select All FilesOperator(De)select All MarkersOperator(De)select All StrokesOperator(De)select FirstOperator(De)select LastOperator(De)select all MarkersOperator3D Markers to MeshOperatorAbout BlenderOperatorAcceptOperatorActionOperatorActivate Brush AssetOperatorActivate KeyconfigOperatorActivate Same Type NextOperatorActivate Same Type Next/PrevOperatorActivate Same Type PreviousOperatorActivate VR LandmarkOperatorActivate Viewer NodeOperatorActive CameraOperatorActive Grease Pencil GroupOperatorActive Grease Pencil LayerOperatorAddOperatorAdd (with Targets)...OperatorAdd AOVOperatorAdd Above SelectedOperatorAdd Action StripOperatorAdd ActiveOperatorAdd All to Keying SetOperatorAdd Alpha Transparency ModifierOperatorAdd ArmatureOperatorAdd Asset LibraryOperatorAdd Asset TagOperatorAdd AttributeOperatorAdd Auto-Execution PathOperatorAdd Basic human (metarig)OperatorAdd Basic quadruped (metarig)OperatorAdd Bird (metarig)OperatorAdd Boid RuleOperatorAdd Boid StateOperatorAdd BoneOperatorAdd Bone CollectionOperatorAdd Bone Collection ReferenceOperatorAdd Bone ConstraintOperatorAdd Bones to Selection SetOperatorAdd BookmarkOperatorAdd BrushOperatorAdd BézierOperatorAdd Bézier CircleOperatorAdd CameraOperatorAdd Camera Background ImageOperatorAdd Camera PresetOperatorAdd Camera and VR Landmark from SessionOperatorAdd CanvasOperatorAdd Cat (metarig)OperatorAdd CircleOperatorAdd Closure ZoneOperatorAdd Cloth PresetOperatorAdd CollectionOperatorAdd Collection InstanceOperatorAdd ColorOperatorAdd Color AttributeOperatorAdd Color Ramp StopOperatorAdd ConeOperatorAdd ConstraintOperatorAdd Constraint (with Targets)OperatorAdd Cryptomatte SocketOperatorAdd CubeOperatorAdd Curve Point and SlideOperatorAdd Custom Keymap ConfigurationOperatorAdd Custom Normals DataOperatorAdd CylinderOperatorAdd DriverOperatorAdd Driver VariableOperatorAdd Driver...OperatorAdd Drivers for SelectedOperatorAdd DuplicateOperatorAdd Edge Marks to Keying SetOperatorAdd EffectOperatorAdd Effect StripOperatorAdd EffectorOperatorAdd EmptyOperatorAdd Empty CurvesOperatorAdd Empty GroupOperatorAdd Empty Image/Drop Image to EmptyOperatorAdd Empty Keying SetOperatorAdd Empty Keying Set PathOperatorAdd EntryOperatorAdd ExporterOperatorAdd Extension RepositoryOperatorAdd External Feature SetOperatorAdd F-Curve ModifierOperatorAdd F-ModifierOperatorAdd Face Marks to Keying SetOperatorAdd FadesOperatorAdd Fake UserOperatorAdd Feather VertexOperatorAdd Feather Vertex and SlideOperatorAdd Fluid PresetOperatorAdd For Each Geometry Element ZoneOperatorAdd Freestyle ModuleOperatorAdd Freeze FrameOperatorAdd Freeze Frame And SlideOperatorAdd From ThemeOperatorAdd Grease PencilOperatorAdd Grease Pencil Brush PresetOperatorAdd Grease Pencil MaterialOperatorAdd Grease Pencil Material PresetOperatorAdd GridOperatorAdd Group Input NodeOperatorAdd Hair Dynamics PresetOperatorAdd Horse (metarig)OperatorAdd Human (metarig)OperatorAdd IK to BoneOperatorAdd Ico SphereOperatorAdd ImageOperatorAdd Image StripOperatorAdd Image as NodeOperatorAdd Import NodeOperatorAdd Integrator PresetOperatorAdd ItemOperatorAdd Key Map ItemOperatorAdd Lattice DeformerOperatorAdd LightOperatorAdd Light ProbeOperatorAdd LightgroupOperatorAdd Line Color ModifierOperatorAdd Line SetOperatorAdd Line Thickness ModifierOperatorAdd MarkerOperatorAdd Marker and MoveOperatorAdd Marker and SlideOperatorAdd Marker at ClickOperatorAdd Mask LayerOperatorAdd Mask NodeOperatorAdd Mask StripOperatorAdd MaterialOperatorAdd Material SlotOperatorAdd Material VariantOperatorAdd Meta-StripsOperatorAdd MetaballOperatorAdd Metarig SampleOperatorAdd ModifierOperatorAdd MonkeyOperatorAdd Movie StripOperatorAdd MovieClip StripOperatorAdd New Annotation LayerOperatorAdd New CacheOperatorAdd New GroupOperatorAdd New LayerOperatorAdd New Layer GroupOperatorAdd New Mask LayerOperatorAdd New Paint CurveOperatorAdd New Paint Curve PointOperatorAdd New PaletteOperatorAdd NodeOperatorAdd Node CollectionOperatorAdd Node Color PresetOperatorAdd Node GroupOperatorAdd Node Group AssetOperatorAdd Node ObjectOperatorAdd Nurbs CircleOperatorAdd Nurbs CurveOperatorAdd ObjectOperatorAdd Object ConstraintOperatorAdd Object Data InstanceOperatorAdd OverrideOperatorAdd OverridesOperatorAdd Paint SlotOperatorAdd Particle System SlotOperatorAdd PassiveOperatorAdd PathOperatorAdd Performance PresetOperatorAdd PlaneOperatorAdd Point CloudOperatorAdd Primitive ObjectOperatorAdd Principled Texture SetupOperatorAdd PropertyOperatorAdd Python Script DirectoryOperatorAdd Random CurvesOperatorAdd Raytracing PresetOperatorAdd Render PresetOperatorAdd Render SlotOperatorAdd Render ViewOperatorAdd Repeat ZoneOperatorAdd Repository...OperatorAdd RerouteOperatorAdd ReroutesOperatorAdd Retiming KeyOperatorAdd Rigid BodiesOperatorAdd Rigid BodyOperatorAdd Rigid Body ConstraintOperatorAdd Rigid Body WorldOperatorAdd Row FilterOperatorAdd Safe Area PresetOperatorAdd Sampling PresetOperatorAdd Scene AssetOperatorAdd Scene StripOperatorAdd SegmentOperatorAdd Selected BonesOperatorAdd Selected Bones to CollectionOperatorAdd Selected Bones to New CollectionOperatorAdd Selected to Active Object's CollectionOperatorAdd Shape KeyOperatorAdd Shark (metarig)OperatorAdd Simple UVsOperatorAdd Simulation ZoneOperatorAdd Single OverrideOperatorAdd Single to Keying SetOperatorAdd Skin DataOperatorAdd Sound ClipOperatorAdd Sound StripOperatorAdd SpeakerOperatorAdd Speed TransitionOperatorAdd Speed Transition And SlideOperatorAdd SquareOperatorAdd Stabilization Rotation TracksOperatorAdd Stabilization TracksOperatorAdd StandardOperatorAdd Strip ModifierOperatorAdd Strip with a new SceneOperatorAdd Stroke Geometry ModifierOperatorAdd Surface CircleOperatorAdd Surface CurveOperatorAdd Surface CylinderOperatorAdd Surface PatchOperatorAdd Surface SlotOperatorAdd Surface SphereOperatorAdd Surface TorusOperatorAdd TargetOperatorAdd Target BoneOperatorAdd TextOperatorAdd Text BoxOperatorAdd Text Editor PresetOperatorAdd Texture SetupOperatorAdd ThemeOperatorAdd TileOperatorAdd Time MarkerOperatorAdd TorusOperatorAdd TrackOperatorAdd Track Above SelectedOperatorAdd Track Color PresetOperatorAdd Tracking ObjectOperatorAdd Tracking Settings PresetOperatorAdd TracksOperatorAdd TransitionOperatorAdd UV MapOperatorAdd UV SphereOperatorAdd UVsOperatorAdd Used LightgroupsOperatorAdd VR LandmarkOperatorAdd VR Landmark from CameraOperatorAdd VR Landmark from SessionOperatorAdd VertexOperatorAdd Vertex GroupOperatorAdd Vertex and SlideOperatorAdd View LayerOperatorAdd Viewport Sampling PresetOperatorAdd VolumeOperatorAdd White Balance PresetOperatorAdd Wolf (metarig)OperatorAdd WorkspaceOperatorAdd ZoneOperatorAdd a new Variant SlotOperatorAdd layerOperatorAdd sampleOperatorAdd to CollectionOperatorAdd to Keying SetOperatorAdd to Quick FavoritesOperatorAdd to linking collectionOperatorAdd-on EnabledOperatorAdd/Remove UI RowsOperatorAdjust Area Light SizeOperatorAdjust Area Light X SizeOperatorAdjust Area Light Y SizeOperatorAdjust Empty Display SizeOperatorAdjust ExtrusionOperatorAdjust Focal LengthOperatorAdjust Focus DistanceOperatorAdjust Last Operation...OperatorAdjust Light PowerOperatorAdjust Light RadiusOperatorAdjust OffsetOperatorAdjust Pose AssetOperatorAdjust Spot Light Beam AngleOperatorAdjust Spot Light BlendOperatorAdjust Sun Light AngleOperatorAdjustment LayerOperatorAffineOperatorAfterOperatorAfter Current FrameOperatorAlembic (.abc)OperatorAlembic Import FinishedOperatorAlignOperatorAlign Active Camera to SelectedOperatorAlign Active Camera to ViewOperatorAlign BonesOperatorAlign Camera to ViewOperatorAlign NodesOperatorAlign ObjectsOperatorAlign RotationOperatorAlign to Transform OrientationOperatorAllOperatorAll TransformsOperatorAllow Online AccessOperatorAlpha OverOperatorAlpha UnderOperatorAnimate PathOperatorAnimated Transforms to DeltasOperatorAnimation StepOperatorAnnotateOperatorAnnotate EraserOperatorAnnotate LineOperatorAnnotate PolygonOperatorAnnotation Add NewOperatorAnnotation DrawOperatorAnnotation UnlinkOperatorAppendOperatorAppend and Activate WorkspaceOperatorAppend...OperatorApplyOperatorApply (Active Keyframe)OperatorApply AllOperatorApply Camera ImageOperatorApply ConstraintOperatorApply Default SettingsOperatorApply ModifierOperatorApply Modifier as Shape KeyOperatorApply Object TransformOperatorApply Parent InverseOperatorApply PoseOperatorApply Pose AssetOperatorApply Pose FlippedOperatorApply Pose as Rest PoseOperatorApply ScaleOperatorApply Selected as Rest PoseOperatorApply Solution ScaleOperatorApply TransformationOperatorApply Visual TransformOperatorApply Visual Transform to PoseOperatorApply as Shape KeyOperatorApply to BasisOperatorApply to Basis KeyOperatorArcOperatorArea OptionsOperatorArmatureOperatorArrangeOperatorArrange/Align IslandsOperatorArrowsOperatorAssignOperatorAssign ActionOperatorAssign Asset CatalogOperatorAssign Attribute NameOperatorAssign Automatic from BonesOperatorAssign Custom Property Values as DefaultOperatorAssign Grid NameOperatorAssign Layer NameOperatorAssign MaterialOperatorAssign Material SlotOperatorAssign New Geometry Node GroupOperatorAssign Selected BonesOperatorAssign Shortcut...OperatorAssign To VariantOperatorAssign Value as DefaultOperatorAssign as OriginalOperatorAssign from Bone EnvelopesOperatorAssign to Active GroupOperatorAssign to CollectionOperatorAssign to HookOperatorAssign to New CollectionOperatorAssign to New GroupOperatorAssign to Vertex GroupOperatorAt CenterOperatorAt CursorOperatorAttach NodesOperatorAutoOperatorAuto Animate PathOperatorAuto Save...OperatorAuto-Name Front/BackOperatorAuto-Name Left/RightOperatorAuto-Name Top/BottomOperatorAuto-Name by AxisOperatorAutocompleteOperatorAutomatically Pack ResourcesOperatorAvailableOperatorAverageOperatorAverage Islands ScaleOperatorAverage NormalsOperatorAverage TracksOperatorBackOperatorBack to PreviousOperatorBack to Previous ScreenOperatorBackdrop MoveOperatorBackdrop Zoom InOperatorBackdrop Zoom OutOperatorBackground Image FitOperatorBackground Image MoveOperatorBackground Image ZoomOperatorBackground...OperatorBackimage SampleOperatorBackward in HistoryOperatorBackwardsOperatorBakeOperatorBake (Disk Cache mandatory)OperatorBake ActionOperatorBake Action...OperatorBake AllOperatorBake All DynamicsOperatorBake All Light Probe VolumesOperatorBake All PhysicsOperatorBake ChannelsOperatorBake DataOperatorBake Geometry NodeOperatorBake GuidesOperatorBake Image SequenceOperatorBake KeyframesOperatorBake Light CacheOperatorBake Line ArtOperatorBake MeshOperatorBake NoiseOperatorBake Object Transform to Grease PencilOperatorBake Object Transform to Grease Pencil...OperatorBake OceanOperatorBake ParticlesOperatorBake PhysicsOperatorBake SimulationOperatorBake from CacheOperatorBake to KeyframesOperatorBaking All - ESC to pauseOperatorBaking Data - ESC to pauseOperatorBaking Guides - ESC to pauseOperatorBaking Mesh - ESC to pauseOperatorBaking Noise - ESC to pauseOperatorBaking Particles - ESC to pauseOperatorBatch ChangeOperatorBatch RenameOperatorBatch Rename...OperatorBatch-Clear PreviewsOperatorBatch-Clear Previews...OperatorBatch-Generate PreviewsOperatorBatch-Generate Previews...OperatorBeautify FacesOperatorBeforeOperatorBefore Current FrameOperatorBendOperatorBetween Selected MarkersOperatorBevelOperatorBevel EdgesOperatorBevel VerticesOperatorBind Camera to MarkersOperatorBisectOperatorBladeOperatorBlankOperatorBlendOperatorBlend OffsetOperatorBlend Offset KeyframesOperatorBlend PoseOperatorBlend Pose AssetOperatorBlend Pose FlippedOperatorBlend Pose with Rest PoseOperatorBlend from ShapeOperatorBlend to Default ValueOperatorBlend to EaseOperatorBlend to Ease KeyframesOperatorBlend to NeighborOperatorBlender StoreOperatorBlender WebsiteOperatorBlurOperatorBoldOperatorBone EnvelopeOperatorBone SizeOperatorBone operationOperatorBonesOperatorBorder Offset ViewOperatorBothOperatorBoth NeighborsOperatorBoth SidesOperatorBottomOperatorBoxOperatorBox AddOperatorBox BladeOperatorBox Face SetOperatorBox HideOperatorBox MaskOperatorBox SelectOperatorBox Select (Axis Range)OperatorBox Select (Include Handles)OperatorBox Select PinnedOperatorBox ShowOperatorBox TrimOperatorBreakdownOperatorBreakdownerOperatorBridge Edge LoopsOperatorBridge FacesOperatorBrightness/ContrastOperatorBrowse ImageOperatorBrushOperatorBrush EditOperatorBuild ProxyOperatorBuild Proxy / TimecodeOperatorButterworth SmoothOperatorBy AttributeOperatorBy DistanceOperatorBy Edge Bevel WeightOperatorBy Edge CreasesOperatorBy Face Set BoundariesOperatorBy Loose PartsOperatorBy MaterialsOperatorBy NormalsOperatorBy Sharp EdgesOperatorBy Stroke TypeOperatorBy UV SeamsOperatorBézierOperatorCalculateOperatorCalculate Bone PathsOperatorCalculate MassOperatorCalculate Motion PathsOperatorCalculate Object Motion PathsOperatorCalculate Simulation to FrameOperatorCalculate to FrameOperatorCalculate...OperatorCall Asset Shelf PopoverOperatorCall MenuOperatorCall PanelOperatorCall Pie MenuOperatorCameraOperatorCamera Fit Frame to SelectedOperatorCamera Lens ScaleOperatorCancel AnimationOperatorCancel File OperationOperatorCancel Render ViewOperatorCapture Screenshot PreviewOperatorCenter Current FrameOperatorCenter Cursor and Frame AllOperatorCenter Last StrokeOperatorCenter NodesOperatorCenter View to CursorOperatorCenter View to MouseOperatorChange ActiveOperatorChange Armature's Active Bone CollectionOperatorChange CharacterOperatorChange Collision ShapeOperatorChange Data/FilesOperatorChange Effect TypeOperatorChange FactorOperatorChange FrameOperatorChange Keying Set...OperatorChange Path/FilesOperatorChange SceneOperatorChange Scene...OperatorChange ShapeOperatorChange Shortcut...OperatorChange SpacingOperatorChange Visible Data SourceOperatorChange the Lock On Shape KeysOperatorChange the Lock On Vertex GroupsOperatorChecker DeselectOperatorChildOperatorCircleOperatorCircle SelectOperatorCircle Select (Deselect)OperatorCircle Select (Extend)OperatorCircle •OperatorCleanOperatorClean ChannelsOperatorClean KeyframesOperatorClean Loose PointsOperatorClean Loose Points...OperatorClean TracksOperatorClean Up Operator PresetsOperatorClean Up Space DataOperatorClean Vertex Group WeightsOperatorClean up I18n Work RepositoryOperatorClean up Work RepositoryOperatorCleanupOperatorCleanup BookmarksOperatorClearOperatorClear Active GroupOperatorClear AllOperatorClear All Marked PackagesOperatorClear All Restrict RenderOperatorClear AnimationOperatorClear Animation DataOperatorClear AssetOperatorClear Asset (Set Fake User)OperatorClear Baked Line ArtOperatorClear Bone PathsOperatorClear Button StringOperatorClear Custom Normals DataOperatorClear Data-Block PreviewsOperatorClear Data-Block Previews...OperatorClear DriversOperatorClear EditedOperatorClear FK ActionOperatorClear FadeOperatorClear FadesOperatorClear Fake UserOperatorClear Feather WeightOperatorClear FilterOperatorClear Freestyle EdgeOperatorClear Freestyle FaceOperatorClear Ghost CurvesOperatorClear HoldoutOperatorClear IK ActionOperatorClear Indirect OnlyOperatorClear InverseOperatorClear KeyOperatorClear Keyframe (Buttons)OperatorClear KeyframesOperatorClear Keyframes...OperatorClear LabelOperatorClear Library OverrideOperatorClear LineOperatorClear LocationOperatorClear Marked PackageOperatorClear MaskOperatorClear Motion PathsOperatorClear Object ConstraintsOperatorClear Object ModifiersOperatorClear Object PathsOperatorClear OriginOperatorClear Overridden DataOperatorClear ParentOperatorClear Parent Inverse TransformOperatorClear Pose ConstraintsOperatorClear Pose LocationOperatorClear Pose RotationOperatorClear Pose ScaleOperatorClear Pose TransformsOperatorClear Preview RangeOperatorClear Recent Files ListOperatorClear Recent ItemsOperatorClear Render RegionOperatorClear Render SlotOperatorClear Restrict ViewOperatorClear RollOperatorClear RotationOperatorClear ScaleOperatorClear Sculpt Mask DataOperatorClear SeamOperatorClear Shape KeyOperatorClear Shape KeysOperatorClear SharpOperatorClear Sharp from VerticesOperatorClear Single AssetOperatorClear Single KeyframesOperatorClear Skin DataOperatorClear SolutionOperatorClear StatusOperatorClear Strip OffsetOperatorClear Strip TransformOperatorClear ThemeOperatorClear TiltOperatorClear TrackOperatorClear Track PathOperatorClear Useless ActionsOperatorClear User TransformsOperatorClear ViewerOperatorClear Viewer RegionOperatorClickOperatorClick-Insert KeyframesOperatorClipOperatorClip...OperatorClipping RegionOperatorClipping Region...OperatorCloneOperatorCloseOperatorClose AreaOperatorClose WindowOperatorCloth FilterOperatorCollapseOperatorCollapse ChannelsOperatorCollapse Edges & FacesOperatorCollapse and Hide Unused SocketsOperatorCollection InstanceOperatorCollection Instance...OperatorCollection Line ArtOperatorColorOperatorColor FilterOperatorColor MixOperatorColumn on Current FrameOperatorColumns on Selected KeysOperatorColumns on Selected MarkersOperatorCombOperatorConeOperatorConnectOperatorConnect AllOperatorConnect HairOperatorConnect Rigid BodiesOperatorConnect StripsOperatorConnect Vertex PairsOperatorConnect Vertex PathOperatorConnect to OutputOperatorConsole AutocompleteOperatorConsole BannerOperatorConsole ExecuteOperatorConsole LanguageOperatorConstraint TargetOperatorConstraint operationOperatorConstraint to F-CurveOperatorContext Array CycleOperatorContext Collection Boolean SetOperatorContext Enum CycleOperatorContext Enum MenuOperatorContext Enum PieOperatorContext Int CycleOperatorContext MenuOperatorContext Modal MouseOperatorContext Scale FloatOperatorContext Scale IntOperatorContext SetOperatorContext Set BooleanOperatorContext Set EnumOperatorContext Set FloatOperatorContext Set StringOperatorContext Set ValueOperatorContext ToggleOperatorContext Toggle ValuesOperatorContinueOperatorContinue OfflineOperatorControl Point RowOperatorConvert AttributeOperatorConvert Color AttributeOperatorConvert Curve TypeOperatorConvert Curves to Particle SystemOperatorConvert Image Empty to Mesh PlaneOperatorConvert Particle System to CurvesOperatorConvert Particles to MeshOperatorConvert Rotation ModesOperatorConvert ToOperatorConvert TypeOperatorConvert VolumeOperatorConvert WhitespaceOperatorConvert to CurvesOperatorConvert to MeshOperatorConvert to Mesh PlaneOperatorConvert to Particle SystemOperatorConvex HullOperatorCopyOperatorCopy ActiveOperatorCopy Active to Selected ObjectsOperatorCopy All Drivers to SelectedOperatorCopy All Layers to SelectedOperatorCopy All Materials to SelectedOperatorCopy All to SelectedOperatorCopy All to Selected ObjectsOperatorCopy ColorOperatorCopy Colors to SelectedOperatorCopy Constraint To SelectedOperatorCopy Constraints to Selected BonesOperatorCopy Constraints to Selected ObjectsOperatorCopy Data PathOperatorCopy DriverOperatorCopy Driver VariablesOperatorCopy Driver to SelectedOperatorCopy Drivers to SelectedOperatorCopy EffectOperatorCopy F-ModifiersOperatorCopy Full Data PathOperatorCopy Global TransformOperatorCopy ImageOperatorCopy KeyframesOperatorCopy LabelOperatorCopy Layer to SelectedOperatorCopy Line SetOperatorCopy Markers to SceneOperatorCopy MaterialOperatorCopy Material to SelectedOperatorCopy Materials to Selected ObjectOperatorCopy Mirrored UV CoordsOperatorCopy ModifierOperatorCopy Modifier to SelectedOperatorCopy Modifiers to Selected ObjectsOperatorCopy ObjectsOperatorCopy Only ParametersOperatorCopy Option To Selected RigsOperatorCopy Particle Instance ObjectOperatorCopy Particle SystemsOperatorCopy PoseOperatorCopy Pose as AssetOperatorCopy Previous SettingsOperatorCopy Python CommandOperatorCopy Relative TransformOperatorCopy Reports to ClipboardOperatorCopy Rigid Body SettingsOperatorCopy Rigify Parameters to SelectedOperatorCopy Selection Set(s)OperatorCopy SettingsOperatorCopy Settings to DefaultsOperatorCopy Single to SelectedOperatorCopy SplinesOperatorCopy StrokesOperatorCopy Studio Light SettingsOperatorCopy TextOperatorCopy Texture Slot SettingsOperatorCopy Track SettingsOperatorCopy TracksOperatorCopy Type & ParametersOperatorCopy UV MapsOperatorCopy UVsOperatorCopy VectorOperatorCopy Vertex Group to SelectedOperatorCopy as New DriverOperatorCopy as ScriptOperatorCopy from ActiveOperatorCopy from Active TrackOperatorCopy from ObjectsOperatorCopy to Asset LibraryOperatorCopy to ClipboardOperatorCopy to Clipboard (as Script)OperatorCopy to SelectedOperatorCopy to Selected StripsOperatorCopy to Selected Strips...OperatorCopyright ©OperatorCorner AngleOperatorCorrective Smooth BindOperatorCreate Face SetOperatorCreate Freestyle Stroke MaterialOperatorCreate Ghost CurvesOperatorCreate MaskOperatorCreate New CollectionOperatorCreate New DirectoryOperatorCreate OrientationOperatorCreate Plane TrackOperatorCreate Pose Asset...OperatorCreate Selection SetOperatorCreate and Add Bones to Selection SetOperatorCreditsOperatorCrossfadeOperatorCrossfade SoundsOperatorCubeOperatorCube ProjectionOperatorCurrent Cache to BakeOperatorCursorOperatorCursor To Center ViewOperatorCursor Value to SelectionOperatorCursor to ActiveOperatorCursor to GridOperatorCursor to OriginOperatorCursor to PixelsOperatorCursor to SelectedOperatorCursor to SelectionOperatorCursor to VR LandmarkOperatorCursor to World OriginOperatorCurveOperatorCurve PenOperatorCurve Sculpt Mode ToggleOperatorCurveMap toolsOperatorCurves PenOperatorCustom Camera UpdateOperatorCustom NormalOperatorCustom...OperatorCutOperatorCut LinksOperatorCut TextOperatorCycle Render SlotOperatorCycle Space ContextOperatorCycle Space Type SetOperatorCycle WorkspaceOperatorCylinderOperatorCylinder ProjectionOperatorDOF Distance (Pick)OperatorData Stack DropOperatorDeactivate Viewer NodeOperatorDebug Channel ListOperatorDebug MenuOperatorDecimate (Allowed Change)OperatorDecimate (Ratio)OperatorDecimate CurveOperatorDecimate GeometryOperatorDecimate KeyframesOperatorDecrease ContrastOperatorDecrease KerningOperatorDecrease NumberOperatorDegenerate DissolveOperatorDegree °OperatorDeinterlace MoviesOperatorDeleteOperatorDelete Active FrameOperatorDelete Active Frame(s)OperatorDelete Active Keyframe (Active Layer)OperatorDelete Active Keyframe (All Layers)OperatorDelete Active Keyframes (All Layers)OperatorDelete AllOperatorDelete All BakesOperatorDelete All GroupsOperatorDelete All Physics BakesOperatorDelete All SetsOperatorDelete All Unlocked GroupsOperatorDelete AssetOperatorDelete Asset CatalogOperatorDelete BakeOperatorDelete Bone CollectionOperatorDelete BookmarkOperatorDelete Breakdown FramesOperatorDelete Brush AssetOperatorDelete Cached SimulationOperatorDelete ChannelsOperatorDelete Color Ramp StopOperatorDelete ConstraintOperatorDelete Current CacheOperatorDelete CurveOperatorDelete Data-BlockOperatorDelete DriverOperatorDelete Driver VariableOperatorDelete DriversOperatorDelete Drivers for SelectedOperatorDelete Duplicate FramesOperatorDelete Edge LoopOperatorDelete EdgesOperatorDelete EditOperatorDelete F-Curve ModifierOperatorDelete FacesOperatorDelete FrameOperatorDelete Generated KeysOperatorDelete Geometry Node BakeOperatorDelete GlobalOperatorDelete Grease Pencil GroupOperatorDelete Grease Pencil LayerOperatorDelete GroupOperatorDelete HierarchyOperatorDelete Higher LevelsOperatorDelete Invalid DriversOperatorDelete KeyframeOperatorDelete Keyframe (Buttons)OperatorDelete KeyframesOperatorDelete Keyframes...OperatorDelete Keying-Set KeyframeOperatorDelete Keying-Set Keyframe (by name)OperatorDelete KnotOperatorDelete LibraryOperatorDelete Light CacheOperatorDelete LooseOperatorDelete MarkerOperatorDelete MarkersOperatorDelete Next WordOperatorDelete Node Interface ItemOperatorDelete OrientationOperatorDelete Other WorkspacesOperatorDelete Overridden Data HierarchyOperatorDelete Palette ColorOperatorDelete Physics BakeOperatorDelete PointOperatorDelete Pose AssetOperatorDelete Previous WordOperatorDelete ProxyOperatorDelete ReportsOperatorDelete Retiming KeysOperatorDelete SceneOperatorDelete Scene(s)OperatorDelete ScreenOperatorDelete SegmentOperatorDelete Selected Bone(s)OperatorDelete Selected FilesOperatorDelete Selection SetOperatorDelete Shape KeyOperatorDelete Single DriverOperatorDelete Single KeyframeOperatorDelete Strip & DataOperatorDelete StripsOperatorDelete TextOperatorDelete TrackOperatorDelete TracksOperatorDelete Unused NodesOperatorDelete VerticesOperatorDelete WeightOperatorDelete WorkspaceOperatorDelete with Copy and ReconnectOperatorDelete with ReconnectOperatorDenoise AnimationOperatorDensityOperatorDensity ModeOperatorDeselectOperatorDeselect (List)OperatorDeselect AllOperatorDeselect Bone CollectionOperatorDeselect BonesOperatorDeselect Material SlotOperatorDeselect ObjectOperatorDeselect ObjectsOperatorDeselect Pose BonesOperatorDeselect Selection SetOperatorDeselect Vertex GroupOperatorDetachOperatorDetach LinksOperatorDetach NodesOperatorDetach OutputsOperatorDetach and MoveOperatorDetail Flood FillOperatorDetect FeaturesOperatorDeveloper CommunityOperatorDeveloper DocumentationOperatorDirty Vertex ColorsOperatorDisable Add-onOperatorDisable Channel SettingOperatorDisable CollectionOperatorDisable Collection in RenderOperatorDisable MarkersOperatorDisable and Keep TransformOperatorDisable extensionOperatorDisable from View LayerOperatorDisable in RenderOperatorDisable in ViewportsOperatorDisable theme extensionOperatorDisconnect AllOperatorDisconnect HairOperatorDisconnect StripsOperatorDiscontinuity (Euler) FilterOperatorDisplay VariantOperatorDissolveOperatorDissolve BonesOperatorDissolve EdgesOperatorDissolve FacesOperatorDissolve Selected Bone(s)OperatorDissolve SelectionOperatorDissolve VerticesOperatorDistribute Stops EvenlyOperatorDistribute Stops from LeftOperatorDo Not Replace LinksOperatorDocumentationOperatorDolly ViewOperatorDolly View...OperatorDonateOperatorDonate to BlenderOperatorDragOperatorDrag and DropOperatorDrawOperatorDraw CurveOperatorDraw CurvesOperatorDraw Face SetsOperatorDrop Active Shape KeyOperatorDrop CollectionOperatorDrop ColorOperatorDrop Extension URLOperatorDrop Geometry Node Group on ObjectOperatorDrop Material in Material slotsOperatorDrop Material on ObjectOperatorDrop NameOperatorDrop Named Material on ObjectOperatorDrop Object to SceneOperatorDrop SceneOperatorDrop WorldOperatorDrop to Clear Parent (hold Alt to not keep transforms)OperatorDrop to Import FileOperatorDrop to Set Parent (hold Alt to not keep transforms)OperatorDuplicateOperatorDuplicate Active Frame(s)OperatorDuplicate Active Keyframe (Active Layer)OperatorDuplicate Active Keyframe (All Layers)OperatorDuplicate Area into New WindowOperatorDuplicate Asset...OperatorDuplicate CollectionOperatorDuplicate Color AttributeOperatorDuplicate ConstraintOperatorDuplicate CurrentOperatorDuplicate CurveOperatorDuplicate Empty KeyframesOperatorDuplicate ItemOperatorDuplicate KeyframesOperatorDuplicate LayerOperatorDuplicate Layer to New ObjectOperatorDuplicate LineOperatorDuplicate LinkedOperatorDuplicate Linked CollectionOperatorDuplicate MarkerOperatorDuplicate Marker to SceneOperatorDuplicate Marker to Scene...OperatorDuplicate MaskOperatorDuplicate Metaball ElementsOperatorDuplicate NodesOperatorDuplicate ObjectsOperatorDuplicate Particle SystemOperatorDuplicate Selected Bone(s)OperatorDuplicate Shape KeyOperatorDuplicate StripsOperatorDuplicate StrokesOperatorDuplicate Time MarkerOperatorDuplicate Vertex GroupOperatorDynamic Paint BakeOperatorDynamic TopologyOperatorDynamic Topology ToggleOperatorEaseOperatorEase KeyframesOperatorEasing ModeOperatorEasing TypeOperatorEdgeOperatorEdge Bevel WeightOperatorEdge CreaseOperatorEdge LoopsOperatorEdge Ring SelectOperatorEdge RingsOperatorEdge SlideOperatorEdge SplitOperatorEdit Directory PathOperatorEdit DriverOperatorEdit Driver...OperatorEdit Dyntopo Detail SizeOperatorEdit ExternallyOperatorEdit Face SetOperatorEdit GroupOperatorEdit MetadataOperatorEdit Metadata...OperatorEdit Minimum DistanceOperatorEdit ModeOperatorEdit Preview Image...OperatorEdit PropertyOperatorEdit Property ValueOperatorEdit SourceOperatorEdit TextOperatorEdit ValueOperatorEdit Voxel SizeOperatorEditBone operationOperatorEmptyOperatorEmpty HairOperatorEmpty ImageOperatorEnable Add-onOperatorEnable Channel SettingOperatorEnable CollectionOperatorEnable Collection in RenderOperatorEnable MarkersOperatorEnable Repository from DropOperatorEnable in RenderOperatorEnable in View LayerOperatorEnable in ViewportsOperatorEnable theme extensionOperatorEncode Mesh Widget to PythonOperatorEncode MetarigOperatorEncode Metarig SampleOperatorEncode Metarig to PythonOperatorEncode Sample to PythonOperatorEndpointsOperatorEnhance DetailsOperatorEnter Tweak ModeOperatorEnter/Exit GroupOperatorEqualize HandlesOperatorEraseOperatorErase DisplacementOperatorEuler Discontinuity FilterOperatorEuro €OperatorExecute FileOperatorExecute File WindowOperatorExecute a Python PresetOperatorExit GroupOperatorExit Tweak ModeOperatorExpandOperatorExpand Active Face SetOperatorExpand ChannelsOperatorExpand Face Set by TopologyOperatorExpand Mask by NormalsOperatorExpand Mask by TopologyOperatorExpand/Collapse AllOperatorExpand/Collapse Header MenusOperatorExplode RefreshOperatorExportOperatorExport AlembicOperatorExport AllOperatorExport All CollectionsOperatorExport BVHOperatorExport FBXOperatorExport Key Configuration...OperatorExport Keying Set...OperatorExport PLYOperatorExport PO...OperatorExport STLOperatorExport SubtitlesOperatorExport USDOperatorExport UV LayoutOperatorExport Wavefront OBJOperatorExport glTF 2.0OperatorExport to FileOperatorExport to PDFOperatorExport to SVGOperatorExport...OperatorExt Package Install MarkedOperatorExt Package UninstallOperatorExt Package Uninstall MarkedOperatorExt Repo SyncOperatorExtendOperatorExtend ChildOperatorExtend ParentOperatorExtend VerticesOperatorExternal File OperationOperatorExtract Face SetOperatorExtract PaletteOperatorExtract Palette from ImageOperatorExtrapolation ModeOperatorExtrudeOperatorExtrude Along NormalsOperatorExtrude ContextOperatorExtrude Curve and MoveOperatorExtrude EdgesOperatorExtrude FacesOperatorExtrude Faces Along NormalsOperatorExtrude ForkedOperatorExtrude IndividualOperatorExtrude Individual FacesOperatorExtrude Individual Faces and MoveOperatorExtrude Individual and MoveOperatorExtrude ManifoldOperatorExtrude Manifold Along NormalsOperatorExtrude Only EdgesOperatorExtrude Only Edges and MoveOperatorExtrude Only VerticesOperatorExtrude Only Vertices and MoveOperatorExtrude RegionOperatorExtrude Region and MoveOperatorExtrude Region and Shrink/FattenOperatorExtrude RepeatOperatorExtrude Stroke PointsOperatorExtrude VerticesOperatorExtrude and Move on Individual NormalsOperatorExtrude and Move on NormalsOperatorExtrude at Cursor MoveOperatorExtrude to CursorOperatorExtrude to Cursor or AddOperatorEyedropperOperatorEyedropper BoneOperatorEyedropper ColorbandOperatorEyedropper Colorband (Points)OperatorEyedropper Data-BlockOperatorEyedropper DepthOperatorEyedropper DriverOperatorFBX (.fbx)OperatorFBX (.fbx) (Legacy)OperatorFK2IKOperatorFK2IK ActionOperatorFK2IK PoseOperatorFaceOperatorFace AreaOperatorFace Normals StrengthOperatorFace RegionsOperatorFace Select HideOperatorFace Set Box GestureOperatorFace Set ExtractOperatorFace Set Lasso GestureOperatorFace Set Line GestureOperatorFace Set from Edit Mode SelectionOperatorFace Set from MaskedOperatorFace Set from VisibleOperatorFace Sets VisibilityOperatorFace at Cursor MoveOperatorFaces by SidesOperatorFadeOperatorFair PositionsOperatorFair TangencyOperatorFake UserOperatorFallback Tool Pie MenuOperatorFast PreviewOperatorFeather Reset AnimationOperatorFile Selector DropOperatorFillOperatorFill Between JointsOperatorFill HolesOperatorFill MaskOperatorFill Range by SelectionOperatorFill TileOperatorFilterOperatorFilter ChannelsOperatorFilter ClothOperatorFilter ColorOperatorFilter MeshOperatorFilter TracksOperatorFilter TypeOperatorFindOperatorFind & Replace...OperatorFind & Set SelectionOperatorFind Missing FilesOperatorFind Missing Files...OperatorFind NextOperatorFind NodeOperatorFind Node...OperatorFind...OperatorFirstOperatorFitOperatorFit Backdrop to Available SpaceOperatorFit ColumnOperatorFit Preview in WindowOperatorFix to Scene CameraOperatorFlatOperatorFlat FacesOperatorFlatten HandlesOperatorFlipOperatorFlip (Distortion Free)OperatorFlip (Topology)OperatorFlip Color RampOperatorFlip HorizontallyOperatorFlip ImageOperatorFlip MatCapOperatorFlip NamesOperatorFlip NormalsOperatorFlip Quad TessellationOperatorFlip QuaternionsOperatorFlip RegionOperatorFlip VerticallyOperatorFloorOperatorFlorin ƒOperatorFlush EditsOperatorFly NavigationOperatorFocus ModeOperatorFollow Active QuadsOperatorFollow Active Quads...OperatorForce FieldOperatorForce Unlock Active RepositoryOperatorForce Unlock Repository...OperatorForwardOperatorForward in HistoryOperatorForwardsOperatorFrame AllOperatorFrame All FitOperatorFrame BackwardsOperatorFrame Camera BoundsOperatorFrame Channel Under CursorOperatorFrame ForwardsOperatorFrame OffsetOperatorFrame Preview RangeOperatorFrame Scene RangeOperatorFrame Scene/Preview RangeOperatorFrame SelectedOperatorFrame Selected (Quad View)OperatorFrame Selected ChannelsOperatorFreeOperatorFree AllOperatorFree DataOperatorFree GuidesOperatorFree MeshOperatorFree NoiseOperatorFree ParticlesOperatorFrom Active Node's LabelOperatorFrom Linked Node's LabelOperatorFrom Linked Output's NameOperatorFurOperatorGamma CrossfadeOperatorGaussian BlurOperatorGaussian SmoothOperatorGeneralOperatorGenerate PreviewOperatorGenerate Preview from ObjectOperatorGenerate RigOperatorGerman Eszett ßOperatorGet Frame RangeOperatorGet InvolvedOperatorGizmoOperatorGizmo SelectOperatorGizmo TweakOperatorGizmoGroupOperatorGlowOperatorGo to Current FrameOperatorGo to ParentOperatorGrabOperatorGrab CloneOperatorGrab UVsOperatorGradientOperatorGradient (Linear)OperatorGradient (Radial)OperatorGravityOperatorGrease Pencil Arc ShapeOperatorGrease Pencil Box EraseOperatorGrease Pencil Box ShapeOperatorGrease Pencil Circle ShapeOperatorGrease Pencil Curve ShapeOperatorGrease Pencil DrawOperatorGrease Pencil Erase LassoOperatorGrease Pencil EyedropperOperatorGrease Pencil FillOperatorGrease Pencil Group Color TagOperatorGrease Pencil InterpolationOperatorGrease Pencil Layer operationOperatorGrease Pencil Line ShapeOperatorGrease Pencil Node operationOperatorGrease Pencil Paint VertexOperatorGrease Pencil Paint WeightOperatorGrease Pencil PenOperatorGrease Pencil Polyline ShapeOperatorGrease Pencil SculptOperatorGrease Pencil TrimOperatorGrease Pencil as PDFOperatorGrease Pencil as SVGOperatorGridOperatorGrid FillOperatorGroup ChannelsOperatorGroup Channels...OperatorGroup InsertOperatorGrow Face SetOperatorGrow MaskOperatorGrow SelectionOperatorGrow VisibilityOperatorGuillemet «OperatorGuillemet »OperatorHandle Area Action ZonesOperatorHandle TypeOperatorHandle dropped .blend fileOperatorHideOperatorHide Active Face SetOperatorHide Active LayerOperatorHide All InsideOperatorHide CollectionOperatorHide CurvesOperatorHide Inactive LayersOperatorHide Inside CollectionOperatorHide Layer(s)OperatorHide MaskedOperatorHide MaterialsOperatorHide ObjectsOperatorHide One LevelOperatorHide Other CollectionsOperatorHide OthersOperatorHide SelectedOperatorHide Selected CurvesOperatorHide TracksOperatorHide Tracks ClearOperatorHide UnselectedOperatorHide Unselected CurvesOperatorHide/ShowOperatorHide/Show AllOperatorHide/Show LassoOperatorHide/Show LineOperatorHide/Show MaskedOperatorHide/Show PolylineOperatorHighlight FileOperatorHistory AppendOperatorHistory CycleOperatorHook to New ObjectOperatorHook to Selected ObjectOperatorHook to Selected Object BoneOperatorHorizontal SplitOperatorHue/Saturation/ValueOperatorI18n Add-on ExportOperatorI18n Add-on ImportOperatorI18n Load SettingsOperatorI18n Save SettingsOperatorIK2FKOperatorIK2FK ActionOperatorIK2FK PoseOperatorIco SphereOperatorImage AspectOperatorImage Edit ExternallyOperatorImage PaintOperatorImage SequenceOperatorImage from ViewOperatorImage/Sequence...OperatorImport AlembicOperatorImport BVHOperatorImport Blender {:d}.{:d} PreferencesOperatorImport FBXOperatorImport Image SequenceOperatorImport Images as PlanesOperatorImport Key Configuration...OperatorImport OpenVDB VolumeOperatorImport OpenVDB...OperatorImport PLYOperatorImport PO...OperatorImport STLOperatorImport SVGOperatorImport SVG as Grease PencilOperatorImport USDOperatorImport Wavefront OBJOperatorImport glTF 2.0OperatorImport...OperatorInclude Selected ObjectsOperatorIncrease ContrastOperatorIncrease KerningOperatorIncrease NumberOperatorIncrement Number in FilenameOperatorIndentOperatorIndent or AutocompleteOperatorInflateOperatorInit Face SetsOperatorInit I18n Update Select LanguagesOperatorInit I18n Update SettingsOperatorInit MaskOperatorInit SettingsOperatorInput Attribute ToggleOperatorInsertOperatorInsert Blank FrameOperatorInsert Blank Keyframe (Active Layer)OperatorInsert Blank Keyframe (All Layers)OperatorInsert GapsOperatorInsert Into GroupOperatorInsert KeyOperatorInsert KeyframeOperatorInsert Keyframe (Buttons)OperatorInsert Keyframe (by name)OperatorInsert Keyframe MenuOperatorInsert Keyframe with Keying Set...OperatorInsert KeyframesOperatorInsert Line BreakOperatorInsert OffsetOperatorInsert Shape KeyOperatorInsert Single KeyframeOperatorInsert TextOperatorInsert UnicodeOperatorInsert node group itemOperatorInset FacesOperatorInstallOperatorInstall Add-onOperatorInstall Application Template...OperatorInstall Available UpdatesOperatorInstall ExtensionOperatorInstall Feature Set from File...OperatorInstall LightOperatorInstall MarkedOperatorInstall Template from File...OperatorInstall Theme...OperatorInstall from DiskOperatorInstall from Disk...OperatorInstall...OperatorInstance CollectionOperatorInstance to SceneOperatorInteractive Light Track to CursorOperatorInteractive MirrorOperatorInterior FacesOperatorInterpolateOperatorInterpolate SequenceOperatorInterpolation ModeOperatorIntersect (Boolean)OperatorIntersect (Knife)OperatorInvalid Variable NameOperatorInverseOperatorInvertOperatorInvert Alpha ChannelOperatorInvert Blue ChannelOperatorInvert ChannelsOperatorInvert Green ChannelOperatorInvert Image ColorsOperatorInvert LocksOperatorInvert MaskOperatorInvert PinsOperatorInvert Red ChannelOperatorInvert SelectionOperatorInvert Vertex GroupOperatorInvert VisibilityOperatorInvert VisibleOperatorInvert WeightOperatorInverted Exclamation Mark ¡OperatorInverted Question Mark ¿OperatorIsolateOperatorIsolate CollectionOperatorIsolate LayersOperatorIsolate MaterialOperatorItalicOperatorJoinOperatorJoin AreaOperatorJoin FillsOperatorJoin Group InputsOperatorJoin NodesOperatorJoin Nodes in FrameOperatorJoin Palette SwatchesOperatorJoin SelectionOperatorJoin TracksOperatorJoin as ShapesOperatorJoin in Named FrameOperatorJoin in New FrameOperatorJumpOperatorJump Time by DeltaOperatorJump To...OperatorJump to Action SlotOperatorJump to EndpointOperatorJump to File at PointOperatorJump to FrameOperatorJump to KeyframeOperatorJump to KeyframesOperatorJump to MarkerOperatorJump to Next MarkerOperatorJump to Next StripOperatorJump to Next Strip (Center)OperatorJump to Previous MarkerOperatorJump to Previous StripOperatorJump to Previous Strip (Center)OperatorJump to SelectedOperatorJump to StripOperatorJump to TargetOperatorKeyframe TypeOperatorKeying Set Add SelectedOperatorKeying Set Remove SelectedOperatorKeys to SamplesOperatorKnifeOperatorKnife ProjectOperatorKnife Topology ToolOperatorLaplacian Deform BindOperatorLaplacian Smooth VerticesOperatorLasso AddOperatorLasso Face SetOperatorLasso HideOperatorLasso MaskOperatorLasso SelectOperatorLasso Select UVOperatorLasso ShowOperatorLasso TrimOperatorLastOperatorLast SessionOperatorLatticeOperatorLattice Deform SelectedOperatorLazy ConnectOperatorLearn MoreOperatorLeftOperatorLeft NeighborOperatorLengthOperatorLessOperatorLevelsOperatorLicenseOperatorLightmap PackOperatorLightmap Pack...OperatorLimit Number of Weights per VertexOperatorLimit TotalOperatorLimit Total Vertex GroupsOperatorLimited DissolveOperatorLineOperatorLine BeginOperatorLine BreakOperatorLine EndOperatorLine Face SetOperatorLine HideOperatorLine MaskOperatorLine NumberOperatorLine ProjectOperatorLine ShowOperatorLine TrimOperatorLinkOperatorLink Active Node to SelectedOperatorLink Blockers to EmitterOperatorLink CollectionOperatorLink Drag Operation TestOperatorLink Empty to TrackOperatorLink NodesOperatorLink Objects to SceneOperatorLink Objects to Scene...OperatorLink Receivers to EmitterOperatorLink ViewerOperatorLink to CollectionOperatorLink to SceneOperatorLink to ViewerOperatorLink to Viewer NodeOperatorLink...OperatorLink/Transfer DataOperatorLinkedOperatorLinked DuplicateOperatorLinked Flat FacesOperatorLinked fromOperatorLinked toOperatorLinks CutOperatorList FilterOperatorLoadOperatorLoad Custom PreviewOperatorLoad Factory Blender PreferencesOperatorLoad Factory Blender SettingsOperatorLoad Factory PreferencesOperatorLoad Factory SettingsOperatorLoad Factory {:s} SettingsOperatorLoad Persistent From...OperatorLoad PreferencesOperatorLoad Preview ImageOperatorLocal ViewOperatorLocalized DataOperatorLocationOperatorLock AllOperatorLock All LayersOperatorLock All MaterialsOperatorLock All Repositories (Testing)OperatorLock Invert AllOperatorLock Only SelectedOperatorLock Only UnselectedOperatorLock SelectedOperatorLock StripsOperatorLock TracksOperatorLock UnselectedOperatorLock Unselected MaterialsOperatorLock UnusedOperatorLock Unused MaterialsOperatorLoop CutOperatorLoop Cut and SlideOperatorLoop SelectOperatorLoose GeometryOperatorMakeOperatorMake BasisOperatorMake Collection ActiveOperatorMake Edge/FaceOperatorMake GroupOperatorMake Instance FaceOperatorMake Instances RealOperatorMake InternalOperatorMake Library OverrideOperatorMake LinkOperatorMake LinksOperatorMake LocalOperatorMake Markers LocalOperatorMake MetaOperatorMake Meta StripOperatorMake Panel ToggleOperatorMake ParentOperatorMake Parent without InverseOperatorMake Parent without Inverse (Keep Transform)OperatorMake Paths AbsoluteOperatorMake Paths RelativeOperatorMake Planar FacesOperatorMake RegularOperatorMake SegmentOperatorMake Shape Key the Basis KeyOperatorMake Single UserOperatorMake TrackOperatorMake Vertex ParentOperatorMake and Replace LinksOperatorManage Unused DataOperatorManage Unused Data...OperatorManualOperatorMark AllOperatorMark All PackagesOperatorMark Freestyle EdgeOperatorMark Freestyle FaceOperatorMark PackageOperatorMark SeamOperatorMark SharpOperatorMark Sharp from VerticesOperatorMark as AssetOperatorMark as Single AssetOperatorMarker Box SelectOperatorMaskOperatorMask Box GestureOperatorMask ExtractOperatorMask FilterOperatorMask Flood FillOperatorMask From BoundaryOperatorMask From CavityOperatorMask Lasso GestureOperatorMask Line GestureOperatorMask Polyline GestureOperatorMask SliceOperatorMask Slice and Fill HolesOperatorMask Slice to New ObjectOperatorMask by ColorOperatorMask from CavityOperatorMask from Face Sets BoundaryOperatorMask from Mesh BoundaryOperatorMask with Layer AboveOperatorMask with Layer Above/BelowOperatorMask with Layer BelowOperatorMask...OperatorMatch KeyframeOperatorMatch Movie LengthOperatorMatch PreviousOperatorMatch SlopeOperatorMatch Texture SpaceOperatorMaterialsOperatorMaximize AreaOperatorMeasureOperatorMediumOperatorMemory StatisticsOperatorMenu Search...OperatorMergeOperatorMerge AllOperatorMerge AnimationOperatorMerge DownOperatorMerge GroupOperatorMerge ImagesOperatorMerge NodesOperatorMerge NormalsOperatorMerge UVs by DistanceOperatorMerge by DistanceOperatorMesh Deform BindOperatorMesh FilterOperatorMesh Plane...OperatorMinimize StretchOperatorMirrorOperatorMirror KeysOperatorMirror Rigify ParametersOperatorMirror Shape KeyOperatorMirror Type & ParametersOperatorMirror Vertex GroupOperatorMirror Vertex Group (Topology)OperatorMirror XOperatorMirror YOperatorMirroredOperatorMix NodesOperatorMixdownOperatorModeOperatorModifier operationOperatorModify LabelsOperatorModify Pose AssetOperatorMonkeyOperatorMoreOperatorMore...OperatorMotion Capture (.bvh)OperatorMouse Click on ChannelsOperatorMouse Click on NLA TracksOperatorMoveOperatorMove Active Modifier to IndexOperatorMove Active Strip Modifier to IndexOperatorMove After BasisOperatorMove Annotation LayerOperatorMove Area EdgesOperatorMove Between UI RowsOperatorMove Bone CollectionOperatorMove BookmarkOperatorMove ChannelsOperatorMove Constraint DownOperatorMove Constraint UpOperatorMove Constraint to IndexOperatorMove CursorOperatorMove Dash SegmentOperatorMove DownOperatorMove Down Boid RuleOperatorMove Down Boid StateOperatorMove Down EffectOperatorMove Down Instance ObjectOperatorMove Down ModifierOperatorMove Down TargetOperatorMove Effect to IndexOperatorMove EntryOperatorMove ExporterOperatorMove Freestyle ModuleOperatorMove ItemOperatorMove LayerOperatorMove Line SetOperatorMove Line(s) DownOperatorMove Line(s) UpOperatorMove LinesOperatorMove MarkerOperatorMove MaterialOperatorMove ModifierOperatorMove OriginOperatorMove Palette ColorOperatorMove SegmentOperatorMove SelectOperatorMove Selection Set in ListOperatorMove Shape KeyOperatorMove Slots to new ActionOperatorMove Strip ModifierOperatorMove Strips DownOperatorMove Strips UpOperatorMove Texture SlotOperatorMove Texture SpaceOperatorMove Time MarkerOperatorMove UpOperatorMove Up Boid RuleOperatorMove Up Boid StateOperatorMove Up EffectOperatorMove Up Instance ObjectOperatorMove Up ModifierOperatorMove Up TargetOperatorMove Vertex GroupOperatorMove and AttachOperatorMove layerOperatorMove on AxisOperatorMove to Bone CollectionOperatorMove to BottomOperatorMove to CollectionOperatorMove to LastOperatorMove to LayerOperatorMove to Line BeginOperatorMove to Line EndOperatorMove to Next WordOperatorMove to NodesOperatorMove to Previous WordOperatorMove to TopOperatorMove/Extend from Current FrameOperatorMovie...OperatorMulti Select Edge LoopsOperatorMulti Select Edge RingsOperatorMulticam SelectorOperatorMultiple ImagesOperatorMultiplication ×OperatorMultiplyOperatorMultires Apply BaseOperatorMultires Displacement EraserOperatorMultires Displacement SmearOperatorMultires Pack ExternalOperatorMultires ReshapeOperatorMultires Save ExternalOperatorMultires SubdivideOperatorMuteOperatorMute ChannelsOperatorMute LinksOperatorMute StripsOperatorMute Unselected StripsOperatorNDOF Orbit ViewOperatorNDOF Orbit View with ZoomOperatorNDOF Pan ViewOperatorNDOF Pan/ZoomOperatorNDOF Transform ViewOperatorNewOperatorNew ActionOperatorNew Asset CatalogOperatorNew Bone CollectionOperatorNew Camera from VR LandmarkOperatorNew CollectionOperatorNew CombinedOperatorNew Compositing Node GroupOperatorNew Compositor Sequencer Node GroupOperatorNew Edge/Face from VerticesOperatorNew Face from EdgesOperatorNew FolderOperatorNew Geometry Node GroupOperatorNew Geometry Node ModifierOperatorNew Geometry Node Tool GroupOperatorNew ImageOperatorNew Image from Plane MarkerOperatorNew ItemOperatorNew LayerOperatorNew Light Linking CollectionOperatorNew Line StyleOperatorNew Main WindowOperatorNew MaskOperatorNew MaterialOperatorNew Node TreeOperatorNew Palette ColorOperatorNew Panel ToggleOperatorNew Particle SettingsOperatorNew Particle TargetOperatorNew SceneOperatorNew ScreenOperatorNew Selection SetOperatorNew Sequencer SceneOperatorNew SlotOperatorNew TextOperatorNew TextureOperatorNew WindowOperatorNew WorkspaceOperatorNew WorldOperatorNew from ObjectsOperatorNew from Objects FlippedOperatorNext ActiveOperatorNext BlockOperatorNext CharacterOperatorNext FolderOperatorNext LineOperatorNext WordOperatorNext WorkspaceOperatorNo Collections to InstanceOperatorNode OptionsOperatorNode PreviewOperatorNode input modifyOperatorNon ManifoldOperatorNoneOperatorNormalizeOperatorNormalize ActiveOperatorNormalize AllOperatorNormalize All Vertex GroupsOperatorNormalize Vertex GroupOperatorNormalize WeightsOperatorNormals Vector ToolsOperatorNurbs CircleOperatorNurbs CurveOperatorNurbs CylinderOperatorNurbs SphereOperatorNurbs SurfaceOperatorNurbs TorusOperatorObjectOperatorObject & DataOperatorObject & Data & MaterialsOperatorObject AnimationOperatorObject Data AnimationOperatorObject Line ArtOperatorObject Mode MenuOperatorObsolete MarkedOperatorOffset Edge LoopOperatorOffset Edge Loop CutOperatorOffset Edge SlideOperatorOn Selected KeyframesOperatorOn Selected MarkersOperatorOne ObjectOperatorOne Object Per LineOperatorOnline ManualOperatorOnline Python ReferenceOperatorOnly FillsOperatorOnly StrokesOperatorOpacityOperatorOpenOperatorOpen Blend FileOperatorOpen Cache FileOperatorOpen Cached RenderOperatorOpen ClipOperatorOpen Drivers EditorOperatorOpen File ExternallyOperatorOpen File LocationOperatorOpen FontOperatorOpen ImageOperatorOpen ImagesOperatorOpen Location ExternallyOperatorOpen Preferences...OperatorOpen Preset WebsiteOperatorOpen SoundOperatorOpen Sound MonoOperatorOpen Style Module FileOperatorOpen TextOperatorOpen...OperatorOpen/CloseOperatorOperator Cheat SheetOperatorOperator Enum PieOperatorOperator PresetOperatorOperator Search...OperatorOrbit OppositeOperatorOriginOperatorOutlineOperatorOutliner Animation Data OperationOperatorOutliner Constraint OperationOperatorOutliner Data OperationOperatorOutliner Edit Mode ToggleOperatorOutliner ID Data CopyOperatorOutliner ID Data OperationOperatorOutliner ID Data PasteOperatorOutliner ID Data RemapOperatorOutliner Library OperationOperatorOutliner Library Override OperationOperatorOutliner Library Override Troubleshoot OperationOperatorOutliner Modifier OperationOperatorOutliner Object OperationOperatorOutliner Pose Mode ToggleOperatorOutliner Scene OperationOperatorOutliner Set ActionOperatorOverridden Data HierarchyOperatorPackOperatorPack Geometry Node BakeOperatorPack ImageOperatorPack IslandsOperatorPack Linked LibrariesOperatorPack ResourcesOperatorPack SoundOperatorPaintOperatorPan ViewOperatorPan View DirectionOperatorPanel ToggleOperatorParentOperatorParent DirectoryOperatorParent Node TreeOperatorParticle Edit ToggleOperatorParticle SystemOperatorPasteOperatorPaste Data-BlocksOperatorPaste DriverOperatorPaste Driver VariablesOperatorPaste F-ModifiersOperatorPaste FileOperatorPaste FlippedOperatorPaste Global TransformOperatorPaste ImageOperatorPaste KeyframesOperatorPaste Line SetOperatorPaste MaterialOperatorPaste ObjectsOperatorPaste PoseOperatorPaste Pose FlippedOperatorPaste Selection Set(s)OperatorPaste SplinesOperatorPaste StrokesOperatorPaste TextOperatorPaste Texture Slot SettingsOperatorPaste TracksOperatorPaste UVsOperatorPaste VectorOperatorPaste Weight to SelectedOperatorPaste X-Flipped PoseOperatorPaste and BakeOperatorPaste as New AssetOperatorPaste by LayerOperatorPaste from ClipboardOperatorPaste to Selected KeysOperatorPathOperatorPath/FilesOperatorPause BakeOperatorPenOperatorPer Face SetOperatorPer Loose PartOperatorPer Mille ‰OperatorPer VertexOperatorPerspective/OrthographicOperatorPick Shortest PathOperatorPinOperatorPin Scene to WorkspaceOperatorPinchOperatorPinch UVsOperatorPivot to Active VertexOperatorPivot to Mask BorderOperatorPivot to OriginOperatorPivot to Surface Under CursorOperatorPivot to UnmaskedOperatorPlace CursorOperatorPlace Object Under MouseOperatorPlain AxesOperatorPlaneOperatorPlay AnimationOperatorPlay Rendered AnimationOperatorPoint CloudOperatorPoint Normals to TargetOperatorPoint to Target...OperatorPointsOperatorPoke FacesOperatorPoles by CountOperatorPolyOperatorPoly BuildOperatorPoly Build Delete at CursorOperatorPoly Build Dissolve at CursorOperatorPoly Build Face at CursorOperatorPoly Build Split at CursorOperatorPoly Build Transform at CursorOperatorPolylineOperatorPolyline AddOperatorPolyline Face SetOperatorPolyline HideOperatorPolyline MaskOperatorPolyline ShowOperatorPolyline TrimOperatorPose BreakdownerOperatorPoseChannel operationOperatorPound £OperatorPreferences...OperatorPrefetchOperatorPrefetch FramesOperatorPress ButtonOperatorPrevious ActiveOperatorPrevious BlockOperatorPrevious CharacterOperatorPrevious FolderOperatorPrevious LineOperatorPrevious WordOperatorPrevious WorkspaceOperatorProject ApplyOperatorProject EditOperatorProject ImageOperatorProject Line GestureOperatorProject from ViewOperatorProject from View (Bounds)OperatorPropagate PoseOperatorPropagate to ShapesOperatorProtect ChannelsOperatorPuffOperatorPurgeOperatorPurge AllOperatorPurge Unused Data...OperatorPushOperatorPush Down ActionOperatorPush Pose from BreakdownOperatorPush PullOperatorPush Pull KeyframesOperatorPush/PullOperatorPython API ReferenceOperatorQuad View ResizeOperatorQuadriFlow RemeshOperatorQuantizeOperatorQuantize Vertex WeightsOperatorQuick EditOperatorQuick ExplodeOperatorQuick FurOperatorQuick LiquidOperatorQuick SmokeOperatorQuitOperatorQuit BlenderOperatorRadial ControlOperatorRadiusOperatorRandomOperatorRandomizeOperatorRandomize ColorsOperatorRandomize Face Sets ColorsOperatorRandomize TransformOperatorRandomize VerticesOperatorRe-Generate RigOperatorRe-Key Points of Selected ShapesOperatorRe-Key Shape PointsOperatorRe-Time Shape KeysOperatorRead View LayersOperatorReassign InputsOperatorRebuildOperatorRebuild BVHOperatorRebuild Lower SubdivisionsOperatorRebuild Proxy and Timecode IndicesOperatorRecalculate HandlesOperatorRecalculate InsideOperatorRecalculate NormalsOperatorRecalculate OutsideOperatorRecalculate RollOperatorRecenter HookOperatorRecover Auto SaveOperatorRecover Last SessionOperatorRedefine Equalizer GraphsOperatorRedoOperatorRedo Catalog EditsOperatorRedo LastOperatorRedraw TimerOperatorReference...OperatorRefine MarkersOperatorRefreshOperatorRefresh AllOperatorRefresh ArchiveOperatorRefresh Asset LibraryOperatorRefresh Data-Block PreviewsOperatorRefresh DriversOperatorRefresh File ListOperatorRefresh I18n Data...OperatorRefresh Instance ObjectsOperatorRefresh LocalOperatorRefresh RemoteOperatorRefresh SequencerOperatorRefresh action listOperatorRegionOperatorRegion AlphaOperatorRegisterOperatorRegister File AssociationOperatorRegistered Trademark ®OperatorRegularOperatorRekeyOperatorRelaxOperatorRelax Face SetsOperatorRelax Pose to BreakdownOperatorRelax UVsOperatorRelease NotesOperatorReloadOperatorReload ClipOperatorReload History FileOperatorReload ImageOperatorReload ImagesOperatorReload LibraryOperatorReload ScriptsOperatorReload Start-Up FileOperatorReload StripsOperatorReload Strips and Adjust LengthOperatorReload TranslationOperatorRelocateOperatorRelocate LibraryOperatorRelocate Linked IDOperatorRemeshOperatorRemoveOperatorRemove AOVOperatorRemove Active GroupOperatorRemove Active Keying SetOperatorRemove Active Keying Set PathOperatorRemove Add-onOperatorRemove All GroupsOperatorRemove All MaterialsOperatorRemove All Particle SystemsOperatorRemove AnimationOperatorRemove Annotation LayerOperatorRemove Asset LibraryOperatorRemove Asset TagOperatorRemove AttributeOperatorRemove Auto-Execution PathOperatorRemove Boid RuleOperatorRemove Boid StateOperatorRemove Bone CollectionOperatorRemove Bone Collection ReferenceOperatorRemove Bone from Bone CollectionOperatorRemove Bones from Selection SetOperatorRemove BrushOperatorRemove Camera Background ImageOperatorRemove CanvasOperatorRemove CollectionOperatorRemove Color AttributeOperatorRemove Cryptomatte SocketOperatorRemove Dash SegmentOperatorRemove DoublesOperatorRemove DriverOperatorRemove Empty Animation DataOperatorRemove ExporterOperatorRemove Extension RepositoryOperatorRemove External Feature SetOperatorRemove File AssociationOperatorRemove Fill GuidesOperatorRemove Freestyle ModuleOperatorRemove From Light Linking CollectionOperatorRemove GapsOperatorRemove Gaps (All)OperatorRemove Grease Pencil EffectOperatorRemove HookOperatorRemove IKOperatorRemove ItemOperatorRemove Key ConfigOperatorRemove Key Map ItemOperatorRemove Keymap ConfigurationOperatorRemove LayerOperatorRemove Layer GroupOperatorRemove LightgroupOperatorRemove Line SetOperatorRemove Mask LayerOperatorRemove Material SlotOperatorRemove MetaOperatorRemove Meta-StripsOperatorRemove ModifierOperatorRemove OverrideOperatorRemove OverridesOperatorRemove Paint Curve PointOperatorRemove Particle Instance ObjectOperatorRemove Particle System SlotOperatorRemove Particle TargetOperatorRemove PreviewOperatorRemove PropertyOperatorRemove Python Script DirectoryOperatorRemove Render SlotOperatorRemove Render ViewOperatorRemove RepositoryOperatorRemove Repository & FilesOperatorRemove Rigid BodiesOperatorRemove Rigid BodyOperatorRemove Rigid Body ConstraintOperatorRemove Rigid Body WorldOperatorRemove Row FilterOperatorRemove SegmentOperatorRemove Selected BonesOperatorRemove Selected Bones from All SetsOperatorRemove Selected EntryOperatorRemove Selected ItemsOperatorRemove Selected from Active CollectionOperatorRemove Selected from Bone collectionsOperatorRemove Shape KeyOperatorRemove ShortcutOperatorRemove Single OverrideOperatorRemove Stabilization Rotation TrackOperatorRemove Stabilization TrackOperatorRemove Strip ModifierOperatorRemove Surface SlotOperatorRemove TargetOperatorRemove Text BoxOperatorRemove ThemeOperatorRemove TileOperatorRemove Tracking ObjectOperatorRemove UV MapOperatorRemove UnusedOperatorRemove Unused Bone CollectionsOperatorRemove Unused CollectionsOperatorRemove Unused LightgroupsOperatorRemove Unused Material SlotsOperatorRemove Unused SlotsOperatorRemove VR LandmarkOperatorRemove Vertex GroupOperatorRemove View LayerOperatorRemove from Active GroupOperatorRemove from AllOperatorRemove from All CollectionsOperatorRemove from All GroupsOperatorRemove from CollectionOperatorRemove from FrameOperatorRemove from Keying SetOperatorRemove from Local ViewOperatorRemove from Quick FavoritesOperatorRemove from Vertex GroupOperatorRenameOperatorRename Action SlotOperatorRename Active Bone...OperatorRename Active Item...OperatorRename Active Object...OperatorRename Annotation LayerOperatorRename Armature Bone CollectionOperatorRename BoneOperatorRename Bone CollectionOperatorRename ChannelOperatorRename Data-BlockOperatorRename Edit BoneOperatorRename File or DirectoryOperatorRename Grease Pencil DrawingOperatorRename Grease Pencil LayerOperatorRename Grease Pencil Layer GroupOperatorRename MarkerOperatorRename ModifierOperatorRename NLA TrackOperatorRename ObjectOperatorRename Pose BoneOperatorRename Vertex GroupOperatorRename View ItemOperatorRename View LayerOperatorRename shape keyOperatorRename...OperatorRenderOperatorRender Active ObjectOperatorRender AnimationOperatorRender Audio...OperatorRender Changed LayerOperatorRender ImageOperatorRender PlayblastOperatorRender Playblast on KeyframesOperatorRender RegionOperatorRender Region...OperatorRender Sequence PreviewOperatorRender Sequencer AnimationOperatorRender Sequencer ImageOperatorRender Slot Cycle NextOperatorRender Slot Cycle PreviousOperatorRender Still PreviewOperatorRender Viewport PreviewOperatorReorderOperatorReorder Armature Bone CollectionsOperatorReorder ColumnsOperatorReorder F-Curve ModifierOperatorReorder Grease Pencil Layer MaskOperatorReorder LayerOperatorReorder LayersOperatorReorder Mesh SpatiallyOperatorReorder to BackOperatorReorder to FrontOperatorRepeat HistoryOperatorRepeat History...OperatorRepeat LastOperatorReplaceOperatorReplace & Set SelectionOperatorReplace ActionOperatorReplace AllOperatorReplace ImageOperatorReplace KeyframeOperatorReplace KeyframesOperatorReplace LinksOperatorReplace Single KeyframeOperatorReplace with new ActionOperatorReplace...OperatorReplay OperatorsOperatorReport Missing FilesOperatorReport a BugOperatorRepositoryOperatorReproject StrokesOperatorReproject Strokes...OperatorResetOperatorReset All to Default ValuesOperatorReset BackdropOperatorReset Color RampOperatorReset Curve ProfileOperatorReset DistanceOperatorReset Feather AnimationOperatorReset HookOperatorReset KerningOperatorReset Library OverrideOperatorReset NodeOperatorReset NodesOperatorReset Nodes in FrameOperatorReset Original LengthOperatorReset Overridden DataOperatorReset ProfileOperatorReset RecentOperatorReset RetimingOperatorReset SettingsOperatorReset Single to Default ValueOperatorReset To OriginalOperatorReset TransformOperatorReset UVsOperatorReset UnkeyedOperatorReset VectorsOperatorReset Vertex ColorOperatorReset ViewOperatorReset to Default ThemeOperatorReset to Default ValueOperatorResizeOperatorResize ColumnOperatorResize ImageOperatorResize NodeOperatorResolve ConflictOperatorRestoreOperatorRestore AreasOperatorRestore Key Map ItemOperatorRestore Key Map(s)OperatorRestore Operator DefaultsOperatorRestore Previous ActionOperatorRestrict Render UnselectedOperatorResumeOperatorResync Overridden Data HierarchyOperatorResync Overridden Data Hierarchy EnforceOperatorRetime StripsOperatorRetimingOperatorRevealOperatorReveal CurvesOperatorReveal Faces/VerticesOperatorReveal HiddenOperatorReveal SelectedOperatorReverse ColorsOperatorReverse UVsOperatorRevertOperatorRevert Brush AssetOperatorRevert to AssetOperatorRevert to Saved PreferencesOperatorRevive Disabled F-CurvesOperatorRightOperatorRight NeighborOperatorRigify Add Color SetOperatorRigify Add Color Set from ThemeOperatorRigify Add Standard Color SetsOperatorRigify Apply user defined active/select colorsOperatorRigify Encode MetarigOperatorRigify Encode Metarig SampleOperatorRigify Encode WidgetOperatorRigify Generate RigOperatorRigify Get active/select colors from current themeOperatorRigify Remove All Color SetsOperatorRigify Remove Color SetOperatorRigify Upgrade Metarig LayersOperatorRigify Upgrade Metarig TypesOperatorRipOperatorRip EdgeOperatorRip RegionOperatorRip VerticesOperatorRip Vertices and ExtendOperatorRip Vertices and FillOperatorRollOperatorRoll LeftOperatorRoll RightOperatorRootsOperatorRotateOperatorRotate 180°OperatorRotate 90° ClockwiseOperatorRotate 90° Counter-ClockwiseOperatorRotate ColorsOperatorRotate Edge CCWOperatorRotate Edge CWOperatorRotate Image OrthogonalOperatorRotate NormalsOperatorRotate Selected EdgeOperatorRotate UVsOperatorRotate ViewOperatorRotate...OperatorRotationOperatorRotation - Pole toggleOperatorRuler AddOperatorRuler RemoveOperatorRun Python FileOperatorRun ScriptOperatorSTL (.stl)OperatorSVG as Grease PencilOperatorSampleOperatorSample ColorOperatorSample Detail SizeOperatorSample GroupOperatorSample LineOperatorSample Vertex GroupOperatorSample WeightOperatorSamples to KeysOperatorSaveOperatorSave All ImagesOperatorSave All ModifiedOperatorSave AsOperatorSave As Asset...OperatorSave As ImageOperatorSave As...OperatorSave Asset CatalogsOperatorSave Blender FileOperatorSave Brush AssetOperatorSave Changes to AssetOperatorSave Copy...OperatorSave Custom Studio LightOperatorSave ImageOperatorSave IncrementalOperatorSave New PreferencesOperatorSave Persistent To...OperatorSave PreferencesOperatorSave ScreenshotOperatorSave Screenshot (Editor)OperatorSave Screenshot (Editor)...OperatorSave Screenshot...OperatorSave SequenceOperatorSave Startup FileOperatorSave System Info...OperatorSave ThemeOperatorSave Viewer ImageOperatorSave a Copy...OperatorSave as Brush AssetOperatorSave as Shape KeyOperatorSave as Studio lightOperatorScalable Vector Graphics (.svg)OperatorScaleOperatorScale AverageOperatorScale Average KeyframesOperatorScale B-BoneOperatorScale BBoneOperatorScale CageOperatorScale Envelope DistanceOperatorScale FeatherOperatorScale RadiusOperatorScale Region SizeOperatorScale Sculpt/Paint Brush SizeOperatorScale Texture SpaceOperatorScale To FitOperatorScale from NeighborOperatorScale to FillOperatorScene Camera to VR LandmarkOperatorScene Line ArtOperatorScrewOperatorScript Node UpdateOperatorScrollOperatorScroll DownOperatorScroll LeftOperatorScroll PageOperatorScroll RightOperatorScroll UpOperatorScrollback AppendOperatorScrollbarOperatorScroller ActivateOperatorSculptOperatorSculpt ModeOperatorSeams from IslandsOperatorSearch MenuOperatorSearch OperatorOperatorSearch Single MenuOperatorSearch...OperatorSelectOperatorSelect (Linked Handle)OperatorSelect (Linked Time)OperatorSelect (List)OperatorSelect (Side of Frame)OperatorSelect (Unconnected)OperatorSelect Active CameraOperatorSelect AllOperatorSelect All by TypeOperatorSelect AlternateOperatorSelect AxisOperatorSelect BonesOperatorSelect Bones of Bone CollectionOperatorSelect Boundary LoopOperatorSelect BoxOperatorSelect By Pole CountOperatorSelect By Stroke TypeOperatorSelect CameraOperatorSelect ChannelOperatorSelect Channel KeyframesOperatorSelect CircleOperatorSelect ConnectedOperatorSelect Constraint TargetOperatorSelect Control Point RowOperatorSelect DirectoryOperatorSelect EndsOperatorSelect ExtendOperatorSelect Extend (List)OperatorSelect Faces by SidesOperatorSelect FillOperatorSelect Frame ChildrenOperatorSelect GroupedOperatorSelect Grouped...OperatorSelect GrowOperatorSelect HandleOperatorSelect HandlesOperatorSelect HierarchyOperatorSelect HookOperatorSelect Interior FacesOperatorSelect KeyOperatorSelect Key / HandlesOperatorSelect KeyframesOperatorSelect LassoOperatorSelect Left/RightOperatorSelect LessOperatorSelect Light Linking BlockersOperatorSelect Light Linking ReceiversOperatorSelect LineOperatorSelect LinkedOperatorSelect Linked AllOperatorSelect Linked Flat FacesOperatorSelect Linked FromOperatorSelect Linked PickOperatorSelect Linked ToOperatorSelect Linked VerticesOperatorSelect Linked Vertices PickOperatorSelect LoopOperatorSelect Loop Inner-RegionOperatorSelect Loose GeometryOperatorSelect Markers Before/After Current FrameOperatorSelect MaterialOperatorSelect Material SlotOperatorSelect MenuOperatorSelect MirrorOperatorSelect ModeOperatorSelect MoreOperatorSelect NextOperatorSelect Next ElementOperatorSelect Non-ManifoldOperatorSelect ObjectOperatorSelect Object HierarchyOperatorSelect ObjectsOperatorSelect Objects in CollectionOperatorSelect OrientationOperatorSelect OverlapOperatorSelect Paint Curve PointOperatorSelect Parent BoneOperatorSelect Parent FrameOperatorSelect Parent or ChildrenOperatorSelect PatternOperatorSelect Pattern...OperatorSelect Pick LinkedOperatorSelect PinnedOperatorSelect Pose BonesOperatorSelect PreviousOperatorSelect Previous ElementOperatorSelect RandomOperatorSelect ReportOperatorSelect RootsOperatorSelect Same CollectionOperatorSelect Selection SetOperatorSelect Sharp EdgesOperatorSelect Shortest PathOperatorSelect SideOperatorSelect Side of FrameOperatorSelect SimilarOperatorSelect Similar RegionsOperatorSelect SplitOperatorSelect Stabilization Rotation TracksOperatorSelect Stabilization TracksOperatorSelect TextOperatorSelect TileOperatorSelect Time MarkerOperatorSelect TipsOperatorSelect ToggleOperatorSelect Toggle (List)OperatorSelect UngroupedOperatorSelect Vertex GroupOperatorSelect View ItemOperatorSelect WordOperatorSelect by AttributeOperatorSelect by TypeOperatorSelected ObjectsOperatorSelected PinnedOperatorSelected to Adjacent UnselectedOperatorSelected to CursorOperatorSelected to Cursor (Offset)OperatorSelected to PixelsOperatorSelectionOperatorSelection PaintOperatorSelection to ActiveOperatorSelection to Current FrameOperatorSelection to CursorOperatorSelection to Cursor (Keep Offset)OperatorSelection to Cursor ValueOperatorSelection to GridOperatorSelection to Nearest FrameOperatorSelection to Nearest MarkerOperatorSelection to Nearest SecondOperatorSeparateOperatorSeparate BonesOperatorSeparate FillsOperatorSeparate ImagesOperatorSeparate SlotsOperatorSequence SlideOperatorSequencer Swap DataOperatorSequencer View Zoom RatioOperatorSequencer operationOperatorSet 2D CursorOperatorSet 3D CursorOperatorSet Active CameraOperatorSet Active ClipOperatorSet Active GroupOperatorSet Active Keying SetOperatorSet Active LayerOperatorSet Active MaterialOperatorSet Active ModifierOperatorSet Active Object as CameraOperatorSet Active Shape KeyOperatorSet Active Strip ModifierOperatorSet Active Vertex GroupOperatorSet AttributeOperatorSet AxisOperatorSet Blend File Working Color SpaceOperatorSet CapsOperatorSet CaseOperatorSet Clip ModeOperatorSet Color AttributeOperatorSet Color TagOperatorSet Corner TypeOperatorSet CursorOperatorSet Cursor to OffsetOperatorSet Curve CapsOperatorSet Curve RadiusOperatorSet Curve ResolutionOperatorSet Curve TypeOperatorSet Curves PointOperatorSet Curves Surface ObjectOperatorSet Cyclical StateOperatorSet Default Group Node WidthOperatorSet End FrameOperatorSet Extension TagsOperatorSet F-Curve ExtrapolationOperatorSet FloorOperatorSet Frame (Strip Preview)OperatorSet Frame Range to StripsOperatorSet Geometry RandomizationOperatorSet Goal WeightOperatorSet Handle TypeOperatorSet HoldoutOperatorSet Indirect OnlyOperatorSet InverseOperatorSet Keyframe AOperatorSet Keyframe BOperatorSet Keyframe Easing TypeOperatorSet Keyframe Handle TypeOperatorSet Keyframe InterpolationOperatorSet Keyframe TypeOperatorSet Library IDOperatorSet Normals from FacesOperatorSet Object ModeOperatorSet Object Mode with Sub-modeOperatorSet Offset from CursorOperatorSet Offset from ObjectOperatorSet OriginOperatorSet Overlay RegionOperatorSet Persistent BaseOperatorSet Pivot PositionOperatorSet PlaneOperatorSet Preview RangeOperatorSet Preview Range to SelectedOperatorSet Preview Range to StripsOperatorSet Range to StripsOperatorSet Render ColorOperatorSet Render RegionOperatorSet Render SizeOperatorSet ResolutionOperatorSet Restrict ViewOperatorSet RollOperatorSet Rotation ModeOperatorSet ScaleOperatorSet Scene FramesOperatorSet ScreenOperatorSet Select ModeOperatorSet Selected Strip ProxiesOperatorSet SelectionOperatorSet Sharpness by AngleOperatorSet Solution ScaleOperatorSet Solver KeyframeOperatorSet SpeedOperatorSet Spline TypeOperatorSet Start FrameOperatorSet Start PointOperatorSet Stereo 3DOperatorSet Stroke TypeOperatorSet StyleOperatorSet ThemeOperatorSet Tool by Brush TypeOperatorSet Tool by IndexOperatorSet Tool by NameOperatorSet Uniform OpacityOperatorSet Uniform ThicknessOperatorSet User RegionOperatorSet Vertex ColorsOperatorSet Viewport BackgroundOperatorSet WallOperatorSet WeightOperatorSet X AxisOperatorSet Y AxisOperatorSet actionOperatorSet active actionOperatorSet as Active MaterialOperatorSet as BackgroundOperatorSet from FacesOperatorSettings from ActiveOperatorSetupOperatorSetup Tracking SceneOperatorShade Auto SmoothOperatorShade FlatOperatorShade SmoothOperatorShade Smooth by AngleOperatorShader UpdateOperatorShape CutOperatorShape PropagateOperatorSharp EdgesOperatorSharp VerticesOperatorSharpenOperatorSharpen MaskOperatorShearOperatorShear KeyframesOperatorShear KeysOperatorShortest PathOperatorShowOperatorShow ActiveOperatorShow AllOperatorShow All InsideOperatorShow All LayersOperatorShow All MaterialsOperatorShow CollectionOperatorShow Drivers EditorOperatorShow Hidden ObjectsOperatorShow Hidden StripsOperatorShow HierarchyOperatorShow Info LogOperatorShow Inside CollectionOperatorShow Object HierarchyOperatorShow One LevelOperatorShow Package ClearOperatorShow Package SetOperatorShow Retiming KeysOperatorShow SettingsOperatorShow TracksOperatorShow/Hide One LevelOperatorShow/Hide Render ViewOperatorShrink Face SetOperatorShrink MaskOperatorShrink VisibilityOperatorShrink/FattenOperatorShutter Curve PresetOperatorSide of ActiveOperatorSide of FrameOperatorSimplifyOperatorSimplify StrokeOperatorSingle ArrowOperatorSingle BoneOperatorSingle-User ActionOperatorSingle-User WorldOperatorSkin Armature CreateOperatorSkin Mark/Clear LooseOperatorSkin Radii EqualizeOperatorSkin ResizeOperatorSkin Root MarkOperatorSlideOperatorSlide MarkerOperatorSlide Paint Curve PointOperatorSlide Plane MarkerOperatorSlide PointOperatorSlide Spline CurvatureOperatorSlide VerticesOperatorSlipOperatorSlip Strip ContentsOperatorSlip StripsOperatorSmall CapsOperatorSmart UV ProjectOperatorSmart UV Project...OperatorSmearOperatorSmoothOperatorSmooth (Gaussian)OperatorSmooth (Legacy)OperatorSmooth Curve RadiusOperatorSmooth Curve TiltOperatorSmooth Curve WeightOperatorSmooth EdgesOperatorSmooth FacesOperatorSmooth KeysOperatorSmooth LaplacianOperatorSmooth MaskOperatorSmooth Normals VectorsOperatorSmooth PointsOperatorSmooth ScrollOperatorSmooth StrokeOperatorSmooth VectorsOperatorSmooth Vertex ColorsOperatorSmooth Vertex GroupOperatorSmooth Vertex WeightsOperatorSmooth VerticesOperatorSmooth Vertices (Laplacian)OperatorSmooth ViewOperatorSmooth View 2DOperatorSnapOperatorSnap CursorOperatorSnap Cursor Value to SelectedOperatorSnap Cursor to ActiveOperatorSnap Cursor to GridOperatorSnap Cursor to SelectedOperatorSnap Cursor to Selected PointsOperatorSnap Cursor to World OriginOperatorSnap Curves to SurfaceOperatorSnap KeysOperatorSnap SelectionOperatorSnap Selection to ActiveOperatorSnap Selection to CursorOperatorSnap Selection to GridOperatorSnap StripsOperatorSnap Strips to the Current FrameOperatorSnap to Deformed SurfaceOperatorSnap to Nearest SurfaceOperatorSnap to SymmetryOperatorSolidifyOperatorSolidify FacesOperatorSolutionOperatorSolve CameraOperatorSolve Camera MotionOperatorSolve Object MotionOperatorSort ElementsOperatorSort Mesh ElementsOperatorSort PaletteOperatorSort Vertex GroupsOperatorSort by Bone HierarchyOperatorSort by NameOperatorSort from ColumnOperatorSoundOperatorSound CrossfadeOperatorSound to SamplesOperatorSound...OperatorSpeakerOperatorSpeed ControlOperatorSphereOperatorSphere ProjectionOperatorSpinOperatorSplash ScreenOperatorSplitOperatorSplit AreaOperatorSplit Concave FacesOperatorSplit MulticamOperatorSplit Non-Planar FacesOperatorSplit NormalsOperatorSplit StripsOperatorSplit at Cursor MoveOperatorSplit strokeOperatorSquareOperatorStabilization Rotation TracksOperatorStabilization TracksOperatorStanford PLY (.ply)OperatorStart Editing Stashed ActionOperatorStart Tweaking Strip Actions (Full Stack)OperatorStart Tweaking Strip Actions (Lower Stack)OperatorStash ActionOperatorStatisticsOperatorStencil Brush ControlOperatorStitchOperatorStop Editing Stashed ActionOperatorStop Tweaking Strip ActionsOperatorStore undo snapshot for asset catalog editsOperatorStretchOperatorStretch To FillOperatorStrip Transform Set FitOperatorStrokeOperatorStroke Curves SculptOperatorStroke ModeOperatorStrokesOperatorStrokes Paint Mode ToggleOperatorStrokes Sculpt Mode ToggleOperatorStrokes Vertex Mode ToggleOperatorStrokes Weight Mode ToggleOperatorStrongOperatorSubdivideOperatorSubdivide Edge-RingOperatorSubdivide StrokeOperatorSubdivide and SmoothOperatorSubdivision SetOperatorSubtractOperatorSuperscript ²OperatorSuperscript ³OperatorSuperscript ¹OperatorSupportOperatorSurface Deform BindOperatorSurface SmoothOperatorSwapOperatorSwap AreasOperatorSwap ColorsOperatorSwap DataOperatorSwap Empty GroupOperatorSwap InputsOperatorSwap LinksOperatorSwap NodeOperatorSwap Node Group AssetOperatorSwap StripOperatorSwap StripsOperatorSwap ZoneOperatorSwitch DirectionOperatorSwitch to poleOperatorSwitch to rotationOperatorSymmetrizeOperatorSync Action LengthOperatorSync SocketsOperatorTaperOperatorTemporary Brush Toggle TypeOperatorTest Inlining Shader NodesOperatorTest Key Configuration for ConflictsOperatorTextOperatorText Auto CompleteOperatorTexture GradientOperatorTexture Paint ModeOperatorTiltOperatorTime OffsetOperatorTime Offset KeyframesOperatorTipsOperatorTo 3D ObjectOperatorTo All OutputsOperatorTo Last Keyframe (Make Cyclic)OperatorTo Linked OutputsOperatorTo Loose OutputsOperatorTo LowercaseOperatorTo Next KeyframeOperatorTo SphereOperatorTo UppercaseOperatorToggle BoldOperatorToggle CaseOperatorToggle Channel EditabilityOperatorToggle Channel SettingOperatorToggle CommentsOperatorToggle CyclicOperatorToggle Dope SheetOperatorToggle Fake UserOperatorToggle Force FieldOperatorToggle Graph EditorOperatorToggle Hidden Node SocketsOperatorToggle Hide Dot FilesOperatorToggle ItalicOperatorToggle Library Override EditableOperatorToggle Local ViewOperatorToggle Lock SelectionOperatorToggle Maximize AreaOperatorToggle MetaOperatorToggle Meta StripOperatorToggle MutingOperatorToggle Node MuteOperatorToggle Node OptionsOperatorToggle Node PreviewOperatorToggle Object SelectionOperatorToggle Output LayerOperatorToggle OverwriteOperatorToggle PinOperatorToggle Pin IDOperatorToggle Pose ModeOperatorToggle Quad ViewOperatorToggle RegionOperatorToggle SelectedOperatorToggle SelectionOperatorToggle Sequencer/PreviewOperatorToggle Shading TypeOperatorToggle Small CapsOperatorToggle StyleOperatorToggle System ConsoleOperatorToggle Type ActiveOperatorToggle UnderlineOperatorToggle VR SessionOperatorToggle Viewer NodeOperatorToggle VisibilityOperatorToggle Window FullscreenOperatorToggle X-RayOperatorToolOperatorToolbarOperatorToolbar PromptOperatorTopOperatorTorusOperatorTrace Image to Grease PencilOperatorTrack MarkersOperatorTrack OrderingOperatorTrack PathOperatorTrack Settings as DefaultOperatorTrackballOperatorTransfer FK anim to IKOperatorTransfer IK anim to FKOperatorTransfer Mesh DataOperatorTransfer Mesh Data LayoutOperatorTransfer ModeOperatorTransfer Sculpt ModeOperatorTransfer Shape KeyOperatorTransfer UV MapsOperatorTransfer WeightsOperatorTransformOperatorTransform Gizmo SetOperatorTransform at Cursor MoveOperatorTransform from GizmoOperatorTransform propertiesOperatorTransforms to DeltasOperatorTransitionOperatorTriangles to QuadsOperatorTriangulate FacesOperatorTrimOperatorTrim Box GestureOperatorTrim Lasso GestureOperatorTrim Line GestureOperatorTrim Polyline GestureOperatorTroubleshootOperatorTweakOperatorTwistOperatorTypeOperatorUSD Import FinishedOperatorUV RipOperatorUV Rip MoveOperatorUV Select ModeOperatorUV SphereOperatorUn-SubdivideOperatorUn-solo AllOperatorUnMeta StripOperatorUnassign SlotOperatorUnconnected SocketsOperatorUnderlineOperatorUndoOperatorUndo Catalog EditsOperatorUndo HistoryOperatorUndo PushOperatorUndo and RedoOperatorUngroupOperatorUngroup ChannelsOperatorUngrouped VerticesOperatorUnhide AllOperatorUnify LengthOperatorUnindentOperatorUninstallOperatorUninstall MarkedOperatorUninstall Studio LightOperatorUniversal Scene Description (.usd*)OperatorUnlinkOperatorUnlink ActionOperatorUnlink CollectionOperatorUnlink Data-BlockOperatorUnlink ObjectOperatorUnlink Panel ToggleOperatorUnlink actionOperatorUnlink materialOperatorUnlink textureOperatorUnlink worldOperatorUnlock AllOperatorUnlock All MaterialsOperatorUnlock All Repositories (Testing)OperatorUnlock SelectedOperatorUnlock StripsOperatorUnlock TracksOperatorUnlock UnselectedOperatorUnmark AllOperatorUnmute ChannelsOperatorUnmute Deselected StripsOperatorUnmute StripsOperatorUnpackOperatorUnpack Geometry Node BakeOperatorUnpack ImageOperatorUnpack ItemOperatorUnpack Linked LibrariesOperatorUnpack ResourcesOperatorUnpack SoundOperatorUnpinOperatorUnprotect ChannelsOperatorUnregisterOperatorUnset PropertyOperatorUnsubdivideOperatorUnwrapOperatorUnwrap Angle BasedOperatorUnwrap ConformalOperatorUnwrap Minimum StretchOperatorUpdateOperatorUpdate All Motion PathsOperatorUpdate All Object PathsOperatorUpdate All PathsOperatorUpdate All to FrameOperatorUpdate Animated Transform ConstraintsOperatorUpdate AnimationOperatorUpdate Animation CacheOperatorUpdate Armature Motion PathsOperatorUpdate Blender RepositoryOperatorUpdate Bone PathsOperatorUpdate Custom VR LandmarkOperatorUpdate HighlightOperatorUpdate I18n Add-onOperatorUpdate I18n Blender RepositoryOperatorUpdate I18n StatisticsOperatorUpdate I18n Work RepositoryOperatorUpdate Image from Plane MarkerOperatorUpdate Object PathsOperatorUpdate PathOperatorUpdate Range from SceneOperatorUpdate Reports DisplayOperatorUpdate Scene Frame RangeOperatorUpdate Work RepositoryOperatorUpdate from ObjectsOperatorUpdate from Objects FlippedOperatorUpgrade Face RigOperatorUpgrade MetarigOperatorUse Alpha Over NodesOperatorUse Depth Combine NodesOperatorUse NodesOperatorUser CommunitiesOperatorValidate .blend stringsOperatorValidate Collection ReferencesOperatorVersion Bone Hide PropertyOperatorVertexOperatorVertex Color from WeightOperatorVertex ConnectOperatorVertex Connect PathOperatorVertex CreaseOperatorVertex Group LevelsOperatorVertex PaintOperatorVertex Paint Brightness/ContrastOperatorVertex Paint Hue/Saturation/ValueOperatorVertex Paint InvertOperatorVertex Paint LevelsOperatorVertex Paint ModeOperatorVertex Paint Set ColorOperatorVertex Select HideOperatorVertex SlideOperatorVertical SplitOperatorView All in Graph EditorOperatorView AnimationOperatorView AxisOperatorView CameraOperatorView CenterOperatorView DetailsOperatorView DocumentationOperatorView DropOperatorView Edge PanOperatorView FilterOperatorView In Graph EditorOperatorView Lock CenterOperatorView Lock ClearOperatorView Lock to ActiveOperatorView ManualOperatorView Navigation (Walk/Fly)OperatorView Online ManualOperatorView OrbitOperatorView Perspective/OrthographicOperatorView RenderOperatorView RollOperatorView ScrollOperatorView SelectedOperatorView Single in Graph EditorOperatorView ZoomOperatorView Zoom RatioOperatorView in Graph EditorOperatorViewer RegionOperatorViewport RenderOperatorVisibility FilterOperatorVisit Extensions PlatformOperatorVisit WebsiteOperatorVisual Geometry to ObjectsOperatorVoxel RemeshOperatorWalk NavigationOperatorWalk SelectOperatorWalk Select/Deselect FileOperatorWallOperatorWarpOperatorWavefront (.obj)OperatorWeakOperatorWeightOperatorWeight GradientOperatorWeight PaintOperatorWeight Paint ModeOperatorWeight Paint Sample GroupOperatorWeight Paint Sample WeightOperatorWeight Paint Toggle DirectionOperatorWeight SetOperatorWeight from BonesOperatorWeldOperatorWeld Edges into FacesOperatorWhat's NewOperatorWipeOperatorWireframeOperatorWordOperatorWorkspace Reorder to BackOperatorWorkspace Reorder to FrontOperatorX AxisOperatorXR Navigation FlyOperatorXR Navigation GrabOperatorXR Navigation ResetOperatorXR Navigation Swap HandsOperatorXR Navigation TeleportOperatorY AxisOperatorYen ¥OperatorZoom 1:1OperatorZoom 2D ViewOperatorZoom Camera 1:1OperatorZoom InOperatorZoom OutOperatorZoom Region...OperatorZoom ViewOperatorZoom to BorderOperatorZoom to FitOperatorglTF 2.0 (.glb/.gltf)OperatorglTF Material OutputOperator '%s' does not have register enabled, incorrect invoke functionOperator '%s' does not have undo enabled, incorrect invoke functionOperator '%s' not found!Operator File List ElementOperator Icon BackgroundOperator Icon ForegroundOperator ModeOperator Mouse PathOperator NameOperator OptionsOperator PresetsOperator PropertiesOperator Stroke ElementOperator cannot redoOperator execution modeOperator has been activated using a click-drag eventOperator is already registeredOperator is frozen, changes to its settings won't take effect until you unfreeze itOperator missing srnaOperator name (in Python as string)Operator not found: bpy.ops.{:s}Operator redo '%s' does not have register enabled, incorrect invoke functionOperator redo '%s': wrong contextOperator registryOperator that allows file handlers to receive file dropsOperator that can handle export for files with the extensions given in bl_file_extensionsOperator that can handle import for files with the extensions given in bl_file_extensionsOperator to call when activating an item with asset reference propertiesOperator to call when dragging an item with asset reference propertiesOperatorsOpposite of the inputOptiXOptiX Module DebugOptical CenterOptical center of lensOptical center of lens in pixelsOptimal DisplayOptimize Animation SizeOptimize AnimationsOptimize Shape KeysOptimize all kernels. Fastest rendering, may result in extra background CPU usageOptimize only intersection kernels. Faster rendering, negligible extra background CPU usageOptimized access to shape keys point data, when using foreach_get/foreach_set accessors. Warning: Does not support legacy Curve shape keys.Optimizing shaders ({} remaining)OptionOption Widget ColorsOption for curve-deform: Use the mesh bounds to clamp the deformationOption for curve-deform: make deformed child stretch along entire pathOption for paths and curve-deform: apply the curve radius to objects following it and to deformed objectsOptional ArgumentOptional LabelOptional backwards compatibility for non-standard render engines. Applies to lightsOptional custom node labelOptional factor for modulating the component which is transmitted into the hair, reflected off the backside of the hair and then transmitted out of the hair. This component is oriented approximately around the incoming direction, and picks up the color of the pigment inside the hair. Keep this 1.0 for physical correctnessOptional factor for modulating the first light bounce off the hair surface. The color of this component is always white. Keep this 1.0 for physical correctnessOptional factor for modulating the transmission component. Picks up the color of the pigment inside the hair. Keep this 1.0 for physical correctnessOptional identifier of the node to operate onOptional path defining the location to put the new catalog underOptional region type keymap is associated withOptional space type keymap is associated withOptional tile labelOptional up vector that is typically a surface normalOptional. If specified, this name will be used for the newly generated rig, widget collection and script. Otherwise, a name is generated based on the name of the metarig object by replacing 'metarig' with 'rig', 'META' with 'RIG', or prefixing with 'RIG-'. When updating an already generated rig its name is never changedOptionally override the context with a moduleOptionsOptions are disabled until the file is savedOptions for this asset shelf typeOptions for this blendfile import operationOptions for this operator typeOptions:OpusOrOrbitOrbit & PanOrbit Around SelectionOrbit AxisOrbit CenterOrbit DownOrbit LeftOrbit MethodOrbit RightOrbit SensitivityOrbit UpOrbit and zoom the view using the 3D mouseOrbit method in the viewportOrbit the viewOrbit the view around to the leftOrbit the view around to the rightOrbit the view downOrbit the view upOrbit the view using the 3D mouseOrderOrder UOrder VOrder of islandsOrient a rotation along the given directionOrient an Euler rotation along the given directionOrient to the current transform settingOrient to the viewportOrient with NormalsOrient y-axis toOrientationOrientation AxisOrientation BoneOrientation SlotOrientation WeightOrientation of the axis to limit the filter displacementOrientation of the axis to limit the filter forceOrients a vector A to point away from a surface B as defined by its normal C. Returns (dot(B, C) < 0) ? A : -AOrig FPSOrig HeightOrig WidthOriginOrigin OffsetOrigin of image for transformationOrigin of the scaling for each element. If multiple elements are connected, their center is averagedOrigin offset distanceOrigin to 3D CursorOrigin to Center of Mass (Surface)Origin to Center of Mass (Volume)Origin to GeometryOriginalOriginal BaseOriginal CoordsOriginal IDOriginal IK solverOriginal LengthOriginal ModeOriginal NormalOriginal PerlinOriginal PlaneOriginal bounding boxOriginal frame range: {:d}-{:d} ({:d})Original frames per secondOriginal image heightOriginal image widthOriginal length of the boneOriginal scene dependency graph is built forOriginal surface mesh is emptyOriginal surface missing UV map: "{}"Original transform of the bone in armature space, defined in edit modeOriginal undeformed location used to calculate the strength of the deform effect (edit/animate the Deformed Location instead)Original vertex count mismatch: %u to %uOriginal view layer dependency graph is built forOriginsOrigins (All)Orphan Orphan library objects added to the current scene to avoid lossOrthographicOrthographic Camera scale (similar to zoom)Orthographic ScaleOrthographic camera scale (similar to zoom)OtherOther InterpolationOther StripsOther geometry types, like curve, meta-ball, etc. (converted to meshes)Other object has no shape keyOther strips affected by the active one (sharing some time, and below or effect-assigned)Other than adding glue constraints to the control, the rig acts as a one segment basic deform chainOther user path, for bimanual actions. E.g. "/user/hand/right"OthersOuncesOutOut Of Memory ErrorOut XOut ZOut of memoryOut of memory on allocating cloth objectOut of memory on allocating trianglesOut of memory on allocating verticesOuterOuter Cone AngleOuter Cone VolumeOuter CornersOuter CreaseOuter MaskOuter MiterOuter PointsOuter RadiusOuter ThicknessOuter face thicknessOuter shape to use for toolsOutflowOutflow Level SetOutlineOutline ColorOutline MaterialOutline ModifierOutline SelectedOutline WidthOutline color of active pose bonesOutline color of selected pose bonesOutline of Strokes modifier from camera viewOutline requires an active cameraOutlinerOutliner SyncOutliner space dataOutputOutput AOutput AttributesOutput BOutput FilepathOutput ItemOutput ItemsOutput NameOutput NodeOutput PathOutput PathsOutput PropertiesOutput QualityOutput ToggleOutput Vertex GroupsOutput Vertex groupOutput White PointOutput a blocky surface with no smoothingOutput a color value chosen with the color picker widgetOutput a manifold mesh even if the base mesh is non-manifold, where edges have 3 or more connecting faces. This method is slower.Output a mesh corresponding to the volume of the original meshOutput a randomized valueOutput a selection of a Grease Pencil layerOutput a selection of edges by following paths across mesh edgesOutput a single collectionOutput a single materialOutput a single objectOutput a smooth surface with no sharp-features detectionOutput a solidified version of a mesh by simple extrusionOutput a surface that reproduces sharp edges and corners from the input meshOutput color space settingsOutput curves following paths across mesh edgesOutput data from inside of a node groupOutput data from the simulation zoneOutput each child of the collection as a separate instance, sorted alphabeticallyOutput faces with smooth shading rather than flat shadedOutput file containerOutput format for images. PNG is lossless and generally preferred, but JPEG might be preferable for web applications due to the smaller file size. Alternatively they can be omitted if they are not neededOutput format. Binary is most efficient, but JSON may be easier to edit laterOutput grid with evaluated field valuesOutput image in AVIF formatOutput image in Cineon formatOutput image in DPX formatOutput image in JPEG 2000 formatOutput image in JPEG formatOutput image in OpenEXR formatOutput image in PNG formatOutput image in Radiance HDR formatOutput image in SGI IRIS formatOutput image in TIFF formatOutput image in Targa formatOutput image in WebP formatOutput image in bitmap formatOutput image in multilayer OpenEXR formatOutput image in uncompressed Targa formatOutput image resolutionOutput light color information to the scene's WorldOutput light information to a light objectOutput list with evaluated field valuesOutput node must not be in zoneOutput normals for bump mapping - disabling can speed up performance if it's not neededOutput sockets cannot be multi-inputOutput string characters that cannot be typed directly with the keyboardOutput surface material information for use in renderingOutput the bone pose relative to the armature object transformOutput the entire object as single instance. This allows instancing non-geometry object typesOutput the geometry relative to the collection offsetOutput the geometry relative to the input object transform, and the location, rotation and scale relative to the world originOutput the handle positions relative to the corresponding control point instead of in the local space of the geometryOutput the input spline's evaluated points, based on the resolution attribute for NURBS and Bézier splines. Poly splines are unchangedOutput the normal and rotation values that have been output before the node started taking smooth normals into accountOutput the number of characters in the given stringOutputsOutputs:OutsetOutset rather than insetOutsideOutside Annotated AreaOutside PaddingOutside SurfaceOutside distance in UI units from the edge of the region at which to stop panningOutside of miter is arcOutside of miter is sharpOutside of miter is squared-off patchOutwards VelocityOverOver ImageOver which part of the tree items to apply the operationOver-blurOverall denoising quality when using OpenImageDenoiseOverall distance factor for the deformationOverall factor for the deformationOverall minimum intensity of the mist effectOverall radius of the braidsOverall radius of the curlsOverall sensitivity of the 3D Mouse for rotationOverall sensitivity of the 3D Mouse for translationOverall texture scaleOverall texture scale. The scale is a factor of the bounding box of the face divided by the Scale valueOverblurOverflowOverhangOverhang MaxOverhang MinOverlapOverlap ModeOverlap ThresholdOverlapping Edge TypesOverlapping Edges As ContourOverlapping curves with the same winding direction are filled as a unionOverlapping islands stick togetherOverlapping timeOverlayOverlay LockOverlay ModeOverlay OffsetOverlay SettingsOverlay Smooth WiresOverlay TypeOverlay a foreground image onto a background imageOverlay blending factor of rasterized maskOverlay color on every other rowOverlay display methodOverlay existing with new keysOverlay mode of rasterized maskOverlaysOverridableOverriddenOverridden SelectedOverridden data-blocks names are not editableOverrideOverride Background ImageOverride CollectionOverride ConstraintOverride CreaseOverride FrameOverride Insert Keyframes Default - VisualOverride Insert Keyframes Default- Only NeededOverride IterationsOverride LayersOverride LocationOverride ModifierOverride Node FormatOverride NormalsOverride OperationsOverride Overlap Shuffle BehaviorOverride OverlayOverride PropertiesOverride Scene SettingsOverride Solver IterationsOverride TrackOverride TransformOverride all values stored for inactive voxels as wellOverride default setting to insert keyframes based on 'visual transforms'Override default setting to only insert keyframes where they're needed in the relevant F-CurvesOverride number of render samples for this view layer, 0 will use the scene settingOverride object and collection intersection priority valueOverride operation cannot be removedOverride property cannot be removedOverride the given "location" array by recalculating object space positions from the provided "mouse_event" positionsOverride the number of solver iterations for this constraintOverride the radius of the spline point with the taper radiusOverride the scene's active cameraOverride the simulation frame range from the sceneOverride world in this view layerOverrides for some of the active brush's settingsOverscanOverscan SizeOvershootOvershoot DisabledOvershoot disabledOverview of scene graph and all available data-blocksOverwriteOverwrite %sOverwrite AllOverwrite Current ActionOverwrite Entire RangeOverwrite Existing:Overwrite MaterialOverwrite ModeOverwrite PreviousOverwrite RangeOverwrite Startup FileOverwrite Template Startup FileOverwrite TexturesOverwrite Widget MeshesOverwrite all elements' dataOverwrite characters when typing rather than inserting themOverwrite existing bake data?Overwrite existing filesOverwrite existing files when exporting texturesOverwrite existing files while renderingOverwrite existing material with the same nameOverwrite existing proxy files when buildingOverwrite file with an older Blender version?Overwrite file with current OpenColorIO configuration?Overwrite is not checked for %s, skippingOverwrite keys in pasted rangeOverwrite keys in pasted range, using the range of all copied keysOverwrite previously created orientation with same nameOwnerOwner SpaceOzoneP1P2PBR ExtensionsPC2PCMPIC/FLIP Ratio. A value of 1.0 will result in a completely FLIP based simulation. Use a lower value for simulations which should produce smaller splashes.PIZPLY Export: Cannot open file '%s'PLY Export: Unable to find collection '%s'PLY Importer: %s: %sPLY Importer: failed importing, no verticesPLY Importer: failed importing, unknown errorPNGPNG (.png)PNG Image (.png)PO Blender File PathPO Work File PathPOT File PathPPM BasePPM FactorPackPack BitsPack ExternalPack ImagesPack IslandsPack QualityPack UV IslandsPack UV Islands FieldPack all faces in the meshPack all images into .blend filePack all used external files into this .blendPack all used external files into this .blend filePack an image as embedded data into the .blend filePack baked data from disk into the .blend filePack displacements from an external filePack each face's UVs into the UV boundsPack islands to active UDIM image tile or UDIM grid tile where 2D cursor is locatedPack islands to closest UDIMPack islands to custom regionPack only selected facesPack the baked data into the .blend filePack the sound into the current blend filePack toPack to starting bounding box of islandsPack {}Package IDPackage ID not setPackedPacked %d file(s)Packed FilePacked File, click to unpackPacked FilesPacked MultiLayer files cannot be paintedPacked MultiLayer files cannot be painted: %sPacked data-blocks cannot be renamedPacked library data-block, click to unpack and make localPacked library image cannot be saved: "%s" from "%s"Packed to memory image "%s"Packing UVs...Pad*Pad+Pad-Pad.Pad/Pad0Pad1Pad2Pad3Pad4Pad5Pad6Pad7Pad8Pad9PadEnterPagePaintPaint AlphaPaint ColorPaint Color RampPaint CurvePaint CurvesPaint Curves data-blocksPaint DebugPaint Grease Pencil StrokesPaint MaskPaint ModePaint SourcePaint SurfacePaint Surface ListPaint WetnessPaint a color on stroke pointsPaint a stroke in the active color attribute layerPaint a stroke in the current vertex group's weightsPaint a stroke into the imagePaint across the weights of all selected bones, maintaining their relative influencePaint alphaPaint images in 2DPaint most on faces pointing towards the viewPaint most on faces pointing towards the view according to this anglePaint slot iconPaint surface listPaint the material with a color attributePaint using the active material base colorPaint weight in active vertex groupPaint wetness, visible in wetmap (some effects only affect wet paint)Paint with a gradientPaint with a single colorPaintCurvePaintCurveNewPaintmap LayerPaintmapsPaired OutputPalettePaletteNewPalette '%s' does not contain color givenPalette ColorPalette SplinesPalette createdPalette data-blocksPalette. Use Left Click to sample more colorsPalettesPalm Rotation AxisPanPan / Zoom Camera ViewPan AnglePan DownPan LeftPan RightPan SensitivityPan UpPan ViewPan and rotate the view with the 3D mousePan the viewPan the view downPan the view in a given directionPan the view to the leftPan the view to the rightPan the view upPan the view when the mouse is held at an edgePan the view with the 3D mousePan/zoom the camera view instead of leaving the camera view when orbitingPanelPanel "%s" not foundPanel BackgroundPanel HeaderPanel IdentifierPanel OutlinePanel RoundnessPanel TextPanel TitlePanel Title FontPanel TogglePanel already has a togglePanel containing UI elementsPanel descriptionPanel from which to add sockets to the added group input/output nodePanel is closed by default on new nodesPanel is selected in the interfacePanel namePanel that contains the itemPanel/Menu Shadow StrengthPanel/Menu Shadow WidthPanelsPanningPanorama TypePanoramicPaperParadeParagraphParallaxParallax RadiusParallax-Aware VMMParallelParallel NormalsParallel cameras with no convergenceParallel linesParallelogramParameter EditorParameter from 0 to 1 along the flareParametersParameters and Settings for the FilebrowserParameters defining how a MovieClip data-block is used by another data-blockParameters defining how an Image data-block is used by another data-blockParameters defining the image duration, offset and related settingsParameters defining the render slotParameters defining which frame of the movie clip is displayedParameters defining which layer, pass and frame of the image is displayedParameters for IK solverParameters for custom (OSL-based) camerasParameters for the iTaSC IK solverParametricParametric position along the length of the curve that Objects 'following' it should be at (position is evaluated by dividing by the 'Path Length' value)ParentParent Archive LibraryParent BoneParent IndexParent InverseParent Inverse MatrixParent Inverse TransformParent Layer GroupParent Object for hook, also recalculates and clears offsetParent ParticlesParent PathParent TagsParent TypeParent VertexParent VerticesParent WindowParent bone (in same Armature)Parent bone collection. Note that accessing this requires a scan of all the bone collections to find the parent.Parent edit bone (in same Armature)Parent index in context pathParent is not part of the interfaceParent newly created objects to the original instancerParent objectParent of this pose boneParent relative transformation matrix. Warning: Only takes into account object parenting, so e.g. in case of bone parenting you get a matrix relative to the Armature object, not to the actual parent boneParent selected objects to the selected verticesParent this node is attached toParent to undistorted position of 2D trackParent:Parenting settings for masking elementParenting:ParentsParse error in %sPart by Mesh IslandsPart of the geometry to display data fromPart of the mesh that is going to be simulated when the stroke is activePartialPartial overlay on top of the sequencer with a frame offsetParticleParticle (narrow) band width (higher value results in thicker band and more particles)Particle AmountParticle BrushParticle EditParticle Hair KeyParticle InfoParticle InstanceParticle Instance Object WeightParticle KeyParticle Life MaximumParticle LocationParticle OffsetParticle PropertiesParticle RadiusParticle RenderingParticle SettingsParticle Settings Texture SlotParticle SpecialsParticle SystemParticle System NumberParticle System that this modifier controlsParticle SystemsParticle TargetParticle ToolParticle UVParticle Update RadiusParticle VelocityParticle countParticle data-blocksParticle editing brushParticle effectors affect themselvesParticle in a particle systemParticle instance object nameParticle key for hair particle systemParticle number factor (higher value results in more particles)Particle orientation axis (does not affect Explode modifier's results)Particle physics typeParticle radius factor (higher value results in larger (meshed) particles). Needs to be adjusted after changing the mesh scale.Particle radius factor. Increase this value if the simulation appears to leak volume, decrease it if the simulation seems to gain volume.Particle rotations are affected by collisions and effectorsParticle scaleParticle select and display modeParticle settings, reusable by multiple particle systemsParticle size in simulation cellsParticle system can be edited in particle modeParticle system has been edited in particle modeParticle system has multiple point cachesParticle system in an objectParticle system instancing modifierParticle system nameParticle system settingsParticle system simulation modifierParticle systems emitted from the objectParticle target nameParticle typeParticleInstanceParticleInstance ModifierParticleSettingsParticleSettingsAxisParticleSettingsBraidParticleSettingsChildrenParticleSettingsCircleParticleSettingsCrossParticleSettingsCurlParticleSettingsEmissionParticleSettingsKinkParticleSettingsNewParticleSettingsNoneParticleSettingsNothingParticleSettingsParentsParticleSettingsParticle DisplayParticleSettingsPointParticleSettingsPowerParticleSettingsRadialParticleSettingsRenderedParticleSettingsRollParticleSettingsRotationParticleSettingsRoughnessParticleSettingsSpiralParticleSettingsWaveParticleSystemParticleSystem ModifierParticlesParticles MaximumParticles SettingsParticles and InstancingParticles die when they collide with a deflector objectParticles generated by the particle systemParticles in BoundaryParticles part of the object should be visible in the renderParticles were created by a fluid simulationParticles/FacePartingParting FactorParting MaximumParting MinimumParting not available with virtual parentsPassPass FilterPass IndexPass ThroughPass Through on Strip HandlesPass containing shadows and light which is to be multiplied into backdropPass in multilayer imagePass waves through mesh edgesPassepartoutPassepartout AlphaPassesPasses Not SupportedPasses to include in the active baking passPasses used by the denoiser to distinguish noise from shader and geometry detailPassivePassthroughPassthrough not availablePastePaste Grease Pencil points or strokes from the internal clipboard to the active layerPaste MethodPaste NormalPaste by LayerPaste contents from filePaste copies of the strokes stored on the internal clipboardPaste data-blocks from the internal clipboardPaste driver: no driver to pastePaste expected 3 numbers, formatted: '[n, n, n]'Paste expected 4 numbers, formatted: '[n, n, n, n]'Paste keyframes from mirrored bones if they existPaste keyframes from the internal clipboard for the selected channels, starting on the current framePaste keys ending at current framePaste keys from original timePaste keys relative to the Y-Position of the cursorPaste keys relative to the current frame when copyingPaste keys relative to the value of the curve under the cursorPaste keys starting at current framePaste keys with a value offsetPaste keys with the first key matching the key left of the cursorPaste keys with the last key matching the key right of the cursorPaste keys with the same value as they were copiedPaste new image from the clipboardPaste nodes from the internal clipboard to the active node treePaste normal from the internal clipboardPaste objects from the internal clipboardPaste on BackPaste onto all frames between the first and last selected key, creating new keyframes if necessaryPaste onto frames that have a selected key, potentially creating new keys on those framesPaste onto the current values only, only manipulating the animation data if auto-keying is enabledPaste selected UV verticesPaste splines from the internal clipboardPaste strips from the internal clipboardPaste text from clipboardPaste text selected elsewhere rather than copied (X11/Wayland only)Paste the Asset that was previously copied using Copy As AssetPaste the driver in the internal clipboard to the highlighted buttonPaste the internal clipboard content to the active line setPaste the material settings and nodesPaste the stored pose flipped on to current posePaste the stored pose on to the current posePaste the texture settings and nodesPaste time offset of keysPaste to ActivePaste tracks from the internal clipboardPasted %d assetsPasted %d bones, and skipped %d unselected bonesPasted all %d bonesPasted only %d of the %d copied bonesPasted only %d of the %d copied bones, and skipped %d unselected bonesPastes the matrix from the clipboard to the currently active pose bone or object. Uses world-space matricesPatchPathPath '%s' cannot be made absolutePath '%s' cannot be made absolute for %s '%s'Path '%s' cannot be made relative for %s '%s'Path '%s' not found (no known owner data-block)Path '%s' not found, from linked data-block '%s' (from library '%s')Path '%s' not found, from local data-block '%s'Path AfterPath AnimationPath BeforePath ComparePath ConstraintPath DurationPath EndPath GuidingPath Keyframe AfterPath Keyframe BeforePath LengthPath MaskPath ModePath OutputPath RelativePath SeparatorPath StartPath StepsPath conflict: %d caches set to path %sPath edit modePath from the data-block to the currently edited node treePath interpolation at this pointPath is already animatedPath is being editedPath is empty, cannot savePath of ID that is used to generate an image for the controlPath of an object inside of an Alembic archivePath of property to be set with the depthPath of property to select between the primary and secondary data pathsPath of property used to rotate the texture displayPath of property used to set the color of the controlPath of property used to set the fill color of the controlPath of property used to set the zoom level for the controlPath point is selected for editingPath relative to the directory currently displayed in the File Browser (includes the file name)Path selection requires two matching elements to be selectedPath timing is in absolute framesPath to a CSV filePath to a OBJ filePath to a OpenVDB filePath to a PLY filePath to a STL filePath to a custom animation/frame sequence playerPath to a directory with .blend files to use as an asset libraryPath to a folder to store external baked imagesPath to a setting for use in a Keying SetPath to a text filePath to an alternative start-up filePath to an image editorPath to asset library does not exist:Path to data that is viewedPath to external displacements filePath to filePath to gltfpackPath to gltfpack binaryPath to image filePath to install legacy add-on packages toPath to interface fontPath to interface monospaced FontPath to property settingPath to the .blend filePath to the archivePath to the data that is displayedPath to the data that is displayed in the spreadsheetPath to the directory where imported textures will be copiedPath to the libraryPath to the library .blend filePath to the object in the Alembic archive used to lookup geometric dataPath to the object in the Alembic archive used to lookup the transform matrixPath to the pot template filePath to the relevant po file in Blender's source repositoryPath to the relevant po file in the work repositoryPath to the saved settings filePath to the shader defining the custom cameraPath too long, cannot savePath: {!r}Path: {:s}PathsPaths ComparePaths RangePaths TypePaths of the objects inside the Alembic archivePaths:PatternPattern Area:Pattern Bounding BoxPattern CornersPattern MatchPattern ModePattern SizePattern area bounding box in normalized coordinatesPattern to use for inside of mitersPattern to use for outside of mitersPattern used to connect objectsPatternsPausePause BakePause PreviewPause all viewport preview rendersPawPeak sharpening for 'JONSWAP' and 'TMA' modelsPeanuts (Not Shelled)Peanuts (Shelled)Pen FlipPen pressure makes texture influence smallerPen tilt from backward (-1.0) to forward (+1.0)Pen tilt from left (-1.0) to right (+1.0)PentagonalPer CurvePer DimensionPer Vertex DisplacementPer component factorPer render layer number of samples override scene samplesPer-pixel number of samplesPer-vertex skin data for use with the Skin modifierPercentPercentagePercentage FactorPercentage along each curve to blend deformation from the rootPercentage of amount used for the viewportPercentage of how much the strip's colors affect other stripsPercentage of input strip lengthPercentage of maximum speedPercentage of particles to display in 3D viewPercentage of render size to add as overscan to the internal render buffersPercentage of the input strip lengthPercentage scale for render resolutionPercentage value defining target position along length of curvePerceptualPerceptually LosslessPerceptually uniform values, matching the color pickerPerform RIS sampling to guided based on the product of the incoming light distribution and the BSDFPerform a comparison operation on the two given inputsPerform a logical operation on the given boolean inputsPerform a matrix multiplication on two input matricesPerform a single slice of the domain objectPerform bitwise operations on 32-bit integersPerform both chroma keying (to remove the backdrop) and despill (to correct color cast from the backdrop)Perform chromatic adaption from a different white pointPerform denoising on GPU devices configured in the system tab in the user preferences. This is significantly faster than on CPU, but requires additional GPU memory. When large scenes need more GPU memory, this option can be disabledPerform external operation on a file or folderPerform fuzzy/multi-word matching. Warning: May be slowPerform level adjustments on each color channel of an imagePerform math operationsPerform operations separately for each geometry element (e.g. vertices, edges, etc.)Perform the current execute action for the file under the cursor (e.g. open the file)Perform various math operations on the given integer inputsPerform vector math operationPerformancePerformance PresetsPeriodPeriod of WavePeriod of the noisePerlin Noise 1DPerlin Noise 2DPermanent deformPermanently allow execution of scriptsPermanently delete brush asset blend file. This cannot be undone.Permanently delete brush. This cannot be undone.Permanently delete pose asset blend file? This cannot be undone.Permanently hidden collections:PermeabilityPermissionsPersian - ﯽﺳﺭﺎﻓPersistentPersistent DataPersistent Data PathPersistent IDPersistent IdentifierPersistent UIDPersistent data associated with a spreadsheet columnPersistent data associated with a tablePersistent data for the tables shown in this spreadsheet editorPersistent identifier for inter-frame matching of objects with motion blurPersonal access token, may be required by some repositoriesPerspectivePerspective Camera focal length value in millimetersPerspective MatrixPerspective camera focal lengthPgDownPgUpPhasePhase MultiplePhase OffsetPhase Shift of WavePhase function for the scattered lightPhase of the sinus displacementPhiPhysic simulation for clothPhysical ConductorPhysical PropertiesPhysical light sourcesPhysical model for simulating bending forcesPhysically-based glTF lighting units (cd, lx, nt)Physically-based, easy-to-use shader for rendering hair and furPhysically-based, easy-to-use shader for rendering surface materials, based on the OpenPBR modelPhysicsPhysics PropertiesPhysics TypePhysics simulation for fluids, like water, oil and smokePickPick InstancePick Instance is on, but there is no instances to pick from. Falling back to use input as instance.Pick RandomPick a property to use as a driver targetPick objects from collection randomlyPicked bone does not belong to the already chosen armaturePicking a bone failedPicometersPicturesPie MenuPie Menu ColorsPie Menu on DragPie MenusPie menu button held longer than this will dismiss menu on release (in 1/100ths of sec)Pie menu size in pixelsPie menus will use the initial mouse position as center for this amount of time (in 1/100ths of sec)PinPin (vertex target position) spring stiffnessPin BoundariesPin GizmoPin Goal StrengthPin GroupPin IDPin MaterialPin MethodPin ModePin ScenePin Simulation BoundaryPin StiffnessPin Vertex GroupPin at ParameterPin each curve at a certain point for the operationPin in Graph EditorPin the mode to the brushPin to LastPinchPinch UVsPing PongPingpong ModePinnedPinned armature is not active in the 3D viewportPinned islands are locked in placePinned islands will translate onlyPinned islands won't rescalePinned islands won't rotatePinned vertices can be selected in Vertex Mode onlyPipelinePistonPitchPitch factor for Doppler effect calculationPivotPivot AxisPivot ConstraintPivot ControlPivot OffsetPivot PointPivot XPivot YPivot around active objectPivot around bounding box center of selected object(s)Pivot around each object's own originPivot around each selected island's own median pointPivot around the 2D cursorPivot around the 3D cursorPivot around the median point of selected objectsPivot center for rotation/scalingPivot in terms of the stroke point parameter u (0 <= u <= 1)Pivot location is at the active object positionPivot location is at the selected object positionPivot location is between the constrained rigid bodiesPivot of scaling and rotation operationsPixelPixel ArtPixel AspectPixel Aspect RatioPixel Aspect XPixel Aspect YPixel CoordinatesPixel DensityPixel Density PresetsPixel FilterPixel SizePixel aspect ratioPixel filter typePixel filter widthPixel sizePixel size for viewport renderingPixel size scaled by scene percentagePixelatePixelate EffectPixelate effectPixelate imagePixelsPixels are considered in the blur area if the average difference between their determinator and the determinator of the center pixel is less than this thresholdPixels are considered part of the edges if more than 10% of the neighbouring pixels have matte values that differ from the pixel's matte value by this tolerancePixels are despeckled only if the number of pixels in their neighborhood that are different exceed this ratio threshold relative to the total number of neighbors. Neighbors are considered different if they exceed the color threshold inputPixels are despeckled only if their color difference from the average color of their neighbors exceeds this thresholdPixels moved by mouse per axis when drawing strokePixels per Blender UnitPixels per InchPixels whose luminance values higher than this maximum are not keyedPixels whose luminance values lower than this minimum are keyedPixels/CentimeterPixels/InchPixels/MeterPixels/{:s}Place MarkerPlace Next Stroke VertexPlace cursorPlace markers across the whole framePlace markers only inside areas outlined with the Annotation toolPlace markers only outside areas outlined with the Annotation toolPlace new marker at specified locationPlace new marker at the desired (clicked) positionPlace the Mix node at the same height as the lowest nodePlace the Mix node between the two nodesPlace the cursor on the midpoint of selected keyframesPlace the cursor value on the average value of selected keyframesPlace the cursor without 'jumping' to the new location (when lock-to-cursor is used)Place vertices at the surface that would be produced with infinite levels of subdivision (smoothest possible shape)PlaceholderPlaceholdersPlacementPlacement for detected featuresPlainPlain AxesPlain chainingPlanarPlanar ProbePlanePlane AlphaPlane AnglePlane AxisPlane NormalPlane OffsetPlane Offset PressurePlane PointPlane TrackPlane Track DeformPlane Track Image SpecialsPlane TracksPlane TrimPlane for projected strokePlane to be used for orientationPlane track '%s' is not found in the tracking object %sPlane track is selectedPlane warp transformation using explicit corner valuesPlasterPlasticPlasticityPlayPlay AudioPlay Every FramePlay InPlay ModePlay animationPlay at normal speed regardless of scene FPSPlay audio from Sequence Editor while scrubbingPlay back of audio from Sequence Editor, otherwise mute audioPlay back rendered frames/movies using an external playerPlay in ReversePlay this filePlaybackPlayback ControlsPlayback Frame Rate (FPS)Playback OnlyPlayback ScalePlayback panning of the sound (only for Mono sources)Playback pitch of the soundPlayback volume of the soundPlayerPlayheadPlayhead OffsetPlease Create a Variant FirstPlease disable/enable 'action filter' to refresh the listPlease edit the preferences of the UI Translate add-onPlease enable Online Access from the System settings.Please file a bug report.Please select at least one imagePlease select only 1 frame to resetPlease select two stripsPluralSharpPointPoint 1Point 2Point 3Point 4Point CachePoint Cache ListPoint CachesPoint CloudPoint Cloud from Mesh objectsPoint Cloud: {} pointsPoint CloudsPoint CountPoint Curve IndexPoint DensityPoint Group IDPoint IndexPoint Index in CurvePoint InfoPoint LightPoint TrackPoint UpPoint cache for physics simulationsPoint cache must be bakedPoint cloud component containing only point dataPoint cloud data-blockPoint cloud data-blocksPoint cloud object does not support this set origin operationPoint cloud or mesh to merge points ofPoint clouds only support a single material; selection input cannot be a fieldPoint coordinatesPoint in a point cloudPoint in a shape keyPoint in a shape key for Bézier curvesPoint in a shape key for curvesPoint in the lattice gridPoint is not found in given splinePoint of CurvePoint of a curve used for a curve mappingPoint of a path used to define a profilePoint on source that will snap to targetPoint select modePoint selectedPoint selected custom normals to specified TargetPoint to rotate aroundPoint toward target by taking the shortest rotation pathPoint toward the target along the track axis, while locking the other axisPoint towards a target by performing the smallest rotation necessaryPoint-sample a color bandPoint:PointCloudPointCloudNewPointerPointer from path image_id is not an IDPointinessPointsPoints (Unsupported)Points UPoints VPoints defining featherPoints grid, currently unsupported by volume objectsPoints in U direction (cannot be changed when there are shape keys)Points in V direction (cannot be changed when there are shape keys)Points in W direction (cannot be changed when there are shape keys)Points of CurvePoints of the latticePoints per CurvePoints that are converted to vertices in a meshPoints to CurvesPoints to SDF GridPoints to VerticesPoints to VolumePoints to compute the convex hull ofPoints to generate curves fromPoints to instance onPoints to modify the positions ofPoints to set the radius ofPoints which are converted to a volumePoints whose volume is converted to a signed distance field gridPoints:%sPoints:%s/%sPoisson DiskPoisson ratio for elastic deformation. Higher values preserve volume more, but also lead to more bulging.Poke CenterPoke OffsetPoke face center calculationPolar 0 is XPolar 0 is YPolar ZXPolar ZYPolePole AnglePole CountPole Merge Angle StartPole Merge End AnglePole Merge Start AnglePole Sub-TargetPole TargetPole axis for rotationPole rotation offsetPolish - PolskiPolyPoly Build Face at CursorPoly Build Split at CursorPoly Build Transform at CursorPoly Data TypesPolygonPolygon AreaPolygon CenterPolygon NormalPolygon NormalsPolygon in a Mesh data-blockPolygonalizationPolygonizationPolygonization resolution in renderingPolygonization resolution in the 3D viewportPolygonsPolygons of the meshPolylinePolynomialPolynomial OrderPolystyrenePop-up a search for a menu in current contextPop-up a search over all available operators in current contextPop-up a search over all menus in the current contextPortalPortal DepthPortion of items to select randomlyPortuguese (Brazil) - Português brasileiroPortuguese (Portugal) - Português europeuPosPosePose Asset copied, use Paste As New Asset in any Asset Browser to pastePose BonePose Bone ColorPose BonesPose Head PositionPose IK SegmentsPose LibraryPose Library based on the asset system.Pose Location OffsetPose MarkersPose MatrixPose ModePose NamePose OptionsPose Origin OffsetPose PositionPose Rotation OffsetPose SpacePose Tail PositionPose assets can only be modified from Pose ModePose lib is only for armatures in pose modePoseBone ConstraintsPositionPosition 1Position 2Position FactorPosition FieldPosition ModePosition QuantizationPosition Quantization BitsPosition XPosition along pathPosition and OutlinePosition of bundle reconstructed from this trackPosition of mask stencil in viewportPosition of retiming key in timelinePosition of stencil in viewportPosition of the end control point of the curvePosition of the end handle used to define the shape of the curve. In Offset mode, relative to End pointPosition of the first control pointPosition of the first vertexPosition of the item in its parent panelPosition of the last control pointPosition of the middle control pointPosition of the middle control, disabled if zeroPosition of the mouse used for "Surface" and "Active Vertex" modePosition of the root point of a curvePosition of the second control pointPosition of the slicePosition of the start control point of the curvePosition of the start handle used to define the shape of the curve. In Offset mode, relative to Start pointPosition of the tip point of a curvePosition of the torso control and pivot pointPosition of the wave along the Bands Direction. This can be used as an input for more control over the distortionPosition the scene camera at the selected landmarkPosition to jump toPosition, Outline, and IntensityPosition:PositionalPositional TrackingPositivePositive AxisPositive SidesPositive X axisPositive Y axisPositive Z axisPositive mesh smootheningPossible data loss when saving this file! %s modifier is deprecated (Object: %s)Post ProcessingPost Substep ProcessPost-ProcessingPosterizePostpone running until tool operator run (when used with a tool)PostprocessPotential RadiusPoundsPowerPower ModePrecisionPrecision ModePrecision angle used for rotation increments in 2D editorsPrecision angle used for rotation increments in 3D editorsPrecision modePrecision of convergence in case of reiterationPrecision of stroke sampling. Low values mean a more precise result, and zero disables samplingPrecision of the fast GI ray marchingPrecision of the screen space ray-tracingPredefined inertial transitions, useful for motion graphics (from least to most "dramatic")Predefined node colorPredefined track colorPredefined tracking camera intrinsicsPredefined tracking settingsPredictPredict target movementPreethamPreetham 1999 (Legacy)Prefer DEF parentingPrefer sliding along edges to even widthsPrefer sliding along edges to having even widthsPreferencesPreferences3D ViewPreferencesAccessibilityPreferencesAdd CurvePreferencesAdd MeshPreferencesAllPreferencesAnimationPreferencesBakePreferencesCameraPreferencesColorfulPreferencesCompositingPreferencesCorePreferencesDarkPreferencesDevelopmentPreferencesExtensionPreferencesFeedbackPreferencesGame EnginePreferencesGeometry NodesPreferencesGrease PencilPreferencesHigh ContrastPreferencesImport-ExportPreferencesInspired ByPreferencesLegacy (Other)PreferencesLegacy (User)PreferencesLightPreferencesLightingPreferencesMaterialPreferencesMeshPreferencesModelingPreferencesNodePreferencesObjectPreferencesPaintPreferencesPhysicsPreferencesPipelinePreferencesPrintPreferencesRenderPreferencesRiggingPreferencesScenePreferencesSculptPreferencesSequencerPreferencesSystemPreferencesText EditorPreferencesTrackingPreferencesTranslatePreferencesUVPreferencesUser InterfacePreferences Display TypePreferences NavigationPreferences have changedPreferences related to viewing dataPreferences savedPreferences that work only for appsPreferred device to select during detection (requires restarting Blender for changes to take effect)Prefers to connect background componentsPrefers to connect foreground componentsPrefers to connect the color that occurs least frequently in the local neighborhood of the current positionPrefers to connect the color that occurs most frequently in the local neighborhood of the current positionPrefetch FramesPrefetch frames from disk for faster playback/trackingPrefetching...PrefilterPrefilter noisy guiding (albedo and normal) passes to improve denoising quality when using OpenImageDenoisePrefilter noisy guiding passes before denoising color. Improves quality when guiding passes are noisy using extra processing timePrefilter noisy guiding passes before denoising image. Improves quality when guiding passes are noisy using extra processing time.PrefixPremultipliedPremultiply AlphaPrepare Extra AnimationsPrepare Unused TexturesPrepare scene for compositing 3D objects into this footagePrepassPreprocessPreselected mode when using this brushPreservePreserve AttributesPreserve ColorsPreserve DetailsPreserve LengthPreserve Mesh BoundaryPreserve PitchPreserve PreviousPreserve Previous MaskPreserve SeamsPreserve SharpPreserve UTF-8 encoded characters when writing USD prim and property names (requires software utilizing USD 24.03 or greater when opening the resulting files)Preserve Vocal FormantsPreserve VolumePreserve contour lines while filteringPreserve corners that have sharper angle than this thresholdPreserve each curve's length during deformationPreserve file paths of textures from already imported USD files. Export remaining textures to a 'textures' folder next to the USD filePreserve island alignmentPreserve island orderPreserve seams along beveled edgesPreserve sharp edges along beveled edgesPreserve the length of the curves on a segment basisPreserve the previous mask and add or subtract the new one generated by the colorsPreserve the previous state of the target dataPreserve the world transform throughout parentingPreserve volume when rotations are usedPreserves the existing geometry along the cut planePresetPreset NamePreset configs for external animation playersPreset viewpoint to usePresetsPressPress 'Enter' to sample outside of a Blender windowPress + and -, or scroll wheel to set blendingPress ReleasePress a keyPress causes immediate activation, preventing click being passed to the toolPresses active buttonPressurePressure Jitter MappingPressure MaskingPressure RandomnessPressure ScalePressure Size MappingPressure Strength MappingPressure Vertex GroupPressure field of the fluid domainPrevent changes to settings to re-run the operator, handy to change several things at once with heavy geometryPrevent changes to viewer elevationPrevent changes to viewer locationPrevent changes to viewer rotationPrevent changes to viewer scalePrevent changes to viewer up orientationPrevent feather from self-intersectionsPrevent flipping UV's, flipping may lower distortion depending on the position of pinsPrevent marker editingPrevent vertices from going through the mirror during transformPrevents flipping UVsPrevents the user from modifying that override operation (NOT USED)PreviewPreview BackgroundPreview During TransformPreview Overlay SettingsPreview OverlaysPreview QualityPreview RangePreview Range End FramePreview Range Start FramePreview ResolutionPreview ShapePreview SizePreview SnappingPreview WorldPreview ZoomPreview all channels less than or equal to this value. 0 shows every channel, and negative values climb that many meta-strip levels if applicable, showing every channel there.Preview image and iconPreview image and icon of this data-block (always None if not supported for this type of data)Preview materials using predefined environment lightsPreview shape used by the node previewsPreview the final scene using the active render enginePreview the scrape planes in the cursor during the strokePreview this filePreviewsPreviews clear process failed for file '{:s}'!Previews generation process failed for file '{:s}'!PreviousPrevious Angular VelocityPrevious CharacterPrevious Edge IndexPrevious FailedPrevious KeyframePrevious LinePrevious NodePrevious PagePrevious Particle LocationPrevious Particle VelocityPrevious RotationPrevious WordPrevious blend type/operationPrevious framePrevious or SelectionPrewittPrimaryPrimary AxisPrimary Bone AxisPrimary ColorPrimary Control LayersPrimary Data PathPrimary Rotation AxisPrimary color of checkerboard pattern indicating transparent areasPrimary path of property to be set by the radial controlPrimary rotation axis:PrimitivePrimitive BooleanPrimitive FloatPrimitive IntPrimitivesPrimvar '%s' (interpolation %s, type %s) cannot be converted to BlenderPrincipal PointPrincipledPrincipled BSDFPrincipled Hair BSDFPrincipled VolumePrincipled shaderPrintPrint Performance to ConsolePrint a message when the terminal initializesPrint memory statistics to the consolePrint this filePrioritize Active ColorPrioritize consistency for dynamic pitch changesPrioritize high-quality pitch processingPrioritize speed over audio qualityPriorityProResProRes 422ProRes 422 HQProRes 422 LTProRes 422 ProxyProRes 4444ProRes 4444 XQProRes ProfileProbabilistically terminate light samples when the light contribution is below this threshold (more noise but faster rendering). Zero disables the test and never ignores lightsProbabilityProbability density per color channel of an out-scattering event occurring per unit distanceProbability density per color channel that light is absorbed per unit distance traveled in the mediumProbeProbe clip end, beyond which objects will not appear in reflectionsProbe clip start, below which objects will not appear in reflectionsProblem baking object "%s"Problem saving baked map in "%s"Problem saving the bake map internally for object "%s"Procedural - color texture based on trigonometric functionsProcedural - create a cloud-like fractal noise textureProcedural - create a fractal noise textureProcedural - create a ramp textureProcedural - create cell-like patterns based on Worley noiseProcedural - highly flexible fractal noise textureProcedural - marble-like noise texture with wave generated bandsProcedural - noise texture distorted by two noise algorithmsProcedural - random noise, gives a different result every time, for every frame, for every pixelProcedural - wave generated bands or rings, with optional noiseProcedural color blending textureProcedural distorted noise textureProcedural musgrave textureProcedural noise textureProcedural voronoi textureProcess bone propertiesProcess data propertiesProcess drip effect (drip wet paint to gravity direction)Process shrink effect (shrink paint areas)Process spread effect (spread wet paint around surface)Process the render (and composited) result through the video sequence editor pipeline, if sequencer strips existProcess the render result through the compositing pipeline, if a compositing node group is assigned to the sceneProduce a blending factor depending on the angle between the surface normal and the view direction using Fresnel equations. Typically used for mixing reflections at grazing anglesProduce a blending factor depending on the angle between the surface normal and the view direction. Typically used for layering shaders with the Mix Shader nodeProduce a blueprint using circular, elliptic, and square contour strokesProduce a matte that isolates foreground content by comparing it with a reference background imageProduces fewer poles and a better topology flowProfileProfile CurveProfile FactorProfile GeometryProfile InputProfile ModeProfile ObjectProfile Path editor used to build a profile pathProfile PointProfile ResolutionProfile ShapeProfile TypeProfile control pointsProgramProgramming error: missing clear transform function or keying set nameProgressProgress BarProgress Bar Widget ColorsProgressionProjectProject A onto BProject AxisProject DistanceProject Individual ElementsProject LimitProject ModeProject Onto SelectedProject OppositeProject PointProject a point using a matrix, using location, rotation, scale, and perspective divideProject an edited render from the active camera back onto the objectProject contour lines using a light source objectProject edited image back onto the objectProject in both specified and opposite directionsProject onto the surfaceProject strokes to plane locked to XProject strokes to plane locked to YProject strokes to plane locked to ZProject the UV map coordinates from the negative Z axis of another objectProject the UV vertices of the mesh as seen in current 3D viewProject the UV vertices of the mesh over the curved surface of a sphereProject the UV vertices of the mesh over the curved wall of a cylinderProject the UV vertices of the mesh over the six faces of a cubeProject the extracted mesh into the original sculptProject the geometry onto a plane defined by a lineProject the shape onto another objectProject the strokes only onto selected objectsProject to SculptProjectedProjected (2D)Projected Edge InterpolatedProjected Face InterpolatedProjected XProjected YProjected from ViewProjectionProjection BlendProjection MatrixProjection ModeProjection TypeProjection XProjection from an orthographic photo of a mirror ballProjection of the input imageProjection onto a virtual cylinder from its center, similar as a rotating panoramic cameraProjection unwraps the selected faces of mesh objectsProjectorsProjects the mesh to preserve the volume and details of the original meshPromptPrompt for confirmationProp:PropagatePropagate ScalePropagate To ControlsPropagate TwistPropagate every info, error, and warning message upstreamPropagate instance attributes to the point domain rather than the curve domain. This property exists for compatibility with 5.0 and earlier.Propagate only error and warning messages upstreamPropagate only error messages upstreamPropagate pose to all keyframes between current frame and 'Frame' propertyPropagate pose to all keyframes from current frame until no more are foundPropagate pose to all keyframes occurring on frames with Scene Markers after the current framePropagate pose to all selected keyframesPropagate pose to first keyframe following the current frame onlyPropagate pose to the last keyframe only (i.e. making action cyclic)Propagate scale from main controls throughout the chainPropagate twist from main controls throughout the chainPropagate:Propagation StepsPropertiesProperties SpaceProperties acting as inputs for this driverProperties and SidebarsProperties associated with the configured exporterProperties from override data cannot be editedProperties of image and texture painting modeProperties of paint modeProperties of particle editing modeProperties of the UDIM tileProperties of vertex and weight paint modeProperties space dataProperties to set when the operator is calledPropertyProperty '%s.%s' not foundProperty DefinitionProperty EditProperty EditorsProperty Icon BackgroundProperty Icon ForegroundProperty NameProperty WeightsProperty added to Keying Set: '%s'Property cannot be both boolean and floatProperty data_path editProperty from path '%s' has length %d instead of %dProperty from path '%s' is not a floatProperty has been dynamically created at runtimeProperty is a filename, filepath or directory outputProperty is a path which supports the "//" prefix, signifying the location as relative to the ".blend" file's directoryProperty is a path which supports the "{variable_name}" variable expression syntax, which substitutes the value of the referenced variable in place of the expressionProperty is animatable through RNAProperty is editable from linked instances (changes not saved)Property is editable through RNAProperty is not editableProperty is not editable: %sProperty is optionally registered as part of type registrationProperty is overridable through RNAProperty is registered as part of type registrationProperty must be a none, distance, factor, percentage, angle, or pixelProperty must be an integer or a floatProperty name (as a string)Property name editProperty named '%s' not foundProperty removed from keying setProperty that stores arbitrary, user defined propertiesProperty type does not match input socket "(%s)"Property value not in enumerationProportion of original image source pixel lines to sampleProportional EditingProportional Editing ActionsProportional Editing F-CurvesProportional Editing FalloffProportional Editing ObjectsProportional Editing using connected geometry onlyProportional Editing using screen space locationsProportional SizeProportional edit modeProportional editing in F-Curve editorProportional editing in action editorProportional editing mask modeProportional editing object modeProtectProtect color from further editing and/or frame changesProtect layer from further editing and/or frame changesProtect the shape key from accidental sculpting and editingProtect tree node from editingProtected from overridePrototypesProvide a True/False value that can be connected to other nodes in the treeProvide a custom group ID for each layer and all layers with the same ID will be merged into oneProvide a rotation value that can be connected to other nodes in the treeProvide a selection based on the handle types of Bézier control pointsProvide a selection for an arbitrary number of endpoints in each splineProvide a selection of faces that use the specified materialProvide a string value that can be connected to other nodes in the treeProvide a vector value that can be connected to other nodes in the treeProvide an integer value that can be connected to other nodes in the treeProvide information about motion tracking points, such as x and y valuesProvide separate location, rotation and scaleProxies have been removed from Blender (%d proxies were automatically converted to library overrides, %d proxies could not be converted and were cleared). Consider re-saving any library .blend file with the newest Blender versionProximityProximity DistanceProximity GeometryProximity ModeProximity falloff is applied inside the volumeProximity falloff typeProxyProxy Custom DirectoryProxy Custom FileProxy DirectoryProxy Render SizeProxy SettingsProxy SetupProxy SizeProxy is not enabled for %s, skippingProxy lost from object %s lib %sProxy lost from object %s lib Proxy parameters for a movie clipProxy parameters for a sequence stripProxy/TimecodePrune GridPuff ModePuff VolumePullPull points towards the midpoint of the brushPulldownPulldown Widget ColorsPulls loose edges togetherPulls the cloth to the cursor's start positionPulse Code Modulation (RAW)PunchyPunctual LightsPure RandomPurge Unused Data from This FilePushPush OutPush PosePush action down on to the NLA stack as a new stripPush action down onto the top of the NLA stack as a new stripPush an undo step after each use of the gizmoPush secondary particles that left the domain back into the domainPush the shadow terminator towards the light to hide artifacts on low poly geometryPush/PullPush/Pull selected itemsPush/Pull: %.4f%s %sPush/Pull: %s%s %sPut in BackgroundPut new objects on the active collectionPut pasted objects in the active collectionPut the contents of a meta-strip back in the sequencerPxr24 (lossy)PythonPython API ReferencePython ConsolePython ScriptingPython Scripts DirectoriesPython Scripts DirectoryPython TooltipsPython add-ons to be loaded automaticallyPython consoleLanguagePython disabled in this buildPython evaluation failed: Python evaluation failed: {:s}Python expression to be evaluated as the initial node settingPython restricted for securityPython script to define a style modulePython value for unsupported custom property typesPython: {}Python: {}.{}QuadQuad Corner TypeQuad MethodQuad SplitQuad ViewQuad View RegionsQuad-buffer not supported by the systemQuad-buffer window successfully createdQuadraticQuadratic BézierQuadratic DragQuadratic SphereQuadratic easingQuadriFlow Remesh the Selected MeshQuadriFlow: Remeshing canceledQuadriFlow: Remeshing completedQuadriFlow: Remeshing failedQuadriFlow: The mesh needs to be manifold and have face normals that point in a consistent directionQuadrilateralQualityQuality StepsQuality for image formats that support lossy compressionQuality of JPEG exportQuality of anisotropic filteringQuality of image exportQuality of proxies to buildQuality of the packing. Higher values will be slower but waste less spaceQuality of the pitch shiftingQuality of the simulation in steps per frame (higher is better quality but slower)Quality options for the raytracing pipelineQuantitative InvisibilityQuantity of soot in the fluidQuantization bits for color values (0 = no quantization)Quantization bits for generic values like weights or joints (0 = no quantization)Quantization bits for normal values (0 = no quantization)Quantization bits for position values (0 = no quantization)Quantization bits for texture coordinate values (0 = no quantization)Quantize PositionQuarterQuartic easingQuaternionQuaternion (WXYZ)Quaternion AttributeQuaternion Attribute ValueQuaternion RotationQuaternion data type, affects rotationQuaternion rotationQuaternion rotation (affects NLA blending)Quaternion to RotationQuery to insert into the search boxQueue SizeQuick EffectsQuick FavoritesQuick SetupQuickTimeQuickTime AnimationQuickly set up Line Art for the active collectionQuickly set up Line Art for the active objectQuickly set up Line Art for the entire sceneQuintic easingQuit BlenderRR/D PhotoreceptorRED Dragon 5KRED Dragon 6KRED Helium 8KRED Monstro 8KRGBRGB (Red, Green, Blue) color spaceRGB CurvesRGB Limit ChannelRGB ParadeRGB channels in transparent pixels are multiplied by the alpha channelRGB channels in transparent pixels are unaffected by the alpha channelRGB color spaceRGB curves modifier for sequence stripRGB to BWRGB to XYZRGB valuesRGBARGBA color 32-bit floating-point valuesRGBA color in sRGB color spaceRGBA color in scene linear color spaceRGBA color socket of a nodeRGBA color with 32-bit floating-point valuesRGBA color with 8-bit positive integer valuesRK4RLERMBRNA Array IndexRNA PathRNA Path (from ID-block) to property usedRNA Path to property affected by F-CurveRNA collections of IDs only, the reference to the item also uses the ID pointer itself, not only its nameRNA path leading to that property, from owning IDRNA property definitionRNA type used for pointers to any possible dataRNA wrapped booleanRNA wrapped floatRNA wrapped intRNA wrapped stringRVRadialRadial DistortionRadial Falloff PowerRadial RoughnessRadial Symmetry CountRadial TilingRadial distortion model which fits common camerasRadial falloff power (real gravitational falloff = 2)Radial field toward the center of objectRadial tangent around the X, Y or Z axisRadially distorts the image to create a barrel or a Pincushion distortionRadiance HDR (.hdr)RadiansRadians: {}Radio ButtonsRadio Widget ColorsRadiusRadius (Parent)Radius - Length of the vectorRadius 1Radius 2Radius BottomRadius FalloffRadius HeadRadius InterpolationRadius MaxRadius MinRadius OffsetRadius ScaleRadius ScalingRadius TopRadius X:Radius Y:Radius change to apply to current strokesRadius for bevelingRadius from the origin to the center of the cross sectionsRadius in grid sample to search valid grid samples to copy into invalid grid samplesRadius in which the duplicate curves are offset from the guidesRadius of boids personal space in air (% of particle size)Radius of boids personal space on land (% of particle size)Radius of children around parentRadius of curve control pointsRadius of eraser 'brush'Radius of glow effectRadius of head of bone (for Envelope deform only)Radius of kernel used for soften and sharpen in pixelsRadius of limiting sphereRadius of newly added curves when it is not interpolated from other curvesRadius of tail of bone (for Envelope deform only)Radius of the bevel geometry, not including extrusionRadius of the bottom circle of the coneRadius of the brush in pixelsRadius of the inner circle; can be larger than outer radiusRadius of the outer circle; can be smaller than inner radiusRadius of the rollsRadius of the skinRadius of the sphere or cylinderRadius of the top circle of the coneRadius of the torus's cross sectionRadius of the virtual cylinderRadius that will be painted solidRadius to applyRadius to compute position update for each particle (higher values are slower but particles move less chaotic)Radius to compute potential for each cell (higher values are slower but create smoother potential grids)Radius to select neighbors for blendingRadius to use when the maximum pressure is applied (or when a tablet isn't used)Radius used for calculating area normal on initial click, in percentage of brush radiusRadius:Raise the target's scale to the specified powerRakeRampRandomRandom AngleRandom BackboneRandom Bending StiffnessRandom CenterRandom Child SizeRandom ColorRandom CurveRandom DampingRandom End FactorRandom FrictionRandom LengthRandom MaskRandom Noise OffsetRandom OffsetRandom OrderRandom OrientationRandom Per IslandRandom PhaseRandom PositionRandom RadiusRandom RotationRandom RoughnessRandom SeedRandom Seed for the operationRandom SettingsRandom SizeRandom Start FactorRandom ValueRandom WalkRandom Walk (Skin)Random brush settingsRandom factor for auto-generated UV rotationRandom factor to modify original hueRandom factor to modify original saturationRandom factor to modify original valueRandom falloffRandom id for this instance, typically for randomized shadingRandom offset of noise texture for each curveRandom offset to the rotation angle per curveRandom per Face SetRandom per Loose PartRandom per VertexRandom rotations resulting in uniformly distributed directions. Rotation around the Z axis is fully random.Random sampling pattern used by the integratorRandom seedRandom seed for the operationRandom seed to use with the solver. Different seeds will cause the remesher to come up with different quad layouts on the meshRandom stiffness of hairsRandom variation of dampingRandom variation of frictionRandom variation of the amplitudeRandom variation of the orientationRandom variation to the size of the child particlesRandom vector for each curveRandomizeRandomize AmplitudeRandomize AxisRandomize ColorRandomize FlippingRandomize LocationRandomize OffsetRandomize PhaseRandomize RotationRandomize ScaleRandomize Scale AxesRandomize SeedRandomize SizeRandomize TransformsRandomize delta transform values instead of regular transformRandomize every number of framesRandomize existing selection or create new random selectionRandomize instance transforms in their individual local spaceRandomize objects location, rotation, and scaleRandomize on keyframes onlyRandomize order of selected elementsRandomize particle orientationRandomize position along pathRandomize rotation around pathRandomize rotation around the chosen orientation axisRandomize stroke offsetRandomize the UV island's location, rotation, and scaleRandomize the faces or edges during buildRandomize the location valuesRandomize the order of geometry elements (e.g. vertices or edges) after some operations where there are no guarantees about the order. This avoids accidentally depending on something that may change in the futureRandomize the rotation valueRandomize the rotation valuesRandomize the scale valuesRandomize the transformation of instancesRandomize transforms between all copiesRandomize transforms between all scattered instancesRandomize vertex positionsRandomize verticesRandomizes existing selection or create new random selectionRandomly select UVW control pointsRandomly select metaball elementsRandomly select some control pointsRandomly select verticesRandomnessRandomness factor for particle samplingRandomness factor for pressure in new strokesRandomness factor strength in new strokesRandomness of the backbone stretchingRandomness of the centerRandomness of the radiusRangeRange MaxRange MinRange SelectRange highlighting for flags is not available!RateRate control: buffer size (kb)Rate control: max rate (kbit/s)Rate control: min rate (kbit/s)RatioRatio between the brush radius and the radius that is going to be used to sample the area centerRatio between the brush radius and the radius that is going to be used to sample the color to blend in wet paintRatio between the brush radius and the radius that is going to be used to sample the normalRatio between the min and max fly speedRatio between the min and max turn speedRatio of brick's row height relative to the texture scaleRatio of brick's width relative to the texture scaleRatio of front-facing surface hits under which a grid sample will not be considered for lightingRatio of front-facing surface hits under which a grid sample will reuse neighbors grid sample lightingRatio of samples in a cycle that the brush is enabledRatio of spherized normal to original normalRatio of triangles to reduce to (collapse only)RawRaw (Deprecated)Raw CacheRaw Cache SizeRaw ImagesRaw data (bytes, exact content of the embedded file)Raw file format (.raw)Raw input pressure value that is interpreted as 100% by BlenderRay CountRay DepthRay DirectionRay LengthRay Line WidthRay Portal BSDFRay RadiusRay VisibilityRay direction to use for projection (if brush object is located in that direction it's painted)RaycastRayleighRayleigh phase function, mostly used for particles smaller than the wavelength of light, such as scattering of sunlight in earth's atmosphereRaysRaytrace Max RoughnessRaytrace TransmissionRaytrace against the depth buffer. Fallback to light probes for invalid rays.Raytraced TransmissionRaytracingRaytracing PresetsRe-Use Local DataRe-attach curves to a deformed surface using the existing attachment information. This only works when the topology of the surface mesh has not changedRe-sample the stroke with segments of the specified lengthRe-sampled Importance SamplingReact OnReact multiple timesReaction SpeedReactorReactor Target ObjectReactor Target Particle SystemReadRead DataRead OnlyRead USD Primvars as mesh attributesRead about what's new in this version of BlenderRead all render layers of all used scenesRead all the current scene's view layers from cache, as neededRead cache from an external locationRead library: '%s', '%s', parent '%s'Read mesh UV coordinatesRead mesh color attributesRead only area of this faceRead packed library: '%s', parent '%s'Read volume data attributes from volume gridsRead-Only VectorRead-only IntegerRead-only external reference to a linked data-block and its library fileRead-only flag that indicates there is at least one bone collection marked as 'solo'Read-only indications of supported operationsRead-only indications of which brush operations are supported by the current sculpt toolRead-only repository provided by the systemReading render result: dimensions don't match, expected %dx%dReading render result: expected channel "%s.%s" not foundReading render result: expected channel "%s.%s" or "%s" not foundReads attachment information regarding a surface meshReads information about each curveReads information about each curve's root pointReads information about each curve's tip pointReads information each point's previous curve segmentReal part of the conductor's refractive index, often called nRealize AllRealize InstancesRealize all levels of nested instances for a top-level instances. Overrides the value of the Depth inputRealize to Point DomainRealized curves data has too many elements.Realized data in input geometry is ignoredRealized geometry is not used when pick instances is trueRealized grease pencil has too many layers.Realized mesh has too many elements.Realized point cloud has too many points.RealtimeRealtime UpdatesReapply and update the preset, removing changesRearrange geometry elements, changing their indicesRearrange selected animation channelsRearrange some faces to try to get less degenerated geometryReassign the inputs for the effect stripRebuild SubdivisionsRebuild a lower subdivision level of the current base meshRebuild all selected proxies and timecode indicesRebuild all selected proxies and timecode indices in the backgroundRebuild the selected local overrides from their linked references, as well as their hierarchies of dependenciesRebuild the selected local overrides from their linked references, as well as their hierarchies of dependencies, enforcing these hierarchies to match the linked data (i.e. ignoring existing overrides on data-blocks pointer properties)Rebuilds all possible subdivisions levels to generate a lower resolution base meshRec RunRec.1886Rec.2020Rec.2100-HLGRec.2100-HLG 1000 nits peak display with reference white at 100 nitsRec.2100-PQRec.2100-PQ 10000 nits peak display with reference white at 100 nitsRecalculate all visible motion paths for objects and posesRecalculate and clear offset transformationRecalculate animation data on selected points for frames selected in the dopesheetRecalculate handle lengthRecalculate motion paths for selected objectsRecalculate paths for bones that already have themRecalculate the direction of selected handlesRecalculate the sculpt BVH to improve performanceRecastReceive Shadow CausticsReceive approximate caustics from refractive materials in shadows on this object. Lights, caster and receiver objects must have shadow caustics options set to enable thisReceiver CollectionRecentRecent FilesRecent FoldersRecent Items SpecialsRecent SearchesRecenterRecenter TimeoutRecommended for fast encodingRecommended if you have lots of time and want the best compression efficiencyRecompute ID User Count On SaveRecompute all ID user-counts before saving to a blend-file. Allows to work around invalid user-count handling in code that may lead to loss of data due to wrongly detected unused data-blocksRecompute binding dynamically on top of other deformers (slower and more memory consuming)ReconstructedReconstructed CamerasReconstructionRecord RunRecord Run No GapsRecoverRecreate fileRectangleRecurseRecursionRecursion detected in video sequencer. Strip %s at frame %d will not be renderedRecursion detected, cannot use this stripRecursionsRecursive DeleteRecursive closure is not allowedRecursive closures are not supportedRecursively check for indirectly unused data-blocks, ensuring that no orphaned data-blocks remain after executionRecursively duplicate the collection, all its children and objects, with linked object dataRecursively duplicate the collection, all its children, objects and object dataRedRed ChannelRed Green BlueRed channelRed component of the color fieldRed-CyanRed:Redefine equalizer graphsRedistribute Curve PointsRedistribute the copied change in volume equally between the three axes of the ownerRedistributes existing control points evenly along each curveRedoRedo previous actionRedo the last undone edit to the asset catalogsReduce Mix Factor by 0.01Reduce Mix Factor by 0.1Reduce MotionReduce UV stretching by relaxing anglesReduce brush thickness by this factor when stroke is perpendicular to 'Angle' directionReduce detail in an image by making individual pixels more prominent, for a blocky or mosaic-like appearanceReduce exported file size by removing duplicate keyframesReduce extra velocity that can build up when objects collide (lowers simulation stability a little so use only when necessary)Reduce number of colors in an image, converting smooth gradients into sharp transitionsReduce randomization between pixels to improve GPU rendering performance, at the cost of possible rendering artifacts if set too lowReduce shear within islandsReduce the geometry densityReduce the noise on a mesh surface with minimal changes to its shapeReduce the strength of the brush where it overlaps symmetrical daubsReduces the final face count by simplifying geometry where detail is not neededReduces the final face count by simplifying geometry where detail is not needed, generating triangles. A value greater than 0 disables Fix Poles.Reduction factor for each level of secondary mouth loopsReferenceReference DimensionReference DistanceReference ExistingReference Gamut CompressionReference IDReference KeyReference PointReference PositionReference SetReference Sphere SizeReference SpheresReference ValueReference curve object for arrayReference distance at which volume is 100%Reference from a RigifyParameters field to a bone collection.Reference location to align toReference number of frames before frames get held (use to get hold for '1-3' vs '5-7' holding patterns)Reference object to define the accumulated transformReference point to anchor stabilization (other frames will be adjusted relative to this frame's position)Reference position before deformationRefineRefine Focal LengthRefine MethodRefine Principal PointRefine RadialRefine TangentialRefine focal length during camera solvingRefine principal point during camera solvingRefine radial coefficients of distortion model during camera solvingRefine selected markers positions by running the tracker from track's reference to current frameRefine tangential coefficients of distortion model during camera solvingRefine:RefitReflect A around the normal B. B does not need to be normalized.ReflectionReflection Trace OptionsReflection and transmission shaders optimized for hair renderingReflection for materials such as cloth. Typically mixed with other shaders (such as a Diffuse Shader) and is not particularly useful on its ownReflection with microfacet distribution, used for materials such as metal or mirrorsReflectiveReflective CausticsRefraction BSDFRefraction DepthRefractiveRefractive CausticsRefreshRefresh DriversRefresh data in the Explode modifierRefresh extension & legacy add-ons, reloading modules & meta-data (similar to restarting)Refresh list of actionsRefresh list of instance objects and their weightsRefresh the file listRefresh the list of extensions for all the remote repositoriesRefresh the list of extensions for the active repositoryRefresh the sequencer editorRegion DataRegion HeightRegion Maximum XRegion Maximum YRegion Minimum XRegion Minimum YRegion OverlapRegion Position XRegion Position YRegion ToggleRegion Toggle PieRegion TypeRegion WidthRegion coordinates of samplingRegion could not be drawn!Region floats on screen, does not use any fixed alignmentRegion heightRegion in a subdivided screen areaRegion is split horizontally and verticallyRegion not found in space typeRegion specific data (the type depends on the region type)Region widthRegionsRegions Visibility ToggleRegions for quick access to assetsRegions this area is subdivided inRegisterRegister ParentRegister for All UsersRegister the control as a switchable parent candidateRegisteredRegistered OptionallyRegistered key configurationsRegistering asset shelf class: '%s' has been registered before, unregistering previousRegistering asset shelf class: '%s' is too long, maximum length is %dRegistering file handler class: '%s' is too long, maximum length is %dRegistering id property class: '%s' is too long, maximum length is %dRegistering node class: '%s' is too long, maximum length is %dRegistering node class: '%s', bl_idname '%s' could not be unregisteredRegistering node class: '%s', bl_idname '%s' has been registered before, unregistering previousRegistering node class: '%s', bl_idname '%s' is a builtin nodeRegistering node socket class: '%s' is too long, maximum length is %dRegistering node tree class: '%s' is too long, maximum length is %dRegistering node tree class: '%s', bl_idname '%s' could not be unregisteredRegistering node tree class: '%s', bl_idname '%s' has been registered before, unregistering previousRegistering panel class:Registration not possible from Microsoft Store installationsRegrowRegrow hair for each frameRegularRegular Expression FindRegular Expression ReplaceRegular Widget ColorsRegular key pressed as a modifierReiterationRelation Line PositionRelationsRelationshipRelationship LinesRelativeRelative Asset IdentifierRelative DetailRelative EdgeRelative FaceRelative FrameRelative KeyRelative MirrorRelative ObjectRelative OffsetRelative Offset DisplacementRelative ParentingRelative PathRelative PathsRelative SpaceRelative StartRelative ToRelative To PixelRelative amount of virtual parentsRelative force of the hookRelative mix weight of neighboring elementsRelative number of faces compared to the current meshRelative offset of particles to use for instancing, to avoid overlap of multiple instancesRelative shape positions to the new shape methodRelative size of area to be darkenedRelative time of key over hair lengthRelative translation of area to be darkenedRelative width of each angular segment. May be used to scale textures to fit into each segmentRelax Face SetsRelax MethodRelax PoseRelax TopologyRelax UVsRelax meshReleaseRelease ConfirmsRelease NotesRelease TimeRelink ConstraintsReloadReload ImagesReload Start-Up file to restore settingsReload active text data-block from its fileReload active text file?Reload all data from this libraryReload clipReload current image from diskReload file with execution of Python scripts enabledReload from diskReload from disk (ignore local changes)Reload preferences from the last saved stateReload scriptsReload strips in the sequencerReload the given libraryReload the saved fileReloaded {:d} image(s)Reloads history and bookmarksRelocateRelocate a linked ID, i.e. select another ID to link, and remap its local usages to that newly linked data-block). Currently only designed as an internal operator, not directly exposed to the userRelocate the given library to one or several othersRelocate the library under cursorRemainderRemaining vertices which separate edge pairs are preserved if their edge angle exceeds this threshold.RemapRemap Data IDRemap RelativeRemap UsersRemap a value from a range to a target rangeRemap relative paths when saving to a different directoryRemember Export SettingsRemember the last used scene for the current workspace and switch to it whenever this workspace is activated againRemember the last used scene for the workspace and switch to it whenever this workspace is activated againRemeshRemesh ModeRemesh ModifierRemeshing with QuadriFlow...Remote URL to the extension repository, the file-system may be referenced using the file URI scheme: "file://"RemoveRemove Active AOVRemove Active LightgroupRemove Add-on: {!r}?Remove Armature ObjectRemove Armature object if possible. If Armature has multiple root bones, object will not be removedRemove Crypto LayerRemove CustomRemove Cycles F-Modifier if not needed anymoreRemove DisconnectedRemove DuplicatesRemove Extension RepositoryRemove F-Modifiers from F-Curve to add keyframesRemove FilesRemove GapsRemove Grease Pencil layer group in the active objectRemove InputsRemove Layer MaskRemove Loose PointsRemove Named AttributeRemove OutputsRemove Outside RangeRemove PackRemove Paint Curve PointRemove RepositoryRemove Repository & FilesRemove Rigid Body Constraint from ObjectRemove Rigid Body settings from ObjectRemove Rigid Body simulation world from the current sceneRemove Selected BonesRemove Selection Set bones from current selectionRemove Target ParticlesRemove Target ShearRemove ThresholdRemove UV mapRemove WeightsRemove a Selection Set from this ArmatureRemove a background image from the cameraRemove a custom keymap configuration from the preset listRemove a custom theme from the preset listRemove a effect from the active Grease Pencil objectRemove a hook from the active objectRemove a modifier from the active objectRemove a modifier from the stripRemove a path to a .blend file, so the Asset Browser will not attempt to show it anymoreRemove a piece of stroke at the beginning and the end of stroke backboneRemove a portion of the mesh on one side of a lineRemove a row filter from the rulesRemove a usage of a data-block, clearing the assignmentRemove active Annotation layerRemove active Path from active keying setRemove active color from paletteRemove active itemRemove all IK Constraints from selected bonesRemove all Selection Sets from this ArmatureRemove all attributes that match the pattern which is allowed to contain a single wildcard (*)Remove all back faces to speed up calculation, this will create edges in different occlusion levels than when disabledRemove all bone collections that have neither bones nor children. This is done recursively, so bone collections that only have unused children are also removedRemove all constraints from keyed object/bones. To get a correct bake with this setting Visual Keying should be enabledRemove all files in:Remove all keyframe animation for selected objectsRemove all keyframe animation for selected stripsRemove all links to selected nodes, and try to connect neighbor nodes togetherRemove all materialsRemove all particle system within the active objectRemove all selected keyframesRemove all shape keysRemove all the strokes that were created from the fill tool as guidesRemove all unlocked vertex groupsRemove all unused Light GroupsRemove all vertex groupsRemove an asset catalog from the asset library (contained assets will not be affected and show up as unassigned)Remove an existing keyword tag from the active assetRemove an extension repositoryRemove an item from the index switchRemove an override layer from the archiveRemove an override operationRemove animation from selected objects?Remove animation from selected strips?Remove any keyframe that is a duplicate of the previous oneRemove attribute from geometryRemove breakdown frames generated by interpolating between two Grease Pencil framesRemove channels of the selection from the pose assetRemove color attribute from geometryRemove colors from a blue or green screen, by reducing one RGB channel compared to the othersRemove constraint from constraint stackRemove current UI-active property from current keying setRemove curves whose root points are too closeRemove duplicate items in the historyRemove elements on cancelRemove existing add-ons with the same IDRemove existing template with the same IDRemove existing theme file if existsRemove exporter from the exporter listRemove exporter?Remove extension files when removing the repositoryRemove external feature set (rigs, metarigs, ui templates)Remove fields from video moviesRemove from all groupsRemove from selectionRemove from the current modeRemove from the selectionRemove gap at current frame to first strip at the right, independent of selection or locked state of stripsRemove geometry behind the planeRemove geometry in front of the planeRemove key configRemove key map itemRemove keyframes on current frame for selected objects and bonesRemove keyframes on current frame for selected stripsRemove layer from a Cryptomatte nodeRemove lens distortion from footage, using motion tracking camera lens settingsRemove loose edgesRemove loose facesRemove loose pointsRemove loose verticesRemove mask layerRemove mask shape keyframe for active mask layer at the current frameRemove nodes and reconnect nodes as if deletion was mutedRemove nodes connected to the inputRemove object for trackingRemove object from all scenesRemove object or material from matte, by picking a color from the Pick outputRemove on CancelRemove original facesRemove original geometryRemove outdated operator properties from presets that may cause problemsRemove particle systems on the target objectsRemove path to exclude from auto-executionRemove selected F-Curves from their current groupsRemove selected bones from Selection SetRemove selected bones from the active bone collectionRemove selected bones from the armatureRemove selected control points or curvesRemove selected elements of a geometryRemove selected items (blue-gray rows) from active Keying SetRemove selected items from the interfaceRemove selected nodesRemove selected objects from Rigid Body simulationRemove selected objects from a collectionRemove selected objects from all collectionsRemove selected particles close enough to othersRemove selected pointsRemove selected track from rotation stabilizationRemove selected track from translation stabilizationRemove shape key from the objectRemove shear from the target transformation before combiningRemove sparseness from a volume grid by making the active tiles into voxelsRemove the active Grease Pencil layerRemove the active bone collectionRemove the active keying setRemove the active line set from the list of line setsRemove the active object from this collectionRemove the active segment from the dash modifierRemove the active segment from the time modifierRemove the color from underneath this stroke by using it as a maskRemove the current render slotRemove the custom normals layer, if it existsRemove the driver(s) for the connected property(s) represented by the highlighted buttonRemove the item automatically when it is unlinkedRemove the modifier from the list of modifiersRemove the object from an object collection that contains the active objectRemove the one attribute with the given nameRemove the parent-child relationship between selected bones and their parentsRemove the preview of this data-blockRemove the repository file-system lockRemove the selected bones from all Selection SetsRemove the selected entry from the listRemove the selected instance objectRemove the selected material slotRemove the selected particle systemRemove the selected particle targetRemove the selected render viewRemove the selected surface slotRemove the selected vertices from active or all vertex group(s)Remove the selected view layerRemove the style module from the stackRemove the target from the constraintRemove the text boxRemove this animation data containerRemove this installation's associations with .blend filesRemove this object or collection from the light linking collectionRemove this row from the bone collection reference listRemove unused material slotsRemove unused settings for invisible editorsRemove vertex group assignments which are not requiredRemove vertices from groups that have zero weight after invertingRemove vertices which weight is below or equal to this limitRemove vertices with weight below threshold from vgroupRemove, keeping local files.Remove, local files not found.Removed %d double particle(s)Removed %d materialsRemoved %d slotsRemoved %d vertexRemoved %d verticesRemoved amount of editors: %dRemoved constraint: %sRemoved effect: %sRemoved modifier: %sRemoved {:d} empty and/or fake-user only ActionsRemoved {:d} of {:d} bone collectionsRemoved: %d vertices, %d edges, %d facesRemoves a tile from the imageRemoves fade animation from selected stripsRemoves keys outside the given range, leaving only the newly bakedRemoving the bundle from the geometry can be beneficial to avoid unnecessary data copiesRenameRename Active ItemRename MarkerRename Selected Time MarkerRename UV MapsRename active render UV map to "st" to match USD conventionsRename animation channel under mouseRename file or file directoryRename first selected time markerRename multiple items at onceRename the active elementRename the active item in the data-set viewRename the active item, rather than the one the mouse is overRename {:d} {:s}Renamed attribute '%s' to '%s' in object '%s' on layer '%s' on frame %d!Renamed {:d} of {:d} {:s}RenderRender Ambient Occlusion in this LayerRender AmountRender Anti-AliasingRender AsRender BouncesRender CacheRender Cache PathRender DataRender Display TypeRender EngineRender Grease Pencil on this layerRender InRender InstancerRender Keyframes OnlyRender LayerRender LayerAOVRender LayerAmbient OcclusionRender LayerCombinedRender LayerCryptoAssetRender LayerCryptoMaterialRender LayerCryptoObjectRender LayerDataRender LayerDiffuse ColorRender LayerDiffuse LightRender LayerEmissionRender LayerEnvironmentRender LayerGeneralRender LayerLightRender LayerMistRender LayerNormalRender LayerPositionRender LayerRender PassRender LayerShader AOVRender LayerShadowRender LayerSpecular ColorRender LayerSpecular LightRender LayerTransparentRender LayerVolume LightRender LayersRender LevelsRender Liquid ObjectsRender MethodRender OpacityRender OutputRender Output DirectoryRender PassRender Pass to show in the viewportRender PassesRender PreviewRender PropertiesRender RegionRender ResolutionRender Resolution URender Resolution VRender ResultRender Result and Viewer Nodes cannot be packedRender SamplesRender Single LayerRender SizeRender Sky in this LayerRender SlotRender SlotsRender Smoke ObjectsRender Solid faces in this LayerRender StepsRender Strands in this LayerRender Texture LimitRender TimeRender URender UndistortedRender ViewRender ViewsRender a simulation field while mapping its voxels values to the colors of a ramp or using a predefined color codeRender a subset of the specified max samples. Typically used for distributed rendering across multiple devicesRender a user-defined render region, within the frame sizeRender active sceneRender active sequencer sceneRender alternate eyes (also known as page flip, quad buffer support in the graphic card is required)Render and display faces smooth, using interpolated vertex normalsRender and display faces uniform, using face normalsRender at 12.5% resolutionRender at 25% resolutionRender at 50% resolutionRender at full resolutionRender cryptomatte asset pass, for isolating groups of objects with the same parentRender cryptomatte material pass, for isolating materials in compositingRender cryptomatte object pass, for isolating objects in compositingRender current scene, when input node's layer has been changedRender curves as circular 3D geometry, for accurate results when viewing closelyRender curves as circular 3D geometry, with linear interpolation between control points, for fast renderingRender curves as flat ribbons with rounded normals, for fast renderingRender error (%s) cannot save: '%s'Render every pixel rotating the camera around the middle of the interocular distanceRender files from the animation range of this sceneRender frames ahead of current frame in the background for faster playbackRender height has to be 480 pixels for DV-NTSC!Render height has to be 576 pixels for DV-PAL!Render high resolution images in tiles of this size, to reduce memory usage. Tiles are cached to disk while rendering to save memoryRender lights and light probes of the sceneRender missing images/movies with a solid magenta colorRender motion blur in this Layer, if enabled in the sceneRender multiple transparent layers (may introduce transparency sorting problems)Render multiple transparent layers (may introduce transparency sorting problems) (Deprecated: use 'use_tranparency_overlap')Render objects as a holdout or matte, creating a hole in the image with zero alpha, to fill out in compositing with real footage or another renderRender only those frames where selected objects have a key in their animation data. Only used when rendering animationRender parent particlesRender pass indexRender pass to show in the 3D ViewportRender passes in the Viewport compositor are only supported in EEVEERender polygon transparent, depending on alpha channel of the textureRender preview using undistorted proxyRender settingsRender size too large for GPU, use CPU compositor insteadRender slot nameRender slots of the imageRender specular highlightsRender stylized strokes in this LayerRender surface without transparencyRender text for optimal horizontal placementRender the collectionRender the sequencer scene instead of the active sceneRender the stamp info text in the rendered imageRender the viewport for the animation range of this sceneRender the viewport for the animation range of this scene, but only render keyframes of selected objectsRender this effect at 12.5% render resolutionRender this effect at 25% render resolutionRender this effect at 50% render resolutionRender this effect at 6.25% render resolutionRender transmissive surfaces as transparent, for compositing glass over another backgroundRender using the sequencer's OpenGL displayRender view '%s' could not be removed from scene '%s'Render view nameRender viewpoint for 3D stereo and multiview renderingRender views for left and right eyes as two differently filtered colors in a single image (anaglyph glasses are required)Render views for left and right eyes interlaced in a single image (3D-ready monitor is required)Render views for left and right eyes one above anotherRender views for left and right eyes side-by-sideRender volumes in this LayerRender width has to be 720 pixels for DV!RenderViewRenderable ObjectsRenderedRendered ChildrenRendering sequence...Rendering settings for a Scene data-blockRendering viewport...Rendering...RendersRenders Freestyle output to a separate pass instead of overlaying it on the Combined passReorderReorder InputsReorder OutputsReorder indices must be validReorder indices must not have duplicatesReorder mesh faces and vertices based on their spatial position for better BVH building and sculpting performance.Reorder the active Grease Pencil mask layer up/down in the listReorder workspace to be first in the listReorder workspace to be last in the listRepeatRepeat CallRepeat ImageRepeat InputRepeat ItemRepeat ItemsRepeat MirroredRepeat MotionRepeat OutputRepeat Output Node IDRepeat XRepeat YRepeat ZoneRepeat keyframe range as-isRepeat keyframe range, but with offset based on gradient between start and end valuesRepeat last actionRepeat the frames, reversing the playback direction every other cycleRepeat the start frame before, and the end frame after the frame rangeRepeat the values of the modified F-CurveRepeat with OffsetRepeatedly flip the image horizontally and verticallyRepetition multiplier in the X directionRepetition multiplier in the Y directionRepetitions of the generated surface in XRepetitions of the generated surface in YReplaceReplace ActionReplace AllReplace AlphaReplace ColorReplace ExistingReplace Free handles with Align, and all Align with Free handlesReplace Grease Pencil EffectsReplace LengthReplace MaterialReplace ModifiersReplace OriginalReplace RadiusReplace SelectionReplace StringReplace TextReplace Text object FontsReplace VGroup A's weights by VGroup B's onesReplace a given string segment with anotherReplace active node with an empty groupReplace all keysReplace all occurrencesReplace assigned Animation DataReplace assigned Collection InstanceReplace assigned CollectionsReplace assigned MaterialsReplace assigned Object DataReplace brush color by velocity color rampReplace component valuesReplace current image by another one from diskReplace effect strip with another that takes the same number of inputsReplace existing F-Modifiers, instead of just appending to the end of the existing listReplace existing driver variables, instead of just appending to the end of the existing listReplace flat planes in footage by another image, detected by plane tracks from motion trackingReplace global illumination with ambient occlusion after a specified number of bouncesReplace inactive tiles with inactive nodes. Faster than tolerance-based pruning, useful for cases like narrow-band SDF grids with only inside or outside background values.Replace modifiers in destinationReplace socket connections with the new linksReplace stroke backbone geometry by a Bézier curve approximation of the original backbone geometryReplace text in the nameReplace text with specified text and set as selectedReplace text with the specified textReplace the active linked ID (and its dependencies if any) by another one, from the same or a different libraryReplace the color of stroke points that already have a color appliedReplace the incoming geometry with the selected input geometryReplace the input image's alpha channel by the alpha input valueReplace the original radiusReplace the original rotation with copiedReplace the original transformation with copiedReplace the original transformation with the action channelsReplace the original transformation with the transform from the attributeReplace the parent with a different bone after all bones are created. Using simply CTRL, DEF or MCH will replace the prefix insteadReplace the selected nodes with the specified typeReplace the stroke opacity instead of modulating each pointReplace the stroke thicknessReplace this areaReplace value of reference by overriding oneReplace vertex coordinates with cached valuesReplace vertex groups of selected objects by vertex groups of active objectReplace withReplace with SelectionReplacement ActionReplayReplay selected reportsRepo DirectoryRepo IndexReportReport a bug with pre-filled version informationReport all missing external filesReportsReports time per pixel in milliseconds. Supported only on CPU render devicesReposition PivotReposition the sculpt transform pivot to the boundary of the expand active areaRepositoriesRepositoryRepository "{:s}": {:s}{:s}Repository Alert:Repository URLRepository managed by the user, stored in user directoriesRepository not setRepository requires an access tokenRepository: {:s}Representation of alpha in the image file, to convert to and from when saving and loading the imageRepresentation of alpha information in the RGBA pixelsRepresents the "Orthographic Scale" of an orthographic camera. If the camera is positioned at the light's location with this scale, it will represent the coverage of the shadow "camera".Reproject attributes onto the new meshReproject the selected strokes from the current viewpoint as if they had been newly drawn (e.g. to fix problems from accidental 3D cursor movement or accidental viewport changes, or for matching deforming geometry)Reproject the strokes on to the scene geometry, as if drawn using 'Surface' placementReproject the strokes to end up on the same plane, as if drawn from the current viewpoint using 'Cursor' Stroke PlacementReproject the strokes using the X-Y planeReproject the strokes using the X-Z planeReproject the strokes using the Y-Z planeReproject the strokes using the orientation of 3D cursorReprojection ErrorRepulsion FactorRepulsion is a factor of stiffnessRequire matching all intersection masks instead of just oneRequire matching all material masks instead of just oneRequire the points the internal springs connect to have opposite normal directionsRequiredRequired render size ({}px) is larger than reported texture size limit ({}px).Requires AMD GPU with RDNA architectureRequires Access TokenRequires Apple Silicon with macOS %s or newerRequires Intel GPU with Xe-HPG architectureRequires Intel GPU with Xe-HPG architecture andRequires NVIDIA GPU with compute capability %sRequires at least three verticesRequires selected vertices or active vertex groupReread assets and asset catalogs from the asset library on diskRerouteReroute Auto LabelsResampleResample CountResample CurveResample LengthResample ModeResample ScaleResample the input curve before meshingReserve placeholder frames for missing frames of the image sequenceResetReset Backdrop Image ZoomReset ChildrenReset Color RampReset CurveReset NodesReset NormalReset Pose Bones Between ActionsReset Shape Keys Between ActionsReset TransformReset UV projectionReset UV transformation to default valuesReset VR navigation deltas relative to session base poseReset ValuesReset ViewReset color tagReset curves and black/white pointReset feather weights on all selected points animation valuesReset image transformation to default valueReset limiting distance for Limit Distance ConstraintReset location deltasReset location, rotation, and scaling of selected bones to their default valuesReset locations of selected bones to their default valuesReset normals to initial onesReset operator defaultsReset original length of bone for Stretch To ConstraintReset pose bone transforms to keyframed stateReset pose bones between each action exported. This is needed when some bones are not keyed on some animationsReset recent filesReset rotation deltasReset rotations of selected bones to their default valuesReset scale deltasReset scaling of selected bones to their default valuesReset scaling of selected stripsReset shape keys between each action exported. This is needed when some SK channels are not keyed on some animationsReset strip retimingReset strip transform locationReset strip transform location, scale and rotationReset strip transform rotationReset strip transform scaleReset the copy of the mesh that is being sculpted onReset the feather weight to zeroReset the horizontal view to the current scene frame range, taking the preview range into account if it is activeReset the internal clipboard and/or normal of selected elementReset the selected local override to its linked reference valuesReset the selected local overrides to their linked references valuesReset the stencil transformation to the defaultReset the transform corrections applied to the parenting relationship, does not remove parenting itselfReset the transforms of each individual child instanceReset the transforms of every child instance in the output. Only used when Separate Children is enabledReset the viewReset the weights of all shape keys to 0 or to the closest value respecting the limitsReset the zoom and position of the background imageReset this property's value to its default valueReset to default values all elements of the arrayReset to the default theme colorsReset to the default theme if this theme is activeReset vertex color for all or selected strokesReset viewable area to show full keyframe rangeReset viewable area to show full strips rangeReset viewable area to show selected keyframe rangeReset viewable area to show selected keyframes rangeReset viewable area to show selected strips rangeReset viewable area to show the channel under the cursorReset viewable area to show the selected channelsResets the timing for absolute shape keysReshapeReshape F-Curve values, e.g. change amplitude of movementsReshape can work only with higher levels of subdivisionsResistance of object to movementResizeResize Quad View areasResize QuadrantsResize RegionResize a nodeResize a spreadsheet columnResize a spreadsheet column to the width of the dataResize editors by dragging from the edgesResize lattice to fit selected deformable objectsResize the imageResize the objects to keep bounding box under this value. Value 0 disables clampingResize to a maximum of 1024 pixelsResize to a maximum of 2048 pixelsResize to a maximum of 256 pixelsResize to a maximum of 4096 pixelsResize to a maximum of 512 pixelsResize view so you can see all nodesResize view so you can see selected nodesResolutionResolution DivisionsResolution LimitResolution ModeResolution Preview UResolution ScaleResolution UResolution VResolution ViewportResolution XResolution YResolution ZResolution does not matchResolution is not selected for %s, skippingResolution must be greater than 1Resolution must be positiveResolution of the generated strokesResolution of the generated surface for rendering and bakingResolution of the octree; higher values give finer detailsResolution percentage of shadow mapsResolution percentage of volume objects in viewportResolution used for Shader node previews (should be changed for performance convenience)Resolution used for the fluid domain. Value corresponds to the longest domain side (resolution for other domain sides is calculated automatically).Resolution when baked to a textureResolutionsRest & RangesRest DensityRest LengthRest PoseRest PositionRest Shape KeyRest SourceRest length of the harmonic forceRestart from start frame when Cycle Length is reachedRestitutionRestore AreasRestore Curve Segment LengthRestore FrameRestore Handle SelectionRestore Packed Linked Data to Their Original LocationsRestore all keymaps to defaultRestore all packed linked data-blocks to their original locationsRestore handle selection after tweakingRestore key map itemRestore key map(s)Restore the frame when animation was initializedRestores the length of each curve segment using a previous state after deformationRestrictRestrict Frame RangeRestrict RenderRestrict SelectRestrict ViewRestrict Visible PointsRestrict editing of strokes and keyframes in this layerRestrict maximum and minimum values of F-CurveRestrict modifier to only act after its 'start' frameRestrict modifier to only act before its 'end' frameRestrict movement along each axis within given rangesRestrict movements to lie along a curve by remapping location along curve's longest axisRestrict movements to surface of target meshRestrict movements to within a certain distance of a target (at the time of constraint evaluation only)Restrict objects visible for this probe (Deprecated)Restrict painting to vertices in the groupRestrict renderabilityRestrict rigid body rotation to one axisRestrict rigid body translation and rotation to one axisRestrict rigid body translation to one axisRestrict rotation along each axis within given rangesRestrict scaling along each axis with given rangesRestrict selection in the 3D View • Shift to set childrenRestrict selection in the viewportRestrict selection to objects using the same mode as the active object, to prevent accidental mode switch when selectingRestrict some optimization to keep named nodes and meshes attached to named nodes so that named nodes can be transformed externallyRestrict the rig list to a specific custom feature setRestrict translation and rotation to specified axesRestrict translation and rotation to specified axes with springsRestrict visibility in the 3D ViewRestrict visibility in the 3D View • Shift to set childrenRestrict visibility in the viewportRestriction TogglesRestrictionsResultResult of cloth solver iterationResult of joining generated geometries from each iterationResult of rendering, including all layers and passesResumableResume regular speedResyncResync EnforceRetain Overall ShapeRetimeRetimingRetiming KeyRetiming Key Selection StatusRetiming KeysRetiming end frames and move to start of animation to keep loopRetiming key must be selectedRetopologyRetopology OffsetRetrieve a UV map from the geometry, or the default fallback if none is specifiedRetrieve a bundle item by path.Retrieve a color attribute, or the default fallback if none is specifiedRetrieve a point index within a curveRetrieve a stable random identifier value from the "id" attribute on the point domain, or the index if the attribute does not existRetrieve a unit length vector indicating the direction pointing away from the geometry at each elementRetrieve a value from a listRetrieve a vector indicating the location of each elementRetrieve an integer value indicating the position of each element in the list, starting at zeroRetrieve attributes attached to objects or geometryRetrieve corners in the same face as anotherRetrieve corners that make up a faceRetrieve data from a point on a curve at a certain distance from its startRetrieve data of other elements in the context's geometryRetrieve face corners connected to edgesRetrieve face corners connected to verticesRetrieve geometric information about the current shading pointRetrieve geometry instances from a collectionRetrieve hair curve informationRetrieve how far along each spline a control point isRetrieve information about a volume gridRetrieve information about an imageRetrieve information about points in a point cloudRetrieve information about separate connected regions in a meshRetrieve information about the camera and how it relates to the current shading point's positionRetrieve information about the object instanceRetrieve information from a camera objectRetrieve information from an objectRetrieve information of armature bonesRetrieve multiple types of texture coordinates. Typically used as inputs for texture nodesRetrieve the angle at each control point used to twist the curve's normal around its tangentRetrieve the current time in the scene's animation in units of seconds or framesRetrieve the curve a control point is part ofRetrieve the data of a specified attributeRetrieve the data of the particle that spawned the object instance, for example to give variation to multiple instances of an objectRetrieve the direction of curves at each control pointRetrieve the edges connected to each vertexRetrieve the edges of an object as it appears to Cycles. Note: as meshes are triangulated before being processed by Cycles, topology will always appear triangulatedRetrieve the edges on both sides of a face cornerRetrieve the face each face corner is part ofRetrieve the full transformation of each instance in the geometryRetrieve the index of the material used for each element in the geometry's list of materialsRetrieve the integer coordinates of the voxel that the field is evaluated onRetrieve the length of all splines added togetherRetrieve the number of elements in a geometry for each attribute domainRetrieve the number of evaluated points that will be generated for every control point on curvesRetrieve the number of faces that use each edge as one of their sidesRetrieve the object that contains the geometry nodes modifier currently being executedRetrieve the position of each Bézier control point's handlesRetrieve the position of the mouse cursorRetrieve the quaternion components representing a rotationRetrieve the radius at each point on curve or point cloud geometryRetrieve the rotation of each instance in the geometryRetrieve the scale of each instance in the geometryRetrieve the scene's active cameraRetrieve the total length of each spline, as a distance or as a number of pointsRetrieve the type of incoming ray for which the shader is being executed. Typically used for non-physically-based tricksRetrieve the vertex each face corner is attached toRetrieve the view direction and location of the 3D viewportRetrieve topology information relating to each edge of a meshRetrieve topology information relating to each face of a meshRetrieve topology information relating to each vertex of a meshRetrieve transform from target geometry attribute dataRetrieve values from a field on a different domain besides the domain from the contextRetrieve values from specific geometry elementsRetrieve values from the specified volume gridRetrieve volume grid values at specific voxelsRetrieve whether all triangles in a face are on the same plane, i.e. whether they have the same normalRetrieve whether each edge is marked for smooth or split normalsRetrieve whether each face is marked for smooth or sharp normalsRetrieve whether each spline endpoint connects to the beginningRetrieve whether the nodes are being evaluated for the viewport rather than the final renderReturnReturn the sign of A, sign(A)Return to Previous ModeReturn to previous modeReturn whether this is a layered Action. At this point all actions are layered through versioning and this function will always return trueReturn whether this is a legacy Action. Legacy Actions have no layers or slots. Since Blender 4.4 actions are automatically updated to layered actions. This will only return true on empty actionsReturns a selection of boundary edgesReturns a selection of edges that make up a seam in the provided UV data. A seam is defined as a discontinuity of the data between connected face cornersReturns a selection of loose edgesReturns a selection of manifold edgesReturns a uniformly distributed random rotationReturns a value where only one bit from A and B is setReturns a value where the bits of A and B are both setReturns a value where the bits of either A or B are setReturns information about an imageReturns information about the active strip of the modifierReturns the angle between the two flanking edges of a face corner inside the faceReturns the coordinates of the pixels of an imageReturns the length of an edgeReturns the opposite bit value of A, in decimal it is equivalent of A = -A - 1Returns the position and speed of the marker at the current scene frame relative to the position of the first non-disabled marker in the trackReturns the position and speed of the marker at the current scene frame relative to the position of the marker at the current scene frame plus the user given relative frameReturns the position and speed of the marker at the current scene frame relative to the zero origin of the tracking spaceReturns the position and speed of the marker at the given absolute frameReturns the sign of AReusable Local IDReuse neighbor pixels' raysReveal all bones hidden in Edit ModeReveal all bones hidden in Pose ModeReveal all hidden UV verticesReveal all hidden metaball elementsReveal all hidden vertices, edges and facesReveal all render objects by setting the hide render flagReveal hidden control pointsReveal hidden faces and verticesReveal temporarily hidden mask layersReveal temporarily hidden objectsReverseReverse CurveReverse FramesReverse MouseReverse PathReverse SortingReverse TransferReverse current order of selected elementsReverse cycle historyReverse frame orderReverse orderReverse the direction of the selected curvesReverse the order of shown itemsReverse the order of the vertices and edges of selected faces, flipping their normal directionReverse the sorting effectReverse the transformation between this object and its targetReverse the vertical movement of the mouseReversedReverses the direction of rotation inputRevertRevert back to the original screen layout, before fullscreen area overlayRevert nodes back to the default state, but keep connectionsRevert the active brush settings to the default values from the asset libraryRevert to 1st order integration when clamping would be applied. More conservative than clampingRevert to Saved PreferencesRevert to the Saved FileRevolve edgesRh SimpleRidgeRidge & ValleyRidged MultifractalRidges and ValleysRig NameRig UI ScriptRig that owns this object and may delete or overwrite it upon re-generationRig typeRig type for this boneRiggingRightRight EyeRight HandleRight Handle FieldRight Handle OffsetRight Handle SelectedRight Handle TypeRight KeyRight Mouse Select ActionRight NeighborRight OrthographicRight PerspectiveRight click on buttons to add them to this menuRight eye should see left image and vice versaRight handle selection statusRight mouse always tweaksRight mouse uses the selection toolRight singular vectorsRight-bottom corner of search area in normalized coordinates relative to marker positionRightward frame offset of the left handle from the start of the strip contentRigid BodyRigid Body ConstraintRigid Body Constraint TypeRigid Body ObjectRigid Body SettingsRigid Body ShapeRigid Body TypeRigid Body WorldRigid Body World has no associated physics data to exportRigid Body actively participates to the simulationRigid body deforms during simulationRigidbodyRigidbody world was not properly initialized, need to step the simulation firstRigifyRigify Active CollectionRigify Active TypeRigify Animation ToolsRigify Color Sets SpecialsRigify Dev ToolsRigify Meta-RigsRigify Owner RigRigify Rig NameRigify Target RigRigify Target Rig UIRigify TypeRimRim ColorRim CreaseRim EffectRim Material OffsetRim Vertex GroupRim effectRingsRings DirectionRings along X axisRings along Y axisRings along Z axisRings along spherical distanceRings must be at least 3RipRip failedRip is not compatible with vertex sticky selectionRip is only compatible with sync-select with vertex/edge selectionRip polygons and move the resultRip selected vertices or a selected regionRoation of the area to be darkenedRole of object in Rigid Body SimulationsRollRoll AngleRoll Angle SourceRoll DepthRoll DirectionRoll Hair CurvesRoll InRoll LeftRoll LengthRoll OutRoll RadiusRoll RightRoll TaperRoll offset for the end of the B-Bone, adjusts twistRoll offset for the start of the B-Bone, adjusts twistRoll the viewRoll the view around to the leftRoll the view around to the rightRoll the view using an angle valueRoll: %.2fRoll: %sRolling ShutterRolling Shutter DurationRolls up hair curves starting from their tipsRomanian - RomânRootRoot DiameterRoot DirectionRoot IndexRoot NodesRoot PositionRoot PositionsRoot PrimRoot SelectionRoot Texture CoordinatesRoot Translation OnlyRoot falloffRoot of collections hierarchy of this view layer, its 'collection' pointer property is the same as the scene's master collectionRoot path of all files listed in ``files`` collectionRoot presetRotateRotate 180 degrees clockwiseRotate 270 degrees clockwiseRotate 90 degrees clockwiseRotate ByRotate EulerRotate Hair CurvesRotate InstancesRotate RotationRotate SourceRotate UV coordinates inside facesRotate VectorRotate a point using X axisRotate a point using XYZ orderRotate a point using Y axisRotate a point using Z axisRotate a point using axis angleRotate a vector around a pivot point (center)Rotate around a different pointRotate around an axis by an angleRotate around image centerRotate around local X, then ZRotate around local Z, then XRotate around the X, Y, and Z axesRotate around the Z axis of the modifier spaceRotate around the local X axisRotate around the local Y axisRotate around the local Z axisRotate around the specified ('locked') axis to point towards a targetRotate copies based on the array shapeRotate custom normal of selected itemsRotate face corner color attribute inside facesRotate geometry instances in local or global spaceRotate image by specified angleRotate initial selection giving better shapeRotate instance according to vertex normalRotate instances based on the shape of the incoming geometryRotate instances based on the shape of the surface geometryRotate is affected by the snapping settingsRotate islands for best fitRotate islands to be aligned horizontallyRotate islands to be aligned verticallyRotate islands to improve layoutRotate non-uniform parent scaling to align with the child, applying parent X scale to child X axis, and so forthRotate points around the midpoint of the brushRotate relative to the current orientationRotate selected edge or adjoining facesRotate selected itemsRotate the copies randomlyRotate the imageRotate the input rotation in global spaceRotate the input rotation in its local spaceRotate the input rotation in the local space of the objectRotate the instances randomlyRotate the surface tangentRotate the viewRotate/TwistRotated cameras, looking at the same point at the convergence distanceRotated to a minimal rectangle, either vertical or horizontalRotates each hair curve around an axisRotates the bit values of A by the specified Shift amount. Positive values rotate left, negative values rotate right.Rotates the direction of anisotropy, with 1.0 going full circleRotationRotation & ScaleRotation AngleRotation AxisRotation FieldRotation IncrementRotation InfluenceRotation MatrixRotation MethodRotation Mix ModeRotation ModeRotation Node SocketRotation Node Socket InterfaceRotation OriginsRotation PathRotation Precision IncrementRotation RangeRotation Track SpecialsRotation TracksRotation UnitsRotation WRotation XRotation YRotation ZRotation accumulated for each copyRotation amount per pixel to control how fast the viewport orbitsRotation and ScaleRotation angleRotation angle around the Z-Axis to apply the rotation deltas from the VR headset toRotation around center or objectRotation around pathRotation around the chosen orientation axisRotation axis (default: tangent at root)Rotation conversionRotation errorRotation for each stepRotation for the background image (ortho view only)Rotation for the newly added objectRotation in EulersRotation in QuaternionsRotation in quaternions (keep normalized)Rotation is not supported in the Dope Sheet EditorRotation mode. Only affects the way rotation is displayed, rotation itself is unaffected.Rotation of blades in apertureRotation of sun around zenithRotation of the action's corresponding controller aim in world spaceRotation of the effectRotation of the instancesRotation of the studiolight around the Z-AxisRotation offset to apply to base pose when determining viewer rotationRotation onlyRotation or scaling pivot pointRotation present on original shot, will be compensated (e.g. for deliberate tilting)Rotation range on which pivoting should occurRotation step for numerical pad keys (2 4 6 8)Rotation to Axis AngleRotation to DeltasRotation to EulerRotation to QuaternionRotation value in geometry attributeRotation value socket of a nodeRotation values can only be displayed with the text overlay in the 3D viewRotation/Scaling PivotRotation: %.2f%s %sRotation: %s %s %sRotational DifferenceRotationsRoughRough FactorRoughnessRoughness 1Roughness 2Roughness CurveRoughness EndRoughness EndpointRoughness ThresholdRoughness of the materialRoughness of the sheen layer. Low and high roughness values produce fuzzy or dusty appearance, respectivelyRoughness-basedRoughnessURoughnessVRoundRound A to the largest integer multiple of B less than or equal ARound A to the nearest integer. Round upward if the fraction part is 0.5Round ModeRound UVs to pixels while editingRound cap (half-circle)Round corners by generating circular arcs on each control pointRound off concave internal corners in a signed distance field. Only affects areas with negative principal curvature, creating smoother transitions between surfacesRound open perimeter shapeRound presetRound the float down to the next smallest integerRound the float to the closest integer in the direction of zero (floor if positive; ceiling if negative)Round the float up or down to the nearest integerRound the float up to the next largest integerRound to PixelsRound to pixel centersRound to pixel cornersRoundedRounded RibbonsRoundnessRoundness of children around parentRoundness of the brush tipRoundness of the corners of panels and sub-panelsRoundness of the segment coordinates systemsRoundsRowRow FiltersRow HeightRow InterleavedRows:RubberRule EvaluationRule FuzzinessRule used to determine which regions are inside or outsideRulerRules are gone through top to bottom (only the first rule which effect is above fuzziness threshold is evaluated)Run As UserRun Python fileRun Python while editingRun ScriptRun a node link-drag operation for testingRun active scriptRun as Background JobRun as specific userRun in Geometry Nodes EditorRun this script after generation to apply user-specific changesRun this text as a Python script on loadingRunge-Kutta 3Runge-Kutta 4Running in Offline ModeRuntimeRuntime DataRuntime optionsRuntime state information about the VR sessionRussian - РусскийSSDFSDF GridSDF Grid BooleanSDF Grid FilletSDF Grid LaplacianSDF Grid MeanSDF Grid Mean CurvatureSDF Grid MedianSDF Grid OffsetSDLSSMAA ThresholdSMAA Threshold RenderSMAA Threshold ViewportSMPTE (Compact)SMPTE (Full)SMPTE timecode showing minutes, seconds, and frames only - hours are also shown if necessary, but not by defaultSPH Fluid SettingsSPH SolverSSAA SamplesSSAO SettingsSSE42STL (.stl)STL Export: Cannot open file '%s'STL Export: Unable to find collection '%s'STL Import: Cannot open file '%s'STL Import: Failed to import mesh from file '%s'STL Import: Failed to read file '%s'SVG as CurvesSVG has gradients, Grease Pencil color will be approximatedSafe AreasSafe area for general elementsSafe area for general elements in a different aspect ratioSafe area for text and graphicsSafe area for text and graphics in a different aspect ratioSafe areas used in 3D view and the sequencerSame ChannelSame ObjectSame as frame_end, except that any value can be set, including ones that create an invalid stateSame as frame_start, except that any value can be set, including ones that create an invalid stateSame bone selected...Same collections as the active boneSame color as the active boneSame input/output direction of socketsSampleSample Attachment UVSample BiasSample CountSample CurveSample Even LengthsSample FormatSample GridSample Grid IndexSample Group IDSample IndexSample LengthSample LineSample MergedSample ModeSample NearestSample Nearest SurfaceSample PositionSample RadiusSample RateSample SizeSample Straight EdgesSample SubsetSample Subset LengthSample Subset OffsetSample UVSample UV SurfaceSample a bone from the 3D View or the Outliner to store in a propertySample a color bandSample a color from the Blender Window and create Grease Pencil materialSample a color from the Blender window to store in a propertySample a data-block from the 3D View to store in a propertySample a line and show it in Scope panelsSample accuracy, important for animation data (the lower the value, the more accurate)Sample an image file as a textureSample an image file as an environment texture. Typically used to light the scene with the background nodeSample color for %sSample depth from the 3D viewSample dyntopo detailSample each spline by evenly distributing the specified number of pointsSample each spline by splitting it into segments with the specified lengthSample edges with even lengthsSample edges with vector handlesSample every pixel of the imageSample formatSample lengths based on the total length of all curves, rather than using a length inside each selected curveSample mesh voxel sizeSample multiple lights more efficiently based on estimated contribution at every shading pointSample pixel values under the cursorSample point for F-CurveSample rate in samples/sSample rate of the audio in HzSample the mesh detail on clicked pointSample the output display colorSample the specified number of points along each splineSample the surface UV map at the attachment pointSample to start denoising the preview atSample values from an image textureSampled PointsSampled animation dataSampled colors along lineSamplesSamples TransformSamples per FrameSamplingSampling AnimationsSampling Interpolation FallbackSampling MethodSampling PatternSampling PresetsSampling RateSampling SubstepsSampling color for paletteSampling method to use for volumesSampling strategy for emissive surfacesSaturate the imageSaturationSaturation JitterSaturation ModeSaturation levelSaturation of icons in the interfaceSaturation, Value, HueSaturation:SaveSave %u modified image(s)Save & LoadSave As RenderSave As...Save BackupsSave CopySave External...Save ModeSave PNGs as PNGs, JPEGs as JPEGs, WebPs as WebPs. For other formats, use PNGSave PreferencesSave PromptSave VersionsSave a BVH motion capture file from an armatureSave a copy of the active brush asset into the default asset library, and make it the active brushSave a copy of the actual working state but does not make saved file activeSave a custom theme in the preset listSave a sequence of imagesSave active text data-blockSave active text file with optionsSave all modified imagesSave an image packed in the .blend file to diskSave as RenderSave cache files to disk (.blend file must be saved first)Save changes before closing?Save custom studio light from the studio light editor settingsSave displacements to an external fileSave image with render color management. For display image formats like PNG, apply view and display transform. For intermediate image formats like OpenEXR, use the default render output color spaceSave images as JPEGs. (Images that need alpha are saved as PNGs though.) Be aware of a possible loss in qualitySave images as WebPs as main image (no fallback)Save luminance-chrominance-chrominance channels instead of RGB colorsSave on ExitSave preferences on exit when modified (unless factory settings have been loaded)Save render cache to EXR files (useful for heavy compositing, Note: affects indirectly rendered scenes)Save the baking map in an external fileSave the baking map in an internal image data-blockSave the current Blender fileSave the current Blender file with a numerically incremented name that does not overwrite any existing filesSave the current file in the desired locationSave the current file in the desired location but do not make the saved file activeSave the current viewer node to an image fileSave the image with another name and/or settingsSave the image with current name and settingsSave the rendered image to the output path (used only when animation is disabled)Save the scene to a PLY fileSave the scene to a Wavefront OBJ fileSave the scene to an STL fileSave this data-block even if it has no usersSave this output layerSave to disk (ignore outside changes)Save translations' settings in a persistent JSON fileSaved "%s"Saved %sSaved as "%s"Saved copy as "%s"Saved image "%s"Saved incremental as "%s"Saved packed file to: %sSaved text "%s"SavingSaving failedSaving it with this Blender (%s) may cause loss of data.Saving it with this OpenColorIO configuration may cause loss of data.Saving preferences failedSawScalable Vector Graphic (.svg)Scalable Vector Graphics (SVG) 1.1 formatScalarScaleScale (resize) selected itemsScale AxesScale BasisScale EasingScale ElementsScale EvenScale FPSScale FactorScale Factor for TextureScale Image to New SizeScale InScale InfluenceScale InstancesScale MatrixScale Mix ModeScale ModeScale OffsetScale OutScale RandomnessScale StiffnessScale Stroke ThicknessScale ThicknessScale U and V independentlyScale UV coordinates to bounds after unwrappingScale UniformScale XScale X: %s Y: %s Z: %s%s %sScale X: %s Y: %s%s %sScale YScale ZScale a float context valueScale accumulated for each copyScale all data (Some importers do not support scaled armatures!)Scale all the image's UDIM tilesScale along CurveScale along X axisScale along Y axisScale an int context valueScale based on pixels per Blender UnitScale based on pixels per inchScale by Face AreaScale by Face Area MultiplierScale by Face SizeScale down the text to fit inside the text boxesScale each curve uniformly to reach the target lengthScale elements by the same factor in every directionScale elements in a single directionScale factor applied on the automatically derived resample lengthScale factor determining the 'speed' of the functionScale factor determining the maximum/minimum valuesScale factor for adjusting the height of keyframesScale factor for bone shapesScale factor of the subsurface scattering radiusScale factors for the end of the B-Bone, adjusts thickness (for tapering effects)Scale factors for the start of the B-Bone, adjusts thickness (for tapering effects)Scale fit methodScale for the intensity of imported lightsScale for the newly added objectScale geometry instances in local or global spaceScale groups of connected edges and facesScale individual edges or neighboring edge islandsScale individual faces or neighboring face islandsScale instance based on face sizeScale is 0Scale is affected by snapping settingsScale islands of a UV map and move them so they fill the UV space as much as possibleScale islands to fill unit squareScale meshScale of distortion noiseScale of noise (higher value results in larger vortices)Scale of noise texture along each curveScale of object solution in camera spaceScale of small capitalsScale of the X and Z axes are adjusted to preserve the volume of the bonesScale of the X and Z axes is the inverse of the Y-ScaleScale of the base noise octaveScale of the brush tip in the X axisScale of the displacement effectScale of the final strokesScale of the hair tie instanceScale of the instancesScale of the instances on each local axisScale of the layerScale of the noise texture by root positionScale of the profile at each pointScale of the shadowScale of the spatial noiseScale of the textureScale onlyScale selected areaScale selected bendy bones display sizeScale selected key values by their combined averageScale selected vertices' skin radiiScale stiffness instead of radiusScale the BVH by this valueScale the Z input when not using a z-buffer, controls maximum blur designated by the color white or input value 1Scale the background imageScale the bones to fit the entire length of the curveScale the contribution of direct lightingScale the contribution of indirect lightingScale the copies randomlyScale the copies randomly per axisScale the custom object by the bone lengthScale the distance between volume shader samples when rendering the volume (lower values give more accurate and detailed results, but also increased render time)Scale the face instance objectsScale the frame-rate from the BVH to the current scenes, otherwise each BVH frame maps directly to a Blender frameScale the image such that it fits entirely in the frame, leaving no empty spaces at the cornersScale the instances based on the face area of the incoming geometryScale the instances down randomlyScale the instances down randomly per axisScale the instances on each local axisScale the instances randomlyScale the instances randomly per axisScale the mouse movement by this value before applying the deltaScale the noise frequencyScale the offset by surrounding geometryScale the offset matrix (use to apply screen-space offset)Scale the offset to give more even thicknessScale the scene objects by the USD stage's meters per unit value. This scaling is applied in addition to the value specified in the Scale optionScale the stroke thickness when transforming strokesScale the texture to fit the length of each strokeScale the values of the modified F-CurveScale to Bone LengthScale to BoundsScale to Camera FrameScale to DeltasScale to Face SizesScale to FillScale to FitScale to fit or fill the camera frameScale to respect zoom (otherwise zoom independent display size)Scale to use when converting between Blender units and dimensions. When working at microscopic or astronomical scale, a small or large unit scale respectively can be used to avoid numerical precision problemsScale trackball orbit sensitivityScale vectors with their magnitudesScale, translate and rotate an imageScale/TranslateScale: %s : %s : %s%s %sScale: %s : %s%s %sScale: %s%s %sScaleB X: %s Y: %s Z: %s%s %sScaleB: %s : %s : %s%s %sScaleB: %s%s %sScaleX: %sScaledScales the image such that it fits entirely in the frame, leaving no empty spaces at the cornersScales the intensity of the noiseScales the mesh as a soft body using the origin of the object as scaleScales the power of the light exponentially, multiplying the intensity by 2^exposureScalingScaling (in time) of the noiseScaling factor applied on top of scene scale for adjustments to the VR view. When possible, prefer modifying the scene scale insteadScaling factor for actionScaling factor that is applied along the X axisScaling factor that is applied along the Y axisScaling for noise inputScaling of the objectScan add-on directories for new modulesScanline "exposure" time for the rolling shutter effectScatterScatter CoefficientsScatter light as it passes through the volume, often used to add fog to a sceneScatter on InstancesScatter on SurfaceScatter referenced geometry on a surface meshScattering modelScattering radius per color channel (RGB), multiplied with ScaleSceneSceneCopy SettingsSceneFull CopySceneLinked CopySceneNewSceneObject IndexSceneSpaceSceneTypeScene '%s' had an invalid root collection, which has not been readScene '%s' is linked, instantiation of objects is disabledScene '%s' is the last local one, cannot be removedScene CameraScene CollectionScene CollectionsScene DisplayScene DurationScene Frame RangeScene GraphScene GravityScene HydraScene Hydra render engine settingsScene InstancingScene LightsScene Node SocketScene Node Socket InterfaceScene ObjectsScene OperationScene OptionsScene OriginScene PropertiesScene Render ViewScene SetupScene SizeScene StatisticsScene StripScene Strip DisplayScene Strip RangeScene Strip...Scene TimeScene UnitScene WorldScene assets not assigned to a catalog. Catalogs can be assigned in the Asset BrowserScene at its evaluated stateScene data-block, consisting in objects and defining time and render related settingsScene data-blocksScene display settings for 3D viewportScene frame rate set to %.4g (converted from %.4g)Scene from which to select the active camera (render scene if undefined)Scene has no animation data or active actionScene has no cameraScene has no camera, unable to render preview of %s without it.Scene keying setsScene linear values in the working color spaceScene meters per unit to 0.001Scene meters per unit to 0.01Scene meters per unit to 0.0254Scene meters per unit to 0.3048Scene meters per unit to 0.9144Scene meters per unit to 1.0Scene meters per unit to 1000.0Scene mode uses full bake mode:Scene not foundScene root collection that owns all the objects and other collections instantiated in the sceneScene sizeScene socket of a nodeScene that this strip usesScene to render, current scene if not specifiedScene will be rendered using 11 anti-aliasing samplesScene will be rendered using 16 anti-aliasing samplesScene will be rendered using 32 anti-aliasing samplesScene will be rendered using 5 anti-aliasing samplesScene will be rendered using 8 anti-aliasing samplesScene will be rendered using a single pass anti-aliasing method (FXAA)Scene will be rendering without any anti-aliasingScene(s)ScenesScenes without a camera do not support previewsScheme = Catmull-Clark, when possible. Reverts to exporting the subdivided mesh for the Simple subdivision typeScheme = None. Export base mesh without subdivisionScheme = None. Export subdivided meshScope Region BackgroundScopesScopes for statistical view of a movie clipScopes for statistical view of an imageScopes to visualize image statisticsScopes to visualize movie clip statisticsScrambling DistanceScrambling Distance viewportScreenScreenNewScreenPrecisionScreenScreenScreen Grab SizeScreen ModeScreen SpaceScreen TracingScreen coordinates of samplingScreen data-block, defining the layout of areas in a windowScreen data-blocksScreen layouts of a workspaceScreen size for normals in the 3D viewScreen space angle snappingScreen-TraceScreen-Trace PrecisionScreen-Trace ThicknessScreensScreenshotScreenshot cannot be smaller than %i pixels on a sideScrewScrew ModifierScrew axisScriptScript DirectoriesScript FilesScript NodeScript SourceScript directory not foundScripted ExpressionScriptingScroll BarScroll DirectionScroll Widget ColorsScroll and zoom for a 2D regionScroll direction (Wayland only)Scroll down one pageScroll page up or downScroll the selected files into viewScroll the view downScroll the view leftScroll the view rightScroll the view upScroll up one pageScroll view by mouse click and dragScroll view so current frame would be centeredScrollbackScrubbingScrubbing & Markers Region SettingsScrubbing / MarkersSculptSculpt All IslandsSculpt Base MeshSculpt CapabilitiesSculpt CurvesSculpt Curves CageSculpt Face Sets OpacitySculpt Grease PencilSculpt Grease Pencil StrokesSculpt LevelsSculpt Mask OpacitySculpt ModeSculpt Mode OverlaysSculpt Overlay ColorSculpt PlaneSculpt Set PivotSculpt Show Face SetsSculpt Show MaskSculpt Texture PaintSculpt a stroke into the geometrySculpt curves using a brushSculpt on a persistent layer of the meshSculpt strokes in the active Grease Pencil objectSculpt/Paint Overlay ColorSculptingSeamSeam MarginSeam edge for UV unwrappingSeamsSearchSearch Add-onsSearch Area:Search DistanceSearch ExtensionsSearch MatchSearch MaxSearch MinSearch SizeSearch again from the start of the file when reaching the endSearch by Key-BindingSearch by NameSearch for a node by name and focus and select itSearch for files of this typeSearch for items in this folderSearch for markers that are affine-deformed (t, r, k, and skew) between framesSearch for markers that are perspectively deformed (homography) between framesSearch for markers that are translated and rotated between framesSearch for markers that are translated and scaled between framesSearch for markers that are translated between framesSearch for markers that are translated, rotated, and scaled between framesSearch in all text data-blocks, instead of only the active oneSearch string is sensitive to uppercase and lowercase lettersSearch subdirs for any associated images (WARNING: may be slow)Search term for filtering in the UISecondSecond BasisSecond Handle TypeSecond Rigid Body Object to be constrainedSecond StepSecond coefficient of fourth order Brown-Conrady radial distortionSecond coefficient of second order Brown-Conrady tangential distortionSecond coefficient of second order Nuke distortionSecond coefficient of second order division distortionSecond coefficient of tangential Nuke distortionSecond coefficient of third order polynomial radial distortionSecond color used for effectSecond cubic spline control point between min/max speedsSecond input for the effect stripSecond keyframe used for reconstruction initializationSecond point of the screenshot in screenspaceSecond selected mesh object required to copy shape fromSecond vertex group nameSecondarySecondary AxisSecondary Bone AxisSecondary ColorSecondary Control LayersSecondary Data PathSecondary Influence FalloffSecondary ReflectionSecondary TextureSecondary color of checkerboard pattern indicating transparent areasSecondary path of property to be set by the radial controlSecondsSeconds around cursor that we zoom aroundSeconds to run the test for (override iterations)SecretSection to activate in the PreferencesSee '%s' in the external editorSee '%s' in the text editorSee Modifiers panel belowSee OperatorList.txt text blockSeedSeed for random if usedSeed for random number generation (if negative, time is used as a seed instead)Seed for random-based operationsSeed for the noise generationSeed for the random number generatorSeed of the noiseSeed of the random generatorSeed used by the random number generator to generate random pointsSeed value for integrator to get different noise patternsSeed value for randomizationSeed value for the random generatorSeek based on timestamps read from movie stream, giving the best match between scene and movie timesSegmentSegment CoordinatesSegment DirectionSegment IDSegment InfluenceSegment LengthSegment RotationSegment WidthSegment between both keyframesSegment coordinates for texture mapping within each angular segmentSegmentsSegments for curved edgeSegments must be at least 3Segments sampled from control pointsSegments with an image distance smaller than this will be chained togetherSelectSelect & TweakSelect 2 sound stripsSelect 2D or 3D curve typeSelect Aligned Single HandleSelect AllSelect All TogglesSelect All by TraitSelect AnchorSelect AreaSelect BackgroundSelect BiasSelect BiggerSelect ChannelSelect ChildSelect ChildrenSelect Children OnlySelect CollectionSelect ColorSelect Control PointSelect CurvesSelect End Line IndexSelect Faces connected to existing selectionSelect GroupedSelect HandleSelect HandlesSelect HierarchySelect Imported ObjectsSelect LayerSelect Left HandleSelect LinkedSelect List ItemSelect List Item (Double click to rename)Select LocationSelect LoopsSelect ModeSelect More/LessSelect MouseSelect OuterSelect ParentSelect PassSelect PatternSelect PointSelect Right HandleSelect RingSelect SearchSelect Selection SetSelect SimilarSelect SlotSelect SplitSelect TextSelect UV verticesSelect UV vertices using box selectionSelect UV vertices using circle selectionSelect UVs in specified tileSelect UVs that are at the same location and share a mesh vertexSelect UVs that share a mesh vertex, whether or not they are at the same locationSelect UVs using lasso selectionSelect Vertices connected to existing selectionSelect ViewSelect a bone on the generated rig which will drive this actionSelect a bookmarked directorySelect a camera to bind to a marker on this frameSelect a chain of linked strips nearest to the mouse pointerSelect a feature edge if both of its adjacent faces are markedSelect a feature edge if either of its adjacent faces is markedSelect a loop of connected UV verticesSelect a loop of connected edgesSelect a mirror axis (X, Y)Select a mirror axis (X, Y, Z)Select a new path for this library, and reload all its dataSelect a node to assign a shortcutSelect a paint curve pointSelect a point or its handlesSelect a randomly distributed set of hair or pointsSelect a range from active elementSelect a row of control points including active one. Successive use on the same point switches between U/V directionsSelect a strip (last selected becomes the "active strip")Select affected vertices on meshSelect all UV faces which overlap each otherSelect all UV vertices linked to the active UV mapSelect all UV vertices linked under the mouseSelect all animation channels within the specified regionSelect all between clicked and active itemsSelect all bones linked by connected parent/child relationships from the current selectionSelect all bones linked by parent/child connections to the current selectionSelect all bones that have the same parent as currently selected bonesSelect all charactersSelect all children of currently selected bonesSelect all control points linked to already selected onesSelect all control points linked to the current selectionSelect all curve points linked to already selected onesSelect all curves in a fillSelect all data in the mesh on a single axisSelect all disabled tracksSelect all elementsSelect all estimated tracksSelect all if True, else deselect allSelect all keyframed tracksSelect all keyframes of channel under mouseSelect all keyframes on the specified frame(s)Select all keyframes that occur on the same frame as the one under the mouseSelect all keyframes within the specified regionSelect all keys linked to already selected onesSelect all locked tracksSelect all non-manifold vertices or edgesSelect all objects in collectionSelect all objects which block light from this emitterSelect all objects which receive light from this emitterSelect all paths between the source/destination elementsSelect all pinned UV verticesSelect all points in curves with any point selectionSelect all points in the curve under the cursorSelect all sharp enough edgesSelect all strips adjacent to the current selectionSelect all strips grouped by various propertiesSelect all strips on same side of the current frame as the mouse cursorSelect all stroke pointsSelect all stroke points between other strokesSelect all strokes with similar characteristicsSelect all textSelect all the keyframes in the channel under the mouseSelect all the keyframes in the curveSelect all the textSelect all the vertices assigned to the active vertex groupSelect all time markers using box selectionSelect all tracked tracksSelect all tracks from specified groupSelect all tracks which failed to be reconstructedSelect all tracks with same color as active trackSelect all vertices connected to the current selectionSelect all visible bones grouped by similar propertiesSelect all visible objects grouped by various propertiesSelect all visible objects that are linkedSelect all visible objects that are of a typeSelect alternated points in strokes with already selected pointsSelect an edge ringSelect an edge ring of connected UV verticesSelect an even number of loops to bridge pairsSelect an existing NLA Track or an empty action line firstSelect an object or pose boneSelect and activate item(s)Select and slide paint curve pointSelect and use mesh itemSelect anti-silhouette linesSelect at least one mesh objectSelect at least two edge loopsSelect bigger regions instead of smaller onesSelect bones in active Bone CollectionSelect bones linked by connected parent/child relationships under the mouse cursorSelect bones that are parents of the currently selected bonesSelect bones used as targets for the currently selected bonesSelect border edges (open mesh edges)Select boundary edges around the selected facesSelect bySelect by Face StrengthSelect by active material slotSelect connected parent/child objectsSelect contour or silhouetteSelect contours (outer silhouettes of each object)Select control points at the boundary of each selection regionSelect control points following already selected ones along the curvesSelect control points preceding already selected ones along the curvesSelect crease edges (those between two faces making an angle smaller than the Crease Angle)Select created objects at the end of the importSelect curve points using box selectionSelect curve points using circle selectionSelect curve points using lasso selectionSelect curves which are close to curves that are selected alreadySelect data type of attributeSelect direct children of currently selected bonesSelect domain object of the smoke simulationSelect edge marks (edges annotated by Freestyle edge marks)Select edges at material boundariesSelect edges or face pairs for edge loops to rotate aboutSelect either 1 or 3 vertices to parent toSelect either hair or pointsSelect elementSelect elements based on the active boolean attributeSelect end points of curvesSelect end points of strokesSelect everything beginning with the last selectionSelect everything except lines from specified collectionSelect external contours (outer silhouettes of occluding and occluded objects)Select face loop under the cursorSelect faces where all edges have more than 2 face usersSelect feature edges based on a collection of objectsSelect feature edges based on edge typesSelect feature edges based on visibilitySelect feature edges belonging to some object in the groupSelect feature edges by face marksSelect feature edges by image border (less memory consumption)Select feature edges not belonging to any object in the groupSelect feature edges not satisfying the given edge type conditionsSelect feature edges not satisfying the given face mark conditionsSelect feature edges satisfying all edge type conditionsSelect feature edges satisfying at least one of edge type conditionsSelect feature edges satisfying the given edge type conditionsSelect feature edges satisfying the given face mark conditionsSelect feature edges within a range of quantitative invisibility (QI) valuesSelect feature lines that comes from lit or shaded regions. Will not affect cast shadow and light contour since they are at the border.Select frame containing the selected nodesSelect from Chiang or Huang modelSelect from multiple inputs by nameSelect gizmo handles on the sides of the selected stripSelect graph curvesSelect handles next to the active stripSelect hidden feature edgesSelect how to constrain the object to the target surfaceSelect how vertices are constrained to the target surfaceSelect if the repository is in a user managed or system provided directorySelect immediate parent/children of selected bonesSelect intersecting with the current frameSelect items using box selectionSelect items using circle selectionSelect items using lasso selectionSelect keyframe points using circle selectionSelect keyframe points using lasso selectionSelect keyframes beside already selected onesSelect keyframes by clicking on themSelect keyframes occurring in the same F-Curves as selected onesSelect keyframes to the left or the right of the current frameSelect keys linked to boundary selected keys of each particleSelect line type for strokesSelect linked facesSelect linked faces by angleSelect linked faces under the cursorSelect linked verticesSelect linked vertices under the cursorSelect loops of connected edges from each selected edgeSelect loose geometry based on the selection modeSelect markers on and left/right of the current frameSelect markers using box selectionSelect markers using circle selectionSelect markers using lasso selectionSelect members of the selected frameSelect mesh items at mirrored locationsSelect mirrored lattice pointsSelect more UV vertices connected to initial selectionSelect more spline points connected to initial selectionSelect more strips adjacent to the current selectionSelect more vertices, edges or faces connected to initial selectionSelect movie or image stripsSelect movie tracking channelSelect nearest particle from mouse pointerSelect new active mesh element and use its locationSelect new objectsSelect node and link it to a viewer nodeSelect nodes linked from the selected onesSelect nodes linked to the selected onesSelect nodes using lasso selectionSelect nodes with similar propertiesSelect object in the same collectionSelect object relative to the active object's position in the hierarchySelect objects in collectionSelect objects matching a naming patternSelect objects recursively from active elementSelect one of the vertex groups available under current mouse positionSelect one or more stripsSelect only entirely selected facesSelect only pointsSelect or deselect all NLA-StripsSelect or deselect all filesSelect or deselect all stripsSelect or deselect random visible objectsSelect orientation after its creationSelect other strips or handles at the same time, or all retiming keys after the current in retiming modeSelect pasted objectsSelect region of faces inside of a selected loop of edgesSelect reports by indexSelect revealed objectsSelect ridges and valleys (boundary lines between convex and concave areas of surface)Select rings of connected edges from each selected edgeSelect roots of all visible particlesSelect shortest path between two bonesSelect shortest path between two selectionsSelect shortest path between two vertices/edges/facesSelect silhouettes (edges at the boundary of visible and hidden faces)Select similar UVs by property typesSelect similar bones by property typesSelect similar curve points by property typeSelect similar face regions to the current selectionSelect similar metaballs by property typesSelect similar vertices, edges or faces by property typesSelect spline pointsSelect strip handleSelect strips individually whether or not they are connectedSelect strips on the nominated side of the selected stripsSelect strips relative to the current frameSelect strips to the left or the right of the current frameSelect strips using box selectionSelect strips using circle selectionSelect strips using lasso selectionSelect style used to draw strokesSelect style used to fill strokesSelect suggestive contours (almost silhouette/contour edges)Select text by lineSelect text while moving cursorSelect the Freestyle control modeSelect the active cameraSelect the asset library and the contained catalogs to display in the asset shelfSelect the axis to compare each vertex onSelect the bones from this Selection SetSelect the cameraSelect the closest axis when placing objects (surface overrides)Select the currently highlighted gizmoSelect the file format to be used for caching noise dataSelect the file format to be used for caching particle dataSelect the file format to be used for caching surface dataSelect the file format to be used for caching volumetric dataSelect the file relative to the blend fileSelect the input type for the hair tie geometry.Select the input type for the surface geometry.Select the layers to convertSelect the mapping typeSelect the mirror objects of the selected object e.g. "L.sword" and "R.sword"Select the new inset facesSelect the next element (using selection order)Select the node under the cursorSelect the parents of currently selected bonesSelect the previous element (using selection order)Select the property panel to be shownSelect the shader's color parametrizationSelect the shape of blueprint contour strokesSelect the shape of both ends of strokesSelect the sort key to determine the stacking order of chainsSelect the sort orderSelect the source of rest positionsSelect the strips and their handlesSelect the tablet API to use for pressure sensitivity (may require restarting Blender for changes to take effect)Select the tracing method used to find scene-ray intersectionsSelect the way how feature edges are jointed to form chainsSelect the way how the sort key is computed for each chainSelect those bones connected to the initial selectionSelect those bones that are used in this poseSelect time marker(s)Select tips of all visible particlesSelect to the left of the current frameSelect to the right of the current frameSelect tracking markersSelect tracks by groupSelect tracks which are used for rotation stabilizationSelect tracks which are used for translation stabilizationSelect transformation orientationSelect two edge loops or a single closed edge loop from which two edge loops can be calculatedSelect two mesh objectsSelect type of gradient used to fill strokesSelect type of shrinkwrap algorithm for target positionSelect type of subdivision algorithmSelect unclean tracksSelect vertex loop under the cursorSelect vertices at poles by the number of connected edges. In edge and face mode the geometry connected to the vertices is selectedSelect vertices directly linked to already selected onesSelect vertices or faces by the number of face sidesSelect vertices without a groupSelect visible feature edgesSelect which point is the beginning of the curveSelect with Mouse ButtonSelect word at cursor positionSelect word under cursorSelect/Deselect all Grease Pencil strokes using current materialSelect/Deselect all strokes or fillsSelect/Deselect element in this directionSelect/Deselect files by walking through themSelectability & VisibilitySelectableSelectable OnlySelectedSelected & ContentSelected Action MapSelected Action-Clip StripSelected BindingSelected BoldSelected ChannelSelected Channels at CursorSelected Edge TotalSelected Face TotalSelected FacesSelected FileSelected HighlightSelected ID '%s' is a %s, cannot be used to relocate existing linked ID '%s' which is a %sSelected ID '%s' seems to be the same as the relocated ID '%s', use 'Reload' operation insteadSelected ItalicSelected ItemSelected Item forces the orbit center to only take the currently selected objects into account.Selected ItemsSelected KeysSelected LandmarkSelected Line BackgroundSelected Line Text ColorSelected MarkerSelected Meta Strip (for grouping related strips)Selected Node GroupSelected ObjectSelected ObjectsSelected Objects OnlySelected Objects and DataSelected Objects, Data and MaterialsSelected OnlySelected PointsSelected Pose BonesSelected Small CapsSelected Sound Strip (for timing speaker sounds)Selected StripsSelected StudioLightSelected TextSelected Transition StripSelected UV ElementSelected UV vertices that are within a radius of each other are welded togetherSelected UnderlineSelected Vertex TotalSelected asset %s could not be located inside the asset librarySelected asset %s is not an ActionSelected asset is contained in a file managed by the asset system, manual edits should be avoidedSelected asset is contained in the current fileSelected bones from %sSelected data-blocks are already assets (or do not support use as assets)Selected edge count in editmodeSelected edges/faces requiredSelected face count in editmodeSelected faces requiredSelected loops must have equal edge countsSelected meshes must have equal numbers of verticesSelected nodes are not of the same type as {}Selected nodes can't be joinedSelected objects' names must use .L or .R suffixSelected path is outside of the selected asset librarySelected to ActiveSelected vertex count in editmodeSelected/UnselectedSelecting lines from lit regions, and make the combination of contour, light contour and shadow lines into enclosed shapesSelecting the camera is only supported in object modeSelectionSelection DomainSelection End CharacterSelection End LineSelection MaskSelection ModeSelection Mode must be PointsSelection OnlySelection OpacitySelection SetSelection Set IndexSelection SetsSelection Sets SpecialsSelection ToolSelection TypeSelection action to executeSelection by CollectionSelection by Edge TypesSelection by Face MarksSelection by Image BorderSelection by VisibilitySelection is not a boneSelection is not a bone. Armature needs to be in Pose Mode or Edit Mode to pick in the 3D ViewportSelection lags behind mouse and follows a smoother pathSelection not supported in object modeSelection of IK solver for IK chainSelection of active channel to clicked channelSelection of edges that are not connected to a faceSelection of edges that are part of the boundary of a mesh surfaceSelection of edges that connect two faces of a mesh surfaceSelection of edges that signify a discontinuity of the input vectorsSelection of elements with normals matching a target direction. (The normal is evaluated on the same domain as this selection output)Selection of elements within a sphereSelection of instances to randomizeSelection of points that should be displacedSelection on the iteration domainSelection pair not foundSelection state of the curve pointSelection state of the path pointSelection state of the slotSelection statusSelection status of the Aligned Single handleSelection status of the control pointSelection status of the control point. (Deprecated: use Select Control Point instead)Selection status of the left handleSelection status of the right handleSelection to Current FrameSelection to Cursor ValueSelection to Nearest FrameSelection to Nearest MarkerSelection to Nearest SecondSelective Damped Least SquareSelects how the end handle of the B-Bone is computedSelects how the start handle of the B-Bone is computedSelects how the vertices are mapped to B-Bone segments based on their positionSelects random points from the current strokes selectionSelects the boundary adjustment algorithmSelects the used algorithmSelects the used thickness algorithmSelf CollisionSelf CollisionsSelf EffectSelf FrictionSelf HitSelf IntersectSelf IntersectionSelf Intersection CheckSelf Minimum DistanceSelf ObjectSelf OverlapSelf intersect selected facesSelf-contained rigid body simulation environment and settingsSelfcollision Vertex GroupSemantic interpretation of the propertySemi-LagrangianSemitonesSend BackwardSend to BackSensitivitySensorSensor FitSensor HeightSensor NoiseSensor WidthSensor is being scanned from top to bottomSeparableSeparateSeparate BundleSeparate Bundle ItemSeparate ChildrenSeparate ColorSeparate ComponentsSeparate CylindricalSeparate GeometrySeparate IK ToeSeparate MatrixSeparate ModeSeparate Sequence ImagesSeparate SphericalSeparate TransformSeparate UnitsSeparate XYZSeparate all geometry from intersectionsSeparate by layerSeparate by materialSeparate out the strips held by the selected meta-stripsSeparate projections by islands isolated by seamsSeparate selected geometrySeparate selected geometry into a new meshSeparate selected geometry into a new objectSeparate selected geometry into a new point cloudSeparate selected nodes from the node groupSeparate selected points from connected unselected points into a new objectSeparate the selected geometry into a new Grease Pencil objectSeparate the selected strokes from current fillSeparated %s into %i new actionsSeparated bonesSepiaSequenceSequenceAddSequenceAdjustmentSequenceAdjustment LayerSequenceAlpha OverSequenceAlpha UnderSequenceAudioSequenceBoxSequenceBrightness/ContrastSequenceClipSequenceClockSequenceColorSequenceColor BalanceSequenceColor MixSequenceCompositorSequenceCrossfadeSequenceCurvesSequenceDirectionSequenceDoubleSequenceEchoSequenceEqualizerSequenceGamma CrossfadeSequenceGaussian BlurSequenceGlowSequenceHold SplitSequenceHue CorrectSequenceImageSequenceInSequenceIrisSequenceMaskSequenceMetaSequenceMovieSequenceMulticamSequenceMulticam SelectorSequenceMultiplySequenceNoneSequenceOutSequencePer StripSequencePitchSequenceProjectSequenceProxy StorageSequenceSceneSequenceSingleSequenceSoundSequenceSound EqualizerSequenceSpeedSequenceSplitSequenceSubtractSequenceTextSequenceTone MapSequenceTonemapSequenceTransition TypeSequenceTypeSequenceWhite BalanceSequenceWipeSequence EditorSequence SlideSequence Slide: %s%sSequence Strip NameSequence editing data for a Scene data-blockSequence editor space dataSequence playback modeSequence strip applying an effect on the images created by other stripsSequence strip creating a gaussian blurSequence strip creating a glow effectSequence strip creating a wipe transitionSequence strip creating an image filled with a single colorSequence strip creating textSequence strip data for a single frameSequence strip defining a sound to be played over a period of timeSequence strip to control the speed of other stripsSequence strip to group other strips as a single sequence stripSequence strip to load a videoSequence strip to load a video from a maskSequence strip to load a video from the clip editorSequence strip to load one or more imagesSequence strip to perform filter adjustments to layers belowSequence strip to perform multicam editingSequence strip using the rendered image of a sceneSequencerSequencer & PreviewSequencer Color Space SettingsSequencer Compositor NodesSequencer EditorsSequencer OverlaysSequencer PreviewSequencer Preview ShadingSequencer SceneSequencer SnappingSequencer Strip InfoSequencer StripsSequencer Tool SettingsSequencer effect typeSequencer scene not editableSequencer's active stripSerbian (Cyrillic) - СрпскиSerbian (Latin) - Srpski latinicaSession StateSession UIDSession UID of the collection to link toSession UID of the collection to move toSession UID of the data-block to use by the operatorSession UID of the directly linked collection containing the selected object, to make an override fromSession UID of the geometry node group being droppedSession UUIDSession UUID of the object to place (uses the active object when this and 'name' are unset)SetSet "Fake User" for appended items (except objects and collections)Set 2D cursor locationSet 2D cursor to center view locationSet ActionSet Active Action Slot IndexSet All glTF Animation Starting at 0Set AlphaSet Color TagSet Current ThemeSet Curve NormalSet Curve RadiusSet Curve TiltSet Debug ValueSet Default iconSet Face SetSet Face StrengthSet Fake UserSet FallbackSet Frame RangeSet Geometry BundleSet Geometry NameSet Grease Pencil ColorSet Grease Pencil DepthSet Grease Pencil SoftnessSet Grid BackgroundSet Grid TransformSet Hair Curve ProfileSet Handle PositionsSet Handle TypeSet IDSet Instance TransformSet Inverse PendingSet MaterialSet Material BlendSet Material IndexSet Mesh NormalSet Minkowski variable to 0.5Set Minkowski variable to 4Set Mix Factor to 0.0Set Mix Factor to 1.0Set NameSet Origin not supported for %s object(s)Set Origin not supported for Empty object(s)Set Parent ToSet PivotSet Point RadiusSet PositionSet Preview Range based on extents of selected KeyframesSet Preview Range based on extents of selected stripsSet Preview Range based on range of selected keyframesSet Scene Frame RateSet Selected Strip ProxiesSet SelectionSet Shade SmoothSet SizeSet Snap BaseSet Spline CyclicSet Spline ResolutionSet Spline TypeSet Stereo 3DSet UVW control points a uniform distance apartSet VR viewer location to controller raycast hit locationSet ValueSet View TransformSet a color tag for the selected collectionsSet a color tag for the selected stripsSet a context array value (useful for cycling the active mesh edit mode)Set a context valueSet a context value (useful for cycling active material, shape keys, groups, etc.)Set a context value to an ID data-blockSet a custom Constant Rate Factor (CRF).Set a fixed number of frames for all build animationsSet a manual percentage to buildSet a maximum number of B-framesSet a new active keying setSet a new name or prefix/suffix the existing oneSet a new selectionSet active action set-up index to {}.Set active color to all selected verticesSet active marker as origin by moving camera (or its parent if present) in 3D spaceSet active materialSet all glTF animation starting at 0.0s. Can be useful for looping animationsSet all stroke points to same opacitySet all stroke points to same thicknessSet all vertex normals by corner angleSet all vertex normals by face areaSet alpha of selected color stopSet amount of opacity for exported UV layoutSet and use 3D cursorSet annotation VisibilitySet appropriate view transform based on media color spaceSet as active vertex groupSet as default roundedSet audio channels to 4 channelsSet audio channels to 5.1 surround soundSet audio channels to 7.1 surround soundSet audio channels to monoSet audio channels to stereoSet audio mixing buffer size to 1024 samplesSet audio mixing buffer size to 16384 samplesSet audio mixing buffer size to 2048 samplesSet audio mixing buffer size to 256 samplesSet audio mixing buffer size to 32768 samplesSet audio mixing buffer size to 4096 samplesSet audio mixing buffer size to 512 samplesSet audio mixing buffer size to 8192 samplesSet audio sample format to 16-bit signed integerSet audio sample format to 24-bit signed integerSet audio sample format to 32-bit floatSet audio sample format to 32-bit signed integerSet audio sample format to 64-bit floatSet audio sample format to 8-bit unsigned integerSet audio sampling rate to 192000 samples per secondSet audio sampling rate to 44100 samples per secondSet audio sampling rate to 48000 samples per secondSet audio sampling rate to 96000 samples per secondSet black point or white point for curvesSet boolean values for a collection of itemsSet camera view to active viewSet collection to only contribute indirectly (through shadows and reflections) in the view layerSet color VisibilitySet color and opacity attributes on Grease Pencil geometrySet color completely opaque instead of reusing existing alphaSet color interpolationSet color mode to use for interpolationSet color of selected color stopSet current movie clip as a camera background in 3D Viewport (works only when a 3D Viewport is visible)Set cursor positionSet cursor position in textSet cursor position to the offset used for collection instancesSet cursor selectionSet default color attribute used for renderingSet distance between each planeSet easing type for the F-Curve segments starting from the selected keyframesSet edge sharpness based on the angle between neighboring facesSet effect expansion in the user interfaceSet extrapolation mode for selected F-CurvesSet face strength on all facesSet face strength on new and affected faces onlySet face strength on new and modified faces onlySet face strength on new faces onlySet fake user on appended IDsSet floor planeSet font caseSet font styleSet frame rate of the current scene to the frame rate of the movieSet hook center to cursor positionSet how compositing is executedSet if this library override data-block can be editedSet image for texture painting directlySet interpolation between color stopsSet interpolation mode for the F-Curve segments starting from the selected keyframesSet inverse correction for Child Of constraintSet inverse correction for Object Solver constraintSet keyframe used by solverSet mask VisibilitySet mask to the level specified by the 'value' propertySet mask to the level specified by the inverted 'value' propertySet mesh seams according to island setup in the UV editorSet metaball as negative oneSet modifier expanded in the user interfaceSet negative texture RGB and intensity values to zero, for some uses like displacement this option can be disabled to get the full rangeSet new 3D cursor position and use itSet object solution scale using distance between two selected tracksSet of properties that are affectedSet offset used for collection instances based on cursor positionSet offset used for collection instances based on the active object positionSet origin to median point of selected bundlesSet particle size in simulation cells or use nearest cellSet per-point radius which is used for bevel taperingSet plane based on 3 selected bundles by moving camera (or its parent if present) in 3D spaceSet position of selected color stopSet render size and aspect from active stripSet resolution of selected curvesSet scale of scene by scaling camera (or its parent if present)Set scaling for the texture's X, Y and Z sizesSet scene's start and end frame to match clip's start frame and lengthSet sculpt face set values for facesSet selected vertices as not looseSet selection of the edited geometry, for tool executionSet shading to flatSet shading to smoothSet shutter curveSet softbody goal weight for selected pointsSet softness attribute on Grease Pencil geometrySet some size property (e.g. brush size) with mouse wheelSet speed of retimed segmentSet start and end frame from sceneSet text selectionSet the Grease Pencil depth order to useSet the USD Stage meters per unit to the chosen measurement, or a custom valueSet the UV map as active for renderingSet the accessibility description for the exported stage's default primSet the accessibility label for the exported stage's default primSet the active Grease Pencil layerSet the active bone as the parent of the selected bonesSet the active object as the active camera for this view or sceneSet the active operator to its default valuesSet the active scene and time based on the current scene stripSet the active vertex groupSet the background value used for inactive voxels and tilesSet the boundaries for viewer operations (Not implemented)Set the boundaries of the border render and enable border renderSet the boundaries of the border used for offset viewSet the boundaries of the render region and enable render regionSet the boundaries of the user regionSet the bundle of a geometrySet the clip interaction modeSet the color and opacity for the points of the strokeSet the color and opacity for the stroke fillsSet the console selectionSet the corner type of the selected pointsSet the current frame as the preview or scene end frameSet the current frame as the preview or scene start frameSet the current frame to the average frame value of selected keyframesSet the current language for this consoleSet the current transform gizmoSet the cursor location, drag to transformSet the custom normals from the selected faces onesSet the direction of a scene axis by rotating the camera (or its parent if present). This assumes that the selected track lies on a real axis connecting it to the originSet the display size of point cloud pointsSet the distance between the eyes - the stereo plane distance / 30 should be fineSet the evaluation mode for curve normalsSet the fallback tool instead of the primarySet the fallback tool instead of the primary toolSet the file path relative to the blend file, when possibleSet the frame range to the selected strips start and endSet the handle type for Bézier curvesSet the handle type for bezier curvesSet the handle type for the control points of a Bézier curveSet the id attribute on the input geometry, mainly used internally for randomizingSet the image's frame range to match the video's durationSet the influence of this constraint to zero while trying to maintain the object's transformation. Other active constraints can still influence the final transformationSet the location of each pointSet the location of the 3D cursorSet the map as active for cloningSet the map as active for display and editingSet the mask layer from the UV map buttonsSet the mask's parentingSet the material index for each selected geometry elementSet the material on new faces based on the order of the material slot lists. If a material does not exist on the modifier object, the face will use the same material slot or the first if the object does not have enough slots.Set the name of a geometry for easier debuggingSet the object's origin, by either moving the data, or set to center of data, or use 3D cursorSet the object's parentingSet the object's parenting without setting the inverse parent correctionSet the output mesh normals to smoothSet the positions for the handles of Bézier curvesSet the preview range insteadSet the radius of the curve at each control pointSet the rotation representation used by selected bonesSet the scene frame-rate to that of the BVH file (note that this nullifies the 'Scale FPS' option, as the scale will be 1:1)Set the selected stroke material as the active materialSet the sharpness of mesh edges based on the angle between the neighboring facesSet the space type or cycle subtypeSet the stroke type (stroke, fill, or both) of the selected strokesSet the surface mesh into its rest position before attachmentSet the tilt angle at each curve control pointSet the tool by index (for key-maps)Set the tool by name (for key-maps)Set the transform for the grid from index space into object space.Set the transformation matrix of every instanceSet the value of all tagsSet the vertex group weights based on the distance to another target objectSet the view axis where each mouse direction always maps to the same axisSet the view axis where each mouse direction maps to an axis relative to the current orientationSet the view clipping regionSet the weight of selected keysSet the weight of the Draw tool to the weight of the vertex under the mouse cursorSet the weights of the groups matching the attached armature's selected bones, using the distance between the vertices and the bonesSet the weights of vertices in a group from a target object's distanceSet the width based on the parent group node in the current contextSet the zoom ratio (based on clip size)Set this pose Action as active Action on the active ObjectSet this property's current value as the new defaultSet tip radius to zeroSet to 0 to use estimate from input imageSet to true if the cache is split into separate filesSet to true to request recalculation of the inverse matrixSet tree node visibilitySet type of active splineSet type of handle for selected keyframesSet type of handles for selected control pointsSet type of keyframe for the selected keyframesSet type of selected curvesSet up proxies manuallySet value of facesSet values of selected keyframes to the cursor value (Y/Horizontal component)Set values of the active attribute for selected elementsSet wall planeSet weights to a fixed number of stepsSet zoom ratio of the viewSet {} as activeSet/Get strength of face (used in Weighted Normal modifier)Set/clear selected UV vertices as anchored between multiple unwrap operationsSets a Subdivision Surface level (1 to 5)Sets how many unique objects can be distinguished per pixelSets the areas outside of the crop region to be transparent instead of actually cropping the size of the imageSets the layer as active for display and editingSets the layer as active for renderingSets the object interaction modeSets the pivot position to the active vertex positionSets the pivot position to the average position of the unmasked verticesSets the pivot position to the center of the border of the maskSets the pivot position to the surface under the cursorSets the pivot to the origin of the sculptSets the radius attribute of hair curves according to a profile shapeSets the rotation origin automatically using the topology and shape of the mesh as a guideSets the sculpt transform pivot positionSetting Preferences > System > Shader Compilation Method to Subprocess might improve compilation time.SettingsSettings are inside the Particles tabSettings are inside the Physics tabSettings for Grease Pencil brushSettings for Grease Pencil interpolation toolsSettings for boid physicsSettings for display of overlaysSettings for display of overlays in the 3D viewportSettings for display of overlays in the Movie Clip editorSettings for display of overlays in the Node EditorSettings for display of overlays in the UV/Image editorSettings for extensionsSettings for features that are still early in their development stageSettings for filtering animation dataSettings for filtering the channels shown in animation editorsSettings for image formatsSettings for input devicesSettings for interacting with Blender dataSettings for navigation in XRSettings for object participating in Rigid Body SimulationSettings for particle fluids physicsSettings for rigid body simulationSettings for shading in the 3D viewportSettings for soft body simulationSettings for spaceSettings for stereo 3DSettings for stereo 3D displaySettings for stereo 3dSettings for stereo outputSettings for stroke sculpting tools and brushesSettings for the file selection in Asset Browser modeSettings for the visualization of motionSettings for using the object as a collider in physics simulationSettings for using the object as a field in physics simulationSettings for walk navigation modeSettings here may have a significantSettings of color space sequencer is working inSettings of device saved image would be displayed onSettings that should be keyframed togetherSettings to be applied on the newly created nodeSettings to define a reusable library for Asset Browsers to useSettings to define an extension repositorySettings used for fluidSettings/info about a languageSetup Stereo ModeSew ClothSewingSewing Force MaxShade DownShade SmoothShade TopShade for bones corresponding to a locked weight group during paintingShadedShadelessShaderShader AOVShader AOV NameShader Compilation MethodShader Compilation WorkersShader Custom GroupShader EditorShader Editor Add-onsShader EffectsShader NodeShader Node PreviewsShader Node SocketShader Node Socket InterfaceShader Node TreeShader ballShader defining the custom cameraShader nodesShader script pathShader socket of a nodeShader to RGBShadingShading OffsetShading SettingsShading settings for OpenGL render engineShading type to toggleShadowShadow AlphaShadow AngleShadow Backface CullingShadow BlurShadow BrightnessShadow Buffer Clip StartShadow Camera FarShadow Camera NearShadow Camera SizeShadow CatcherShadow CausticsShadow ColorShadow EffectShadow Filter RadiusShadow FocusShadow IntensityShadow JitterShadow Jitter OverblurShadow LinkingShadow Linking SpecialsShadow Linking for %sShadow OffsetShadow Offset XShadow PoolShadow Pool SizeShadow Ray CountShadow SettingsShadow ShiftShadow SizeShadow Soft SizeShadow Step CountShadow TerminatorShadow Terminator Geometry OffsetShadow Terminator Normal OffsetShadow Terminator Shading OffsetShadow VisibilityShadow WidthShadow X OffsetShadow Y OffsetShadow color in gray valueShadow effectShadow factor hardnessShadow map clip start, below which objects will not generate shadowsShadow offset in pixelsShadow termination angleShadow type (0 none, 3, 5 blur, 6 outline)ShadowsShadows Resolution LimitShadows Resolution ScaleShallow WaterShapeShape AsymmetryShape KeyShape Key AnimationsShape Key Bézier PointShape Key Curve PointShape Key Edit ModeShape Key EditorShape Key NormalsShape Key PointShape Key SpecialsShape Key TangentsShape Key context menuShape Key data-blocksShape KeysShape Keys AnimationShape MethodShape ObjectShape OrientationShape ParametersShape PreservationShape adjustment of the strand thickness for the braidsShape angle limitShape defining a section of the tube, using the XY planeShape key in a shape keys data-blockShape key selection stateShape key to use for blendingShape key to use the rest spring lengths fromShape keysShape keys data-block containing different shapes of geometric data-blocksShape of amount along each curve (0=constant, 0.5=linear)Shape of clumpingShape of distribution from center to the edge around the guideShape of endpoint roughnessShape of the area LightShape of the braid radius along each curveShape of the influence along curves (0=constant, 0.5=linear)Shape of the profileShape of the radius along the curveShape used as a relative keyShape used in the brush to apply force to the clothShapeKeyShapeKey %s has an invalid 'from' pointer (%p), it will be deletedShapeKey not foundShapesShare Texture SpaceShared AccessorsShared LocationShared Region PropertiesShared VertexShared animation theme propertiesShared collectionShared curve theme propertiesShared data (scene, image, sound, etc.)Shared effectsShared object typeShared parentShared strip effect type (if active strip is not an effect one, select all non-effect strips)Shared strip typeSharpSharp EdgesSharp ThresholdSharp edge for shadingSharp edges or custom normals detected, disabling GPU subdivisionSharp falloffSharp presetSharpenSharpen CornerSharpen MaskSharpen PeakSharpen an image by increasing contrast along edges.Sharpen effect of brushSharpen the cavities of the meshSharpen:SharpnessSharpness MaxSharpness MinShearShear AxisShear FactorShear GroupShear Spring DampingShear StiffnessShear Stiffness MaximumShear Stiffness Vertex GroupShear selected items along the given axisShear the keys using the left key as referenceShear the keys using the right key as referenceShear: %.3f° %sShear: %s %sSheenSheen BSDFSheen RoughnessSheen WeightSheen shading modelShellShell Vertex GroupShiftShift - Hold for precisionShift Audio PitchShift Left MouseShift Texture in 2d SpaceShift XShift YShift key pressedShift key pressed, -1 for any stateShift pitch using a direct ratioShift pitch using semitones and centsShift selected keys to the value of the neighboring keys as a blockShift the shape towards a predefined primitiveShift underlying strip content without affecting handlesShiftLShiftRShifts the bit values of A by the specified Shift amount. Positive values shift left, negative values shift right.Shifts the value of selected keys in timeShort ListShortcut Cycle: {}Shortcut setup for keyboards and other input devicesShortcut {:d} is not assigned to a Viewer node yetShortcut: {}Shorten curves by removing portions at the start or endShortest DiagonalShortest Edge PathsShortest Edge Paths Cost FieldShortest Edge Paths Next Vertex FieldShortest RotationShortest allowed wavelengthShowShow .blend filesShow .blend files items (objects, materials, etc.)Show .blend1, .blend2, etc. filesShow 2D cursorShow 3D CursorShow 3D Marker NamesShow 3D volume filesShow Action data-blocksShow ActiveShow Active Face SetShow Active PixelsShow AllShow All View LayersShow AlphaShow Alpha in Preview RenderShow AnnotationShow Annotation data-blocksShow Annotations in OpenGL previewsShow Armature data-blocksShow Armature in binding pose state (no posing possible)Show ArmaturesShow Auto Keying WarningShow Available ExtensionsShow BVH NodesShow BackfaceShow Background ImageShow Blended PoseShow Blender files in the File BrowserShow Blender memory usageShow Blender version stringShow Blue ChannelShow Bone X-RayShow BonesShow BrushShow Brush On SurfaceShow Brushes data-blocksShow BundlesShow CacheShow Cache File data-blocksShow Camera Focus DistanceShow Camera GuidesShow Camera LensShow Camera PathShow Camera data-blocksShow CamerasShow Canvas grid in frontShow CavityShow Center-Cut Safe AreasShow Collection data-blocksShow CollectionsShow Color TagsShow ConeShow Control F-CurvesShow ControllersShow CursorShow Cursor PreviewShow Curve ExtremesShow Curve data-blocksShow Custom OverlaysShow Data-Block FiltersShow DebugShow DisabledShow DurationShow Edit LinesShow Edit Lines only in multiframeShow Edit Lines when editing strokesShow EmitterShow EmptiesShow Empty Force FieldShow Empty ImageShow ErrorShow ExpandedShow Extensions Update CountShow ExtrapolationShow F-CurvesShow FillShow Fill Color While DrawingShow FilterShow FiltersShow Font data-blocksShow FooterShow Frame NumbersShow FramesShow Freestyle's Line Style data-blocksShow GPU video memory usageShow GizmoShow GizmosShow Grease PencilShow Grease Pencil data-blocksShow Grease Pencil objectsShow Green ChannelShow GridShow HandlesShow Handles and InterpolationShow HeaderShow HiddenShow Hidden Files/Data-BlocksShow Hidden RegionShow Hotkey ListShow HoverShow Image data-blocksShow InShow In FrontShow InfoShow Installed ExtensionsShow InstancerShow Internal AttributesShow Jitter CurveShow Keyframe NumbersShow LandmarksShow LassoShow Lattice data-blocksShow Light Look-AtShow Light Probe data-blocksShow Light SizeShow Light data-blocksShow LightsShow LimitsShow LineShow Line Art Grease Pencil in front of everythingShow LinesShow Local MarkersShow LocationsShow Manage PanelShow MarginShow Marker PatternShow Marker SearchShow MarkersShow Mask EditorShow Mask OverlayShow Mask SplineShow Mask data-blocksShow Mask editing related propertiesShow Material data-blocksShow MemoryShow MenusShow Mesh data-blocksShow MeshesShow Metaball data-blocksShow MetadataShow Missing MediaShow MistShow Modal AllShow Mode ColumnShow Movie Clip data-blocksShow NameShow Named AttributesShow NamesShow Node GroupShow Node PreviewsShow Node Tree data-blocksShow Numeric Input ArrowsShow OS Properties for this itemShow Object ChildrenShow Object ContentsShow Object ExtrasShow Object LocationShow Object OutlineShow Object RotationShow Object ScaleShow Object data-blocksShow OffsetsShow On ForegroundShow Only SelectedShow OperatorShow OptionsShow Orbit Axis GuideShow Orbit Center GuideShow Original PoseShow Other ObjectsShow OverexposedShow OverlayShow OverlaysShow PaintShow Paint Curve data-blocksShow Palette data-blocksShow Particle Settings data-blocksShow ParticlesShow PassepartoutShow PassthroughShow PerformanceShow Pose MarkersShow PreviewShow Principled Naming TagsShow Python references in tooltipsShow Recent LocationsShow Recent locations list in the File BrowserShow ReconstructionShow Red ChannelShow RenderShow Reroute Auto LabelsShow Retiming KeysShow Safe AreasShow Same MaterialShow Scene DurationShow Scene Strip RangeShow Scene data-blocksShow SelectionShow SelfShow Sensor SizeShow Sequencer SceneShow SettingsShow ShadowShow Size CurveShow SlidersShow Sound data-blocksShow SourceShow Speaker data-blocksShow SplashShow StableShow Start FrameShow StatisticsShow Status BarShow StereoShow Strength CurveShow StrokeShow SubframeShow System LocationsShow System OverridesShow System locations list in the File BrowserShow TV title safe and action safe areas in Camera viewShow TV title safe and action safe areas in previewShow Tablet Debug ValuesShow TagsShow TextShow Text data-blocksShow TextureShow Texture data-blocksShow ThumbnailsShow TimingShow Tiny MarkersShow Tool SettingsShow Track PathShow TracksShow Tracks ErrorShow Tracks MotionShow Tree PathShow UI Key-ConfigShow UI list of tracks participating in stabilizationShow UV EditorShow UV editing related propertiesShow VR CameraShow VR ControllersShow VR controllers (requires VR actions for controller poses)Show VRAMShow ValueShow VersionShow ViewerShow WarnShow WarningShow Weight ContoursShow WeightsShow WireShow Wire ColorsShow World data-blocksShow X-RayShow X-component of MAC GridShow Y-component of MAC GridShow Z-component of MAC GridShow a column listing the date and time of modification for each fileShow a column listing the size of each fileShow a darkened overlay outside the image area in Camera viewShow a dial gizmo in the viewport for a valueShow a linear gizmo in the viewport for a valueShow a list of used text in the open documentShow a preview of the start or end frame of a strip while transforming its respective handleShow a transform gizmo in the viewportShow action-local markers on the strips, useful when synchronizing timing across stripsShow active color attributeShow add-on preferencesShow additional options in the shading menu ('Z')Show all Grease Pencil layersShow all bone collectionsShow all except this group while interactingShow all extension typesShow all keyframes during animation playback and enable all frames for editing (uncheck to use only the current keyframe during animation playback and editing)Show all objects in the view layerShow all the objects and collections inside the collectionShow all the view layersShow all while interacting, as well as this group when another is being interacted withShow alpha channel of the maskShow an indicator for the current value while draggingShow an outline highlight around selected objectsShow animation dataShow annotation data-block which belongs to active trackShow annotation data-block which belongs to movie clipShow annotations for this viewShow armature in binding pose or final posed stateShow armature in posed stateShow armature objectsShow armaturesShow assets from all of the listed asset librariesShow assets from the asset libraries configured in the PreferencesShow attribute overlay for active viewer nodeShow attribute values as text in viewportShow blue channel in the frameShow both distances and anglesShow camera composition guidesShow camera objectsShow camera passepartoutShow camerasShow childrenShow collectionsShow compact list of colors instead of thumbnailsShow contour lines formed by points with the same interpolated weightShow current frame onlyShow cursor in viewportShow curve for per-frame average error (camera motion should be solved first)Show curvesShow curves, lattices, light probes, fonts, ...Show custom VR overlaysShow cuts hidden by geometryShow dashed lines indicating parent or constraint relationshipsShow data-blocks with dot-prefixed names in search menusShow disabled tracks from the footageShow drivers editor in a separate windowShow editing clip previewShow emptiesShow empty objectsShow extensions by typeShow extensions from all repositoriesShow face edges wiresShow files and data-blocks that are normally hiddenShow filtering optionsShow filters for graph editorShow foldersShow folders in the File BrowserShow font filesShow frame numbers of Keyframes on Motion PathsShow frame numbers on Motion PathsShow front/back sideShow ghosts of the keyframes before and after the current frameShow gizmos of all typesShow graph view for active elementShow green channel in the frameShow grid in orthographic side viewShow grid showing lens distortionShow gridlinesShow guide hairsShow hair curvesShow hair simulation gridShow handles of Bézier control pointsShow help lines for filling to see boundariesShow help lines for stroke extensionShow hidden dot filesShow hidden particlesShow image filesShow images, movie clips, sounds and masksShow in Drivers EditorShow in GhostsShow in Info LogShow influence F-Curves on stripsShow info log in a separate windowShow instances when particles are aliveShow instances when particles are deadShow instances when particles are unbornShow just angle measurementsShow just distance measurementsShow key map event and property details in the user interfaceShow latticesShow light colorsShow light objectsShow light probesShow lightsShow line numbers next to the textShow markers belonging to the active action instead of Scene markers (Action and Shape Key Editors only)Show markers in a more compact mannerShow mask editing toolsShow material colorShow material name assigned to each strokeShow materials, node-trees, textures and Freestyle's line-stylesShow menus in the headerShow mesh objectsShow mesh when particles are aliveShow mesh when particles are deadShow mesh when particles are unbornShow meshes, curves, lattice, armatures and metaballs dataShow metaballsShow metadata of clipShow metadata of first visible stripShow movie filesShow names for reconstructed tracks objectsShow navigation controls in 2D and 3D views which do not have scroll barsShow no measurementsShow object center dotsShow object colorShow object color on wireframeShow object extras, including empties, lights, and camerasShow objectsShow objects and collectionsShow objects in this collection in place of particlesShow only data-blocks of one typeShow only hotkeys that have this text in their nameShow only objects in collection (Shift to extend)Show only selectable objectsShow only the active objectShow only the onion skins of the active objectShow only this bone collection, and others also marked as 'solo'Show options for the properties editorShow options for whether channels related to certain types of data are includedShow original curves that are currently being editedShow other data typesShow overexposed areas with zebra stripesShow paint related propertiesShow particle numberShow particle sizeShow particle velocityShow particles after they have diedShow particles before they are emittedShow path of how track movesShow pattern boundbox for markersShow point cloudsShow points in the order they occur in each stroke (e.g. for animating lines being drawn)Show pressure values when using a paint operatorShow projection of 3D markers into footageShow random object colorShow random object color on wireframeShow reconstructed camera pathShow rectangle area overlayShow red channel in the frameShow reference frame onlyShow reference spheres with neutral shading that react to lighting to assist in look developmentShow render related propertiesShow retiming keys in selected stripsShow retiming keys, so they can be movedShow right marginShow safe areas to fit content in a different aspect ratioShow scene durationShow scene in a single custom colorShow scene statisticsShow scene wireframes with the theme's wire colorShow scenesShow script filesShow search boundbox for markersShow selected objectsShow selection outlinesShow sensor size (film gate) in Camera viewShow sliders beside F-Curve channelsShow small rotating 3D axes in the top right corner of the 3D viewportShow sound filesShow speakersShow stable footage in editor (if stabilization is enabled)Show status barShow strip thumbnailsShow stroke drawing direction with a bigger green dot (start) and smaller red dot (end) pointsShow stroke fills of this materialShow stroke lines of this materialShow surfacesShow system preferences "Network" panel to allow online accessShow text filesShow text objectsShow texture in texture tabShow texture in viewportShow the Ambient Occlusion render passShow the Background render passShow the Combined Render passShow the Diffuse Color render passShow the Diffuse Direct render passShow the Diffuse Indirect render passShow the Emission render passShow the Face Orientation OverlayShow the Glossy Color render passShow the Glossy Direct render passShow the Glossy Indirect render passShow the Mist render passShow the Motion Paths OverlayShow the Normal render passShow the Onion Skinning OverlayShow the Position render passShow the Shadow Catcher render passShow the Transmission Color render passShow the Transmission Direct render passShow the Transmission Indirect render passShow the UV render passShow the Volume Direct render passShow the Volume Indirect render passShow the X axis lineShow the Y axis lineShow the Z axis lineShow the active Camera's name in Camera viewShow the active face setShow the active object's Dynamic Paint cacheShow the active object's Rigid Body cacheShow the active object's cloth point cacheShow the active object's particle point cacheShow the active object's simulation nodes cache and bake dataShow the active object's smoke cacheShow the active object's softbody point cacheShow the asset name together with the preview. Otherwise only the preview will be visible.Show the assets currently available in this Blender sessionShow the available extensions panelShow the basic building blocks and utilities coming with BlenderShow the bone selection overlayShow the clipping distances in the 3D viewShow the collection in this view layerShow the data-block selector in the modifierShow the data-block selector in the nodeShow the details in the user interfaceShow the glow buffer onlyShow the grid background and bordersShow the grid over the imageShow the ground plane gridShow the influence volume in the 3D viewShow the installed extensions panelShow the left and right camerasShow the mode column for mode toggle and activationShow the object origin center dot for all (selected and unselected) objectsShow the panel for alpha transparency optionsShow the panel for line color optionsShow the panel for line thickness optionsShow the panel for stroke constructionShow the panel for stroke geometry optionsShow the panel for stroke texture optionsShow the parallax correction volume in the 3D viewShow the passthrough viewShow the status of cached frames in the timelineShow the stereo 3D convergence planeShow the stereo 3D frustum volumeShow the studiolight in the backgroundShow the texture from the active image texture node using the active UV map coordinatesShow the underlying BVH nodes as differently colored facesShow this fileShow this image as backgroundShow this image in front of objects in viewportShow this object in place of particlesShow timing as a timecode instead of framesShow track names and statusShow tracking and solving toolsShow transparent lines to use as boundary for fillingShow vertical grid linesShow verticesShow vertices with no weights in any groupShow vertices with no weights in the active groupShow visible area maintenance corner handlesShow visible objectsShow volumesShow warning indicators when transforming objects and bones if auto keying is enabledShow what is inside the objects elementsShow when nodes are using named attributesShow while draggingShow whole scene transparentShow workspace data-blocksShow worlds, lights, cameras and speakersShow {} preferencesShow/HideShow/Hide FacesShow/hide Curves data-blocksShow/hide Point Cloud data-blocksShow/hide Volume data-blocksShrinkShrink Face SetShrink FactorShrink Factor MaxShrink MaskShrink SpeedShrink Vertex GroupShrink VisibilityShrink the current selection of adjacent selected stripsShrink the frame to minimal bounding boxShrink the location to the nearest target surfaceShrink the location to the nearest target surface along a given axisShrink the location to the nearest target surface along the interpolated vertex normals of the targetShrink the location to the nearest target vertexShrink the mesh to the nearest target surfaceShrink the mesh to the nearest target surface along a given axisShrink the mesh to the nearest target surface along the interpolated vertex normals of the targetShrink the mesh to the nearest target vertexShrink the selection by one pointShrink the visibility by one face based on mesh topologyShrink wrapping modifier to shrink wrap an object to a targetShrink wrapping modifier to shrink wrap and object to a targetShrink/FattenShrink/Fatten: Shrink/Fatten: %3fShrink/Fatten: %sShrink/fatten selected vertices along normalsShrinking FactorShrinking GroupShrinks the face set boundary by one face based on mesh topologyShrinkwrapShrinkwrap ConstraintShrinkwrap Hair CurvesShrinkwrap ModifierShrinkwrap TypeShrinkwraps hair curves to a mesh surface from below and optionally from aboveShuffleShutterShutter CloseShutter CurveShutter OpenShutter TypeSiblingsSideSide (Y-Z)Side SegmentsSide Segments must be at least 1Side by Side to the LeftSide by Side to the RightSide by Side, DownwardSide by Side, UpwardSide length along each axisSide length of the plane in the X directionSide length of the plane in the Y directionSide of FrameSide of object to use for alignmentSide of the keyframes' Bézier handles to affectSide of the strip to swapSide to selectSide-by-SideSidebarSidebar & Toolbar Region SettingsSidesSigmaSign ModeSign of the bitangent vector of this vertex for this face (must be computed beforehand using calc_tangents, bitangent = bitangent_sign * cross(normal, tangent))Signed AngleSigned Angle FieldSignificantly faster method that approximates tangents interpolated across face corners with matching UVs. For a value actually tangential to the surface, use the cross product with the normal.SilhouetteSilhouette FilteringSilhouettes and border edges are centered along stroke geometrySilhouettes and border edges are drawn inside of stroke geometrySilhouettes and border edges are drawn outside of stroke geometrySilhouettes and border edges are shifted by a user-defined ratioSilkSilverSimilar to Hybrid Multifractal creates a heterogeneous terrain, but with the likeness of river channelsSimilar to SMPTE (Compact), except that the decimal part of the second is shown instead of framesSimilar to most fisheye modern lens, takes sensor dimensions into considerationSimilar to multifractalSimilar to the Principled BSDF node but uses the specular workflow instead of metallic, which functions by specifying the facing (along normal) reflection color. Energy is not conserved, so the result may not be physically accurateSimpleSimple AxesSimple BlendingSimple DeformSimple ExpressionSimple NameSimple StarSimple deformation modifier to apply effects such as twisting and bendingSimple interpolation between adjacent pixelsSimple name of the asset's catalog, for debugging and data recovery purposesSimple physics-inspired easing effectsSimple redraw timer to test the speed of updating the interfaceSimple solver with good performance, without support for overlapping geometrySimple timeline view with playback controls in the header, without channel list, side-panel, or footerSimpleDeformSimpleDeform ModifierSimpler photographic algorithm by ReinhardSimplificationSimplifySimplify Child ParticlesSimplify F-Curves and remove empty or redundant channels.Simplify F-Curves by removing closely spaced keyframesSimplify Grease Pencil drawingSimplify Grease Pencil only during animation playbackSimplify ModifierSimplify StrokeSimplify Stroke modifierSimplify SubdivisionSimplify VolumesSimplify geometry by collapsing edgesSimplify meshes targeting triangle count ratioSimplify selected curvesSimplify selected strokesSimplify stroke reducing number of pointsSimplify the stroke by merging vertices closer than a given distanceSimplify the stroke setSimulate a shiny coat by reducing the roughness to the given factor only for the first light bounce (diffuse). Range [0, 1] is equivalent to a reduction of [0%, 100%] of the original roughnessSimulate an internal volume structure by creating springs connecting the opposite sides of the meshSimulate an ocean surfaceSimulate distortion and dispersion from camera lensesSimulate fluids with high viscosity using a special solverSimulate pressure inside a closed cloth meshSimulate soft deformable objectsSimulate the execution of nodes across a time spanSimulated FramesSimulates an FK deformation using the face set under the cursor as controlSimulates color fringing caused by lens chromatic aberrationSimulates only a specific area around the brush limited by a fixed radiusSimulates the entire meshSimulates the random pixel noise produced by a camera sensor.Simulating ocean...SimulationSimulationBrushSimulationCacheSimulationCanvasSimulationDepth ChangeSimulationDissolveSimulationForceSimulationObstacleSimulationReflect OnlySimulationScale InfluenceSimulationTypeSimulationWave TypeSimulation AreaSimulation Bake DirectorySimulation FalloffSimulation Frame EndSimulation Frame StartSimulation InputSimulation ItemSimulation LimitSimulation MethodSimulation NodesSimulation OutputSimulation Output Node IDSimulation RangeSimulation StartSimulation StateSimulation ZoneSimulation end frameSimulation field to color mapSimulation field to color map onto gridlinesSimulation must not be in a loop or closureSimulation start frameSimulation will be evaluatedSimulation zone is not supportedSinSineSine ModeSingleSingle ArrowSingle AxisSingle ColorSingle ImageSingle Pass Anti-AliasingSingle PropertySingle ScatteringSingle SideSingle SidedSingle ValueSingle audio channelSingle face of an equiangular cubemapSingle file with all the viewsSingle file with an encoded stereo pairSingle from TargetSingle image fileSingle layer used for masking pixelsSingle point in spline segment defining featherSingle point in spline used for defining maskSingle precision floatSingle render layer to re-render (used only when animation is disabled)Single scattering sky modelSingle spline used for defining mask shapeSingle stereo camera system, adjust the stereo settings in the camera panelSingle track with bundle should be selected to define axisSingle-element geometry for the current iteration. Note that it can be quite inefficient to split up large geometries into many small geometriesSingular value under which damping is progressively applied (higher values produce results with more stability, less reactivity)Singular valuesSinus DisplacementSinusoidal easing (weakest, almost linear but with a slight curvature)SiteSizeSize 1Size 2Size DeflectSize FactorSize ModeSize PressureSize SourceSize UnitSize XSize YSize ZSize from RadiusSize multiplier to use when displaying custom user interface elements, so that they are scaled correctly on screens with different DPI. This value is based on operating system DPI settings and Blender display scale.Size of checkerboard pattern indicating transparent areasSize of clump noiseSize of derivative offset used for calculating normalSize of display for empties in the viewportSize of element, use of components depends on element typeSize of every cubemapsSize of final rendered images cache in megabytesSize of location dependent roughnessSize of new primitiveSize of packed file in bytesSize of particles on viewportSize of pattern area for newly created tracksSize of projection shape (leave as 0 for auto)Size of random length added to the end of each strokeSize of random length added to the start of each strokeSize of random roughnessSize of raw source images cache in megabytesSize of search area for newly created tracksSize of sun discSize of texture mappingSize of the area of the area light in the Y direction for rectangle shapesSize of the area of the area light, X direction size for rectangle shapesSize of the asset preview thumbnails in pixelsSize of the blur along X axisSize of the blur along Y axisSize of the camera sensorSize of the cube to project onSize of the effectSize of the filling between the bricks (known as "mortar"). 0 means no mortarSize of the font used when rendering stamp textSize of the irradiance pool, a bigger pool size allows for more irradiance grid in the scene but might not fit into GPU memory and decrease performanceSize of the margin as a division of the UVSize of the padding around each editor.Size of the search window used to identify edges. Higher search size corresponds to less noisy and higher quality edges, not necessarily bigger edges. Edge tolerance can be used to expend the size of the edgesSize of the shadow map applied to each irradiance sampleSize of the shadow pool, a bigger pool size allows for more shadows in the scene but might not fit into GPU memorySize of the simulation domain (in meters), and of the generated geometry (in BU)Size of the textSize of the turbulenceSize of the voxel grid cells for interaction effectsSize of the voxel in object space used for volume evaluation. Lower values preserve finer details.Size to capture the image for re-projectingSize:Size: {:s}Size: {}Size: {} ({} bytes)Sizes must be greater than zeroSketches for this layer on different framesSketchySketchy chaining with a multiple touchSkinSkin ModifierSkin ResizeSkin RootSkin VertexSkin VerticesSkin_lightSkin_shadowSkinningSkipSkip DepressedSkip Locked or Muted ChannelsSkip POTSkip POT file generationSkip PresetSkip SaveSkip SegmentsSkip computing custom normals and face corner normals for displaying meshes in the viewportSkip displaying interior subdivided edgesSkip drawing/rendering of interior subdivided edgesSkip hull triangles that are covered by a pre-existing faceSkip the item from displaying in the listSkipped %d locked shape keysSkipped %d of %d island(s), geometry was too complicated to detect a matchSkipped editing library object dataSkipped some collections because of cycle detectedSkipped versioning materials of object '%s' because '%s' was already converted. Manual intervention might be required!Skipping '{:s}', not a meshSkipping '{:s}', vertex count differsSkipping existing frame "%s"Skipping object '%s', data '%s' has already been processed with a previous objectSkipping object '%s', linked or override data '%s' cannot be modifiedSkipping path in keying set, as it has no ID (KS = '%s', path = '%s[%d]')SkySky TextureSky TypeSlabSliceSlice Per VoxelSlice StringSlice along the X axisSlice along the Y axisSlice along the Z axisSlice to New ObjectSlices the paint mask from the meshSlideSlide DirectionSlide FeatherSlide New PointSlide Paint Curve PointSlide PointSlide a point on the spline to define its curvatureSlide a sequence strip in timeSlide a vertex along a meshSlide an edge loop along a meshSlide animation to start at frame 0Slide control pointsSlide marker areasSlide plane marker areasSliderSlider MaxSlider MinSlider Widget ColorsSliding-ToolSlightSlip KeyframesSlip Offset: Frames: %dSlip Offset: Frames: %d Sound Offset: %.3fSlip Offset: Frames: %sSlip strips under mouse cursor instead of all selected stripsSlip the contents of selected stripsSlopeSlotSlot %dSlot Display NameSlot HandleSlot IdentifierSlot TypeSlot cannot be NoneSlot has a valid image and UV mapSlot of the Action to use for the Action ConstraintsSlot that contains information about texture paintingSlot {:d}SlotsSlovak - SlovenčinaSlovenian - SlovenščinaSlowSlow Python expressionSlower mapping that gives better deformation for B-Bones that are sharply curved in rest poseSlower solver with the best results for coplanar facesSlowestSmallSmall CapsSmall Caps ScaleSmallerSmaller integer with a range from -128 to 127Smaller values result in a higher resolution outputSmaller values result in better performance but might cut off the volumeSmallest WaveSmallest to LargestSmartSmart UV ProjectSmearSmear weight in active vertex groupSmokeSmoke & FireSmoke ColorSmoke DomainSmoke Domain MaterialSmoke Grid ResolutionSmoke StyleSmoke collision settingsSmoke color gridSmoke density gridSmoke flame gridSmoke heat gridSmoke temperature grid, range 0 to 1 represents 0 to 1000KSmoke velocity gridSmoothSmooth CorrectiveSmooth EndpointsSmooth EndsSmooth F-ModifierSmooth F1Smooth FactorSmooth GeometrySmooth Grease Pencil strokesSmooth Group BitflagsSmooth GroupsSmooth Hair CurvesSmooth Hermite edge interpolation between From Min and From Max valuesSmooth IterationsSmooth LaplacianSmooth MaskSmooth Maximum ModeSmooth Minimum ModeSmooth ModifierSmooth NormalsSmooth RadiusSmooth RatioSmooth ShadingSmooth StepSmooth StrokeSmooth Stroke FactorSmooth Stroke RadiusSmooth ToleranceSmooth TypeSmooth ViewSmooth WiresSmooth X AxisSmooth Y AxisSmooth Z AxisSmooth along the X axisSmooth along the Y axisSmooth along the Z axisSmooth an F-Curve while maintaining the general shape of the curveSmooth areas of an image in which noise is noticeable, while leaving complex areas untouchedSmooth away jagged edgesSmooth boundaries, but corners are kept sharpSmooth boundaries, including cornersSmooth by AngleSmooth colorsSmooth colors across verticesSmooth complex geometry around branchesSmooth connected parts of a geometrySmooth curve using Gaussian smoothingSmooth custom normals based on adjacent vertex normalsSmooth effect factorSmooth effect modifierSmooth ends of strokesSmooth falloffSmooth falloff added after solid radiusSmooth hairsSmooth intensity of light near light sources. This can avoid harsh highlights, and reduce global illumination noise. 0.0 corresponds to no smoothing; higher values smooth moreSmooth interpolation between A and B, with some control over curve shapeSmooth iterations applied after calculating the pose factor of each vertexSmooth iterations applied to the extracted meshSmooth jagged edges of user interface textSmooth meshSmooth object along X axisSmooth object along Y axisSmooth object along Z axisSmooth only selected points in the strokeSmooth out colors with the average color under the brushSmooth out the colors of adjacent stroke pointsSmooth presetSmooth scroll to make editable file visibleSmooth selected strokesSmooth stroke pointsSmooth the curve using a Gaussian filterSmooth the details, but keep the overall shapeSmooth the edges of all the face setsSmooth the lighting from this lightSmooth the mesh by flattening the angles between adjacent facesSmooth the mesh while still preserving the volumeSmooth the normals of the surface or beveled curveSmooth the surfaceSmooth the surface of the mesh, preserving the volumeSmooth the weights of the active vertex groupSmooth weights for selected verticesSmoothed high quality interpolation, but slowerSmoothed version of F1. Weighted sum of neighbor voronoi cells.Smoothen NegSmoothen PosSmoother Hermite edge interpolation between From Min and From Max valuesSmoother StepSmoother irradiance interpolation but introduce light bleedingSmoothes the shape of hair curvesSmoothingSmoothing GroupsSmoothing PositiveSmoothing StepsSmoothing effect modifierSmoothing factorSmoothing iteration for tangentsSmoothly offset each stroke's random valueSmoothnessSmoothness factorSmoothness of the transition between dark and bright regionsSmooths the edges of the strokesSmooths the surface and the volumeSmooths the surface of the mesh, preserving the volumeSmudgeSmudge StrengthSmudge colors by grabbing and dragging themSmudge effect strengthSnapSnap 3D cursor to the active itemSnap 3D cursor to the middle of the selected item(s)Snap 3D cursor to the nearest grid divisionSnap 3D cursor to the world originSnap AngleSnap BaseSnap Current Frame to StripsSnap DistanceSnap ElementSnap IncrementSnap InvertSnap IslandsSnap ModeSnap Node during transformSnap Package InstallationSnap Peel ObjectSnap SideSnap TargetSnap Target for Individual ElementsSnap ToSnap TurnSnap Turn ThresholdSnap UV ElementSnap UV during transformSnap VerticesSnap active onto targetSnap at MidpointSnap by projecting onto facesSnap closest point onto targetSnap current frame to strip start or endSnap cursor to center of selected pointsSnap cursor to target typeSnap during transformSnap islands together (on edge stitch mode, rotates the islands too)Snap median onto targetSnap middle vertices to the axis centerSnap only onto objects that are selectableSnap only to target that source was initially near ("Face Nearest" only)Snap onto ActiveSnap onto EditedSnap onto Non-editedSnap onto Selectable OnlySnap onto itself only if enabled (edit mode only)Snap onto non-active objects in edit mode (edit mode only)Snap onto objects not in edit mode (edit mode only)Snap playhead when scrubbingSnap scene frame to incrementsSnap selected UV vertices to target typeSnap selected item(s) to the 3D cursorSnap selected item(s) to the active itemSnap selected item(s) to the mouse locationSnap selected item(s) to their nearest grid divisionSnap selected keyframes to the chosen times/valuesSnap selected keyframes to the current frameSnap selected keyframes to the nearest (whole) frame (use to fix accidental subframe offsets)Snap selected keyframes to the nearest markerSnap selected keyframes to the nearest secondSnap selected keyframes to the times specifiedSnap selected points to the nearest grid pointsSnap selected points/strokes to the cursorSnap strips during transformSnap strips to the current frame, using the active strip as the anchor, and the mouse cursor relative to the playhead to determine the side of the playhead to snap toSnap the handle angle to 45 degreesSnap the root of each curve to the closest surface pointSnap toSnap to ElementsSnap to Same TargetSnap to StripsSnap to SurfaceSnap to all geometrySnap to all pointsSnap to borders and origins of deselected, visible stripsSnap to current frameSnap to edgesSnap to first and last points and interpolateSnap to first pointSnap to frameSnap to frame incrementsSnap to full valuesSnap to gridSnap to increment, snap(A,B)Snap to incrementsSnap to increments of gridSnap to keyframesSnap to markersSnap to nearest markerSnap to nearest point on facesSnap to preview bordersSnap to preview centerSnap to preview or scene start and end frameSnap to retiming keysSnap to second incrementsSnap to secondsSnap to the middle of edgesSnap to the middle of facesSnap to the nearest point on an edgeSnap to underlying strip content start and end in cases where the strip length extends beyond this range, producing holdsSnap to verticesSnap to volumeSnap transformation center onto targetSnap values to nearest grid step, e.g. for a stop-motion lookSnap vertex pairs to their mirrored locationsSnappingSnapping DistanceSnaps FK limb on IKSnaps FK limb on IK limb at current frameSnaps IK limb on FKSnaps IK limb on FK limb at current frameSobelSobol-BurleySocketSocket IdentifierSocket SelectSocket TemplateSocket TypeSocket Type NameSocket can work with different kinds of structuresSocket descriptionSocket expects a fieldSocket expects a gridSocket expects a listSocket expects a single valueSocket is drawn as interactive icon in the node editorSocket is grayed out because it has been detected to not have any effect on the outputSocket is selected in the interfaceSocket links are expanded in the user interfaceSocket must be in a panelSocket nameSocket shapeSocket to include in the added group input/output nodeSocket tooltipSocket_2Socket_3SoftSoft BodySoft Body ModifierSoft Body PlasticitySoft Body Point CacheSoft Body SettingsSoft FalloffSoft LightSoft Light ModeSoft LimitsSoft MaxSoft MinSoft body simulation modifierSoft body simulation settings for an objectSoftbodySoftbody & ClothSoftbody goal weightSoftenSoften details along axesSoftnessSolidSolid LightSolid LightsSolid RadiusSolidifySolidify ModifierSoloSolo ActiveSolo Active Shape KeySolveSolve camera motion from tracksSolve error: {:.2f} pxSolverSolver IterationsSolver OptionsSolver ResultSolver requires a manifold meshSolvingSolving camera...Solving method selection: automatic damping or manual dampingSome connections have been lost due to differing numbers of output socketsSome curves could not be converted because they were not attached to the surfaceSome data failed to reconstruct (see console for details)Some frames were skipped while baking/saving that cacheSome strings were fixed, don't forget to save the .blend file to keep those changesSortSort AlphabeticallySort BySort By:Sort Children By NameSort Data-BlocksSort ElementsSort IndexSort KeySort OrderSort Palette ColorsSort TypeSort WeightSort by Most RecentSort by NameSort by curvilinear 2D length (longer lines lie on top of shorter lines)Sort by distance from camera (closer lines lie on top of further lines)Sort by the projected X value in the image coordinate systemSort by the projected Y value in the image coordinate systemSort channels by average reprojection error of tracks after solveSort channels by first frame numberSort channels by last frame numberSort channels by longest tracked segmentSort channels by overall amount of tracked segmentsSort channels by their namesSort files by modification timeSort files by sizeSort islands from largest to smallestSort islands from smallest to largestSort items alphabeticallySort items by their nameSort items descending, from highest value to lowestSort selected elements from farthest to nearest one in current viewSort selected elements from left to right one in current viewSort selected elements from nearest to farthest from 3D cursorSort selected faces from smallest to greatest material indexSort the asset list alphabeticallySort the asset list so that assets in the same catalog are kept together. Within a single catalog, assets are ordered by name. The catalogs are in order of the flattened catalog hierarchy.Sort the children of each bone alphabeticallySort the file list alphabeticallySort the file list by extension/typeSort the recently searched items at the topSort typeSort vertex groupsSortingSoundSoundMuteSoundNewSoundPanSoundPitchSoundSound OffsetSoundStrip VolumeSoundVolumeSound FilesSound NameSound Node SocketSound Node Socket InterfaceSound StripSound StripsSound Strips SelectedSound data-block name to unpackSound data-block referencing an external or packed sound fileSound data-block used by this speakerSound data-block used by this stripSound data-blocksSound is not editableSound not packedSound sample file used by this Sound data-blockSound socket of a nodeSound stripSoundTrackSoundsSounds DirectorySourceSource ChannelSource Clone ImageSource Clone SlotSource Clone UV MapSource CollectionSource ImageSource Layers SelectionSource LibrariesSource LibrarySource ListSource List Region SettingsSource ObjectSource PositionSource RootSource Socket!Source TreeSource TypeSource Vertex GroupSource and destination for symmetrize operatorSource and destination meshes do not have the same number of edges, 'Topology' mapping cannot be used in this caseSource and destination meshes do not have the same number of face corners, 'Topology' mapping cannot be used in this caseSource and destination meshes do not have the same number of faces, 'Topology' mapping cannot be used in this caseSource and destination meshes do not have the same number of vertices, 'Topology' mapping cannot be used in this caseSource colorSource elements must be closer than given distance from destination oneSource file is in the add-on search path: {!r}Source library from which this archive of packed IDs was generatedSource library: {} {}Source locationSource mesh does not have any edges, none of the 'Edge' mappings can be used in this caseSource mesh does not have any faces, none of the 'Face' mappings can be used in this caseSource of input values for driver variablesSource of name of labelSource of randomnessSource of reflection ray directionsSource of the mesh used to create collision shapeSource or destination meshes do not have any edges, cannot transfer edge dataSource or destination meshes do not have any faces, cannot transfer corner dataSource or destination meshes do not have any faces, cannot transfer face dataSource or destination meshes do not have any vertices, cannot transfer vertex dataSource to select canvas fromSources of input data for evaluating this variableSouthSouth-EastSouth-WestSpaceSpace Clip EditorSpace ConsoleSpace Dope Sheet EditorSpace File BrowserSpace Graph EditorSpace Image EditorSpace InfoSpace MatrixSpace Nla EditorSpace Node EditorSpace OutlinerSpace PreferencesSpace Sequence EditorSpace SpreadsheetSpace Text EditorSpace TypeSpace UV EditorSpace all UVs evenlySpace between islandsSpace currently being displayed in this areaSpace data for a screen areaSpace data typeSpace daubs according to surface orientation instead of screen spaceSpace for the projection axisSpace in which transforms are usedSpace of the input heightSpace of the input normalSpace that owner is evaluated inSpace that target is evaluated inSpace to convert fromSpace to convert toSpace to use for copying mesh dataSpace transform for copying from one object to anotherSpacebarSpacebar ActionSpacesSpaces contained in this area, the first being the active space (NOTE: Useful for example to restore a previously used 3D view space in a certain area to get the old view orientation)SpacingSpacing Along StrokeSpacing DistanceSpacing PressureSpacing before brush gradient goes full circleSpacing between brush daubs as a percentage of brush diameterSpacing between charactersSpacing between grid pointsSpacing between wordsSpacing for textures along stroke lengthSpacing: {:g}SpanSpanish - EspañolSparse BindSpatial NoiseSpatial ReuseSpatial SizeSpawn particles from the shapeSpeakerSpeakerNewSpeakerVolume MinSpeaker data-block for 3D audio speaker objectsSpeaker data-blocksSpeaker(s)SpeakersSpecial CharactersSpecifies energy absorption per unit length as light passes through the hair. A higher value leads to a darker colorSpecifies how much sharp corners will be roundedSpecifies how round the bokeh is, maximum roundness produces a circular bokehSpecifies how the bone inherits scaling from the parent boneSpecifies how the glue bone is rigged to the control at the bone head locationSpecifies if tone mapping operates on the entire image or per pixel, 0 means the entire image, 1 means it is per pixel, and values in between blends between bothSpecifies if tone mapping operates on the luminance or on each channel independently, 0 means it uses luminance, 1 means it is per channel, and values in between blends between bothSpecifies microfacet roughness of the diffuse base (0.0 is perfect lambertian reflection, 1.0 is completely rough)Specifies microfacet roughness of the surface for specular reflection and transmission (0.0 is a perfect mirror reflection, 1.0 is completely rough)Specifies the amount of color shifting. 1 means maximum shifting towards blue while -1 means maximum shifting toward redSpecifies the input node used by the created zoneSpecifies the limiting strength of the limit channelSpecifies the luminance at which the midtones of the image end and the highlights startSpecifies the luminance at which the midtones of the image start and the shadows endSpecifies the output node used by the created zoneSpecifies the size of the catadioptric iris, zero means no irisSpecifies the smoothness of the keying screenSpecifies the spilling strength of each color channelSpecifies the strength of the despillSpecifies the threshold or sensitivity to edges. Lowering this value you will be able to detect more edges at the expense of performanceSpecifies the value of the Local Location option for IK controls, which decides if the location channels are aligned to the local control orientation or worldSpecifies weight of smooth vs original normalSpecifies whether the newly revealed geometry should be selectedSpecify a custom scene meters per unit valueSpecify a custom sizeSpecify a feature edge selection condition based on face marksSpecify a logical combination of selection conditions on feature edge typesSpecify a new sampling value that determines the resolution of stroke polylinesSpecify a path where the baked data should be stored manuallySpecify a precise fraction of final UV outputSpecify either inclusion or exclusion of feature edges belonging to a collection of objectsSpecify either inclusion or exclusion of feature edges selected by edge typesSpecify either inclusion or exclusion of feature edges selected by face marksSpecify focal length of the lens in millimetersSpecify how existing transformations and the action channels are combinedSpecify how the copied and existing rotations are combinedSpecify how the copied and existing transformations are combinedSpecify how the modifier value is blended into the base valueSpecify how to combine the new location with originalSpecify how to combine the new rotation with originalSpecify how to combine the new scale with originalSpecify orientation and scale, instead of using embedded data in FBX fileSpecify source for the grid shapeSpecify target number of faces relative to the current meshSpecify the approximate number of voxels along the diagonalSpecify the distance between verticesSpecify the lens as the field of view's angleSpecify the line's start and end pointsSpecify the number of copies for each curve separatelySpecify the offset from one vertex to the nextSpecify the total number of verticesSpecify the type of rotation channels to useSpecify the voxel side lengthSpecify unit line thickness in pixelsSpecify volume data precision. Lower values reduce memory consumption at the cost of detail.Specify volume density and step size in object or world spaceSpecify volume step size and density in world spaceSpecify which elements to use for instancing. (Floating point values result in a random selection)Specify which material attribute is usedSpecify which parts of the pose asset are overwrittenSpectrumSpectrum to useSpecularSpecular BSDFSpecular ColorSpecular Color BlueSpecular Color GreenSpecular Color RedSpecular FactorSpecular HardnessSpecular HighlightsSpecular IOR LevelSpecular LightingSpecular color of the materialSpecular reflection multiplierSpeedSpeed ControlSpeed FactorSpeed Interpolation 0Speed Interpolation 1Speed MultiplierSpeed RampSpeed VectorsSpeed control methodSpeed factor for when looking around, high values mean faster mouse movementSpeed of SoundSpeed of sound for Doppler effect calculationSpeed of the burning reaction (higher value results in smaller flames)Speed of the wave, towards the starting point when negativeSpeedControl StripSpell CacheSphereSphere RadiusSphere SelectionSphere radius for computing curvaturesSpheres ResolutionSphericalSpherical FalloffSpherical ProbeSpherical StereoSpherical camera for environment maps, also known as Lat Long panoramaSpherical falloffSpherical forcefield based on the charge of particles, only influences other charge force fieldsSpherizeSpherize StrengthSpill StrengthSpiralSpiraling force that twists the force object's local Z axisSplashSplash ScreenSplineSpline Bézier PointsSpline CountSpline IKSpline IK ConstraintSpline IndexSpline LengthSpline Length nodeSpline ParameterSpline Parameter nodeSpline Point CountSpline PointsSpline ResolutionSpline closes on release if not draggedSpline point without handlesSpline typeSpline:SplinesSplitSplit AngleSplit Animation by ObjectSplit BVH primitives by this number of time steps to speed up render time in cost of memorySplit By GroupSplit By ObjectSplit Dash 1Split Dash 2Split Dash 3Split EdgesSplit Edges & FacesSplit Eyelid Follow SliderSplit Gap 1Split Gap 2Split Gap 3Split ImpulseSplit LengthSplit LinesSplit MaterialsSplit PatternSplit ToningSplit a 4x4 matrix into its individual valuesSplit a bundle into multiple sockets.Split a color into its individual components using multiple modelsSplit a color into separate channels, based on a particular color modelSplit a face into a fanSplit a geometry into a separate output for each type of data in the geometrySplit a geometry into two geometry outputs based on a selectionSplit a transformation matrix into a translation vector, a rotation, and a scale vectorSplit a vector into its X, Y, and Z componentsSplit all points to curve by its group ID and reorder by weightSplit an image into its composite color channelsSplit and CopySplit and join editors by dragging from cornersSplit at position of the cursor instead of current frameSplit away joined faces at the edgesSplit baked maps per material, using material name in output file (external only)Split chains at points with angles larger than the maximum 2D angleSplit chains at points with angles smaller than the minimum 2D angleSplit channelsSplit concave faces by connecting vertices to make them convexSplit custom normals of selected verticesSplit edges that are marked as sharpSplit edges with high angle between facesSplit external images per material (external only)Split faces along selected edgesSplit faces and edges connected to selected verticesSplit multicam strip and select cameraSplit non-planar faces that exceed the angle thresholdSplit off face corners instead of merging facesSplit off face corners to maintain surrounding geometrySplit off selected bones from connected unselected bonesSplit off selected geometry from connected unselected geometrySplit off selected points from connected unselected pointsSplit selected area into camera, front, right, and top viewsSplit selected area into new windowsSplit selected edges so that each neighbor face gets its own copySplit selected pointsSplit selected points to a new strokeSplit selected strips at their midpointsSplit the curve until the tolerance is met (fast)Split the faces into smaller parts, giving it a smoother appearanceSplit the polygons with an ear clipping algorithmSplit the quads along their longest diagonalSplit the quads along their shortest diagonalSplit the quads in nice triangles, slower methodSplit the quads on the 2nd and 4th verticesSplit the quads on the first and third verticesSplit the selected point to a new strokeSplit the selected strips in twoSplit to InstancesSplit/DockSplits guides into separate groups. New curves interpolate existing curves from a single groupSplits the elements of the input geometry into groups which can be sampled individuallySplits the faces of the input mesh into groups which can be sampled individuallySplittingSpot BlendSpot Blend: %.2fSpot LightSpraySpray + BubblesSpray + FoamSpray + Foam + BubblesSpray MapSpray and bubble particles are saved in the same particle systemSpray and foam particles are saved in the same particle systemSpreadSpread LengthSpread SpeedSpread distance for inner miter arcsSpreadsheetSpreadsheet ColumnSpreadsheet Column IDSpreadsheet EditorsSpreadsheet Row FilterSpreadsheet TableSpreadsheet Table IDSpreadsheet TablesSpreadsheet space dataSpringSpring ForceSpring FramesSpring LengthSpring TypeSpring Vertex GroupSpring forceSpring force that pulls water level back to zeroSpring implementation used in Blender 2.7. Damping is capped at 1.0Spring rest length (factor of particle radius)Spring rest length is a factor of 2 * particle sizeSpringsSprite ThresholdSquareSquare (HS + V)Square (HV + S)Square (SV + H)Square CentimetersSquare ChainsSquare DecimetersSquare DekametersSquare FeetSquare FurlongsSquare HectometersSquare InchesSquare KilometersSquare MetersSquare MicrometersSquare MilesSquare MillimetersSquare RootSquare Root ModeSquare ThouSquare ThresholdSquare YardsSquare cap (flat and extended)Square only: all values with an absolute amplitude lower than that result in 0Square root of ASquare with inner dotSquaresSquashSquash & StretchSquash AmountSquash FrequencySquash every N rowsSqueeze Value (Legacy)Squeezed FrameStab WeightStabilizationStabilize 2DStabilize 2D ClipStabilize CenterStabilize NormalStabilize RotationStabilize ScaleStabilize StrokeStabilize detected rotation around center of frameStabilize footage using 2D stabilization motion tracking settingsStabilizer Stroke FactorStabilizer Stroke RadiusStacked AboveStacked BelowStamp CameraStamp DateStamp FilenameStamp FrameStamp HostnameStamp LabelsStamp LensStamp MarkerStamp NoteStamp Note TextStamp OutputStamp Peak MemoryStamp Render TimeStamp SceneStamp Sequence StripStamp TimeStandardStandard DeviationStandard transitions between keyframesStanford PLY (.ply)StarStartStart & End MappingStart (Factor)Start (Length)Start AngleStart Arrow StyleStart At Current FrameStart CapStart DeactivatedStart DenoisingStart FactorStart FrameStart Frame (manipulated from UI)Start Frame (raw value)Start Frame (when Restrict Frame Range is enabled)Start HandleStart Handle EaseStart Handle ScaleStart LocationStart Mapping TypeStart OffsetStart PositionStart Position ObjectStart Position XStart Position YStart RadiusStart SampleStart SizeStart VR SessionStart VerticesStart and end frame cannot be the same!Start distance of the volumetric effectStart editing directory fieldStart entering filter textStart entering filter text for the data-set in focusStart entering filter text for the list in focusStart entering text which filters the set of channels shown to only include those with matching namesStart frame clamped to valid rendering rangeStart frame displayed in the sequence editor after offsets are applied, setting this is equivalent to moving the handle, not the actual start frameStart frame for bakingStart frame is larger than end frameStart frame of the NLA strip. Note: changing this value also updates the value of the strip's end frame. If only the start frame should be changed, see the "frame_start" property instead.Start frame of the effectStart frame of the export, use the default value to take the start frame of the current sceneStart frame of the ocean bakingStart frame of the stripStart on FrameStart placement using a point projected onto the orientation axis at the 3D cursor positionStart placement using a point projected onto the view plane at the 3D cursor positionStart placing on the surface, using the 3D cursor position as a fallbackStart placing the center positionStart placing the edge positionStart pointStart searching textStart transform operator after inserting the nodeStart/EndStartingStarting MouseStarting angle of the arcStarting distance of the mist, measured from the cameraStarting frame for the animationStarting frame of range of paths to display/calculate (not for 'Around Frame' Onion-skinning method)Starting frame of the stored rangeStarting frame to exportStarting time of pathStarts WithStartup file savedStateState ColorsState OtherState of all panels defined by the node groupState of the light linkingState of the other user path for bimanual actionsState of the shadow linkingState-full solver running in real-time context and ignoring actions and non-IK constraintsStateless solver computing pose starting from current action and non-IK constraintsStatic BVHStatic IslandStatic TypeStatistical view of the levels of color in an imageStatisticsStatusStatus BarStatus flagsStatus of the solver iterationStatus:SteelStencilStencil ColorStencil DimensionsStencil ImageStencil LayerStencil MaskStencil Mask OpacityStencil PositionStencil color in the viewportStepStep CountStep RateStep Rate RenderStep SizeStep Size LightningStep Size MinStep between generated framesStep size when raymarching volumeStep size when raymarching volume for lighting computationStep through animation by positionStepped Interpolation F-ModifierStepped LinearStepped linear interpolation between From Min and From Max valuesStepsSteps MinSteps ViewportStereoStereo 3DStereo 3D DisplayStereo 3D FormatStereo 3D Mode requires the window to be fullscreenStereo EyeStereo FXStereo LFEStereo ModeStereo OutputStereo audio channelsStereo with LFE channelStereoscopyStereoscopy settings for a Camera data-blockStickStick stroke to other strokesStick stroke to surfacesStick stroke to the imageStick stroke to the viewStickinessSticky Selection ModeSticky vertex selection disabledStiff QuadsStiff ViscosityStiff viscosity is a factor of normal viscosityStiffnessStiffness XStiffness defines how much of the element to fillStiffness on the X axisStiffness on the X rotational axisStiffness on the Y axisStiffness on the Y rotational axisStiffness on the Z axisStiffness on the Z rotational axisStillStitch Preview Active IslandStitch Preview EdgeStitch Preview FaceStitch Preview StitchableStitch Preview UnstitchableStitch Preview VertexStitch UVs within a specified limit distanceStitch selected UV vertices by proximityStitching only works with less than %i objects selected (%i selected)StoneStone (Crushed)StonesStopStop VR SessionStop animation playbackStop boundary selection at n-gonsStop boundary selection at vertices with more than three edgesStop boundary selection at vertices with two edges when they share a face that is not an n-gonStop pushing jumpStop subdividing when this level is reached even if the dicing rate would produce finer tessellationStop this jobStop vertices from projecting to a face on the target when facing towards/awayStorageStorage mode for custom normal dataStorage of an operator being executed, or registered after executionStorage to temporarily hold the main action slot while in tweak modeStorage to temporarily hold the main action while in tweak modeStore Bundle ItemStore Denoising PassesStore Enabled Catalogs in PreferencesStore Named AttributeStore Named GridStore RGB and alpha channels separately with alpha acting as a mask, also known as unassociated alpha. Commonly used by image editing applications and file formats like PNG.Store RGB channels with alpha multiplied in, also known as associated alpha. The natural format for renders and used by file formats like OpenEXR.Store a bundle item by path and data type.Store a normal vector for each mesh elementStore a single value for the entire domainStore a value for every elementStore all data-blocks linked from other .blend files in the current .blend file. Library references are preserved so the linked data-blocks can be unpacked againStore custom normals as simple vectors in the local space of the mesh. Values are not necessarily updated automatically later on as the mesh is deformed.Store custom property enumeration values as stringsStore enumeration values as stringsStore floating point selection values. For mesh geometry, stored inverted as the sculpt mode maskStore glTF export settings in the Blender projectStore grid data in a volume geometry with the specified nameStore multires displacements outside the .blend file, to save memoryStore normals in a deformation dependent custom transformation space. This method is slower, but can be better when subsequent operations change the mesh without handling normals specifically.Store proxies using per strip settingsStore proxies using project directoryStore the baked data in a directory on diskStore the current state of the asset catalogs in the undo bufferStore the denoising feature passes and the noisy image. The passes adapt to the denoiser selected for renderingStore the estimated transforms in the soft body settingsStore the result of a field on a geometry and output the data as a node socket. Allows remembering or interpolating data as the geometry changes, such as positions before deformationStore the result of a field on a geometry as an attribute with the specified nameStore the sharpness of each face or edge. Similar to the "Shade Smooth" and "Shade Flat" operators.Store the shelf's enabled catalogs in the preferences rather than the local asset shelf settingsStore this action in the NLA stack as a non-contributing strip for later useStore this action in the NLA stack as a non-contributing strip for later use, and create a new actionStore true or false selection values in edit modeStored Operation ModeStored as single valueStores and apply difference between reference and local value (NOT USED)Stores and apply multiplication factor between reference and local value (NOT USED)Stores the style of each characterStoryboardingStraightStraight AlphaStraight CutStraight-line interpolation between A and B (i.e. no ease in/out)Straight-line slope of end segments are extended past the endpoint keyframesStraightenStraighten Hair CurvesStraighten XStraighten YStraightens hair curves between root and tipStrandStrand IndexStrand LengthsStrand RenderStrand ShapeStrand StepsStrand diameter width at the rootStrand diameter width at the tipStrand shape parameterStreak fade-out factorStreaksStreaks AngleStream IndexStreamlinesStrengthStrength FactorStrength PressureStrength RandomnessStrength of SunStrength of displace when applied to the meshStrength of emissionStrength of force fieldStrength of modifier deformationsStrength of modifier effectStrength of noiseStrength of smoothing applied on jagged chainsStrength of the bump mapping effect, interpolating between no bump mapping and full bump mappingStrength of the displacementStrength of the emitted lightStrength of the emitted light. A value of 1.0 ensures that the object in the image has the exact same color as the Emission ColorStrength of the fade effectStrength of the light sourceStrength of the normal mapping effectStrength of the studiolightStrength of volume stretching clampingStrength to use for assigning or selecting face influence for weighted normal modifierStrengthsStretchStretch OpacityStretch ToStretch To ConstraintStretch To FitStretch UStretch UVsStretch VStretch along Y-Axis to point towards a targetStretch or shrink strokesStretch the U coordinates between 0 and 1 when UVs are presentStretch the V coordinates between 0 and 1 when UVs are presentStretch the beginning and the end of stroke backboneStretch the object along the Z axis of the modifier spaceStretch to FillStretch to meet the target objectStretches image bounds to the canvas without preserving aspect ratioStrictStride at which tiled strokes are copiedStringString AttributeString Attribute ValueString FieldString LengthString Node SocketString Node Socket InterfaceString ValueString socket of a nodeString to CurvesString to ValueString to be inserted at cursor positionString value in geometry attributeStringsStripStrip '%s' not in scene '%s'Strip CharactersStrip ColorStrip Color BalanceStrip Color Balance DataStrip Color TagsStrip CropStrip DurationStrip ElementStrip FromStrip ModifierStrip Modifier PropertiesStrip ModifiersStrip NameStrip NoneStrip NumbersStrip PartStrip PreviewStrip PropertiesStrip ProxyStrip Proxy & TimecodeStrip TimeStrip TransformStrip cannot be moved into itselfStrip effect typeStrip has no influence past its extentsStrip leading/trailing text from the nameStrip names are not editable from the OutlinerStrip needs two inputs to swapStrip time is controlled by an F-Curve rather than automatically determinedStrip transform property to be resetStrip type does not support modifiersStrip type is not set.Strip type must be 'META'Strip used as mask input for the modifierStrip with a set of F-Curves for each action slotStrip(s)StripElements.pop: cannot pop the last elementStripElements.pop: index out of rangeStripsStrips SelectedStrips must be the same lengthStrips must have the same number of inputsStrips nested in meta stripStrips were not compatibleStrips.new_effect: effect expects more than 2 inputs (%d, should never happen!)Strips.new_effect: effect takes 1 input stripStrips.new_effect: effect takes 2 input stripsStrips.new_effect: invalid lengthStrips.new_sound: unable to open sound fileStrobeStrokeStroke & FillStroke & Fill are fully transparentStroke CenterStroke ColorStroke Depth OffsetStroke Depth OrderStroke DirectionStroke EndStroke Fit MethodStroke LengthStroke Material NameStroke OffsetStroke OnlyStroke OpacityStroke PlacementStroke Placement (2D View)Stroke Placement (3D View)Stroke Placement:Stroke Point ParameterStroke PointsStroke RandomStroke SnapStroke StartStroke StepStroke ThicknessStroke and FillStroke data pointsStroke end styleStroke is fully transparentStroke offset for the Line Art modifierStroke start styleStrokesStrokes CollisionStrokes appear/disappear one after the other, but only a single one changes at a timeStrokes end extension for closing gaps, use zero to disableStrongStruct definition used for properties assigned to this itemStruct gathering all data needed by overridden linked IDsStructsStructuralStructural GroupStructural Stiffness Vertex GroupStructureStructure TypeStucciStucci TextureStudioStudio LightStudio LightsStudio lightStudio light image file has separate "diffuse" and "specular" passesStudio lighting setupStudioLight Installed {!r} into {!r}StudiolightStudiolight RotationStyleStyle ModuleStyle ModulesStyle StartStyle module '%s' could not be removedStyle module configuration for specifying a style moduleStyle module could not be removedStyle of the color blendingStyle to set selection toStyle to use when drawing VR controllersStylesSubSub LevelSub Level Menu Open DelaySub ParentSub-PanelSub-Panel BackgroundSub-StepsSub-TargetSub-channelsSubdivideSubdivide CollapseSubdivide CurveSubdivide EdgesSubdivide MeshSubdivide StrokeSubdivide Stroke modifierSubdivide between continuous selected points of the stroke adding a point half way between themSubdivide faces without changing shapeSubdivide long edges to add mesh detail where neededSubdivide perpendicular edges to the selected edge-ringSubdivide polygons to reach a specified pixel size on screenSubdivide selected curve segmentsSubdivide selected edgesSubdivide selected particles segments (adds keys)Subdivide selected segmentsSubdivide strokes and smooth themSubdivide the mesh in a way that allows editing the higher subdivision levelsSubdivide to reach a specified edge length in object space. This is required to use adaptive subdivision for instanced meshesSubdivisionSubdivision CreaseSubdivision DataSubdivision LevelsSubdivision ModeSubdivision ModifierSubdivision StepsSubdivision SurfaceSubdivision Surface ModifierSubdivision Surface modifier needs to be first to work with unwrapSubdivision TypeSubdivision level applied before deformationSubdivision surface modifierSubdivisionsSubframe offset of the sound source start expressed in secondsSubframesSubframes to simulate for improved stability and finer granularity simulations (dt = timestep / (subframes + 1))Subitem Local IDSubitem Local IndexSubitem Local NameSubitem Reference IDSubitem Reference IndexSubitem Reference NameSubpixel Anti-AliasingSubprocessSubprocessesSubsetSubset of probes to updateSubset of tags (defined in parent struct) that are set for this propertySubstepsSubsteps <1 means the process is not executedSubsteps Per FrameSubsurfaceSubsurface AnisotropySubsurface ColorSubsurface DirectSubsurface IORSubsurface IndirectSubsurface MethodSubsurface RadiusSubsurface ScaleSubsurface ScatteringSubsurface TranslucencySubsurface WeightSubsurface multiple scattering shader to simulate light entering the surface and bouncing internally. Typically used for materials such as skin, wax, marble or milkSubtractSubtract ColorSubtract ModeSubtract StripSubtract VGroup B's weights from VGroup A's onesSubtract effect of brushSubtract existing selectionSubtract one strip's color from anotherSubtract source value to destination one, using given threshold as factorSubtracted from the current frame to use for looking up the data in the cache file, or to determine which file to use in a file sequenceSubtracted from the texture color to get a displacement vectorSubtractive overrideSubtypeSubtype LabelSubtype of the default valueSuccessSuccessfully added %d keyframes for keying set '%s'Successfully copied attributes from {} to {}Successfully generated: "{:s}"Successfully removed %d keyframes for keying set '%s'Successfully reset {}SuffixSuffix added to the render images for this viewSuffix to identify the cameras to use, and added to the render images for this viewSuggested line thickness and point size in pixels, for add-ons displaying custom user interface elements, based on operating system settings and Blender UI scaleSuggestive ContourSuggestive ContoursSumSum ValuesSummarySunSun AngleSun BeamsSun DirectionSun DiscSun ElevationSun IntensitySun LightSun PositionSun RotationSun SizeSun ThresholdSun angle from horizonSun disc not available in EEVEESunlight strength in watts per meter squared (W/m²)SuperellipseSupportSupport EmulationSupport HDR ColorSupport Uniform ScalingSupport face boundariesSupport storing custom bundles in a geometry in Geometry NodesSupport uniformly scaling the limb via the gear control at the baseSupports PreviewsSupports any combination of grab, rotate, and scale at onceSupports culled depth by other objects in the viewSupports selectionSuppress ControlSurfSurfaceSurface CurveSurface DeformSurface EmissionSurface FormatSurface GeometrySurface GuidingSurface Guiding ProbabilitySurface Input TypeSurface ModifierSurface NormalSurface Normal DistanceSurface Object to attach to (needs to have matching transforms)Surface OffsetSurface PickingSurface ProjectSurface Render MethodSurface ResponseSurface Rest PositionSurface SmoothSurface TensionSurface ThicknessSurface TypeSurface UVSurface UV CoordinateSurface UV MapSurface UV coordinates at the attachment pointSurface UV map not definedSurface UV map used for attachmentSurface UV map used to sample the normal for displacementSurface attachment UV coordinates stored on each curveSurface density of generated hair curvesSurface geometry for generationSurface geometry of the curve attachmentSurface geometry to attach hair curves toSurface geometry used for shrinkwrapSurface geometry used to sample the normal for displacementSurface has no meshSurface modifier defining modifier stack position used for surface fieldsSurface nameSurface normal at the attachment pointSurface object for generation (needs matching transforms)Surface object used for shrinkwrapSurface object used to sample the normal for displacementSurface resolution in U direction used while rendering (zero uses preview resolution)Surface resolution in V direction used while rendering (zero uses preview resolution)Surface scale factor (does not affect the height of the waves)Surface subdivisions per segmentSurface tension of liquid (higher value results in greater hydrophobic behavior)Surface thickness used to detect intersection when using screen-tracingSurface(s) have no active pointSurfaceDeformSurfaceDeform ModifierSurfacesSurfel ResolutionSwahili - KiswahiliSwapSwap 2 sequencer stripsSwap AreasSwap AxesSwap Height and DepthSwap Left/RightSwap LinksSwap VR navigation controls between left / right controllersSwap active strip with strip to the right or leftSwap all users of one action to a new action. This ignores the NLA and Action ConstraintsSwap all users of one action to another one. The normal action slot assignment rules apply. This ignores the NLA and Action ConstraintsSwap left and right stereo channelsSwap one material with anotherSwap order of selected strips within tracksSwap primary and secondary brush colorsSwap selected areas screen positionsSwap selected nodes with the specified node group assetSwap the Mouse Wheel zoom directionSwap the output connections of the two selected nodes, or two similar inputs of a single nodeSwap the roles of Height and Depth.Swap the two inputs of the effect stripSwedish - SvenskaSweep AngleSweep LineSweep a transition line across the frameSwingSwing and X TwistSwing and Y TwistSwing and Z TwistSwirlSwirl EffectSwirl effectSwitchSwitch IslandSwitch Stereo ViewSwitch ViewSwitch back to the previous Action, after creating a pose assetSwitch between an attribute and a single value to define the data for every elementSwitch between the current and assigned brushes on consecutive uses.Switch between two images using a checkboxSwitch between two inputsSwitch direction of selected splinesSwitch the current view from perspective/orthographic projectionSwitch the direction from clockwise to counterclockwiseSwitch to Pose or Object modeSwitch to erase brush for duration of strokeSwitch to mask brush for duration of strokeSwitch to smooth brush for duration of strokeSwitch to the target object or boneSwitch to this object mode when activating the workspaceSwitchable ParentSwitches the active object and assigns the same mode to a new one under the mouse cursor, leaving the active mode in the current oneSwizzle RSymmetricalSymmetrical ({:s})SymmetrizeSymmetrize the topology modificationsSymmetrySymmetry FeatheringSymmetry XSymmetry YSymmetry ZSyncSync Action LengthSync LengthSync MarkersSync Markers with keyframe editsSync ModeSync Outliner SelectionSync Scene TimeSync SelectionSync Visible RangeSync Zoom/PanSync outliner selection with other editorsSync to AudioSync to audio playback, dropping framesSync view position between side viewsSync with OutlinerSynchronizationSynchronize the length of the referenced Action with the length used in the stripSynchronize the repository with a remote URLSynchronize the viewer perspective of virtual reality sessions with this 3D viewportSynchronize the visible timeline range with other time-based editorsSyntax Built-InSyntax CommentSyntax HighlightSyntax NumbersSyntax PreprocessorSyntax ReservedSyntax SpecialSyntax StringSyntax SymbolsSyntax highlight for scriptingSystemSystem & OpenGLSystem BookmarksSystem FoldersSystem InstallationSystem MaximumSystem MemorySystem OverridesSystem extensions are read-only and cannot be uninstalledSystem's bookmarksSystem's folders (usually root, available hard drives, etc)TARGATHEME01THEME02THEME03THEME04THEME05THEME06THEME07THEME08THEME09THEME10THEME11THEME12THEME13THEME14THEME15THEME16THEME17THEME18THEME19THEME20TIFFTIFF (.tif)TIP: Use F-Curves for procedural animation insteadTIP: Use variables instead of bpy.data paths (see below)TIP: bpy.context is not safe for renderfarm usageTV NTSC 16:9TV NTSC 4:3TV PAL 16:9TV PAL 4:3TabTab ColorsTab Search ResultsTab WidthTab for Pie MenuTable contains geometry dataTablesTabletTablet APITablet Drag ThresholdTablet pressureTabs as SpacesTabulated SobolTagTag '%s' already present for given assetTag '%s' not found in given assetTag BevelTag CreaseTag Freestyle Edge MarkTag SeamTag SharpTag selected bones to not be visible in Edit ModeTag selected bones to not be visible in Pose ModeTagsTailTail PositionTail SelectTailsTake Grease Pencil Layer or Layer Group as selection fieldTake a snapshot of the active viewportTake average of velocities from previous frame and new velocities from current frameTake average of vertex normalsTake face smoothness into account in view map calculationTake handle information into account in the conversionTake image aspect ratio into accountTake into account current Blender units settings (if unset, raw Blender Units values are used as-is)Take link out of node group to connect to root tree output nodeTake reference geometry as inputTamil - தமிழ்TangentTangent FieldTangent ModeTangent NormalTangent PhaseTangent SpaceTangent from UV mapTangent nodeTangent space can only be computed for tris/quads, abortingTangent space computation needs a UV Map, "%s" not found, abortingTangent space normal mappingTangent space vector displacement mappingTangent to SurfaceTangential DistortionTangentsTap Key TimeoutTaper ObjectTaper RadiusTaper StartTaper factor for the radius of each point along the curveTaper of the rollTapping Alt (without pressing any other keys) shows a prompt in the status-bar, prompting a second keystroke to activate the toolTarga (.tga)Targa Raw (.tga)TargetTarget BonesTarget Curve objectTarget DensityTarget Density StrengthTarget FrameTarget GeometryTarget Grease PencilTarget Grease Pencil LayerTarget ID-BlockTarget Local With ParentsTarget Mesh objectTarget New Empty ObjectTarget Normal ProjectTarget ObjectTarget Object (Curves only)Target Object, defining the position of the pivot when definedTarget Particle SystemTarget PathTarget RigTarget Selected BoneTarget Selected ObjectTarget SelectionTarget SpaceTarget TransformTarget VelocityTarget VolumeTarget ZTarget along length of bone: Head is 0, Tail is 1Target angular motor velocityTarget armatureTarget armature boneTarget bone for multi-target constraintsTarget contains concave polygonsTarget contains invalid polygonsTarget contains overlapping verticesTarget direction to compare the normal toTarget edge length in the new meshTarget geometry objectTarget has edges with more than two polygonsTarget has no facesTarget is not in the constraint target listTarget length for the operationTarget linear motor velocityTarget locationTarget location to which normals will pointTarget objectTarget object for multi-target constraintsTarget object from which the distance is measuredTarget object library-data, ignoring!Target object not a Grease Pencil, ignoring!Target object not specifiedTarget object shapeTarget object space edge length for adaptive subdivisionTarget object to define stroke startTarget object used to affect normalsTarget particle systemTarget particle systemsTarget polygon pixel size for adaptive subdivisionTarget polygons changed from %u to %uTarget scene has locked markersTarget sculpting workflow that is going to use the sampled sizeTarget to snap the selected UVs toTarget vertices changed from %u to %uTarget's Z axis, not World Z axis, will constrain the Up directionTarget: Exclude Non-SelectableTarget: Include ActiveTarget: Include EditTarget: Include Non-EditedTargetsTargets all ctrls y-axis to defined axis (global space)Targets custom WGTs to defined axis (global space)Tear BoundaryTeleportTeleport DurationTemp-MetaTemperance (average)TemperatureTemperature AttributeTemperature ColorTemperature DifferenceTemperature GridTemperature MaximumTemperature UnitTemperature difference to ambient temperatureTemperature of the fluidTemplate "{}" will start next time as it is now.Template Installed ({:s}) from {!r} into {!r}TemplatesTemporal AccumulationTemporal ReprojectionTemporarily disable NLA stack evaluation (i.e. only the active action is evaluated)Temporarily hide in viewportTemporarily hide in viewport • Ctrl to isolate collection • Shift to set inside collections and objectsTemporarily hide in viewport • Shift to set childrenTemporarily hide mask layersTemporarily hide objects from the viewportTemporaryTemporary DirectoryTemporary EditorsTemporary FilesTendency of object to bounce after colliding with another (0 = stays still, 1 = perfectly elastic)TensionTension Spring DampingTension StiffnessTension Stiffness MaximumTentTerminate ModeTessellateTessellated triangle in a Mesh data-blockTessellation of mesh polygons into trianglesTest key configuration for conflictsTex CoordTexcoord Quantization BitsTextTextCaseTextDigitsTextIndentationTextLineTextLinesTextLowerTextModifiedTextNewTextPatternTextPunctuationTextSpacesTextStrip CharactersTextTabTextTabsTextUpperTextWeightTextWordText '%s'Text (.txt)Text Anti-AliasingText BeginText BoxText Box HeightText Box WidthText BoxesText Character FormatText ColorText CursorText CurveText EditorText Editor ArgsText Editor PresetsText EndText FilesText HighlightText HintingText InfoText Info OverlayText InputText LineText Node SocketText Node Socket InterfaceText RenderingText SelectedText StripText Strip CursorText StyleText Subpixel Anti-AliasingText ValueText Widget ColorsText bounding box for layoutText character formatting settingsText colorText color of selected lineText data-block referencing an external or packed text fileText data-blocksText displayed and edited in this spaceText editor space dataText file has been edited since last saveText file is in memory, without a corresponding file on diskText file on disk is different than the one in memoryText horizontal alignment from the object or text box centerText in the lineText not found: %sText not used by any node or camera, no update doneText objects can only have their scale applied: "%s"Text on CurveText socket of a nodeText stringText strip editing cursorText strip editing selectionText that will be displayedText to 3D ObjectText to ReplaceText to display in header during scaleText to insert at the cursor positionText to replace selected text with using the replace toolText to search for with the find toolText to use on the UI panel button (does not edit the collection name)Text to use on the UI panel button instead of the collection nameText too longText vertical alignment from the object centerText: ExternalText: InternalTextBox HeightTextBox OverflowTextBox WidthTextBox X OffsetTextBox Y OffsetTextBoxesTextsTextureTextureAlong strokeTextureBand NoiseTextureBandsTextureDimensionsTextureGeneratedTextureGlobalTextureMappingTextureNewTextureObjectTexturePatternTexturePlasticTextureRing NoiseTextureRingsTextureSharpTextureSharperTextureSoftTextureStrand / ParticleTextureTexture CoordinatesTextureUVTextureWall InTextureWall OutTextureWindowTexture Collection RateTexture CoordinateTexture Coordinate BoneTexture Coordinate ObjectTexture Coordinate QuantizationTexture CoordinatesTexture DistortionTexture Encoding QualityTexture FieldTexture LimitTexture MappingTexture Mapping ModeTexture MaskTexture MeshTexture Mid LevelTexture ModeTexture NodeTexture Node EditorTexture Node SocketTexture Node Socket InterfaceTexture Node TreeTexture OpacityTexture Orientation AngleTexture Overlay AlphaTexture PaintTexture Paint OverlaysTexture Paint SlotTexture Paint/Modifier UVsTexture Pixel Size factor along the strokeTexture PropertiesTexture Sample BiasTexture Sample RadiusTexture SlotTexture Slot ImagesTexture SlotsTexture SpaceTexture Space LocationTexture Space MeshTexture Space SizeTexture SpacingTexture SpecialsTexture Time OutTexture coordinate mapping settingsTexture coordinates from 0 to 1Texture coordinates from root particle locationsTexture coordinates used to map the image on the surfaceTexture coordinates used to map the texture onto the backgroundTexture data-block used by materials, lights, worlds and brushesTexture data-block used by this texture slotTexture data-blocksTexture effector weightTexture encoding qualityTexture export methodTexture filtering typeTexture images used for texture paintingTexture interpolationTexture mapping not set to 3D, results may be unpredictableTexture mapping typeTexture nodesTexture slot defining the mapping and influence of a textureTexture slot for textures in a Brush data-blockTexture slot for textures in a LineStyle data-blockTexture slot for textures in a Particle Settings data-blockTexture slot nameTexture slots defining the mapping and influence of texturesTexture socket of a nodeTexture space locationTexture space sizeTexture that controls emission strengthTexture to use as forceTextureMappingTexturedTexturesTextures DirectoryThai - ภาษาไทยThat item represents an ID also used as liboverride dependency (either directly, as a liboverride reference, or indirectly, as data used by a liboverride reference). It should never be directly made local. Mutually exclusive with `LIBOVERRIDE_DEPENDENCY_ONLY`That item represents an ID only used as liboverride dependency (either directly or indirectly, see `LIBOVERRIDE_DEPENDENCY` for precisions). It should not be considered during the 'make local' (append) process, and remain purely linked data. Mutually exclusive with `LIBOVERRIDE_DEPENDENCY`That item was added for an indirectly imported ID, as a dependency of another data-blockThe "id" attribute if available, otherwise the indexThe "slit" normal direction of each face corner, influenced by vertex normals, sharp faces, sharp edges, and custom normals. May be empty.The "stroke" cannot be emptyThe '%s' %s data-block is linked and not editable. Use "Make Local" to make it editable.The '%s' %s data-block is packed and not editable. Use "Make Local" to make it editable.The '{:s}' collection will be added upon generationThe 2D view location for the center of the new nodes, or unchanged if not setThe API reference manual for this version of BlenderThe BVH file does not contain frame duration in its MOTION section, assuming the BVH and Blender scene have the same frame rateThe Blender source root pathThe Blender version this is expected to be removedThe Blender version this was deprecatedThe Bone Collections of this ArmatureThe Bone Collections that contain this BoneThe Cryptomatte node in render mode is only supported for scene compositingThe Drivers/Expressions for this data-blockThe File Output node is only supported for scene compositingThe FriBidi C compiled library (.so under Linux, .dll under windows...), you’ll likely have to edit it if you’re under Windows, e.g. using the one included in Blender libraries repositoryThe Gabor noise value with both random intensity and phase. This is equal to sine the phase multiplied by the intensityThe ID pointer overridden by this operation is expected to match the reference hierarchyThe Index of Refraction (IOR) of the coat layer (affects its reflectivity as well as the falloff of coat tinting)The Keying Set to useThe Navigate Gizmo sizeThe RGB color of the strand. Only used in Direct ColoringThe Render Layers node is only supported for scene compositingThe Runge-Kutta ODE solver error limit, low value gives more precision, high values speedThe Scene needs a cameraThe Slot that the Channelbag's animation data is forThe Strip Info node is only supported for sequencer compositingThe UUID of the catalog shown in the browserThe UV coordinates at which to sample the texture. The Z component is assumed to contain an alpha channelThe Voronoi feature that the node will computeThe X axis size of the shapeThe X position of the lower left corner of the crop regionThe Y axis size of the shapeThe Y position of the lower left corner of the crop regionThe action %s is not editableThe action depends on the states/poses of both user pathsThe action is intended to be used as a cycle looping over its manually set playback frame range (enabling this does not automatically make it loop)The action poses will be used for the VR controller aimsThe action poses will be used for the VR controller gripsThe action when Middle-Mouse dragging in the viewport. Shift-Middle-Mouse is used for the other action. This applies to trackpad as wellThe active Vertex GroupThe active attribute has an unsupported typeThe active attribute must be on the vertex, edge, or face domainThe active attribute must have a boolean typeThe active data-block '%s' is not a valid linked oneThe active data-block '%s' is used by other linked dataThe active face for this meshThe active lineset does not have a line style (indicating data corruption)The active modifier in the listThe active object does not match the armatureThe active object needs to be an armatureThe active repository has invalid settingsThe active shape key of %s is lockedThe active simulation area moves with the brushThe active strip modifier in the listThe active vertex group is lockedThe active workspace view layer showing in the windowThe alignment of the new objectThe already existing local ID that may be reused in append & reuse case. None until it has been foundThe amount of chromatic aberration to add to the distortionThe amount of color noiseThe amount of copies is too high, we cannot generate the amount of geometry it would requireThe amount of diamond sharpeningThe amount of distortion. 0 means no distortion, -1 means full Pincushion distortion, and 1 means full Barrel distortionThe amount of jitter to introduce while computing rays, higher jitter can be faster but can produce grainy or noisy resultsThe amount of points to select from the end of each splineThe amount of points to select from the start of each splineThe amount of rotation along each axis, XYZ orderThe amount of rotation on each axis, around the X, Y, then Z axes in that orderThe amount of rotation that the blur spansThe amount of scaling along each axisThe amount of scaling that the blur spansThe amount of sharpeningThe amount of shear to applyThe amount of space between nodesThe amount of translation along each axisThe amount of translation that the blur spans in the specified direction relative to the size of the image. Negative values indicate translation in the opposite directionThe amount of value-based noiseThe amplitude of the offsetThe amplitudes of the envelope are summarized (or, when Accumulate is enabled, both positive and negative differences are accumulated)The angle along the circle arc between copiesThe angle between the normals of connected manifold facesThe angle between the planes changes during the stroke to fit the surface under the cursorThe angle of the bokehThe angle snap increment used when in constrained angle modeThe angle that defines the direction of the translationThe angle that the first streak makes with the horizontal axisThe armature needs to be in Pose mode or Edit modeThe asset is local to the file. Deleting it will just clear the asset status.The asset shelf is not available in the current context (try changing the active mode or tool)The asset's catalog pathThe attribute domain that gives enough information to represent the mesh's normalsThe attribute is associated with the View Layer, Scene or World that is being renderedThe attribute is associated with the instancer particle system or object, falling back to the Object mode if the attribute isn't found, or the object is not instancedThe attribute is associated with the object geometry, and its value varies from vertex to vertex, or within the object volumeThe attribute is associated with the object or mesh data-block itself, and its value is uniformThe attribute is meant for internal use by BlenderThe attribute name must not be emptyThe attribute name used by default when the node group is used by a geometry nodes modifierThe attribute output cannot be used without the geometry outputThe audio is rendered with a bitrate of 240kbit/s per channel, the maximum bitrate Vorbis supports.The audio is rendered with a bitrate of 256kbit/s per channel, the maximum bitrate Opus supports.The audio is rendered with a bitrate of 320kbit/s, the maximum bitrate MP3 supports.The audio is rendered with a bitrate of 384kbit/s, the maximum bitrate MP2 supports.The audio is rendered with a bitrate of 640kbit/s, the maximum bitrate AC3 supports.The audio is rendered with a bitrate of roughly 250kbit/s per channel, the maximum bitrate AAC supports.The axes icon's sizeThe axis that the curve deforms alongThe axis used for placing the base regionThe base name of the file. Other information might be included in the final file name depending on the node optionsThe base unit for pixels per meter.The bf-translation repositoryThe blend factor with 0 being the current frameThe brightness level at which pixels are considered part of the highlights that produce a glareThe brush affects the UV rotation of the pointThe brush affects the color strength of the pointThe brush affects the position of the pointThe brush affects the thickness of the pointThe brush is of type used for drawing strokesThe brush is of type used for filling areasThe brush is of type used for tinting strokesThe brush is used for erasing strokesThe cache is bakedThe cache is being bakedThe camera used for rendering the sceneThe center of the circle described by the three pointsThe clipboard does not contain a Selection SetThe code used to calculate internal forces on particlesThe collection to add other selected objects toThe collection to remove other selected objects fromThe collection to remove this object fromThe color for things after the current frame (for onion skinning, motion paths, etc.)The color for things before the current frame (for onion skinning, motion paths, etc.)The color variation between Color1 and Color2. Values of -1 and 1 only use one of the two colors. Values in between mix the colorsThe color which gets mapped to white (automatically converted to/from temperature and tint)The color which gets white gets mapped to (automatically converted to/from temperature and tint)The combined frame range of all F-Curves within this actionThe compositor is always enabled regardless of the viewThe compositor is disabledThe compositor is enabled only in camera viewThe condition for close spline to activateThe constraining actionThe constraint is applied in Pose Space, the object transformation is ignoredThe constraint is applied in local space of a custom object/bone/vertex groupThe constraint is applied relative to the local coordinate system of the objectThe constraint is applied relative to the rest pose local coordinate system of the bone, thus including the parent-induced transformationThe constraint is applied relative to the world coordinate systemThe contrast of the cavity maskThe control point to retrieve data fromThe converge point for the stereo cameras (often the distance between a projector and the projection screen)The coordinates at which Gabor noise will be evaluated. The Z component is ignored in the 2D caseThe coordinates to sample within the UV mapThe corner to retrieve data from. Defaults to the corner from the contextThe counterclockwise rotation of the inner set of pointsThe current active panel category, may be Null if the region does not support this feature (NOTE: these categories are generated at runtime, so list may be empty at initialization, before any drawing took place)The current line numberThe current location (offset) of the view for this Node TreeThe current number of faces in the decimated meshThe current simulation time step size, as a fraction of a frameThe current text boxThe curve group to interpolate inThe curve normal value at each of the curve's control pointsThe curve the control point is part ofThe curve to retrieve data from. Defaults to the curve from the contextThe curve type to change the selected curves toThe custom bone colors, used when palette is 'CUSTOM'The custom range in which to create new keys. Only used when not using the scene rangeThe data path from each iterable to the value (int or float)The data path relative to the context, must point to an iterableThe data type of the corresponding column visible in the spreadsheetThe data type the attribute is converted to before calculating the resultsThe data type used to read the attribute valuesThe data-block %s could not be overriddenThe data-block %s is not overridableThe default alignment for objects added from a 3D viewport menuThe default and recommended for most applicationsThe default directory for rendering output, for new scenesThe default directory to search for loading fontsThe default directory to search for soundsThe default directory to search for texturesThe delay of the effect in secondsThe device to use to process the denoise nodes in the compositorThe difference between the scale of each two consecutive octaves. Larger values corresponds to larger scale for higher octavesThe dimensions of the image in pixels with transformations appliedThe direct children of this layer group. Ordered by stack order, meaning the first child is the bottom most child in the layer tree.The direction (only applies to drag events)The direction of the anisotropic Gabor noiseThe direction the plane pointsThe directionality of Gabor noise. 1 means the noise is completely directional, while 0 means the noise is omnidirectionalThe directory for storing temporary save files. The path must reference an existing directory or it will be ignoredThe directory where the image will be writtenThe display and view transform supports automatic emulation for another display device, using the display color spaces mechanism in OpenColorIO v2 configurationsThe display and view transform supports high dynamic range colorsThe distance a point can be from the surface before the face is no longer considered planarThe distance along the curve between copiesThe distance between the bottom point and the X axisThe distance between the top point and the X axisThe distance from which particles are affected fullyThe distance in pixel to the nearest pixel at the boundary of the mask. The distance is negative inside the maskThe distance metric used to compute the textureThe distance that the resulting points are allowed to be withinThe donation program to support maintenance and improvementsThe dropped extension comes from a disabled repository.The dropped extension comes from an unknown repository.The duplicated geometry, not including the original geometryThe edge after the corner in the face, in the direction of increasing indicesThe edge before the corner in the face, in the direction of decreasing indicesThe edge flag to tag when selecting the shortest pathThe edge to retrieve data from. Defaults to the edge from the contextThe edges of the image that intersects the outer mask will be considered edges of the outer mask. Otherwise, the outer mask will be considered open-endedThe edges that lie on the boundaries between the different face groupsThe edited objectThe end frame of animationThe end frame of the manually set intended playback rangeThe energy this light would emit over its entire area if it wasn't limited by the spot angle, in units of radiant power (W)The entire Scene / Preview rangeThe enum definition can now be accessed directly on the node. This exists for backward compatibility.The event of target particles to react onThe exact location of the point to useThe execution time from the node tree's latest evaluation. For frame and group nodes, the time for all sub-nodesThe expected squared deviation from the mean for each groupThe experimental option for this node is disabledThe extension is incompatible with this system: {:s}The extension mode applied to the X axisThe extension mode applied to the Y axisThe extracted highlights from which the glare was generatedThe face index for each loop triangleThe face to retrieve data from. Defaults to the face from the contextThe factor to apply to the original point's opacity for the new pointsThe factor to apply to the original point's radius for the new pointsThe factor to scale keys withThe feature set archive base directory name is not a valid identifier: '{:s}'The feature set archive has no rigs or metarigs, or is missing __init__.pyThe feature set archive must contain one base directoryThe feedback of the effectThe file extension used for saving rendersThe file handler labelThe file is not a valid Blender file.The file path used for exportingThe file was saved by a newer version, open it with Blender %s or laterThe first frame to be exportedThe first output must be a geometry socketThe five boxing wizards jump quickly! 0123456789The foot pivots around the base of the toeThe foots pivots at the ankleThe foots pivots at the ankle, with extra toe pivotThe foreground goes over the background according to the alpha of the foregroundThe foreground goes over the background according to the alpha of the foreground but the foreground completely covers the background if it is more opaqueThe foreground goes over the background according to the alpha of the foreground while assuming the background is being held out by the foregroundThe forward direction along the array shapeThe fractal offsetThe fraction part of AThe fraction part of A entry-wiseThe frame number in the sceneThe frame on which the timeline marker appearsThe frame on which this sketch appearsThe frame to evaluate (starting at 0)The free scaling axis of the objectThe frequency of the offset (1/total length)The gain multiplierThe generated glareThe generated random number is the same for every control point of a curveThe geometry cannot be extracted with dyntopo activatedThe geometry's normal directionThe gizmos are made for use with virtual reality sessions and require special redraw managementThe glTF format requires discontinuous normals, UVs, and other vertex attributes to be stored as separate vertices, as required for rendering on typical graphics hardware. This option attempts to combine co-located vertices where possible. Currently cannot combine verts with different normalsThe glue bone becomes a child of the control boneThe glue bone becomes a sibling of the control bone with Copy TransformsThe glue bone keeps its parent, but uses Copy Transforms to group both local and parent induced motion of the control into local spaceThe graphics backend can be changed in the System section of the Preferences.The grid size for bindingThe grid's value at each voxelThe group ID of each group instanceThe handle can be moved anywhere, and does not influence the point's other handleThe height of the crop regionThe height of the cylinderThe height perpendicular to the base of the spiralThe highest power of 'x' for this polynomial (number of coefficients - 1)The highest value in each groupThe identifier of the most recently assigned action slot. The slot identifies which sub-set of the Action is considered to be for this constraint, and its identifier is used to find the right slot when assigning an Action.The identifier of the most recently assigned action slot. The slot identifies which sub-set of the Action is considered to be for this data-block, and its identifier is used to find the right slot when assigning an Action.The identifier of the most recently assigned action slot. The slot identifies which sub-set of the Action is considered to be for this strip, and its identifier is used to find the right slot when assigning an Action.The identifier that makes up this tagThe image with the generated glare addedThe imported ID. None until it has been linked or appended. May be the same as ``reusable_local_id`` when appendedThe index from the contextThe index of particle system on the target objectThe index of the Armature's active bone collection; -1 when there is no active collection. Note that this is indexing the underlying array of bone collections, which may not be in the order you expect. Root collections are listed first, and siblings are always sequential. Apart from that, bone collections can be in any order, and thus incrementing or decrementing this index can make the active bone collection jump around in unexpected ways. For a more predictable interface, use ``active`` or ``active_name``.The index of the color attribute used as a fallback for renderingThe index of the control point plus the offset within the entire curves data-blockThe index of the control point to evaluate. Defaults to the current indexThe index of the corner starting from the first corner in the faceThe index of the cursorThe index of the each vertex's island. Indices are based on the lowest vertex index contained in each islandThe index of the face the corner is a part ofThe index of the first vertex in the edgeThe index of the offset cornerThe index of the second vertex in the edgeThe index of this curve's first control pointThe index to move the constraint toThe index to move the effect toThe index to move the modifier toThe indices of the duplicates for each elementThe individual F-Curves that animate the slotThe influence of a Voronoi layer relative to that of the previous layerThe initial aspect settingThe initial depth used when placing the cursorThe initial position for placementThe input grid must have a uniform voxel scale to be advected.The inputs are invalid, or the algorithm has been improperly calledThe integer coordinates of the nearest pixel at the boundary of the maskThe integer part of A, removing fractional digitsThe intended playback frame range of this action, using the manually set range if available, or the combined frame range of all F-Curves within this action if not (assigning sets the manual frame range)The intensity of the Gabor noise, which has no random phaseThe intensity of the aberration effectThe interpolation type for this curve elementThe intersection line will be included into the object with the higher intersection priority valueThe inverted matrix or the identity matrix if the input is not invertibleThe kernel is a color and each channel of the kernel will be convolved with each respective channel in the inputThe kernel is a float and will be convolved with all input channelsThe kind of repository to addThe kind of rotation to apply, values from other rotation modes are not usedThe kind of strokes or fills to deleteThe kinds of messages that should be propagated from this node to the parent group nodeThe largest integer smaller than or equal AThe largest positive integer that divides into each of the values A and B, e.g. GCD(8,12) = 4The last bone of the chain is directly controlled, like the hand in an IK arm, and the middle stretches to reach itThe last frame to be exportedThe layer group is expanded in the UIThe layer tree node after (i.e. above) this oneThe layer tree node before (i.e. below) this oneThe left Bézier control point handle from the contextThe length of the contents of this strip after the handles are appliedThe length of the contents of this strip before the handles are appliedThe length of the distance in axial directionsThe length of the longest Axial journeyThe library override of the linked ID. None until it has been createdThe light that bounces off the surface of the hairThe light that passes through the hair and exits on the other sideThe line color of a higher priority is used at material boundariesThe linked ID had other unrelated usages, so it has been duplicated into a local copyThe links form a cycle which is not supportedThe links must be siblingsThe list of action slots suitable for this NLA stripThe list of layers that make up this ActionThe list of slots in this ActionThe list of slots in this animation data-blockThe list of strips that are on this animation layerThe local data-block this asset represents; only valid if that is a data-block in this fileThe local directory containing extensionsThe location and orientation of the Custom Shape Transform bone will be used for transform gizmos and for other transform operators in the 3D Viewport. When disabled, the 3D Viewport will still use the actual bone transform for these, even when the custom bone shape transform is overridden.The location is automatically calculated to be smoothThe location is calculated to point to the next/previous control pointThe location is constrained to point in the opposite direction as the other handleThe location of the scene's 3D cursor, in the local space of the modified objectThe lowest value in each groupThe luminance that will be mapped to the log average luminance, typically set to the middle gray valueThe mass of each vertex on the cloth materialThe material to use for the new strokesThe matte gets remapped such matte values higher than the white level become white. Pixels at the identified edges are excluded from the remapping to preserve detailsThe matte gets remapped such matte values lower than the black level become black. Pixels at the identified edges are excluded from the remapping to preserve detailsThe max distance a vertex can be displaced. Displacements over this threshold may cause visibility issues.The maximum distance above the plane for affected vertices. Increasing the height affects vertices farther above the plane.The maximum distance below the plane for affected vertices. Increasing the depth affects vertices farther below the plane.The maximum from A and BThe maximum from A and B with smoothing CThe maximum gap between strokes in secondsThe maximum length an internal spring can have during creation. If the distance between internal points is greater than this, no internal spring will be created between these points. A length of zero means that there is no length limit.The maximum number of samples used for training path guiding. Higher samples lead to more accurate guiding, however may also unnecessarily slow down rendering once guiding is accurate enough. A value of 0 will continue training until the last sampleThe maximum ray distance for matching points between the active and selected objects. If zero, there is no limitThe maximum ray distance for matching points between the active and selected objects. If zero, there is no limit.The maximum value from A and B, max(A,B)The mesh UV map to sample. Should not have overlapping facesThe mesh is missing materialsThe mesh simulation is scaled up by this factor (compared to the base resolution of the domain). For best meshing, it is recommended to adjust the mesh particle radius alongside this value.The mesh volume where the inner/outer pressure will be the same. If set to zero the change in volume will not affect pressure.The method for determining the size of the bevelThe method of keys to activate tools such as move, rotate & scale (G, R, S)The method to use to create meshes at intersectionsThe method to use to create the mesh at intersectionsThe method used for calculating the feather offsetThe middle value in each group when all values are sorted from lowest to highestThe minimal roughness value of a material to apply guidingThe minimum from A and BThe minimum from A and B with smoothing CThe minimum value from A and B, min(A,B)The modifier affects the UV rotation factor of the pointThe modifier affects the color strength of the pointThe modifier affects the position of the pointThe modifier affects the thickness of the pointThe modifier used does not support deformed locationsThe name '{:s}' is not allowed for feature setsThe name of a json file storing those settings (unfortunately, Blender's system does not work here)The name of the Armature's active bone collection; empty when there is no active collectionThe name of the Curve object that defines the bevel shapeThe name of the active color attribute for display and editingThe name of the active key configurationThe name of the attribute on the surface mesh used to define the attachment of each curveThe name of the default color attribute used as a fallback for renderingThe name of the tree nodeThe new transform from grid index space to object space.The new transform is valid and was successfully applied to the grid.The newly linked ID has been made localThe node group is used as a geometry modifierThe node group is used as a toolThe node group is used for Grease PencilThe node group is used for curvesThe node group is used for meshesThe node group is used for point cloudsThe node group is used in edit modeThe node group is used in object modeThe node group is used in paint modeThe node group is used in sculpt modeThe node group must have a geometry output socketThe node labelThe node socket's default valueThe node tree labelThe noise simulation is scaled up by this factor (compared to the base resolution of the domain)The normal direction of each face, defined by the winding order and position of its verticesThe normal direction of each vertex, defined as the average of the surrounding face normalsThe normal direction of the face corner, taking into account sharp faces, sharp edges, and custom normal dataThe normal direction of the plane described by the three points, pointing towards the positive Z axisThe number of Voronoi layers to sumThe number of animation frames. If a single image, then 1The number of computed points in the V direction between every pair of control pointsThe number of concentric rings used to fill the round facesThe number of consecutive points from the original stroke to include in this segmentThe number of control points along the curve to traverseThe number of control points to create on the segment following each pointThe number of copies to generateThe number of corners in the faceThe number of corners to move around the face before finding the result, circling around the start of the face if necessaryThe number of duplicates to create for each elementThe number of edges connected to each vertexThe number of edges on the curveThe number of edges running vertically along the side of the coneThe number of elements in the listThe number of evaluated points on the curveThe number of faces or corners connected to each edgeThe number of faces or corners connected to each vertexThe number of faces that use each edge as one of their sidesThe number of flaps in the bokehThe number of frames that are needed to traverse the path, defining the maximum value for the 'Evaluation Time' settingThe number of frames to average around each keyframe. Higher values allow more smoothing, but will decrease performance.The number of frames to use for calculating FPS average. Zero to calculate this automatically, where the number of samples matches the target FPS.The number of generated segments to skip to reduce complexityThe number of ghosts for Ghost glare or the quality and spread of Glare for Streaks and Simple StarThe number of horizontal ringsThe number of keyframes this drawing is used byThe number of noise octaves. Higher values give more detailed noise but increase render timeThe number of old versions to maintain in the current directory, when manually savingThe number of pixels that correspond to the same output pixelThe number of points in the curveThe number of points on the arcThe number of points skipped after this segmentThe number of points to createThe number of points to skip to create straight segmentsThe number of rectangular segments along each sideThe number of samples to render in this subsetThe number of samples used to approximate the motion blurThe number of samples used to compute the blur. The more samples the smoother the result, at the expense of more compute time. The actual number of samples is two to the power of this input, so it increases exponentiallyThe number of samples used to compute the blur. The more samples the smoother the result, but at the expense of more compute time. The actual number of samples is two to the power of this input, so it increases exponentiallyThe number of segments in each quarter-circle of the bevelThe number of streaksThe number of times the cavity mask is blurredThe number of times this object is repeated with respect to other objectsThe number of vertices connected to this vertex with an edge, equal to the number of connected edgesThe number of vertices on the top and bottom circlesThe object %s has locked shape keysThe object geometry itself should be visible in the renderThe object has only one layerThe object has only one materialThe object is constrained inside a virtual sphere around the target object, with a radius defined by the limit distanceThe object is constrained on the surface of a virtual sphere around the target object, with a radius defined by the limit distanceThe object is constrained outside a virtual sphere around the target object, with a radius defined by the limit distanceThe object is parented to a boneThe object is parented to a latticeThe object is parented to a vertexThe object is parented to an objectThe object that has the target particle system (empty if same object)The object the data pointer refers to is not a valid modifierThe offset is too small, we cannot generate the amount of geometry it would requireThe opacity of unselected F-Curves against the background of the Graph EditorThe order of selected vertices/edges/faces is modified, based on a given methodThe original input geometry with potentially new attributes that are output by the zoneThe original resolution of the image in pixels before any transformationsThe output is a square curve (negative values always result in -1, and positive ones in 1)The output node %s is already paired with %sThe owner of this constraintThe parent group of this layer tree nodeThe particle simulation is scaled up by this factor (compared to the base resolution of the domain)The particle system to paint withThe parts of the geometry in the selectionThe parts of the geometry not in the selectionThe parts of the geometry that go into the first outputThe parts of the geometry to be deletedThe path for the curve's custom profileThe path for the custom profileThe path to the '/branches' directory of your local svn-translation copy, to allow translating from the UIThe path to the preset loaded into this theme (if any)The persistent UID of the modifierThe phase of the Gabor noise, which has no random intensityThe pixel density meta-data written to supported image formats. This value is multiplied by the PPM-base which defines the unit (typically inches or meters)The pixel radius of the sharpening maskThe point is constrained to be inside the target objectThe point is constrained to be outside the target objectThe point is constrained to the surface of the target object, with distance offset always to the outside, towards or away from the original locationThe point is constrained to the surface of the target object, with distance offset applied exactly along the target normalThe point is constrained to the surface of the target object, with distance offset towards the original point locationThe point represents a tile (multiple voxels) rather than a single voxelThe position at which the transformations pivot around. Defined in normalized coordinates, so 0 means lower left corner and 1 means upper right corner of the imageThe position for the axes on the bone. Increasing the value moves it closer to the tip; decreasing moves it closer to the root.The position from the contextThe position of the first vertex in the edgeThe position of the mouse cursor at the start of the operationThe position of the second vertex in the edgeThe position of the source of the rays in normalized coordinates. 0 means lower left corner and 1 means upper right cornerThe position the transformations pivot around, in normalized coordinates. 0 means the lower left corner and 1 means the upper right corner of the imageThe positions of the new pointsThe precision of compositor intermediate resultThe primary and secondary axis have to be differentThe probability of guiding a direction inside a volumeThe probability of guiding a direction on a surfaceThe profile can be a concave or convex curveThe profile can be any arbitrary path between its endpointsThe profile shape (0.5 = round)The property is deprecatedThe provided data did not satisfy the prerequisitesThe quality used by denoise nodes during the compositing of final renders if the nodes' quality option is set to Follow SceneThe quality used by denoise nodes during viewport and interactive compositing if the nodes' quality option is set to Follow SceneThe radii of the new pointsThe radius for the generated strokesThe radius of the circle described by the three pointsThe radius of the cylinderThe range of angles that will be affectedThe rate at which the Gabor noise changes across space. This is different from the Scale input in that it only scales perpendicular to the Gabor noise directionThe ratio of keyframes to removeThe ratio of the largest dimension of the model over the size of the gridThe ratio of the minor axis to the major axis of an elliptical cross-section. Recommended values are 0.8~1 for Asian hair, 0.65~0.9 for Caucasian hair, 0.5~0.65 for African hair. The major axis is aligned with the curve normal, which is not supported in particle hairThe reference manual for this version of BlenderThe region where the image will be darkenedThe region where the panel is going to be used inThe region-space mouse X location, in pixels, increasing from 0 at the leftThe region-space mouse Y location, in pixels, increasing from 0 at the bottomThe relative distance a particle can move before requiring more subframes (target Courant number); 0.01 to 0.3 is the recommended rangeThe remainder of floored divisionThe remainder of truncated division using fmod(A,B)The remesher cannot run from edit modeThe remesher cannot run with a Multires modifier in the modifier stackThe remesher cannot run with dyntopo activatedThe remesher cannot work on linked or override dataThe replacement Action's session uid to remap all selected Action's users toThe resolution of the mask along the X directionThe resolution of the mask along the Y directionThe resolution of the particle gridThe resolution to use for each curve segmentThe right Bézier control point handle from the contextThe root nodes of the layer tree. Ordered by stack order, meaning the first node is the bottom most node in the layer tree.The rotation channel was filteredThe rotation of the scene's 3D cursor, in the local space of the modified objectThe rotation type and axis order to useThe roughness of the coat layerThe running total of values in the corresponding group, starting at the first valueThe running total of values in the corresponding group, starting at zeroThe scale factor applied to the curve segmentsThe scale of a Voronoi layer relative to that of the previous layerThe scale of the Gabor noiseThe scene's 3D cursor location and rotationThe scripted expression can be evaluated without using the full Python interpreterThe selected rig collectionThe selected rig typeThe selected strips don't overlapThe selection from the start and end of the splines based on the input sizesThe selection included %d object type(s) which do not support conversion to "%s"The selection of each element as a floating point valueThe selection of each element as a true or false valueThe setting for the file browser mode to load a .blend file, a library or a special fileThe shape of the Gaussian distribution in frames. Lower values will increase sharpness across the Filter Width.The shape of the gaussian distribution, lower values make it sharperThe shape of the start and end of the strokeThe shortest angle in radians between two faces where they meet at an edge. Flat edges and Non-manifold edges have an angle of zero. Computing this value is faster than the signed angleThe shutter closes at the current frameThe shutter is open during the current frameThe shutter opens at the current frameThe side of the handle that is selectedThe side that remains selected after splittingThe side to which the selection is appliedThe signed angle arctan(A / B)The signed angle in radians between two faces where they meet at an edge. Flat edges and Non-manifold edges have an angle of zero. Concave angles are positive and convex angles are negative. Computing this value is slower than the unsigned angleThe simulation timestep per frame (seconds per frame)The size of dilation/erosion in pixels. Positive values dilates and negative values erodesThe size of the blur in pixelsThe size of the falloff from the edges in pixels. If less than two pixels, the edges will be anti-aliasedThe size of the filter in pixelsThe size of the geometry will determine the distance between arrayed itemsThe size of the glare relative to the image. 1 means the glare covers the entire image, 0.5 means the glare covers half the image, and so onThe size of the inpaint in pixelsThe size of the particlesThe size of the tile or voxel. For individual voxels this is 1, for tiles this represents the cubic size of the tileThe slot identifies which sub-set of the Action is considered to be for this data-block, and its name is used to find the right slot when assigning an ActionThe slot identifies which sub-set of the Action is considered to be for this strip, and its name is used to find the right slot when assigning another ActionThe smallest integer greater than or equal AThe smallest positive integer that is divisible by both A and B, e.g. LCM(6,10) = 30The smoothness of the extracted highlightsThe softness of the spotlight edgeThe solver does not reiterate, not even on first frame (starts from rest pose)The solver reiterates (converges) on all framesThe solver reiterates (converges) on the first frame but not on subsequent frameThe sound file is decoded and loaded into RAMThe source axis constrained object's X axis usesThe source axis constrained object's Y axis usesThe source axis constrained object's Z axis usesThe source color contains an Alpha componentThe source color is gamma correctedThe source geometry must contain a mesh or a point cloudThe source mesh must have facesThe source of this force field is the zero point of a harmonic oscillatorThe source where the size of the mask is retrievedThe space where the asset shelf will show up in. Ignored for popup asset shelves which can be displayed in any space.The space where the panel is going to be used inThe square root of the variance for each groupThe standard fractal Perlin noiseThe start and end handles are fixed positionsThe start and end handles are offsets from the spline's control pointsThe start frameThe start frame of the manually set intended playback rangeThe start position of the relation lines from parent to child bonesThe strength value for the generate strokesThe string to find in the input stringThe string to replace each match withThe string value to drop into the buttonThe strip values are combined with accumulated results by appropriately using addition, multiplication, or quaternion math, based on channel typeThe strip values replace the accumulated results by amount specified by influenceThe subdivision level is too largeThe subdivision level visible at render timeThe sum of all values in each group divided by the size of said groupThe surface area of each of the mesh's facesThe system did not find a solutionThe target mesh must have facesThe target rotation modeThe target to use while snappingThe tentacle scaling is manually controlled via twist controls.The tentacle stretches to fit the curveThe texture affects basic color of the strokeThe texture affects the alpha valueThe tilt angle of the cuticle scales (the outermost part of the hair). They are always tilted towards the hair root. The value is usually between 2 and 4 for human hairThe time (in minutes) to wait between automatic temporary savesThe time in seconds to wait for online operations before a connection may fail with a time-out error. Zero uses the systems default.The time to use for looking up the data in the cache file, or to determine which file to use in a file sequenceThe total X size of the region in pixelsThe total Y size of the region in pixelsThe total number of mesh islandsThe total of all of the values in the corresponding groupThe transformation of the instances output. Does not affect the internal geometryThe transformation of the target bone is evaluated relative to its local coordinate system, followed by a correction for the difference in target and owner rest pose orientations. When applied as local transform to the owner produces the same global motion as the target if the parents are still in rest pose.The transformation of the target bone is evaluated relative to its rest pose local coordinate system, thus including the parent-induced transformationThe transformation of the target is evaluated relative to a custom object/bone/vertex groupThe transformation of the target is evaluated relative to its local coordinate systemThe transformation of the target is evaluated relative to the world coordinate systemThe transformation of the target is only evaluated in the Pose Space, the target armature object transformation is ignoredThe transformation of the vector and geometry outputsThe transformation type to affect on the constrained objectThe transformation type to use from the targetThe translation of this motion event. The range on each axis is [-1 to 1], before being multiplied by the sensitivity preference. This is typically scaled by the time-delta before use.The type of Gabor noise to evaluateThe type of dataThe type of data-block %s is not yet implementedThe type of license this asset is distributed under. An empty license name does not necessarily indicate that this is free of licensing terms. Contact the author if any clarification is needed.The type of media to saveThe type of radius interpolation for Bézier curvesThe type of shape used to rebuild a beveled sectionThe type of split operation to perform on stripsThe type of strategy used for sampling direct light contributionsThe type of the data-block, if the asset represents one ('NONE' otherwise)The type of the table identifierThe type of tilt calculation for 3D CurvesThe type of tilt interpolation for 3D, Bézier curvesThe type of transform operators to writeThe type of weight interpolation for splineThe uniform pressure that is constantly applied to the mesh, in units of Pressure Scale. Can be negative.The unit system to use for user interface controlsThe up direction along the array shapeThe up direction for the circle shapeThe user has been shown the "Online Access" prompt and made a choiceThe user repository to install extensions intoThe value computed for the chain is the maximum of the values obtained for chain verticesThe value computed for the chain is the mean of the values obtained for chain verticesThe value computed for the chain is the minimum of the values obtained for chain verticesThe value computed for the chain is the value obtained for the first chain vertexThe value computed for the chain is the value obtained for the last chain vertexThe value is relative to each of the dimensions of the image independentlyThe value is relative to the X dimension of the imageThe value is relative to the Y dimension of the imageThe value is relative to the diagonal of the imageThe value is relative to the greater dimension of the imageThe value is relative to the smaller dimension of the imageThe value of the reserved bitflag 'FILTER_ITEM' (in filter_flags values)The value the average luminance is mapped toThe value this event translates to in a modal keymapThe value to use if the data path cannot be resolvedThe value used to map onto the color gradient. 0.0 results in the leftmost color, while 1.0 results in the rightmostThe values from the "id" attribute on points, or the index if that attribute does not existThe values the mean and median will be calculated fromThe values the minimum and maximum will be calculated fromThe values the standard deviation and variance will be calculated fromThe values to be accumulatedThe vector to be transformedThe vertex the corner is attached toThe vertex to retrieve data from. Defaults to the vertex from the contextThe viewer does not work because the modifier is disabledThe viewer does not work because the node group used by the modifier has no outputThe visibility of drawings in this tree node is affected by the layers in the masks listThe way the constraint treats original non-free axis scalingThe wet/dry mix of the effectThe wetness level when colors start to shift to the backgroundThe width for newly created group nodesThe width of columns in horizontal list viewsThe width of the crop regionThe window has a HDR graphics buffer that wide gamut and high dynamic range colors can be written to, in extended sRGB color space.The window relative horizontal location of the areaThe window relative horizontal location of the regionThe window relative vertical location of the areaThe window relative vertical location of the regionThe world's volume used to be rendered by EEVEE Legacy. Conversion is needed for it to render properly.ThemeTheme "{:s}" is already installed!Theme 3D ViewportTheme Background ColorTheme Bone Color SetTheme Clip EditorTheme Collection ColorTheme ConsoleTheme Dope SheetTheme File BrowserTheme Graph EditorTheme Image EditorTheme InfoTheme Node EditorTheme Nonlinear AnimationTheme OutlinerTheme PreferencesTheme PropertiesTheme Sequence EditorTheme SpaceTheme Space SettingsTheme SpreadsheetTheme Status BarTheme Strip ColorTheme Text EditorTheme Top BarTheme User InterfaceTheme Widget Color SetTheme Widget State ColorTheme color or custom color of a boneTheme properties for common editor regionsTheme properties shared by different editorsTheme settings for FontTheme settings for InfoTheme settings for asset shelvesTheme settings for background colors and gradientTheme settings for bone color setsTheme settings for collection colorsTheme settings for regions that are common among editorsTheme settings for strip colorsTheme settings for style setsTheme settings for the 3D viewportTheme settings for the Blender PreferencesTheme settings for the ConsoleTheme settings for the Dope SheetTheme settings for the File BrowserTheme settings for the Image EditorTheme settings for the Movie Clip EditorTheme settings for the NLA EditorTheme settings for the Node EditorTheme settings for the OutlinerTheme settings for the PropertiesTheme settings for the Sequence EditorTheme settings for the SpreadsheetTheme settings for the Status BarTheme settings for the Text EditorTheme settings for the Top BarTheme settings for the graph editorTheme settings for user interface elementsTheme settings for widget color setsTheme settings for widget state colorsThemesTheoraThere are multiple group output nodes and this one is not activeThere are no inputs.There is no active data-blockThere is no animation data to operate onThere is no asset library to removeThere is no extension repository to removeThere is no layer '%s'There is no parent group node in this contextThere must be an active attributeThere must be at least one user repository set to install extensions intoThere were {:d} keying failures for unknown reasons.These require auto-key:ThetaThickThicker lines than the defaultThicknessThickness ClampThickness FactorThickness From ShadowThickness MaxThickness MinThickness ModeThickness ModifiersThickness NearThickness OuterThickness PositionThickness ProfileThickness RatioThickness ShapeThickness StrengthThickness based on the direction of the strokeThickness calculation using constraints, most advancedThickness factorThickness factor to use for zero vertex group influenceThickness modifier '%s' could not be removedThickness modifier typeThickness modifiers for changing line thicknessThickness of annotation strokesThickness of each strand of hairThickness of smoke display in the viewportThickness of the film in nanometersThickness of the outline stroke relative to current brush thicknessThickness of the perimeter strokeThickness of the shellThickness of volume display in the viewportThickness position of silhouettes and border edges (applicable when plain chaining is used with the Same Object option)Thickness: %s, Depth: %sThinThin FilmThin Film IORThin Film ThicknessThinner lines than the defaultThirdThird coefficient of fourth order Brown-Conrady radial distortionThird coefficient of third order polynomial radial distortionThirdsThis asset is stored in the current blend fileThis attribute cannot be accessed in a procedural contextThis bone collection is expanded in the bone collections tree viewThis channelbag does not belong to this stripThis collection is owned by a local Armature, or was added via a library override in the current blend fileThis collection was added via a library override in the current blend fileThis color defines white in the stripThis data does not support joining in edit modeThis data-block has no Action slot assignedThis data-block is a place-holder for missing linked data (i.e. it is [an override of] a linked data that could not be found anymore)This data-block is editable in the user interface. Linked data-blocks are not editable, except if they were loaded as editable assets.This data-block is linked and packed into the .blend fileThis data-block is not an independent one, but is actually a sub-data of another ID (typical example: root node trees or master collections)This data-block is runtime data, i.e. it won't be saved in .blend file. Note that e.g. evaluated IDs are always runtime, so this value is only editable for data-blocks in Main data-base.This feature set depends on the following feature set to work properly:This feature set failed to load correctly.This feature set requires Blender {:s} or newer to work properly.This file is managed by the Blender asset system and cannot be overriddenThis file is managed by the Blender asset system. It can only beThis file is managed by the asset system, you cannot overwrite it (using "Save As" is possible)This file is offlineThis file is read-onlyThis file was saved by a newer version of Blender (%s).This is a restricted system fileThis is a special ruler layerThis is the distance from a lee shore, called the fetch, or the distance over which the wind blows with constant velocity. Used by 'JONSWAP' and 'TMA' models.This is the least efficient of the available forms, and should only be used when required.This layer does not belong to this ActionThis library is an 'archive' storage for packed linked IDs originally linked from its 'archive parent' library.This may lead to unexpected behaviorThis metarig contains old rig-types that can be automatically upgraded to benefit from new rigify features.This metarig requires upgrading to Bone CollectionsThis metarig uses the old face rig.This method gives a good 2D representation of a meshThis mode is like reaching into the screen and holding the model in your hand. Push the 3D Mouse cap left, and the model moves left. Push right and the model moves rightThis mode requires auto-keying to work properlyThis modifier can only deform control points, not the filled curve/surfaceThis modifier can only deform filled curve/surface, not the control pointsThis modifier has baked dataThis modifier is activeThis modifier operation is not allowed from Edit modeThis monolithic face rig is deprecated.This needs a local Armature or an overrideThis node defines a bundle signature that should be used by other nodesThis node defines a closure signature that should be used by other nodesThis node has no input connections to swapThis node has no inputs to swapThis node should be linked to the group output nodeThis object is part of a compound shapeThis operation is not supported in edit modeThis operator only works in pose mode and armature edit modeThis operator requires an active vertex (last selected)This override data-block is not needed anymore, but was detected as user-editedThis override data-block is unusedThis override property does not exist in current data, it will be removed on next .blend file saveThis pose asset is empty, and thus has no poseThis property cannot be animated as it will not get updated correctlyThis property is for internal use only and cannot be editedThis property is only used to cache the object area for later calculationsThis region does not support panel categoriesThis rig type does not add the ORG prefix.This script was written for Blender version {:d}.{:d}.{:d} and might not function (correctly), though it is enabledThis slot (%s) does not belong to the assigned ActionThis slot (%s) is not suitable for this data-block type (%c%c)This slot does not belong to this ActionThis slot is not suitable for this data-block type (%c%c)This socket is meant to be used as the toggle in its panel headerThis strip does not belong to this layerThis strip type cannot be retimedThis text has not been savedThis zone defines a closure signature that should be used by other nodesThouThreadThreadsThreads ModeThree LevelsThree tracks with bundles are needed to orient the floorThresholdThreshold above which filling is not propagatedThreshold below which, no sharpening is doneThreshold distance for Auto MergeThreshold distance within which particles are removedThreshold for checking overlapping geometryThreshold for edge detection algorithm (higher values might over-blur some part of the image)Threshold for edge detection algorithm (higher values might over-blur some part of the image). Only applies to final renderThreshold for stroke intersectionsThreshold in screen space used for the simplify algorithm. Points within this threshold are treated as if they were in a straight line.Threshold level to consider feature good enough for trackingThreshold of branchingThreshold of distance near surface where collisions are still considered (best results when non-zero)Threshold of initial movement needed from the device's rest positionThreshold to consider color transparent for fillingThreshold value for different weights to be considered equalThumbnailsTilde ActionTileTile Grid ShapeTile NumberTile OffsetTile SizeTile XTile YTile ZTile along X axisTile along Y axisTile along Z axisTile in tiled imageTile labelTile location to select UVsTiledTiled UDIM image textureTilesTiles of the imageTilingTiling offset for the X AxisTiltTilt InterpolationTilt StrengthTilt XTilt YTilt in 3D ViewTilt of curve control pointsTilt selected control vertices of 3D curveTilt:TimberTimeTimeNewTimeOldTime AlignmentTime CurveTime DeltaTime ExtendTime JumpTime Jump DeltaTime LimitTime ModeTime Modifier SegmentTime OffsetTime OutTime Remaining: {} Time Elapsed: {}Time RemappingTime ScaleTime SequentialTime SlideTime StepTime StretchingTime TranslateTime UnitTime at which the shutter is closedTime at which the shutter is openTime between bounces for elastic easingTime between shutter opening and closing in framesTime delay in 1/10 seconds before automatically opening sub level menusTime delay in 1/10 seconds before automatically opening top level menusTime in seconds that the modifier took to evaluate. This is only set on evaluated objects. If multiple modifiers run in parallel, execution time is not a reliable metric.Time needed to fully animate the pie to unfolded state (in 1/100ths of sec)Time of key over the simulationTime of mouse locationTime offset for the noise effectTime since last access of a GL texture in seconds after which it is freed (set to 0 to keep textures allocated)Time since last access of a GL vertex buffer object in seconds after which it is freed (set to 0 to keep VBO allocated)Time since last step in secondsTime since previous motion event (in seconds)Time since the timer started secondsTime specified in frames, converted to seconds based on scene frame rateTime specified in secondsTime specified in seconds, independent of the sceneTime step for advection in secondsTime step range controlling the teleportation arc parabolaTime taken in frames between shutter open and closeTime to animate the view in milliseconds, zero to disableTime to look ahead in secondsTime to use for the Mask animationTime/delay (in ms) for a double clickTime:Time: %.3f %sTime: %s %sTime: +%.3f %sTime: +%s %sTimeOffsetTimeSlide: %sTimecodeTimecode IndexTimecode StyleTimelineTimeline FrameTimeline MarkersTimeline Overlay SettingsTimeline frame of the left handle and the start frame of the stripTimeline frame of the right handle, which is the first frame where the strip no longer contributes to the outputTimeline frame where underlying strip source beginsTimeline frame where underlying strip source endsTimeline marker '%s' not found in action '%s'Timeline marker '%s' not found in scene '%s'TimerTimer (Minutes)TimescaleTimestampTimestamp read failedTimestepTimesteps MaximumTimewarp video strips, modifying playback speedTimingTimingsTintTint ColorTint FactorTint ModeTint dielectric reflection at normal incidence for artistic control, and metallic reflection at near-grazing incidence to simulate complex index of refractionTint reflection at near-grazing incidence to simulate complex index of refractionTint the color of the strokesTints highlights and shadows with separate colors.Tints the glare. Consider desaturating the glare to more accurate tintingTinyTiny Prim CullingTipTip ControlTip DiameterTip DirectionTip IndexTip LengthTip PositionTip RemoverTip RoundnessTip Scale XTip SelectionTip SpreadTip select modeTitleTitle CaseTitle Safe MarginsTitle for the file browserTmrTmr0Tmr1Tmr2TmrJobTmrRegTmrReportTmrSaveToTo 3D CursorTo AllTo All SelectedTo BottomTo ControlsTo Current FrameTo Degrees ModeTo Last KeyframeTo LinkedTo LooseTo MaxTo Maximum XTo Maximum YTo Maximum ZTo MinTo Minimum XTo Minimum YTo Minimum ZTo Next KeyframeTo OrderTo PremultipliedTo Radians ModeTo SocketTo SpacesTo SphereTo Sphere: %.4f %sTo Sphere: %s %sTo StraightTo TabsTo TopTo make changes to Preferences permanent, use "Save Preferences"To make changes to Preferences permanent, use "Save Preferences".To make changes to Preferences permanent, use "Save Preferences". Warning: Your file is unsaved! Proceeding will abandon your changes.To match renders with the previous working space as closely as possible, colors in all materials, lights and geometry must be converted. Some nodes graphs cannot be converted accurately and may need manual fix-ups.To nodeTo socketTodayToeToe Tip RollToe-inToggleToggle 3D stereo support for current window (or change the display mode)Toggle Add/Subtract for the weight paint draw toolToggle AllToggle Bone OptionsToggle CommentsToggle EndToggle Free/AlignToggle Lock Selection option of the current clip editorToggle OverlaysToggle Profile ClippingToggle Render UseToggle SelectToggle SelectionToggle SnappingToggle StartToggle System ConsoleToggle VectorToggle Viewport UseToggle VisibilityToggle Widget ColorsToggle a context valueToggle a meta-strip (to edit enclosed strips)Toggle a specific viewer node using 1,2,..,9 keysToggle animation playback ('Shift-Space' for Tools or brush asset popup)Toggle between Vector and Auto handlesToggle box selectionToggle catalog visibility in the asset shelfToggle clamp overlap flagToggle collapsed nodes and hide unused socketsToggle collapsing of selected nodesToggle color ramp operationsToggle cyclic for selected splinesToggle disabled flag for selected markersToggle display of selected object(s) separately and centered in viewToggle display selected area as fullscreen/maximizedToggle editability of selected channelsToggle enumToggle fading of Grease Pencil layers except the active oneToggle font caseToggle font styleToggle geometry randomization for debugging purposesToggle gravity effectToggle harden normals flagToggle hide hidden dot filesToggle inversion of affected normalsToggle keyframe selection instead of leaving newly selected keyframes onlyToggle locked flag for selected tracksToggle locks of all and invert unselected vertex groups of the active objectToggle locks of all vertex groups of the active objectToggle locks of selected vertex groups of the active objectToggle locks of unselected vertex groups of the active objectToggle mark seam flagToggle mark sharp flagToggle material preview shadingToggle muting of selected nodesToggle object's edit modeToggle object's force fieldToggle open/close hierarchyToggle option buttons display for selected nodesToggle overwrite while typingToggle particle edit modeToggle preview display for selected nodesToggle rendered shadingToggle sculpt mode in 3D viewToggle selected viewer node in compositor and geometry nodesToggle selection for all elementsToggle selection of all animation channelsToggle selection of all keyframesToggle selection status of all bonesToggle shading type in 3D viewportToggle show render viewToggle solid shadingToggle specified setting on all selected animation channelsToggle strip connectionsToggle text editingToggle texture paint mode in 3D viewToggle the Outliner selection of itemsToggle the camera viewToggle the current window full-screenToggle the region's alignment (left/right or top/bottom)Toggle the selectionToggle the selection modeToggle the vertex paint mode in 3D viewToggle this shape keyToggle unused node socket displayToggle visibilityToggle visibility of Channels in Graph Editor for editingToggle weight paint mode in 3D viewToggle whether given type is active or notToggle whether item under cursor is open or closedToggle whether surface is processed or ignoredToggle whether the active material is the only one that is editable and/or visibleToggle whether the material is linked to object data or the object blockToggle wireframe shadingToggles IK chain between rotation and pole targetToggling regions in the Top-bar is not allowedToleranceTolerance for finding vertex duplicatesTolerance for outliers; lower values filter noise while higher values will reproduce edges closer to the inputTonal RangeToneTone mapping algorithmTone mapping modifierTone of the curveTonemapTonemap TypeTonnesTonsToo few clusters of strips selected in NLA Track (%s): needs exactly 2 to be selectedToo few selections to mergeToo many clusters of strips selected in NLA Track (%s): needs exactly 2 to be selectedToo many points selected: %dToo many potential root collections (%d) for the override hierarchy, please use the Outliner insteadToolTool GizmoTool HeaderTool InitTool Keymap:Tool KeysTool ModeTool PropertiesTool Property InitTool SettingsTool Widget ColorsTool cannot be set with an empty spaceTool node group assets not assigned to a catalog. Catalogs can be assigned in the Asset BrowserTool {!r} not found for space {!r}ToolbarToolbar / SidebarToolbar ItemToolbar Item Widget ColorsToolbox Column LayoutToolsTools can use this to tag data for their own purposes (initial state is undefined)TooltipTooltip ColorsTooltip StyleTooltipsToon BSDFToon BSDF component to useTopTop (X-Y)Top BarTop BaselineTop HeightTop LevelTop Level Menu Open DelayTop LineTop OrthographicTop PerspectiveTop RightTop WidthTop aligned on loadTop line visibleTop of the listTop range of X axis destination motionTop range of X axis source motionTop range of Y axis destination motionTop range of Y axis source motionTop range of Z axis destination motionTop range of Z axis source motionTop-BottomTop-Left 3D EditorTop-level strips onlyTop-right corner of packing boundsTop/BottomTopologyTopology DiagonalsTopology DistanceTopology InfluenceTopology MappingTopology MirrorTopology RakeTopology StepTopology has changed, perhaps by triangulating the mesh. Only vertices will be read!TorusTotalTotal CostTotal Exterior Radius of the torusTotal Interior Radius of the torusTotal LevelsTotal angle used to fan out the copies in a circular arcTotal files %d | Changed %d | Failed %dTotal maximum number of bouncesTotal number of particlesTotal number points for the curve or surface in the U directionTotal number points for the surface on the V directionTotal time the build effect requiresTouchpadTouchpad Scroll DirectionTowards Custom CameraTraceTrace FrameTrace Image starting in current image frameTrace PrecisionTrace full sequenceTrace rays towards the inside of the objectTrace the current frame of the imageTracerTracingTracing MethodTracing image...TrackTrack '%s' is not found in the tracking object %sTrack AxisTrack CameraTrack IndexTrack MotionTrack PositionTrack SequenceTrack ThresholdTrack ToTrack To ConstraintTrack as fast as possibleTrack is hiddenTrack is lockedTrack is locked and all changes to it are disabledTrack is selectedTrack marker during image sequence rather than single imageTrack mode uses full bake mode:Track pattern from current frame to next frameTrack pattern from given frame when tracking marker to next frameTrack pattern from keyframe to next frameTrack selected markersTrack the selected markers backward by one frameTrack the selected markers backward for the entire clipTrack the selected markers forward by one frameTrack the selected markers forward for the entire clipTrack to ConstraintTrack with double speedTrack with half of realtime speedTrack with quarter of realtime speedTrack with realtime speedTrack's anchor point is selectedTrack's pattern area is selectedTrack's search area is selectedTrack:TrackballTrackball allows you to tumble your view at any angleTrackball style rotation of selected itemsTrackball: %.2f %.2f %sTrackball: %s %s %sTracked FramesTracked TracksTrackingTracking AxisTracking ObjectTracking PresetsTracking SettingsTracking Settings ExtraTracking Settings ExtrasTracking markers...TracksTracks Display TypeTracks SizeTracks for LocationTracks for Rotation/ScaleTracks for StabilizationTracks with Same ColorTradeoff between encoding speed and compression ratioTraditionalTraditional scroll directionTrail CountTrailingTraining SamplesTransferTransfer FK animation to IK bonesTransfer Freestyle edge markTransfer Freestyle face markTransfer IK animation to FK bonesTransfer Only SelectedTransfer UV Maps from active to selected objects (needs matching geometry)Transfer UV layersTransfer UV seam markTransfer active or all vertex groupsTransfer all attributes to the new meshTransfer all data layersTransfer all vertex groups used by deform bonesTransfer all vertex groups used by selected pose bonesTransfer bevel weightsTransfer color attributesTransfer crease valuesTransfer custom normalsTransfer data from active object to selected objectsTransfer data layer(s) (weights, edge sharp, etc.) from active to selected meshesTransfer data layer(s) (weights, edge sharp, etc.) from selected meshes to active oneTransfer flat/smooth markTransfer from selected objects to active oneTransfer layout of data layer(s) from active to selected meshesTransfer location transforms onlyTransfer location, rotation, and scale transformsTransfer materials from non-empty slots to the result mesh, adding new materials as necessary. For empty slots, fall back to using the same material index as the operand mesh.Transfer motion from another meshTransfer rotation transforms onlyTransfer scale transforms onlyTransfer selected bones onlyTransfer several types of data (vertex groups, UV maps, vertex colors, custom normals) from one mesh to anotherTransfer sharp markTransfer subdivision crease valuesTransfers FK animation to IKTransformTransform CacheTransform Cache ConstraintTransform ChannelTransform Coordinate System for Radial TilingTransform CursorTransform DeltaTransform DirectionTransform GeometryTransform GizmoTransform MatrixTransform ModeTransform Navigation with AltTransform ObjectTransform Orientation SlotsTransform OrientationsTransform OriginsTransform ParentsTransform Pivot PointTransform PointTransform PoseTransform PreviewTransform ReferenceTransform SamplesTransform SpaceTransform a direction vectorTransform a direction vector (Location is ignored)Transform a normal vector with unit lengthTransform a pointTransform a texture by inverse mapping the texture coordinateTransform a unit normal vector (Location is ignored)Transform all islands so that they fill up the UV/UDIM space as much as possibleTransform axis to restrict effects toTransform channelTransform duplicated keyframesTransform from grid index space to object spaceTransform is set to only affect locationTransform markers as well as stripsTransform object origins, while leaving the shape in placeTransform parameters for a sequence stripTransform selected items by mode typeTransform stroke texture coordinates ModifierTransform the UV map using the difference between two objectsTransform the bone as if it was a child of the Custom Shape Transform bone. This can be useful when combining shape-key and armature deformations.Transform the input relative to the main geometryTransform the input vector by applying translation, rotation, and scaleTransform the parents, leaving the children in placeTransform tools are affected by this constraint as wellTransform:TransformationTransformation ConstraintTransformation ModeTransformation channel from the target that is used to key the ActionTransformation matrix containing the location, rotation and scale of the objectTransformation matrix from voxel index to object spaceTransformation matrix to apply beforeTransformation of each instance from the geometry contextTransformation orientationTransformsTransforms are affected by this constraint as wellTransforms don't include parenting/restpose or constraintsTransforms include effects of constraints but not parenting/restposeTransforms include effects of parenting/restpose and constraintsTransforms points from object space to view space using the viewport's location and rotationTransforms points in view space to region space ("clip space" or "normalized device coordinates")TransitionTransition StripTransitionsTransitions SelectedTranslateTranslate InstancesTranslate InterfaceTranslate New NamesTranslate OriginTranslate ReportsTranslate RootsTranslate TooltipsTranslate XTranslate YTranslate additional information, such as error messagesTranslate all labels in menus, buttons and panels (note that this might make it hard to follow tutorials or the manual)Translate and rotate curves based on changes between the object's original and evaluated surface meshTranslate origin instead of selectionTranslate root (i.e. parentless) bones to the armature originTranslate the descriptions when hovering UI elements (recommended)Translate the names of new data-blocks (objects, materials...)Translate the set of points initially within the brush circleTranslate, Orient, ScaleTranslate, Rotate, ScaleTranslate, rotate or scale the geometryTranslationTranslation Branches DirectoryTranslation ContextTranslation RootTranslation Track SpecialsTranslation TracksTranslation accumulated for each copyTranslation context of the property's nameTranslation of the layerTranslucent BSDFTransmissionTransmission BouncesTransmission ColorTransmission DepthTransmission DirectTransmission FactorTransmission IndirectTransmission VisibilityTransmission WeightTransmission light multiplierTransmitTransparencyTransparency OverlapTransparency of icons in the interface, to reduce contrastTransparency without refraction, passing straight through the surface as if there were no geometryTransparentTransparent BSDFTransparent BackgroundTransparent CheckerboardTransparent DepthTransparent GlassTransparent Max BouncesTransparent Roughness ThresholdTransparent ShadowsTransparent scene display. Allow selecting through itemsTranspose MatrixTrapezoidTrapped Air Particle SamplingTrapped Air Potential MaximumTrapped Air SamplingTraverse connected faces (includes diagonals and edge-rings)Treat all lines as the same line type so they can be chained togetherTreat curve as cyclic curve (no clamping to curve bounding box)Treat image as non-color data without color management, like normal or displacement mapsTreat intersection and contour lines as if they were the same type so they can be chained togetherTreat materials with alpha as decals (no shadow casting)Treat only back side of the surface as a light for samplingTreat only front side of the surface as a light, usually for closed meshes whose interior is not visibleTreat surface as a light for sampling, emitting from both the front and back sideTreat this object as a planar and unclosed mesh. Fluid will only be emitted from the mesh surface and based on the surface emission value.Treat this object as a planar, unclosed meshTree NodeTree TypeTree node is selectedTriTriangleTriangle ATriangle AreaTriangle BTriangle FacesTriangle FanTriangle NormalTrianglesTriangles with all vertices in this group are not used during object collisionsTriangles with all vertices in this group are not used during self collisionsTriangularTriangulateTriangulate FacesTriangulate MeshTriangulate MeshesTriangulate ModifierTriangulate meshes during exportTriangulate only polygons with vertex count greater than or equal to this numberTriangulate selected facesTriangulated MeshTriangulation solver for filling 2D curvesTrigger ATrigger BTrilinearTrim CurveTrim Hair CurvesTrim ModeTrim Stroke EndsTrim all edges right at the boundary of image (including overscan region)Trim hair curves randomly up to a certain amountTrim intersecting stroke endsTrim or split strips to resolve overlapTrim/AddTrims or scales hair curves to a certain lengthTripletTripodTripod MotionTripod SolverTriquadraticTrueTrue NormalTrue if an active element exists in the mesh, false otherwiseTrue if the curve contributes no animation due to lack of keyframes or useful modifiers, and should be deletedTrue if the field is evaluated on a tile, i.e. on multiple voxels at once. If this is false, the extent is always 1True if the image data is loaded into memoryTrue if the input matrix is invertibleTrue if the modifier tab is expandedTrue if the socket can accept multiple ordered input linksTrue if the socket is an output, otherwise inputTrue if the socket is connectedTrue if the socket is selectedTrue if the socket is unavailableTrue if there is custom normal data for this meshTrue if this image has any named layerTrue if this image has multiple viewsTrue if this image is stored in floating-point bufferTrue if this item is chosen by the menu inputTrue if this library contains library overrides that are linked in current blendfile, and that had to be recursively resynced on load (it is recommended to open and re-save that library blendfile then)True if this material has Grease Pencil dataTrue if this node is used as the active group outputTrue if this node is used as the active outputTrue if this preview icon has been modified by py script, and is no more auto-generated by BlenderTrue if this preview image has been modified by py script, and is no more auto-generated by BlenderTrue if track has a valid bundleTrue or falseTrue unless the first input is true and the second is falseTrue when all of the ancestors of this bone collection are marked as visible; always True for root bone collectionsTrue when at least one input is falseTrue when at least one input is trueTrue when both inputs are approximately equalTrue when both inputs are different (exclusive or)True when both inputs are equal (exclusive nor)True when both inputs are falseTrue when both inputs are not approximately equalTrue when both inputs are trueTrue when invoked (even if only the execute callbacks available)True when multiple enumsTrue when opacity of fill is set high enough to be visibleTrue when opacity of stroke is set high enough to be visibleTrue when run from the 'Adjust Last Operation' panelTrue when run from the operator 'Repeat Last'True when the cursor is grabbedTrue when the first input contains the second as a substringTrue when the first input ends with the secondTrue when the first input is brighterTrue when the first input is darkerTrue when the first input is greater than the second inputTrue when the first input is greater than the second input or equalTrue when the first input is smaller than second inputTrue when the first input is smaller than the second input or equalTrue when the first input is true and the second is false (not imply)True when the first input starts with the secondTrue when the property is hiddenTrue when the property is not saved in presetsTrue when the property is optional in a Python function implementing an RNA functionTrue when the property uses ghost valuesTrue when the user is scrubbing through timeTrue when this property is an output value from an RNA functionTrue when this value cannot be set to NoneTrue when used in editmodeTruncateTruncate ModeTruncate the text that would go outside the text boxesTrusted Blend FilesTrusted SourceTrusted Source [Untrusted Path]Try to align the major bone axis with the bone childrenTry to find missing external filesTry to flip names of the bones, if possible, instead of adding a number extensionTry to guess the original bind pose for skinned meshes from the inverse bind matrices. When off, use default/rest pose as bind poseTry to keep global shapeTry to preserve custom normals. Warning: Depending on chosen triangulation method, shading may not be fully preserved, "Fixed" method usually gives the best result hereTry to preserve mesh boundary on the meshTry to preserve sharp features on the meshTry to re-use previously appended matching IDs when appending them again, instead of creating local duplicatesTry to re-use previously matching appended data-blocks instead of appending a new copyTry to remove right-most dot-number from flipped names. Warning: May result in incoherent naming in some casesTry using Sparse Accessor if it saves spaceTrying to reload library '%s' from invalid path '%s'Trying to reload or relocate library '%s' to invalid path '%s'TubeTube meshTune ImageTurbidityTurbulenceTurbulence effector weightTurbulence of the bandnoise and ringnoise typesTurbulence of the noiseTurbulent OceanTurkish - TürkçeTurn AmountTurn LeftTurn PolicyTurn RightTurn SpeedTurn Speed FactorTurn clockwise around navigation up axisTurn counter-clockwise around navigation up axisTurn inactive voxels and tiles into inactive background tilesTurn objects into paint canvases and brushes, creating color attributes, image sequences, or displacementTurn off this add-onTurn off this extensionTurn on SB diagnose console printsTurn on or off pinningTurn on the option to display the manage panel when creating a modifierTurn on this add-onTurn on this themeTurn regions where all voxels have the same value and active state (within a tolerance threshold) into inactive background tilesTurn speed in degrees per secondTurn the output into a single geometry rather than instances (required by many other modifiers)TurnsTurntableTurntable keeps the Z-axis upright while orbitingTweakTweak Duplicate FlagTweak Mode Action Slot StorageTweak Mode Action StorageTweak brush secondary/mask textureTweak gesture from empty space for box selectionTweak the active gizmoTweak timing for physics to control frequency and speedTwistTwist CurveTwist FactorTwist MethodTwist SmoothTwist offset for closed loopsTwo LevelsTwo or more channels are needed below this stripTwo tracks with bundles should be selected to set scaleTxtInTypeType "{:s}" cannot be foundType "{}" cannot be formattedType 1Type 2Type InfoType LabelType and default value of a node socketType identifier of this data-blockType of ID-block that can be usedType of Merge to be usedType of NLA StripType of Rigid Body ConstraintType of a context-dependent data-block to access property fromType of angle inputType of background in the 3D viewportType of built-in function to useType of comparison to makeType of curve to use for new strokesType of data stored in attributeType of data that is accumulatedType of data the outputs are calculated fromType of data to renameType of data to take shader fromType of data to take texture fromType of data to visualize/checkType of data-block that this slot is intended to animate; can be set when 'UNSPECIFIED' but is otherwise read-onlyType of element for individual transformed elements to snap toType of element for the "Snap Base" to snap toType of element that attribute is stored onType of element to snap toType of eventType of event mappingType of fieldType of filter to use for image transformationType of generated constraintType of generator to useType of grid dataType of influence volumeType of information to displayType of input data used for maskType of interface itemType of keyframeType of keyframe (for filtering)Type of keyframe (for visual purposes only)Type of keyframes to create when inserting keyframesType of lightType of light probeType of material that objects are made of (determines material density)Type of new paint slotType of objectType of object to convert toType of parallax volumeType of parent relationType of parentingType of pass to bakeType of pass to bake, some of them may not be supported by the current render engineType of periodic offset on the curveType of periodic offset on the pathType of preview renderType of range to calculate for Motion PathsType of range to show for Motion PathsType of reordering operation to applyType of representation for the guiding distributionType of rolling shutter effect matching CMOS-based camerasType of shapeType of socketType of speed guideType of stretch to displayType of the File Editor view (regular file browsing or asset browsing)Type of the Noise textureType of the Sequencer view (sequencer, preview or both)Type of the clip editor viewType of the directional sampling used for guidingType of the extruded handleType of the item to createType of the modifierType of the modifier to work onType of the path elementType of the region to toggleType of the socket generated by this interface itemType of this regionType of transition used to fade mistType of units for this propertyType of vector that the mapping transformsType of whitespace to convert toType of wireframe displayType overlapping cachedType to use for vertex position attributesType unsupported for "%s" attributeType: BundleType: ClosureType: Geometry SetType: ListTypesTypes of stroke extensions used for closing gapsUU (X) AxisU OffsetU coordinate of point along spline segmentU-AxisUDIM TileUDIM TilesUDIM number of the tileUI LayoutUI Line WidthUI NameUI RowUI ScaleUI TagUI TagsUI TitleUI list containing the elements of a collectionUI_Events_KeyMaps"UI_Events_KeyMaps,UI_Events_KeyMaps;UI_Events_KeyMaps=UI_Events_KeyMapsAUI_Events_KeyMapsActionZone AreaUI_Events_KeyMapsActionZone FullscreenUI_Events_KeyMapsActionZone QuadUI_Events_KeyMapsActionZone RegionUI_Events_KeyMapsAltUI_Events_KeyMapsApplicationUI_Events_KeyMapsBUI_Events_KeyMapsBackUI_Events_KeyMapsBackspaceUI_Events_KeyMapsBottomUI_Events_KeyMapsButton 1UI_Events_KeyMapsButton 10UI_Events_KeyMapsButton 11UI_Events_KeyMapsButton 12UI_Events_KeyMapsButton 2UI_Events_KeyMapsButton 3UI_Events_KeyMapsButton 4UI_Events_KeyMapsButton 5UI_Events_KeyMapsButton 6UI_Events_KeyMapsButton 7UI_Events_KeyMapsButton 8UI_Events_KeyMapsButton 9UI_Events_KeyMapsButton4UI_Events_KeyMapsButton4 MouseUI_Events_KeyMapsButton5UI_Events_KeyMapsButton5 MouseUI_Events_KeyMapsButton6UI_Events_KeyMapsButton6 MouseUI_Events_KeyMapsButton7UI_Events_KeyMapsButton7 MouseUI_Events_KeyMapsCUI_Events_KeyMapsCtrlUI_Events_KeyMapsDUI_Events_KeyMapsDeleteUI_Events_KeyMapsDominantUI_Events_KeyMapsDown ArrowUI_Events_KeyMapsEUI_Events_KeyMapsEndUI_Events_KeyMapsEnterUI_Events_KeyMapsEraserUI_Events_KeyMapsEscUI_Events_KeyMapsFUI_Events_KeyMapsF1UI_Events_KeyMapsF10UI_Events_KeyMapsF11UI_Events_KeyMapsF12UI_Events_KeyMapsF13UI_Events_KeyMapsF14UI_Events_KeyMapsF15UI_Events_KeyMapsF16UI_Events_KeyMapsF17UI_Events_KeyMapsF18UI_Events_KeyMapsF19UI_Events_KeyMapsF2UI_Events_KeyMapsF20UI_Events_KeyMapsF21UI_Events_KeyMapsF22UI_Events_KeyMapsF23UI_Events_KeyMapsF24UI_Events_KeyMapsF3UI_Events_KeyMapsF4UI_Events_KeyMapsF5UI_Events_KeyMapsF6UI_Events_KeyMapsF7UI_Events_KeyMapsF8UI_Events_KeyMapsF9UI_Events_KeyMapsFitUI_Events_KeyMapsFrontUI_Events_KeyMapsGUI_Events_KeyMapsGrlessUI_Events_KeyMapsHUI_Events_KeyMapsHomeUI_Events_KeyMapsHyperUI_Events_KeyMapsIUI_Events_KeyMapsIn-between MoveUI_Events_KeyMapsInsertUI_Events_KeyMapsIsometric 1UI_Events_KeyMapsIsometric 2UI_Events_KeyMapsJUI_Events_KeyMapsKUI_Events_KeyMapsKey ModifierUI_Events_KeyMapsLUI_Events_KeyMapsLeftUI_Events_KeyMapsLeft AltUI_Events_KeyMapsLeft ArrowUI_Events_KeyMapsLeft CtrlUI_Events_KeyMapsLeft MouseUI_Events_KeyMapsLeft ShiftUI_Events_KeyMapsLine FeedUI_Events_KeyMapsMUI_Events_KeyMapsMedia FirstUI_Events_KeyMapsMedia LastUI_Events_KeyMapsMedia Play/PauseUI_Events_KeyMapsMedia StopUI_Events_KeyMapsMenuUI_Events_KeyMapsMiddleUI_Events_KeyMapsMiddle MouseUI_Events_KeyMapsMinusUI_Events_KeyMapsMotionUI_Events_KeyMapsMouse MoveUI_Events_KeyMapsMouse/Trackpad PanUI_Events_KeyMapsMouse/Trackpad RotateUI_Events_KeyMapsMouse/Trackpad Smart ZoomUI_Events_KeyMapsMouse/Trackpad ZoomUI_Events_KeyMapsMoveUI_Events_KeyMapsNUI_Events_KeyMapsNDOF BackUI_Events_KeyMapsNDOF BottomUI_Events_KeyMapsNDOF Button 1UI_Events_KeyMapsNDOF Button 10UI_Events_KeyMapsNDOF Button 11UI_Events_KeyMapsNDOF Button 12UI_Events_KeyMapsNDOF Button 2UI_Events_KeyMapsNDOF Button 3UI_Events_KeyMapsNDOF Button 4UI_Events_KeyMapsNDOF Button 5UI_Events_KeyMapsNDOF Button 6UI_Events_KeyMapsNDOF Button 7UI_Events_KeyMapsNDOF Button 8UI_Events_KeyMapsNDOF Button 9UI_Events_KeyMapsNDOF DominantUI_Events_KeyMapsNDOF FitUI_Events_KeyMapsNDOF FrontUI_Events_KeyMapsNDOF Isometric 1UI_Events_KeyMapsNDOF Isometric 2UI_Events_KeyMapsNDOF LeftUI_Events_KeyMapsNDOF MenuUI_Events_KeyMapsNDOF MinusUI_Events_KeyMapsNDOF MotionUI_Events_KeyMapsNDOF Pan/ZoomUI_Events_KeyMapsNDOF PlusUI_Events_KeyMapsNDOF RightUI_Events_KeyMapsNDOF Roll CCWUI_Events_KeyMapsNDOF Roll CWUI_Events_KeyMapsNDOF RotateUI_Events_KeyMapsNDOF Save View 1UI_Events_KeyMapsNDOF Save View 2UI_Events_KeyMapsNDOF Save View 3UI_Events_KeyMapsNDOF Spin CCWUI_Events_KeyMapsNDOF Spin CWUI_Events_KeyMapsNDOF Tilt CCWUI_Events_KeyMapsNDOF Tilt CWUI_Events_KeyMapsNDOF TopUI_Events_KeyMapsNDOF View 1UI_Events_KeyMapsNDOF View 2UI_Events_KeyMapsNDOF View 3UI_Events_KeyMapsNumpad *UI_Events_KeyMapsNumpad +UI_Events_KeyMapsNumpad -UI_Events_KeyMapsNumpad .UI_Events_KeyMapsNumpad /UI_Events_KeyMapsNumpad 0UI_Events_KeyMapsNumpad 1UI_Events_KeyMapsNumpad 2UI_Events_KeyMapsNumpad 3UI_Events_KeyMapsNumpad 4UI_Events_KeyMapsNumpad 5UI_Events_KeyMapsNumpad 6UI_Events_KeyMapsNumpad 7UI_Events_KeyMapsNumpad 8UI_Events_KeyMapsNumpad 9UI_Events_KeyMapsNumpad EnterUI_Events_KeyMapsOUI_Events_KeyMapsOS KeyUI_Events_KeyMapsPUI_Events_KeyMapsPage DownUI_Events_KeyMapsPage UpUI_Events_KeyMapsPan/ZoomUI_Events_KeyMapsPauseUI_Events_KeyMapsPenUI_Events_KeyMapsPlusUI_Events_KeyMapsQUI_Events_KeyMapsRUI_Events_KeyMapsReturnUI_Events_KeyMapsRightUI_Events_KeyMapsRight AltUI_Events_KeyMapsRight ArrowUI_Events_KeyMapsRight CtrlUI_Events_KeyMapsRight MouseUI_Events_KeyMapsRight ShiftUI_Events_KeyMapsRoll CCWUI_Events_KeyMapsRoll CWUI_Events_KeyMapsRotateUI_Events_KeyMapsSUI_Events_KeyMapsShiftUI_Events_KeyMapsSpaceUI_Events_KeyMapsSpace BarUI_Events_KeyMapsSpin CCWUI_Events_KeyMapsSpin CWUI_Events_KeyMapsTUI_Events_KeyMapsTabUI_Events_KeyMapsText InputUI_Events_KeyMapsTilt CCWUI_Events_KeyMapsTilt CWUI_Events_KeyMapsTimerUI_Events_KeyMapsTimer 0UI_Events_KeyMapsTimer 1UI_Events_KeyMapsTimer 2UI_Events_KeyMapsTimer AutosaveUI_Events_KeyMapsTimer JobsUI_Events_KeyMapsTimer RegionUI_Events_KeyMapsTimer ReportUI_Events_KeyMapsTopUI_Events_KeyMapsTypeUI_Events_KeyMapsUUI_Events_KeyMapsUp ArrowUI_Events_KeyMapsVUI_Events_KeyMapsView 1UI_Events_KeyMapsView 2UI_Events_KeyMapsView 3UI_Events_KeyMapsWUI_Events_KeyMapsWheel DownUI_Events_KeyMapsWheel InUI_Events_KeyMapsWheel LeftUI_Events_KeyMapsWheel OutUI_Events_KeyMapsWheel RightUI_Events_KeyMapsWheel UpUI_Events_KeyMapsWindow DeactivateUI_Events_KeyMapsXUI_Events_KeyMapsXR ActionUI_Events_KeyMapsYUI_Events_KeyMapsZUI_Events_KeyMaps[UI_Events_KeyMaps]UI_Events_KeyMaps`UNIX shell-like filename patterns matching, supports wildcards ('*') and list of patterns separated by ';'UPURLURL to openURL: {:s}USDUSD Export: Couldn't move new usdz file from temporary location %s to %sUSD Export: Unable to delete existing usdz file %sUSD Export: Unable to find collection '%s'USD Export: couldn't construct relative file path for .vdb file, absolute path will be used insteadUSD Export: failed to resolve .vdb file for object: %sUSD Export: invalid path string '%s': %sUSD Export: path '%s' is not an absolute pathUSD Export: path string '%s' is not a prim pathUSD Export: unable to find suitable USD plugin to write %sUSD HookUSD Import: UV attribute value '%s' count inconsistent with interpolation typeUSD Import: couldn't add UV attribute '%s'USD Import: unable to open stage to read %sUSD Preview Surface NetworkUSD ShapesUSD Skeleton Import: bone matrices with negative determinants detected in prim %s. Such matrices may indicate negative scales, possibly due to mirroring operations, and cannot currently be converted to Blender's bone representation. The skeletal animation won't be importedUSD does not support animating curve types. The curve type changes from %s to %s on frame %fUSD export: Simple subdivision not supported, exporting subdivided meshUSD export: could not copy texture from %s to %sUSD export: could not copy texture tile from %s to %sUSD export: couldn't export in-memory texture to %sUSD's high performance rasterizing rendererUSDZ Custom Downscale SizeUSDZ Texture DownsamplingUUIDUVUV Along StrokeUV CenterUV CoordinatesUV Custom RegionUV Edge OpacityUV EditorUV Face OpacityUV FactorUV GridUV Island SelectionUV LayerUV LayoutUV Local ViewUV Loop LayersUV MapUV Map LayersUV Map NameUV Map NeededUV Map Parameter UUV Map Parameter VUV Map for tangent generated from UVUV Map for tangent space mapsUV MappingUV MapsUV OffsetUV OpacityUV PinUV PinnedUV ProjectUV Project ModifierUV RandomUV RipUV ScaleUV SculptUV SculptingUV SeamUV Select ModeUV Selection ModeUV SmoothUV SphereUV StretchUV Sync SelectionUV TangentUV TestUV TextureUV UnwrapUV Unwrap FacesUV Unwrap FieldUV VertexUV WarpUV coordinates between 0 and 1 for each face corner in the selected facesUV coordinates in parent object spaceUV coordinates on face cornersUV coordinates that map a texture along the stroke lengthUV coordinates to be used for mappingUV editor data for the image editor spaceUV editor settingsUV layer to override activeUV loop layer to be used as cloning sourceUV loop layer to mask the painted areaUV map '%s' not foundUV map nameUV map or surface attachment is invalidUV map to change with particle ageUV map to use for mapping with UV texture coordinatesUV pinned state in the UV editorUV projection modifier to set UVs from a projectorUV projector used by the UV project modifierUV selection and display modeUV/Image EditorUVMapUVProjectUVTILEUVWarpUVWarp ModifierUVsUVs and boundaries are smoothedUVs are fanned at the polesUVs are not smoothed, boundaries are kept sharpUVs are pinched at the polesUVs are smoothed, boundaries are kept sharpUVs are smoothed, corners on discontinuous boundary and junctions of 3 or more regions are kept sharpUVs are smoothed, corners on discontinuous boundary are kept sharpUVs are smoothed, corners on discontinuous boundary, junctions of 3 or more regions and darts and concave corners are kept sharpUVs are stitched at midpoint instead of at static islandUkrainian - УкраїнськаUn-CommentUn-assign the action slot from this NLA strip, effectively making it non-animatedUn-assign the action slot from this constraintUn-assign the action slot, effectively making this data-block non-animatedUn-assign the assigned Action Slot from an Action constraint. Note that _which_ constraint should get this slot unassigned must be set in the "constraint" context pointer, using: >>> layout.context_pointer_set("constraint", constraint)Un-assign the assigned Action Slot from an ID. Note that _which_ ID should get this slot unassigned must be set in the "animated_id" context pointer, using: >>> layout.context_pointer_set("animated_id", animated_id)Un-assign the assigned Action Slot from an NLA strip. Note that _which_ NLA strip should get this slot unassigned must be set in the "nla_strip" context pointer, using: >>> layout.context_pointer_set("nla_strip", nla_strip)Un-subdivide selected edges and facesUnable to Load FileUnable to access 3D viewportUnable to access depth buffer, using view planeUnable to access the size of, source path '%s'Unable to activate brush, wrong object modeUnable to activate just-saved brush assetUnable to add element to colorband (limit %d)Unable to add strip (the track does not have any space to accommodate this new strip)Unable to apply "Generate" modifierUnable to change object mode while transformingUnable to close areaUnable to copy bundle due to %zu external dependencies; more details on the consoleUnable to copy bundle due to external dependency: "%s"Unable to copy itemUnable to create app-template userpref pathUnable to create attribute in edit modeUnable to create configuration directory to write bookmarksUnable to create item with this socket typeUnable to create new objectUnable to create new stripUnable to create orientationUnable to create panelUnable to create socketUnable to create user config pathUnable to create userpref pathUnable to determine ABC sequence lengthUnable to duplicate %d of the selected collections. Could not find a valid parent collection for the new duplicate, they won't be linked to any view layerUnable to execute '%s', error changing modesUnable to export PDFUnable to extend the scene duration, as the BVH file does not contain the number of frames in its MOTION sectionUnable to fill unclosed areasUnable to find an available incremented file nameUnable to find any running processUnable to find layer to addUnable to find toolbar groupUnable to find valid 3D View areaUnable to import '%s'Unable to install a directoryUnable to install from disk, no paths were definedUnable to install from relative pathUnable to load %s from %sUnable to locate item '%s' in nodeUnable to locate item in nodeUnable to locate link in node treeUnable to locate node '%s' in node treeUnable to locate socket '%s' in nodeUnable to make version backupUnable to make version backup: filename too shortUnable to mirror, no mirror object/bone configuredUnable to move sockets in built-in nodeUnable to openUnable to open '%s': %sUnable to open blend Unable to open or write bookmark file "%s"Unable to overwrite preset: {:s}Unable to pack file, source path '%s' not foundUnable to pack files over 2gb, source path '%s'Unable to parse XML, %s:%s for file %rUnable to readUnable to remove curve pointUnable to remove default presetsUnable to remove directory: %sUnable to remove files for "System" repositoriesUnable to remove material slot in edit modeUnable to remove path pointUnable to remove preset: {!r}Unable to remove socket from built-in nodeUnable to remove sockets from built-in nodeUnable to rotate %d edge(s)Unable to save '%s': %sUnable to save an unsaved file with an empty or unset "filepath" propertyUnable to set shortcut, selected node is not a viewer node or does not support viewingUnable to stat '%s': %sUnable to transfer mode, the source and/or target objects are not editableUnable to update scene frame rate, as the BVH file contains a zero frame duration in its MOTION sectionUnable to write to copy buffer on disk.Unassign the named bone from this bone collectionUnassignedUnassigned Node ToolsUnavailableUnbindUnbornUndefinedUndefined Node Tree TypeUndefined Socket TypeUndefined TypeUndefined type of nodes (can happen e.g. when a linked node tree goes missing)Undeformed LocationUnderlineUnderline PositionUnderline ThicknessUndistortUndistort ClipUndistorted ClipUndoUndo HistoryUndo LegacyUndo Memory LimitUndo Memory SizeUndo MessageUndo StepsUndo all edition performed on the particle systemUndo and redoUndo and redo previous actionUndo disabled at startup in background-mode (call `ed.undo_push()` to explicitly initialize the undo-system)Undo or redo specific action in historyUndo previous actionUndo the last edit to the asset catalogsUndo/RedoUnexpected error, collection not foundUnexpected library type. Failed to create pose assetUnexpected modifier type: {:s}Unexpected non-zero user count for the asset, please report this as a bugUngroup selected nodesUnhandled Gprim type: %s (%s)Unhide all hidden Grease Pencil materialsUnhide all objects and collectionsUnhide the asset shelf when it's available for the first time, otherwise it will be hiddenUni CacheUni file formatUni file format (.uni)Unicode codepoint hex valueUnified Paint SettingsUnified select/active colorsUniformUniform FalloffUniform OpacityUniform ScaleUniform ThicknessUniform WidthUniform scale to apply to VR viewUniformityUnindent selected textUninitialized file-listUninitialized image "%s" from object "%s"Uninitialized image %sUnionUnion ModeUniqueUnique IDUnique ID for every angular segment starting at 0 and increasing counterclockwise by 1Unique data-block ID name (within a same type and library)Unique data-block ID name, including library one if anyUnique identifier for common color spaces, as defined by the Color Interop Forum. May be empty if there is no interop ID for the working space. Common values are lin_rec709_scene, lin_rec2020_scene and lin_ap1_scene (for ACEScg)Unique identifier for mapping socketsUnique identifier for this panel within this node treeUnique identifier of the deviceUnique integer identifying the preview of this file as an icon (zero means invalid)Unique integer identifying this preview as an icon (zero means invalid)Unique module identifierUnique name of layerUnique name of objectUnique name of trackUnique name used in the code and scriptingUnique name used in the code and scripting, can be re-defined in Python sub-classes if neededUnique node identifierUnique operator identifier for the node toolUnique repository nameUnique runtime identifier for the linked ID to relocateUnique within the ArmatureUniquely identifies the modifier within the modifier stack that it is part ofUnitUnitAccelerationUnitAngleUnitAreaUnitAxis-AngleUnitByte StringUnitCameraUnitCamera DistanceUnitColor TemperatureUnitCoordinatesUnitDefaultUnitDirectionUnitDirectory PathUnitDistanceUnitEuler AnglesUnitFactorUnitFile NameUnitFile PathUnitFrameUnitFramesUnitFrequencyUnitGamma-Corrected ColorUnitKeyframesUnitLayerUnitLayer MemberUnitLengthUnitLinear ColorUnitMarkersUnitMassUnitMatrixUnitNearest MarkerUnitNoneUnitPasswordUnitPercentageUnitPixelUnitPixel SizeUnitPlain DataUnitPowerUnitQuaternionUnitQuaternion RotationUnitRotationUnitSecondUnitSecondsUnitSnap Animation ElementUnitSnap Playhead ElementUnitStripsUnitSubtypeUnitTemperatureUnitTimeUnitTime (Absolute)UnitTime (Scene Relative)UnitTime Jump UnitUnitTranslationUnitUnitUnitUnsignedUnitVelocityUnitVelocity UnitUnitVolumeUnitWavelengthUnitXYZUnitXYZ LengthUnitsRGB ColorUnit ScaleUnit SettingsUnit SystemUnit editing settingsUnit line thickness is scaled by the proportion of the present vertical image resolution to 480 pixelsUnit that will be used to display length valuesUnit that will be used to display mass valuesUnit that will be used to display temperature valuesUnit that will be used to display time valuesUnit to edit lens in for the user interfaceUnit to use for displaying/editing rotation valuesUnitlessUnitsUnits used for camera focal lengthUnknownUnknown Boolean errorUnknown PropertyUnknown add-onsUnknown alpha transparency modifier typeUnknown boolean errorUnknown error loading "%s"Unknown error opening fileUnknown file type: {!r}Unknown line color modifier typeUnknown line thickness modifier typeUnknown operatorUnknown socket typeUnknown stroke geometry modifier typeUnlinkUnlink ActionUnlink active Annotation data-blockUnlink active font data-blockUnlink active text data-blockUnlink data-block (Shift + Click to set users to zero, data will then not be saved)Unlink selected strips so that they can be selected individuallyUnlink the collection from all objectsUnlink this action from the active action slot (and/or exit Tweak Mode)UnlockUnlock Aspect RatioUnlock all Grease Pencil materials so that they can be editedUnlock all shape keysUnlock all shape keys of the active objectUnlock all vertex groupsUnlock all vertex groups if there is at least one locked group, lock all in other caseUnlock all vertex groups of the active objectUnlock repositories - to test unlockingUnlock selected and lock unselected vertex groups of the active objectUnlock selected tracksUnlock selected vertex groups of the active objectUnlock strips so they can be transformedUnlock unselected vertex groups of the active objectUnlockedUnlocked {:d} repo(s)Unlocked: {:s}UnmaskedUnmute (un)selected stripsUnmute unselected rather than selected stripsUnpackUnpack - Files: {}, Bakes: {}Unpack FileUnpack all files packed into this .blend to external onesUnpack baked data from the .blend file to diskUnpack the sound to the samples filenameUnpack this file to an external fileUnpacking movies or image sequences not supportedUnprojected SizeUnreadable Blender library file:Unrecognized file format '%s'Unregistration not possible from Microsoft Store installationsUnsavedUnselect strokesUnselectable bone in chainUnselectedUnselected Action-Clip StripUnselected F-Curve OpacityUnselected Meta Strip (for grouping related strips)Unselected OpacityUnselected Sound Strip (for timing speaker sounds)Unselected Transition StripUnsets the text of the active buttonUnsharp MaskUnsigned AngleUnsigned Angle FieldUnstitch UVs and move the resultUnsubdivideUnsupported InputsUnsupported audio formatUnsupported column typeUnsupported contextUnsupported context modeUnsupported data typeUnsupported displacement methodUnsupported key: CapsLockUnsupported key: UnknownUnsupported mode: {!r}Unsupported node tree typeUnsupported object type for texture space transformUntitledUnused DataUnused ImagesUnused OutputUnused Textures & ImagesUnused but kept for compatibility reasons. Use boundaries for viewer nodes and composite backdropUnwrapUnwrap could not solve any island(s), edge seams may need to be addedUnwrap failed to solve %d of %d island(s), edge seams may need to be addedUnwrap the mesh of the object being editedUnwrapping method (Angle Based usually gives better results than Conformal, while being somewhat slower)UpUp AxisUp/DownUpdateUpdate AllUpdate AutomaticallyUpdate DependenciesUpdate ExistingUpdate InactiveUpdate RadiusUpdate Scene DurationUpdate Scene FPSUpdate all the image nodes to match their files on diskUpdate animation flagsUpdate based on linked bundle signatureUpdate based on linked closure signatureUpdate current image used by plane marker from the content of the plane markerUpdate custom camera with new parameters from the shaderUpdate existing channels in the pose asset but don't remove or add any channelsUpdate existing po files, if any, instead of overwriting themUpdate existing shape keys with the vertex positions of selected objects with matching namesUpdate f-curves/drivers affecting Transform constraints (use it with files from 2.70 and earlier)Update frame range for motion paths from the Scene's current frame rangeUpdate frame range of scene stripUpdate given add-on's translation data (found as a py tuple in the add-on's source code)Update i18n data (po files) in Blender source code repositoryUpdate i18n working repository (po files)Update objects paths list with new data from the archiveUpdate on EditUpdate other affected window spaces automatically to reflect changes during interactive operations such as transformUpdate range of frames referenced from action after tweaking strip and its keyframesUpdate shader script node with new sockets and options from the scriptUpdate sockets to match what is actually usedUpdate the active brush asset in the asset library with current settingsUpdate the audio animation cacheUpdate the current transform, selected keyframes, or even create new keysUpdate the display of reports in Blender UI (internal use)Update the geometry when it enters the view, providing faster view navigationUpdate the item highlight based on the current mouse positionUpdate the scene's start and end frame to match those of the USD archiveUpdate the selected landmark from the current viewer pose in the VR sessionUpdate the selected pose asset in the asset library from the currently selected bones. The mode defines how the asset is updatedUpdate users of this shader, such as custom cameras and script nodes, with its new sockets and optionsUpdated %d shape key(s)Updated data-blockUpdatesUpdates to data-blocksUpdating GPU drivers may solve this issue.Upgrade all the extensions to their latest version for the active repositoryUpgrade installed extensions to their latest version from remote repositoriesUpgrade is not supported for local repositoriesUpgrade the Rigify types on the active metarig armatureUpgrade the legacy super_face rig type to new modular faceUpgrade the metarig from bone layers to bone collectionsUpgrades the legacy super_face rig type to the new modular face. This preserves compatibility with existing weight painting, but not animationUpgrades the metarig from bone layers to bone collectionsUpperUpper (inclusive) bound for a vertex's weight to be removed from the vgroupUpper BoundUpper CaseUpper ConcavityUpper LeftUpper RightUpper X Angle LimitUpper X LimitUpper X angle boundUpper Y Angle LimitUpper Y LimitUpper Y angle boundUpper Z Angle LimitUpper Z LimitUpper Z angle boundUpper bound of envelope at this control-pointUpper bound of the highlighting rangeUpper bound of the input range the mapping is appliedUpper clamping threshold for marking fluid cells as wave crests (higher value results in less marked cells)Upper clamping threshold for marking fluid cells where air is trapped (higher value results in less marked cells)Upper clamping threshold that indicates the fluid speed where cells no longer emit more particles (higher value results in generally less particles)Upper distance from Reference Value for 1:1 default influenceUpper limit of X axis rotationUpper limit of X axis translationUpper limit of Y axis rotationUpper limit of Y axis translationUpper limit of Z axis rotationUpper limit of Z axis translationUpper limit of the tilt away from the +Z directionUpper mesh concavity bound (high values tend to smoothen and fill out concave regions)Upres FactorUrdu - وُدرُاUsageUseUse %s (differs)Use %s (identical)Use 'Time_Translate' transform mode instead of 'Translation' mode for translating keyframes in Dope Sheet EditorUse (import) facet normals (note that this will still give flat shading)Use 16 bits per channel to lower the memory usage during renderingUse 16-bit floating-point numbers for all dataUse 2D StabilizationUse 2D stabilization for footageUse 32-bit floating-point numbers for all dataUse 3D ViewportUse 3D position of track to parent toUse 5× multisampling to smooth paint edgesUse 8-bit floating-point numbers where possible, otherwise use 16-bitUse APIC as the simulation method (more energetic and stable behavior)Use ActiveUse Adaptive SamplingUse Adaptive SubdivisionUse Add blending mode while paintingUse Additive DrawingUse After CreationUse AlphaUse Animated SeedUse Anisotropic interpolationUse AnnotationsUse Antialiasing to smooth stroke edgesUse As PivotUse Asset layerUse Auto-PackUse BVH spatial splits: longer builder time, faster renderUse Bilinear interpolationUse Blue ChannelUse Bone EnvelopesUse Bone HeadsUse Brute ForceUse CPU for display transform and display image with 2D textureUse CPU for renderingUse CUDA for GPU accelerationUse CacheUse Camera CullUse Chain CountUse Clip PlanesUse Clump CurveUse Clump NoiseUse CollisionsUse Color Burn blending mode while paintingUse Color Dodge blending mode while paintingUse Color JitterUse Color RampUse Color blending mode while paintingUse Compact BVHUse ContourUse Controller ActionsUse CoordinatesUse CountUse CreaseUse CreasesUse Cryptomatte passes from a renderUse Cryptomatte passes from an imageUse Cubic B-Spline interpolationUse Current Frame as Object Rest TransformationsUse Current LocationUse Cursor OverlayUse Cursor PositionUse Cursor for DepthUse CurvatureUse CurveUse Curve RadiusUse CurvesUse Curves BVHUse Custom CameraUse Custom ColorUse Custom CurveUse Custom Ghost ColorsUse Custom NormalsUse Custom ParallaxUse Custom VolumeUse Darken blending mode while paintingUse Default FadeUse Deform OnlyUse Deformation MotionUse DenoisingUse Depth of FieldUse Difference blending mode while paintingUse DiffusionUse Directional Quad Trees as directional distributionUse Distance CullUse DripUse DuplicatesUse Edge AngleUse Edge MarkUse EdgesUse Edges as springsUse EffectorUse End FrameUse EnvelopesUse Evaluation TimeUse Exclusion blending mode while paintingUse ExistingUse Existing FacesUse FLIP as the simulation method (more splashy behavior)Use Face SetsUse FadingUse FallbackUse FalloffUse FilterUse Final IndicesUse FlowUse For Growing HairUse FreestyleUse Front-FaceUse Front-Face FalloffUse GLSL shaders for display transform and display image with 2D textureUse GPUUse GPU accelerated denoising if supported, for the best performance. Prefer OpenImageDenoise over OptiXUse GPU compute device for rendering, configured in the system tab in the user preferencesUse Geometry (cotangent) relaxation, making UVs follow the underlying 3D geometryUse Geometry NodesUse Geometry SpaceUse Global CoordinatesUse GltfpackUse GoalUse Green ChannelUse GridUse Group InterfaceUse GuidesUse GuidingUse HC method for relaxationUse HIP for GPU accelerationUse HSL (Hue, Saturation, Lightness) color processingUse HSV (Hue, Saturation, Value) color processingUse Handle ScaleUse Hard Light blending mode while paintingUse HeadUse Hue blending mode while paintingUse InfluenceUse InstancingUse Intel OpenImageDenoise AI denoiserUse IntersectionUse Intersection MasksUse Intersection PriorityUse Laplacian method for relaxationUse Layer PassUse Library PathUse LightUse Light ContourUse Lighten blending mode while paintingUse LightsUse LimitUse Limit SurfaceUse Linear Burn blending mode while paintingUse Linear Light blending mode while paintingUse Linear ModifiersUse Local CameraUse Local FileUse Location for Camera FixUse LooseUse MIS WeightsUse MaskUse MasksUse Masks in RenderUse MaterialUse Material MaskUse Material PassUse Material layerUse Math NodesUse MaxUse Max 2D AngleUse Max 2D LengthUse Max AngleUse Max B-FramesUse MaximumUse MedianUse MeshUse Mesh SymmetryUse MetadataUse Metal backendUse Metal for GPU accelerationUse MinUse Min 2D AngleUse Min 2D LengthUse Min AngleUse MinimumUse MistUse Mix NodesUse Mix blending mode while paintingUse Modifier StackUse Modifiers Render SettingUse Motion BlurUse Mouse PositionUse Multi-ViewUse Multiple Views (when available)Use Multiply blending mode while paintingUse N-bit quantization for colorsUse N-bit quantization for normals and tangentsUse N-bit quantization for positionsUse N-bit quantization for texture coordinatesUse NLA Tweak ModeUse Nearest interpolationUse Node Name/LabelUse NodesUse NoiseUse Normal DataUse NormalizationUse ObjectUse Object OffsetUse Object layerUse Occlusion RangeUse Open Shading LanguageUse OpenGL backendUse OpenJPEG Cinema PresetUse OpenJPEG Cinema Preset (48fps)Use OptiX for GPU accelerationUse Original FileUse Original ScaleUse Original SizeUse OutputUse Output NamesUse Overlay blending mode while paintingUse PaintUse Paint CanvasUse Parallax-aware von Mises-Fisher models as directional distributionUse Particle RadiusUse Particle's RadiusUse Perlin noise as a basisUse Perlin noise as a basis, with extended controlsUse Perlin noise with inflection as a basisUse Pin Light blending mode while paintingUse PivotUse PlaceholdersUse Plane TrimUse Poisson disk distribution method to keep a minimum distanceUse Pole MergeUse Post-Process SettingsUse Pre/Post RotationUse PressureUse Pressure JitterUse Pressure StrengthUse Pressure for DensityUse Pressure for FlowUse Pressure for HardnessUse Pressure for Wet MixUse Pressure for Wet PersistenceUse Preview RangeUse ProxiesUse Proxy / TimecodeUse RGB (Red, Green, Blue) color processingUse RGB curved for pre-display transformationUse RadiusUse Ray-TracingUse Red ChannelUse Relative OffsetUse Relative PasteUse RemoteUse Render settings for object visibility, modifier settings, etcUse RepeatUse Rest Position ArmatureUse RotationUse Rotation XUse Rotation YUse Rotation ZUse Rotation for Camera FixUse Roughness CurveUse Sample SubsetUse Saturation blending mode while paintingUse ScaleUse Scale XUse Scale YUse Scale ZUse Scale for Camera FixUse Scale:Use Scene RangeUse SchemaUse Scrape or Fill brush when inverting this brush instead of inverting its displacement directionUse Screen blending mode while paintingUse SculptUse Sculpt CollisionUse SecondaryUse SelectionUse SelfUse Sequencer SceneUse Settings forUse ShadersUse ShadowUse Sharp EdgesUse ShrinkUse SimplifyUse Simulation CacheUse Snap for RotationUse Snap for ScaleUse Snap for TranslationUse SnappingUse Snapping OptionsUse Soft Light blending mode while paintingUse Space TransformUse Sparse Accessor if BetterUse Spatial SplitsUse Spherical StereoUse Spill StrengthUse Split LengthUse Split PatternUse SpreadUse StabilizerUse Start FrameUse Strip CenterUse Subdivision SchemaUse Subdivision SurfaceUse Subtract blending mode while paintingUse TailUse Tail TargetUse TextureUse Texture OverlayUse TexturesUse Thickness ProfileUse TimecodeUse TimingUse TipsUse TooltipUse TransformUse Translation XUse Translation YUse Translation ZUse Transparency OverlapUse Twist CurveUse UDIM detectionUse UI TagsUse UV SculptUse UV coordinates for texture coordinatesUse UV coordinates for the texture coordinatesUse UV layer for texture coordinatesUse UndoUse Unified ColorUse Unified Input SamplesUse Unified SizeUse Unified StrengthUse Unified WeightUse Value blending mode while paintingUse VertexUse Vertex ColorUse Vertex GroupsUse ViewUse Viewport DenoisingUse Viewport settings for object visibility, modifier settings, etcUse ViscosityUse Visual keying automatically for constrained objectsUse Vivid Light blending mode while paintingUse Volume Variation MaximumUse Volume Variation MinimumUse Vulkan backendUse WXYZ axis colors for quaternion/axis-angle rotations, XYZ axis colors for other transform and color properties, and auto-rainbow for the restUse WeightUse Weight Color RangeUse Weight as FactorUse White BalanceUse WildcardUse Windows 'Default Apps' to associate with blend filesUse Wintab driver for older tablets and Windows versionsUse X Location of ParentUse X Rotation of ParentUse X Scale of ParentUse Y Location of ParentUse Y Rotation of ParentUse Y Scale of ParentUse YCbCr (Y - luma, Cb - blue-difference chroma, Cr - red-difference chroma) color processingUse YUV (Y - luma, U V - chroma) color processingUse Z Location of ParentUse Z Rotation of ParentUse Z Scale of ParentUse Z-BufferUse Z-Up axis to calculate the curve twist at each pointUse a 3D mouse device to pan/zoom the viewUse a Grease Pencil data-block as a mask to use only specified areas of pattern when trackingUse a Ramer-Douglas-Peucker algorithm to simplify the stroke preserving main shapeUse a blue-noise pattern for the first sample, then use Tabulated Sobol for the remaining samples, for random samplingUse a blue-noise pattern, which optimizes the frequency distribution of noise, for random samplingUse a blue-noise sampling pattern, which optimizes the frequency distribution of noise, for random sampling. For viewport rendering, optimize first sample quality for interactive previewUse a blue-noise sequence with a length rounded up to the next power of 2, for random samplingUse a brute-force translation only pre-track before refinementUse a brute-force translation-only initialization when trackingUse a circle to define the profileUse a collection of mesh objects as the operand for the Boolean operationUse a column layout for toolboxUse a curve to define clump taperingUse a curve to define roughnessUse a curve to define twistUse a custom color limited to this viewport onlyUse a custom curve to define a factor along the strokesUse a custom directory to store dataUse a custom file to read proxy data fromUse a custom object to define the profileUse a custom profile for each quarter of curve's bevel geometryUse a difference boolean operationUse a different format instead of the node format for this fileUse a fixed 1:1 aspectUse a fluid domain for guiding (domain needs to be baked already so that velocities can be extracted). Guiding domain can be of any type (i.e. gas or liquid).Use a half-circle for each capUse a local camera in this view, rather than scene's active cameraUse a maximum distance for the field to workUse a maximum radial distance for the field to workUse a mesh object as the operand for the Boolean operationUse a minimum distance for the field's falloffUse a minimum radial distance for the field's falloffUse a percentage factor to determine the visible pointsUse a percentage to specify how many keyframes you want to removeUse a preset viewpointUse a preview proxy and/or time-code index for this stripUse a preview proxy and/or timecode index for this clipUse a radial gradient as viewport backgroundUse a region within the frame size for rendered viewport (when not viewing through the camera)Use a saw wave to produce bandsUse a sawtooth profileUse a screen space vertical linear gradient as viewport backgroundUse a simulation range that is different from the scene range for simulation nodes that don't override the frame range themselvesUse a sine wave to produce bandsUse a single Ngon for the capsUse a single factor for all componentsUse a solid color as viewport backgroundUse a standard sine profileUse a texture to control emission strengthUse a transformation matrixUse a triangle profileUse a triangle wave to produce bandsUse a union boolean operationUse absolute sizeUse accurate transformationUse active Viewer Node output as backdrop for compositing nodesUse active clip defined in sceneUse active vertex group as an influenceUse addition instead of multiplication to combine scale (2.7 compatibility)Use albedo and normal passes for denoisingUse albedo pass for denoisingUse alpha blending instead of alpha test (can produce sorting artifacts)Use alpha channel for transparencyUse always Vertex Color modeUse always material modeUse ambient occlusion instead of full global illuminationUse an alternative start/end frame range for animation playback and view rendersUse an automatic number of iterations based on the number of vertices of the sculptUse an error margin to specify how much the curve is allowed to deviate from the original pathUse an existing object to define the VR view base location and rotationUse an object for the section of the curve's bevel geometry segmentUse an unconstrained aspectUse animation channel group colors; generally this is used to show bone group colorsUse another Keying Set, as the active one depends on the currently selected items or cannot find any targets due to unsuitable contextUse another Keying Set, as the active one depends on the currently selected objects or cannot find any targets due to unsuitable contextUse another UV map as clone source, otherwise use the 3D cursor as the sourceUse another mesh for texture indices (vertex indices must be aligned)Use another shape to cut, combine or perform a difference operationUse any axis region for operator executionUse as Depth Of FieldUse axis colors for transform and color properties, and auto-rainbow for the restUse axis-aligned bounding boxes for packing (fastest, least space efficient)Use back face culling to hide the back side of facesUse back face culling when casting shadowsUse backface culling to hide the back side of facesUse bake from current directory (create when necessary)Use bake in original location (create when necessary)Use base mesh vertex coordinates as the rest positionUse best triangulation divisionUse bevel weights to determine how much bevel is applied in edge modeUse bind vertex coordinates for rest positionUse blackbody temperature to define a natural light colorUse blue channel from footage for trackingUse both effects simultaneouslyUse both visible strokes and edit lines as fill boundary limitsUse box selection to grab NLA-StripsUse box selection to select nodesUse box selection to select tree elementsUse cached scene data from the first Line Art modifier in the stack. Certain settings will be unavailable.Use circle for the section of the curve's bevel geometryUse circle selection to select nodesUse closed arrow styleUse color ramp to map the BW average into an RGB colorUse compact BVH structure (uses less ram but renders slower)Use connected parent and children to compute the handleUse control scaling to scale the B-BoneUse convex hull approximation of islands (good balance of speed and space efficiency)Use coordinates from a UV layerUse coordinates from this object (for object texture coordinates output)Use current edited object's locationUse current modeUse current rotation/scaling pivot point coordinatesUse cursor as reference pointUse cursor location and radius for the dimensions and position of the trimming shapeUse curve mappingUse curve to define primitive stroke thicknessUse curve weights to influence the particle influence along the curveUse custom attenuation distance instead of global light thresholdUse custom camera instead of the active cameraUse custom collision margin (some shapes will have a visible gap around them)Use custom color for the nodeUse custom color for this motion pathUse custom color instead of theme-definedUse custom colors for ghost framesUse custom colors for onion skinning instead of the themeUse custom curveUse custom hand-picked color for F-CurveUse custom intersection mask for faces in this collectionUse custom objects to define the cap shapesUse custom reference pointUse data from fully or partially evaluated objectUse data from original object without any modifiers appliedUse deformation motion blur for this objectUse degrees for measuring angles and rotationsUse depth of field on viewport using the values from the active cameraUse device for renderingUse different seed values (and hence noise patterns) at different framesUse diffuse BSDFUse display mode from armature (default)Use distance between affected and target objectsUse distance between affected object's vertices and target object, or target object's geometryUse distance sampling, best for dense volumes with lights far awayUse drawing speed, a number of frames, or a manual factor to build strokesUse edge collapsingUse edit lines as fill boundary limitsUse effect during renderUse effector/global coordinates for turbulenceUse equiangular sampling, best for volumes with low density with light inside or near the volumeUse even distribution from faces based on face areas or edge lengthsUse exact geometry for most efficient packing (slowest)Use existing file (instead of packed): %sUse existing materials with same name instead of creating new onesUse external .ies fileUse external .osl or .oso fileUse external fileUse fallback tools keymapUse falloff effect when edit in multiframe mode to compute brush effect by frameUse faster approximation by blurring along the horizontal and vertical directions independentlyUse faster global illumination technique for high roughness surfacesUse feather information from the maskUse file format used before Blender 5.0. This format is more limited but it may have better compatibility with tools that don't support the new format yetUse file from current directory (create when necessary)Use file in original location (create when necessary)Use files in current directory (create when necessary)Use files in original location (create when necessary)Use floating-point attributes for positionsUse fly dynamics to navigate the sceneUse for RenderingUse for a large area, established ocean (Pierson-Moskowitz method)Use for established oceans ('JONSWAP', Pierson-Moskowitz method) with peak sharpeningUse for shallow water ('JONSWAP', 'TMA' - Texel-Marsen-Arsloe method)Use for turbulent seas with foamUse force fields when growing hairUse full physics calculations for growing hairUse geometry distance for chaining instead of image spaceUse global coordinatesUse global coordinates for the texture coordinatesUse global gravity for all dynamicsUse glossy BSDFUse gltfpack to simplify the mesh and/or compress its texturesUse green channel from footage for trackingUse guiding (effector) objects to create fluid guiding (guiding objects should be animated and baked once set up completely)Use guiding when sampling directions inside a volumeUse guiding when sampling directions on a surfaceUse handles when converting Bézier curves into polygonsUse high quality tangent space at the cost of lower performanceUse image RGB values for normal mappingUse improved particle level set (slower but more precise and with mesh smoothening options)Use in 3D viewportUse influence of face for weightingUse input from gamepad (Microsoft Xbox Controller) instead of motion controllersUse instances contained in the incoming geometry as base for scatteringUse integer attributes for positionsUse intermediate data from viewer nodeUse internal text data-blockUse inverse quadratic progressionUse key timesUse layer pass filterUse left mouse button for selection. The standard behavior that works well for mouse, trackpad and tablet devicesUse legacy interleaved storage of views, layers and passes for compatibility with applications that do not support more efficient multi-part OpenEXR files.Use legacy undo (slower than the new default one, but may be more stable in some cases)Use length of the curves in close proximityUse light probes to find scene intersectionUse lights for this Grease Pencil objectUse linear mappingUse linear progressionUse linked object's coordinates for texture coordinatesUse local generated coordinatesUse local generated coordinates of another objectUse logarithmic dissolve (makes high values to fade faster than low values)Use logarithmic drying (makes high values to dry faster than low values)Use lossless output for video streamsUse lower limit for volume variationUse manual calibration helpersUse mask ID as mask inputUse material masks to filter out occluded strokesUse material pass filterUse mesh crease information to sharpen edges or cornersUse mesh islands of the surface geometry for partingUse mesh objects in this collection for Boolean operationUse metadata from the current sceneUse metadata from the strips in the sequencerUse millimeters for units of focal lengthUse modal execution (modal operators only)Use modifier during renderUse more clearly defined marbleUse motion blur for this objectUse mouseUse mouse to sample a color in current imageUse mouse to sample background imageUse mouse to sample color in current frameUse movie clip from active scene cameraUse multi-sampled 3D scene motion blurUse multi-sampled motion blur of the maskUse multi-sampled motion blur of the planeUse multi-touch gestures for navigation with touchpad, instead of scroll wheel emulationUse multiple importance sampling for the light, reduces noise for area lights and sharp glossy materialsUse multiple operators in an interactive way to add, delete, or move geometry • {:s} - Add geometry by moving the cursor close to an element • {:s} - Extrude edges by moving the cursor • {:s} - Delete mesh elementUse multiple views in the sceneUse n-gonsUse native Windows Ink API, for modern tablet and pen devices. Requires Windows 8 or newer.Use nearest sampleUse negative axis region only for operator executionUse node groups to reuse the same menu multiple timesUse noise to dither the binary visibility (works well with multi-samples)Use normalized attributes for positionsUse normalized strand texture coordinate (1D) or particle age (X) and trail position (Y)Use object as center of rotationUse object as reference pointUse object multiple times in the same collectionUse object selection (edit mode only)Use object transform to control projection shapeUse object's global coordinates for duplicationUse object's rotation for duplication (global x-axis is aligned particle rotation axis)Use object's scale for duplicationUse object/global coordinates for textureUse objects as font characters (give font objects a common name followed by the character they represent, eg. 'family-a', 'family-b', etc, set this setting to 'family-', and turn on Vertex Instancing)Use offset from the particle object in the instance objectUse on-the-fly computed Owen-scrambled Sobol for random samplingUse one transform property from target to control another (or same) property on ownerUse oneAPI for GPU accelerationUse only deformation modifiers (temporary disable all constructive modifiers except multi-resolution)Use only selected strokes for interpolatingUse open arrow styleUse optimized files for faster scrubbing when availableUse original location of texturesUse orthographic projectionUse other objects outlines and boundaries to project knife cutsUse particle size for the shrapnelUse particle size to scale the instancesUse particle's size in deflectionUse path guiding for sampling paths. Path guiding incrementally learns the light distribution of the scene and guides path into directions with high direct and indirect light contributionsUse perpendicular segment styleUse pixel size for the bufferUse pixels for units of focal lengthUse pixels from adjacent faces across UV seamsUse placeholders for missing frames of the stripUse position (and optionally rotation) of target to define a 'wall' or 'floor' that the owner cannot crossUse position plus an outline based on F2-F1Use positive axis region only for operator executionUse pre-computed tables of Owen-scrambled Sobol for random samplingUse pre/post rotation from FBX transform (you may have to disable that in some cases)Use precision movement for extension linesUse pressure to modulate densityUse pressure to modulate flowUse pressure to modulate hardnessUse pressure to modulate randomnessUse pressure to modulate wet mixUse pressure to modulate wet persistenceUse projected or spherical falloffUse quadratic progressionUse radius as size of projection shape (0 = auto)Use radius from particle settingsUse radius of the curves in close proximityUse random values over timeUse randomness at stroke levelUse raytracing to determine transmitted color instead of using only light probes. This prevents the surface from contributing to the lighting of surfaces not using this setting.Use raytracing to determine transmitted color instead of using only light probes. This prevents the surface from contributing to the lighting of surfaces not using this setting. Deprecated: use 'use_raytrace_refraction'.Use recorded speed multiplied by a factorUse red channel from footage for trackingUse reflective caustics, resulting in a brighter image (more noise but added realism)Use refractive caustics, resulting in a brighter image (more noise but added realism)Use regular expression for the replacement text (supporting groups)Use regular expressions to match text in the 'Find' fieldUse relative file pathsUse relative pathUse relative path when linking assets from this asset libraryUse relative paths to reference external files (i.e. textures, volumes) in USD, otherwise use absolute pathsUse relative paths with subdirectories onlyUse relative space for the input geometry so the transforms of both inputs in relation are consideredUse render settings when applying modifiers to mesh objects (DISABLED in Blender 2.8)Use repeat mapping valuesUse resolution of the volume gridUse right mouse button for selection, and left mouse button for actions. This works well primarily for keyboard and mouse devicesUse rule when boid is flyingUse rule when boid is on landUse same direction for all normals, from origin to target's center (Directional mode only)Use same input as previous modifier, and mix results using overall vgroupUse scale of existing UVs to multiply marginUse scale when calculating the matrixUse scene orientation instead of a custom settingUse scene world for lightingUse scene's currently active camera to define the VR view base location and rotationUse screen coordinates as texture coordinatesUse screen pixel size instead of world unitsUse selected objects as smoke emittersUse sequence detectionUse sequencer strip as mask inputUse setting from the modifierUse settings from brushUse settings from hereUse settings from operator propertiesUse settings from sceneUse settings from the parent collectionUse shader nodes for the line styleUse shader nodes to render the lightUse shader nodes to render the materialUse shader nodes to render the worldUse shaders for Cycles rendererUse shaders for EEVEE rendererUse shaders for all renderers and viewports, unless there exists a more specific outputUse shape of the curves in close proximityUse simple feature awareness to keep feature definitionUse simple interpolation of grid verticesUse single color or gradient when paintingUse single point as directionUse single point to create ringsUse slope of curve leading in/out of endpoint keyframesUse smooth vertex normals instead of face normals for the result meshUse soft marbleUse special solver to track a stable camera position, such as a tripodUse special type BVH optimized for curves (uses more ram but renders faster)Use specified camera object for generating Line Art strokesUse square styleUse standard stucciUse standard wave texture in bandsUse standard wood texture in bandsUse static coordinates (defined by various means)Use straight lines between keyframe pointsUse stroke length for texture coordinatesUse subprocesses for compiling shadersUse tablet pressureUse tablet pressure for color strengthUse tablet pressure for jitterUse tabs or spaces for indentationUse texture painting in Sculpt ModeUse texture scale valuesUse the "Align Rotation to Vector" node insteadUse the "Rotate Rotation" node insteadUse the 2D stabilized version of the clipUse the 2D vector (X, Y) as input. The Z component is ignored.Use the 3D cursor as the position for the selected objects to align toUse the 3D cursor orientation for the new objectUse the 3D vector (X, Y, Z) as inputUse the 4D vector (X, Y, Z, W) as inputUse the CPU to process the denoise nodeUse the GPU to process the denoise node if available, otherwise fallback to CPUUse the MIS weight to weight the contribution of directly visible light sources during guidingUse the Minkowski function to calculate distance (exponent value determines the shape of the boundaries)Use the OptiX AI denoiser with GPU acceleration, only available on NVIDIA GPUs when configured in the system tab in the user preferencesUse the Scene's 3D camera as inputUse the Scene's Sequencer timeline as inputUse the Target Volume parameter as the initial volume, instead of calculating it from the mesh itselfUse the active Collection of the current View Layer to instantiate imported collections and objectsUse the active camera's position to cast raysUse the active object as surface for selected curves objects and set it as the parentUse the active object as the position for the selected objects to align toUse the active particle system from the contextUse the alpha channel information in the imageUse the alpha of the first input as mixing factor and return the more opaque alpha of the two inputsUse the alpha threshold to clip the visibility (binary visibility)Use the angle between two bonesUse the attribute value of the closest mesh elementUse the average of adjacent edge-verticesUse the average of adjacent edge-vertices weighted by their lengthUse the compact, single-row layoutUse the current 3D view for rendering, else use scene settingsUse the current bone location for envelopes and choosing B-Bone segments instead of rest positionUse the current snap settingsUse the current transform orientationUse the current view instead of the active object to create the new orientationUse the current world background to light the preview renderUse the default flat previewsUse the default, multi-rows layoutUse the depth under the mouse to improve view pan/rotate/zoom functionalityUse the distance between the objects to make a screwUse the existing guide map attribute if availableUse the exterior/interior radii for torus dimensionsUse the fallback value if the data path cannot be resolved, instead of failing to evaluate the driverUse the final evaluated indices rather than the original mesh indicesUse the global axis to limit the displacementUse the global axis to limit the force and set the gravity directionUse the global coordinate system for the texture coordinatesUse the import method set in the Preferences for this asset library, don't override it for this Asset BrowserUse the initial length as spring rest length instead of 2 * particle sizeUse the least twist over the entire curveUse the left handlesUse the legacy way of generating noise. Has the issue that it can produce values outside of -1/1Use the length input to fully replace the original lengthUse the linked object's local coordinate system for the texture coordinatesUse the local axis to limit the displacementUse the local axis to limit the force and set the gravity directionUse the local coordinate system for the texture coordinatesUse the location and rotation of another object to determine the distance and rotational change between arrayed itemsUse the major/minor radii for torus dimensionsUse the material preview scene for the node previewsUse the maximum X valueUse the maximum Y valueUse the maximum Z valueUse the minimum X valueUse the minimum Y valueUse the minimum Z valueUse the modifier's own time evaluationUse the mouse to create a link between two nodesUse the mouse to cut (remove) some linksUse the mouse to mute linksUse the mouse to sample a color in the imageUse the mouse to sample a weight in the 3D viewUse the number of points from the curves in close proximityUse the object center when selecting, in edit mode used to extend object selectionUse the offset of the specified bone from rest pose to compute the handleUse the old semi-broken behavior that does not understand that rotations loop aroundUse the orientation of the specified bone to compute the handle, ignoring the locationUse the original Y scale of the boneUse the original scaling of the bonesUse the original undeformed coordinates of the objectUse the overlap_mode tool settings to determine how to shuffle overlapping stripsUse the parent of the instance object if possibleUse the pinned contextUse the pinned node treeUse the pivot point in every rotationUse the pivot point in the negative rotation range around the X-axisUse the pivot point in the negative rotation range around the Y-axisUse the pivot point in the negative rotation range around the Z-axisUse the pivot point in the positive rotation range around the X-axisUse the pivot point in the positive rotation range around the Y-axisUse the pivot point in the positive rotation range around the Z-axisUse the plus button to add list entriesUse the position of the specified bone to compute the handleUse the quad remesherUse the results of this constraintUse the right handlesUse the rotation order defined in the BVH fileUse the same device used by the compositor to process the denoise nodeUse the same random seed for each scale axis for a uniform scaleUse the same scale value for all axisUse the same scale value for both axesUse the scalar value W as inputUse the scene orientationUse the scene origin as the position for the selected objects to align toUse the scene's denoising quality settingUse the search in Add-ons.Use the search in Extensions.Use the selected objects as the position for the selected objects to align toUse the selection (or the last stroke center in Paint modes) as the pivot point for orbitingUse the shadow maps from shadow casting lights to refine the thickness defined by the material node treeUse the shortest computed distance to target object's geometry as weightUse the smallest single axis rotation, similar to Damped TrackUse the start of the stroke for the depthUse the stored custom normal attribute as the final normalsUse the strand primitive for renderingUse the surface depth for cursor placementUse the surface normal (using the transform orientation as a fallback)Use the surface normal to orientate the trimming shapeUse the tangent to calculate twistUse the target object for location limitationUse the target's rotation to determine floorUse the texture's RGB values to displace the mesh in the XYZ directionUse the texture's intensity value to displace along the (averaged) custom normal (falls back to vertex)Use the texture's intensity value to displace along the vertex normalUse the texture's intensity value to displace in the X directionUse the texture's intensity value to displace in the Y directionUse the texture's intensity value to displace in the Z directionUse the theme for background colorUse the time from the sceneUse the timeline to bake the sceneUse the undistorted version of the clipUse the value from some RNA propertyUse the value from some RNA property within the current evaluation contextUse the view axis to limit the displacementUse the view axis to limit the force and set the gravity directionUse the view to orientate the trimming shapeUse the voxel remesherUse the world for background colorUse this area light to guide sampling of the background, note that this will make the light invisibleUse this armature bone to define the depth of field focal pointUse this brush in Grease Pencil drawing modeUse this brush in Grease Pencil vertex color modeUse this brush in UV sculpt modeUse this brush in sculpt curves modeUse this brush in sculpt modeUse this brush in texture paint modeUse this brush in vertex paint modeUse this brush in weight paint modeUse this file's path for the disk cache when library linked into another file (for local bakes per scene file, disable this option)Use this index on generated segment. -1 means using the existing material.Use this installation for .blend files and to display thumbnailsUse this light object to generate light contourUse this object to define the depth of field focal pointUse this object's coordinate system instead of global coordinate systemUse this object's crease setting to overwrite scene globalUse this object's intersection priority to override collection settingUse threads for compiling shadersUse to animate an object/bone following a pathUse tooltips when hovering over this gizmoUse topology based mirroring (for when both sides of mesh have matching, unique topology)Use transform gizmos by defaultUse transform property of target to look up pose for owner from an ActionUse transparent shadows for this material if it contains a Transparent BSDF, disabling will render faster but not give accurate shadowsUse triangle fansUse true displacement of surface only, requires fine subdivisionUse un-subdivide face reductionUse union particle level set (faster but lower quality)Use upper limit for volume variationUse variable bit quantizationUse velocities for automagic step sizesUse velocities from this object for the guiding effect (object needs to have fluid modifier and be of type domain))Use vertex group weight as factor instead of influenceUse vertex group weights to cut faces at the weight contourUse vertex group weights to select whether vertex or edge is beveledUse vertex or edge stitchingUse vertices that are not part of region definedUse very clearly defined marbleUse view layer for renderingUse viscoelastic springs instead of Hooke's springsUse visible strokes as fill boundary limitsUse von Mises-Fisher models as directional distributionUse walk navigation to select tree elementsUse wave effectUse wave texture in ringsUse weight to modulate effectUse whole collection at onceUse whole stroke, not only selected pointsUse wireframe display in painting modesUse with difference intersection to swap which side is keptUse wood texture in ringsUse workbench render settings from the sequencer scene, instead of each individual scene used in the stripUse world space offset in the instance objectUsed LengthUsed for defining a profile's pathUsed to handle changes into collectionUsed to sort multiple links coming into the same input. The highest ID is at the top.Used to trace only one frame of the image sequence, set to zero to trace allUsed when connecting an Action to a data-block, to find the correct slot handle. This is the display name, prefixed by two characters determined by the slot's ID typeUsed when the data block is not local to the current .blend file but is linked from some libraryUserUser Add-onsUser Asset LibrariesUser CountUser DefinedUser Extension RepositoriesUser InterfaceUser Key ConfigurationUser LibraryUser ManualUser ModifiedUser OrthographicUser PathUser Path OtherUser PathsUser PerspectiveUser RepositoryUser TooltipsUser defined note for the render stampingUser defined tag (name token)User interface styling and color settingsUser is ScrubbingUser path of the action. E.g. "/user/hand/left"User selection of the edited geometry, for tool executionUser's bookmarksUser-editable keyframesUser:UsersUsers: {}Uses BrushesUses LSCM (Least Squares Conformal Mapping). This usually gives a less accurate UV mapping than Angle Based, but works better for simpler objectsUses SLIM (Scalable Locally Injective Mapping). Minimizes distortion in areas and angles.Uses a more precise but slower method. Use if the output contains undesirable noise.Uses bounding boxesUses convex hullUses exact geometryUses the Scrambling Distance value for the viewport. Faster but may flickerUses the vector speed render pass to blur the image pixels in 2DUsing Active Scene CameraUsing both CPU and GPU subdivisionUtilitiesUtilityVV (Y) AxisV OffsetV-AxisVBO Collection RateVBO Time OutVFXVGroup AVGroup A and BVGroup A or BVGroup BVMMVRVR Controller Poses IndicatorVR InfoVR LandmarkVR Landmark IndicatorsVR NavigationVR RedrawsVR Scene InspectionVR SessionVR Viewer Pose IndicatorVR navigation settingsVR viewport far clipping distanceVR viewport near clipping distanceVRAM: %.1f GiB FreeVRAM: %.1f/%.1f GiBValValidValidate MeshValidate MeshesValidate references from rig component settings to bone collections. Always run this both before and after joining two metarig armature objects into one to avoid glitchesValidates references from rig component settings to bone collectionsValidity ThresholdValleyValueValue InvertedValue JitterValue Layer NameValue MaxValue MinValue ModeValue OffsetValue SliderValue added to texture samplesValue by which to enlarge or shrink the object with respect to the world's origin (only applicable through a Transform Cache constraint)Value by which to enlarge or shrink the objects with respect to the world's originValue changes offsetValue changes profileValue changes segmentsValue for changes in locationValue for changes in rotationValue for changes in scaleValue for custom property types that can only be edited as a Python expressionValue for keyframe onValue for the distance between arrayed itemsValue for the distance between itemsValue for the envelope calculation that tells how fast the envelope can fall (the lower the value the steeper it can fall)Value for the envelope calculation that tells how fast the envelope can rise (the lower the value the steeper it can rise)Value for voxels outside of the cubeValue levelValue may be implicitly converted if the type does not matchValue not found in bundle: "{}"Value of 0 removes color from the image, making it black-and-white. A value greater than 1.0 increases saturationValue of shape key at the current frameValue of the first color inputValue of the first floating number inputValue of the first vector inputValue of the itemValue of the second color inputValue of the second floating number inputValue of the second vector inputValue shift. 0 makes the color black, 1 keeps it the same, and higher values make it brighterValue that envelope's influence is centered around / based onValue that the transformation value must reach to put the action's timeline to the first frame. Rotations are in degreesValue that the transformation value must reach to put the action's timeline to the last frame. Rotations are in degreesValue to NormalValue to StringValue to add to colorsValue to add to weightsValue to multiply colors byValue to multiply weights byValue to use for Ref, Spec, Amb, Emit, Alpha, RayMir, TransLu and HardValue under which voxels are considered empty space to optimize renderingValue used as seed in 1D and 4D dimensionsValue, Hue, SaturationValue:Value: NoneValue: Unknown (not evaluated)Value: must be 'NOTHING' for motionValue: must be 'PRESS' when unicode is setValue: must be 'PRESS/RELEASE' for keyboard/buttonsValue: only 'PRESS/RELEASE/NOTHING' are supportedValue: {}ValuesValues for change locationValues for changes in rotationValues for changes in scaleValues generated by this modifier are applied on top of the existing values instead of overwriting themValues larger than the threshold are inside the generated meshValues on endpoint keyframes are heldValues that sort the corners attached to the edgeValues used to sort corners attached to the vertex. Uses indices by defaultValues used to sort the curve's points. Uses indices by defaultValues used to sort the edges connected to the vertex. Uses indices by defaultValues used to sort the face's corners. Uses indices by defaultValues:Values: NoneVanishVariableVariable Expression SupportVariable Fallback As ErrorVariable does not exist in this driverVariable from some source/target for driver relationshipVariablesVariables: {:d}VarianceVariantVariation LevelVarious status info about an item after it has been importedVarious tools to enhance and speed up node-based workflowVary roughness values for each strandVary the melanin concentration for each strandVectorVector BlurVector CurvesVector DisplacementVector DisplayVector FontVector FontsVector HandleVector Handle SelectedVector MathVector NodeVector Node SocketVector Node Socket InterfaceVector RotateVector TransformVector ValueVector by which each point was offset during deformationVector data type, affects positionVector field to be represented by the display vectorsVector font data-blocksVector font for Text objectsVector for displacementVector handleVector in a mesh normal arrayVector valueVector value in geometry attributeVector which would be mapped to the curveVector, point, or normal which will be used for conversion between spacesVector2DVectors to compare between connected face corners of an egde for differences. (Supports 3D vectors)VectorscopeVectorscope ModeVectorscope OpacityVelocityVelocity / HairVelocity AttributeVelocity Color RampVelocity FactorVelocity GridVelocity LinearVelocity ScaleVelocity SourceVelocity X GridVelocity Y GridVelocity Z GridVelocity considered as maximum influence (Blender units per frame)Velocity field of the fluid domainVelocity force controlling the teleportation arc parabola in m/sVerletVersionVersion %r unsupported, must be %r or laterVersion backup failed (file saved with @)Version of Blender the library .blend was saved withVersion of Blender the userpref.blend was saved withVersion:Version: {:s}Versioning: Map Value node was removedVersioning: Use Nodes was removedVertexVertex (Triangle)Vertex AttributesVertex ColorVertex Color FactorVertex Color NameVertex Color QuantizationVertex Color affects to Fill onlyVertex Color affects to Stroke and FillVertex Color affects to Stroke onlyVertex ColorsVertex Corner CountVertex CountVertex Count FieldVertex CreaseVertex Crease:Vertex DataVertex Data TypesVertex Data:Vertex Face Count FieldVertex Grease PencilVertex GroupVertex Group "%s" does not existVertex Group "%s" is lockedVertex Group AVertex Group BVertex Group ClumpVertex Group Clump NegateVertex Group DensityVertex Group Density NegateVertex Group ElementVertex Group FactorVertex Group FieldVertex Group Field NegateVertex Group InvertVertex Group KinkVertex Group Kink NegateVertex Group LengthVertex Group Length NegateVertex Group LocksVertex Group RotationVertex Group Rotation NegateVertex Group Roughness 1Vertex Group Roughness 1 NegateVertex Group Roughness 2Vertex Group Roughness 2 NegateVertex Group Roughness EndVertex Group Roughness End NegateVertex Group SizeVertex Group Size NegateVertex Group SpecialsVertex Group TangentVertex Group Tangent NegateVertex Group TwistVertex Group Twist NegateVertex Group UnreferencedVertex Group VelocityVertex Group Velocity NegateVertex Group WeightVertex Group WeightsVertex Group for pinning of verticesVertex Group for shrinking clothVertex Group for where to apply pressure. Zero weight means no pressure while a weight of one means full pressure. Faces with a vertex that has zero weight will be excluded from the volume calculation.Vertex Group is lockedVertex Group(s)Vertex GroupsVertex Groups assigned to Deform BonesVertex Groups assigned to non Deform BonesVertex IndexVertex Index 1Vertex Index 2Vertex IndicesVertex InterpolationVertex MappingVertex MassVertex Mesh MethodVertex NeighborsVertex NormalVertex NormalsVertex OpacityVertex PaintVertex Paint CapabilitiesVertex Paint OverlaysVertex Paint mix factorVertex Position AttributesVertex SelectVertex SelectionVertex SetVertex SizeVertex Slide: Vertex WeightVertex Weight AngleVertex Weight EditVertex Weight MixVertex Weight ProximityVertex Weight TransferVertex WeightsVertex colors in the file are in linear color spaceVertex colors in the file are in sRGB color spaceVertex coordinate read failedVertex count mismatchVertex group '%s' is not valid, or maybe emptyVertex group for fine control over bending stiffnessVertex group for fine control over shear stiffnessVertex group for fine control over structural stiffnessVertex group for fine control over the internal spring stiffnessVertex group is lockedVertex group nameVertex group name (collapse only)Vertex group name for importance weights (modulating the deform)Vertex group name for modifying the selected areasVertex group name for modulating the deformVertex group name for modulating the waveVertex group name for selected strokesVertex group name for selecting the affected areasVertex group name for selecting/weighting the affected areasVertex group strengthVertex group that the generated rim geometry will be weighted toVertex group that the generated shell geometry will be weighted toVertex group to apply the influence of the latticeVertex group to control clumpVertex group to control densityVertex group to control fieldVertex group to control kinkVertex group to control lengthVertex group to control rotationVertex group to control roughness 1Vertex group to control roughness 2Vertex group to control roughness endVertex group to control sizeVertex group to control tangentVertex group to control twistVertex group to control velocityVertex group to set as activeVertex groups of the objectVertex in a Mesh data-blockVertex indexVertex indicesVertex is a root for rotation calculations and armature generation, setting this flag does not clear other roots in the same mesh islandVertex loop colors in a MeshVertex not in groupVertex of CornerVertex positionsVertex select - Shift-Click for multiple modes, Ctrl-Click contracts selectionVertex select needs to be enabled in weight paint modeVertex selection masking for paintingVertex selection modeVertex that is the corner of the gridVertex weight group, to blend with basis shapeVertex weight used by Bevel modifierVertex weight when brush is appliedVertex:VertexGroup '%s' not found in object '%s'VertexGroup.add(): cannot be called while object is in edit modeVertexGroup.remove(): cannot be called while object is in edit modeVertexWeightEditVertexWeightMixVertexWeightProximityVerticalVertical AlignmentVertical FOVVertical ListVertical SplitVertical aspect ratio (only used for camera projectors)Vertical aspect ratio - for anamorphic or non-square pixel outputVertical dimension of the baking mapVertical dimension of the baking map (external only)Vertical location of the windowVertical offset from the object originVertical position of the stripVertical position of the text box relative to LocationVertical position of underlineVertical scale (only used for camera projectors)Vertical size of the image sensor area in millimetersVerticesVertices Data:Vertices XVertices YVertices ZVertices changed from %d to %dVertices changed from %u to %uVertices connecting multiple face regionsVertices must be at least 1Vertices must be at least 3Vertices of the meshVerts:%s | Faces:%sVerts:%s | Faces:%s | Tris:%sVerts:%s | Tris:%sVerts:%s/%sVerts:%s/%s | Edges:%s/%s | Faces:%s/%s | Tris:%sVery High ContrastVery Low ContrastVery Low QualityVibrationVideoVideo CodecVideo MemoryVideo SequencerVideo bitrate (kbit/s)Video_EditingVideosVietnamese - Tiếng ViệtViewView & ControlsView AlignView Attribute TextView AxisView BiasView CenterView ContextView DistanceView FromView HeightView IndexView LayerView Layer '%s' not found in scene '%s'View Layer PropertiesView Layer settings for EEVEEView LayersView LocationView LockView Lock 3D viewport camera transformation affects the object's parent insteadView Map CacheView MatrixView NameView NavigationView NormalView Normal FalloffView Normal LimitView OverlayView PercentageView PerspectiveView PlaneView RegionsView RotationView ScaleView SettingsView TypeView VectorView X AxisView Z AxisView Z DepthView a context based online manual in a web browserView all curves in editorView all objects in sceneView all selected UVsView all selected elementsView all the strips in the sequencerView and edit UVsView and edit images and UV MapsView and edit masksView as RenderView distance from the floor when walkingView from the backView from the bottomView from the frontView from the leftView from the rightView from the topView in multilayer imageView layerView layer '%s' could not be removed from scene '%s'View layer at its evaluated stateView layer nameView layer settings for EEVEEView mode to use for displaying sequencer outputView not found, cannot sort by view axisView on EquatorView on PolesView operations (useful for keyboards without a numpad)View pivot locationView selected for all regionsView shift in camera viewView the entire imageView the result of the studio light editor in the viewportView the viewport with virtual reality glasses (head-mounted displays)View transform set to %s (converted from %s)View used when converting image to a display spaceView whole image with markersView2DView3DActivate GizmoView3DActive ToolView3DBackView3DBackgroundView3DBothView3DBottomView3DCameraView3DCavity TypeView3DCustomView3DDragView3DFloorView3DFrontView3DLeftView3DMixView3DPressView3DRightView3DScreenView3DSelectView3DThemeView3DTopView3DViewView3DWorldViewLayerViewLayer '%s' does not contain object '%s'ViewerViewer Attribute OpacityViewer BackViewer DataViewer ForwardViewer IndexViewer ItemViewer ItemsViewer LeftViewer NodeViewer PathViewer Path ElementViewer Pose LocationViewer Pose RotationViewer RegionViewer RightViewer image not found.Viewer reference scale associated with this landmarkViewpointViewportViewport AmountViewport Anti-AliasingViewport BVHViewport BVH TypeViewport BouncesViewport DebugViewport DenoiserViewport DenoisingViewport Denoising Input PassesViewport Denoising PrefilterViewport Denoising QualityViewport Dicing RateViewport DisplayViewport FeedbackViewport GizmosViewport OverlaysViewport ResolutionViewport SamplesViewport Sampling PresetsViewport ShadingViewport SizeViewport Texture LimitViewport TransformViewport VisibilityViewport display size of the sampled dataViewport display style for emptiesViewport display style for tracksViewport lens angleViewport navigation gizmoViewport non-rendered modeViewport not in local viewViewport overlays are disabledViewport resolution of the generated surfaceViewportsViewsViews FormatViews Format:VignetteVignette IntensityVirtual Node SocketVirtual ParentsVirtual socket of a nodeVirtually fill holes in mesh before unwrapping, to better avoid overlaps and preserve symmetryViscoelastic SpringsViscosityViscosity BaseViscosity ExponentViscosity of liquid (higher values result in more viscous fluids, a value of 0 will still apply some viscosity)Viscosity setting: value that is multiplied by 10 to the power of (exponent*-1)VisibilityVisibility ActionVisibility AreaVisibility BiasVisibility Bleed BiasVisibility BlurVisibility CollectionVisibility IconVisibility statusVisibleVisible LinesVisible ObjectsVisible Primitives OnlyVisible TabsVisible by DefaultVisible distance and angle measurementsVisible layersVisualVisual AidsVisual Effects PropertiesVisual Geometry to MeshVisual KeyingVisual LocationVisual Location & RotationVisual Location & ScaleVisual Location, Rotation & ScaleVisual RotationVisual Rotation & ScaleVisual ScaleVisual Studio CodeVisual TransformVisual width of the hit destination indicatorVisual width of the teleportation ray lineVisualize cached complete framesVisualize cached images on the timelineVisualize cached raw imagesVisualize data from inside a node graph, in the image editor or as a backdropVisualize vector fieldsVolumeVolumeBooleanVolumeClipVolumeData TypeVolumeDissolveVolumeDoubleVolumeDouble VectorVolumeEmptyVolumeExtendVolumeFloatVolumeIntegerVolumeInteger 64-bitVolumeInteger VectorVolumeMaskVolumeNewVolumePing-PongVolumePoints (Unsupported)VolumeRepeatVolumeSequence ModeVolumeUnknownVolumeVectorVolume "%s" contains points, only voxel grids are supportedVolume "%s" failed to load: %sVolume AbsorptionVolume AlphaVolume BouncesVolume CoefficientsVolume CubeVolume Custom RangeVolume DirectVolume DisplaceVolume Displace ModifierVolume DisplayVolume EmissionVolume FactorVolume FilesVolume GridVolume GridsVolume GuidingVolume Guiding ProbabilityVolume IndirectVolume InfoVolume InterpolationVolume IntersectionVolume Intersection MethodVolume LightVolume MajorantVolume Max Ray DepthVolume MinVolume PreservationVolume ProbeVolume Raymarching Step SizeVolume Raymarching Step Size LightingVolume RenderVolume ResolutionVolume SamplingVolume ScatterVolume Scatter VisibilityVolume ShadowsVolume TransmitVolume VariationVolume Variation MaximumVolume Variation MinimumVolume Variation SmoothnessVolume data-block for 3D volume gridsVolume data-blocksVolume density per voxelVolume display settings for 3D viewportVolume file used by this Volume data-blockVolume file used for loading the volume at the current frame. Empty if the volume has not be loaded or the frame only exists in memory.Volume geometry to add a grid toVolume grid nameVolume is preserved when the object is scaled only on the free axis. Non-free axis scaling is passed through.Volume is preserved when the object is scaled uniformly. Deviations from uniform scale on non-free axes are passed through.Volume is strictly preserved, overriding the scaling of non-free axesVolume light multiplierVolume object display settings for 3D viewportVolume object render settingsVolume of the bone at restVolume outside the outer coneVolume render settings for 3D viewportVolume scale is lower than permitted by OpenVDBVolume to MeshVolume to Mesh ModifierVolume to convert to a meshVolume to take a named grid out ofVolume with fog grids that points are scattered inVolume(s)Volume: {} gridsVolumesVolumes only support a single material; selection input cannot be a fieldVolumetric DataVolumetric Shadow SamplesVolumetric ShadowsVolumetric approximation to physically based volume scattering, using the scattering radius as specifiedVolumetric approximation to physically based volume scattering, with scattering radius automatically adjusted to match color textures. Designed for skin shading.VorbisVoronoiVoronoi CrackleVoronoi F1Voronoi F2Voronoi F2-F1Voronoi F3Voronoi F4Voronoi TextureVoronoi feature weight 1Voronoi feature weight 2Voronoi feature weight 3Voronoi feature weight 4VortexVortex effector weightVorticityVoxelVoxel AmountVoxel CoordinateVoxel ExtentVoxel Grid Cell SizeVoxel IndexVoxel SizeVoxel remesher cannot run with a voxel size of 0.0Voxel remesher failed to create meshVoxel size of %f too small to be solvedVoxelize GridVoxelsVoxels with a larger value are inside the generated meshVulkanWW (Z) AxisW AxisW RotationW-axis for quaternion and axis-angle rotationsW1W2W3W4W:WARNING: Driver expression may not work correctlyWARNING: This metarig contains deprecated Rigify rig-types and cannot be upgraded automatically.WARNING: not supported in dupli/group instancesWARNING: preferences are lost when add-on is disabled, be sure to use "Save Persistent" if you want to keep your settings!WEBPWait for ClickWait for InputWait for first click instead of painting immediatelyWait for mouse click input before running the operator from a menuWait to Deselect OthersWalkWalk DirectionWalk NavigationWalk SpeedWalk navigation settingsWalk with gravity, or free navigateWallWanderWarn Msgid Not CapitalizedWarn about messages not starting by a capitalized letter (with a few allowed exceptions!)WarningWarning Icon ForegroundWarning PropagationWarning TypeWarning created during evaluation of a geometry nodes modifierWarning! Before unlocking, ensure another instance of Blender is not running.Warning, file already exists. Overwrite existing file?Warning/error indicator color for strips referencing the strip being tweakedWarning:Warning: Could not allocate light probes volume pool of {} MB, using {} MB instead.Warning: Multiple objects share the same data. Make single user and then apply transformations?Warning: Some features may change after generationWarning: Some images are modified and these changes will be lost.Warning: There are unsaved external image(s).Warning: Volume rendering data could not be allocated. Now using a resolution of 1:{} instead of 1:{}.Warning: the blend-file relative path prefix "//" is not supported for this property.WarningsWarpWarp AngleWarp ModifierWarp modifierWarp parts of a mesh to a new location in a very flexible way thanks to 2 specified objectsWarp vertices around the cursorWaterWattsWaveWave AlignmentWave ClampWave Crest Particle SamplingWave Crest Potential MaximumWave Crest SamplingWave Deformation EffectWave Deformation effectWave DirectionWave EffectWave ModifierWave ProfileWave ScaleWave TextureWave TypeWave damping factorWave effect modifierWave propagation speedWave time scaling factorWaveDistortionWaveformWaveform Audio File FormatWaveform DisplayWaveform ModeWaveform OpacityWaveform StyleWaveformsWavefront (.obj)WavelengthWavelength of the sinus displacementWavesWay to display the backgroundWay to display the cavity shadingWay to interpret mouse movementsWeakWeak reference to a data-block in another library .blend file (used to re-use already appended data instead of appending new copies)Weak reference to some assetWebMWebM (VP9+Opus)WebM / VP9WebP (.webp)WebP FallbackWebP FormatWebsiteWeightWeight 1Weight 2Weight 3Weight 4Weight AngleWeight Color RangeWeight FactorWeight Grease PencilWeight GroupWeight IndexWeight InterpolationWeight Modifier AngleWeight Modifier ProximityWeight OutputWeight PaintWeight Paint Auto-NormalizeWeight Paint CapabilitiesWeight Paint Lock-RelativeWeight Paint Multi-PaintWeight Paint OpacityWeight Paint OverlaysWeight PositionWeight ProximityWeight applied per faceWeight data for new strokes is added according to the current vertex group and weight. If no vertex group selected, weight is not added.Weight for cloth simulationWeight hair particlesWeight of a particle instance object in a collectionWeight of feather pointWeight of rotation constraint for IKWeight of scale constraint for IKWeight of the characters. 100-900, 400 is normal.Weight of the closest guide curve for each generated curveWeight of the pointWeight projection's vector by faces with larger areasWeight to assign in vertex groupsWeight used by the Subdivision Surface modifierWeight used for Soft Body GoalWeight used for smoothingWeight value of a vertex in a vertex groupWeight:Weight: {:.3f}WeightVG Edit ModifierWeightVG Mix ModifierWeightVG Proximity ModifierWeightedWeighted MedianWeighted NormalWeighted median face centerWeighted result of strip is added to the accumulated resultsWeighted result of strip is multiplied with the accumulated resultsWeighted result of strip is removed from the accumulated resultsWeighted vertex normal mode to useWeightedNormalWeightedNormal ModifierWeighting ModeWeighting factor for which keyframe is favored moreWeightsWeights for all of the objects in the instance collectionWeights for the vertex groups this point is member ofWeights for the vertex groups this vertex is member ofWeights from envelopes with user defined radiusWeights over this threshold remainWeldWeld ModifierWeld UVs based on shared verticesWeld loose edges into faces (splitting them into new faces)Weld modifierWeld selected UV vertices togetherWestWet MixWet Paint RadiusWet PersistenceWetmap LayerWetmapsWetnessWhDownWhInWhLeftWhOutWhRightWhUpWhat Cryptomatte layer is usedWhat axis is used to change particle rotation with timeWhat distance Width measuresWhat kind of higher order types are expected to flow through this socketWhat override operation is performedWhat type of blend preview to createWhat way to clear parentingWheelWheel Invert ZoomWhen AppendingWhen Even mode is active, flips between the two adjacent edge loopsWhen LinkingWhen an 'array/vector' type is chosen (Location, Rotation, Color, etc.), entire array is to be usedWhen and how proxies are createdWhen bone does not have a parent, it receives cyclic offset effects (Deprecated)When bone has a parent, bone's head is stuck to the parent's tailWhen calculating Bone Paths, use Head or TipsWhen combined with each voxel's value, determines the number of points to sample per unit volumeWhen controls are merged into ones owned by other chains, include parent-induced rotation/scale difference into handle motion. Otherwise only local motion of the control bone is usedWhen creating new frames, the strokes from the previous/active frame are included as the basis for the new oneWhen deforming bone, multiply effects of Vertex Group weights with Envelope influenceWhen disabled, newly created faces are limited to 3 and 4 sided facesWhen duplicating strips, assign new copies of the actions they useWhen enabled, applies the pose flipped over the X-axisWhen enabled, create a link between geometry sockets in this zoneWhen entering numbers while transforming, default to advanced mode for full math expression evaluationWhen exporting animations, disable viewport for other objects, for performanceWhen external text is out of sync, resolve the conflictWhen hands are swapped, limit movement to viewer's initial directionWhen hands are swapped, prevent changes to viewer elevationWhen highlighted, do not pass events through to be handled by other keymapsWhen inside a 3D viewport, use layers and camera of the viewportWhen keying manually, skip inserting keys that don't affect the animationWhen locked keep using normal of surface where stroke was initiatedWhen locked keep using the plane origin of surface where stroke was initiatedWhen merging controls, chains with higher priority always winWhen merging nodes with the Ctrl+Numpad0 hotkey (and similar) specify the position of the new nodesWhen merging nodes with the Ctrl+Numpad0 hotkey (and similar) specify whether to collapse them or show the full node with options expandedWhen on, multiple actions become part of the same glTF animation if they're pushed onto NLA tracks with the same name. When off, all the currently assigned actions become one glTF animationWhen pasting, assume the pasted matrix is relative to another object (set in the user interface)When pasting, mirror the transform relative to a specific object or boneWhen projecting in the negative direction invert the face cull modeWhen projecting in the opposite direction invert the face cull modeWhen rendering animations, save JPG preview images in same directoryWhen saving a tiled image, the path '%s' must contain a valid UDIM markerWhen spawning a context menu for an asset, activate the asset and call `bl_activate_operator` if present, rather than just highlighting the assetWhen there is no material on object, export active vertex colorWhen this is disabled, lock alpha while paintingWhen to preview the compositor output inside the viewportWhen transforming keyframes, changes to the animation data are flushed to other viewsWhen transforming strips, changes to the animation data are flushed to other viewsWhen true the format is a movieWhen using adaptive sampling highlight pixels which are being sampledWhen using an image texture, adjust the stencil size to fit the image aspect ratioWhen using scene time synchronization in the sequence editor, display the range of the current scene stripWhere the Cryptomatte passes are loaded fromWhere the annotation comes fromWhere the clip comes fromWhere the image comes fromWhere the tail startsWhere to cache raw render resultsWhere to emit particles fromWhere to move cursor toWhere to move cursor to, to make a selectionWhere to output the baked mapWhere to perform randomizationWhere to save baked image texturesWhere to store the baked dataWhere to take the metadata fromWhether a tablet's eraser mode is being usedWhether bimanual interaction is occurringWhether geometry has been bound to anchorsWhether geometry has been bound to control cageWhether geometry has been bound to target meshWhether or not each visible tab has a search resultWhether or not the final base mesh positions will be slightly altered to account for a new subdivision modifier being addedWhether the IES file is loaded from disk or from a text data-blockWhether the attribute can be removed or renamedWhether the cache is separated in a series of filesWhether the camera is using orthographic projectionWhether the copies should fan out in a full circle or an arcWhether the current view is aligned to an axis (does not check whether the view is orthographic, use "is_perspective" for that). Setting this will rotate the view to the closest axisWhether the image has an alpha channelWhether the input control point plus the offset is a valid index of the original curveWhether the left handle is selectedWhether the node could find a single face to sample at the UV coordinateWhether the node editor's type supports displaying node previewsWhether the ocean is using cached data or simulatingWhether the panel is expanded or closedWhether the position of the marker is keyframed or trackedWhether the right handle is selectedWhether the sampling was successful. It can fail when the sampled group is emptyWhether the selected text is boldWhether the selected text is italicsWhether the selected text is small capsWhether the selected text is underlinedWhether the selection should be snapped as a whole or by each individual stripWhether the stored attachment UV coordinate is validWhether the strip is selectedWhether the tracking data contains valid reconstruction informationWhether the viewport is using orthographic projectionWhether there is any action referenced by NLA being edited (strictly read-only)Whether there is any text selectedWhether these settings have already been auto-set or notWhether this ID is runtime-only, evaluated data-block, or actual data from .blend fileWhether this blender installation is a sandboxed Microsoft Store versionWhether this bone collection is effectively visible in the viewport. This is True when this bone collection and all of its ancestors are visible, or when it is marked as 'solo'.Whether this collection is visible for the view layer, take into account the collection parentWhether this feature-set is registered or notWhether this is the active slot, can be set by assigning to action.slots.activeWhether this library override exists only for the override hierarchy, or if it is actually editable by the userWhether this library override is defined as part of a library hierarchy, or as a single, isolated and autonomous overrideWhether this path is saved in bookmarks, or generated from OSWhether to apply random scale uniformly or per axisWhether to check the type of left and right handlesWhether to delete the selection after copyingWhether to enable or disable tweak mode in NLAWhether to fade in or outWhether to hide or show verticesWhether to preserve the vocal formants when shifting the pitch.Whether to select or deselect linked vertices under the cursorWhether to select while movingWhether to set face strength, and which faces to set face strength onWhether to set face strength, and which faces to set it onWhether to take into account per-vertex importance weightsWhether to update left and right handlesWhether to use a custom frame for looking up data in the cache file, instead of using the current scene frameWhether to use maximum clipping valueWhether to use minimum clipping valueWhether we may browse Blender files' content or notWhich Actions to affectWhich Boolean solver to useWhich ID types to show/hide, when browsing a libraryWhich Intersect solver to useWhich Selection Set to select; -1 uses the active Selection SetWhich algorithm to use to generate the marginWhich asset types to show/hide, when browsing an asset libraryWhich axis of the 3D Mouse cap zooms the viewWhich axis to align with the normal of the surface geometryWhich axis to use for offsetWhich bone to take texture coordinates fromWhich bones to affectWhich boolean operation to applyWhich channels to bakeWhich channels to insert keys at when no keying set is activeWhich child instance to pick per element by indexWhich color management settings to use for file savingWhich data to transferWhich data's transformations to bakeWhich data-block previews to clearWhich direction is used to calculate the effector forceWhich distances to target object to useWhich domain to delete inWhich domain to duplicateWhich domain to read the data fromWhich domain to separate onWhich domain to store the data inWhich edge data layers to transferWhich element to retrieve a value from on the geometryWhich elements to affect (vertices, edges and/or faces)Which elements to deleteWhich end of the segment to use as a reference to scale fromWhich end of the segment to use as a reference to shear fromWhich ends of the segment between the preceding and following Grease Pencil frames easing interpolation is applied toWhich ends of the segment between this and the next keyframe easing interpolation is applied toWhich face corner data layers to transferWhich face data layers to transferWhich faces to scatter onWhich frame to use for videos. Note that different frames in videos can have different resolutionsWhich frames to include in the exportWhich geometry element to move the attribute toWhich implementation of spring to useWhich kind of object to exportWhich layers to transfer, in case of multi-layers typesWhich mesh elements selection works onWhich method to use for viewport navigationWhich mode to use for decimationWhich object to take texture coordinates fromWhich objects to include in the exportWhich of the sorted corners to output. Negative indexing is supportedWhich of the sorted edges to output. Negative indexing is supportedWhich of the sorted points to output. Negative indexing is supportedWhich output node to use, for node-based texturesWhich part of the text to deleteWhich part to snap onto the targetWhich particle level set generator to useWhich parts of the mesh component to deleteWhich point on the bones is used when calculating pathsWhich relative layer (above or below) to use as a maskWhich renderer and viewport shading types to use the shaders forWhich side of the playhead strips should snap to when no handles are selectedWhich sides to copy from and toWhich sides to copy from and to (when both are selected)Which sky model should be usedWhich style to use for viewport scalingWhich texture channel to use for maskingWhich texture coordinates to use for mappingWhich top-level instances to realizeWhich transforms to transferWhich unit to use for time jumps in the timelineWhich vertex data layers to transferWhich vertices should be affectedWhich vertices to hide or showWhile editing, don't update metaball at allWhile editing, update metaball alwaysWhile editing, update metaball in half resolutionWhile editing, update metaball without polygonizationWhile offline, use "Install from Disk" instead.WhiteWhite BalanceWhite Balance PresetsWhite LevelWhite Noise TextureWhite PointWhite ValueWhite balance modifier for sequence stripWhole CharacterWhole Character (Selected Bones Only)Whole CollectionWhole FrameWidgetWidget EmbossWidget OffsetWidget StyleWidget TypeWidgets CollectionWidthWidth PercentWidth TypeWidth and height in pixelsWidth and height in pixels, zero when image data cannot be loadedWidth and height of the image buffer in pixels, zero when image data cannot be loadedWidth and height of the tile buffer in pixels, zero when image data cannot be loadedWidth of CCD sensor in millimetersWidth of marker's pattern in screen coordinatesWidth of marker's search in screen coordinatesWidth of panel and menu shadows, set to zero to disableWidth of the active voxel surface, in voxelsWidth of the blur for the transition, in percentage relative to the image sizeWidth of the gradient inside of the meshWidth of the nodeWidth of the zone in UI units where speed increases with distance from the edgeWidth over which the reconstruction filter combines samplesWidth:WildcardWill be stuck reading frame {:d}!Will create directories so that all paths are valid.WinWindWind FactorWind VelocityWind effector weightWind speedWindowWindow BackgroundWindow ManagerWindow ManagersWindow MatrixWindow event timerWindow heightWindow manager data-block defining open windows and other user interface dataWindow manager data-blocksWindow widthWindowManager3D ViewWindowManager3D View GenericWindowManager3D View Tool: CursorWindowManager3D View Tool: Cursor (fallback)WindowManager3D View Tool: Edit Armature, Bone EnvelopeWindowManager3D View Tool: Edit Armature, Bone Envelope (fallback)WindowManager3D View Tool: Edit Armature, Bone SizeWindowManager3D View Tool: Edit Armature, Bone Size (fallback)WindowManager3D View Tool: Edit Armature, ExtrudeWindowManager3D View Tool: Edit Armature, Extrude (fallback)WindowManager3D View Tool: Edit Armature, Extrude to CursorWindowManager3D View Tool: Edit Armature, Extrude to Cursor (fallback)WindowManager3D View Tool: Edit Armature, RollWindowManager3D View Tool: Edit Armature, Roll (fallback)WindowManager3D View Tool: Edit Curve, Curve PenWindowManager3D View Tool: Edit Curve, Curve Pen (fallback)WindowManager3D View Tool: Edit Curve, DrawWindowManager3D View Tool: Edit Curve, Draw (fallback)WindowManager3D View Tool: Edit Curve, ExtrudeWindowManager3D View Tool: Edit Curve, Extrude (fallback)WindowManager3D View Tool: Edit Curve, Extrude to CursorWindowManager3D View Tool: Edit Curve, Extrude to Cursor (fallback)WindowManager3D View Tool: Edit Curve, RadiusWindowManager3D View Tool: Edit Curve, Radius (fallback)WindowManager3D View Tool: Edit Curve, RandomizeWindowManager3D View Tool: Edit Curve, Randomize (fallback)WindowManager3D View Tool: Edit Curve, TiltWindowManager3D View Tool: Edit Curve, Tilt (fallback)WindowManager3D View Tool: Edit Mesh, BevelWindowManager3D View Tool: Edit Mesh, Bevel (fallback)WindowManager3D View Tool: Edit Mesh, BisectWindowManager3D View Tool: Edit Mesh, Bisect (fallback)WindowManager3D View Tool: Edit Mesh, Edge SlideWindowManager3D View Tool: Edit Mesh, Edge Slide (fallback)WindowManager3D View Tool: Edit Mesh, Extrude Along NormalsWindowManager3D View Tool: Edit Mesh, Extrude Along Normals (fallback)WindowManager3D View Tool: Edit Mesh, Extrude IndividualWindowManager3D View Tool: Edit Mesh, Extrude Individual (fallback)WindowManager3D View Tool: Edit Mesh, Extrude ManifoldWindowManager3D View Tool: Edit Mesh, Extrude Manifold (fallback)WindowManager3D View Tool: Edit Mesh, Extrude RegionWindowManager3D View Tool: Edit Mesh, Extrude Region (fallback)WindowManager3D View Tool: Edit Mesh, Extrude to CursorWindowManager3D View Tool: Edit Mesh, Extrude to Cursor (fallback)WindowManager3D View Tool: Edit Mesh, Inset FacesWindowManager3D View Tool: Edit Mesh, Inset Faces (fallback)WindowManager3D View Tool: Edit Mesh, KnifeWindowManager3D View Tool: Edit Mesh, Knife (fallback)WindowManager3D View Tool: Edit Mesh, Loop CutWindowManager3D View Tool: Edit Mesh, Loop Cut (fallback)WindowManager3D View Tool: Edit Mesh, Offset Edge Loop CutWindowManager3D View Tool: Edit Mesh, Offset Edge Loop Cut (fallback)WindowManager3D View Tool: Edit Mesh, Poly BuildWindowManager3D View Tool: Edit Mesh, Poly Build (fallback)WindowManager3D View Tool: Edit Mesh, Push/PullWindowManager3D View Tool: Edit Mesh, Push/Pull (fallback)WindowManager3D View Tool: Edit Mesh, RandomizeWindowManager3D View Tool: Edit Mesh, Randomize (fallback)WindowManager3D View Tool: Edit Mesh, Rip EdgeWindowManager3D View Tool: Edit Mesh, Rip Edge (fallback)WindowManager3D View Tool: Edit Mesh, Rip RegionWindowManager3D View Tool: Edit Mesh, Rip Region (fallback)WindowManager3D View Tool: Edit Mesh, Shrink/FattenWindowManager3D View Tool: Edit Mesh, Shrink/Fatten (fallback)WindowManager3D View Tool: Edit Mesh, SmoothWindowManager3D View Tool: Edit Mesh, Smooth (fallback)WindowManager3D View Tool: Edit Mesh, SpinWindowManager3D View Tool: Edit Mesh, Spin (fallback)WindowManager3D View Tool: Edit Mesh, To SphereWindowManager3D View Tool: Edit Mesh, To Sphere (fallback)WindowManager3D View Tool: Edit Mesh, Vertex SlideWindowManager3D View Tool: Edit Mesh, Vertex Slide (fallback)WindowManager3D View Tool: Edit Text, Select TextWindowManager3D View Tool: Edit Text, Select Text (fallback)WindowManager3D View Tool: MeasureWindowManager3D View Tool: Measure (fallback)WindowManager3D View Tool: MoveWindowManager3D View Tool: Move (fallback)WindowManager3D View Tool: Object, Add PrimitiveWindowManager3D View Tool: Object, Add Primitive (fallback)WindowManager3D View Tool: Paint Weight, GradientWindowManager3D View Tool: Paint Weight, Gradient (fallback)WindowManager3D View Tool: Paint Weight, Sample Vertex GroupWindowManager3D View Tool: Paint Weight, Sample Vertex Group (fallback)WindowManager3D View Tool: Paint Weight, Sample WeightWindowManager3D View Tool: Paint Weight, Sample Weight (fallback)WindowManager3D View Tool: Pose, BreakdownerWindowManager3D View Tool: Pose, Breakdowner (fallback)WindowManager3D View Tool: Pose, PushWindowManager3D View Tool: Pose, Push (fallback)WindowManager3D View Tool: Pose, RelaxWindowManager3D View Tool: Pose, Relax (fallback)WindowManager3D View Tool: RotateWindowManager3D View Tool: Rotate (fallback)WindowManager3D View Tool: ScaleWindowManager3D View Tool: Scale (fallback)WindowManager3D View Tool: Sculpt, Box Face SetWindowManager3D View Tool: Sculpt, Box Face Set (fallback)WindowManager3D View Tool: Sculpt, Box HideWindowManager3D View Tool: Sculpt, Box Hide (fallback)WindowManager3D View Tool: Sculpt, Box MaskWindowManager3D View Tool: Sculpt, Box Mask (fallback)WindowManager3D View Tool: Sculpt, Box TrimWindowManager3D View Tool: Sculpt, Box Trim (fallback)WindowManager3D View Tool: Sculpt, Cloth FilterWindowManager3D View Tool: Sculpt, Cloth Filter (fallback)WindowManager3D View Tool: Sculpt, Color FilterWindowManager3D View Tool: Sculpt, Color Filter (fallback)WindowManager3D View Tool: Sculpt, Face Set EditWindowManager3D View Tool: Sculpt, Face Set Edit (fallback)WindowManager3D View Tool: Sculpt, Lasso Face SetWindowManager3D View Tool: Sculpt, Lasso Face Set (fallback)WindowManager3D View Tool: Sculpt, Lasso HideWindowManager3D View Tool: Sculpt, Lasso Hide (fallback)WindowManager3D View Tool: Sculpt, Lasso MaskWindowManager3D View Tool: Sculpt, Lasso Mask (fallback)WindowManager3D View Tool: Sculpt, Lasso TrimWindowManager3D View Tool: Sculpt, Lasso Trim (fallback)WindowManager3D View Tool: Sculpt, Line Face SetWindowManager3D View Tool: Sculpt, Line Face Set (fallback)WindowManager3D View Tool: Sculpt, Line HideWindowManager3D View Tool: Sculpt, Line Hide (fallback)WindowManager3D View Tool: Sculpt, Line MaskWindowManager3D View Tool: Sculpt, Line Mask (fallback)WindowManager3D View Tool: Sculpt, Line ProjectWindowManager3D View Tool: Sculpt, Line Project (fallback)WindowManager3D View Tool: Sculpt, Line TrimWindowManager3D View Tool: Sculpt, Line Trim (fallback)WindowManager3D View Tool: Sculpt, Mask by ColorWindowManager3D View Tool: Sculpt, Mask by Color (fallback)WindowManager3D View Tool: Sculpt, Mesh FilterWindowManager3D View Tool: Sculpt, Mesh Filter (fallback)WindowManager3D View Tool: Sculpt, Polyline Face SetWindowManager3D View Tool: Sculpt, Polyline Face Set (fallback)WindowManager3D View Tool: Sculpt, Polyline HideWindowManager3D View Tool: Sculpt, Polyline Hide (fallback)WindowManager3D View Tool: Sculpt, Polyline MaskWindowManager3D View Tool: Sculpt, Polyline Mask (fallback)WindowManager3D View Tool: Sculpt, Polyline TrimWindowManager3D View Tool: Sculpt, Polyline Trim (fallback)WindowManager3D View Tool: Select BoxWindowManager3D View Tool: Select Box (fallback)WindowManager3D View Tool: Select CircleWindowManager3D View Tool: Select Circle (fallback)WindowManager3D View Tool: Select LassoWindowManager3D View Tool: Select Lasso (fallback)WindowManager3D View Tool: ShearWindowManager3D View Tool: Shear (fallback)WindowManager3D View Tool: TransformWindowManager3D View Tool: Transform (fallback)WindowManager3D View Tool: TweakWindowManager3D View Tool: Tweak (fallback)WindowManagerAccelerateWindowManagerAddWindowManagerAdd CutWindowManagerAdd Cut ClosedWindowManagerAdd NewWindowManagerAdd Snap PointWindowManagerAdjust Proportional InfluenceWindowManagerAlignWindowManagerAnimationWindowManagerAnimation ChannelsWindowManagerApplyWindowManagerAreaWindowManagerArmatureWindowManagerAttach/Detach FrameWindowManagerAutomatic ConstraintWindowManagerAutomatic Constraint PlaneWindowManagerAxis SnapWindowManagerAxis Snap (Off)WindowManagerBackwardWindowManagerBeginWindowManagerBevel Modal MapWindowManagerBlender will now close.WindowManagerCancelWindowManagerCenter Pivot OffWindowManagerCenter Pivot OnWindowManagerChange Affect TypeWindowManagerChange Inner MiterWindowManagerChange Intersection MethodWindowManagerChange OffsetWindowManagerChange Offset ModeWindowManagerChange OpacityWindowManagerChange Outer MiterWindowManagerChange ProfileWindowManagerChange RadiusWindowManagerChange SegmentsWindowManagerClamp StripsWindowManagerClear ConstraintsWindowManagerClipWindowManagerClip Dopesheet EditorWindowManagerClip EditorWindowManagerClip Graph EditorWindowManagerCollide ExtensionsWindowManagerConfirmWindowManagerConfirm SamplingWindowManagerConsoleWindowManagerCreaseWindowManagerCurveWindowManagerCurve Pen Modal MapWindowManagerCurvesWindowManagerCustom Normals Modal MapWindowManagerCycle Angle Snapping Relative EdgeWindowManagerCycle through profile typesWindowManagerDecelerateWindowManagerDecrease Jump HeightWindowManagerDecrease Max AutoIK Chain LengthWindowManagerDecrease Proportional InfluenceWindowManagerDecrease SegmentsWindowManagerDecrease SubdivisionWindowManagerDeselectWindowManagerDiagonals FalloffWindowManagerDisable PrecisionWindowManagerDisable SnapWindowManagerDopesheetWindowManagerDopesheet GenericWindowManagerDownWindowManagerDrag ExtensionsWindowManagerEnable PrecisionWindowManagerEnable SnapWindowManagerEnd Current CutWindowManagerExtrudeWindowManagerEyedropper ColorRamp PointSampling MapWindowManagerEyedropper Modal MapWindowManagerFastWindowManagerFast (Off)WindowManagerFile BrowserWindowManagerFile Browser ButtonsWindowManagerFile Browser MainWindowManagerFill Tool Modal MapWindowManagerFixed Aspect OffWindowManagerFixed Aspect OnWindowManagerFlipWindowManagerFontWindowManagerForwardWindowManagerFramesWindowManagerFree-Align ToggleWindowManagerGeneric GizmoWindowManagerGeneric Gizmo Click DragWindowManagerGeneric Gizmo DragWindowManagerGeneric Gizmo Maybe DragWindowManagerGeneric Gizmo SelectWindowManagerGeneric Gizmo Tweak Modal MapWindowManagerGeneric Tool: AnnotateWindowManagerGeneric Tool: Annotate (fallback)WindowManagerGeneric Tool: Annotate EraserWindowManagerGeneric Tool: Annotate Eraser (fallback)WindowManagerGeneric Tool: Annotate LineWindowManagerGeneric Tool: Annotate Line (fallback)WindowManagerGeneric Tool: Annotate PolygonWindowManagerGeneric Tool: Annotate Polygon (fallback)WindowManagerGeodesic FalloffWindowManagerGeodesic recursion stepWindowManagerGesture BoxWindowManagerGesture Straight LineWindowManagerGesture Zoom BorderWindowManagerGrabWindowManagerGraph EditorWindowManagerGraph Editor GenericWindowManagerGraphics card:WindowManagerGrease PencilWindowManagerGrease Pencil Brush StrokeWindowManagerGrease Pencil Draw ModeWindowManagerGrease Pencil Edit ModeWindowManagerGrease Pencil Fill ToolWindowManagerGrease Pencil Sculpt ModeWindowManagerGrease Pencil Vertex PaintWindowManagerGrease Pencil Weight PaintWindowManagerIgnore Snapping OffWindowManagerIgnore Snapping OnWindowManagerImageWindowManagerImage Editor Tool: SampleWindowManagerImage Editor Tool: Sample (fallback)WindowManagerImage Editor Tool: Uv, CursorWindowManagerImage Editor Tool: Uv, Cursor (fallback)WindowManagerImage Editor Tool: Uv, GrabWindowManagerImage Editor Tool: Uv, Grab (fallback)WindowManagerImage Editor Tool: Uv, MoveWindowManagerImage Editor Tool: Uv, Move (fallback)WindowManagerImage Editor Tool: Uv, PinchWindowManagerImage Editor Tool: Uv, Pinch (fallback)WindowManagerImage Editor Tool: Uv, RelaxWindowManagerImage Editor Tool: Uv, Relax (fallback)WindowManagerImage Editor Tool: Uv, Rip RegionWindowManagerImage Editor Tool: Uv, Rip Region (fallback)WindowManagerImage Editor Tool: Uv, RotateWindowManagerImage Editor Tool: Uv, Rotate (fallback)WindowManagerImage Editor Tool: Uv, ScaleWindowManagerImage Editor Tool: Uv, Scale (fallback)WindowManagerImage Editor Tool: Uv, Select BoxWindowManagerImage Editor Tool: Uv, Select Box (fallback)WindowManagerImage Editor Tool: Uv, Select CircleWindowManagerImage Editor Tool: Uv, Select Circle (fallback)WindowManagerImage Editor Tool: Uv, Select LassoWindowManagerImage Editor Tool: Uv, Select Lasso (fallback)WindowManagerImage Editor Tool: Uv, TweakWindowManagerImage Editor Tool: Uv, Tweak (fallback)WindowManagerImage GenericWindowManagerImage PaintWindowManagerImage ViewWindowManagerInWindowManagerIncrease Jump HeightWindowManagerIncrease Max AutoIK Chain LengthWindowManagerIncrease Proportional InfluenceWindowManagerIncrease SegmentsWindowManagerIncrease SubdivisionWindowManagerInfoWindowManagerInvertWindowManagerJumpWindowManagerJump (Off)WindowManagerKeyingWindowManagerKnife Tool Modal MapWindowManagerLanguageWindowManagerLatticeWindowManagerLeftWindowManagerLengthen ExtensionsWindowManagerLimited Platform SupportWindowManagerLink HandlesWindowManagerLocal DownWindowManagerLocal UpWindowManagerLock AngleWindowManagerLoop Count DecreaseWindowManagerLoop Count IncreaseWindowManagerMarkersWindowManagerMask EditingWindowManagerMeshWindowManagerMesh Filter Modal MapWindowManagerMetaballWindowManagerMoveWindowManagerMove Adjacent HandleWindowManagerMove Current HandleWindowManagerMove Entire PointWindowManagerMove OriginWindowManagerNLA EditorWindowManagerNLA GenericWindowManagerNLA TracksWindowManagerNavigateWindowManagerNewWindowManagerNewer graphics drivers might be available with better Blender compatibility.WindowManagerNo OperationWindowManagerNode AttachmentWindowManagerNode Attachment (Off)WindowManagerNode EditorWindowManagerNode GenericWindowManagerNode Tool: Select BoxWindowManagerNode Tool: Select Box (fallback)WindowManagerNode Tool: Select CircleWindowManagerNode Tool: Select Circle (fallback)WindowManagerNode Tool: Select LassoWindowManagerNode Tool: Select Lasso (fallback)WindowManagerNode Tool: TweakWindowManagerNode Tool: Tweak (fallback)WindowManagerNuminput Increment DownWindowManagerNuminput Increment UpWindowManagerObject ModeWindowManagerObject Non-modalWindowManagerOutWindowManagerOutlinerWindowManagerPaint CurveWindowManagerPaint Face Mask (Weight, Vertex, Texture)WindowManagerPaint Stroke ModalWindowManagerPaint Vertex Selection (Weight, Vertex)WindowManagerPanWindowManagerPan (Off)WindowManagerPanningWindowManagerParticleWindowManagerPen Tool Modal MapWindowManagerPlatform UnsupportedWindowManagerPoint CloudWindowManagerPoseWindowManagerPrecisionWindowManagerPrecision (OFF)WindowManagerPrecision (Off)WindowManagerPrecision ModeWindowManagerPreviewWindowManagerPreview Tool: CursorWindowManagerPreview Tool: Cursor (fallback)WindowManagerPreview Tool: MoveWindowManagerPreview Tool: Move (fallback)WindowManagerPreview Tool: RotateWindowManagerPreview Tool: Rotate (fallback)WindowManagerPreview Tool: SampleWindowManagerPreview Tool: Sample (fallback)WindowManagerPreview Tool: ScaleWindowManagerPreview Tool: Scale (fallback)WindowManagerPreview Tool: Select BoxWindowManagerPreview Tool: Select Box (fallback)WindowManagerPreview Tool: Select CircleWindowManagerPreview Tool: Select Circle (fallback)WindowManagerPreview Tool: Select LassoWindowManagerPreview Tool: Select Lasso (fallback)WindowManagerPreview Tool: TweakWindowManagerPreview Tool: Tweak (fallback)WindowManagerPrimitive Tool Modal MapWindowManagerProperty EditorWindowManagerProperty ValueWindowManagerRegion Context MenuWindowManagerRemove Last Snap PointWindowManagerResetWindowManagerReset SamplingWindowManagerResizeWindowManagerRightWindowManagerRotateWindowManagerRotate NormalsWindowManagerRotationWindowManagerRotation (Off)WindowManagerSample a PointWindowManagerScaleWindowManagerScreenWindowManagerScreen EditingWindowManagerSculptWindowManagerSculpt CurvesWindowManagerSculpt Expand ModalWindowManagerSearchWindowManagerSelectWindowManagerSelect and Use Mesh ItemWindowManagerSequencerWindowManagerSequencer Tool: BladeWindowManagerSequencer Tool: Blade (fallback)WindowManagerSequencer Tool: Select BoxWindowManagerSequencer Tool: Select Box (fallback)WindowManagerSequencer Tool: Select CircleWindowManagerSequencer Tool: Select Circle (fallback)WindowManagerSequencer Tool: Select LassoWindowManagerSequencer Tool: Select Lasso (fallback)WindowManagerSequencer Tool: SlipWindowManagerSequencer Tool: Slip (fallback)WindowManagerSet Snap BaseWindowManagerSet Snap Base (Off)WindowManagerSet and Use 3D CursorWindowManagerShiftWindowManagerShorten ExtensionsWindowManagerSizeWindowManagerSlowWindowManagerSlow (Off)WindowManagerSnapWindowManagerSnap (OFF)WindowManagerSnap AngleWindowManagerSnap InvertWindowManagerSnap Invert (Off)WindowManagerSnap OffWindowManagerSnap OnWindowManagerSnap ToggleWindowManagerSnap expand to Face SetsWindowManagerSnap to Midpoints OffWindowManagerSnap to Midpoints OnWindowManagerSpherical FalloffWindowManagerSpherizeWindowManagerSpreadsheet GenericWindowManagerStandard Modal MapWindowManagerStart SamplingWindowManagerStop Move BackwardWindowManagerStop Move ForwardWindowManagerStop Move Global DownWindowManagerStop Move Global UpWindowManagerStop Move LeftWindowManagerStop Move Local DownWindowManagerStop Move Local UpWindowManagerStop Move RightWindowManagerSubtractWindowManagerSwitch to MoveWindowManagerSwitch to RotateWindowManagerSwitch to ZoomWindowManagerTeleportWindowManagerTextWindowManagerText GenericWindowManagerTexture Distortion DecreaseWindowManagerTexture Distortion IncreaseWindowManagerToggle Angle SnappingWindowManagerToggle Brush GradientWindowManagerToggle Clamp OverlapWindowManagerToggle Cut ThroughWindowManagerToggle Depth TestingWindowManagerToggle Direction for Node Auto-OffsetWindowManagerToggle Distance and Angle MeasurementsWindowManagerToggle Extension ModeWindowManagerToggle GradientWindowManagerToggle GravityWindowManagerToggle Harden NormalsWindowManagerToggle Mark SeamWindowManagerToggle Mark SharpWindowManagerToggle Preserve StateWindowManagerTopology FalloffWindowManagerTopology recursion StepWindowManagerTrackballWindowManagerTransform Modal MapWindowManagerUV EditorWindowManagerUV SculptWindowManagerUndoWindowManagerUpWindowManagerUpgrading to the latest macOS version may improve Blender supportWindowManagerUse MouseWindowManagerUse ObjectWindowManagerUse PivotWindowManagerUser InterfaceWindowManagerVert/Edge SlideWindowManagerVertex PaintWindowManagerVideo Sequence EditorWindowManagerView2DWindowManagerView2D Buttons ListWindowManagerView3D Dolly ModalWindowManagerView3D Fly ModalWindowManagerView3D Gesture CircleWindowManagerView3D Move ModalWindowManagerView3D Placement ModalWindowManagerView3D Rotate ModalWindowManagerView3D Walk ModalWindowManagerView3D Zoom ModalWindowManagerWeight PaintWindowManagerWindowWindowManagerX AxisWindowManagerX Axis CorrectionWindowManagerX Axis LockingWindowManagerX PlaneWindowManagerY AxisWindowManagerY Axis LockingWindowManagerY PlaneWindowManagerYour graphics card is not supportedWindowManagerYour graphics card or driver version has limited support. It may work, but with issues.WindowManagerYour graphics card or driver version is not supported.WindowManagerYour graphics card or macOS version is not supportedWindowManagerZ AxisWindowManagerZ Axis CorrectionWindowManagerZ Axis LockingWindowManagerZ PlaneWindowing Environment: {:s}WindowsWindows & Linux only operatorWindows InkWintabWipe StripWireWire ColorWire Color TypeWire ColorsWire EditWire SelectWire WidthWire edgesWireframeWireframe ColorWireframe DetailWireframe ModifierWireframe OpacityWireframe ThresholdWireframe effect modifierWiresWith OffsetWith TargetsWith refractive materials, generate approximate caustics in shadows of this object. Up to 10 bounces inside this object are taken into account. Lights, caster and receiver objects must have shadow caustics options set to enable thisWithout TargetWoodWood TextureWord SpacingWord WrapWord wrap width as factor, zero disablesWork Space ToolWork Space UI TagWorkSpace2D AnimationWorkSpace2D Full CanvasWorkSpaceAnimationWorkSpaceCompositingWorkSpaceGeometry NodesWorkSpaceLayoutWorkSpaceMaskingWorkSpaceModelingWorkSpaceMotion TrackingWorkSpaceNewWorkSpaceRenderingWorkSpaceScriptingWorkSpaceSculptingWorkSpaceShadingWorkSpaceStoryboardingWorkSpaceTexture PaintWorkSpaceUV EditingWorkSpaceVideo EditingWorkSpace UI TagsWorkbenchWorkbench render of sceneWorking SpaceWorking Space Interop IDWorking color space of the current fileWorkspaceWorkspace data-block, defining the working environment for the userWorkspace data-blocksWorkspacesWorldWorldNewWorldWorldWorld Dome LightWorld MistWorld OpacityWorld OutputWorld OverrideWorld PropertiesWorld SpaceWorld Space LightingWorld background is transparent, for compositing the render over another backgroundWorld data-block describing the environment and ambient lighting of a sceneWorld data-blocksWorld lighting settingsWorld mist settingsWorld space normal mappingWorld space normal mapping, compatible with Blender render bakingWorld space vector displacement mappingWorld used for rendering the sceneWorld visibility for camera raysWorld visibility for diffuse reflection raysWorld visibility for glossy reflection raysWorld visibility for shadow raysWorld visibility for transmission raysWorld visibility for volume scatter raysWorld-space directionWorld-space direction vector for extending verticesWorld-space ray origin for extending verticesWorldsWorldspace transformation matrixWrapWrap AroundWrap MethodWrap ModeWrap WidthWrap back to the first/last valuesWrap nodes inside a closure that can be executed at a different part of the node-treeWrap value to range, wrap(A,B)Wrap words if there is not enough horizontal spaceWrapper operator which will invoke given op after setting its module_nameWraps a value and reverses every other cycle (A,B)WriteWrite ImageWrite Legacy Blend File FormatWrite Local File (overwrite existing)Write Original File (overwrite existing)Write a FBX fileWrite all keymaps (not just user modified)Write bake to current directory (overwrite existing bake)Write bake to original location (overwrite existing file)Write compressed .blend fileWrite edge smoothingWrite error: cannot save %sWrite face smoothingWrite face smoothing groupsWrite file to current directory (overwrite existing file)Write file to original location (overwrite existing file)Write filename onlyWrite files to current directory (overwrite existing files)Write files to original location (overwrite existing files)Write image file to diskWrite link operation names for the context socket the "link_operation_names" property of the node treeWrite relative paths where possibleWrong Image Input TypeWrong Mask Input TypeWrong Output TypeXX AngleX Angle SpringX Angle StiffnessX AxisX Axis StiffnessX EndX ForceX ForwardX LocationX LowerX MappingX MaxX MinX MirrorX NormalX OffsetX PlaneX PositionX RotationX ScaleX Source AxisX SpringX StartX StiffnessX SubdivisionsX UpX VelocityX axisX axis correction (toggle)X axis motionX component of the force fieldX component of the velocity fieldX coordinate of the start positionX coordinate of the voxel in index space, or the minimum X coordinate of a tileX manualX position where the strip beginsX radius used by Skin modifierX-AxisX-Axis MirrorX-GlobalX-RayX-Ray OpacityX-Ray not available in current modeX-axis handle offset for end of the B-Bone's curve, adjusts curvatureX-axis handle offset for start of the B-Bone's curve, adjusts curvatureX-coordinate (screen space) to place the new object underX-offset to parenting pointX-position of marker at frame in screen coordinatesX-position of search at frame relative to marker's positionX/Y coordinates of the curve pointX/Y coordinates of the path pointX/Y pixels per meter, for the image bufferX:XRXR Action MapXR Action Map BindingXR Action Map BindingsXR Action Map ItemXR Action Map ItemsXR Action MapsXR Component PathXR Component PathsXR Data for Window Manager EventXR NavigationXR Session SettingsXR Session StateXR User PathXR User PathsXR action nameXR action set nameXR action typeXR action values corresponding to typeXYZ EulerXYZ Rotation Order - prone to Gimbal Lock (default)XYZ rotations not equally keyed for ID='%s' and RNA-Path='%s'XYZ to RGBXZXZ Scale ModeXZY EulerXZY Rotation Order - prone to Gimbal LockXform OpsXiph.Org Ogg ContainerXiph.Org Vorbis CodecXvidYY AngleY Angle SpringY Angle StiffnessY AxisY Axis StiffnessY EndY ForceY ForwardY LocationY LowerY MappingY MaxY MinY NormalY OffsetY PlaneY PositionY RotationY ScaleY Scale ModeY Source AxisY SpringY StartY StiffnessY SubdivisionsY UpY VelocityY axisY axis motionY component of the force fieldY component of the velocity fieldY coordinate of the start positionY coordinate of the voxel in index space, or the minimum Y coordinate of a tileY manualY radius used by Skin modifierY-AxisY-GlobalY-coordinate (screen space) to place the new object underY-offset to parenting pointY-position of marker at frame in screen coordinatesY-position of search at frame relative to marker's positionY:YCCYCbCrYCbCr (ITU 601)YCbCr (ITU 709)YCbCr (JPEG)YCbCr (Y - luma, Cb - blue-difference chroma, Cr - red-difference chroma) color spaceYCbCr Key ChannelYCbCr Limit ChannelYCbCr color spaceYUVYUV (Y - luma, U V - chroma) color spaceYUV Key ChannelYUV Limit ChannelYXZ EulerYXZ Rotation Order - prone to Gimbal LockYZX EulerYZX Rotation Order - prone to Gimbal LockYardsYellow-BlueYesterdayYou can adjust this later from "System" preferences.You have to select a string of connected vertices tooYou must select a rig type to create a sample ofYou need at least 2 keys to the left side of the selectionYou need at least 2 keys to the right side of the selectionYou should have active texture to use multires bakerZZ AngleZ Angle SpringZ Angle StiffnessZ AxisZ Axis CorrectionZ Axis StiffnessZ DirectionZ ForceZ ForwardZ LocationZ LowerZ MappingZ MinZ NormalZ PlaneZ RotationZ ScaleZ Source AxisZ SpringZ StiffnessZ UpZ VelocityZ axisZ axis correctionZ axis correction (toggle)Z component of the force fieldZ component of the velocity fieldZ coordinate of the voxel in index space, or the minimum Z coordinate of a tileZ manualZ, Index, normal, UV and vector passes are only affected by surfaces with alpha transparency equal to or higher than this thresholdZ-AxisZ-BufferZ-GlobalZ-ScaleZ-UpZ-axis handle offset for end of the B-Bone's curve, adjusts curvatureZ-axis handle offset for start of the B-Bone's curve, adjusts curvatureZ-offset of texture mappingZ:ZIPZIP packaged incorrectly; __init__.py should be in a directory, not at top-levelZIPSZXZXY EulerZXY Rotation Order - prone to Gimbal LockZYX EulerZYX Rotation Order - prone to Gimbal LockZenith - Angle from the ground planeZero WeightsZero centered coordinates normalizes along the larger dimension for uniform scalingZero normal givenZero scale cannot be solvedZero voxel size cannot be solvedZeroes package versions, useful for development - to test upgradingZipZone Output Node IDZone output node that this input node is paired withZoomZoom AxisZoom Factor XZoom Factor YZoom InfluenceZoom KeyframesZoom MethodZoom OutZoom PathZoom SecondsZoom StyleZoom by pulling the 3D Mouse cap upwards or pushing the cap downwardsZoom directionZoom factorZoom factor in camera viewZoom factor, values higher than 1.0 zoom in, lower values zoom outZoom inZoom in and out as if you are scaling the view, mouse movements relative to centerZoom in and out based on horizontal mouse movementZoom in and out based on mouse movement along the set Zoom AxisZoom in and out based on vertical mouse movementZoom in the image (centered around 2D cursor)Zoom in the viewZoom in the view to the nearest item contained in the borderZoom in the view to the nearest object contained in the borderZoom in towards the mouse pointer's position in the 3D view, rather than the 2D window centerZoom in/out in the viewZoom in/out the background imageZoom in/out the imageZoom in/out the viewZoom outZoom out the image (centered around 2D cursor)Zoom out the viewZoom percentageZoom preview to fit in the areaZoom ratio, 1.0 is 1:1, higher is zoomed in, lower is zoomed outZoom the sequencer on the selected stripsZoom to FitZoom to Frame TypeZoom to Mouse Position[Action Stash][E] - Disable overshoot[E] - Enable overshoot[Shift] - Precision active`Collection.bones` is not available in armature edit modealong %s Xalong %s Yalong %s Zalong Xalong Yalong Zalong local Zand AMD Adrenalin driver %s or newerand NVIDIA driver version %s or newerand ROCm HIP Runtime %s or newerand Windows driver version %s or newerannotationsarccos(A)arcsin(A)arctan(A)armaturesattributesbItascblender defaultblender:hlg_rec2020_display_203nitsblender:pq_rec2020_display_203nitsbrushesbytescache_filescameracamerascategoryclipboardcollectionscolor pickercolor_index is invalidconstructive modifiercontext "window" is Nonecos(A)cosh(A)cursorcurvescustomdbl-drag-exp(A)fBMfilesfontsfps: %.2ffps: %igimbalgizmosglTFglTF 2.0glTF 2.0 formatglTF AnimationsglTF Binary (.glb)glTF Embedded (.gltf)glTF Material VariantsglTF Separate (.gltf + .bin + textures)glTF VariantsglTFpack file pathglobalgltfpackgrease_pencilshair_curvesiScaleiTaSCin memory to enable editing!industry compatible datalatticesleftlibrarieslightprobeslightslinestyleslink_placeholderslocallocking %s Xlocking %s Ylocking %s Zmasksmaterialsmatricesmeshesmetaballsmicrophonemmmovieclipsmulti-res modifiernamenetworkno gizmosno matricesno positionsnode_groupsnon-triangle facenormalobject_colorobjectsoneAPIor AMD Radeon Pro %s driver or neweror AMD driver version %s or newerotherwise it should be avoided.p0paint_curvespalettesparentparticlesperformance impact!pivot_positionpointcloudspoll failedpositionspxreadreduce the effect of the above optionsremoveresrightsRGBsRGB IEC 61966-2-1 compound (piece-wise) encodingsRGB display space with Filmic view transformsaved as a new, regular file.screenscreensshape_keyssin(A)sin(x) / xsinh(A)soundsspeakerssqrt(x*x+y*y+z*z)tan(A)tanh(A)template_popup_confirm used outside of a popuptextstexturesunable to load movie clipunable to load textunable to open the fileunknown error reading fileunknown error statting fileunknown error writing fileunsupported font formatunsupported formatunsupported image formatunsupported movie clip formatuv_on_emitter() requires a modifier from an evaluated objectviewvolumeswindow_managerswith an older Blender version?wmOwnerID '%s' not in workspace '%s'workspacesworldswritey = (Ax + B){:.4g} fps{:d} F-Curve(s) are not keyframeable. They might be locked or sampled.{:d} MB{:d} fluid particles for this frame{:d} image(s) converted to mesh plane(s){:d} nodes are selected, but this operator can only work on {:d}.{:s} • {:s} toggles snap while dragging • {:s} toggles dragging from the center • {:s} toggles fixed aspect{:s} (Global){:s} (unavailable){:s} ({:s} available){:s} is not supported{:s} → {:s}{:s}: {:s}{} ({} on disk){} ({} packed){} Frames @ {} FPS{} does not exist{} does not seem to be part of a sequence{} seconds{} strip(s) successfully had {} keyframes removed|%i linked library object(s)|%i multiuser armature object(s)× (Ax + B)• Windows on ARM requires driver 31.0.112.0 or higher←↑→↓⏭⏮⏯⏹Project-Id-Version: Blender 5.1.0 Beta (b'5a04f1d246f1') Report-Msgid-Bugs-To: POT-Creation-Date: 2026-03-11 11:01+0000 PO-Revision-Date: 2026-03-10 00:12+0000 Last-Translator: Joan Pujolar Language-Team: Catalan Language: ca MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Plural-Forms: nplurals=2; plural=n != 1; X-Generator: Weblate 5.15.2 Plafó emergent per afegir opcions extres que no s'ajusten a la capçalera dels paràmetres de l'eina Definició del menú contextual d'element de la Llista d'IU. Els protocols poden incorporar/prefigurar això per afegir operadors propis al menú contextual. Tot i així, han de comprovar el context, de forma que els seus elements només operin en un context vàlid i per a la llista correcta de la IU. Definició del menú contextual del botó de la IU. Els protocols poden incorporar/prefigurar a efectes d'afegir operadors propis al menú contextual. Tot i així, han de comprovar el context, de forma que els seus elements només es basin en un context vàlid i per als botons correctes. Filtrar per nom %s o més actual amb pesos automàtics Amb grups buits amb pesos de funda - intel-level-zero-gpu o versió intel-compute-runtime - carregador de nivell zero oneAPI • "{}": (Segat) (Obsolet) (Local) (Recuperat) (Rendiment no optimitzat) (Visor) (delta) (no instal·lat) Materials, Atribut anomenat Atributs anomenats Preferències Mida proporcional: %.2f RGB byte RGB de flotant RGBA byte RGBA de flotant Plantilla, Textures (o vinculats), UVs, seguint l'eix %s X seguint l'eix %s Y seguint l'eix %s Z seguint l'eix X seguint l'eix Y travant l'eix %s X travant l'eix %s Y travant l'eix %s Z | Ctrl - aguantar per a increments | Objectes:%s/%s | [Ctrl] - Increments actius"%s" fas servir l'Acció "%s", que no té cap epígraf amb l'identificador "%s" o "%s". Assigneu manualment l'epígraf d'acció correcte a "%s".La propietat "%s" no es pot animar"{}" atribut des de geometria"{}" des de {}%d %s emmirallat(s)%d %s emmirallat(s), %d ha(n) fallat%d ja és simètric, %d parells emmirallats%d ja és simètric, %d parells emmirallats, %d ha(n) fallat%d ossos alineats a l'os '%s'No s'han pogut separar %d corbes%d corbes no han pogut crear segmentsS'ha(n) enganxat %d bloc(s) de dadesS'han trobat %d duplicats en %d malla/es, l'emmirallat pot no estar complet%d canal(s) de flotant%d imatge(s) es desarà/an a %s%d elementsFalten %d biblioteques i %d blocs de dades vinculats (incloent-hi %d ObjectData), si us plau, consulteu els editors d'Info i Inventari per més detalls%d biblioteques tenen sobreseïments que necessiten ser sincronitzats (autosincronitzats a %.0fm%.2fs), si us plau, comproveu l'editor d'info per més detallsCalen %d files més en %s per a BézierCalen %d punts més per a BézierS'han reconstruït %d nivells nous%d objecte(s) enganxat(s)A %d objecte(s) se'ls han suprimit amb èxit %d fotofitesS'han filtrat %d de %d canals de rotació (consulta finestra d'informació per detalls)No s'han llegit %d segments de seqüència perquè estaven en un canal més gran que %d%d segments enganxats%d pesos de vèrtexs limitats%d x %d%d × %d, %d × %s: %.4f ms, mitjana: %.8f ms%i cel·les + memòria cau d'alta resolució%i cel·les en memòria cauEls blocs de dades %i ja no són recursos%i blocs de dades ara són recursos%i fotogrames trobats!%i fotogrames al disc%i objectes no centrats, %i canviats:%i punts trobats!%s '%s'%s '%s' té la categoria '%s'%s '%s' és fora de la base de dades principal i no la'n pot suprimir%s '%s' és massa llarg, la longitud màxima és %d%s '%s' ha de tenir zero usadors per ser suprimits, se n'han trobat %d (intenteu-ho amb el paràmetre do_unlink=ver)No s'ha trobat %s '%s'%s '%s', bl_idname '%s' %s%s '%s', bl_idname '%s' no s'ha pogut desregistrar%s '%s', bl_idname '%s' ha estat anteriorment registrat, s'està desregistrant l'anteriorLa memòria cau %s de l'objecte %s no es pot llegir perquè utilitza un mètode de compressió obsolet. Heu d'eliminar la memòria cau i tornar a precuinar.%s ja és a %sEl tipus d'àrea %s no és compatible amb flòstics%s conté un aspector de volum que podria haver de convertir-se en objecte (vegeu plafó de volum de món)No s'ha pogut treure %s del mode d'edició, per tant no es pot exportar%s fotogrames en memòria (%s)%s a %s no s'ha pogut treure del Mode d'edició, de manera que no es pot exportar%s no és un directori%s no és compatible amb cap opció de 'refrescar'%s no és compatible amb les opcions de 'refrescar' especificades%s no és compatible amb objectes '%s'%s no és compatible, passar un os, os posa, o os en edició%s vinculades a %s%s mogut(s) a %sNo s'ha trobat %sNo s'ha trobat el pare %s '%s' per a '%s'%s%s, %s%s, la memòria cau està obsoleta!%s, no és exacte des del fotograma %i%s: %.*s%s: %.*s Ubicació: %s:%d%s: %s%s: no es pot copiar %s. Les rutes, d'origen i destinació són les mateixes%s: no es pot generar una ruta de directori de textures per a la fase anònima%s: no es pot obtenir la ruta resolta per a la fase%s: no es pot obrir el recurs de destinació %s per a escriure%s: no es pot obrir el recurs d'origen %s%s: no es pot resoldre la ruta %s%s: No es pot resoldre la ruta %s per a escriptura%s: no es pot escriure al recurs %s: %s%s: no s'ha pogut afegir os a articulació %s%s: No s'ha pogut tancar el recurs de destinació %s%s: no s'ha pogut calcular transformació de fixació de geom per a %s%s: No s'ha pogut copiar el document %s a %s%s: no s'ha pogut crear l'aspector USD per al mapa UV%s: no s'ha pogut crear l'aspector USD per al node de mapejat%s: No s'ha pogut crear el directori d'importació de textures %s%s: No s'ha pogut determinar el nom del document relatiu-a-paquet des de la ruta %s%s: no s'ha pogut trobar un ascendent comú en Xform per al primitiu empellat %s i l'esquelet %s per convertir-lo en una Arrel d'esquelet en USD. Això es pot solucionar definint un primitiu arrel a les opcions d'exportació%s: no s'ha pogut trobar objecte esquelet corresponent a l'esquelet d'USD %s%s: no s'han pogut obtenir formes-B de destinació per al prim %s%s: No s'han pogut obtenir les variacions de la forma-B %s%s: No s'ha pogut obtenir l'etapa per al prim %s%s: No s'ha pogut obtenir transformacions de fixació de món per a l'esquelet %s%s: no s'ha pogut consultar esquelet %s%s: No s'ha pogut dividir el patró UDIM %s%s: error en crear les dades d'un grup de deformacions per a la malla %s%s: s'ha produït un error en escriure al recurs de destinació %s%s: Error: no s'ha aconseguit el born d'entrada %s per al node %s%s: la mida d'element dels índexs d'articulacions i els pesos d'articulacions desquadren en el prim %s%s: no quadra la mida d'indexs i de pesos d'articulacions en el prim %s%s: els pesos d'articulacions són d'una mida inesperada per una interpolació constant en el prim %s%s: els pesos d'articulacions són d'una mida inesperada en la interpolació de vèrtexs per al prim %s%s: hi ha un desquadrament entre els recomptes d'articulacions i xforms de fixació per a l'esquelet %s%s: hi ha un desquadrament entre els recomptes d'ossos i articulacions en l'esquelet %s%s: No hi ha variacions per a la forma-B %s%s: Vàlvula de memòria nul·la per al recurs d'origen %s%s: el nombre de transformacions de fixació no quadra amb el nombre de d'articulacions de l'esquelet %s%s: el nombre de formes de blend no quadra amb el nombre de formes de blend de destinació per al prim %s%s: El nombre de variacions és més gran que el nombre de vèrtexs de malla per a la forma-B %s%s: la ruta del directori d'importació de textures està buida, no s'ha pogut importar %s%s: la topologia i l'ordre de les articulacions no quadren en l'esquelet skeleton %s%s: l'articulació o corrua d'USD conté rutes de l'esquelet %s invàlides o duplicades%s: tipus d'interpolació de pesos d'articulacions %s inesperada per al prim %s%s: no es copiarà el recurs d'origen de mida zero %s%s: no se sobreescriurà el recurs existent %s%s: no pot assignar un ID incrustat en una PropietatID%s: s'esperava el tipus %s, no el %s%s: tipus d'ID esperat, no %s%s: no s'ha pogut assignar la vàlvula de memòria del clip '%s'%s: no s'ha pogut carregar '%s'%s: el directori d'importació és relatiu però la ruta del document blend és buida. Cal que deseu el document blend abans d'importar l'USD o que proporcioneu un directori d'importació absolut. No es pot importar %s%s: dimensions incorrectes per a la còpia parcial '%s'%s: no s'ha trobat cap passada combinat a la capa de revelat '%s'%sAcció%sIdentificador massa llarg, la longitud màxima és de %d%sCaràcter no vàlid en la posició %d%sHa de contenir 1 caràcter '.'%u objecte(s) ocult(s)La capa '%s' està blocada'%s' no conté '%s' amb prefix i sufix'%s' no té un sufix alfanumèric'%s' no té prefix alfanumèric en majúsculesLa ruta indicada '%s' no és vàlida per al sistema operatiu, en lloc seu es crea la ruta '%s''%s' no és una adreça vàlida per a documents de biblioteca'%s' no és editable'%s' és d'un tipus que no pot ser un recurs'%s': no pot utilitzar el document actual com a biblioteca'%s': no és una biblioteca'%s': no s'ha indicat res'CTRL:...' les restriccions són traslladades a l'os control.'DEF:...' Les restriccions són traslladades a l'os deformant.«Integrate» només és vàlid per a objectes mallaNo quadren els vèrtexs originals de la malla per «Integrate»«Integrate» requereix caresNode FBX 'Node membre', una articulació regular entre dos ossos...[Null]: Node FBX 'nul', similar al jaló del Blender (predeterminat)Node FBX 'Arrel', que se suposa que és l'arrel de cadenes d'ossos..."Encongir/inflar" malles només admès en mode edició«Viscositat» dins del referent de col·lisió[Ray Radius]: «Gruix» dels raigs (especialment útil amb la irradiació sobre vèrtexs o arestes)«from_space» '%s' no és vàlid quan no s'indica cap espai adaptat!'from_space' '%s' no és vàlid quan no s'aporta un os de posa!«show_locked_time» no és compatible amb l'editor '%s'«to_space» '%s' no és vàlid quan no s'indica cap espai adaptat!«to_space» '%s' no és vàlid quan no es dona cap os de posa!(Constant)(Des)selecciona (o inverteix la selecció de) tots els idiomes per als operadors d'actualització d'i18n(Des)seleccionar tot(Des)selecciona tots els punts de control(Des)selecciona tot els nodes(Des)selecciona totes les fites de partícules(Des)selecciona tots els punts(Des)selecciona tots els punts connectats a la corba sota el cursor del ratolí(Des)selecciona tots els vèrtexs connectats a l'aresta de sota el cursor del ratolí(Des)selecciona tots els vèrtexs, arestes o cares(Des)selecciona tots els traços visibles(Des)selecciona els ossos vinculats per connexions pare/fill sota el cursor del ratolí(Des)selecciona el primer de la part visibles de cada NURBS(Des)selecciona l'últim de la part visible de cada NURBS[Deselect Ends]: (No) selecciona els punts primer i últim de cada traç[Mesh UV Layer]: (Obsoleta) Capa de coordenades UV en un bloc de dades malla[Joint Bindings]: (NOMÉS USUÀRIES EXPERIMENTADES) Les posicions relatives de les articulacions al llarg de la cadena, en percentatges(Geometria)(ArrQuadInv)(Fita) (Capa)(Lineal)(Mín+Màx)/2 * Mida de bola(Quick Access: Maj+W)(Aleatori)(Arrel)(Agut)(Maj+clic/arrossegar per a selecció múltiple)(Suavitzat)(Esfera)(Des)marca les arestes seleccionades com a arestes destacades en Freestyle[Mark Seam]: (Des)marca les arestes seleccionades com a costura[Mark Sharp]: (Des)marca les arestes seleccionades com a agudes[Mark Freestyle Face]: (Des)marca les cares seleccionades per excloure-les en la detecció d'arestes destacades de Freestyle(No assignats)(No desat)(Visor)(buit)(operador no documentat)(x*x+y*y+z*z)({:s} en l'os {:s})* Imatge* Rutes perdudes *+ fotofites no agrupades+ X+X a -X+ Y+Y amunt+Y a -Y+ Z+Z a -Z, %.2f fps, %d canal(s) de flotant, %s, Ctrl: Traçar, Shift: Emplenar, Shift+Ctrl: Ambdós, RGB byte, RGB de flotant, RGBA byte, RGBA de flotant, no es poden tenir trajectes d'un sol fotograma, ha fallat, no s'ha pogut carregar, algunes accions han fallat- Usant l'interval de fotogrames de l'escena- el precuinat de tots els objectes és actiu- mostreig és actiu-A- XEix -X-X EndavantRotació -X-X amuntManual -X-X a +X- YEix -Y-Y EndavantRotació -Y-Y AmuntManual -Y-Y a +Y- ZEix -Z-Z EndavantRotació -Z-Z amuntManual -Z-Z a +ZDocuments .blendÍndex de mostra de base 0 per a inciar a revelar01 - Joc de colors de tema02 - Joc de colors de tema03 - Joc de colors de tema04 - Joc de colors de tema05 - Joc de colors de tema06 - Joc de colors de tema07 - Joc de colors de tema08 - Joc de colors de tema09 - Joc de colors de tema1 / Arrel quadrada d'A1 GB1 si (A == B) dins de la tolerància C sino 01 si A < B sino 01 si A > B sino 01 polzada1/1.8 polzades1/2,3 polzades1/2,5 polzades1/2,7 polzades1/3,2 polzades10 - Joc de colors de temaDecímetresDecàgramsDecàmetresCanals de color de 10 bits100 QuilògramsHectòmetres1024 mostres1024 px11 - Joc de colors de tema11 mostres12 - Joc de colors de temaCanals de color de 12 bits128 MB128 px13 - Joc de colors de tema14 - Joc de colors de tema14:9 en 16:915 - Joc de colors de tema16 - Joc de colors de tema16 MB16 mostres16 px16 bits amb signeCanals de color de 16 bitsCanals de color de 16 bits. Les passades de dades com Profunditat encara es desaran amb una precisió plena de 32 bits.16 bits amb signeVector enter amb signe de 16 bits16384 mostres16:916×17 - Joc de colors de tema18 - Joc de colors de tema180 Graus19 - Joc de colors de tema192 kHzEstàndard CIE XYZ de 1931 amb il·luminador assumit de punt blanc ECIE XYZ de 1931 amb il·luminador adaptat de punt blanc D651:11:161:21:41:8Integració semi-lagrangiana de primer ordre. Ràpida però menys precisa, adient per a una advecció simple1×2/3 polzades20 - Joc de colors de tema2048 mostres2048 px24 bits amb signe24 bits amb signe256 MB256 mostres256 px270 Graus2DEnter de 8 bits 2DVector enter 2D de 16 bitsAtribut vectorial enter 2D de 16 bitsValor d'atribut vectorial 2D d'enter de 16 bitsCursor 2DUbicació del cursor 2DVector enter 2DAtribut de vector enter 2DValor enter de l'atribut de vector 2DCapes 2DLongitud 2DDesplaçament 2DDesplaçament 2D de la deformacióRotació 2D de la deformacióEscalat 2D de la deformacióEstabilització 2DClip 2D estabilitzatTextura 2DTransformació 2DVector 2DValor vectorial 2DValor vectorial 2D en l'atribut de geometriaVista 2D d'espaiat mínim de graellaCoordenada 2D X del pivot absolutCoordenada 2D Y del pivot absolutUbicació del cursor 2D per a aquesta vistaAcció vectorial de flotant en 2D, que representa un voltadits o una estora tàctil[Movie tracking stabilization data]: Estabilització 2D basada en marcadors de rastreigValor 2D de l'atribut de geometriaVector 2DVector 2D amb valors de coma flotantVista 2D de la regióAnimació_2DIntegració de punts mitjans de 2n ordre. Bon equilibri entre velocitat i precisió en la majoria dels casos2×3 Vèrtexs3 costats32 MB32 Mostres32 pxFlotant de 32 bits32 bits amb signeCanals de color de 32 bits32 bits coma flotant[Integer]: Nombre enter de 32 bits32 bits amb signeVector enter amb signe de 32-bits32768 mostres3DCursor 3DCorbes 3DVector de flotant en 3DCamp vectorial de flotant en 3DVisió local 3D Ubicació 3DRastres 3DMode de navegació amb el Ratolí 3DConfiguració de ratolí 3DPosició 3DRegió 3DValor vectorial de 3DVista 3DVista 3D Configuració de la sobreimpressió de la vista 3DRegió de vista 3DConfiguració d'aspecció de vista 3DEspai de vista 3D[Lock to Cursor]: El centre de vista en 3D està bloquejat a la posició del cursor[Lock to Bone]: El centre de vista 3D està bloquejat a la posició d'aquest osEl centre de la vista 3D està bloquejat a la posició de l'objecteDistància de segat de llunyania en la vista 3DDistància de segat de proximitat en la vista 3d (només en vista de perspectiva)Dades de vista 3D de la regióDades de l'espai de vista 3DMirador de 3DEixos del mirador 3DVector doble 3DVector de flotant 3DVector enter 3DAcció de posat 3D, que representa la ubicació i la rotació d'un controladorRegió 3D en aquest espai. Quan l'espai és en vista quarterada, la regió de la càmera[Quad View Regions]: Regions 3D (la tercera defineix la configuració de vista quarterada, la quarta és la mateixa que la «region_3d»)Rotació 3DVector 3DBorn d'un node de vector 3DVector 3D amb valors de coma flotantLa vista 3D és a l'equadorLa vista 3D és als pols[Volume Grid]: Cubícula en 3DCubícules 3DIntegració Runge-Kutta de 3r ordre. Major precisió amb un cost computacional moderatMatriu d'os 3x34 canalsMatriu de flotants de 4 per 4So encerclant de 4 canals4 costats4096 mostres4096 px44.1 kHz48 kHz4:3 en 16:94K DCI 2160p4K UHDTV 2160p4K UW 1600p4LIntegració Runge-Kutta de 4t ordre. Mètode d'un sol pas amb més precisió però més lentMatriu de flotants de 4x4Matriu 4x4Atribut de matriu 4x4Tipus de dades de Matriu de 4x4, afecta la transformació4×Matriu d'os 4x4 relativa a l'esqueletMatriu 4x4 dels canals d'ubicació/rotació/escala de l'os (incloent-hi animació i controladors) i l'efecte de les restriccions d'os5 canals5 mostresSo encerclant de 5 canals5 costatsSo encerclant (Surround) 5.1So encerclant 5.1512 MB512 mostres512 px6 costatsEncerclant (Surround) 6.1So encerclant 6.164 MB64 px64 bits flotant64 bits coma flotantEnter de 64 bits7 costatsSo encerclant (Surround) 7.1So encerclant 7.18 Mostres8 px8 costatsEnter de 8 bitsValor enter de 8 bitsAtribut d'enter de 8 bitsValor d'atribut enter de 8 bits8 bits sense signeCanals de color de 8 bits8 bits sense signeValor de 8 bits en atribut de geometria8192 mostres8×90 Graus96 kHz:: Circumvalar arestesAA * BA * B + CA + BA - BA / BUn semblant de contrast baseSemblant blanc i negreUn dibuix fet amb Llapis de greixUna fotofita de llapis de greixUn semblant d'alt contrastUn semblant de baix contrastUn semblant de contrast mitjà altUn semblant de contrast mitjà baixNo es troba la capa d'UVs a la mallaUn semblant de molt alt contrastUn semblant de contrast molt baixUna posa partionada, per exemple per a les transicions entre poses clau[Spell Cache]: Memòria cau que es guarda msgids validats per no repetir la comprovació ortogràficaUna capa de superfície llençUn cent és una centèsima d'un semitò.Ja existeix una bossa de canals per aquest epígrafUna roda cromàtica circular de to/saturació, amb lliscador de LluminositatUna roda cromàtica circular de to/saturació, amb lliscador de ValorUna col·lecció de corbes-F per animacióCol·lecció d'objectes basada en quines arestes destacades estan seleccionadesUna col·lecció de canals de posa, incloent-hi la configuració per animar ossosPaleta de colors definida per la usuària enlloc de derivada d'un temaUn selector de colorNo s'ha pogut trobar un espai de color, de vista o visualització, que probablement implica que falta la config d'OpenColorIO que es va fer servir per crear aquest document blend[NLA Strip]: Un contenidor que referència a una Acció existentUn cantell connectat a la cara, escollit per l'índex d'ordenacióUn cantell de la cara, segons l'índex d'ordenacióUn cantell de l'aresta ingressada en ordre giratori de cares, escollit per l'índex d'ordenacióProducte v. d'A i BUna malla cub que enclou la geometria d'ingressióEs gra una corba per a cada grup d'ID específic. Tots els punts amb el mateix ID el col·loquen en la mateixa corbaUna interrupció al final de cada perfil abans de la interseccióLa secció que fa el final de cada perfil abans de la intersecció[Punchy]: Un semblant d'un enfosquit pujatValor de bloc de dadesDescripció del recurs que es mostrarà a la usuàriaDistància entre dos puntsUna distància entre dos punts, que representa específicament un valor de diàmetreUna distància en pantallaUna distància en pantalla, que representa específicament un valor de diàmetreA punt BUn factor entre 0,0 i 1,0Algun document és excessivament gran per empaquetar-lo (>2GB).Un document visionable al navegador[Jitter]: Una fotofita de complement o precuinada per fita-x-foto o per algun altre propòsit segons convinguiUna fita generada automàticament per alguna eina, no creada manualment[Moving Hold]: Fotofita que forma part d'un aguantat en movimentUna capa no pot tenir més d'un segmentUna llista dels operadors modals en actualment en marxa[Style Modules]: Llista de mòduls d'estil (l'odre d'aplicació és de dalt a baix)[Overscan]: Un marge per evitar que els traços acabin de manera sobtada a la vora de la imatgeUna massa basada en el paràmetre de les unitats de l'escenaUna superfície semblant a una malla que engloba (és a dir, sobrecobreix) tots els vèrtexs (millor resultats com menys vèrtexs)Un filtre d'agudització moderadaUn resolutor més precís físicament[Length of A]: A multiplicat per l'escalaUn multiplicador per a cronolapses de física (1.0 significa un fotograma = 1/25 segons)[Child Size]: Multiplicador per a la mida de les partícules fillesUna àrea estreta horitzontal està interferint amb aquesta operacióUna àrea estreta vertical està interferint amb aquesta operacióEs va passar una forma de col·lisió no convexa a la funció, utilitza només formes de col·lisió convexesUna nota sobre un element obsolet[Thickness Ratio]: Un número entre 0 (interior) i 1 (exterior) que especifica la posició relativa del gruix del traç[Steps]: Nombre de trams definits pels segmentsUn número que identifica quin subconjunt de l'Acció es considera que és per a aquesta Restricció d'AccióUn número que identifica el subconjunt de l'Acció que es considera que és per a aquest segment d'ANLUn número que identifica quin subconjunt de l'Acció es considera que és per a aquest bloc de dadesUn percentatge entre 0 i 100Es revela un píxel només si el seu valor alfa està per sobre d'aquest llindarUn punt per a cada vòxel o tessel·la actius de la graellaUn punt de la corba, escollit per l'índex d'ordenacióUn punt sobre el plaA elevat a BA elevat a B, pow(A,B)[Random]: Se selecciona una regla aleatòria per a cada eixam[Phase]: Llavor aleatòria per a l'efecte de sorollCal reiniciar el BlenderUn valor rotacional expressat en radians[Session UID]: Identificador únic per a tota la sessió per al bloc de dades que segueix sent el mateix malgrat els canvis de nom i reassignacions internes, sense canviar després de recarregar el documentBreu descripció del joc de ganxo d'USDBreu descripció del joc de fitoatributsUn contenidor únic de contingut de l'Editor de videoseqüències[Curve Slice]: Una única corba d'un bloc de dades de corbesUn únic valor en coma flotantUn enter únic[Reroute]: Una eina d'organització d'un sol born que admet una ingressió i múltiples egressions[CRF]: Un Factor de ràtio constant (FRC) dona millor qualitat de vídeo però una mida més gran als documents. L'interval de valors d'FRC depèn del còdec.Un quadrat que mostra To/Saturació, amb lliscador de ValorUn quadrat que mostra To/Valor, amb lliscador de SaturacióUn quadrat que mostra saturació/valor, amb Lliscador de tonalitatUna forma de repòs en línia recta funciona millor.Una cadena que es mostra oculta ('********')Un valor de cadenaValor VER of falsExisteix un mode d'edició vàlidUn valor que és relatiu a la mida de la imatge i que cal convertir en píxelsUna referència dèbil al recurs pinzell coincident, usat p. ex. per recobrar el pinzell usat abans en carregar el documentAACAC3Transformació d'egressió ACES 1.0 per a SDR D65 vídeo, limitat a una gamma de Rec.709ACES 1.3ACES 1.3 - HDR 1000 cd/m2ACES 1.3 - HDR 2000 cd/m2ACES 1.3 - HDR 4000 cd/m2ACES 1.3 - SDRACES 1.3 sRGBTransformació d'egressió d'ACES 2 per a 100 cd/m2 SDR Rec709ACES 2.0ACES 2.0 - HDR 1000 cd/m2ACES 2.0 - HDR 2000 cd/m2ACES 2.0 - HDR 4000 cd/m2ACES 2.0 - HDR 500 cd/m2ACES 2.0 - SDRACES 2.0 sRGBEspai de correcció de color ACES amb el baix de la gràfica i utilitzant les primaris AP1.Espai de correcció de color ACES que fa servir primaris AP1.ACES2065-1ACESccACEScctACEScgOARebots d'OARevelat de rebots d'OADistància d'OAFactor OA[AO Distance]: La distància d'OA utilitzada per a la il·luminació global aproximada (0 significa agafar la configuració del món)AOVEgressió d'AOVNo s'ha trobat la AOV a la capa de visió '%s'Definit per APIAPICAPS-CAPS-C (Canon)APS-H (Canon)Correcció de color estàndard ASC-CDLASCIIEls documents FBX ASCII no són compatibles amb %rFormat ASCIIAV1AVIAVIF (.avif)AVX2Zacció ÀreaZacció PantCompQuad de ZonAZacció RegióAbkhaz - Аԥсуа бызшәаQuant aSuperiorDamunt dels seleccionatsSuperfície en amuntPer sobre del llindarAbsolutPunt 2D absolutAlfa absolutaCoordenades absolutesDensitat absolutaFotograma absolutAcoblament d'increments absolutsJocs de fitoatributs absoluts[Absolute Keying Sets]: Els jocs de fitoatributs absoluts per a aquesta escenaUbicació absolutaMode absolutDesplaçament absolutTemps absolut de trajecteLímit de resolució absolitaAcoblament absolutAcoblament de temps absolutRastreig absolutLongitud afegida absoluta al final de cada traçLongitud afegida absoluta a l'inici de cada traçMida o factor de la bola absoluts si no s'ajusta manualmentDimensions absolutes de la capsa contenidora del nodeDimensions absolutes de la capsa contenidora de l'objecte. Avís: l'assignació a ella o als seus membres múltiples vegades consecutives no funcionarà correctament, ja que això requereix que les dades avaluades estiguin ben actualitzadesAlineació absoluta de graella per la translació (en base al pivot central)[Full Library Path]: Ruta completa al document .blend que conté el recurs actiu[Full Path]: Ruta absoluta al document .blend que conté aquest recurs afegint-hi la ruta del recurs dins del documentGruix absolut per aplicar arreu[Absolute Time Snap]: Alineació absoluta del temps en la transformació de fotofites[Volume Absorption]: Llum d'absorció en travessar volumAbsorcióCoeficient d'absorcióCoeficients d'absorcióColor d'absorcióAcceleracióEstructura d'acceleracióMode accentsAtributs anomenats accedits:AccessibilitatAcumularCamp d'acumulacióAcumula mostres mitjançant la reprojecció dels últimes resultats de traçat[Accumulate]: Acumula les pinzellades una sobre l'altraPrecisió[Accuracy]: Precisió de l'atacPrecisió de l'efecte difuminatPrecisió de les posic ions dels vèrtexs, un valor inferior és més ràpid però menys precísPrecísVariació precisa però més lentaAcrílicActuar en clicarAccióAClip d'accióPista activaBEsquenaDades de precuinatRebotPartionamentFunció integradaBézierCircularConstantCúbicCiclesEfectes dinàmicsGradualitzar (per força)ElàsticFundaExponencialExtremaGeneradesGeneradorInterpolacióNo vàlidTrontollFotofitaLímitsLinealMetaAguantar en movimentNovaTipus d'interpolació nouNou tipus de fotofitaSorollObjecteNomés actiuPosarQuadràticaQuàrticQuínticSinusoidalSuavitzarSuavitzar (gaussià)Clip de soEsglaonatInterpolació esglaonadaPistaTransicióTipusL'acció '%s' no es desarà, crea un usador fals o fa un dipòsit a l'estiba d'ANL per conservar-laFusió d'accionsClip d'accióRestricció d'accióEditor d'accionsFotograma final de l'accióExtrapolació d'accióFiltre d'accionsGrup d'accionsGrup d'accions al qual pertany aquesta Corba-FInfluència d'accióCapa d'accióCapes d'accióMapes d'accióMarques d'accions de posaMarges d'acció seguraJoc d'accionsDisposició d'Acció que, en activar-se, desencadenarà tot el procés com a correctiuEpígraf d'accióSenya d'epígraf d'accióEpígrafs d'accionsFotograma inicial de l'accióSegment d'accióSegments d'acció[Actions]: Blocs de dades d'accions[Axis 0 Region]: Regió d'execució d'accions per al primer eix ingressatRegió d'execució d'accions per al segon eix ingressat[Expanded]: El grup d'accions està expandit excepte a l'editor de gràfiquesEl grup d'accions està expandit a l'editor de gràfiques[Lock]: El grup d'accions està bloquejat[Mute]: El grup d'accions està silenciatS'ha seleccionat el grup d'accionsL'acció està sense dades, no es pot revelar el previsionatL'acció no és editableL'acció no és a la llistaAcció referenciada per aquest segmentEpígraf d'accionsNo es poden deixar buits els noms dels epígrafs d'accióEls identificadors dels epígrafs d'acció han de tenir almenys tres caràcters[Stroke Mode]: Acció presa quan es fa un traç de pinturaAcció a aplicar a l'aparell via restriccions[Action Extrapolation]: Acció a executar per als buits que hi ha enllà de l'interval de l'Acció activa (avaluant amb Animació-No-Lineal o NLA)Acció a prendre per als espais més enllà de l'extensió del segmentTipus d'accióAcció quan es pitja «espai»Acció quan es pitja «Grau» (º)Acció quan s'arrossega Alt-BMR en el mirador 3DAcció d'arrossegament al miradorAcció/onsL'acció+epígraf ja han estat dipositatsEl mapa d'acció (ActionMap) '%s' no es pot suprimirL'associació d'accions mapejades (ActionMapBinding) '%s' no es pot suprimir des de '%s'L'element del mapa d'acció (ActionMapItem) '%s' no es pot suprimir des de '%s'AccionsLes accions en aquest esquelet seran destruïts per aquesta nova posa de repòs, ja que les transformacions emmagatzemades són relatives a l'antiga posa de repòsActivar episodi de flòsticActivar operadorActiva un recurs pinzell com a eina d'esculpir i pintarActiva les accions immediatament[Activate Same Type Next/Prev]: Activa i visualitza el mateix tipus de node, pas a pasActiva o desactiva l'element[Select View Item]: Activa l'element de vista seleccionatActiva el node visor al compositador i als nodes de geometria[Pie Menu on Drag]: Activa alguns menús rotonda en arrossegar, permetent que la mateixa tecla tingui una acció secundària. • Pitjant Tabulació en vista 3D es permuta el mode edició, arrossegar per a menú de modes. • Pitjant Z en vista 3D permuta representació de tramat, arrossegar per als modes de dibuix. • Pitjant Grau (º) en vista 3D per a navegació en primera persona, arrossegar per a eixos de visualitzacióActiva el modificador a usar com a context[Set Active Strip Modifier]: Activa el modificador a usar com a contextActivar l'eina per als editors que admeten einesActivar/seleccionar el(s) document(s) continguts dins la secció[Activate Gizmo]: Episodi d'activació per a flòstics que admeten el moviment d'arrossegamentActiu -ivaAOV activa[Active AOV]: Índex d'AOV activaAcció activaMapa d'acció activaAcció activa del bloc de dadesComplement actiu[Active Add-on]: El complement actiu del filtre de complements a l'obradorBiblioteca de recursos activaAtribut actiuÍndex d'atribut actiuRegla de l'eixam actiuÍndex de la regla de l'eixam actiuÍndex d'estat de l'eixam actiuOs actiuDrecera activaCàmera activaGrup de canals actiuCanals actius al cursorVideoclip actiuClonació activadaCol·lecció activaÍndex d'exportació de col·lecció activaÍndex de col·lecció activaNom de col·lecció activaColor actiuAtribut de color actiuÍndex de color actiuRestricció activaÍndex de segment guionet actiu[Active Surface]: S'està visualitzant la superfície activa de pintat dinàmicOs editable actiuEditor actiuContorn de l'Editor actiuElement actiuRepositori d'extensions activesCorba-F activaModificador de corba-F activaLa corba-F activa no és editableJoc de cares actiuFotograma actiuCapa activa de Llapis de greixGrup de capes actiu de Llapis de greixÍndex de graella activaGrup actiuRessaltat actiuImatge mosaic activaÍndex actiuObjecte d'instància actiu[Active Instance Object]: Índex d'objectes d'instància actiusElement actiuÍndex d'element actiuConfiguració de tecles activaFotofita activaJoc de fitoatributs actiuÍndex del joc de fitoatributs actiu[Active Keying Set]: Joc d'atributs de fites utilitzat per inserir/eliminar fotofitesIdioma actiuCapa activaCol·lecció de capes activaGrup de capes actiuÍndex de capa activaÍndex de la capa màscara activaGrup de llums actiuÍndex del grup de llums actiuJoc de línies actiuÍndex del joc de línies actiuÍndex d'element principal actiuMarcador actiuMaterial actiuÍndex de material actiuEl material actiu està bloquejat o ocultModificador actiuVideoclip actiu[Active Movie Clip]: Videoclip actiu que es pot usar per les restriccions de rastreig de moviment o com a imatge de rerefons d'una càmeraPista d'ANL activaNode actiuNota activaObjecte actiuÍndex d'objecte actiuNomés objecte actiuRestricció d'objecte activaNomés actiuOperador actiuSortida activaÍndex del pintat de textura actiuPaleta activaColor de paleta activaCategoria de plafó actiuContorn del plafó actiuSistema de partícules actiuÍndex del sistema de partícules actiuReferent de partícula actiu[Active Particle Target]: Índex del referent de partícula actiuÍndex de camí actiuRastre de pla actiuPunt actiuMemòria cau del punt actiuÍndex de memòria cau del punt actiuPolígon actiuMarca de posa activaÍndex de marca de posa activaRestricció de canal de posa activaCarpeta recent activaRevelat actiuÍndex de color de revelat actiuVisionat de revelat actiuRepositori actiuÍndex de rastres de rotació actiuEscena activaCol·leccions d'escenes activesSecció activaConjunt de selecció activaSobreseïment de conjunt actiuForma activaÍndex de forma actiuMorfofita activaÍndex de morfofita activaEpígraf actiuSuavitzat actiuEspai actiuSpline actiuSegment actiuNom de segment actiuNomés segment actiuSuperfície activaDrecera activa del sistemaCarpeta del sistema activaTaula activaEtiqueta activaQuadre de text actiuTextura activaÍndex de textura activaÀrea del tema actiuÍndex de mosaic actiuÍndex de segment de temps actiuEina activa[Tool]: Paràmetres de l'obrador i de l'eina activaEines activesÍndex de rastre actiuUDIM actiuÍndex del mapa UV actiuCapa de mapa UV activaCapa activa del mapa UVÍndex del mapa UV actiuVèrtex actiuÍndex de color del vèrtex actiuCapa de color del vèrtex actiuGrup de vèrtexs actiuÍndex de grup de vèrtexs actiuEl Grup de vèrtexs actiu està bloquejatVèrtex/aresta/cara actiusÍndex de visionat actiuCapa de visionat activaAccions actives fusionadesBiblioteca de recursos actius a mostrar a la IU, no utilitzat pel navegador de recursos (que té la seva pròpia biblioteca de recursos actius)Atribut actiuÍndex d'atribut actiu o -1 quan no n'hi ha cap d'actiuPinzell actiuEl pinzell actiu no conté cap textura per a distorsionar el contorn d'expansióEl botó actiu no és d'un protocol, no se'n pot editar la fontNo s'ha trobat correspondència amb el botó actiuNo s'ha trobat el botó actiuLa càmera activa no està en aquesta escenaCàmera activa d'aquesta vista (quan es desbloqueja des de la càmera activa de l'escena)Càmera activa, utilitzada per a revelar l'escenaAtribut de color actiu per a visualització i edicióÍndex d'atribut de color actiu[Active Spline]: Spline de corba actiuL'editor actiu no és un editor de nodes.L'editor actiu hauria de ser un editor de nodes per fer rutllar l'operadorÍndexs dels elements actius en la geometria editada, per a l'execució d'una einaLa cara activa ha de ser un quadCara activa no seleccionada[File Name]: Document actiu al navegadorEl grup actiu està bloquejat, avortantÍndex actiu en la sèrie de capes màscaraÍndex actiu en la sèrie de visionats de revelatÍndex actiu a la llista d'exportadorsÍndex actiu a la llista de segmentsÍndex actiu en la sèrie de tessel·lesÍndex actiu de la sèrie de grups de vèrtexsElement actiuL'element actiu no és un plafó[Active Keyconfig]: Configuració de tecles activa (predefinida)Col·lecció de capes activa en aquesta jerarquia de la capa de visionat[Active Shape]: Capa activa en aquesta màscaraLa capa activa està bloquejada o ocultaLa capa activa no és editableCapa activa del document de memòria cau[Active Line Set]: El joc de línies actiu que es mostra[Active Material]: El material actiu que s'està mostrantLa malla activa no té morfofitesNode actiu d'aquest arbreEl node actiu hauria de ser de tipus {:s}.El node actiu no hauria de ser de tipus {:s}.L'arbre de nodes actiu no conté cap node.L'arbre de nodes actiu està enllaçat des d'un altre document .blend.L'objecte actiu no conté col·leccionsLa transformació final de l'objecte actiu té un o més eixos escalats zero[Active Object]: Objecte actiu per a aquesta capaL'objecte actiu té una escala negativaL'objecte actiu no conté cap accióL'objecte actiu no té modificadorsL'objecte actiu té una escala no uniformeObjecte actiu d'aquest objecte de dades de rastreigL'objecte actiu no és un objecte Llapis de greixL'objecte actiu no és una mallaL'objecte actiu no és un Llapis de greix seleccionatL'objecte actiu no és un esquelet seleccionatL'objecte actiu no és una corba seleccionadaL'objecte actiu no és un objecte corba seleccionatL'objecte actiu no és una malla seleccionadaL'objecte actiu no és una núvol de punts seleccionatL'objecte actiu no està animatL'objecte actiu ha de ser un llumActiu en episodis de repetició de tecla (quan es manté pitjada una tecla)[Paint Curve]: Corba de pintura activaEs mostra el sistema de partícules actiu[Active Plane Track]: Rastre de pla actiu d'aquest objecte de dades de rastreig. Obsolet, usar objects[name].plane_tracks.active[Active Point Cache]: Cau de punts actius per a simulacions físiquesPunt actiu de capa màscara[Active Pose Marker]: Marca de posa activa de l'acció presentNo s'ha definit la regió activa[Usar estèreo esfèric]: El motor de revelat actiu admet revelat estèreo esfèricPosella activa de revelat de la imatgeEl repositori actiu està deshabilitatEscena activa canviada a '%s'Escena activa a editar a la finestraEscena activa a document[Active Slot]: Epígraf actiu per a la present accióSpline activa de la capa d'emmascaramentEl segment actiu no és un segment efecteTaula activa i estat persistit de les taules abans mostrades[Active Texture]: Posella amb la textura activa que s'està mostrant[Tool Gizmo]: Eina de flòstic activa[Active Track]: Rastre actiu dins d'aquest objecte de dades de rastreigRastre actiu d'aquest objecte de dades de rastreig. Obsolet, usar objects[name].tracks.active[Active Vertex Color Index]: Índex de color del vèrtex actiu[Active Vertex Color Layer]: Capa de color del vèrtex actiuEl grup de vèrtexs actiu està bloquejatL'obrador actiu i l'escena segueixen aquesta finestraLa pantalla de l'obrador actiu que es mostra en la finestraL'obrador actiu que es mostra a la finestraDistància de fet[Original ID]: El bloc de dades en qüestió a partir del document .blend (base de dades principal) que ha generat el que ha estat avaluat[Adaptive Domain]: Adapta la resolució i la mida de la simulació al fluidAdaptacióAdaptatiuCompilat adaptatiuDomini adaptatiuMín mostreig adaptatiuRevelat adaptatiuLlindar de mostreig adaptatiuEspai adaptatiuEspaiat adaptatiuSubdivisió adaptativaLlindar adaptatiu de subfotogramaCronolapses adaptatius[Filter Glossy]: Difuminat adaptatiu d'aspectors de setinat després de rebots borrosos, per a reduir el soroll a costa de la precisióDifuminar imatge adaptativament, alhora que es mantenen els cantells agutsSubdivideix adaptativament la malla basant-se en la distància de càmeraAdaptivitatSumarAfegir ingressió a "%s"Afegeix ingressió a "%s" (Ctrl per afegir plafó)Afegir plafó a "%s"Afegir i reemplaçarSumar i restarAfegir -> Esquelet -> Aparellar metaaparells.Sumar valors de vector 3DAfegir 4 espais al començament de líniaAfegir atributAfegir bucle de contornColor d'afegirAfegir atribut de colorAfegir restriccióAfegir punt de controlAfegir criptocapa[Make Cyclic (F-Modifier)]: Afegeix un Modificador-F de Cycles si encara no n'hi ha capAfegir DEF de convergènciaAfegir fotofites buidesAfegir exportadorAfegir extraAfegir un modificador-F a les corbes-F actives/seleccionades[Add F-Modifier]: Afegir un F-Modifier al segment d'ANL actiu/seleccionatAfegir usador falsAfegir vèrtex de vora difusaAfegir fotograma congelatAfegir connexió de geometriaAfegir CIAfegir imatgeAfegir variable d'ingressióAfegir entradesAfegir elementAfegir ossos soltersAfegir repositori localAfegir nodes de mapejatAfegir un marcadorAfegir màscaraMode sumarAfegir modificadorAfegir modificadors[Add Tracks]: Afegir una pista d'ANL sobre/després de les pistes seleccionadesAfegir nova extensió de respositoriAfegir nova capa de Llapis de greix[Add New Paint Curve Point]: Afegir un punt de corba de pintura nouAfegir normalAfegir sortidesAfegir epígraf de pintatAfegir muntatge de textura postuladaAfegir respositori remotAfegeix nodes de reenrutament i els enllaça a les sortides dels nodes seleccionatsAfegir redireccionamentsAfegir redireccionaments (menú)Afegir resolucióAfegir posició de repòsAfegir una restricció de cos rígid a l'objecte actiu[Add Rigid Body World]: Afegir un món de simulació de cos rígid a l'escena actual[Inherit End Roll]: Suma el gir de la Nansa d'inici de l'os al Gir en valorAfegir ossos seleccionatsAfegir conjunt de selecció[Add Selection Set]: Afegeix un conjunt de selecció per a aquesta col·leccióAfegir aspectorAfegir transició de rapidesaAfegir segmentAfegir muntatge de texturaLlindar de sumaAfegir tessel·la a imatgeAfegir transicióAfegir un mapa UVSuma els pesos del grup-v B als del grup-v AAfegir un punt d'orientació d'RV des del posat de visor de la sessió d'RV en execució a la llista i seleccionar-loAfegir vèrtexAfegir pesosAfegir obradorAfegir un atribut «rest_position» que és una còpia de l'atribut de posició abans que s'avaluïn les morfofites i els modificadorsAfegeix zona de ClosaAfegeix una variable de controlador per fer un seguiment d'una ingressió utilitzada pel controladorAfegir una zona Per cada element de geometria que permeti l'excució de nodes, p. ex. per a cada vèrtex separadament[Add Grease Pencil]: Afegir un objecte Llapis de greix a l'escenaAfegeix un node d'Ingressió de grup amb borns seleccionats a l'editor de nodes en curs[Add Lightgroup]: Afegir un grup d'il·luminacióAfegeix un node Mescla RGB/aspector tot traçant interactivament línies entre nodes[Add Sampling Preset]: Afegir un valor predefinit de mostreig[Add AOV]: Afegir un aspector d'AOVAfegir un segment i un vincle a les col·leccions des de l'escena actual (còpia superficial)Afegir un segment i fer una còpia completa de l'escena actualAfegir un valor predefinit de mostreig al mirador[Add Boid Rule]: Afegeix una regla d'eixam a l'estat present d'eixam[Add Boid State]: Afegir un estat d'eixam al sistema de partícules[Add Bookmark]: Afegir una drecera per al directori seleccionat/actiuAfegir un objecte càmera a l'escenaAfegeix una casella al plafó que està seleccionatAfegir un node d'info de col·lecció a l'editor de nodes actualAfegir una instància de col·leccióAfegeix un segment d'efecte de mescla de color al seqüenciadorAfegeix un node de color a l'editor de nodes actualAfegir un segment de color al seqüenciadorAfegir desplaçament constantAfegeix una restricció per a copiar Ubicació local (Orientació de propietari) amb Desplaçament. Fins i tot si el propietari i el control de referent són diferents, la direcció del moviment global serà la mateixaAfegeix una restricció per a copiar Ubicació local amb Desplaçament. Si les orientacions del propietari i del control de referent són diferents, la direcció del moviment global canviarà en coherènciaAfegir una restricció perquè els plans segueixin la càmeraAfegir restricció a os actiuAfegir una restricció a l'os actiu, amb el referent (on sigui aplicable) assumit per objectes/ossos seleccionatsAfegir una restricció a l'objecte actiuAfegir una restricció a l'objecte actiu, amb el referent (on sigui aplicable) assumit pels objectes/ossos seleccionatsAfegeix una còpia de l'element actiu a la interfícieAfageix un segment de transició d'interfosa a dos segments seleccionats amb contingut de vídeo[Add Random Curves]: Afegir a l'escena un objecte corba amb corbes aleatòriesAfegeix un teclari personalitzat a la llista de predefinits[Add Custom Split Normals Data]: Afegir una capa de normals personalitzades, si encara no n'hi haAfegeix un tema personalizat a la llista de predefinits[Add Asset Library]: Afegeix un directori que funcioni com a font de recursos del navegador de recursosAfegir joc de cares en un rectangle definit pel cursorAfegir un joc de cares en una forma definida pel cursorAfegir joc de cares a una banda de la línia definida pel cursor[Add Row Filter]: Afegeix un filtre per a suprimir files de les dades mostrades[Quick Fur]: Afegir una configuració de pelatge als objectes seleccionatsAfegeix un segment de transició d'interfosa de gamma per a dos segments seleccionats que continguin vídeoAfegeix un segment d'efecte difuminat gaussià a un únic segment seleccionat que contingui vídeoAfegeix un segment d'efecte lluent a un únic segment seleccionat que contingui vídeoAfegeix un node grupal amb un grup buitAfegeix un document d'imatge/filmació com a node de l'editor de nodes actual[Add Lattice Deformer]: Afegeix una retícula i la fa servir per deformar els objectes seleccionatsAfegir objecte llum a l'escena[Add Light Probe]: Afegir un objecte sonda de llumAfegir un modificador de color de línia al lineament associat amb el joc de línies actiu[Add Line Set]: Afegir un joc de línia a la llista de jocs de líniesAfegir un modificador de gruix de línia al lineament associat amb el joc de línies actiuAfegir un node de màscara a l'editor de nodes actual[Add Mask Strip]: Afegir un segment màscara al seqüenciadorAfegeix un node de material a l'editor de nodes actual[Add Metaball]: Afegeix a l'escena un objecte metabola[Add Strip Modifier]: Afegeix un modificador al segment[Add Movie Strip]: Afegeix un segment de filmació al seqüenciador[Add MovieClip Strip]: Afegeix un segment de vídeo al seqüenciadorAfegir un segment d'efecte selector multicàmera al seqüenciadorAfegeix en mode fusió un segment d'efecte multiplicar a dos segments seleccionats que continguin vídeo[Add Empty Keying Set]: Afegir un nou joc d'atributs de fita (buit) a l'escena activa[Add Surface Slot]: Afegir un nou epígraf de la superfície del Pintat dinàmicAfegeix un nou grup de capes de Llapis de greix a l'objecte actiuAfegir una capa de Llapis de greix a l'objecte actiuAfegir una nova pista + segment d'ANL per a cada bucle/passada fet sobre l'animació per permetre un retocat no destructiuAfegir una nova pista d'ANL sobre cada seleccionadaAfegir nou segment, amb una escena buida, i copiar la configuració de l'escena actualAfegir un punt d'orientació d'RV nou des de l'objecte càmera actiu a la llista i seleccionar-loAfegir un nou punt d'orientació d'RV a la llista i seleccionar-loAfegeix una nova imatge de rerefons a la càmera activaAfegeix una col·lecció d'ossos nova[Add Bone]: Afegir un os nou situat al cursor 3DAfegir una col·lecció nova dins de la col·lecció seleccionadaAfegir nou tascó de color a la gradació de color[Extrude to Cursor or Add]: Afegir un punt de control nou (lligat només al cap de la corba u seleccionada, si n'hi ha)Afegir un nou punt de control a la funda del fotograma actualAfegir un objecte corba nou basat en l'estat actual del sistema de partícules[Add Cryptomatte Socket]: Afegir una nova capa d'ingressió en un node de CriptotrepaAfegeix un nou element a la interfície[Add Asset Tag]: Afegir una etiqueta amb una paraula clau nova al recurs actiuAfegir un nou nivell de subdivisió[Loop Cut]: Afegeix un nou bucle entre els bucles existentsAfegir un nou material[Add Material Slot]: Afegeix un nou epígraf de materialAfegir un sistema de partícules de pèl nou o n'actualitza un d'existent en la superfície de l'objecte[New Particle Target]: Afegir un nou referent de partícula[Add Render Slot]: Afegeix una nova capa de revelatAfegir un nou repositori per emmagatzemar extensionsAfegeix una nova fila a la llista de referències de col·leccions d'ossosAfegir una pantalla novaAfegir un nou quadre de text[New Texture]: Afegeix una nova textura[Add Time Marker]: Afegir una nova marca de tempsAfegir un nou grup de vèrtexs a l'objecte actiuAfegir nova capa de visionatAfegir una capa de visionat nova amb totes les col·leccions deshabilitadesAfegeix un nou obrador[Add Workspace]: Afegeix un obrador nou duplicant l'actual o incorporant-ne un a partir la configuració de la usuàriaAfegir una escena nova i buida amb la configuració predeterminadaAfegeix una escena nova i buida i hi copia els paràmetres de l'escena actual[Add Node Group Asset]: Afegir un recurs de grup de nodes a l'arbre de nodes actiuAfegir un node a l'arbre actiu[glTF Material Output]: Afegeix un node a l'arbre actiu per a l'exportació de glTF[Add Paint Slot]: Afegeix un epígraf de pintura[Add Particle System Slot]: Afegeix un sistema de partículesAfegir un objecte núvol de punts a l'escena[Extrude Point]: Afegir un punt connectat a l'últim punt seleccionatAfegir una operació/efecte de procedimental a l'objecte actiuAfegir una vista de revelat[Add Repeat Zone]: Afegeix una zona de repetició que permet l'execució de nodes un nombre de vegades dinàmicAfegeix un repositori gestionat manualment sense referenciar un repositori externAfegeix un repositori que referencia un repositori remot amb suport per llistar i actualitzar extensions[Add Reroute]: Afegir un node de redireccionament[Rim]: Afegeix una vora a la imatgeAfegir un segment al modificador guionetsAfegir un segment al modificador de tempsAfegeix un senzill segment de colorAfegeix un senzill segment de text[Add Sound Strip]: Afegeix un segment de so al seqüenciador[Add Speaker]: Afegir un objecte altaveu a l'escena[Add Sound Clip]: Afegir un segment per controlar quan l'altaveu emet el segment de soAfegeix un segment que reutilitza l'escena com a fontAfegeix un segment que té com a font un duplicat d'aquest recurs d'escenaAfegeix un segment que fa servir com a font una nova escenaAfegir un modificador de geometria al lineament associat amb el joc de línies actiu[Add Freestyle Module]: Afegir un mòdul d'estil a la llista de mòdulsAfegeix en mode fusió un segment d'efecte resta a dos segments seleccionats que continguin vídeo[Add Target]: Afegir un referent a la restriccióAfegir un objecte text a l'escenaAfegir un segment de text al seqüenciadorAfegeix un muntatge de nodes de textura als FDDB postulatsAfegeix un muntatge de nodes de textura als aspectors seleccionatsAfegir un segment de transició entre dos segments adjacents seleccionats[Add Skin Data]: Afegir una capa d'empellat de vèrtexsAfegeix un segment d'efecte rapidesa de vídeo a un únic segment seleccionat que contingui vídeoAfegir una capa de visionatAfegir un efecte visual a l'objecte actiuAfegir un objecte volum a l'escenaAfegeix un segment de transició de fregat a dos segments seleccionats que continguin vídeo[Add Rigid Body]: Afegir l'objecte actiu com a cos rígidAfegeix tots els elements de la corrua al Joc de fitoatributsAfegir tots els objectes importats a una nova col·leccióAfegir tots els grups d'il·luminació utilitzats[Add Alpha]: Afegeix alfa mentre es pintaAfegir oclusió ambiental a superfícies difusives[Add Action Strip]: Afegeix un segment de vídeoacció (és a dir, un segment d' ANL que referencia una Acció) a la pista activaAfegir un Node d'atribut amb aquest nomAfegeix a l'os actiu una Restricció de CI. Pot fer de referent un objecte o os seleccionatAfegeix una seqüència d'imatges[Add Integrator Preset]: Afegir un valor predefinit d'integració[Add Performance Preset]: Afegir un valor predefinit de rendimentAfegeix en mode fusió un segment d'efecte suma a dos segments seleccionats que continguin vídeoAfegir un segment d'efecte de capa d'ajust al seqüenciadorAfegeix un canal alfa a una imatgeAfegeix en mode fusió un segment d'efecte alfa per sobre a dos segments seleccionats que continguin vídeoAfegir un modificador de transparència alfa al lineament associat amb el joc de línies actiuAfegeix en mode fusió un segment d'efecte alfa per sota a dos segments seleccionats que continguin vídeo[Add Armature]: Afegir un objecte esquelet a l'escena[Make Edge/Face]: Afegeix una aresta o cara a la selecció[Add Effect Strip]: Afegir un efecte al seqüenciador, la majoria s'apliquen a sobre dels existents[Add Empty Curves]: Afegeix un objecte corba buit a l'escena amb la malla seleccionada com a superfícieAfegir un tipus d'imatge fantasma a escena amb dades[Add Empty]: Afegeix un objecte fantasma a l'escenaAfegir a l'escena un objecte fastasma amb un efector físicAfegir una entrada a la llista[Add Entry]: Afegir una entrada a la llista després de l'element actiu presentAfegir un grup de nodes existent a l'editor de nodes actual[Add Boundary Loop]: Afegir un bucle d'arestes extra per preservar millor la forma quan s'apliqui un modificador de subdivisió de superfícieAfegeix una imatge o una seqüència d'imatges al seqüenciadorAfegeix un node d'importació a l'arbre de nodesAfegeix un element a l'alternador d'índexsAfegir una instància de dades d'objecte[Add Node Object]: Afegir un node d'informació d'objecte a l'editor de nodes actualAfegir un objecte a una nova col·leccióAfegir un objecte a una col·lecció existentAfegir un objecte a l'escenaAfegir un desplaçament relatiu a la capsa contenidora de l'objecte[Add layer]: Afegir una capa de sobreseïment a l'arxiu[Undo Push]: Afegir un estat de desfer (només ús intern)Afegir la transformació d'un altre objecte al desplaçament totalAfegir com a fill de la col·lecció seleccionadaAfegir un atribut a la geometria[Background]: Afegir emissió de llum de rerefons. Nota: Aquest node només s'ha d'utilitzar per a generar la superfície del mónAfegir vectors binormals i tangencials, juntament amb la normal formen l'espai tangencial (només funcionarà correctament amb tris/quads exclusivament en malla!)Afegeix difuminat i brillantor a les àrees clares[Fill Between Joints]: Afegir os entre articulacions seleccionades i/o cursor 3DAfegir modificadors i restriccions de la memòria cau als objectes importats encara que no siguin animats, de manera que es puguin actualitzar en tornar a carregar l'arxiu AlembicAfegeix una imatge de rerefons a la càmeraAfegeix canals de la selecció al recurs de posa. S'actualitzaran els canals ja existentsAfegir un atribut de color a la geometria[Replace component values]: Suma tots els valors de componentAfegir con a malla interactivamentAfegeix punts de control seguint un arc circular (el tipus de nansa és vectorial si el Spline és Bézier)Afegir el(s) modificador(s)-F de la corba-F activaAfegir els modificador-F copiats als segments-NLA seleccionatsAfegir les variables copiades de controlador al que està actiuAfegir UVs de cubografia a la mallaAfegeix un cub a malla interactivament[Add to Keying Set]: Afegeix la propietat activa de la IU actual al joc de fitoatributs presentAfegir cilindre a malla interactivamentAfegir capes de dades a les malles de destinació si cal[Auto Animate Path]: Afegir l'animació predeterminada per al trajecte utilitzat per la restricció si no és que ja està animadaAfegir tensors en diagonals als 4-gonsAfegir contribució difusivaAfegir contribució de llum directa[Add Driver]: Afegir un controlador per a la propietat de sota el cursor[Add Drivers for Selected]: Afegir controladors als elements seleccionats[Individual Images]: Afegeix cada imatge seleccionada com a segment individualSumar efecte de pinzellAfegir contribució d'emissióAfegir imatge buidaAfegir un camí buit al joc d'atributs de fites actiuSuma tots els valors de component eulerAfegir exportador a la llista d'exportadors[Add External Feature Set]: Afegeix un joc de funcionalitats externes (aparells, metaaparells, plantilles d'IU)[Use fallback tools keymap]: Afegeig teclaris de reserva a aquesta mena de flòstic[Fills]: Afegir segments d'emplenat per a crear la funda. No mantinguis el traç original.[Fire]: Afegeix foc[Fire + Smoke]: Afegeix foc i fum[Float]: Afegeix valor de coma flotantAfegir un fluid a la simulacióAfegeix el fotograma a congelar[Add Freeze Frame And Slide]: Afegeix fotograma congelat i el mouAfegir contribució de setinatAfegir pèls[Auto Detect]: Afegeix imatges com a segments individuals, llevat que els seus noms de documents coincideixin amb el patró de seqüència numerada de Blender, cas en què s'agrupen en una sola seqüència d'imatgesAfegir contribució de llum indirectaSumar valors entersAfegir element sota l'element actiuAfegir un element al teclari[Sample Keyframes]: Afegeix fotofites a cada fotograma entre les fotofites seleccionadesAfegir reflexos de lents, boira i lluïssors al voltant de parts brillants de la imatgeAfegir líquidAfegeix un marge a les dimensions de la retículaAfegeix un modificador per definir automàticament l'agudesa de les arestes de malla en base a l'angle entre cares veïnesAfegir modificador per definir automàticament l'agudesa de les arestesAfegir un modificador amb el grup de nodes "{}" sobre l'objecte "{}"Afegeix més contrast relativament a la brillantorAfegir un objecte anomenat[Annotation Add New]: Afegir un bloc de dades d'anotació nou[Add New Annotation Layer]: Afegir una nova capa d'anotació o una nota per al bloc de dades actiu[Add Bézier]: Afegeix una corba de Bézier novaAfegeix nou(s) conjunt(s) de selecció des del portaretallsAfegir nou segment amb una nova escena buida amb la configuració predeterminadaAfegir una memòria cau novaAfegeix una corba de cercle novaAfegir un nou spline en forma de cercle[New Palette Color]: Afegir un color nou a la paleta activa[Add Curve Point and Slide]: Afegeix un nou punt de corba i el fa lliscarAfegir noves corbes entre corbes existents, tenint en compte la distància mínima[Add New Mask Layer]: Afegeix una capa nova com a emmascarament[Add Marker and Move]: Afegir un marcador nou i dur-lo a la filmació[Add Marker and Slide]: Afegir un marcador nou i lliscar-lo amb el ratolí fins que s'amolla el botóAfegir una nova capa de màscara per a emmascarar[Add Meta-Strips]: Afegir nous metasegments que incorporen els segments seleccionats[Add Tracking Object]: Afegeix un objecte nou per al rastreigAfegeix una corba de pintura novaAfegir una paleta novaAfegir nous paràmetres de partículesAfegir una escena nova per tipusAfegir una escena nova per tipus a l'editor de seqüències i assignar al segment actiu[New Sequencer Scene]: Afegeix una nova escena per tractar-la amb el seqüenciadorAfegeix cantells aguts sense enretirar els cantells aguts existentsAfegir una nova spline quadrada[Add Vertex and Slide]: Afegeix un nou vèrtex i el fa lliscar[Add Feather Vertex and Slide]: Afegeix un nou vèrtex a la vora difusa i el fa lliscarAfegeir un node l'entrada[Ring Noise]: Afegeix soroll als anells[Band Noise]: Afegir soroll a la fusta estàndardAfegir un vector de normal amb selecció[Cryptomatte (Legacy)]: Afegir un objecte o material a la trepa, tot piscant un color des de l'egressió del SelectorAfegeix una de les restriccions habituals que connecten el control amb el referent de la cuaAfegir soroll de Perlin unidimensional a la geometria del nervi del traçAfegeix sols a sortides connectadesAfegir només a egressions soltes[Toggle Output Layer]: Afegeix o suprimeix la capa de dades d'egressió de pintura dinàmicaAfegeix o suprimeix el predefinit de pinzell de Llapis de greixAfegeix o suprimeix la preconfiguració de material del llapis de greix[Add Camera Preset]: Afegeix o suprimeix un valor predefinit de la càmera[Add Track Color Preset]: Afegeix o suprimeix un valor predefinit de color d'un rastre del vídeo[Add Cloth Preset]: Afegeix o suprimeix un valor predefinit de la roba[Add Fluid Preset]: Afegeix o suprimeix un valor predefinit de fluid[Add Hair Dynamics Preset]: Afegeix o suprimeix un valor predefinit de dinàmica als pèls o cabell[Add Node Color Preset]: Afegeix o suprimeix un valor predefinit de color de nodeAfegeix o suprimeix un valor predefinit de revelat[Add Safe Area Preset]: Afegeix o suprimeix una àrea segura predefinidaAfegeix o suprimeix un valor predefinit de l'editor de textAfegir o suprimir un predefinit d'intrinsics de la càmera de rastreig[Add Tracking Settings Preset]: Afegeix o suprimeix un predefinit de paràmetres de rastreig de movimentAfegeix o suprimeix el predeterminat d'equilibri de blancsAfegir o suprimir en EEVEE un valor predefinit de ràdiotraçatAfegeix o suprimeix un valor predefinit de l'operadorAfegeix o suprimeix comentarisAfegeix o suprimeix el fluid d'un objecte del dominiAfegir la ubicació original a la ubicació copiadaAfegeix sobreseïments a tots els elements de la corrua[Paste on Back]: Afegir traços enganxats al darrere de tots els traços[Add Auto-Execution Path]: Afegir una ruta d'exclusió d'execucions automàtiquesAfegeix un punt al segment nou per mantenir la mateixa densitat[Noise]: Afegir soroll pseudoaleatori a les corbes-F[Grid Randomness]: Afegeix variacions aleatòries a les ubicacions de la graellaAfegir preferiblement a fusionar entre formesAfegeix redireccionaments a sortidesAfegeix fita de retemporitzacióAfegir un regleAfegir segments per a crear la funda. Manté el traç original.[Group Channels]: Afegeix les corbes-F seleccionades a un grup nouAfegir ossos seleccionats a conjunt de seleccióAfegir els ossos seleccionats a la col·lecció d'ossos escollida[Keying Set Add Selected]: Afegeix els elements seleccionats (files gris-blau) al Joc d'atributs de fites actiuAfegir els objectes seleccionats com a cossos rígidsAfegeix objectes seleccionats a una de les col·leccions de les quals forma part l'objecte actiu. Opcionalment afegeix a "Totes les col·leccions" per assegurar que els objectes seleccionats s'incloguin a les mateixes col·leccions que l'objecte actiu[Add Stabilization Rotation Tracks]: Afegeix els rastres seleccionats a l'estabilització de la rotació en 2D[Add Stabilization Tracks]: Afegeix els rastres seleccionats a l'estabilització de la translació 2D[Add Shape Key]: Afegir una morfofita a l'objecteAfegeix a l'arbre actiu els nodes d'entrada i sortida de la zona de simulacióAfegir el desplaçament sinus a la geometria del nervi del traçAfegir fumAgefeix transició suavitzadora entre 2 segments retemporitzats[Add Speed Transition And Slide]: Agefeix una transició suavitzadora entre 2 segments retemporitzats i en canvia la duradaAls pesos del grup de vèrtexs actiu, sumar-hi i multiplicar-hi alguns valorsAfegir el valor d'origen al de referència, usant el llindar donat com a factorAfegir soroll espacial a la geometria del nervi del traçAfegir esfera a malla interactivamentAfegeix segments a canals silenciats o bloquejats en afegir segments de vídeo[UVWarp Modifier]: Afegir la posició de referència a les coordenades UV[Auto IK]: Afegir restriccions temporals de CI en capturar ossos en el Mode posa[Add Edge Marks to Keying Set]: Afegeix al joc de fitoatributs actiu els camins de dades de propietat de marques d'aresta en Freestyle de les arestes seleccionades[Add Face Marks to Keying Set]: Afegeix al joc de fitoatributs actiu els camins de dades vers la propietat de senyals de cara amb Freestyle dels polígons seleccionatsAfegir a l'escena la col·lecció arrossegadaAfegir la col·lecció deposada com a instància de la col·leccióAfegir les extensions de format de document al nom del document revelat (p. ex. nom del document + .jpg)Sumar el radi del punt de bisellat al radi transverser[Accumulate Field]: Suma els valors d'un camp avaluat i egressa el total d'execució per a cada elementAfegeix les posic ions de vèrtexs dels objectes seleccionats com a morfofites o actualitza les morfofites existents amb noms coincidents[Frame Start]: Afegir això al fotograma inicialAfegir a l'iniciAfegir al finalAfegir a paletaAfegir a un menú contextual definit per la usuària (emmagatzamat a les preferències d'usuària)Afegeix a totes les sortidesAfegir a col·lecció d'endoil·luminacióAfegir a col·lecció d'endoil·luminació després {}Afegir a col·lecció d'endoil·luminació abans de {}Suma dos canals de colors des de dos vídeos[Subsurface Translucency]: Afegir un efecte de translucidesa a la sotssuperfície (obsolet)Afegir contribució de transmissió[Add Shader]: Ajunta dos aspectorsAfegir soroll de Perlin bidimensional a la geometria del nervi del traç[2D Offset]: Afegeix desplaçaments bidimensionals al nervi del traçAfegir un vèrtex al spline actiu[Add Feather Vertex]: Afegir un vèrtex a la vora difusa[Add Weights]: Afegir vèrtexs des de grups que tenen pes zero abans de capgirar[Group Add]: Afegir vèrtexs amb pesos superiors al llindar de grup-vAfegir dades de pesos als traços nousAfegeix la teva pròpia propietat al bloc de dadesComplementEl complement "{:s}" ja és instal·lat!No s'ha trobat el complement '{}'!Complement configuració de teclariPreferències del complementEtiquetes de complementsEl complement ja no és vàlidNo s'ha trobat el camí del complement {!r}Complement a processarComplementsFiltre de complementsParàmetres de complementsEls complements enviats anteriorment amb Blender ara estan disponibles a extensions.blender.org.Complements:Afegir/Editar controladorAfegir/substituirAfegits %s "%s"S'ha afegit transició d'animació a {:d} {:s}[End Factor]: Longitud afegida al final de cara traç relativa a la seva longitud[Start Factor]: Longitud afegida a l'inici de cada traç relativa a la seva llargadaS'ha afegit mitjançant sobreseïmentAfegit(s) {:d} pla(ns) imatgeAcumuladorNo admet afegir grups de nodes per a arbres de nodes personalitzats (definits per python)AddicionalSubdivisió addicionalColor addicional usat per tenyir el cabellDades addicionals per al bloc de dades d'un recurs[Asset Data]: Dades addicionals emmagatzemades del bloc de dades d'un recurs[Resumable]: Es desaran dades addicionals per tal que les ordres de precuinat es puguin reprendre després de fer una pausa. Com que s'escriuran més dades al disc, es recomana no habilitar aquesta opció quan es precuina a altes resolucions.Distància addicional al voltant de la superfície de malla a considerar com a efectorCodificació gamma afegida després de la transformació de la visualització, per a l'egressió amb gamma personalitzada[Asset Metadata]: Informació addicional sobre el recurs[Initial]: Velocitat inicial addicional en direcció X, Y i Z (afegida a la velocitat d'origen)Emmascarament addicional aplicat després de la dispersió d'instàncies inicial[Auxiliary Target]: Malla que fa de referent addicional on projectar-se[Fill Offset]: Desplaçament addicional de l'UV d'emplenat[Import Paths]: Rutes addicionals per afegir a sys.path (separador ';')[Use Post-Process Settings]: Opcions addicionals de postprocessament per a traços nousRotació addicional aplicada als punts i traços quadratsRotació addicional aplicada als punts i la textura quadrada dels traços. Només s'aplica al mode aspector de textura.[Fill Rotation] Rotació addicional de l'UV d'emplenatMultiplicador d'escala addicional que s'aplicarà a l'escala base quan es determini l'escala del visor[Fill Scale]: Escalat addicional de l'UV d'emplenatSubdivisió addicional seguint les corbes[Look]: Transformació afegida aplicada abans de la transformació de visionat per a necessitats artístiques[Vorticity]: Vorticitat addicional per a les flamesSumatiuSobreseïment additiuEtiquetes de complementsAfegeix un tint de color a la capa de vernís mitjançant el modelatge de l'absorció de la capa. S'incrementa la saturació en els angles més superficials, car la llum es mou més ràpida en el medi (depenent del IDR de vernís)[Wave]: Afegeix un moviment de caire ondulatori a la geometria d'un objecte[Add Tile]: Afegeix una tessel·la a la imatge[Add Fades]: Afegeix o actualitza una fosa d'animació per a segments visuals o d'àudioCares adjacentsAdjacents desseleccionatsAjustamentAjustar última operacióAjustar llargadaAjustar freqüència de reproduccióAjusta força d'espaiat[Auto Texture Space]: Ajusta automàticament l'espai de textura de l'objecte actiu quan es transforma l'objecteAjusta els valors arbitraris amb ingressions del ratolíAjustar brillantor i contrastAjustar brillantor amb un paràmetre d'exposició de càmeraAjustar color i valorsAjusta intensitat de color dels traços[On Cage]: Ajusta la gàbia d'edició al resultat modificador[Apply Density]: Ajusta la intensitat de força basada en la densitat de la fumarolaAjustar tonalitat, la saturació i valor amb una corba[Influence Scale]: Modula la influència que tenen els objectes pinzell sobre aquesta superfícieAjusta la velocitat de reproducció ingressada, de manera que la seva durada s'ajusti a la longitud del segmentAjusta la longitud dels segments a la longitud de les seves dadesAjusta els nivells dels colors de vèrtex[Plane Offset]: Ajusta el pla en el qual el pinzell actua ençà o enllà de la superfície de l'objecte[Radius Scale]: Ajusta el radi de proximitat dels pinzells o partícules per a aquesta superfície[Time Scale]: Ajusta la rapidesa de simulacióAjusta la direcció dels fragments segons la direcció de la vistaAjustar gruix de traçAjusta el llindar d'angle en què les arestes es mostren (1.0 totes)[Brightness]: Ajusta la brillantor de la texturaAjusta el color d'una imatge de forma separada en diversos rangs tonals (ressaltat, tons mitjans i ombres)Ajusta el contrast de la texturaAjustar la diferència de lluminositat entre píxelsAjusta la probabilitat de guiatge en base a la rugositat dels components del materialAjusta la intensitat de color d'ingressió[Custom Shape Wire Width]: Ajusta el gruix de la línia en les formes personalitzadesAjusta la ubicació de la forma personalitzadaAjusta la lluminositat dels colorsAjusta la distància de desplaçament per mantenir una distància amb les arestes perpendicular i uniformeAjustar el desplaçament a l'inici/final[Custom Shape Rotation]: Ajusta el gir de la forma personalitzadaAjustar la saturació de colors de la texturaAjusta la forma de la punta perquè segueixi el canvi de radi a mesura que s'acaba la corba[Custom Shape Scale]: Ajusta la mida de la forma personalitzadaAjusta gruix de traços[Dope sheet]: Ajusta la cronologia de les fotofitesAjusta els valors TSV del color del vèrtexAjusta to/saturació/calor del color de vèrtexAjusta la brillantor/contrast del color del vèrtexSegment de capa d'ajustament[Specular IOR Level]: Ajustament de l'Índex de Refracció (IDR) per augmentar o disminuir la intensitat especular (0,5 significa sense ajust, 0 suprimeix tots els reflexos, 1 els duplica en incidència normal)AjustamentAjusta la suavitat de l'inici de resposta de baixa pressió usant una corba gamma[Brightness]: Ajusta la brillantor de la resplendorAjustar la saturació de la resplendorAjusta la temporització desfasant, escalant, fent bucle i acoblant el fotograma de l'escenaAvançatCodificació d'àudio avançadaFiltre avançatEdició avançada de geometria i creació d'eines mitjançant nodes[Python Scripting]: Mode avançat per a utilitzar mòduls d'estil escrits en python[Outliner Library Override Troubleshoot Operation]: Operacions avançades sobre el sobreseïment de la biblioteca per a ajudar a reparar jerarquies trencadesGraella d'adveccióAeroAerodinàmicaTipus d'aerodinàmicaAerosolsAfectarAfectar alfaAfectar a fillesAfectar flòsticNomés afectarAfectar posicióAfectar intensitatForça del traç esborradorGruix de traç esborradorAfectar gruixAfectar transformacióAfectar UVAfectar visibilitatAfecta la capa de dades activa de tots els referentsAfecta tots els objectes seleccionats i no només l'objecte actiuAfecta tots els vèrtexs (pot afegir-ne alguns al grup-v A)[Affect]: Afecta arestes o vèrtexsAfecta només les arestes[Front Faces Only]: Afecta només les cares encarades cap al visualitzadorAfectar només els traços sota el cursorAfectar només la capa activaAfectar només el material actiu[Connected Only]: Afecta només els elements connectats topològicamentAfecta només els vèrtexsAfecta només els vèrtexs connectats al vèrtex actiu sota el pinzellAfecta només els vèrtexs que comparteixen jocs de cares amb el vèrtex actiu[View Normal]: Afecta només els vèrtexs amb una normal de cara a l'observador[Area Normal]: Afecta només els vèrtexs amb una normal similar a on comença el traçAfecta la rotació dinàmica de la partículaAfectar ubicació de partículaAfectar l'aglomerat de fillesAfecta la longitud de partícules pèl[Kink Amplitude]: Afecta l'amplitud de torsió de les fillesAfecta la freqüència de torsió de les fillesAfecta la irregularitat de les fillesAfectar el roscar de fillesAfectar la densitat de les partículesAfecta el temps d'emissió de les partícules[Life Time]: Afecta la durada de la vida de les partícules[Force Field]: Afecta els camps de força de les partículesAfecta la gravetat de la partículaAfectar velocitat inicial de partículaAfecta la mida de les partículesAfectar el mode refrenat de velocitat de partículesAfecta el valor de les fites linealment alhora que es manté la mateixa relació entre elles usant la fita de l'esquerra o de la dreta com a referènciaAfectar els rastres que tenen menys rastretjos que la quantitat especificada de fotogramesAfectar els rastres que presentin un error de reprojecció més gran[VGroup A]: Afecta els vèrtexs del grup-v AAfecta els vèrtexs del grup-v B (pot afegir-ne alguns al grup-v A)Afecta vèrtexs en almenys un grup-v o tots dos (pot afegir-ne alguns al grup-v A)Afecta vèrtexs de tots dos grups[Brush Height]: Alçada afectable del pinzell (alçada de la capa per a l'eina de capa, p. ex.)AfectatAccions afectadesAfectació d'ossosAfinsDesprésColor desprésDesprés de l'actualDesprés de fotograma actualPosterior a ciclesMode posterioritatDesprés de l'originalDesprés de l'original (alineada)Després de l'original (complet)Després de l'original (canals separats)Després de precuinar corbes, suprimir les fites redundantsDesprés de carregar, suprimiu-ho tot excepte les escenes, finestres i obradors. Això possibilita carregar el document d'inici amb la seva configuració d'escena i la disposició de la finestra intactes, però sense objectes, materials, animacions,...Després de suprimir el segment, n'elimina també les dades associades[AO Bounces]: Després d'aquest nombre de rebots de llum, usar il·luminació global aproximada. 0 deshabilita aquesta funcionalitatAgXAgX - HDR 1000 cd/m2AgX - SDRCodificació d'imatge AgX Base per a projecció sRGBAgX Base sRGBRegistre d'AgXEdatEdat: {:s}AgressióSimplificació de malla agressivaSimplifica agressivament a la ràtio buscada sense tenir en compte la qualitat[Track To Constraint]: Apunta l'objecte restringit envers el referentAireResistència d'aireRòssec d'aireEspai personal d'aireViscositat de l'aire[Air Damping]: L'aire normalment té una densitat que alenteix la caiguda de les cosesAlbedoAlbedo i normalPassada d'albedo utilitzada per a dessorollarExportació d'Alembic: la col·lecció '%s' no està localitzableAlgorisme per a estendre el resultat del precuinatAlgorisme per a la generació de la fundaAlgorisme utilitzat per a la distensió d'UVs[Distance Metric]: Algorisme utilitzat per calcular la distància dels punts generats als punts destacatsAlgorisme utilitzat per calcular els comportaments físics, des del més ràpid fins al més estable i precís: Punt mitjà, Euler, Verlet, RK4[Auto Handle Smoothing]: Algorisme utilitzat per calcular les nanses automàtiquesAlinear[Spline IK Constraint]: Alinea n ossos al llarg d'una corbaAlinear a actiuAutoalinearAlinear eix a normalAlinea les nanses de Bézier per crear arcs circulars a cada punt de controlAlineació finalAlinea l'euler al vectorNansa d'alineacióNansa d'alinear seleccionadaAlinear nansesAlinear horitzontalmentMode alineacióAlinear nodesAlinear objecte aAlinear rotacióAlinear rotació a referentAlinear rotació a vectorAlineació inicialAlinear aAlinea les illes UV seguint l'eix XAlinea les illes UV seguint l'eix YAlinea vèrtexs UV seguint la filera definida per les puntesAlinea els vèrtexs UV en línia horitzontalAlinea els vèrtexs UV en línia verticalAlinea vèrtexs UV, movent-los horitzontalment a la filera definida per les puntesAlinea els vèrtexs UV, tot movent-los verticalment a la filera definida per les puntesAlinea els UVs seguint la posició màximaAlinea els UVs seguint la posició mitjanaAlinea els UVs seguint la posició mínimaAlinear verticalmentAlinear vistaAlinear vista a actiuAlinear XAlinear en YAlinear segons transformació d'objecteAlinea el lot amb l'eix XAlinea el lot amb l'eix YAlinea la cadena d'ossos al llarg d'una corba (només per a ossos)[Gimbal]: Alinea cada eix a l'eix de rotació d'euler utilitzat com a ingressióAlinea a partir de totes les arestes[Ease Keyframes]: Alinea les fotofites a una corba de gradualització d'inici o de finalAlinea els nous objectes afegits a la rotació del cursor 3DAlinea els nous objectes afegits a l'orientació activa de la vista 3DAlinea els nous objectes afegits al sistema de coordenades del món[Align Objects]: Alinea els objectesAlinear la direcció de desplaçament a les normalsAlinear rotació amb referent d'acoblament[Align Bones]: Alinea els ossos seleccionats a l'os actiu (o al seu pare)Alinea els nodes seleccionats en un patró de graellaAlinea els traços amb l'orientació actual del cursor 3D[Lock Axis]: Alinea els traços al pla de vista en cursAlinea el text a la part inferior[Bottom Baseline]: Alinea el text a la línia de base de baix de totAlinear text a l'esquerraAlinea el text al migAlinear text a la dretaAlinea el text a la part superior[Top Baseline]: Alinea el text a la línia base de dalt de totAlinea la rotació d'illa d'UVAlinea l'eix X amb el vectorAlinea l'eix Y amb el vectorAlinea l'eix Z amb el vectorAlinea la corba a la normal de superfície (li cal una guia de referència)[Align Axis to Normal]: Alinea les corbes interpolades a la normal de la superfícieAlinea les illes al centre de l'illa més granAlinea les illes al costat més gran de l'illaAlinea les illes al mín de l'illaAlinea el nou objecte a la vistaAlinea el nou objecte al món[Align Axis to Normal]: Alinea l'eix especificat a la normal de la superfícieAlinear l'estrella diagonalmentAlinea els eixos de transformació a la mitjana de les normals dels elements seleccionats (eix Y d'os per al mode posa)Alinea els eixos de transformació al cursor 3DAlinea els eixos de transformació a l'espai pare de l'objecteAlinea els eixos de transformació a l'espai local dels objectes seleccionatsAlinea els eixos de transformació a la finestra[Axis orientation]: Alinea els eixos de transformació a l'espai del mónAlinea a l'eix geomètricAlinear a normalAlinear a objecteAlinear a normal de superfícieAlinear a normal de vèrtexAlinea a eix[Align Active]: Alinea a l'eix de l'objecte actiuAlinear a dreta i esquerra[Flush]: Alinea a l'esquerra i a la dreta, amb els caràcters amb l'espaiat regularAlinea la geometria a retallar ortogonalment per a una forma amb angles de 90 grausAlinea la geometria a retallar amb la perspectiva de la vista actual per a una forma que es va escanyantAlinea amb la normal de puntAlineadaEix alineat[Free Handle]: Nanses lliures alineadesAlineada senzillaOs '%s' alineat amb el pareAlineacióEix d'alineamentAlineació XAlineació de la regió dins de l'àrea[Align Handles]: Alinea la nansa del punt oposat durant la transformacióAlinea els vèrtexs UV seleccionats en una fileraVivesEstat de vidaTotsS'han filtrat tots els canals de rotació %dTots els miradors 3DTotes les superiorsTotes les fotofites d'accionsTotes les accionsTots els fotogrames actiusTots el complementsTots els complements instal·lats per la usuàriaTotes les inferiorsTots els límitsTots els canalsTotes les corbesTot personalitzatTots els Blocs de dadesTotes les arestesTotes les extensions estan actualitzades{:s}Totes les caresTotes les bifurcacionsTots els fotogramesTots els espaisTots els tipus geomètricsTots els grupsTot el pèlTots els elementsTots els jocs de fitoatributs[All Keying Sets]: Tots els jocs de fitoatributs que es poden utilitzar (Els ja de fàbrica i els absoluts d'aquesta escena)Tots els teclarisTotes les fitesTotes les capesTotes les bibliotequesTotes les sondes de llumTots els objectes de dibuix lineal han quedat lliures de precuinatsTotes les líniesDades vinculades totes directesTots localsTots els missatgesTots els orígens d'objectesTots els objectesTots els puntsTotes les propietatsTots els propòsitsTotes les regionsTots els repositorisTots els tipus d'aspecteTots els segmentsTotes les transformacionsTotes les transformacions a deltesTots els tipusMosaic UDIM sencer[UV Loop Layers]: Totes les capes de UV de bucleTots els UVsTots desbloquejatsTots els grups de vèrtexsTots els Grups de vèrtexs assignats a ossos deformantsTots els Grups de vèrtexs assignats a la SeleccióTots els vèrtexsTotes les capes de visionatTots els Volums[Keying Sets All]: Tots els jocs d'atributs de fites disponiblesTots els eixos resten afectatsTotes les col·leccions d'ossos estan en ús[Shared group]: Tots els ossos afectats pel Joc de fitoatributs actiuTots les restriccions es traslladen a l'os control.[Miter Cut Angle]: Es tallaran ben plans tots els cantells més aguts que l'angle de MotlluraTotes les corbes del bloc de dadesTotes les dades s'han importat i estan disponibles a la llista de "import_items"Tot el pes de l'efector[IDs]: Tots els blocs de dades avaluatsTots des del referentTots els grups de geometria com instàncies separadesTots els grups estan bloquejats[All Above]: Totes les capes de sobre actives[All Below]: Totes les capes de sota activesTots els modificadorsTots els ngons amb quatre o més vèrtexs seran triangulats. Les malles de l'escena no es veuran afectades. Es comporta com el modificador triangular amb mètode ngon: «Preciós», mètode quad, «Diagonal mínima», vèrtexs mínims: 4[Object Instances]: Totes les instàncies d'objectes a mostrar o reveler (Avís: utilitzeu-ho sols com a iterador, mai com a seqüència, i no mantinguis cap referència envers els seus elements)Tots els objectes de l'escenaTots els tipus de fusió possibles, operacions booleanes i operacions de càlculTotes les propietats, incloses les transformacions, la forma d'os doblegable, i propietats creades a midaTotes les capes de revelat estan deshabilitades[Average]: Es fa una mitjana de totes les reglesTots els ossos seleccionats ja eren part de la col·lecció[Skin Vertices]: Tots els vèrtexs d'empellat[Global Type]: Tots els segments del mateix tipus bàsic (gràfic o so)Tots els segments, incloent-hi recursivament els de dins dels metasegments[Align End]: Tots els traços acaben al mateix temps (és a dir, els traços curts comencen més tard)[Align Start]: Tots els traços comencen alhora (és a dir, els traços curts acaben abans)[Active actions merged]: Tots les accions ara mateix assignades esdevenen una sola animació gITFTots els objectes de la capa[Selected Objects]: Tots els objectes seleccionats d'aquesta capaPermet que el document .blend executi protocols automàticament, per defecte disponible a les preferències del sistemaPermet a Blender d'accedir a internet. Els complements que segueixen aquesta configuració només es connectaran a internat si s'habiliten. Tanmateix Blender no pot impedir que complements de tercers violin aquesta norma.Permet que Blender cerqui actualitzacions en engegar-sePermet ascensióPermetre execucióPermet el volPermet en terraPermetre fotogrames negatiusAutoritzar accés en líneaPermetre solapamentPermetre tipus superposatsPermet que els primitius USD es fusionin amb el seu Xform pare i són fills únics en la jerarquiaPermetre Unicode[Positional Tracking]: Permet que el visor d'RV afecti la ubicació en l'espai virtual, a més de la rotacióPermet que s'utilitzi una posició i rotació manualment definides com a posat base de la vista d'RV[Overlapping Edge Types]: Permet que una aresta tingui múltiples tipus solapats. Això crearà un traç separat per a cada tipus solapat.[Pass Through on Strip Handles]: Permet que un altre operador actuï sobre les nanses de segmentPermet que qualsevol document .blend executi protocols automàticament (insegur amb documents blend de fonts no fiables)[Allow Climbing]: Permet que els eixams s'enfilin als objectes destí[Allow Flight]: Permet als eixams de moure's en l'aire[Allow Land]: Permet als eixams de moure's per terra[Crease On Smooth Surfaces]: Permet que es vegin caires d'arestes en superfícies suaus[Crease On Sharp Edges]: Permet que es vegin caires en els cantells aguts[Tolerance]: Permet una desviació per a obtenir una línia més suau i menys precisaPermet que la selecció d'anelles d'arestes passi per sobre d'n-gons de costats parells[Handle Overlapping Edges]: Permet que les arestes amb la mateixa ubicació (p. ex. després d'una escissió d'arestes) es mostrin correctament. Pot fer anar més lent.[Clamp the Z axis of the curve]: Permet que s'editi en l'eix Z d'aquesta corba, també permet tocar la inclinació i el radiPermet d'editar traços encara que facin servir materials blocatsPermetre l'exportació de totes les influències de vèrtexs unides. Els models poden aparèixer incorrectament en molts visors[Image or Movie]: Permet que les imatges o vídeos siguin utilitzats com a texturesPermetre format incrustat gITFPermet l'accés a internet. Blender pot accedir a repositoris configurats d'extensions en línia, els complements de tercers poden accedir a internet per a les seves funcionalitats[Vertex Interpolation]: Permet la interpolació d'posic ions de vèrtexs[Clipping Boundaries]: Permet que es mostrin les línies generades pel pla de segat de proximitat/llunyania[Chain Loose Edges]: Permet que les arestes aïllades s'encadenin totes plegadesPermetre que s'esporguin objectes en base al frustum de la càmeraPermet esporgar els objectes en base a la distància des de la càmeraPermet que els objectes partícula i les instàncies de cares/vèrtexs es mostrin en el dibuix lineal[Partial]: Permet seleccionar parcialment punts o corbesPermet que el cos rígid sigui controlat pel sistema d'animacióPermet escalar l'os per a CIPermet escalar els ossos control de spline per afectar el gruix per via del radi de la corbaPermet seleccionar totes les fotofites d'una corba seleccionant la corba-F calculadaPermetre seleccionar totes les fotofites d'una corba seleccionant la mateixa corbaPermet la selecció d'objectes Llapis de greixPermet la selecció d'esqueletsPermet la selecció de càmeresPermet la selecció de corbesPermet la selecció de fantasmesPermet la selecció de corbes de pèlPermet la selecció de retículesPermet la selecció de sondes de llumPermet la selecció de llumsPermet la selecció d'objectes mallaPermet la selecció de metabolesPermet la selecció de núvols de puntsPermet la selecció d'AltaveusPermet la selecció de superfíciesPermet la selecció d'objectes textPermet la selecció de volums[Self Intersection]: Permet l'autointersecció als operands[Switchable Parent]: Permet d'alternar la paternitat del control manaia[Absolute Tracking]: Permet definir l'origen del rastreig d'RV independentment de la ubicació del visorPermet que s'utilitzi la posició inicial del ratolíPermetre que el trajecte contingui tiquets substituïblesPermet que la propietat se sobresegui quan es vinculi el bloc de dadesPermet l'ús de colors que indiquin restriccions/lligams amb fites[Asymmetric]: Permet assignar el gruix de manera asimètricaPermet que aquest objecte i els seus duplicats se subjectin a l'esporgació de l'espai de la càmera[Use Distance Cull]: Permet que aquest objecte i els seus duplicats s'esporguin a distància de la càmeraPermet que els vèrtexs es moguin en la direcció negativa de l'eixPermet que els vèrtexs es moguin en la direcció positiva de l'eix[Drag Dot]: Permet que es pugui posicionar amb cura un punt individualPermet la transparència de colors, però és incompatible amb les passades de revelat i radiotraçat. També és conegut com a revelat cap endavant.Permet la transparència de colors, però és incompatible amb les passades de revelat i radiotraçat. També conegut com a revelat cap endavant.Permet la transparència aleatòria en escala de grisos i és compatible amb passades de revelat i radiotraçat. També és conegut com a revelat diferit.Permet la transparència aleatòria en escala de grisos i és compatible amb passades de revelat i radiotraçat. També conegut com a revelat diferit.Permet gestionar les traduccions de la IU directament des del Blender (actualitza els documents .PO principals, actualitza les traduccions dels protocols, etc.)Seguint la normalSeguint normalsSeguint el traçAlfaCanal alfaConvertir alfaRetallat d'alfaEnganxines alfaFac alfaFactor alfaMode alfaModificadors alfaAlfa per sobreNode Alfa per sobreSegment alfa per sobreLlindar alfaTransparència alfaSegment alfa per sotaNo s'ha pogut suprimir el modificador alfa '%s'Tipus de modificador d'alfaModificadors alfa per a canviar les alfa de líniaTransparència alfa basada en soroll aleatoriTransparència alfa basada en l'angle entre dues cares adjacentsTransparència alfa basada en la direcció del traçTransparència alfa basada en la curvatura radial de les superfícies de malla 3DAlfa:[Sort Data-Blocks]: Ordena els blocs de dades alfabèticament - sobretot els objectes de l'escena (deshabilitar per augmentar l'agilitat del mirador)Ja és un punt de control al fotograma %.6fAfectar també visibilitat[Exact Match]: Elimina també algunes capes de dades de la destinació si cal, de manera que conlligui exactament amb l'origenTambé desseleccionar cares que només toquen a un cantellTambé importa materials no usats per cap geometria. Noteu que quan aquesta opció és FALSa, els materials referenciats per la geometria s'importaran igualmentTambé seleccionar cares que només toquen un cantellAltRequadre d'eines clicant AltAccés Alt-CursorAlt acció d'arrossegament de ratolí d'enmigAlt d'accés a einaTecla Alt pitjadaTecla Alt pitjada, -1 per a qualsevol estat[Alt-MMB Drag Action]: Acció d'arrossegament Alt-BMRAltEAltDAltera la longitud dels tensors per encongir/inflar (unitat %) 0 per deshabilitarFiles alternatives[Delete Keying-Set Keyframe (by name)]: Accés alternatiu a «Eliminar fotofita» mitjançant teclari[Insert Keyframe (by name)]: Accés alternatiu a «Inserir fotofita» mitjançant teclari[Repeat Mirrored]: Alterna entre la reproducció endavant i la marxa enrera de l'interval de fotofitesAlterna interior/exterior basant-se en el nombre de creuamentsRuta alternativa de protocols, que coincideix amb la disposició predeterminada amb els subdirectoris: inici, complements, mòduls i predefinits (cal reiniciar)Accés alternatiu a la ubicació/escala/rotació en relació amb el pare i el propi os de repòsFotograma final alternatiu per a la reproducció en la IUFotograma inicial alternatiu per a la reproducció en la IUAlternativament, descarregueu l'extensió per instal·lar-la des del disc.AltitudSempreAfegir sempre el lector de memòria cauMostrejar animacions sempreMostrar menú sempreSempre per passos[Force Start/End Keying]: Afegir sempre una fotofita a l'inici i al final de les accions per als canals animatsAjusta sempre el valor amb un mínim d'1 quan «valor» no és 1.0Canviar pestanyes sempre en fer clic a una icona d'un inventariReplegar sempre els nous nodes de fusióConfirma sempre l'operació en deixar anar el botó[Auto Refresh]: Refresca sempre la imatge en els canvis del fotogramaSempre girar a l'esquerraSempre girar a la dretaCal emprar sempre normals de cara per al domini de cantells de cara, coincidint amb l'antic comportament del nodeEscriure sempre rutes absolutes[Override]: Escriu sempre noves velocitats de guiatge per a cada fotograma (cada fotograma només conté les velocitats actuals dels objectes guia)Color ambientalOclusió ambiental[Pressure Scale]: Pressió ambiental (kPa) que equilibra l'interior i l'exterior de l'objecte quan assoleix el volum buscatQuantitatÀreaCorruaPotència d'emissióErrorUniformeNombreÚnicSuavitzatTipus d'emmagatzematgeIntensitatQuantitat del darrereQuantitat de finalQuantitat del davantQuantitat d'inici[Turn Amount]: Quantitat en graus per gir en un gir sobtatLa quantitat és la distància absoluta al llarg de l'aresta adjacentLa quantitat és la separació de les noves arestes de l'original[Percent]: La quantitat és el percentatge de la longitud de l'aresta adjacentLa quantitat és una distància perpendicular des de l'aresta original a la cara del bisellLa quantitat és l'amplada de la nova caraQuantitat de raigs IG a traçar per cada píxel[Jittered]: Quantitat de ròssec de l'aireQuantitat de velocitat angular que es perd amb el tempsQuantitat d'anisotropia per al reflex. Els valors més alts donen ressaltats allargats seguint la direcció de tangentQuantitat d'anisotropia per al reflex especular. Els valors altra donen ressaltat elongats al llarg de la direcció de tangent[Backbone Length]: Quantitat d'estirament del nervi[Bubble Buoyancy]: Quantitat de força d'elevació que fa enlairar les bombolles (un valor alt resulta en un moviment de bombolles principalment cap amunt)[Amount]: Quantitat d’aglomeracióQuantitat de punts de control de les corbes de pèl generades[Damp]: Quantitat de resistència[Damping]: Quantitat de resistència durant les col·lisions[Damping Factor]: Quantitat de resistència durant les col·lisions de partícules[Bending Spring Damping]: Quantitat de resistència quan es doblega una cosa[Compression Spring Damping]: Quantitat de resistència en el comportament compressiu[Shear Spring Damping]: Quantitat de resistència al comportament d'esqueixada[Tension Spring Damping]: Quantitat de resistència al comportament d'estirarQuantitat de detalls per a la visualització de tramatQuantitat de desplaçament al llarg de la normal de la superfície[Distortion Amount]: Quantitat de distorsióQuantitat de detall de distorsió de sorollQuantitat de distorsió de l'onaQuantitat de soroll de tramatge afegit a la imatge revelada per trencar l'efecte faixaQuantitat de tramatge en pintar imatges de bytes[Bubble Drag]: Quantitat de força d'arrossegament que mou les bombolles juntament amb el fluid (un valor elevat fa que les bombolles es moguin seguint bàsicament el fluid)Quantitat de duplicats per corbaQuantitat de bucles d'aresta amb què es generen els tancaments arrodonitsQuantitat d'arrodoniment de la voraQuantitat de rugositat d'extrem[Affect Stroke Strength]: Quantitat d'esborrat segons força[Affect Stroke Thickness]: Quantitat d'esborrat segons gruixQuantitat de detalls de precisió que hi ha en el sorollQuantitat de difuminat focal, 128 (infinit) és el focus perfecte, la meitat del valor duplica el radi de difuminat[Friction Factor]: Quantitat de fricció durant les col·lisions de partícules[Foam Coverage]: Quantitat d'escuma generadaQuantitat de gravetat després de cada tocQuantitat de guies per emprar en la interpolació per corba[Roughness]: Quantitat de detall d'alta freqüència. La profunditat ha de ser més gran que 0 perquè tingui algun efecteQuantitat d'influència que exercirà el modificador de Corba-F quan no estigui en procés de penetració o d'esvaïment[Influence]: Quantitat d'influència que tindrà la restricció en la solució finalQuantitat d'influència que exerceix el node sobre la imatgeQuantitat d'influència que exerceix el node sobre el color d'egressióQuantitat d'influència que exerceix el node sobre el vector egressatQuantitat de trontoll aplicada al mostreigQuantitat de velocitat lineal que es perd amb el tempsQuantitat de línies que es poden veure a l'editor actual[Roughness 1]: Quantitat de rugositat dependent de la ubicacióQuantitat de reflexió especular per al radiotraçatLa quantitat de mescla entre les entrades d'A i BLa quantitat de mescla entre les entrades de vectors A i BNombre de veïnes usades per fusionar[Soroll]: Quantitat de soroll per a la intensitat de forçaQuantitat de soroll a aplicarQuantitat de soroll per aplicar a la rotació d'UV[Factor d'intensitat]: Quantitat de soroll a aplicar a l'opacitat[Thickness Factor]: Quantitat de soroll per aplicar al gruixQuantitat de velocitat en sentit de la normalQuantitat d'opacitat a utilitzar[Back]: Quantitat de sobretensió en el gradualitzat d\''esquena'Quantitat de pintura que s'aplica per mostra de traç[Wet Mix]: Quantitat de pintura que es pisca de la superfície i queda al color del pinzellQuantitat de partícules que queden sense modificar per la longitud de trajectes de les fillesQuantitat de partícules que queden sense modificar per la rugositat aleatòriaQuantitat de partícules per fer la instanciacióQuantitat d'elements aleatoris que es veuran afectats pel pinzellQuantitat de desviació aleatòria per corbaQuantitat de rugositat aleatòriaQuantitat de velocitat aleatòriaQuantitat de moviment aleatori de partícules erràtiquesQuantitat d'aleatorització en la direcció del rull[Lin Error]: Quantitat d'error residual d'una unitat d'espai Blender per a les restriccions que operen sobre la posició[Rotation error]: Quantitat d'error residual en radians per a les restriccions que operen sobre l'orientació[Pitch]: Quantitat de rotació al voltant del vector lateral[Banking]: Quantitat de rotació al voltant del vector de velocitat en girsQuantitat de rotació en graus (90, 180, 270)Quantitat d'instàncies dispersades per unitat quadradaQuantitat d'instàncies dispersades que es mostren al miradorQuantitat de mostreig de pantalla per raig IGQuantitat de mostres de mapa d'ombres per raig d'ombraQuantitat de raigs d'ombres a traçar per cada llum[Smoke]: Quantitat de fum creada per la crema de combustibleIntensitat de suavitzat a aplicar[Smooth Factor]: Quantitat de suavitzat[Smooth Factor]: Quantitat de tandes de suavitzat[Smooth Factor]: Quantitat de suavitzat a aplicarQuantitat de suavitzat que s'aplica en acabar nous traços, per reduir trontoll/sorollQuantitat de suavitzat que s'aplicarà als traços interpolats, per a reduir el trontoll/soroll[Auto-Smooth]: Quantitat de suavitzat que s'aplicarà automàticament a cada traç[Active Smooth]: Intensitat de suavització del traçQuantitat de passos de suavització aplicats després de sobrecobrir[Stickiness]: Quantitat d’adherència en la col·lisió superficialQuantitat de redreçamentQuantitat de temps per a determinar la millor compressió: 0 = sense compressió amb generació de document ràpida, 100 = màxima compressió sense pèrdua amb generació de document lentaQuantitat de turbulències i de rotació en el fum[Restitution]: Quantitat de velocitat que es perd en una col·lisió[Wet Persistence]: Quantitat de pintura d'impregnació que roman al pinzell després d'aplicar la pintura a la superfícieQuant afecta la textura l'alfa[Clump Factor]: Quant afecta la textura l'aglomeració de les fillesQuant afecta la textura la longitud de les partícules filles de pèlQuant afecta la textura l'amplitud de torsió de les fillesQuant afecta la textura la freqüència de torsió de les filles[Rough Factor]: Quant afecta la textura la irregularitat de les filles[Twist Factor]: Quant afecta la textura el roscat de les fillesQuant afecta la textura el color difusiu[Damp Factor]: Quant afecta la textura el refrenat de les partículesQuant afecta la textura la densitat de partículesQuant afecta la textura el temps d’emissió de partículesQuant afecta la textura els camps de força de partículesQuant afecta la textura la gravetatQuant afecta la textura la velocitat inicial de les partículesQuant afecta la textura la durada de vida de les partículesQuant afecta la textura la mida física de les partículesQuantitat que s'aplica a la posa per damunt de les poses existents. Un valor negatiu restarà la posa enlloc de sumar-la[Action Influence]: Quantitat que l'Acció activa aporta al resultat de l'estiba d'Animació-No-Lineal-NLAFins a quin punt el segment contribueix al resultat actualQuantitat per a impulsar els rebots elàstics en gradualitzats «elàstics»Quantitat a disminució o augment de l'espaiat entre caràctersQuantitat a deformar l'objecteQuantitat per a desplaçar la geometriaQuantitat a moure cada còpia en relació amb la mida de la seva capsa contenidora[U Offset]: Quantitat per separar UVs de la corrua en l'eix U[V Offset]: Quantitat de separació d'UVs de la corrua en l'eix V[Flip U Offset]: Quantitat a moure el punt d'inversió dels UVs emmirallats des de 0,5 de l'eix UQuantitat a moure el punt d'inversió dels UVs emmirallats des de 0,5 de l'eix VQuantitat per a disseminar arcs per a les motllures endintre arcades[Warp Angle]: Quantitat a deformar entorn del cursorAmplitudAmplitud d'aglomeratAmplitud aleatòriaAmplitud d'onaAmplitud del soroll de PerlinAmplitud del soroll[Strength]: Amplitud del soroll - la quantitat amb què modifica la corba subjacentAmplitud del desplaçament del sinusAmplitud del soroll espacialUna posa «extrema» o algun altre propòsit si cal[Extreme]: Una posa «extrema» o algun altre propòsit segons convinguiUna Acció pot no tenir més d'una capaUn epígraf d'acció només es pot crear quan s'ha assignat una accióUn desplaçament afegit a cada octava, determina el nivell on apareixerà l'octava més altaUn filtre d'agudització agressiva[NLA Track]: Capa d'animació que conté les Accions referenciades com a segment ANLUna aproximació a la corba de conductor de Fresnel basada en els colors a angles perpendiculars o quasi-grazing (aprox 82º)HI ha una àrea maximitzada que omple aquesta pantallaUna sèrie de valors de coma flotantUna sèrie d'entersUna sèrie de valors ver/FALSUn resolutor artístic amb forts efectes de tensió superficial (original)Un camp d'atribut amb una selecció dels punts exteriorsUna aresta connectada a la cara, triada per l'índex d'ordenacióExigeix una malla d'edició en mode selecció de vèrtexs o arestesS'ha produït una excepció en invocar el ganxo USD '%s'S'ha produït una excepció en unvocar el ganxo USD '%s'. Sisplau consulteu la consola per més detallsS'ha reutilitzat un ID local existent i coincidentUn multiplicador addicional per posar a to la magnitud de les octavesUn identificador per al grup de cada cara. Totes les cares contigües amb el mateix valor es troben a la mateixa regióUn índex usat per agrupar corbes. L'emplenat es fa per separat per a cada grupUn índex utilitzat per agrupar valors per a acumulacions múltiples separadesUn índex utilitzat per agrupar valors per a múltiples operacions diferentsUn nom d'ingressió no pot començar amb una xifra: "{}"Una ingressió no era polivalentUna propietat interna per emmagatzemar només la primera posició del ratolíUna propietat interna per emmagatzemar el primer node d'una operació de Connexió sinèrgicaPropietat interna per emmagatzemar l'últim node d'una operació de Connexió gandulaPropietat interna per emmagatzemar el born d'origen en una operació de Connexió gandulaUn element (que representa un bloc de dades) en unes dades de Contextdimportacióblend. Presentment s'exposen sols com a dades de només lectura per a gestors de pre/post vinculacióUn instància d'objecte en una Capa de visionat (actualment mai exposada a l'API de Python)AnàglifTipus anàglifAnalògic 16 mmAnalògic 35mmAnalògic 65 mmIMAX analògicAnalògic Super 16Analògic Super 35Ascendents efectivament visiblesFotograma àncoraPesos àncoraÀncora XÀncora YIAngleBasat en angleRetenció angularRestricció d'angleFactor d'angleLímit d'angleAngle mínAngle enforaAngles d'acoblamentIncrement d'acoblament angularDivisió d'angleLlindar d'angleAngle per sobre del qual es bisellen les arestes[Split Angle]: Angle per sobre del qual s'escindeixen les arestes[Pivot Axis]: Angle i eix al voltant del qual es gira[Pole Merge End Angle]: Angle en què la distància interocular és 0[Pole Merge Start Angle]: Angle en què la distància interocular comença a tendir a 0Angle entre l'aresta següent i l'anterior d'un cantell de cara intern a la cara[Plane Angle]: Angle entre els plans del cairat[Angle Splitting]: Angle en quadre de pantalla per sota del qual es divideix un traç en dosLímit d'angle[Axis-Angle Rotation]: Angle de rotació per a una representació de rotació eix-angleAngle de la deformacióAngle de revolucióAngle de rotació[Inner Cone Angle]: Angle del con intern, en graus, dins del con el volum és 100%[Orientation]: Angle de la direcció principal[Outer Cone Angle]: Angle del con extern, en graus, fora d'aquest con el volum és el volum del con extern, s'interpola el volum entre el con intern i el con externAngle de la transició[Angle snapping]: Força a ajustar-se a un angle determinat[Angle Snapping]: Mode d'acoblament d'angleEls angles s'acoblen en relació al tall d'aresta previAngle per girar el vector d'ingressió[Offset Angle]: Angle a usar de base per a la deformació[Rotation Increment]: Angle emprat per als increments de rotació en editors 2DAngle emprat per a increments de rotació en editors 3D[Corner Angle]: Els angles superiors a aquest es consideren cantellsEls angles més petits que aquest es tractaran com caires[Crease Threshold]: Els angles menors que el consignat es tractaran com a caires. Prioritat de l'angle de cairat: sobreseïment de cairat d'objecte de dibuix lineal > angle d'autosuavitzat de malla > cairat per defecte de dibuix lineal.AngularRefrenat angularDistància angularForça angularVelocitat angularEix de velocitat angularLlindar de desactivació de la velocitat angularVelocitat angular per sota de la qual la simulació atura l'objecte simuladorDiàmetre angular del sol com si es veiés des de la Terra[Beam Angle]: Diàmetre angular del feix de llum del focusDistorsió angular entre angles UV i 3D[Far Thickness]: Gruix angular de les superfícies quan es calcula la IG ràpida i l'oclusió ambiental. Redueix la pèrdua d'energia i la falta d'oclusió de la geometria llunyana.[Crease Angle]: Llindar angular per a la detecció de arestes cairades[Angular Velocity]: Quantitat de velocitat angular (en radians per segon)Reproductor d'animacionsAnimalsAnimableAnimar propietat[Build Modifier]: Animació amb l'aparició i desaparició de traçosAnimat(s)Influència animadaAnimats seleccionatTemps de segment animatAnimacióBossa de canals d'animacióCanals d'animació per epígrafsCorbes d'animacióDades d'animacióEditors d'animacióOmissió del final d'animacióMode animacióRetard d'animacióOperació d'animacióReproduir l'animacióReproductor d'animacionsReproductor d'animacions predefinitAnimació en marxaIndicador d'animació (experimental)Omissió de l'inici d'animacióPassa d'animacióExpiració d'animacióIU d'animacióVisualització d'animacióDades d'animació del bloc de dadesDades d'animació per al bloc de dadesEl bloc de dades d'animació no té acció activaEl bloc de dades d'animació té una acció activaOmissió de final d'animació (escapçat final)L'animació es reprodueix marxa enrere[Animation Play]: Reproducció d'animació[Animation Playing]: La reproducció de l'animació està activaRapidesa de reproducció de l'animació en fotogrames per segon. Si una sola imatge, llavors 0Paràmetres d'animacióOmissió de l'inici de l'animació (escapçat inicial)[Animation Step]: Passos de l'animacióTemps d'animació del sorollLa pista d'animació a l'índex %d no és una pista de 'Acció activa' d'ANLAnimació:AnimacionsAnisotròpicFiltratge anisotròpicRotació anisotròpicaAnisotropiaTurmellTurmell i ditAnotacióAnotació - Color per defecteFotograma d'anotacióFotograma d'anotacionsCapa d'anotacióAnotació - Opacitat de capaCapes d'anotacióTraç d'anotacióAnotació - Ubicació dels traços (Vista 3D)Punt de traç d'anotacióAnotació - Gruix del traçDades d'anotacionsDades d'anotacions d'aquesta regió de PrevisionatDades d'anotacions d'aquest clip de vídeoDades d'anotacions d'aquest espaiDades d'anotacions d'aquest rastreig[Annotation]: Blocs de dades d'anotacions (Llapis de greix antiquat)Anotació:AnotacionsEls atributs anònims no són accessibles pel nomAquí no es poden crear atributs anònimsHi ha un altre objecte amb les mateixes dades en mode edicióAntialiàsingAntialiàsingMostres d'antialiàsingAplica antialiàsing a la màscara generada abans de combinar per tenir uns límits més suaus a cost d'un processament més costotsAntialiàsing dels píxelsAntialiàsingAlgunaQualsevol tipusEs permet qualsevol angle de rotacióAlguna tecla modificadora pitjadaQualsevol modificació d'objectes requereix una recomposició completa de BVH, però es revela més ràpidamentEs perdran tots els canvis no guardats.OberturaAplAparença de dimensió de l'objecte càmera en la vista 3DIncorporarIncorporar (reutilitzar dades)YYYYIncorporar (reutilitzar) {}Incorporar (convertir en local) també les dependències indirectes dels IDs incorporats provinents d'altres biblioteques. ATENCIÓ: tots els IDs (inclosos els vinculats indirectament) provinents de la mateixa biblioteca inicial sempre són convertits en localsIncorporar accióIncorporar materials del Llapis de greix actiu a un altre objecte[Add Leaf Bones]: Adjunta un os final al final de cada cadena per a especificar la longitud de l'os final (usar quan intentis editar l'esquelet a partir de les dades exportades)Incorpora un obrador i el designa com a actiu dins la finestra actualAdjuntar modificadors actius als segments seleccionats[Append]: Incorpora des d'un document biblioteca .blend[History Append]: L'historial d'incorporacions a la posició del cursorIncorporar nom de malla al nom de l'objecte, separat per un «_»Incorporar només el material actiu, desmarca per a incorporar tots els materialsAnnexa text retropaginat per tipusIncorporar {}Dades incorporades[Display P3]: Visualització P3 d'Apple amb funció de transferència de codificació (peça per peça) de composició sRGB, habitual en aparells MacPlantilla d'aplicacióNo s'ha trobat la plantilla d'aplicació "%s"AplicacionsLa restricció aplicada no ha estat la primera, el resultat pot no ser l'esperatRestricció aplicada: %sEl modificador aplicat només ha canviat els punts CV, no els vèrtexs tessel·lats/bisellatsEl modificador aplicat no ha estat el primer, el resultat pot no ser l'esperatModificador aplicat: %sAplica un tint marronós per imitar els tons de fotos vintage.[Filter Cloth]: Aplica una deformació de simulació de tela a tota la malla[Filter Color]: Aplica un filtre per a modificar l'atribut de color actiu[Mask Filter]: Aplica un filtre per a modificar la màscara actualAplica un filtre per a modificar la malla actualAplicar gravetat a la simulació[Loop]: Aplica el dissipació del pinzell en un patró de bucle[Radius Falloff]: Aplica la dissipació de pinzell a la punta del pinzell[Brush Radius]: Aplica la deformació en una àrea localitzada limitada pel radi del pinzell[Loop and Invert]: Aplica el radi de decaïment en un patró de bucle, tot invertint la direcció de desplaçament en cada repetició del patróAplica la mateixa deformació en tot el contornAplicar la transformació simulant elasticitat en usar el radi del cursorAplicar la transformació a tots els vèrtexs de la malla[Armature Constraint]: Aplica transformacions del modificador d'esqueletAplicarAplicar (Totes les fotofites)Aplicar baseAplicar densitatAplicar invertit[Blur]: Aplica difuminat gaussià a l'objecteAplicar guies de pèl[SDF Grid Laplacian]: Aplica un flux laplacià suavitzador a un camp de distància signat. Alternativa computacionalment eficient al flux de curvatura mitjà, ideal quan es combina amb la normalització de CDSAplicar màscaraAplicar mesclaAplicar modificadorAplicar modificadorsAplicar transformacions d'objecteAplicar predefinitAplicar propietatsAplicar escalatsAplicar heurística de subdivisióAplicar subdivisió de superfícieAplicar transformacióAplicar unitatAplicar escala de conversió d'unitatsAplica una transformació de color al model de color TSV[Absolute Offset]: Aplica un desplaçament fix (no escala en base al radi)Aplica una correcció de gammaAplica una rotació a un vector donatAplica una rotació secundària d'Euler a una rotació d'Euler donadaAplica una rotació secundària a un valor de rotació donat[Brush Edit]: Aplica un traç del pinzell a les partículesAplica una matriu de transformació (excloent la translació) al vector donatAplica una matriu de transformació al vector donatAplicar acció a tots els grups de vèrtexs[Over-blur]: Aplica el difuminat a cada mostra dispersada per reduir tares per baixa generació[Projected]: Aplica la influència del pinzell en un cercle 2D, projectat des de la vistaAplica la influència del pinzell en una esfera, enfora respecte del centreAplicar pinzell normalment[X-Axis Mirror]: Aplica els canvis a l'os corresponent del cantó oposat respecte de l'eix XAplica la rotació del canal com a restricció de CIAplica la mida del canal com a restricció de CI si l'estirament està habilitat[A color picker]: Aplica correccions de color per a cada canal de colorAplicar filtres comuns de millora d'imatgeAplica una restricció i la suprimeix de l'estibaAplica la rotació copiada després de l'original, com si el referent de la restricció fos un fill[Before Original]: Aplica la rotació copiada abans de l'original, com si el referent de la restricció fos un pareAplica la transformació copiada després de l'original, com si el referent de la restricció fos un fill en mode Heretar escala alineat. Això utilitza en realitat Complet per a la ubicació i Separar canals per a la rotació i l'escala.Aplica la transformació copiada després de l'original, tot gestionant separadament ubicació, rotació i escalat, semblant a una seqüència de còpia de tres restriccionsAplica la transformació copiada després de l'original, utilitzant la multiplicació de matrius simples com si el referent de la restricció fos un fill en el mode Heretar escala plenament. Crea un esqueixament en combinar la rotació i l'escalat no uniforme.Aplica la transformació copiada abans de l'original, com si el referent de la restricció fos un pare en el mode Heretar escala alineat. Això utilitza en realitat el "Plenament" per a la ubicació i Separar canals per a rotació i escala.Aplica la transformació copiada abans de l'original, tot gestionant separadament ubicació, rotació i escalat, semblant a una seqüència de còpia de tres restriccions[Replace the original transformation with copied]: Aplica la transformació copiada abans de l'original, tot usant la multiplicació de matrius simples com si el referent de la restricció fos un pare en el mode Heretar escala plenament. Crea un esqueixament en combinar la rotació i l'escalat no uniforme.Aplicar correccions per resoldre les tares de l'anul·lador d'ombres causades pel mapejat de relleu[Apply Mix]: Aplica la mescla actual de morfofites a la geometria abans de suprimir-les[Scene Unit]: Aplica la unitat escena actual (tal i com està definida per unitat d'escala) a les dades exportadesAplica la unitat de l'escena actual (definida per la unitat d'escala) a les dades importadesAplica la forma visible actual a les dades de l'objecte i elimina totes les morfofites[FBX All]: Aplica l'escalat adaptat i l'escalat d'unitats a l'escala FBX[All Local]: Aplica escalat adaptat i escalat d'unitats a cada transformació d'objecte, l'escala FBX es manté a 1,0[FBX Custom Scale]: Aplica l'escalat adaptat a l'escala FBX, i l'escalat d'unitats a cada transformació d'objecte[FBX Units Scale]: Aplica l'escalat adaptat en cada transformació d'objecte, i les unitats s'escalen a l'escala FBX[Apply to Basis Key]: Aplica a les morfofites base deformacions de les morfofites seleccionades i les suprimeixAplicar profunditat de camp en 2D, tot emprant una màscara/mapa de profunditat ZAplica diferents efectes de tenyit[Affect Children]: Aplica els efectors a les filles[Soft Falloff]: Aplica un decaïment per evitar cantells aguts quan la geometria de la llum interseca amb altres objectesAplica la posició restringida final dels ossos de posa a la seva transformacióAplicar deltes de moviment fix en cada actualitzacióAplicar la força a l'eix XAplicar la força a l'eix YAplicar la força a l'eix ZAplica la força només en 2D[Along Normal]: Aplica el desplaçament fractal només al llarg de la normal[Use Space Transform]: Aplica la transformació global d'espai a les rotacions dels objectes. Quan està deshabilitat, només s'escriu al document l'espai de l'eix i totes les transformacions de l'objecte es deixen tal qualAplica la gravitació al moviment de puntsAplicar hàptica en pitjar el botó[Press Release]: Aplica l'hàptica en pitjar i amollar els botonsAplicar hàptica en amollar el botóAplicar l'hàptica repetidament mentre dura la pulsació del botó[Haptic Match User Paths]: Aplica l'hàptica als mateixos trajectes d'una usuària per a l'acció hàptica i per a aquesta acció[SDF Grid Mean]: Aplica suavitzat de filtre de mitjana (de caixa) a un camp de distància signat. Filtre ràpid separable de tendència a la mitjana per a un suavitzat general del camp de distància[Grid Mean]: Aplica a un vòxel un suavitzat de la mitjana (de capsa) de filtre. El valor del vòxel és substituït pel valor mitjà dels vòxels circumdants en la forma d'una capsa definida pel radi.Aplica el suavitzat del flux de curvatura mitjana a un camp de distància signat. Fa evolucionar la superfície en funció de la seva curvatura mitjana, suavitzant naturalment les regions d'alta curvatura més que no les zones planes[Grid Median]: Aplica a un vòxel un suavitzat de la mediana (de capsa) de filtre. El valor del vòxel és substituït pel valor de mediana dels vòxels circumdants en la forma d'una capsa definida pel radi.Aplica el filtre mediana a un camp de distància signat. Redueix el soroll tot preservant les característiques i arestes destacades en el camp de distànciaAplica el modificador i el suprimeix de l'estibaAplica el modificador com una nova morfofita i el suprimeix de l'estibaAplicar el modificador com una morfofita nova i mantenir-la a l'estibaAplicar modificadors (excloent esquelets) als objectes malla -AVÍS: nno permet exportar morfofitesAplicar modificadors a malles exportadesAplicar modificadors als objectes malla (excepte els d'esquelet) - AVÍS: impedeix d'exportar morfofitesAplicar una nova rotació després de l'original, com si estigués en un fillAplicar una nova rotació abans de l'original, com si estigués en un pareAplica efectes no destructius[Displaced Base]: Aplica un mapa de normals relatiu a la superfície desplaçada amb els mapes de normals que s'han d'aplicar addicionalment al mapa de desplaçament[Original Base]: Aplica un mapa de normals relatiu a la superfície suavitzada no desplaçada en el cas de les normals que conlliguen amb el mapa de desplaçamentAplica transformacions d'objecte a vèrtexs exportatsAplicar el desplaçament acumulativament (els punts anteriors afecten els punts posteriors)[Reverse]: Aplica el desfasament en l'inversa de la direcció d'animacióAplica el desfasament en la direcció de l'animació habitualAplica a spline[Dots]: Aplica pintura a cada moviment del ratolíAplica voluminat als punts finals no seleccionats (ajuda a mantenir el volum del cabell quan es bufa l'arrel)Aplica en relació al valor actual (delta)[Relative Mirror]: Aplica les transformacions relatives en el mode de mirall X (no compatible amb CI automàtica)[Save as Render]: Aplica la part de revelat de la transformació de visualització en desar la imatge en bytes[View as Render]: Aplica les transformacions de visualització que corresponen al revelat quan pertoca mostrar aquesta imatge en pantalla[Always Sample Animations]: Aplica el mostreig a totes les animacions[Apply Solution Scale]: Aplica l'escala sobre la solució mateixa per fer que la distància entre els rastres seleccionats sigui igual a la desitjadaAplica l'escalat dels segments seleccionats a les accions que referencien[Shape Propagate]: Aplica les ubicacions de vèrtexs seleccionats a totes les altres morfofitesAplica el traçat d'ombra a cada mostra dispersada per reduir tares per baix mostreig[Wave Distortion]: Aplica deformació sinusoidalAplicar filtre de suavitzat que preserva les vores, per a efectes de pintor i estilitzats[Only Smooth]: Aplica el suavitzat sense reconstruir la superfícieAplica l'acció basada en la selecció del grup de vèrtexs[After Original (Aligned)]: Aplica els canals d'acció després de la transformació original, com si s'apliqués a un fill imaginari en el mode Heretar escala alineada. Aquí de fet s'utilitza «Plenament» per a la ubicació i Canals separats per a rotació i escala.[After Original (Full)]: Aplica els canals d'acció després de la transformació original, com si s'apliqués a un fill imaginari en mode Heretar escala plenament. Crearà un esqueixament quan combini la rotació amb un escalat no uniforme.[After Original (Split Channels)]: Aplica els canals d'accions després de la transformació original, tot gestionant separadament la ubicació, la rotació i l'escala[Before Original (Aligned)]: Aplica els canals d'accions abans de la transformació original, com si s'apliqués a un pare imaginari en el mode Heretar escala alineat. Aquí de fet s'utilitza «Plenament» per a la ubicació i «Separar canals» per a rotació i escala.[Before Original (Full)]: Aplica els canals d'accions abans de la transformació original, com si s'apliqués a un pare imaginari en mode Heretar escala plenament. Crearà un esqueixament quan combini la rotació amb un escalat no uniforme.[Before Original (Split Channels)]: Aplica els canals d'accions abans de la transformació original, tot gestionant separadament la ubicació, la rotació i l'escala[Apply Pose as Rest Pose]: Defineix la col·locació actual de l'os com el de la posa de repòsAplicar la deformació a l'eix seleccionatAplica l'operació d'edició a la geometria ocultaAplica el filtre només al joc de cares de sota el cursor[Force Axis]: Aplica la força a l'eix seleccionat[Limit to Segment]: Aplica l'acció de gest només a l'àrea continguda dins del segment sense estendre el seu efecte a tota la línia[Apply Pose Asset]: Aplica l'Acció Posa indicada a l'aparell[Grab Active Vertex]: Aplica la força màxima de captura sobre el vèrtex actiu en lloc de la ubicació del cursorAplica la paternitat inversa de l'objecte a les seves dadesAplica la transformació de l'objecte a les seves dadesAplica la transformació visual de l'objecte a les seves dades[Content]: Aplica l'operació només sobre el contingut dels elements seleccionats (els blocs de dades del seu sub-arbre)Aplica l'operació sobre els blocs de dades seleccionats i totes les seves dependènciesAplicar l'operació només sobre els blocs de dades seleccionatsAplicar el contrari de bloquejar/desbloquejar als grups de vèrtexs no seleccionatsAplicar el desplaçament posicional relatiu[Symmetrical]: Aplica el mateix muntatge però emmirallat al control del costat oposat, que es mostra entre parèntesis. Els ossos només es veuran afectats pel control del mateix costat (p. ex., els ossos .L només es veuran afectats pel control .L). Els ossos sense costat al seu nom (per tant, sense .L ni .R) es veuran afectats per tots dos controls amb 0,5 d'influència cadascunAplicar el nivell de subdivisió de superfície com a variació respecte del nivell actual[Target Transform]: Aplica una transformació de món de l'objecte referent per damunt de la transformació de l'atribut[Apply on Spline]: Aplica aquest modificadors de deformació i tots els precedents als punts de spline preferiblement a les corbes/superfícies emplenadesAplicar a totes les fotofitesAplicar a grups de vèrtexs seleccionatsAplicar a grups de vèrtexs no seleccionatsAplica la màscara del rastre al previsionatAplicar la transformació abans de la paternitatAplica l'escalat i la rotació bidimensionals a la geometria del nervi del traçAplicar preservació del volum després de suavitzar[Use Original Scale]: Aplica la preservació del volum sobre l'escalat original[Armature]: Aplica transformació de fusió per pesos des de múltiples ossos com ara el modificador d'esquelet[Smooth Keys]: Aplica mitjans de moviment ponderats per a fer que les corbes-F seleccionades siguin menys bonyegudesAplica pesos de manera simètrica seguint l'eix X, per la creació de grups de vèrtexs automàtics/de fundaLlum indirecta difusiva aproximada amb oclusió ambiental tenyida pel rerefons. Això dona una alternativa ràpida a la il·luminació global completa, per al revelat interactiu de mirador o per revelats finals amb una qualitat reduïdaNombre aproximat de cares (quads) a la nova mallaNombre aproximat de vòxels al llarg d'un eixAproximar l'objecte com a esfera, el diàmetre de la qual sigui igual al gruix definit per l'arbre de nodesAproximar l'objecte com un enllosat infinit de gruix definit per l'arbre de nodes[Refraction Depth]: S'aproxima al gruix de l'objecte per a calcular dos episodis de refracció (0 vol dir deshabilitat) (obsolet)[Dissolve Time]: Nombre aproximat de fotogrames en què la dissolució hauria de tenir lloc[Dry Time]: Nombre aproximat de fotogrames que triga una pinzellada a eixugar-seAproximació de dispersió de Mie per a gotes d'aigua, emprada per a la dispersió de núvols i boira[Christensen-Burley]: Aproximació a la dispersió de volum de base físicamentAproximació emprada per a modelar les interaccions de llum dins l'objecteAplicacionsÀrab - ﺔﻴﺑﺮﻌﻟﺍ[VEA Output]: Variables d'egressió arbitràries. Proporciona passades de revelat adaptables per a borns de sortides de nodes d'aspectors arbitrarisArcMode ArccosinusBiblioteques de l'arxiu[Archive Libraries]: Arxiva les llibreries d'IDs empaquetats, generats (i propietat d') per aquesta biblioteca de fontsMinuts d'arcSegons d'arcMode arcsinusMode arctangent2Mode arctangentSI és que les nanses s'examinen individualment a partir dels criteris de selecció, independentment de les seves claus. Si està desmarcat, les nanses es (des)seleccionen a l'uníson que les claus[Has Motion Paths]: Si hi ha trajectes d'ossos per actualitzar (només de lectura)Llum d'àreaEls llums d'àrea només poden tenir l'escala aplicada: "%s"Normal d'àreaDecaïment de normal d'àreaLímit de normal d'àreaPla d'àreaRadi d'àreaPressió radi d'àreaEspais d'àreaPes d'àreaDistorsió d'àrea entre cares UV i 3DAlçada de l'àreaÀrea de pantalla subdividida que conté un editorNo s'ha trobat l'àrea en la pantalla activaÀrea de cara en l'espai 3DÀrea d'aquest triangle[Simulation Falloff]: Àrea on aplicar el decaïment de la deformació sobre els efectes de la simulació[Width]: Amplada de l'àreaÀreesLes àrees de la màscara de trepa central estan incloses en la trepaLes àrees de brossa de la màscara de trepa estan excloses de la trepaLes àrees de l'exterior de la imatge s'emplenen amb repeticions de la imatgeLes àrees de l'exterior de la imatge s'emplenen seguint el píxel més pròxim del límit de la imatgeA les àrees de l'exterior de la imatge se'ls dona el valor zeroÀrees en què està subdividida la pantallaArgumentsEsqEsqueletGradualitzarGradualitzat inicialGradualitzat finalNouEnforaMostresL'esquelet '%s' no conté l'os '%s'L'esquelet '%s' no està en mode edició, no s'hi pot afegir un os editableL'esquelet '%s' no està en mode edició, no es pot suprimir un ós editableCol·leccions d'ossos d'esqueletOssos d'esqueletRestricció d'esqueletDefinit per esqueletDeformació d'esqueletReferents de Restricció de Deformacions d'esqueletOssos editables d'esqueletTipus de node FBX d'esqueletModificador d'esqueletSobreimpressions d'esqueletGrup de vèrtexs d'os d'esquelet, malla, retícula, ...Bloc de dades d'esquelet que conté una jerarquia d'ossos, normalment utilitzat per l'aparellat de personatges[Armatures]: Blocs de dades d'esqueletsModificador deformació d'esqueletL'esquelet no té col·lecció d'ossos activa, selecciona'n una primerL'esquelet no té cap objecte os actiuObjecte d'esquelet que fa la deformacióObjecte esquelet d'on cal extreure la informació d'osEsquelet que fa de font dels ossos a emmascarar[Active Bone]: Os actiu de l'esqueletCol·lecció d'ossos activa de l'esqueletEsquelet(s)Cap relatiu a esqueletCua relativa a esqueletParàmetres relacionats amb l'esqueletEsquelets[Active EditBone]: Os editable actiu de l'esqueletEntorn del fotograma[Arrange/Align Islands]: Disposa en una línia les illes UV seleccionades[Beauty]: Disposa els triangles nous de manera uniforme (lent)[Sorting]: Organitza l'ordre d'estibament dels traçosCorruaCorrua (antiquat)Reunir tots els elementsLongitud de corruaModificador corrua[Array Modifier]: Modificador que duplica en corrues[Fit type]: Mètode de càlcul del llarg de la corruaNo quadra la longitud de la sèrie (s'esperava %d, s'ha obtingut %d)La longitud de la sèrie no coincideix (s'ha obtingut %d, s'esperava més)[Corners]: Sèrie de coordenades que representa les cantonades del rectangle de la IU en coordenades normalitzades de fotograma[Pattern Corners]: Sèrie de coordenades que representa les cantonades de patrons en coordenades normalitzades relatives a la posició del marcadorArri Alexa 65Arri Alexa LFArri Alexa Mini SXTFletxaMida de fletxaFletxes[Buoyancy]: Força de flotabilitat artificial en direcció negativa respecte de la gravetat negativa en base a les diferències de pressió dins del fluidCom a 'Retirar paternitat', però mantenint les transformacions visuals corrents de l'objecteCom a instànciaCom a NURBSCom a passada de revelatAshikhminAshikhmin-Shirley[Save Prompt]: Demana confirmació quan se surt amb canvis sense desarAspecteRàtio d'aspecteAspecte XAspecte YAsfalt (Esqueixat)RecursEl recurs ('%s') no és un bloc de dades d'accióRuta dels recursos blendNavegador de recursosEl navegador de recursos s'ha d'assignar a l'actual biblioteca de documentsCatàleg de recursosCatàleg de recursos:Catàlegs de recursosDades de recursosInfo de depuració de recursosDetalls del recursBiblioteques de recursosLes biblioteques de recursos són directoris locals que poden contenir documents .blend amb recursos a l'interior. Gestiona les biblioteques de recursos des de la secció Rutes de documents en les preferènciesBiblioteca de recursosIdentificador de biblioteca de recursosReferència de la biblioteca de recursosTipus de biblioteca de recursosNo s'ha trobat la biblioteca de recursosBiblioteca de recursos: document actualBiblioteca de recursos: essencialsMetadades del recursRepresentació de recursParàmetres de selecció de recursÀlbum de recursosCapçal de l'àlbum de recursosNom d'Àlbum de recursosPlafó d'Àlbum de recursosTema de la regió d'àlbum de recursosEtiqueta de recursEtiquetes de recursosReferència dèbil de recursEl document blend de recursos no és editableEl recurs no és pot pas modificar des d'aquest documentEls catàlegs de recursos no es poden editar en aquesta biblioteca de recursosLes dades del recurs només es poden assignar a recursos. Usar asset_mark() per marcar-lo com a recurs.Les dades del recurs no poden ser No-capDades de recursos, vàlides si el document representa un recursEl document de recursos no és editableEl recurs no és un grup de nodes de geometriaLa biblioteca de recursos no és editablela biblioteca d'actius emprada per emmagatzema el nou pinzellla biblioteca de recursos emprada per emmagatzemar la nova posaLa captació de recursos no s'ha acabatNo es poden editar les metadades de recursos de biblioteques de recursos externs, només les dels guardats en aquest mateix documentNo es poden editar les metadades de recursos de biblioteques externes. Només es poden editar els recursos d'aquest mateix document.No s'ha trobat el recursNo s'ha trobat el recurs: '%s'No s'ha trobat el plafó emergent d'Àlbum de recursosRecursosEls recursos del present document no es poden desar individualmentEls recursos del document present no es poden revertirAssignarAssignar a col·lecció CIAssigna restriccions CI amb els referents derivats dels ossos/objectes seleccionatsAssignar materialAssignar col·leccions primàriesAssignar col·leccions secundàriesAssignar col·leccions d'ajustament[Inner Crease]: Assigna cairats a les arestes internes[Outer Crease]: Assigna cairats a les arestes externes[Rim Crease]: Assigna un cairat a les arestes que conformen la vorada[Set Material]: Assigna un material a elements de geometriaAssignar l'acció "%s" a "%s" abans d'invocar aquesta funcióAssigna epígraf de material actiu a la seleccióAssigna, o desassigna, tots els ossos seleccionats depenent de si l'os actiu ja està o no assignat[Use Intersection Priority]: Assigna un valor prioritari d'intersecció a aquesta col·leccióNo s'assigna cap etiqueta de color a la col·leccióAssigna epígraf de material actiu als traços seleccionatsAssigna els valors actuals de les propietats creades a mida com a valors predeterminats, per a usar-los com a part de l'estat de posa de repòs en la mescla de pistes d'ANLAssignar el ganxo a l'os actiu de l'objecte ganxo[Assign to Hook]: Assigna els vèrtexs seleccionats a un ganxoAssigna els vèrtexs seleccionats a un nou grup de vèrtexsAssigna els vèrtexs seleccionats al grup de vèrtexs actiuAssignar valorDrecera {:d} assignada a {:s}Valor d'assignacióValor d'assignació (com a cadena)AsimètricAsimetria de l'ajustament de forma del gruix del flocLlocAl centreAl cursorAl principiAl finalCalen almenys 8 rastres comuns en ambdues fotofites per a la reconstruccióAlmenys una col·lecció d'aquesta capa de visionat té un exportadorS'ha de seleccionar almenys un node.S'ha de seleccionar almenys un rastre amb un agregat per definir la posició d'origenCalen almenys dos puntsCal segleccionar almenys {:d} nodes.En quin interval afegir fitesEn quin interval acoblar a fotogramesA quin interval acoblar a segonsTurbiditat atmosfèricaAdherir corbes de pèl a superfícieMode d'adhesióLligar nodes[Attach Nodes]: Lliga el node actiu a un fotogramaLligar nodes seleccionats[Join Nodes]: Lliga els nodes seleccionats a un nou fotograma comúAdhereix corbes de pèl a una malla de superfícieUV d'adhesióAdhesió és vàlidaCoordenada UV de superfície d'adhesió de cada corbaTemps d'atac[Fight Distance]: Ataca eixams en aquesta distància màximaIntenta una fixació des d'una gràfica de dependències inactivaIntenta eliminar escenes com a part d'una operació de purga que mai no hauria de passarIntent d'importanr materials de 'totselsPropòsits'.Intentar d'importar materials 'plens'. Carrega materials de 'totselsPropòsits'' o 'previsionat', en aquest ordre, com a segona opcióIntent d'importar materials de 'previsionat'. Carrega materials de 'totselsPropòsits' en segona opcióIntent d'importar materials per a un propòsit concret. Si no hi ha cap material amb aquest propòsit associat al primitiu, es recorre en segona opció a carregar qualsevol altre material associatIntentar seleccionar una nansa de punts abans de transformarS'ha intentat de definir una acció en un ID no animableIntent de desfixar de la gràfica de dependències inactivaS'ha provat d'entrar l'identificador de l'epígraf com a "%s", però el tipus de prefix no con lliga amb el 'target_id_type' "%s" de l'epígraf. Com a alternativa, es posa a "%s".AtenuacióConstant d'atenuacióAtributL'atribut '%s', (domini de Blender %d, tipus %d) no es pot convertir a USDS'han detectat dades d'atributDomini de l'atributTipus de domini d'atributGrup d'atributsNom d'atributNode d'atributEspecials d'atributsEstadística d'atributText d'atributTipus d'atributL'atribut no existeix: "{}"Domini de l'atributDomini d'atribut per a la selecció i ingressions d'ID de grupEl domini d'atribut no és compatible amb aquest tipus de geometriaDomini d'atribut a mostrarDomini d'atribut on guardar les normals personalitzades lliures[Attribute Domain]: Domini d'atribut usat pels nodes modificadors de geometria per egressar atributsDomini d'atribut on s'emmagatzema l'atribut en les dades de precuinatDomini d'atribut on s'emmagatzema l'atribut en l'estat de simulacióL'atribut no forma part d'aquesta geometriaEs requereix un atribut i no es pot suprimirEl nom de l'atribut no pot quedar buitNom d'atribut per a pes d'arestaNom d'atribut per a pes de vèrtex[Layer]: Atribut de capa de Llapis de greix[Instance]: Atribut d'instància[Edge]: Atribut d'aresta de malla[Face corner]: Atribut de cantells de cares en una malla[Face]: Atribut de cares de malla[Point]: Atribut de punt[Spline]: Atribut de splineAtribute de la geometria de daltAtribut per punt/vèrtexValor d'atribut que es guardarà d'aquest element en la geometria principalAtributsAtributs a modificarEls atributs amb aquests noms utilitzats dins del grup poden entrar en conflicte amb els atributs existentsÀudioCanals d'àudioCòdec d'àudioDispositiu àudioVàlvula de mescla d'àudioFormat de mostreig d'àudioTaxa de mostreig d'àudioRefregar l'àudioSegment àudio[Bitrate]: Taxa de bits d'àudio (kb/s)[Audio Channels]: Recompte de canals d'àudioCanals d'àudioDispositiu d'egressió d'àudioFormat de mostreig d'àudioFormat de mostreig d'àudio no compatibleFreqüència de mostreig de l'àudio[Sample rate]: Freqüència de mostreig d'àudio (mostres/s)[Volume]: Volum de l'àudioAutenticacióAutorEls atributs personalitzxats USD d'autor que contenen l'objecte Blender original i els noms de les dades d'objectesAutor:AutoAutoalinear extremAutoalinear os d'extremitatAutoalinear {:s}Eix automàticAutofusió d'entrada/sortidaAutoretencióAutotanca parells de caràctersAutocrearAutoprofunditatAutodeteccióAuto eulerVelocitat d'autovolAutonansaAutonansa seleccionadaAutosuavitzar nanses[New Curve Smoothing Mode]: Mode de suavitzat amb anses automàtiques per a les corbes-F que s'afegeixen de nouCI automàticaLongitud de CI automàtica: %dNombre d'autoiteracionsAutofotofitaDisponible la inserció de fotofita automàticaInserció de joc de fitoatributs dins l'autofitatAutofotofitesAutofitarHabilitar autofotofitaIndicador d'autofitatMode autofitaAutofitar activatAutofusióAutofusió i divisióAutofusionar vèrtexsAutonormalitzacióAutonormalitzarAutoperspectivaAutoirisatAutorefrescaAutosuprimirAutoexecutar protocols de PythonDesar automàticament documents temporalsTemps d'autodesatsAutosuavitzarAutopassaEspai d'autotexturaAutotessel·latAutotransformacióAutoactualitzacióAutovelocitatAuto WXYZ a YRGBAuto XYZ a RGBAutozoomAutoretingutAutodetectar la millor GPU per fer anar el BlenderAutonansaAuto determina el centre de l'òrbita dinàmicament. Quan el model complet està a la vista, el centre de volum de tot el model s'utilitza com a punt de rotació. Quan us hi acosteu, el centre de l'òrbita s'assignarà a un objecte proper al vostre centre de visió.Nansa amb AutoretencióNansa auto-retinguda seleccionadaDetecció automàticaRutes d'autoexecucióAutofotofitarMode autofita[Autokey Insert Needed]: L'autofitat se saltarà la inserció de fites que no afectin l'animacióAutotravar eix de fotofitesAutoblocar capesAutoemmascaramentCapa d'autoemmascaramentMaterial d'autoemmascaramentTraços d'autoemmascaramentAutofusionar fotofitesAutodesplaçamentAutorefrescarAutosuprimir guies d'emplenatAutodesatsAutodesar preferènciesAutosuavitzarAutopassaAutovelocitatAutodesplaçamentDirecció d'autodesplaçamentMarge de d'autoseparacióDirecció de l'autodesplaçament: %sAutoempaquetament habilitat, de manera que la imatge es tornarà a empaquetar en desar el documentAutocompletarCal la inserció autofitesBloqueja automàticament les capes inactivesAutoemmascaramentAutomàticOrientació automàtica dels ossosGradualitzat automàticNom automàticDistància automàtica d'esbarriatSubfotogrames automàtics[Continuous Acceleration]: Les nanses automàtiques s'ajusten per evitar salts en acceleració, resultant en corbes més suaus. No obstant això, els canvis en fites poden afectar la interpolació sobre un tram més llarg de la corba.Les nanses automàtiques només tenen en compte de forma immediata les fites adjacentsNanses automàtiques que creen corbes suaus[Auto Clamped]: Nanses automàtiques que creen corbes suaus que només canvien la direcció en fotofitesNanses automàtiques que creen línies rectes[Auto Keying Enable]: Inserció automàtica de fotofites per a objectes i ossos (opció predeterminada utilitzada per a escenes noves)Inserció automàtica de fotofites usant només el Joc de fitoatributs actiu[Auto Keyframe]: Inserció automàtica de fotofites quan es mouen les cantonades del plaAmplada de línia automàtica basada en l'escala de la interfícieDetecció automàtica de tipus de sortidaMida automàtica del píxel, depèn de l'escala de la interfície d'usuàriaAparellat automàtic des de components fonamentalsDesament automàtic de documents temporals al directori temp, usa l'ID de procés. Avís: No es desaran les dades del mode esculpir i edicióPesos automàtics des dels ossosAfegeix automàticament modificadors de retícula als objectes seleccionats[Adjust Strength for Spacing]: Ajusta automàticament la força per a donar resultats coherents per a diferents espaiats[Auto Fly Speed]: Ajusta automàticament la velocitat de navegació del bol basant-se en la distància d'objectes propers al centre del mirador, cosa que facilita la navegació per escenes complexes. La velocitat es recalcula cada cop s'inicia el moviment.[Topology Rake]: Alinea automàticament les arestes en la direcció del pinzell per tal de generar una topologia més polida i definir fesomies més destacades. Millor usar-ho per a malles de baix poligonat, ja que impacta en el rendiment.Comença a traslladar segments automàticament amb el ratolí després d'afegir-los al cronograma[Calculate Mass]: Calcula automàticament els valors de massa per als objectes de cos rígid en base al volumTriar automàticament Wintab o Windows Ink segons el dispositiuEscollir automàticament un filtre basat en factor escalaTriar automàticament el mètode basat en la GPU i la imatgeTriar automàticament la direcció amb la qual ja hi ha més alineacióTria automàticament la llengua definida del sistema si està disponible o recorre a l'anglès (dels EUA)Tanca automàticament els parells de caràcters pertinents en escriure en l'editor de text[Auto Transform]: Calcula automàticament la transformació per a obtenir la millor coincidència possible entre les malles d'origen i de destinació. Avís: els resultats mai no seran tan bons com conlligar manualment dels objectes[Tabs as Spaces]: Converteix automàticament tots els nous tabuladors en espais per als documents de text nous i carregatsDecidir automàticament quan cal executar múltiples tandes de simulació per fotogramaDetecta automàticament un tipus d'estructura de qualitat sobre la base de com s'usa el bornDetecta automàticament les seqüències animades en les imatges seleccionades (en base als noms de document)Detectar automàticament les seqüències animades en els documents de volum seleccionats (en base a noms dels documents)[Detect Features]: Detecta automàticament elements destacats i els assigna marcadors per rastrejarDetecta automàticament el millor eix de rotació per rotar cap al vectorDetermina automàticament el tipus de visualització de documentsDetermina automàticament si la superfície s'ha de tractar com una llum per al mostreig, basat en la intensitat d'emissió estimadaDeterminar automàticament l'ordre dels documentsDetermina automàticament el nombre de fils, en funció de les CPU[Auto Step]: Determina automàticament el nombre òptim de passos per al millor equilibri entre rendiment i precisió[Recalculate Roll]: Ajusta automàticament l'alineació dels eixos dels ossos seleccionatsInserta automàticament fotofites sobre les propietats modificades[Auto-Lock Layers]: Bloqueja automàticament totes les capes excepte l'activa per evitar canvis accidentals[Auto-Lock Key Axis]: Bloqueja automàticament el moviment de fotofites a l'eix dominant[Auto-Merge Keyframes]: Fusiona automàticament les fotofites veïnesFusiona automàticament els vèrtexs moguts a la mateixa ubicacióNomena automàticament el document d'egressió amb el tipus de passadaAnomena automàticament el document egressat amb el tipus de passada (només extern)[Insert Offset]: Aparta automàticament dels nodes en inserir-losDesplaçament automàtic dels nodes següents o anteriors en una cadena en inserir un node nou[Use Auto-Pack]: Empaqueta automàticament totes les dades externes al document .blendEmpaqueta automàticament tots els documents externs dins el document .blend[Automatic]: Agafa automàticament el mètode d'intersecció més ràpid[Auto Normalization]: Recalcula automàticament la normalització de la corba a cada edició de la corbaRedueix automàticament el nombre de mostres per píxel en funció del nivell de soroll estimatRedueix automàticament el nombre de mostres per píxel en funció del nivell de soroll estimat, per a revelats de miradorvisualització[Automatic Scrambling Distance]: Redueix automàticament l'aleatorietat entre píxels per a millorar el rendiment del revelat de la GPU, a costa de possibles tares de revelat[Auto-Remove Fill Guides]: Suprimeix automàticament traços de guiatge d'emplenat després de l'operació d'emplenar[Auto-Name by Axis]: Reanomena automàticament els ossos seleccionats segons en funció del costat de l'eix de referència on rauen[Autoscale]: Escalat automàtic d'imatges per cobrir zones no emplenades quan s'estabilitzaTriar automàticament el millor tipus de vista prèviaSeleccionar automàticament els objectes importats[Keyframe Selection]: Selecciona automàticament les fotofites en la resolutiva del moviment de la càmera/objecte[Automatic Subframes]: Determina automàticament el nombre de subfotogramesEscindeix automàticament les arestes i les cares[Create Quads]: Parteix automàticament les arestes dels triangles per a mantenir la topologia quad[Auto Perspective]: Alterna automàticament entre vista ortogràfica i perspectiva en canviar de superior/frontal/lateralIntentar determinar automàticament la millor configuració[Auto Update]: Actualitza automàticament l'aspector quan el document .osl canviï (només protocols externs)[Zoom to Fit]: Fa anar automàticament el zoom del previsionat de la imatge fins que s'ajusta del tot a la regióEixos d'automatitzacióAutofusionarAutoescalarAutodividir egressió[Autosplit Output]: Divideix l'egressió de 2GB en 2GBsReferent auxiliarMitjMinMaxDisponibleMitjanaError mitjàMitjana d'error: {:.2f} pxMitjana d'iteracionsPromig d'escalatRapidesa mitjanaLongitud mitjana dels tensors * mida de la bola[Average Normals]: Mitjana de normals adaptades dels vèrtexs seleccionats[Average Error]: Error mitjà durant les subpassesError mitjà de reprojeccióError mitjà de reconstrucció[Average Iterations]: Mitjana d'iteracions durant les subpasses[Use Curve Radius]: S'utilitza el radi mitjà dels extrems per retocar els escalats X i Z dels ossos sobre el definit en el mode d'escalat XZError mitjà de reprojecció: %.2f px[Average Tracks]: Defineix el rastre actiu en base a la mitjana dels rastres seleccionatsAssigna l'espai mitjà de la vora de l'UV a la llargada de cada bucle[Average Islands Scale]: Mitjana de la mida de les illes UV per separat, en base a la seva àrea en l'espai 3DMitjana dels pesos del grup-v A i del grup-v BMitjana dels pesos en el grup de vèrtexs actiuAmitjanadaValor mitjàFa la mitjana de les mostres d'imatges d'origen que es troben sota el píxel de destinacióMètode de mitjanaEsquivarEvitar col·lisió[Reduce Motion]: Evita les animacions i altres efectes de moviment de la interfície[Deflectors]: Evita col·lisions amb objectes deflectors[Boids]: Evita col·lisions amb altres eixamsEvita el segat de color per la via de treballar dins un espai logarítmicEvita crear quads no simètrics al llarg de l'eix XEvita crear quads no simètrics al llarg de l'eix YEvita crear quads no simètrics al llarg de l'eix Z[Fear Factor]: Evita l'objecte si el seu perill passa d'aquest límit[Minimum Length]: Evita d'encongir corbes més curtes que aquesta longitudEixosPosició dels eixosEixos a rotacióEixColors de flòstic i eixosRegió de l'eix 0Regió de l'eix 1Angle d'eix[Axis Angle]: Angle de l'eix (W+XYZ), defineix una rotació al voltant d'un eix definit per Vector-3DAngle d'eix a rotacióRestricció d'eixDirecció d'eixTravat d'eixMapejat d'eixosMode eixObjecte eixNomés en eixEix ortoEix aleatoriInterval d'eixReferència d'eixSigne d'eixEspai d'eixLlindar d'eixEix UEix XEix al voltant del qual es fa rullar cada corbaRestricció d'eix enversEix per a tangents radialsEix en l'espai de visió global[Zoom Axis]: Eix del moviment del ratolí per a aproximar o allunyarEix de simetriaOrientació d'eixEix que s'alinea el millor possible tenint present l'alineament de l'eix primariEix que s'alinea exactament a la direcció primària aportadaEix que s'alinea amb la normal[Forward Axis]: Eix que apunta cap endavant en el trajecteEix que apunta en direcció «endavant» (s'aplica als vèrtexs d'instància quan s'habilita l'opció d'alinear a normal de vèrtex)Eix que apunta en la direcció cap amunt (s'aplica als vèrtexs d'instància quan s'habilita l'opció d'alinear a la normal del vèrtex)[Track Axis]: Eix que apunta envers l'objecte referent[Up Axis]: Eix que apunta cap amuntEix on alinear les ubicacions UVEix al qual alinearEix per a alinear al vectorEix sobre el qual disposar les illes UVEix per a precuinar en canal blauEix per a precuinar en canal verdEix per a precuinar en canal vermellEix en què moure els UVs[Pivot Axis]: Eix al voltant del qual es giraEix amb què anomenar etiquetesEix per a alinear-hi l'agregatRotació eix-angleAlineades a aixAlineació a eix (horitzontal)Alineació a eix (Vertical)Rotació d'angles d'eix de l'episodi de moviment. La magnitud vectorial és l'angle en què 1,0 representa 360 graus. L'angle s'escala típicament per la delta de temps abans de l'ús.Azimut - Angle al voltant de l'eix ascendentBOs-DVisualització de l'amplada X de l'os-DVisualització de l'amplada Z de l'os-DNansa del capdavall d'os-DTipus de nansa final d'os-DSegments d'os-DForma d'os-DNansa d'inici d'Os-DTipus de nansa inicial d'os-DMode de mapejat de vèrtexs d'Os-DMida de l'os-D en XMida de l'os-D en ZB-SplineB/NB44 (pèrdua)B44A (pèrdua)BFECCBMPFDDBBSSRDFB-SplineVisualització BT.1886 2.4 d'exponent EOTF, usada habitualment per a TVsVisualització BT.2020 2.4 d'exponent EOTFBVHDisposició BVHCronolapses BVHBVH2BNDarrereEsporgat de cares posteriorsPosterior ortogràficaPosterior perspectivaCompensació i Correcció d'Errors Endavant i Endarrere. Procediment avançat que minimitza la dissipació i la difusióLongitud del nerviEstirador del nerviPla de fonsDespl. pla de fonsZoom a pla de fonsDesplaçament del pla de fonsFactor de zoom del pla de fonsBasamentEsporgar cares posteriorsContracaraRerefonsColor de fonsImatge del rerefonsImatges de rerefonsEscena del rerefonsFont del rerefonsTipus de rerefonsValor del rerefonsColor de fons de la icona de depuracióColor de fons de la icona de l'operadorColor de fons de la icona PropietatColor de fons de la línia seleccionadaNo es pot suprimir la imatge de rerefonsÍndex de la imatge rerefons a suprimir[Background Scene]: Muntatge de rerefons d'escenaRetrodispersióCòpies de seguretat .blendEnrereMode d'assignació incorrecteÍndex de vèrtex erroni a la llistaPrecuinarPrecuinar i fusionarPrecuinar totPrecuinar tots els fotogrames fitatsPrecuinar tots els objectes animacióPrecuinar els canals d'ossos-dDades de precuinatFinal precuinat[Bake All]: Precuina la simulació de fluid sencera[Bake Data]: Precuina dades de fluid[Bake Guides]: Precuina guies de fluid[Bake Mesh]: Precuina malles de fluid[Bake Noise]: Precuina sorolls de fluid[Bake Particles]: Precuina partícules de fluidPrecuinar la transformació de l'objecte Llapis de greix convertint-la en fotofites de Llapis de greixID de precuinatElement de precuinatElements de precuinat[Bake Line Art]: Precuina el dibuix lineal de l'objecte llapis-dG actualPrecuinar ubicacióMode precuinatPrecuinar modificadorsPrecuinar modificadors en fotofites i esborrar desprésTransformació de precuinat d'objecte sobre Llapis de greixPrecuinat empaquetatAdreça del precuinatMostres de precuinatPrecuinar seleccionatsInici precuinatPrecuinar períodeTipus de precuinatPrecuinar interval de fotogramesPrecuinar un únic node de precuinat o simulacióPrecuinar un únic fotogramaPrecuinar tots els modificadors de Dibuix linealPrecuina totes les sondes de llum volumètriques[Bake All Physics]: Precuina tot el que es comporta de manera física[Bake Action]: Precuina l'animació d'ubicació/escala/rotació de tots els objectes seleccionats fent-ne una accióPrecuinar tots els paràmetres de simulació alhora[Bake Ocean]: Precuina una seqüència d'imatges de dades oceàniques[Overwrite Current Action]: Precuina l'animació en l'acció actual, en lloc de crear-ne una de nova (útil per a precuinar només una part dels ossos d'un esquelet)[Clear Parents]: Precuina l'animació sobre l'objecte i després retira les paternitats (només objectes)Precuinar transformacions d'ossosPrecuinar memòria cau sobre tots els objectes seleccionatsPrecuinar propietats creades a mida[Bake Data]: Preexecuta càlculs de blocs de dades d'una escenaDades de precuinat per a cada node de precuinat[Bake from Multires]: Precuina directament des de l'objecte multiresPrecuinar directori d'objecte %s, el modificador %s està buit i configura la ruta predeterminadaPrecuinar desplaçament[Dynamic Paint Bake]: Precuina la superfície de seqüència d'imatges de pintura dinàmicaPrecuina les superfícies emissives per a una il·luminació més acuradaPrecuinar cada etapa de la simulació per separatPrecuinat fallit: el llenç no és vàlidPrecuinat fallit: domini no vàlidPrecuinat fallit: no s'ha trobat cap modificador de Pintat dinàmicPrecuinat fallit: no s'ha trobat cap modificador FluidHa fallat l'alliberament de precuinat: domini no vàlidHa fallat l'alliberament de precuinat: no s'ha trobat cap modificador FluidHa fallat l'alliberament de precuinat: s'han trobat tasques pendents de precuinarPrecuinar de multiresPrecuina a partir de la memòria cau[Bake]: Precuina les imatges textura dels objectes seleccionatsPrecuina la llum entrant provinent del món, enlloc de només la visibilitat per a una il·luminació més acurada, però perd la fusió correcta davant dels volums d'irradiància circumdantsPrecuinar memòria cau de llum de volum d'irradiànciaL'element de precuinat és un atribut guardat en una geometriaPrecuina les rebots de llum provinents de fonts de llum per a una il·luminació més acuradaPrecuinar canals d'ubicacióNode de precuinat o d'egressió simulada que correspon a aquest precuinat. Aquest node pot estar profundament aniuat dins el grup de nodes modificadors. En alguns casos, pot no ser cap, per exemple si hi ha blocs de dades vinculats extraviats.Precuinar normalsPrecuinar transformacions d'objectePrecuinar en l'interval de fites[Bake All Keyed Frames]: Precuina cada fotograma que té una fita per a qualsevol dels ossos, a diferència de quan només són els pertinentsLa passada de precuinat requereix contribucions directes, indirectes o de color per poder-la habilitar[Bake Physics]: Precuina comportaments físics[Bake to Keyframes]: Precuina transformacions de cos rígid d'objectes seleccionats en fotofitesPrecuinar canals de rocacióPrecuinar canals d'escalaPrecuina l'aspecte de superfície dels objectes seleccionats sobre l'objecte actiuPrecalcula simulacions en modificadors de nodes de geometria[Apply Transform]: Precuina la transformació d'espai a dades d'objecte, i evita obtenir rotacions no desitjades d'objectes quan l'espai de referència no està alineat amb l'espai de Blender (AVÍS! opció experimental, ús a risc de cadascú, se sap que no rutlla amb esquelets/animacions)Precuina el desplaçament en l'espai objectePrecuina el desplaçament en l'espai tangentPrecuina les normals en l'espai d'objectesPrecuina les normals en l'espai tangentPrecuinar a càmera activaPrecuinar a discPrecuinar amb càmera activa[Image Textures]: Precuina a dins de blocs de dades d'imatge associats amb els nodes actius d'imatges textura en els materialsPrecuinar dins de l'atribut de color actiu en mallesPrecuinar desplaçament vectorialAnimació precuinadaFotograma precuinat {}S'han retirat els traços precuinatsPrecuinat {} - {}PrecuinatsPrecuina una ona de so a les mostres dels canals seleccionatsPrecuinant pintat dinàmic...Precuinant el dibuix lineal...Precuinant multirès...Precuinat cancel·lat!Precuinant fluid...Precuinant la il·luminació...S'ha desat el mapa de precuinat a la imatge interna, deseu-la externament o empaqueteu-laMapa de precuinat escrit a "%s"Precuinant nodes...El precuinat de dades de multires només funciona amb un objecte malla actiuPrecuinat de cache de punts...El precuinat hauria d'aplicar-se a la imatge amb la memòria intermèdia d'imatgePrecuinant extura...S'està precuinant a un tipus d'imatge no admèsEquilibriEquilibradaEquilibri entre rendiment i qualitatEquilibra entre els dos canals de color no primaris amb els quals es compara el canal primari. 0 significa que s'utilitza el darrer canal dels dos, mentre que 1 significa que s'utilitza el primer dels dosEquilibra zones de baixa i alta luminància. Els valors més baixos emfatitzen els detalls a les ombres, mentre que els valors més alts comprimeixen els ressaltats amb més suavitatBolaMida de bolaPressió de bola inflableAmple de bandaAigüesDirecció de les aigüesAigües al llarg de l'eix XAigües al llarg de l'eix YAigües al llarg de l'eix ZAigües al llarg de l'eix diagonalDecantamentEscorçaBaseColor baseContrast de baseTipus d'ompliment baseAngle de posat baseUbicació del posat baseObjecte posat baseTipus de posat baseEscala baseGruix baseTransparència base[Alpha Transparency]: Transparència alfa de base, possiblement modificada pels modificadors de transparència alfaClasse bàsica a partir dels reveladors basats en Hydra d'USD[After Color]: Color base per a espectres després del fotograma actiu[Before Color]: Color base per als espectres d'abans del fotograma actiuCorbes base entre les quals s'interpolen les noves corbesBase des d'instanciadorBase des de muntatgeColor base de la línia, possiblement modificat pels modificadors de color de líniaGruix de la línia de base, possiblement modificat pels modificadors de gruix de líniaMalla baseMalla base d'on sostreure la geometriaBase d'arbre de nodes a partir del contextTipus de node base per als tipus de grup adaptable de nodes registratsOrientació base per a la rotacióOrientació base per a la rotacióEl radi base s'ha d'especificar si "Substituir radi" està habilitatRapidesa de base per caminar i volarSuperfície base en relació a la qual s'aplica el mapa de normals quan es fa servir el desplaçamentTipus base per als paràmetres del resolutor de CITipus base per a blocs de dades, definint un nom únic, i que enllacen des d'altres biblioteques i col·lecció de rebuigTipus base per definir modificadors de transparència alfa[Line Style Color Modifier]: Tipus bàsic per definir els modificadors de color de línia[Line Style Thickness Modifier]: Tipus base per definir modificadors de gruix de líniaTipus base per definir els modificadors[Line Style Geometry Modifier]: Tipus base per definir els modificadors de geometria de traçValor base per a controlar la variació aleatòria d'instàncies d'una manera reproduïbleValor base per controlar la variació aleatòria d'una manera que es pugui reproduirBasat en posició del ratolíEn base a la distància/decaïment afegeix una porció del trajecte sencerBàsic[Parameter Editor]: Mode bàsic per a l'edició interactiva de paràmetres d'estilBaseMatriu baseBasc - EuskaraSeqüenciacióCanviar seqüencialment el tipus de fusióCanviar seqüencialment el tipus de fusió (sumar)Canviar seqüencialment tipus de fusió (en curs)Canviar seqüencialment tipus de fusió (dividir)Canviar seqüencialment tipus de fusió (mescla)Canviar seqüencialment tipus de fusió (multiplicar)Canviar seqüencialment tipus de fusió (següent)Canviar seqüencialment tipus de fusió (anterior)Canviar seqüencialment tipus de fusió (restar)Canviar seqüencialment l'operació de càlculCanviar seqüencialment els nodes seleccionatsExportar seqüencialmentMode seqüencialDirectori propi de seqüenciacionsCanviar seqüencialment el tipus de fusió i l'operació de càlculBatallaAngle del feixAngle del feix: %.2fForma del feix de llumBaies (Cacau)Llegums (so)PreciósBeckmannEsdevé el valor d'egressió si és l'escollit per la ingressió de menúAbansColor abansAbans de l'actualAbans de fotograma actualAnterior a ciclesFotograma previPrèvies a última fotofitaMode anterioritatAbans de l'originalAbans de l'original (alineada)Abans de l'original (complet)Abans de l'original (canals separats)Comportament en importar atributs USD com a propietats de Blender creades a midaComportament en importar textures des d'arxiu USDZ[Material Name Collision]: Comportament quan el nom d'un material importat entra en conflicte amb un material existentComportament quan el nom d'un document de textura importada entra en conflicte amb un document existentBielorús - БеларускаяInferiorSota de llindarDoblegarAngle de doblec: %.3f, Radi: %.4f, Alt: Retenció %sAngle de doblec: %s, Radi: %s, Alt: Retenció %sEix de rotació de doblec:[Bend]: Doblega els elements seleccionats entre el cursor 3D i el ratolíDoblega la malla sobre l'eix Z de l'espai modificadorCorba la malla a partir d'un objecte corbaDoblegamentGrup de flexióModel de doblegatResistència elàstica al doblegarRigidesa en doblegarMàxim de rigidesa en doblegarGrup de vèrtexs per rigidesa de doblegarOs doblegable[Bendy Bone]: Propietats de la forma d'un os doblegableOssos doblegablesMillor correspondènciaMillor coincidència de normalsEl tipus d'estructura més coneguda del born. Pot ser que no coincideixi amb la forma del born, p. ex. amb borns d'entrada no enllaçats[Hole Tolerant]: El millors resultats quan hi ha forats (més lent)Entre marcadors seleccionats mín/màxBisellarBisell convexFons del bisellMode de bisellatModificador bisellarObjecte de bisellatgeRadi de bisellResolució del bisellPesos de bisellPes de bisell:Quantitat de bisellQuantitat de bisell per mètode percentual[Bevel Modifier]: Modificador de bisellat que arrodoneix arestes i vèrtexs[Limit Method]: Bisella la malla sencera per una quantitat constantBiaixFactor de biaix sobre quin fotograma té més influència en els traços interpolats[Visibility Bleed Bias]: Biaix per a reduir el sobreiximent de llum en els mapes d'ombres de variància (obsolet)[Shadow Buffer Bias]: Biaix derivat de la reducció de l'autoombra (obsolet)Esbiaixar la normal d'aspecció per reduir les tares d'autointerseccióEsbiaixatBicúbica[Smart]: Bicúbic quan s'engrandeix, altrament bilineal (només OSL)GranDifuminat bilateralFiltre bilateralBilinealBimanualObjecte binariFormat de document d'objecte binari (.bobj.gz)Fixar[Use Bone Envelopes]: Fixa les fundes d'os al modificador d'esqueletCoordenades de fixacióAssociar a[Corrective Smooth Bind]: Posa de fixació base en el modificador de Suavitzat correctiuFixar forma actualFalten dades de fixacióCalen dades de fixacióFixa la malla a la gàbia en el modificador deformació de malla[Laplacian Deform Bind]: Fixa malla al sistema en el modificador de deformació laplacianaFixa la malla al referent en el modificador deformar superfície[Bind Camera to Markers]: Vincula la càmera seleccionada a un marcador del fotograma actualEl recompte de vèrtexs de fixació no quadra: %u a %uFixa els grups de vèrtexs al modificador d'esquelet[XR Action Map Binding]: Associació en un element del mapa d'acció RXAssociacions[Bindings]: Associacions per a l'element del mapa d'acció, mapejant l'acció a una ingressió RXFormat (BVH) de captura de moviment BioVisionMoment de naixementBiseccionarBiseccionar sobre eixDistància de biseccióInverteix l'eix de biseccióBisectorCàlcul en bits[Data Depth]: Profunditat de bits per a partícules i graelles de fluid (els valors de bits més baixos redueixen la mida del document)Profunditat de bits per canalBitangentSigne bitangentVector bitangent d'aquest vèrtex per a aquesta care (s'ha de calcular abans amb calc_tangents, s'ha d'usar només si realment cal, car l'accés és més lent que amb bitangent_sign)Assenyala grups suavitzatsMapa de bits (.bmp)Taxa de bitsTaxa de bits en kbit/sEn bits %sRetroEnreNegreNivell de negrePunt negreCosfoscIntensitat del cosfoscTint de cos negreBlackmagic Pocket i StudioPocket Blackmagic 4KBlackmagic Pocket 6kURSA Blackmagic 4.6KBlackman-HarrisFiltre Blackman-HarrisLàminesEn blancSobreeixirBiaix de sobreeixitBiaix de sobreeixitFusióFactor de fusióDocument blendDocuments blendFusionar corbes de pèlFosa d'entradaFusió d'entrada/sortidaMode de fusióMode de Fusió per a cares transparents (obsolet: empreu 'surface_render_method')Fusionar veïnesOpacitat de fusióFosa de sortidaFusionar camíRadi de fusióFusionar superfícieTextura de fusióTipus de fusióPes de fusióFusionar al llarg de la corbaFusiona l'alfa per sota d'un altre vídeoFusiona l'alfa per sobre d'un altre vídeoFusió entre un patró de soroll més suau i un de més aspre amb pics més contrastatsFusió entre superfície difusiva i dispersió de subsuperfície. Típicanent hauria de ser zero o u (o bé difusiu del tot o de subsuperfície)Fusió entre la transmissió i altres components de la capa base[Use Front-Face Falloff]: Fusiona la influència del pinzell seguint el grau amb què s'encara a la part frontalColor de fusió per a mesclar amb el color de textura egressatFusionar deformació seguint cada corba des de l'arrelFusiona les dades de cares per tota la incisióFactor de fusió entre una octava i l'anterior. Un valor de zero correspon a zero de detallFactor de fusió entre estirament minimitzat i originalDocument blend '%s' creat per una versió de Big Endian de Blender. Ja no hi ha suport per a aquests documents a Blender 5.0, us caldrà emprar una versió anterior de Blender per obrir-lo i convertir-lo.Fusionar des de la posició actual a la fotofita anterior o següent[Region Alpha]: Fusió d'entrada i de sortida de regions solapades[Blend from Shape]: Fusiona la forma a partir d'una morfofitaMode de fusió[Blend to Neighbor]: Fusiona les fotofites seleccionades a la veïna esquerra o dretaFusiona les fites seleccionades a la inclinació de les veïnes[Blend to Default Value]: Fusiona les fites seleccionades al seu valor predeterminat des de la seva posició actualFusionar el sobrecobrir per als punts per sobre de la superfície[Blend Pose Asset]: Fusiona l'Acció Posa pertinent a l'aparellFusionar a veïnaPes de fusió per a la combinació de dos aspectors. A zero utilitza el primer aspector exclusivament i a un, el segonEspai de color de document blendDades de document BlenderFusionatBlenderBlender (millor per a importació/exportació reversible)Blender 2.7Blender 2.8Blender 27xDades de BlenderEditor de controladors del BlenderExtensions del BlenderDocument BlenderVisionat de documents del BlenderIDs de BlenderRegistre d'info del BlenderNoms de BlenderEspai d'objectes de BlenderOriginal de BlenderRNA de Blender[Blender RNA]: Definicions d'estructura d'RNA del BlenderRevelat del BlenderVersió del BlenderEspai de món de BlenderBlender compilat sense suport d'AudaspaceEl Blender es compila sense biblioteca de rastreig de movimentEl Blender és programari lliureMesures d'il·luminació del Blender sense conversióDades de l'espai de preferències del BlenderEl subprocés de Blender ha finalitzat amb el codi d'error {:d}Blender s'ha compileat sense cap dessorollador del miradorBlender s'ha llançat en mode fora de línia, i no es pot canviar a mitja execucióEl Blender s'iniciarà la pròxima vegada com està ara.Cal habilitar el repositori d'extensions de Blender per poder instal·lar extensions!Cal refrescar el repositori d'extensions de Blender!No s'ha trobat el repositori d'extensions de Blender!Lloc web oficial de BlenderEl document Blend '%s' sembla estar malmès, conté noms d'ID no vàlids. Han estat truncats.El document Blend '%s' es va crear per a una versió futura del Blender i conté noms d'ID més llargs que els admesos ara aquí. Han estat truncats.Context d'importació de document blendElement de Context d'importació del document blendElements de context d'importació de document blendBiblioteques de context d'importació de document blendBiblioteca de context d'importació de document blendEl contex d'importació del document blend s'ha inicialitzat i emplenat amb una llista d'ítems a importar; encara no s'ha vinculat ni incorporat cap dadaFusióFactor de fusióMode de fusióFactor fusió[Panel/Menu Shadow Strength]: Factor de fusió per a les ombres de plafó i menúEs fusiona en una col·lisió inelàstica[Blend Weight]: El pes de la fusió d'aquest osFa una fusió entre models de material dielèctric i metàl·lic. A 0,0, el material consta d'una capa base difusiva o transmissiva, amb una capa de reflex especular a la part superior. Un valor d'1,0 dona un reflex totalment especular tenyit amb el color base, sense reflex ni transmissió difusiva[Blend to Ease Keyframes]: Fusiona fotofites des de l'estat inicial a una corba de gradualització d'inici o de finalBarreja la forma entre múltiples corbes de pèl en un radi determinatElement globulós d'un bloc de dades de metabolaBlocadaBlocada Col·lecció de blocadorsFloracióBlauCanal blauCanal blauComponent blau del camp de colorSoroll blauSoroll blau (primer)Soroll blau (pur)Soroll blau (rodó)Blau:EsquemaDifuminarDifuminar atributDistància de difuminatIteracions de difuminatMode difuminatMida de difuminatTandes de difuminatIntensitat de difuminatAmplada del difuminatDifuminar XDifuminar una imatge seguint una direccióDifuminar una imatge tot fent servir diversos modes de difuminatDifumina l'efecte del pinzellLímit de difuminat, radi CoC màximDifuminar aliàsing d'ombra en base al filtrat de proximitat per percentatge (PCF)[Blur Strength]: Intensitat de difuminat per tandaDifumina el color de la imatge d'ingressió enal'espai de color YCC abans d'activar croma alhora que deixa la luminància intacta mitjançant un difuminat gaussià de la mida donadaDifumina la trepa calculada amb un difuminat gaussià d'una mida donadaDifumina la radiància resolta tot fent ús d'un filtre bilateralDifuminar la llum d'estudi al rerefons[Use as Depth Of Field]: Difumina usant la profunditat de camp de la càmeraDifuminar pesos en el grup de vèrtexs actiu[Normal Smooth]: Difuminació per passos per a decaïment de normalsImatge borrosaDifumina/suavitza la vora entre el morter i els maons. Pot ser útil amb una textura i textura de desplaçamentCos de textEixamCervell d'eixamRegla d'eixamRegles d'eixamParàmetres d'eixamEstat d'eixamEstats d'eixam[Boid]: Pes d'efector eixamAlçada de l'eixam respecte de la mida de les partícules[Boid Rule]: Nom de la regla d'eixam[Boid State]: Estat de l'eixam dins la física d'eixamNom d'estat d'eixam[Aggression]: L'eixam atacarà enemic molts cops més fortEixamsEixams 2DBokehDifuminat BokehImatge BokehTipus BokehTipus de Bokeh:Rotació de forma BokehNegretaNegreta i cursivaOsL'os '%s' té dades de segment d'os-D obsoletes! - cal actualització de depsgraph!L'os '%s' no és un os-D!L'os '%s' no s'ha assignat a la col·lecció '%s'Matriu d'os relativa a esqueletCol·lecció d'ossosPertinences a col·leccions d'ossosEspecials de col·lecció d'osIU de col·lecció d'ossosCol·leccions d'ossosCol·leccions d'ossos (tots)Col·leccions d'ossos (Arrels)Col·lecció d'ossos que contenen aquest osColor d'osJocs de colors d'ossosColors d'ossosPropietats de la restricció de l'osRestriccions d'ossosDirectori d'osFunda d'osDistància de funda d'osFundes d'osOs des dePonderació d'os en acció: no s'ha trobat solució per un o més ossosJerarquia d'ossosInfluències d'ossosInfo de l'osPesos blocats en osMatriu de l'osNom de l'osOriginal de l'osOs - Posa activaOs de posa seleccionatPropietats de l'osRelatiu a osGirar osSelecció d'ossosConjunt de selecció d'ossosParàmetres d'ossosEscala de forma d'osMida d'osOs - SòlidBo enversVisibilitat d'ossosOpacitat de tramat en ossosL'os ja té una restricció CIOs associat amb aquest os posaLa col·lecció d'ossos %s no és editable, potser afegint un sobreseïment a les Dades d'esquelet?La col·lecció d'ossos '%s' no es troba en l'esquelet '%s'La col·lecció d'ossos és un bloc de dades d'esqueletLa col·lecció d'ossos d'índex %d no s'ha trobat en l'esquelet %sLes col·leccions d'ossos només es poden editar en un esqueletS'han sincronitzat els colors d'ossos; per a {:d} ossos això no serà visible a causa del sobreseïment del color d'ossos de posaOs definidor del desplaçament[Envelope Deform Distance]: Distància de deformació de l'os (només per a deformacions de funda)[Envelope Deform Weight]: Pes de deformació de l'os (només per a deformacions de funda)Os d'un bloc de dades d'esquelet[Inherit Rotation]: L'os hereta la rotació o l'escala de l'os pare[Selectable]: L'os es pot seleccionar[Display Wire]: L'os sempre es mostra com un tramat independentment del mode d'aspecte del mirador (útil per a formes òssies personalitzades no obstructives)L'os no es pot transformar en el mode edicióL'os no és visible excepte en Mode edicióL'os no és visible quan en mode edicióL'os no és visible quan és en Mode edicióL'os està seleccionat en Mode posa[Local Location]: La ubicació de l'os és definida en espai localNo s'ha pogut afegir i ocultar l'os a la col·lecció perquè existeix una col·lecció o col·leccions d'ossos en solitari.No s'ha trobat l'osNo s'ha trobat l'os: {:s}Alineació de gir d'os[Roll]: Rotació de l'os al voltant de l'eix que va de cap a cuaError de recompte de la selecció d'ossosSelecció d'ossos durant el pintatOs que defineix la transformació de visualització d'aquesta forma personalitzada[B-Bone End Handle]: Os que serveix com a nansa del final per a la corba d'os-D[B-Bone Start Handle]: Os que serveix com a nansa d'inici per a la corba d'os-D[Texture Coordinate Bone]: Os per definir les coordenades de la texturaOs des d'on transformarOs utilitzat per al duplicat de mirallS'ha afegir l'os a la col·lecció oculta '%s'L'os {:s} té una referència trencada a la {:s} col·lecció '{:s}'Os {:s} seleccionat a banda i banda, l'emmirallat seria ambigu, s'avorta. Selecioneu sols el costat dret o l'esquerre, però no tots dosOs(sos)OssosOssos i empellat[Bones]: Ossos assignats a aquesta col·lecció d'ossos. En el mode d'edició d'esquelet sempre retornarà una llista d'ossos buida, ja que els membres de les col·leccions d'ossos només se sincronitzen en sortir del mode edició.Ossos per a diferents objectes seleccionatsEls ossos d'aquesta col·lecció seran visibles en mode poses/objectes[Object Action]: Només ossos: aplica a l'os amb restricció els canals de transformació d'objecte de l'acció, en lloc dels canals d'os[Children]: Ossos que són fills d'aquest osOssos:%s/%sDreceresAdministrador de dreceresAtribut booleàValor d'atribut booleàValor booleà en atribut de geometriaBooleàSèrie booleanaCamp booleàCàlcul booleàModificador booleàBorn de node booleàInterfície del born de node booleàOperació booleanaValor booleàGraella booleana que defineix les regions de topologia/activesModificador d'operacions booleanesEl resultat booleà és massa gran per al resolutorSelecció booleana de punts arrel de corbaSelecció booleana de punts de punta de corbaEl resolutor no està disponible (la compilació s'ha fet sense)Born de valors booleans d'un nodeFactor reforçLimítrofesCol·lisions de límitsAmplada de voraEl seqüenciador no permet el revelat de seccióSelecciona només UVs fixats al contornVoresAmbdósAmbdues caresAmbdós veïnsAmbdós costatsAmbdues ZsTots dos objectes han de ser malles[Subdivide Collapse]: Tant subdivideix arestes llargues com aglutina arestes curtes per refinar el detall de la mallaCapdavallLínia de base inferiorAlçada inferiorInferior esquerraInfluència de llavi inferiorDessota ortogràficDessota perspectivaAmplada inferiorAlinear al capdavall en carregar (excepte per als editors de propietats)Última de la llista[To Minimum X]: Interval inferior del moviment de referència de l'eix X[From Minimum X]: Interval inferior del moviment original en l'eix XInterval inferior del moviment de referència de l'eix YInterval inferior del moviment original en l'eix YInterval inferior del moviment de referència de l'eix ZInterval inferior del moviment original en l'eix ZCantonada inferior esquerra dels límits d'empaquetatRebotànciaEstacada[Bounded]: Límit per capa de revelat del nombre de mostres per mostres globalsLímitsLímitArestes limítrofesJoc de cares del límitDissipació de contornDesplaçament d'origen de contornForma de contorn (convexa)Suavitzar contornsTopologia de contornArestes limítrofesTipus de límit a màscaraLimitatCapsa contenidoraCentre de capsa contenidoraEl volum de la capsa contenidora ha de ser superior a 0Vora exteriorCentre de límitsRetenció per límitsContorns maxContorns mínCapsaColors de fons de capsaColor de caixaMarge de caixaMàscara de caixaArrodoniment de la caixaSelecció de caixaContrastar caixaRadi dels cantells de la caixa com a factor de l'alçada de la caixaFiltre de caixaEl marge de la caixa com a factor d'amplada de la imatge[Rigid Body Shape]: Formes semblants a capses (és a dir, cubs), incloent-hi plans (és a dir, plans de terra)CapsesCorbes de trenes de pèlInici de trenaSuavitzat de branquesRamificació: {:s}Llautó[Explode]: Trencanent de les cares de la malla, que es posen a seguir partícules[Subdivide]: Parteix els ossos seleccionats en cadenes d'ossos més petitsDoblegablePartionamentFotofita de partióFotofita de partió seleccionadaLlindar de rupturaTotxo (Comú)Maó (Premsat)Totxo (Tou)Textura maonsAmplada del maóMaonsMaons 1Maons 2Dades de modificador de brillantor/contrast per al segment de la seqüènciaMés brillantBrillantor“Valor de correcció de brillantor. Un factor de tipus additiu per augmentar la brillantor general de la imatge. Empreu un número negatiu per enfosquir una imatge i un número positiu per aclarir-laLímit d'intensitat de brillantorMultiplicador de brillantor[Mini Axes Brightness]: Brillantor de la icona[Sprite Threshold]: Llindar de brillantor per a usar la profunditat de camp bàsica de l'esquitxadaBrillantor/ContrastEnviar cap endavantPorta la posa d'os a dins de l'objecte modificatPorta la geometria de la col·lecció ingressada a dins l'objecte modificat, tot mantenint la posició relativa entre els objectes de l'escenaPorta la geometria de l'objecte ingressat, la ubicació, la rotació i l'escala a l'objecte modificat, tot mantenint la posició relativa entre els dos objectes de l'escenaPortar al davantPropagar accionsPropaga totes les accions compatibles a tots els objectes. Els objectes animats rebran totes les accions que hi són compatibles, d'altres no rebran cap animacióBronzeBrownModel de distorsió Brown-ConradyBrowniàNavegarExplorar l'acció per vincularExplorar l'esquelet per vincularExplorar el pinzell per vincularExplorar els documents de memòria cau per vincularExplorar les dades de càmera per vincularExplorar les dades de corba per vincularExplorar les dades de corbes per vincularExplorar les dades de Llapis de greix per vincularExplorar les dades ID per vincularExplorar la imatge per vincularExplorar les dades de retícula per vincularExplorar les dades de llum per vincularExplorar la sonda de llum per vincularExplorar les dades de lineament a vincularExplorar la màscara per vincularExplorar el material per vincularExplorar les dades de malla per vincularExplorar les dades de metabola per vincularExplorar el clip de vídeo per vincularExplorar l'arbre de nodes per enllaçarExplorar l'objecte per vincularExplorar les dades de pintura de corba per vincularExplorar les dades de la paleta per vincularExplorar els paràmetres de partícules per vincularExplorar les dades de núvol de punts per vincularExplorar escena per vincularExplorar el so per vincularExplorar les dades d'altaveu per vincularExplorar el tex per vincularExplorar la textura per vincularExplorar les dades de volum per vincularExplorar l'obrador per vincularExplorar els paràmetres del món per vincularNavega pels documents i recursosExplora aquest document[Get Extensions]: Instal·la, gestiona i navega per les extensions des de repositoris remots i locals[Browsing Mode]: Mode de navegacióPinzellSumarDoblegarCapturar bi-escalatGlevarDifuminarContornTipus de pinzellFangFaixes de fangDitada de fangSentit horariClonarTelaGradació de colorConstantSentit antihorariCairarDesinflarDeformacióDireccióArrossegarDibuixarDibuixar jocs de caresDibuixar nítidDeformació elàsticaAfinar detallsEsborrarExpandirDecaïmentEmplenarCapturarInflarInvertitTrontollCapaEngrandirMàscaraRaspat multiplàMultires - Esborrador de desplaçamentsEscampar desplaçaments multiresNouNormalEmpentarPintarPinçar[Pinch Point]: Pinçat perpendicularPunt de pinçatRibotejarPosarEmpentaRotarEscalarAguditzarSimplificarLliscar i destensarEscamparSuavitzarGanxo de serpAblanirRestarSuperfícieDitadaTenyirCapturar tri-escalatRoscarRecurs pinzellRecurs pinzell (no desat)Referència del Pinzell actiuPotencialitats dels pinzellsCol·lecció de pinzellsDetall del pinzellDissipació de pinzellDegradat de pinzellAlçada de pinzellMàscara pinzellNormal del pinzellPredefinits de pinzellsRadi de pinzellParàmetres de pinzellMida de pinzellEspecials del pinzellsEpígraf de textura del pinzellTipus de pinzell[Blending Mode]: Mode de fusió del pinzellBloc de dades del pinzell que guarda els paràmetres del pinzell per a pintar i esculpir[Brushes]: Blocs de dades de pinzellsLa deformació del pinzell desplaça els vèrtexs de la malla[Cloth Simulation]: El pinzell deforma la malla deformant amb les restriccions d'una simulació de telaEl pinzell es projecta al llenç des de la direcció definida dins la proximitat del pinzell[Smooth Stroke]: El pinzell es queda darrere del ratolí i segueix un trajecte més suau[Use Front-Face]: El pinzell només afecta els vèrtexs que miren cap a l'observadorEl pinzell opera en totes les illes[Brush Settings]: Paràmetres del pinzellMida del pinzell al quadre de pantallaPassos de pinzellIntensitat de pinzellAngle aleatori de textura de pinzellRotació de textura de pinzell[Temporary Brush Toggle Type]: Pinzell en ús per la durada del traçIdentificador de tipus de pinzell per al qual es buscarà l'eina més adequadaCapacitats del pinzellPinzell(s)Pinzell. Alternativament clicar amb l'esquerra per a pescar per la paletaPinzellsEls pinzells no admeten previsionats automàticsBombollaFlotabilitat de bombollesArrossegament de bombollaBombollesVàlvulaMida de la vàlvulaPífiaConfegirConfegir resolució de supleció del 100%Confegir resolució de supleció del 25%Confegir resolució de supleció del 50%Confegir resolució de supleció de 75% pModificador confegirConfegir original:Confegir sense distorsió:Construeix una rotació des d'un eix i una rotació al voltant d'aquest eixConstrueix una rotació a partir de components de quaternióConstrueix una rotació des d'angles distints al voltant de cada eix[Caps Align Normals]: Confegeix normals a mida en els extrems per obtenir vores d'aspecció contínues amb la forma del tubModificador efecte confegir[Set up proxies manually]: Confegir simulacions per a els segments de filmació i imatge afegits en cada mida de previsionatConfegir resolució de la supleció al 100% de la dimensió del metratge originalConfegir resolució de la supleció al 100% de la dimensió original del metratge sense distorsióConfegir resolució de la supleció al 25% de la dimensió del metratge originalConfegir resolució de la supleció al 25% de la dimensió original del metratge sense distorsióConfegir resolució de la supleció al 50% de la dimensió del metratge originalConfegir resolució de la supleció al 50% de la dimensió original del metratge sense distorsióConfegir resolució de la supleció al 75% de la dimensió del metratge originalConfegir resolució de la supleció al 75% de la dimensió original del metratge sense distorsió[Rec Run]: Compondre índex de cronofites en ordre de gravacióConfegint supletoris...[Additive]: Confegeix només traços nous (pressuposa dibuix «additiu»)Construït sense modificador FluidConstruït sense modificador OceàConstruït sense modificador RemallarCompilat sense SLIM, es recorre al mètode conformeComilat sense funcionalitats de RV/OpenXRFunció integrada de modificador-FIntegratRecurs integratReproductor d'animacions integratExplorador de documents integrat per a obrir, desar i vincular dadesLes fonts de fàbrica no es poden reanomenarLes configuracions de teclari de fàbrica no es poden eliminarEls temes de fàbrica no es poden sobreescriureEls temes de fàbrica no es poden suprimirBúlgar - БългарскиRelleuCorrecció de mapa de relleuNomés relleu[Bump Only]: Mapejat de relleu per a simular l'aparença de desplaçamentAgregatElements de l'agregacióBorn de node d'agregatInterfície del born de node d'agregatPaquet sòlidDades de lotsLot de geometriaBorn d'agregat d'un nodeAgregats que s'han d'unir entre ells en el nivell superar de cada agregat. Quan hi hagi duplicats, només s'agafarà la primera ocurrènciaFlotabilitatDensitat de flotabilitatCalor de flotabilitat[Buoyancy Density]: Força d'elevació basada en la densitat del fum (com més alt el valor més ràpid s'enlaira el fum)[Buoyancy Heat]: Força d'elevació en el calor del fum (com més alt el valor més ràpid s'enlaira el fum)Estampar a la imatgeMode crematOcupat dibuixant!Cabota[Butt]: Tancament de cabota (aplanat)Sembla que el botó no té cap informació de propietat associada (ptr.data =%p, prop = %p)Per eina activaPer ID de GrupPer capaPer parts aïlladesPer materialPer nomPer ordrePer moments sobre fotograma actualPer moments sobre el primer marcador seleccionatPer temps sobre temps zeroPer valors sobre valor del cursorPer moments sobre valor sobre zeroQuant s'ha d'engrandir la seleccióColor en bytesColor de bytes (codificació sRGB): {} {} {} {}Atribut de bytes de colorValor d'atribut color en bytesBytecodeTransxifrat de BytecodeBézierCorba BézierPunt de corba BézierPunts BézierSegment BézierBézier UBézier V[Bézier Curve Point]: Punt de corba Bézier amb dues nansesPunt de corba Bézier amb dues nanses que defineixen una fotofita en una Corba FNo es poden afegir punts al spline BézierCCFLNúmero de CFLCINEONCPUEl rendiment de radiotraçat de la CPU serà pobreFRCCSV (.csv)Importació de CSV: No es pot obrir el document '%s'Importació de CSV: document '%s' buitImportació de CSV: No s'ha pogut analitzar el document '%s'CUDAMemòria cauDocument de memòria cauDocuments de memòria cau[Cache Files]: Blocs de dades de documents de memòria cauMemòria cau de definitivaÍndex de memòria cauInformació de memòria cauLa memòria cau està obsoletaCapa de memòria cauCapes de memòria cauMalla de memòria cauModificador memòria cauConfiguració de sobreimpressions de cauRuta a memòria cauCau en brutResultat en cacheConfiguració de memòria cauLapse de memòria cauDirectori de la memòria cauRuta al document de memòria cau[Cache Final]: Imatge final a la memòria cau per a cada fotogramaGuardar a cau els fotogrames durant la reproducció de nodes de simulacióS'ha d'habilitar la memòria cauLa memòria cau està deshabilitada fins que es desi el documentNom de la memòria cauMemòria cau de les posicions de l'espai mundial d'un element sobre un interval de fotogrames[Cache Raw]: Memòria cau d'imatges en brut llegides des del disc, per a un retocat més ràpid dels paràmetres de segment a costa d'ús de memòriaQuarda a la cau les dades entrants perquè es puguin emprar sense reprocessar-lesGuardar so en memòria cauDestí del precuinatDiscHeretar des de modificadorEmpaquetatInterval en memòria cauEmmagatzemat en cau des del primer modificador de dibuix linealEmmagatzemat en cau des del primer modificador de Dibuix lineal.Ubicació a la memòria cau de la trajectòriaPosicions a la memòria cau per fotograma[Speed Vectors]: Guarda les velocitats dels vèrtexs de malla en la memòria cau. S'utilitzaran (automàticament) quan es reveli amb la borra de moviment habilitada.Memòria cauGàbiaExtrusió de gàbiaObjecte gàbiaOpacitat de gàbiaNo s'ha trobat l'objecte gàbia "%s" en l'escena avaluada, pot estar ocultEls vèrtexs de la gàbia han canviat de %d a %dCalcularCalcular alfaCalcular foratsCalcular trajectes de moviment d'objectesCalcular ordreCalcular solapamentCalcula els trajectes per als ossos seleccionatsCalcular selecció fins a fotogramaCalcula dinàmicament els pesos dels vèrtexs[White Noise Texture]: Calcula un valor o color aleatoris basat en una llavor d'entradaCalcular alternativament tots els objectes seleccionats o només l'objecte actiu[Calculate Alpha]: Calcula un canal alfa basat en valors RGB en la imatge[Heads]: Calcula els trajectes dels ossos a partir dels caps[Tails]: Calcula els trajectes dels ossos a partir de les cuesCalcula l'espaiat del pinzell relatiu a l'escena usant la ubicació del traçCalcula l'espaiat del pinzell relatiu al visionatCalcula les filles que s'adapten bé al pèl llarg[Even]: Calcula l'amplada l'halo uniformeCalcula l'amplada d'halo com una segona corbaCalcula les altures contra la malla de baixa resolució no subdividida[Calculate Holes]: Calcula forats en emplenar corbes que se solapen[Use Linear Modifiers]: Calcula els modificadors en l'espai lineal en lloc de l'espai del seqüenciadorCalcula les normals perpendiculars a l'eix Z i la tangent de la corba. Si hi ha una sèrie de punts vertical, s'utilitza l'eix X.[High Quality Normals]: Calcula les normals que resulten en un gruix més regular (lent, deshabilitar quan no cal)Calcula les normals amb un enroscament el més petit possible entorn de la tangent de corba al llarg de la corba senceraCalcula la rotació de partícules[Calculate Bone Paths]: Calcula els trajectes per als ossos seleccionats[Auto Velocity]: Calcula automàticament velocitats de puntsCalcula la posició dels límits de cada conjunt d'instàncies de geometriaCalcula la posició relativa (a les arestes)Calcula la posició relativa (utilitzant cares)[Calculate Overlap]: Calcula les autointerseccions i solapament abans d'emplenar[Sharp Edges]: Calcula els cantells aguts usant dades adaptades de normals (quan són disponibles)Calcula simulacions en modificadors de nodes de geometria des de l'inici fins al fotograma actual[Attribute Statistic]: Calcula estadístiques sobre un conjunt de dades des d'un camp avaluat en una geometriaCalcula la màscara de límit en base a les illes de topologia de malla desconnectadesCalcula la màscara de límit entre jocs de cares[Spacing Distance]: Calcula l'espaiat del pinzell usant la distància de visionat o d'escenaCalcula el centre de geometria basant-se en el punt de pivot actual (mediana, altrament capsa contenidora)Calcula el centre de massa a partir de l'àrea de la superfícieCalcula el centre de massa a partir del volum (ha de ser geometria polivalent amb normals consistents)[Grid Gradient]: Calcula la direcció i magnitud del canvi de valors d'una graella escalar[Grid Divergence]: Calcula el flux d'entrada i sortida de cada punt d'una graella de vector direccional[Sample Nearest Surface]: Calcula el valor interpolat d'un atribut de malla sobre el punt més proper de la seva superfície[Sample UV Surface]: Calcula els valors interpolats d'un atribut de malla a una coordenada UVCalcula els límits de les posicions d'una geometria i genera una capsa de malla amb aquestes dimensions[Grid Curl]: Calcula la magnitud i direcció de circulació d'una graella de vector direccionalCalcula la mitjana i mediana d'un camp donatCalcula el mínim i el màxim d'un camp donatCalcula el nombre de mostres dividint cada spline en segments de la longitud especificada[Calculate Order]: Calcula l'ordre de les arestes (necessari per a malles, però no corbes)Calcula la proximitat a les arestes del referentCalcula la proximitat a les cares del referentCalcula la proximitat als punts de referència (més ràpid que els altres modes)Calcula la desviació estàndard d'un camp donatCalcular l'àrea de superfície de les cares d'una mallaCalcular fins a fotogramaCalcula una nova malla polivalent basada en el volum de la malla actual. Es perdran totes les capes de dadesCalculant simulació...Interval de càlculTipus de càlculCàlcul amb la biblioteca MikkTSpace, coherent amb les tangents emprades en altres llocs de BlenderCalibratgeInvocar plafó[Type Info]: Definicions de funcions de reinvocació per a jocs de fitoatributs de fàbricaCal·ligrafiaCàmeraDarrereTancarProfunditatFinalRepararDavantLentNovaLa càmera "%s" no és una càmera multivistaEfectes de càmera i de lentMarges de càmeraVideoclip de càmeraMarge d'esporgat de càmeraEsporgat de càmeraPersonalització de càmeraDades de càmeraLongitud focal de càmera: %.1fmmLongitud focal de càmera: %.1f°Guies de càmeraInfo de càmeraEscala de lent de càmera: %.3fObjecte càmeraDesplaçament de càmeraOrtogràfica de càmeraSobreseure càmeraPanoràmica de càmeraBlocar pare de càmeraPassepartout de càmeraTrajecte de càmeraPerspectiva de càmeraPredefinits de càmeraResolutor de la càmeraRestricció resolutor de càmeraSufix de càmeraVista de càmeraVisibilitat de càmeraZoom de càmeraBloc de dades de càmera per guardar-hi els paràmetres de la càmeraBlocs de dades de càmeres[Clip End]: Distància a partir de la qual la càmera sega la imatge[Shift X]: Desplaçament horitzontal de la càmera[Field of View]: Lent de camp de visió de la càmera[Horizontal FOV]: Lent del camp de visió horitzontal de la càmera[Vertical FOV]: Lent del camp de visió vertical de la càmera[Clip Start]: Distància fins a la qual la càmera sega la 'imatgeMatriu de projecció de càmeraMoviment de càmeraCàmera que s'activa en aquest fotogramaCàmera a vistaCàmera d'ús com a punt de referència en subdividir geometria, útil per evitar tares pul·lulants en animacions quan la càmera d'escena es mouCàmera que fa de pare al moviment (si resta buit s'usa la càmera d'escena activa)Tipus de càmera[Shift Y]: Desplaçament vertical de la càmeraEix principal de càmeraDistància focal de càmeraCàmera/esCàmeresPot afegir restriccions addicionals quan l'autofitat pot inserir fotofitesNomés es poden assignar dades avaluades a l'objecte avaluat o dades originals a l'objecte originalNomés es pot copiar una normal adaptada, normal de vèrtex o normal de caraNomés es pot agafar des del mirador 3D o l'inventariNomés es pot desar la seqüència en seqüències d'imatgesNomés es pot escalar la mida de la regió des d'una zona d'accióLa Vista quarterada només es pot dimensionar des d'una zona d'accióNomés pot desempaquetar-se el precuinat si el document .blend actual està desatNo es pot canviar l'espai de treball mentre s'estan executant processosNo es pot canviar l'espai de treball amb imatges modificades, cal primer desar-lesNo es pot editar el valor numèric del controlador, vegeu la configuració a l'editor de controladorsCancel·larCancel·la i desfà un traç en cursCancel·la l'animació, tornant al fotograma originalCancel·lar bisellatCancel·la l'operació del document[Cancel Render View]: Cancel·la que es mostri la visualització de revelatCancel·lació...La cancel·lació d'aquest traç no està admesaNo es poden (des)seleccionar ossos en l'objecte enllaçat, per això caldria un sobreseïmentLa imatge no es pot carregarNo pot accedir a la geometria de col·leccions perquè encara no està avaluada. Això pot passar quan hi ha alguna dependència cíclicaNo és pot accedir a la geometria de l'objecte perquè encara no està avaluada. Això pot passar quan hi ha alguna dependència cíclicaNo és pot accedir les transformacions de l'objecte perquè encara no està avaluat. Això pot passar quan hi ha alguna dependència cíclicaNo es pot activar un diàleg selector de documents, ja n'hi ha un d'obertNo es pot afegir Cos rígid a un objecte que no és mallaNo es pot afegir una col·lecció a una col·lecció/escena vinculada/sobreseïdaNo es pot afegir una etiqueta de color a una col·lecció vinculadaNo es pot afegir una capa al document de memòria cau '%s'No es pot afegir una col·lecció nova a l'escena vinculada/sobresegudaNo es pot afegir la capa activa com a màscaraNo es poden afegir col·leccions d'ossos a un Esquelet vinculat amb un sobreseïment de sistema; creeu explícitament un sobreseïment en les Dades d'EsqueletNo es poden afegir col·leccions d'ossos a un Esquelet vinculat sense un sobreseïment a les Dades d'EsqueletNo es poden afegir arestes en mode edicióNo es poden afegir care en mode edicióNo es pot afegir un os ganxo per a un objecte no esqueletNo es pot afegir un ganxo sense altres objectes seleccionatsNo es poden afegir bucles en mode edicióNo es poden afegir més de %i mapes UVNo es pot afegir el node %s a l'arbre de nodes %sNo es pot afegir el node %s a l'arbre de nodes %s: %sNo es pot afegir el node '%s' a un grupNo es pot afegir el node '%s' a un grup: %sNo es pot afegir el grup de nodes '%s' a '%s'No es pot afegir el grup de nodes '%s' a '%s': %sNo es pot afegir el node de tipus %s a l'arbre de nodes '%s'No es pot afegir el node del tipus %s a l'arbre de nodes '%s' %sNo es poden afegir objectes a la col·lecció vinculada o de sobreseïments de bibliotecaNo s'han pogut afegir propietats per sobreseure dadesNo s'ha pogut afegir la propietat al joc de fitoatributs de fàbricaNo es pot afegir el born al node predefinitNo es poden afegir vèrtexs en mode edicióNo es pot afegir el node '%s' d'ingressió de zona a un grup sense la seva sortida corresponent '%s'No es pot afegir la sortida de node '%s' a un grup sense la seva entrada corresponent '%s'No es pot assignar el context de format FFmpegNo es pot assignar prou memòria de vídeo per precuinar "{}" ({}/{} MBytes). Intenteu reduir la resolució del superfel o la distància de captura per reduir la mida de l'assignació.No es pot incorporar el bloc de dades '%s' del tipus '%s'No es poden aplicar modificadors constructius a la corba. Converteix la corba a malla per a aplicar-hoNo es pot aplicar el modificador per a aquest tipus d'objecteNo s'ha pogut aplicar la posa a l'esquelet vinculat a bibNo es pot aplicar aquest modificador a la geometria de Llapis de greixNo es pot aplicar a un esquelet multiusadorNo es pot assignar el material '%s', l'ha d'utilitzar ja l'objecte Llapis de greixNo és pot assignar a la col·lecció d'ossos d'ossos vinculada %sNo és pot precuinar dins la zonaNo es pot precuinar la sonda de llum mentre s'està fent un revelatNo es poden precuinar formats que no siguin de seqüència d'imatgesNo es poden crear tensorsNo es pot canviar la posa quan s'ha habilitat «Posició de repòs»No es pot canviar l'acció, ja que encara s'està editant a l'ANLNo es pot canviar el document antic (el document s'ha desat amb @)No es pot retirar el sobreseïment de biblioteca incrustat '%s', només es poden retirar directament els sobreseïments dels blocs de dades realsNo es pot retirar el sobreseïment de biblioteca vinculada '%s', només es poden retirar directament els sobreseïments localsEls objectes seleccionats no es poden convertir mentre estiguin en mode edicióNo es pot convertir al tipus seleccionatNo es poden copiar/enganxar dades empaquetadesNo es pot crear el món de cos rígidNo s'ha pogut crear esquelet en mode d'edicióNo es pot crear fotograma congelatNo es pot crear una fita dins una transició de rapidesaNo es pot crear un objecte a la base de dades principal amb un bloc de dades avaluatNo es pot crear el predefinit "{:s}", ja que el nom ja existeixNo s'ha pogut crear el document de subtítolsNo es pot crear el Context d'animacióNo es pot crear una transformació sobre dades vinculadesNo es pot crear la transicióNo es pot crear la transició des de la primera o última fitaNo es pot eliminar la col·lecció '%s', és o bé una col·lecció vinculada usada per altres escenes/col·leccions vinculades, o bé és una biblioteca de sobreseïmentNo es pot eliminar l'id de l'obrador actualment visible '%s'No es pot eliminar l'id '%s', els blocs de dades utilitzats indirectament necessiten com a mínim un usadorNo es pot eliminar l'id vinculat indirectament '%s'No es pot eliminar la biblioteca vinculada indirectament '%s'No es pot eliminar un objecte vinculat indirectament '%s'No es pot eliminar l'id de sobreseïment de la biblioteca '%s', és part d'una jerarquia de sobreseïmentLes capes bloquejades no es poden eliminarNo es pot eliminar l'objecte '%s' perquè s'utilitza en col·leccions de sobreseïmentsNo es pot eliminar l'objecte '%s' de l'escena '%s', els objectes utilitzats indirectament necessiten almenys un usadorNo es pot determinar la ubicació del precuinat al disc. Es recorre al precuinat empaquetat.En mode {!r} no es pot fer resNo es pot fer «dolly» quan el desplaçament de la vista està bloquejatNo es pot arrossegar un born de sortidaNo es pot arrossegar un plafó sense ingressionsNo es pot duplicar la selecció actualNo es pot editar l'estat de 'temps d'execució' dels blocs de dades que no són de documents blend, ja que per definició sempre són de temps d'execucióNo es poden editar col·leccions d'ossos en un Esquelet vinculat amb un sobreseïment de sistema; creeu explícitament un sobreseïment en les Dades l'EsqueletNo es poden editar les col·leccions d'ossos d'esquelets vinculats sense sobreseureNo es poden editar col·leccions d'ossos vinculades a un altre document blendNo es poden editar els grups ossos per a sobreseïments de bibliotecaNo es poden editar les restriccions que provenen de dades vinculades en un sobreseïment de bibliotecaNo es poden editar les dades de la biblioteca externaNo es pot editar l'objecte ocultNo es poden editar les dades de bibliotecaNo es pot editar la biblioteca vinculada o l'objecte de sobreseïment no editableNo es pot editar els objectes de biblioteca vinculada o de sobreseïment no editablesNo es poden editar dades de la biblioteca o de sobreseïment no editablesNo es poden editar la biblioteca o les dades de sobreseïmentNo es poden editar les dades de malla o corba vinculadesNo es pot editar l'arbre de nodes enllaçatNo es poden editar modificadors procedents de dades vinculades en un sobreseïment de bibliotecaNo es pot editar l'objecte '%s' perquè s'utilitza en col·leccions de sobreseïmentsNo es pot editar l'objecte usat en col·leccions de sobreseïmentsNo es poden editar previsionats de dades de sobreseïment de bibliotecaNo es poden editar les propietats de les dades de sobreseïmentNo s'ha pogut editar aspectors-fx procedents de dades vinculades en un sobreseïment de bibliotecaNo es pot editar aspectors-fx en un sobreseïment de bibliotecaNo es pot editar la propietat des d'un bloc de dades vinculatNo es pot editar aquesta propietat des d'un bloc de dades de sobreseïment del sistemaNo es pot editar aquesta propietat des d'un bloc de dades de sobreseïmentNo es pot garantir el directori: %sNo es pot avaluar el grup de nodesNo es pot executar l'operació booleanaNo es pot executar, intersecció només disponible usant el resolutor exacteNo es pot executar, resolutor inexactw i col·lecció buidaNo es pot executar, ingressions no polivalentsNo es pot executar, la col·lecció seleccionada conté objectes que no són mallaNo es pot executar, error desconegutNo es poden exportar tipus de corbes diferents en el mateix objecte CorbesNo es pot exportar alhora corbes cícliques i no cícliques al mateix objecte CorbesNo es pot esbrinar a quin objecte pertany aquest os.No es troba la graella '%s'No es pot trobar cap escena per reemplaçar l'activa suprimida '%s'No es pot trobar una escena per substituir l'activa, que pertany a la biblioteca '%s' que s'ha d'eliminarNo es pot trobar una escena per reemplaçar l'activa purgada '%s'No s'ha localitzat la classe {:s} dins {:s}No ée troben les fites amb què operarNo es trobar bib '%s'No es troben les dades d'objecte de %s i bib %sNo es pot volar un objecte amb restriccionsNo es pot volar quan el desplaçament per la vista està bloquejatNo es poden generar materials per a un motor de revelat {:s} desconegutNo es pot obtenir un valor intern de l'agregatNo s'ha pogut obtenir la malla des de l'objecte gàbiaLa tela no es pot inicialitzarNo es pot inicialitzar la GPUNo es pot inserir el grup '%s' a '%s'No es poden unir objectes que comparteixin dades d'esquelet: %sNo es pot unir en mode d'edicióNo es pot vincular el bloc de dades '%s' del tipus '%s'No es poden vincular objectes a una escena enllaçadaNo es poden vincular objectes a la mateixa escenaNo es poden carregar les dades precuinadesNo es pot fer que una col·lecció d'ossos sigui descendent de si mateixaNo s'ha pogut fer un sobreseïment de biblioteca des d'un objecte localNo es pot crear el segmentNo es poden barrejar elements modals/no modalsNo es pot modificar el nom de l'atribut de geometria requeritNo es pot moure per sobre d'un modificador que requereix dades originalsNo es pot dur la morfofita base més amuntNo es pot moure més enllà d'un modificador no deformantNo s'ha pogut moure la col·lecció de l'índex '%d' a '%d'No es pot moure l'efecte més enllà del final de l'estibaNo es pot moure el modificador més enllà del final de la llistaNo es pot moure el modificador més enllà del final de l'estibaNo es pot moure el modificador més enllà de l'inici de la llistaNo es pot moure el segment a una escena diferentNo es pot moure el segment a un segment no-metaNo es pot navegar per una càmera des d'una biblioteca externa o un sobreseïment no editableNo es pot navegar un objecte amb restriccionsNo es pot navegar quan el desplaçament de la vista està bloquejatNo es pot obrir recurs de destinació %s per a escriureNo es pot obrir el document %s per escriure: %sNo es pot obrir document: {}No es poden sobreescriure els documents del sistema de recursos. Desar com a document nouNo es poden sobreescriure els documents del sistema de recursos. Desar com a document nou?No es pot sobreescriure el document d'exportacióNo es poden sobreescriure els documents gestionat pel sistema de recursosNo es pot sobreescriure la biblioteca utilitzada '%.240s'No es pot empaquetar document absolut: '%s'No s'ha pogut empaquetar imatges multivista des de dades actualment en brut...No s'han pogut empaquetar imatges en mosaic a partir de dades actualment en brut...No es pot pintar el traçNo es pot emparellar el node d'entrada de zona %s amb %s perquè no tenen el mateix tipus de zonaNo es poden enganxar les variables de controlador sense un controladorNo es pot enganxar sense un materialNo es pot crear posa de dades de bibNo es poden posar dades no editablesNo es poden pitjar accions de davallar es retoca l'acció d'un segment, surt primer del mode retocarNo es poden tornar a vincular els marcadors a la mateixa escenaNo es pot llegir %s '%s': %sNo es pot llegir '%s': %sNo es pot llegir el bytecode d'OSO per emmagatzemar-lo al node a {!r}No es pot llegir el document d'inici alternatiu: "%s"No es pot llegir el document blend '%s', el capçal és incomplet, pot ser que provingui d'una versió més recent del BlenderNo es pot llegir el document "%s": %sNo es poden reassignar les ingressions: s'ha detectat recursivitatNo es poden reassignar les ingressions: el segment no té ingressionsNo es pot tornar a carregar amb els operadors modals en execucióNo es pot reubicar la biblioteca vinculada indirectament '%s'No es pot reubicar la biblioteca '%s' al document blend actual '%s'No es pot suprimir un objecte d'una col·lecció vinculada o de biblioteca de sobreseïmentNo es pot suprimir la imatge de rerefons %d de la càmera '%s', ja que prové de les dades de referència vinculadesNo s'ha pogut suprimir el joc de fitoatributs de fàbricaNo es poden eliminar els atributs predefinits: {}No es poden suprimir arestes en el mode edicióNo es poden suprimir bucles en mode edicióNo es poden suprimir més arestes que les que la malla contéNo es poden suprimir més bucles que els que la malla contéNo es poden suprimir més polígons que els que la malla contéNo es poden suprimir més vèrtexs dels que conté la mallaNo es poden suprimir polígons en mode edicióNo es poden suprimir propietats des de les dades de sobreseïmentNo es pot suprimir la propietat del joc de fitoatributs de fàbricaNo es poden suprimir vèrtexs en mode edicióNo es pot revelar, no hi ha càmeraLa ruta %s no es pot resoldre per a escriureNo es pot retornar cap bossa de canals quan l'epígraf és No-capNo es poden arrencar les caresNo es poden arrencar múltiples vèrtexs desconnectatsNo és pot arrencar els vèrtexs o arestes no polivalentsNo es poden desar els catàlegs de recursos abans de desar el document BlenderNo es pot desar el document blend, la ruta "%s" és un directoriNo es pot desar el document blend, la ruta "%s" no és escrivibleNo es pot desar la imatge durant el revelatNo es pot desar la imatge, la ruta "%s" no és escrivibleNo es poden desar les seqüències multicapaNo es pot desar el document normal (%s) com a document de sistema de recursosNo es pot desar el document de text, no es pot escriure a ruta "%s"No es pot separar la selecció actualNo es poden separar corbes amb morfofitesNo es poden separar els nodesNo es pot consignar un interval negatiuNo es poden consignar rutes absolutes amb un document blend sense desarNo es pot definir alhora l'identificador del born i del plafóNo es pot definir la col·lecció d'instàncies com a objecte que pertanyi a la col·lecció que s'està instanciant, causant així un cicleNo es poden consignar rutes relatives amb un document blend sense desarNo es pot definir l'epígraf sense una acció assignada.No es pot fer girarNo es pot dividir la selecció actualNo es pot dividir la selecció si estan habilitats "Selecció síncrona" i "Vèrtex compartit"No es pot intercanviar '%s' i '%s' perquè un o tots dos no podran encabir-se en els seus nous llocsNo es poden intercanviar les entrades d'un born multientradaNo es poden intercanviar els segments seleccionats perquè no podran encaixar en els seus llocs nousNo es poden intercanviar els segments seleccionats perquè se solaparan mútuament en els seus llocs nousNo es pot desvincular una col·lecció de biblioteca de sobreseïment que no és l'arrel de la seva jerarquia de sobreseïmentNo es pot desvincular l'acció '%s'. No està clar de quin objecte o dada d'objecte s'ha de desvincular, no hi ha cap objecte o dada d'objecte com a pare a l'arbre d'inventariNo es pot desvincular col·lecció '%s' afillada a una altra col·lecció vinculada '%s'No es pot desvincular la col·lecció '%s'. No està clar de quina escena, col·lecció o fantasmes instanciats s'ha de desvincular, no hi ha cap escena, col·lecció o fantasmes instanciats pares a l'arbre de l'inventariNo es pot desvincular el material '%s'. No està clar de quin objecte o objecte-dades hauria d'estar desvinculat, no hi ha cap objecte o dada d'objecte pare a l'arbre de l'inventariNo es pot desvincular l'objecte '%s' de la col·lecció o escena vinculada '%s'No es pot desvincular l'objecte '%s' afillat a un altre objecte vinculat '%s'No es pot desvincular la textura '%s'. No està clar de quin lineament Freestyle s'hauria de desvincular, no hi ha cap lineament Freestyle pare a l'arbre d'InventariNo es pot desvincular el material '%s' de les dades d'objecte vinculadesNo es poden desvincular les dades d'aquest objecteNo es pot desenllaçar '%s' no compatible amb la col·lecció d'endoil·luminació '%s'No es pot desvincular el món '%s'. No està clar de quina escena s'hauria de desvincular, no hi ha escena que faci de pare a l'arbre de l'inventariNo es pot desempaquetar el document de biblioteca individual, '%s'No es pot actualitzar un Esquelet vinculat amb un sobreseïment de sistema; creeu explícitament un sobreseïment en les Dades d'EsqueletNo es pot utilitzar el revelat OpenGL en mode en segon pla (no hi ha context opengl)No es pot utilitzar l'objecte esquelet com a forma d'os a midaNo pot utilitzar un vèrtex amb normal de longitud zeroNo pot utilitzar una cara d'àrea zeroNo pot utilitzar un os de longitud zeroNo pot utilitzar una corba de longitud zeroNo pot utilitzar una aresta de longitud zeroNo es pot verificar el nom de l'os si no hi ha cap aparell generatNo es pot escriure un document únic amb un format d'animació seleccionatNo es pot escriure al document: %sNo es pot escriure al recurs %s: %sLlençNormal del llençConfiguració de llençSuperfícies llençGraella raig-XColor de graella del llençDesplaçament de graella del llençOpacitat de graellaEscala de graella del llençSubdivisions de la graella del llençMalla del llenç no actualitzadaCobrir extremTipus d'ompliment d'extremInici de puntaExtremsAlinear normals d'extremsFinal de puntesExtrapolar radi d'extremsEntrada d'extremsFusió d'extremsResolució dels extremsSuavitzat d'extremsInici de puntesTipus d'extremsCàpsulaCapturarAtribut capturaElement atribut de capturaDistància de capturaCapturar emissióCapturas indirectaElements de capturaCapturar mónCaptura una foto d'un editor[Save Screenshot]: Captura una foto de la finestra sencera del BlenderCaptura una pantallada per utilitzar-la de previsionat del recurs seleccionatCaptura tota la finestraCarbó (Sòlid)CartóCardinalRecompte de cascadaFosa en cascadaDistància màxima de cascadaCaixaDistingir Maj/MinNomés coincidències sensibles a caixaMotlloFerro fosModificador motlloIrradiar ombraCàustica de projecció d'ombraEmet una llum en forma de quadratEmet raigs i extreu informació del punt d'impacte[Above Surface]: Irradia raigs des de la superfície[Raycast]: Irradia raigs de llum de la geometria del context envers una geometria de referència, i extreu informació de cada punt d'impacte[Cage]: Irradia raigs envers l'objecte actiu des d'una gàbiaIrradia ombres a partir de materials volumètrics i damunt de materials volumètrics (molt costós)Mida catadiòptricaCatalà - CatalàCatàlegID del catàlegSelector de catàlegsNom simple del catàlegUUID del catàlegEl catàleg no es pot deposar dins de si mateixEl catàleg ja està situat al nivell més altEl catàleg ja està ubicat dins d'aquest catàlegEl catàleg corresponent al nou pinzellEls catàlegs no es poden editar en aquesta biblioteca de recursosCategoriaCarmull RomCatmull-ClarkCatmull-RomCatromFa que les cares de l'objecte malla apareguin o desapareguin una darrere l'altra amb el temps[Repeat]: Fa que la imatge es repeteixi horitzontalment i verticalment[Checker]: Fa que la imatge es repeteixi seguint el patró d'un escaquer[Duplicate GPencil]: Fa que les dades del Llapis de greix es dupliquin amb l'objecteFa que les accions es dupliquin amb els blocs de dadesFa que les dades de l'esquelet es dupliquin amb l'objecteFa que les dades de la càmera es dupliquin amb l'objecteFa que les dades de la corba es dupliquin amb l'objecteFa que les dades de corbes es dupliquin amb l'objecte[Duplicate Lattice]: Fa que les dades de la retícula es dupliquin amb l'objecteFa que les dades del llum es dupliquin amb l'objecteFa que les dades de la sonda llum es dupliquin amb l'objecteFa que les dades materials es dupliquin amb l'objecteFa que les dades de malla es dupliquin amb l'objecteFa que les dades de la metabola es dupliquin amb l'objecteFa que els sistemes de partícules es dupliquin amb l'objecteFa que les dades del núvol de punts es dupliquin amb l'objecteFa que seleccionar tot (tecla «A») desseleccioni en cas que hi hagi una seleccióFa que les dades de l'altaveu es dupliquin amb l'objecteFa que les dades de la superfície es dupliquin amb l'objecte[Tab for Pie Menu]: Fa que la tecla de tabulació obri la rotonda (intercanvia «Tab» / «Ctrl-Tab»)Fa que les dades de text es dupliquin amb l'objecteFa que les dades del volum es dupliquin amb l'objecteCàusticaCavitatCavitat (invertida)Cavitat (invertida)Corba de cavitatFactor de cavitatMàscara de cavitatConcavitat/convexitatConcavitatL'aspecció de concavitat calculada dins l'espai del món, útil per a l'oclusió a gran escalaCbMode sostreSoroll cel·lularMida de cel·laTipus de cel·la[Cell Type]: Tipus de cel·la a ressaltarCelsiusCimentCentreMarges d'acció segura centralDiagonal centreSobreseure centrePivot centralCentrar marges segurs per a títolCentrar en l'espai de visió globalCentre de massaCentre del ganxo, usat per a decaïment i visualitzacióCentre de la caraCentrar al fotograma[UV Center]: Punt central per rotar/escalarPosició central de la selecció de caixaPosició central de la selecció d'esferaCentrar text[Frame Camera Bounds]: Centra la vista de càmera, redimensionant la vista per ajustar-la als seus límits[View Lock Center]: Centra el desplaçament del bloqueig de visionat[Center View to Cursor]: Centra la vista de manera que el cursor estigui enmig de la vistaCentra la vista a la posició de profunditat-Z sota el cursor del ratolíMarges de seguretat d'àrea centralCentresCentímetreCentímetresEix centralCilíndrica centralFusió de centroideCentsQuintals (CTW)EncadenamentRecompte de cadenesLongitud de cadenaEncadenar arestes aïlladesDesplaçament de cadenaPrioritat de cadenaEscalat de cadenaEncadenar per distància[Chain Count]: Recompte de cadenes per a la selecció de les primeres cadenes NLa cadena segueix la posició del referentLa cadena segueix la rotació del referentEncadenamentMètode d'encadenamentCadenesGuix (Sòlid)Possibilitat d'incloure cada punt en la seleccióPossibilitat d'incloure cada punt o corba en la selecció[Permeability]: Probabilitat que la partícula travessi la mallaCanviarCanviar capa activaCanviar caixaCanviar tipus d'efecteCanviar entradesCanviar sortidesCanvia l'escena assignada al segmentCanviar midaCanvia el mode de selecció UVCanvia el tipus d'una propietat personalitzable o ajusta com es mostra a la interfície[Along Stroke]: Canvia la transparència alfa al llarg del traçCanvia la transparència alfa basada en un atribut de materialCanvia la transparència alfa en funció de la distància d'un objecteCanvia la transparència alfa en funció de la distància des de la càmeraCanviar canal blauCanviar brillantor[Scale Sculpt/Paint Brush Size]: Canvia la mida del pinzell amb un escalar[Change Case]: Canvia la caixa de cada nomCanvia les formes de col·lisió per als objectes de cos rigid seleccionats[Convert Colors in All Data-blocks]: Canvia els colors de tots els blocs de dades al del nou espai de treballCanviar contrast[Set Caps Mode]: Canvia el mode dels tancaments de la corba (arrodonits o aplanats)[Flip Stroke]: Canvia la direcció dels punts dels traços seleccionats[Domain Type]: Canvia el tipus de domini de la simulacióFactors de canvi dels Nodes mescla i Nodes aspector mescla[Onion Opacity]: Canvia l'opacitat dels fotogrames que es mostren en pell de ceba[Flow Behavior]: Canvia el comportament del flux dins la simulació[Change Character]: Canvia el codi de caràcter de la fontCanvia l'espaiat de la fontCanviar canal verdCanvia com el fluid s'emetCanvia com s'emmagatzema l'atributCanvia com s'emmagatzema l'atribut de colorCanviar tonalitatCanviar to/saturació/valor dels traçosCanvia la incona del grup de capesCanvia el color de la línia al llarg del traçCanvia el color de la línia basant-se en un atribut de materialCanvia el color de línia en base a soroll aleatoriCanvia el color de la línia en funció de la direcció d'un traçCanvia el color de la línia en funció de la distància d'un objecteCanvia el color de la línia en funció de la distància des de la càmeraCanvia el color de la línia en funció de la curvatura radial de les superfícies de malla 3DCanvia el color de la línia en funció de l'angle de caire subjacentCanvia el gruix de la línia al llarg del traçCanvia el gruix de la línia basant-se en un atribut de materialCanvia el gruix de la línia en funció de la distància d'un objecteCanvia el gruix de la línia en funció de la distància des de la càmeraCanvia el gruix de la línia de manera que el traç sembli fet amb una ploma cal·ligràficaCanviar soroll a cada fotogramaCanviar el punt sobre el que pivoten les transformacions (propens a errors)Canvia la posició de la col·lecció d'ossos activa a la llista de col·leccions d'ossosCanviar canal vermellCanviar saturacióCanviar selecció per a totes les caresCanviar selecció per a tots els vèrtexsCanvia el mode de seleccióCanvia la selecció de tots els vèrtexs UVCanvira la selecció de tots els punts de control UVWCanviar la selecció de tots els punts de la corbaCanvia la selecció de tots els marcadors del rastreig actiuCanviar la selecció de tots els elements de metabolaCanvia la selecció de totes les marques de tempsCanviar la selecció de tots els marcadors de rastreigCanvia la selecció de tots els objectes visibles a l'escenaCanviar la selecció de tots els informes visibles[Sort from Column]: Canvia l'ordenació per usar la columna de sota del cursor[Texture Mapping]: Canvia els valors de textura d'UV del traçCanvia la ubicació, gir o escala del traçCanvia el gruix del traçCanviar les pestanyes només quan aquest editor comparteixi paret amb un inventariCanvia l'acció activa utilitzada[Edge Bevel Weight]: Canvia els pesos de bisell de les arestesCanvia el tipus de memòria cau de la simulacióCanvia la posició de la restricció a la llista perquè s'avaluï després del nombre consignat d'altres restriccions[Edge Crease]: Canvia el cairat de les arestes[Vertex Crease]: Canvia el cairat de vèrtexs[Reverse Curve]: Canvia la direcció de les corbes intercanviant les dades d'inici i final[Switch Direction]: Canvia la direcció en què apunta una cadena d'ossos (intercanvia cap i cua)Canviar l'ordre de visualització dels traços seleccionatsCanvia la posició de l'efecte a la llista perquè s'avaluï després del nombre determinat d'altresCanvia l'estat de bloqueig de tots o d'alguns grups de vèrtexs de l'objecte actiu[Change the Lock On Shape Keys]: Canvia l'estat de bloqueig de totes les morfofites de l'objecte actiuCanvia la distància mínima utilitzada pel pinzell de densitatCanvia el mode utilitzat de màscares de selecció en el mode esculpir amb corbesCanviar l'índex del modificador a l'estiba de manera que faci l'avaluació després del nombre determinat d'altres[Rekey]: Canvia el nombre de fites de les partícules seleccionades (incloses les fites arrel i punta)Canviar l'objecte en el mode actualCanviar objecte en el mode actual * Ctrl per a afegir al mode actualCanvia l'opacitat dels traços[Reorder Columns]: Canvia l'ordre de les columnesCanvia la posició del joc de línies actiu establerta dins de la llista de jocs de líniesCanvia la posició del mòdul d'estil dins la llista de mòduls d'estil[Select Mode]: Canvia el mode de selecció dels traços de Llapis de greixCanviar la mida de la imatge[Display Size]: Canvia la mida de les micronesCanvia la mida de les micrones en graus discretsCanvia la mida de les micrones en vistes de llistaCanviar velocitat de simulació[Move Active Strip Modifier to Index]: Canvia l'índex del modificador de segment dins l'estiba de manera que s'avaluï després del nombre determinat d'altres modificadors[Set Spline Type]: Canvia el tipus de corbesCanvia el mètode de simulació subjacentCanvia la visibilitat dels jocs de cares de l'escultura[Set Blend File Working Color Space]: Canvia l'espai de color de treball en tots els colors d'aquest document blend[Outliner Sync]: Canvia a la pestanya corresponent quan es cliquen les icones de dades de l'inventariCanviar al punt d'orientació d'RV seleccionat des de la llista[Effector Type]: Canvia el tipus d'efector de la simulació[Flow Type]: Canvia el tipus de fluid a la simulacióCanviar valor[Change Visible Data Source]: Canvia la font de dades visible al quadriculatCanvia a quin tipus de geometria afecta l'operació, arestes o vèrtexs[Sequencer View Zoom Ratio]: Canvia la ràtio de zoom de la vista prèvia del seqüenciadorCanviat(s)Canviats seleccinatsCanvia la mida de les fonts i ginys de la interfícieCanvia el gruix dels contorns de ginys, línies i punts de la interfícieCanviar costures recalcula el desembolcallat d'UVCanalCanal %dColor de canal[Driver]: Controlador de canals (només configurat per a les corbes-F del controlador)Grup de canalsColors de grups de canalsFita de canalMatriu de canalsCanal empaquetatEls colors del canal estan desactivats a les Preferències d'animacióCanal que defineix les dades de posa per a un os en una posaCanal en el qual es tallarà el segmentNúmero de canalCanal on col·locar aquest segmentEls valors de canal més alts que aquest màxim no donen cromaEls valors e canal més baixos d'aquest mínim donen cromaVariables del controlador del canalCanals[Display Channels]: Canals de la imatge a mostrarCanals de la imatge per dibuixarCanals de previsionat a mostrarCanals a mostrar en l'histogramaÍndex de caràcterInformació de caràctersEspaiat de caràctersPes de caràcterCaràcter emprat per separar el nom dels objectes en una estructura jeràrquicaCaràctersCarbó vegetalCàrrega[Charge]: Pes d'efector càrregaChebychevDistància ChebychevComprovar existentsComprovar normals de tensors internsComprovar normals de superfícieComprova i corregeix totes les cadenes del document .blend actual perquè siguin UTF-8 Unicode vàlides (necessari per a alguns documents antics d'àrea 2.4x)[Check Existing]: Comprova i avisa en sobreescriure documents existentsComprovar actualitzacions a l'iniciComprova selecció esquerra o dretaComprova si existeix una cadena donada dins d'una altra cadena[Strokes Collision]: Comprova si les línies d'extensió topen amb els traçosEscacatDistància d'escacatEscacat parellsEscacat senarsTextura escacadaIntercalat d'escaquerMida d'escaquerComprovant si hi ha actualitzacions d'extensionsComprovació de les actualitzacions d'extensions{:s}S'està comprovant la validesa del document .blend actual *DESPRÉS* de desfer l'accióComprovant la validesa del document .blend actual *ABANS* que es desi al discS'està comprovant la validesa del document .blend actual *ABANS* de desfer l'accióChiangFillNúmero de fillFill deRestricció Fill-deControl Fill-deNo s'ha trobat la restricció Fill-dePartícula fillaPartícules fillesRadi de fillesRodonesa de fillesLlavor de fillesMida de filles[Collection Child]: Col·lecció filla amb els seus paràmetres com a col·leccióFill d'aquest os posa[Child Particle]: Partícula filla interpolada a partir de partícules simulades o editades[Child Particles]: Partícules filles generades pel sistema de partículesFillsFilles expandidesFilles des deFilles per mareConfiguració de col·leccions filles específicament lligada a la col·lecció mare[Children Expanded]: Les filles estan expandides en la interfície d'usuàriaXinès (Simplificat) - 简体中文Xinès (Tradicional) - 繁體中文EscanyamentTriar BN per a desar imatges en escala de grisos, RGB per a desar canals vermell, verd i blau, i RGBA per a desar canals vermell, verd, blau i alfaTriar tipus de col·lisióTriar disposició de pantallaEscollir conjunt de selecció[USDZ Texture Downsampling]: Escull una mida màxima per a totes les textures exportadesEscull una imatge de previsionat per al pinzellEscollir gins per a control d'osTriar tascó de color actiu[Load Custom Preview]: Tria una imatge per a ajudar a identificar visualment el bloc de dadesTriar entre un nombre arbitrari de valors amb un índexTriar entre actualitzacions més ràpides o revelat més ràpidTria les instàncies filles cada element en lloc d'instanciar tota la geometriaTria visualitzacions diferents de les dades de sobreseïment de bibliotequesTria l'espai de desplaçament per al precuinatTriar quantes influències d'os es vol exportarTrieu com es mapejaran els modificadors de subdivisió sobre l'esquema de subdivisió USD durant l'exportacióTria instàncies de la ingressió «Instància» a cada punt en lloc d'instanciar tota la geometriaSelecciona l'espai de normals per al precuinatTria pseudo-aleatòriamentTriar informació d'aspecció a precuinar en la imatgeEscollir la biblioteca de recursos amb què visualitzar el recursos[Direct Coloring]: Tria el color que prefereixis, i l'aspector s'aproximarà al coeficient d'absorció per a generar una aparença de pèlTria unTrieu el tipus d'interpolació amb el qual s'afegiran les noves fitesPermet d'escollir el tipus de giny que es vulgui crearOpció de visibilitat de les pestanyes de l'editor de propietats[Guiding source]: Tria des d'on s'obtenen les velocitats del guiatgeTriar entre exportar només l'interval [0,1] o totes les tessel·les UVEscull el bloc de dades {} que s'ha d'assignar a aquest usadorAgitació[Choppiness]: Agitació de la cresta de l'ona (afegeix un cert component horitzontal al desplaçament)Christensen-BurleyCromaSoroll cromaVectoscopi cromaAberració cromàticaAdaptació cromàticaAdaptacions cromàtiques des d'un punt blanc diferentCinemaCinema (48)Cineon (.cin)CercleCercle (TSL)Cercle (TSV)Segment de cercleCercle amb punt interiorCerclesCircularDependència circular per la imatge "%s" de l'objecte "%s"Gradualitzat circular (més fort i el més dinàmic)Circularitat de l'efecteRetenirRetenir capsa contenidoraRetenir directeFactor de retencióRetenir setinatRetenir indirecteRetenir desplaçamentRetenir solapamentRegió de retencióResultat de retencióRetenir superfície directaRetenir superfície indirectaRetenir enversRestricció Retenir enversTipus de retencióRetenir Volum directeRetenir volum indirecteRetenir onesRetenir un valor entre un mínim i un màximReté els ressaltats brillantsReté els ressaltats brillants de manera que la brillantor no sigui més gran que aquest valor[Impulse Clamping]: Reté els impulsos de col·lisió a un marge específic per evitar la inestabilitat (0,0 per deshabilitar l'estrenyiment)[Clamp Glossy]: Reté la intensitat dels píxels per reduir el soroll dins de reflexos de setinat des de cubografies de reflexió (0 per deshabilitar)[Map Range]: Reté el resultat del node a un interval de 0,0 a 1,0Retenir eix Z de la corbaReté els fills del trajecte de corba de forma que no puguin anar més enllà dels punts d'inici o final de la corbaReté la intensitat de la il·luminació directa per eliminar soroll (0 per deshabilitar)[Clamp Factor]: Reté el factor a l'interval [0,1]Retenir els índexs a la mida del domini de l'atribut en lloc de generar un valor per defecte per als índexs no vàlidsReté la intensitat de la il·luminació indirecta per eliminar soroll (0 per deshabilitar)Reté resultat a l'interval [0,1]Retenir el resultat a l'interval referit [a Mín., A Màx.][Clamp Offset]: Reté la transformació a la distància en què cada vèrtex es mou en la forma original[Clamp Overlap]: Reté l'amplada per evitar solapaments[Angle Clamp]: Reté el gruix en base a anglesValors de retenció dins l'interval de proximitat original. Impedeix la sobretensió i la sotatensióRetenir dins l'abast de l'arestaRetencióClaredatClasseNom de classeClàssicVellut Ashikhmin clàssic (model antic)ClàssicNetejar corbesNetejar documents després d'instal·larNetejar[Clean Tracks]: Neteja els rastres amb valors d'error alts o amb pocs fotogramesNeteja el repositori en curs d'i18n (documents po)[Protect]: Les arestes del grup de vèrtexs resten estàlviesAcció de neteja a executarRetirar[Revive Disabled F-Curves]: Retira l'etiqueta «Deshabilitat» de totes les Corbes-F per fer que les desfetes tornin a funcionarRetira previsionats «interns» (materials, textures, imatges, etc.)Retirar actiuRetirar totRetirar dades d'animacióRetirar dades del recursBany clarNormal de bany clarRugositat de bany clarRetirar cíclic (modificador F)Retirar deltaRetirar controladors[Clear Ghost Curves]: Retira les instantànies (espectres) de corba-F per a l'editor de gràfiques actiuRetirar usador fals[Force Delete]: Retira l'usador fals i suprimeix la còpia dipositada a l'estiba NLA d'aquest bloc de dadesRetirar imatge[Clear]: Retira les imatges abans de precuinar (només intern)Retirar obstacle dinsRetirar internsRetirar restriccions localsRetirar aïllatsRetirar etiquetes de nodeRetirar externsRetirar paternitatRetirar paternitat inversRetirar paternitatsRetirar Llista de documents recentsRetirar llista de documents recents...Retirar restantsRetirar costuresRetirar trajectòriaRetirar transformacióTipus de supressióRetirar fins aRetirar visorRetirar acció a executar[Clear Active]: Retira només el rastre actiu en lloc de tots els rastres seleccionatsRetirar tots els precuinats de modificador de Dibuix lineal[Clear Solution]: Retira totes les dades calculadesRetira totes les restriccions dels ossos seleccionatsRetira totes les restriccions dels objectes seleccionats[Clear Keyframe (Buttons)]: Retira totes les fotofites de la propietat activa presentRetira tots els modificadors dels objectes seleccionats[Purge All]: Retira del document de tots els blocs de dades orfes sense cap usadorRetira tots els traços de l'objecte Llapis de greix actualRetira qualsevol bloqueig de visionatRetirar i mantenir transformacióRetira i manté la transformació (Retirar trajectòria)[Copy Option To Selected Rigs]: Retira l'animació d'ossos de CO o CI[Clear Indirect Only]: Retira que la col·lecció només contribueixi indirectament a la capa de visionatRetirar previsionats de col·leccions[Clear Data-Block Previews]: Retira els previsionats de blocs de dades (només per a alguns tipus com objectes, materials, textures, etc.)[Clear Delta]: Retira la ubicació delta a més de retirar la transformació de la ubicació de normalRetirar rotació delta a més de retirar la transformació de rotació normalRetira escalat delta a més de retirar la transformació d'escala normal[Hide Tracks Clear]: Retira l'ocultació dels rastres seleccionatsRetirar imatges abans de precuinar (només per a desar internament)[Clear Seams]: Retira les costures en lloc de marcar-lesRetira la correcció inversa per a la restricció Fill-deRetirar la correcció inversa per a la restricció de Resolutor d'objectesRetirar les fotofites de tots els elements de la corrua[Clear labels]: retira les etiquetes dels nodes seleccionats[Clear Holdout]: Retira l'emmascarament de la col·lecció a la capa de visionat activaRetirar trajectes de moviment de tots els ossosRetirar els trajectes de moviment de tots els objectesRetirar trajectes de moviment dels ossos seleccionatsRetirar els trajectes de moviment dels objectes seleccionatsRetirar previsionats d'objectes[Clear Remained]: Retira el trajecte en els fotogrames restants (després de l'actual)[Clear Up To]: Retira el trajecte fins al fotograma actualRetirar la fixació de la selecció en lloc d'activar-la[Clear Preview Range]: Retira l'interval de previsionatRetira els previsionats de materials, llums, mons, textures i imatgesRetirar previsionats per a escenes, col·leccions i objectes[Clear Roll]: Retira el gir dels ossos seleccionatsRetirar previsionats d'escenesRetirar costures d'arestes cosides[Batch-Clear Previews]: Retira els previsionats del document .blend seleccionat[Clear Strip Offset]: Retira els desfasats de segment des dels fotogrames inicial i finalRetira l'estil preferiblement a definir-lo[Clear All]: Retira el text per tipusRetirar l'atribut "en solitari" de totes les col·leccions d'ossosRetirar el grup actiuRetirar les dades de recursos sobre incorporacions (sempre es guarden en el cas de dades vinculades)Retira els límits per a operar el visorRetirar els límits del revelat de secció i deshabilita el revelat de secció[Clear Render Region]: Retira les vores de la regió de revelat i la deshabilita[History]: Retira l'historial d'ordres[Clear Render Slot]: Retira l'epígraf de revelat presentment seleccionat[Clear Line]: Retira la línia i la guarda a l'historialRetira la paternitat de la màscara[Clear Location]: Retira la ubicació de l'objecteRetira l'origen de l'objecteRetirar paternitat de l'objecte[Clear Rotation]: Retira la rotació de l'objecteRetirar escalat d'objecteRetirar la propietat i usa el valor predeterminat o el valor generat en els operadors[Clear Recent Files List]: Retira la llista de Documents recents[Scrollback]: Retira l'historial de retropaginat[Clear Filter]: Retira el filtre de cerca[Clear Tilt]: Retira la inclinació dels punts de control seleccionats[Clear All]: Retira tot el trajecteRetira la restricció de trajectòria o l'indicador de l'objecte[Clear Track Path]: Retira els rastres després/abans de la posició actual o retira tot el rastreig[Reset Values]: Retira els valors de transformació després de transferir a delta[Clear Sculpt Mask Data]: Retira de la malla les dades de màscara d'esculpir amb vèrtexsRetira la capa d'empellat de vèrtexsRetirar:ClicarCliqueu un botó per seleccionar una col·lecció:Clica la malla per especificar el detallClicar per afegir protecció d'eliminacióCliqueu per assignar el botó aquí:Clicar per obrir l'editor d'informacióClicar per col·locar els extrems de segments en línia recta (connectats)Clicar per suprimir la protecció d'eliminació[Ignore Background Click]: Els clics del rerefons no inicien el traçSegarSegar alfaRetallar a càmera[Clip Contents]: Segar contingutVisualització del clipEditor de clipsEditors de clipsFinal segatRetallar graellaSegar imatgeLímit màx d'XLímit màx d'YLímit mín d'XLímit mín d'YSegar plansInici segatSegment vídeoLlindar de segatRetalla les coordenades UV als límits després de desembolcallarUsador del videoclip[Clip Alpha]: Sostreu l'alfa per sota d'aquest llindar a la vista 3D texturadaRetalla els dibuixos a la mida de la càmera en exportar en vista de càmeraDades de l'espai editor de clipsSegar a límits[Clip Cub]: Retalla a l'àrea en forma cúbica al voltant de la imatge i defineix els píxels exteriors com a transparents[Clip]: Retalla a la mida de la imatge i defineix els píxels exteriors com a transparentsRetalla el contingut visualitzat en base al que és visible en altres visualitzacions lateralsEl porta-retalls no conté cap matriuEl porta-retalls no conté cap recursEl porta-retalls és buitPorta-retalls massa llargSegatMarge de segatLímits de segatZona de segatInici de segatOpcions de segat[Limit to Playback Range]: Retalla les animacions a l'interval seleccionat perquè es reprodueixiSentit horariAlfa de clonImatge per clonarCapa de clonacióMapa de clonacióDesplaçament de clonClonar - Índex de pintat de texturaClonar - Capa de bucle UVClonar - Índex de capa UV de bucleClonar - Índex de la capa de bucle UVClonar des d'imatge/mapa UVClonar des d'epígraf de pintatTancarTanca-ho totTancar àreaTancar el menú en sortirTancar splineMètode tancament de splineTancar punta[Close Menu on Leave]: Tanca els menús quan el ratolí surt de la regió.Tancar o obrir tots els elements[Set Cyclical State]: Tanca o obre el traç seleccionat afegint un segment des de l'últim punt fins al primer[Close Area]: Tanca l'àrea seleccionadaTanca la finestra actualBucle tancatTancat per defecteBucles tancats no admesosMàxima proximitatÍndex més properUDIM més properPes més properClosaEntrada de closaElement d'ingressió de closaElements d'ingressió de closaID de node de closaBorn de node closaInterfície de born del node closaSortida de closaElement d'egressió de closaElements d'egressió de closaMida de tancamentZona de closaLa closa no té ingressió: "{}"La closa no té egressió: "{}"Born de la closa d'un nodeTelaParàmetres de col·lisió de telaResistència de telaMassa de telaModificador telaPredefinits de telaParàmetres de telaSimulació tela[Single Sided]: La col·lisió de tela actua en base a les normals del col·lisionador (millora la recuperació de la penetració)[Override Normals]: Els impulsos de col·lisió de roba actuen en la direcció de les normals del col·lisionador (més fiable en alguns casos)Dinàmica de tela per a pèl[Angular]: Model de tela amb forces de flexió o doblec angular[Linear]: Model de tela amb forces de flexió o doblec lineals (antic)[Cloth Modifier]: Modificador de simulació de roba[Cloth Settings]: Paràmetres de simulació de tela per a un objecte[Cloth Collision Settings]: Paràmetres per simular en una tela l'autocol·lisió i la col·lisió amb altres objectesLa rapidesa de la tela es multiplica per aquest valorNúvolsTextura de núvolsAglomerarCorba d'aglomeracióFactor d'aglomeracióAglutinar corbes de pèlSoroll en l'aglomeratMida del soroll de l'aglomeratDesplaçament d'aglutinacióAglomeramentQuantitat d'aglomeració[Clump Hair Curves]: Aglomera les corbes de pèl existents usant corbes guiaAplegar controls[Cluster controls]: Aplega controls en la mateix posicióCmdBastBanyIDR de vernísNormal de vernísRugositat de vernísPes de vernísCòdecParàmetres del còdec per a JPEG 2000Coeficient K0 del polinomi de la lentCoeficient K1 del polinomi de la lentCoeficient K2 del polinomi de la lentCoeficient K3 del polinomi de la lentCoeficient K4 del polinomi de la lentCoeficientsCoeficients per «x» (començant des de la potència més baixa de x^0)Cafè (Fresc/Rostit)ColAglutinar[Collapse Channels]: Replega (tanca) tots els canals d'animació desplegables seleccionatsAglutinar arestesReplegar resumCloure tots els canals (no només els seleccionats)Aglutinar les arestes sense cares, arestes de costures de tela[Non-Shader]: Es replega en tots els casos excepte amb els aspectorsAjunta les regions isolades d'arestes i cares, tot fusionant dades com ara els atributs de color i d'UV. Això pot aglutinar també anelles d'arestes així com regions de cares connectades en vèrtexs[Collapse Edges]: Ajunta arestes curtes per a suprimir detall de malla on es pot[Collapse Summary]: Torna a plegar el resum quan es mostra, de manera que la resta de canals queden amagats (només editors de guió tècnic)[Hide Operator Properties]: Replega la regió tot mostrant els paràmetres de l'operador[Frame]: Aplega nodes relacionats dins una àrea comuna. Útil per a organitzar-se quan no cal reutilitzar un grup de nodesCol·leccióNovaCol·lecció %dLa col·lecció '%s' (instanciada per l'objecte actiu) no és sobreseïbleLa col·lecció '%s' ja és a la col·lecció '%s'La col·lecció '%s' no és un ID originalLa col·lecció '%s' no és a la col·lecció '%s'No s'ha trobat la col·lecció '%s'Col·lecció fillaFills de col·leccióColor de col·leccióEtiqueta de color de col·leccióColors de col·leccióGestors d'exportacions de col·leccionsÍndex de col·leccióInfo de col·leccióMida de jaló en instàncies de col·leccióEndoil·luminació de col·leccióMàscara de col·leccióMàscares de col·leccióNom de col·leccióNegació de col·leccióBorn de node de col·leccióInterfície del born del node de la col·leccióObjecte de col·leccióObjectes de col·leccióPropietats de la col·leccióCol·lecció d'especialsUID de Col·leccióCol·lecció que conté objectes que participen en aquesta simulacióCol·lecció que conté objectes de restricció de cossos rígidsLa col·lecció conté el present objecteBlocs de dades de col·leccionsLa col·lecció no conté tipus d'objectes que es puguin revelar amb el previsionat automàticNom de la col·lecció a afegir[List of AOVs]: Col·lecció d'AOVs[Color Ramp Elements]: Col·lecció d'elements de gradació de color[Curve Map Point]: Col·lecció de punts del mapejat de corbesRecull del controlador de les corbes-F[Canvas Surfaces]: Col·lecció de superfícies llenç de pintat dinàmic[F-Curve Modifiers]: Col·lecció de modificadors de corba-FCol·lecció de Corbes-F per un epígraf d'acció concret d'un segment concretCol·lecció de fotogrames de llapis de greix[Grease Pencil Layers]: Col·lecció de capes de Llapis de greix[Grease Pencil Mask Layers]: Col·lecció de capes màscara de Llapis de greixCol·lecció de Llapis de greixNomés col·lecció d'IDs, s'usen per desambiguar entre IDs de biblioteques diferents potencialment amb el mateix nom[Keyconfigs]: Col·lecció de configuracions de tecles[List of Lightgroups]: Col·lecció de grups de llumsCol·lecció de segment ANLCol·lecció de pistes d'ANL[NLA-Strip F-Curves]: Col·lecció de corbes-F de segment ANLCol·lecció d'enllaços de nodes[Node Inputs]: Col·lecció de borns de nodesCol·lecció de nodesCol·lecció de blocs de dades d'objectesCol·lecció de camins de components d'OpenXRCol·lecció de trajectes d'usuària d'OpenXRCol·lecció de punts de perfilCol·lecció de la fita de retemporitzacióCol·lecció d'elements de segmentsCol·lecció de segmentsCol·lecció de tessel·les UDIMCol·lecció de capes de mapa UVCol·lecció d'associacions de mapa d'acció XRCol·lecció d'elements de mapa d'acció d'RX[XR Action Maps]: Col·lecció de mapes d'accions d'RX[Action Slots]: Col·lecció d'epígrafs d'accionsCol·lecció d'accions[User Add-ons]: Col·lecció de complements[Animation Channel Bag]: Col·lecció de canals d'animació, típicament associada amb un epígraf d'acció[Action Layers]: Col·lecció de capes d'animacions[Action Strips]: Col·lecció de segments d'accions[Annotation Frames]: Col·lecció de fotogrames d'anotacions[Annotation Layers]: Col·lecció de capes d'anotacionsCol·lecció d'anotacions[Armature Bones]: Col·lecció d'ossos d'esquelet[Armature Editbones]: Col·lecció d'ossos editables de l'esqueletCol·lecció d'esqueletsCol·lecció d'imatges de rerefons[KeyMap Items]: Col·lecció d'elements de precuinatCol·lecció d'elements de context d'importació de document blendCol·lecció de pinzellsCol·lecció de documents de memòria cau[Cache Layers]: Col·lecció de capes de la memòria cauCol·lecció de càmeres[Capture Attribute Item]: Col·lecció d'elements d'atribut de captura[ChannelDriver Variables]: Col·lecció de variables del controlador de canals[Collection Children]: Col·lecció de col·leccions de fills[Collection Objects]: Col·lecció d'objectes de col·leccionsCol·lecció de col·leccionsCol·lecció d'elements de combinar agregats[Curve Splines]: Col·lecció de splines de corbaCol·lecció de corbes[Asset Tags]: Col·lecció d'etiquetes personalitzades de recursosCol·lecció de blocs de dades que es poden referenciar des de dades precuinadesCol·lecció de gestors d'exportacionsCol·lecció de grups de corbes-fCol·lecció d'elements de camp a graella[Field to List Item]: Col·lecció d'elements per camp a llistaCol·lecció d'elements d'entrada de documentsCol·lecció de rutes de documents amb ``directory`` arrel comú[Main Fonts]: Col·lecció de fontsCol·lecció d'elements de cadena de formatCol·lecció d'elements de generacióCol·lecció de flòstics[Main Hair Curves]: Col·lecció de corbes de pèlCol·lecció d'imatgesCol·lecció d'elements d'index_switchCol·lecció d'elements d'entradaCol·lecció d'elements que conformen una enumeració[Keyframe Points]: Col·lecció de punts de fotofita[Keying set paths]: Col·lecció de camins de jocs d'atributs de fites[KeyMap Items]: Col·lecció d'elements del teclariCol·lecció de teclaris[Main Lattices]: Col·lecció de retícules[Mask Layers]: Col·lecció de capes utilitzades per la màscaraCol·lecció de capes que defineix aquesta màscaraCol·lecció de biblioteques[Main Light Probes]: Col·lecció de sondes de llumCol·lecció de llums[Main Line Styles]: Col·lecció de lineamentsCol·lecció d'elements principals[Movie Tracking Plane Markers]: Col·lecció de marcadors per a rastres de pla de rastreig[Movie Tracking Markers]: Col·lecció de marcadors per al rastreig de la filmació[Markers]: Col·lecció de marcadors del rastreig[Mask Spline Points]: Col·lecció de punts de màscara spline[Mask Splines]: Col·lecció de splines de màscaraCol·lecció de màscaresCol·lecció de materials[Mesh Edges]: Col·lecció d'arestes de mallesCol·lecció de bucles de malla[Mesh Polygons]: Col·lecció de polígons de malla[Mesh Vertices]: Col·lecció de vèrtexs de malla[Main Meshes]: Col·lecció de malles[Metaball Elements]: Col·lecció d'elements de metabola[Main Metaballs]: Col·lecció de metaboles[Main Movie Clips]: Col·lecció de segments de vídeo[Movie Objects]: Col·lecció d'objectes de rastreig de filmació[Movie Plane Tracks]: Col·lecció de rastres de pla per al rastreig fílmic[Movie Tracks]: Col·lecció de rastres del rastreig de la filmació[Main Node Trees]: Col·lecció d'arbres de nodes[Object Constraints]: Col·lecció de restriccions d'objectesCol·lecció d'efectes de l'objecte[Object Modifiers]: Col·lecció de modificadors d'objectesCol·lecció de rutes d'objectesCol·lecció d'objectesCol·lecció d'objectes en aquest objecte de dades de rastreig[Override Operations]: Col·lecció d'operacions de sobreseïment[Override Properties]: Col·lecció de propietats de sobreseïmentCol·lecció d'imatges empaquetades[Main Paint Curves]: Col·lecció de corbes de pinturaCol·lecció de colors de paleta[Main Palettes]: Col·lecció de paletesCol·lecció de paràmetres de partículesCol·lecció de sistemes de partículesCol·lecció de trajectesCol·lecció de rastres de pla en l'objecte de dades de rastreig[Plane Tracks]: Col·lecció de rastres de pla d'aquest objecte de dades de rastreig. Obsolet, usar objecte[nom].plane_tracksCol·lecció de memòria cau de punts[Main Point Clouds]: Col·lecció de núvols de puntsCol·lecció de puntsCol·lecció de punts només per a corbes de BézierCol·lecció de punts que componen aquest spline poli o nurbs[PoseBone Constraints]: Col·lecció de restriccions d'ossos posaCol·lecció de dibuixos relacionats[Annotation Layer]: Col·lecció d'esbossos relacionats[Annotation Frame]: Col·lecció d'esbossos relacionats amb un fotograma concretCol·lecció de capes de revelatCol·lecció de passades de revelat[Render View]: Col·lecció de visionats de revelatCol·lecció d'elements de repeticióCol·lecció d'escenesCol·lecció de pantallesCol·lecció d'elements de separació d'agregatCol·lecció d'elements de simulació[Reconstructed Cameras]: Col·lecció de càmeres resoltesCol·lecció de sonsCol·lecció de biblioteques d'origen, és a dir, de rutes de documents blend[Area Spaces]: Col·lecció d'espaisCol·lecció d'Altaveus[Spline Bézier Points]: Col·lecció de punts de Bézier de spline[Spline Points]: Col·lecció de punts splineCol·lecció de splines en aquest objecte de dades de corbaCol·lecció de splines que defineix aquesta capaCol·lecció de modificadors de segmentsCol·lecció de llums d'estudi[Active Space]: Col·lecció d’ossos referents i pesosCol·lecció de textosCol·lecció d'epígrafs de texturesCol·lecció de textures[Action Pose Markers]: Col·lecció de marques de cronogramaCol·lecció de rastres de pla de rastreigCol·lecció de rastres d'aquest objecte de dades de rastreig[Tracks]: Col·lecció de rastres d'aquest objecte de dades de rastreig. Obsolet, usar objecte[nom].tracks[Rotation Tracks]: Col·lecció de rastres usats per a l'estabilització 2D (translació)[User Asset Libraries]: Col·lecció de biblioteques de recursos d'usuàriaCol·lecció de repositoris d'extensionsCol·lecció de colors de vèrtexCol·lecció de grups de vèrtexsCol·lecció d'elements de visorCol·lecció de volumsCol·lecció de gestors de finestresCol·lecció de finestres[Main Workspaces]: Col·lecció d'obradors[Main Worlds]: Col·lecció de monsCol·lecció que proporciona la geometria d'instàncies utilitzada en la dispersió[Collection Node Socket]: Born de col·lecció d'un node[Filtering Collection]: Col·lecció a què l'objecte inclòs hauria de pertànyerCol·lecció que embolcalla aquesta col·lecció de capesCol·lecció a utilitzar com a geometria d'ingressióCol·lecció que defineix les relacions d'endoil·luminació d'aquest emissorCol·lecció que defineix els objectes que bloquegen la llum d'aquest emissorLa col·lecció {:s} té el mateix uid {:d} que {:s}Col·lecció/onsCol·leccions[Layer Objects]: Col·leccions d'objectesCol·leccions que són filles directes d'aquesta col·leccióTopar amb objectes durant la simulació[Use Collisions]: Topa amb altres col·lisionadors de l'escenaFricció de col·lisionadorCol·lisióCol·lecció de col·lisionsCol·leccions de col·lisionsMarge de col·lisióModificador col·lisióQualitat de la col·lisióParàmetres de col·lisióForma de col·lisióForma de col·lisió de l'objecte en simulacions de cos rígidTipus de col·lisióGrup de vèrtexs de col·lisióCol·leccions de col·lisions a les quals pertany el cos rígidInstància de col·lisió[Collision Modifier]: Modificador de col·lisió que defineix la posició en l'estiba del modificador usat per la col·lisió[Collision Settings]: Paràmetres de col·lisió d'objecte en la simulació físicaCol·lisionsColor+X+Y+Z-X-Y-ZASumarAfegir alfaAlfaAlfa per sobreAlfa per sotaBTipus de fusióMode de fusióBlauCColorCremar colorBloquejar colorEstil de controlador de gestFosaActualFoscFosc + RaigEnfosquirDiferènciaDividirEsborrar alfaExclusióGTransició gammaVerd (G)Canal croma TSVLlum duraTonalitatIntensitatClarClar + raigAclarirLluminositatCanal límitCremat linealLlum linealLumaMesclarModeMultiplicarSegüentSobreimpressióLlum fixadaAnteriorRRGBCanal croma RGBVermell (R)SubstituirSaturacióPantallaLlum febleCanal de sobreeixitRestarDesconegutUsar canalValorValor:Llum vívidaColor i alfaColor 01Color 02Color 03Color 04Color 05Color 06Color 07Color 08Color 09Atribut de colorEspecials d'atributs de colorAtributs de colorEquilibri de colorApujar colorsCremar colorCorrecció del colorProfunditat de colorBloquejar colorSequedat de colorFac de colorCamp de colorGraella de colorsLínies de graella cromàticaInterpolació de colorClau cromàticaCapa de colorGestió del colorMapejat cromàticMàxim colorSegment de mescla de colorMode de colorModificadors de colorModulació de colorNode de colorBorn de node de colorInterfície de born del node de colorOpacitat de colorPaleta de colorsParametrització de colorCamí del colorSelector de colorTipus de selector de colorColor posteriorColor previPredefinits de colorBits de quantificació de colorGradació de colorElement de gradació de colorElements de gradació de colorJoc de colorsID de joc de colorsJoc de colors {:d}Jocs de colorsCorriment de colorEspai cromàticParàmetres d'espai de colorEspai de color: Sobreeixit de colorDisseminació de colorSegment colorEtiqueta de colorEtiquetes de colorLlindar de colorTipus de colorValor del colorColor i alfa per a les sobreimpressions de guia composicionalEl precuinat d'atributs de color només és compatible amb els objectes mallaEquilibri de color guany (ressaltats)Equilibri de color gamma (tons mitjans)Equlibri de color elevat (ombres)Modificador d'Equilibri de color per al segment de seqüènciaParàmetres de l'Equilibri de color per a una segment de seqüènciaParàmetres d'Equilibri de color per a un segment de seqüència i els seus modificadorsCaselles de colors per posició[Cutve]: Mapejat de corba de color aplicat abans de la transformació de la visualitzacióColor per a tots els traços d'aquesta capaColor per al color de fons personalitzatColor per als element d'error[Fill Color]: Color per a la regió d'emplenat limitada per cada traçColor per a indicar les fotofites de Llapis de greixColor per als elements informatius[Mix Color]: Color per barrejar-lo amb color d'emplenament primari[New F-Curve Colors - XYZ to RGB]: Color per a les transformacions de les corbes-F afegides de nou (ubicació, rotació, escala) i el color també es basa en l'eix de transformació[Outline Color]: Color per al contorn de l'objecteColor per al mode de color únicColor per a segment/acció que s'està «retocant» o editantColors per als elements exitososColor de tenyir traços de colorsColor per als elements d'avisosColor per al tramat en mode d'edició, però amb la selecció d'arestes activaColor a partir de la temperaturaDesplaçament del to de colorColor en espai de color sRGBColor en espai de color sRGB (bàsicament per a colors de la interfície d'usuària)Color en l'espai de gamma corregitColor en l'espai linealColor en l'espai cromàtic lineal de l'escenaIngressió de color a què s'aplicarà la transformació de color TSVColor d'ingressió a què s'aplicarà la correccióIngressió de color a qui s'aplicarà la inversió[Hue Jitter]: Efecte de dispersió cromàtica de la tonalitat[Saturation Jitter]: Efecte de dispersió cromàtica de la saturació[Value Jitter]: Efecte de dispersió de color sobre el valorParàmetres de gestió del color en la pantalla de visualitzacióParàmetres de la gestió del color aplicada a la imatge abans de desar-laParàmetres de la gestió del color usats per a mostrar imatges en la visualitzacióGestió del color pròpia del dispositiu des d'on es visualitzaParàmetres de gestió del color en la transformació de visionat[Color Mapping]: Paràmetres del mapejat cromàticNo s'ha pogut suprimir el modificador de color '%s'Tipus de modificador de colorModificadors de color per a canviar els colors de línia[Show Wire Colors]: Enllaços de node de color basats en els seus borns connectatsColor de l'indicador d'autofitat quan està habilitatColor del marcador actiuColor de fotofita de partió[Add Color]: Color del cursor en afegir[Subtract Color]: Color del cursor en sostreureColor del marcador deshabilitat[Extreme Keyframe]: Color de la fotofita d'extremColor de les carpetes al navegador de documentsColor de la fotofita generadaColor de fotofita de trontoll[Keyframe Border]: Color de contorn de la fotofita[Path Keyframe After]: Color de les fotofites d'un trajecte de després del fotograma actual[Path Keyframe Before]: Color de les fotofites d'un trajecte d'abans del fotograma actualColor de l'emissió de llum des de la superfícieColors de les línies que mostren un mode d'interpolació constantColors de les línies que mostren un mode d'interpolació de foses i dinàmicColors de les línies que mostren un mode d'interpolació linealColor del marcador bloquejatColor del marcadorColor del contorn del marcador[Moving Hold Keyframe]: Color de la fotofita d'aguantat en movimentColor de noves capes d'anotacions[Path After]: Color del trajecte de després del fotograma actual[Path Before]: Color del trajecte d'abans del fotograma actualColor de la sobreimpressió de l'interval de previsionat[Fallback Color]: Color de radiotraçat quan reïx un cas de segona opció[Miss Color]: Color del radiotraçat quan falla[Hit Color]: Color del radiotraçat quan reïxColor de fotofita regular[Scene Strip Range]: Color de la sobreimpressió de l'interval de segment d'escenaColor de fotofita de partió seleccionadaColor de fotofita d'extrem seleccionadaColor de fotofita generada seleccionadaColor de fotofita de trontoll seleccionadaColor de la fotofita seleccionadaColor de contorn de fotofita seleccionadaColor del marcador seleccionatColor de fotofita d'aguantat mòbil seleccionadaColor del fumColor del fum emès a partir del combustible de combustióColor del canal de resumColor de superposició de texturaColor de la línia d'ombra d'1px subjacent als ginysColor de la Corba-F a l'editor de gràfiques[Ambient Color]: Color de la llum ambiental que il·lumina uniformement l'escenaColor de l'àrea d'entre maonsColor de rerefonsColor del marge entre editorsColor del canal al guió tècnicColor de tipus de born corresponent en l'editor de nodesColor de la llum emesaColor del primer escacatColor del primer maó de referènciaColor del ressaltat difusiu de la llumColor del ressaltat especular de la llumColor del materialColor del material emprat per a difusiu, subsuperfície, metàl·lic i transmissióColor del contorn de cada editor, exceptuant l'actiuColor del contorn de l'editor actiu[Panel Outline]: Color del contorn dels plafons de nivell superior[Active Panel Outline]: Color del contorn dels plafons de nivell superior que estan actiusColor de la pinturaColor del segon escacatColor del segon maó de referènciaColor del reflex de llustreColor del cursor d'inserció de text (caret)Color del rastre a l'Editor de vídeo i al Mirador 3D després d'una resolutivaPaleta de colors que s'usaSelector del colorGradació de color que mapeja un valor escalar a un colorGradació de color usada per a canviar el color de línia[Velocity Color Ramp]: Gradació de color utilitzada per definir l'efecte de velocitat del pinzell[Paint Color Ramp]: Gradació de color que s'usa per a definir el decaïment de proximitatInterval de color utilitzat per al visionat de pesos en el mode de pintura de pesosFactor de saturació de colorColor seleccionat per a aplicar lluïssorEl combinat de colors el defineix la usuària enlloc d'usar un combinat fix de temaJoc de colors que especifica el colors dels ossos del grup[Input Color Space]: Espai cromàtic del document d'imatge, per a conversions quan es desa o carregar la imatgeEspai cromàtic de la imatge ingressadaEspai cromàtic de la imatge egressada[Color Space]: Espai cròmatic amb què opera el seqüenciadorEspai de colors a consignarEspai cromàtic usat per al procés YCbCrAL'espai de color emprat per als colors lineals d'escena d'aquest document i també per al processament de la compositació, l'aspecció i els nodes de geometriaIntensitat del color per a traços nous (afecta el factor alfa del color)Etiqueta de color 1Etiqueta de color 2Etiqueta de color 3Etiqueta de color 4Etiqueta de color 5Etiqueta de color 6Etiqueta de color 7Etiqueta de color 8[Collection Color]: Etiqueta una col·lecció amb un colorEtiqueta de color per a un segmentEtiqueta de color del grup de nodes, que influenciarà el color de la capçaleraTemperatura cromàtica del punt blanc d'entradaTemperatura cromàtica del punt blanc de sortidaTemperatura de color del punt blanc de l'escenaColor que codifica el mapa de normals a l'espai especificatColor que s'ha de mantenirAcolorir la passadaTint de color del punt blanc d'entrada (el predeterminat de 10 correspon a la llum del dia)Tint de color del punt blanc de sortida (el predeterminat de 10 correspon a la llum del dia)[Tint]: Tenyit de color del punt blanc de l'escena (el valor per defecte de 10 coincideix amb la llum del dia)Color a usar darrere del text de la llegendaColor a usar per al text llegenda[Rim Color]: Color utilitzat per a l'haloColor de l'ombraColor per als ossos actius[Glow Color]: Color utilitzat per a la lluentor generadaColor per als ossos seleccionatsColor per a la superfície dels ossosColor usat per a tenyirColor usat per a ressaltar l'intervalFactor de valor de colorValor de color a l'atribut geomètricColor {:d}Color1Color2Restriccions de colorAcolorimentAcolorirEfecte acolorir[Colorize Effect]: Efecte d'acolorimentColorsColumnaColumna 1Columna 1 Fila 1Columna 1 Fila 2Columna 1 Fila 3Columna 1 Fila 4Columna 2Columna 2 Fila 1Columna 2 Fila 2Columna 2 Fila 3Columna 2 Fila 4Columna 3Columna 3 Fila 1Columna 3 Fila 2Columna 3 Fila 3Columna 3 Fila 4Columna 4Columna 4 Fila 1Columna 4 Fila 2Columna 4 Fila 3Columna 4 Fila 4Columnes intercaladesNom de columnaSelecció columnaMida de columnaNúmero de columna on mostrar el marge dret[Column]: Columna a on saltarColumnesMida de les columnesColumnes de la taulaColumnes:Pentina pèlsCombinacióCombinació de desplaçament real i mapejat de relleu per a detalls més finsCombinarCombinar agregatElement de combinar agregatCombina colorCombinar cilíndricCombinar matriu[Merge Images]: Combina les imatges multicapa OpenEXR revelades amb diferents intervals de mostreig en una imatge amb soroll reduïtCombinar esfèricamentCombinar transformacióCombinar XYZCombina un vector de translació, una rotació i un vector d'escala en una matriu de transformacióCombinar totes les capes en una única capaCombinar totes les capes que tinguin el mateix nom[Principled Volume]: Combina tots els components d'aspecció de volum en un sol node de fàcil úsCombinar una imatge a partir dels seus canals de color compositatsAccions en combinacions i capes[Join Strings]: Combina qualsevol nombre de cadenes d'ingressió[Squeezed Frame]: Combina les dues vistes en una imatge retingudaCombina la distància i el mostreig equiangular per als volums on cap dels dos mètodes és idealCombina quatre canals en un sol color, en base a un model de color concretCombinar les quadrícules d'una manera subtractivaCombinar les quadrícules d'una manera additivaCombinar capes en base al mode en una capaCombinar capes del grup actiu en una sola capaCombinar les malles d'una manera subtractivaCombina les malles d'una manera additivaCombina múltiples valors de born en un de sol.Combinar l'escala original amb l'escala copiada[Offset (Legacy)]: Combina rotacions com la casella original de Desviació. No funciona bé per a rotacions de diversos eixos.Combinar la imatge de rerefons de l'espai amb la màscaraCombinar la capa activa amb la capa just dessota[Caps Merge]: Combina la geometria de tancament amb la malla base (tot realitzant instàncies i fusionant vèrtexs)Combinar les vistes (esquerra i dreta) en una única sortida estèreo 3DCombinar dues imatges per mostrar-les de costat. Normalment s'utilitza en combinació amb un node visorCombina dues imatges mitjançant mapes de profunditatCombina dos segments amb modes de fusióCombinatExportació combinadaRGB combinatLa passada combinada de precuinat requereix Emetre o tenir habilitada una passada de llum amb contribucions directes o indirectesCanals combinatsLa corba combinada s'aplica a cada canal individualment, cosa que pot provocar un canvi de tonalitatAccióCombinada[Compound Parent]: Combina tots els seus cossos rígids fills en un objecte rígidEtiquetes separades per comes per als pares registratsIndicador d'ordres aquíHistorial d'ordresOrdre interrompuda[Prompt]: Requadre de la línia d'ordresIdioma de la línia d'ordresEgressió de les ordresOrdre per engegar l'editor de text, sigui amb la ruta completa o amb una ordre a $PATH. Si es deixa buit, usa l'editor internComentarHabitualPropietats comunes d'animacióPropietats habituals de corbesPropietats comunes del temaComunitatDisposició compactaLlista compactaCompacte amb decimalsCompararComparar atributs de colorComparar materialsMode compararComparar costuraComparar agudesaComparar UVs[Element-Wise]: Compara cada element dels vectors ingressatsCompara la mitjana dels elements dels vectors ingressatsCompara la direcció dels vectors ingressats[Dot Product]: Compara els productes escalars dels vectors ingressatsCompara la longitud dels vectors ingressats[Maximize]: Compara les velocitats del fotograma anterior amb les noves del fotograma actual i manté la màxima[Minimize]: Compara les velocitats del fotograma anterior amb les noves del fotograma actual i manté la mínimaCompensa qualsevol canvi d'escala relatiu al centre de rotacióCompensa per l'escalat no uniforme de l'objecteCompensa l'escalat aplicat per altres modificadors[Maintain Volume]: Compensa l'escalat d'un eix aplicant l'escalat adequat als altres dos eixos[Shader Compilation Method]: El mètode emprat de compilació en paral·lel d'aspectors. El subprocés ocupa molt més RAM per operatiu però pot ser que compili els aspectors més ràpidament en alguns sistemes. Requereix el reinici de Blender perquè els canvis facin efecte (només OpenGL)Compila el bytecode per al node d'aspector de protocolComplicar el nucli de GPU de Cycles només amb el conjunt de característiques necessàries per l'escena em cursBytecode compilat de l'aspector personalitzatCompilat sense motor de física BulletCompilat sense GMP, amb el resolutor de "flotant"Compilat sense OpenVDBCompilat sense suport de soCompilant aspectors del motor EEVEECompilant aspectors ({} pendents)Només coincidències totalsInforme complet disponible al bloc de dades de text '{:s}'[Clear the object's parenting]: Retira completament la relació de paternitat, incloent-hi els modificadors que hi hagi implicatsIgnorar completament l'escalat pareNansa completament independent de configuració manualSubstitueix completament tots els canals del recurs de amb els de la selecció presentComplexComponentCamins de componentsTipus de componentComponentsCompositarCompositacióVisor de nodes de compositarNodes de compositarCompositant...ComposicióColor de guia de compositacióGuies de compositacióCompositadorGrup ad hoc del compositadorDispositiu de node de dessorollat de compositadorDispositiu compositadorQualitat final de dessorollat per compositadorModificador de compositadorNode compositadorArbre de nodes del compositadorNodes de compositadorPrecisió de compositacióPrevisionat de qualitat de dessorollat per compositadorEl grup de nodes compositador té enllaços cíclics.Pare compostComprimirComprimir documentComprimeix la malla usant DracoA partir de càmeres normals, comprimeix els valors de referència d'escena a la gamma ACEScgCompressióNivell de compressióResistència elàstica a la compressióRigidesa de compressióRigidesa màxima de compressióParàmetres del còdec de compressió per a OpenEXRNivell de compressió (0 = més rapidesa , 6 = més compressió, valors més alts actualment no admesos)Mètode de compressió a utilitzarMode de compressió per a TIFFInterval de càlcul[Success]: Els càlculs s'han realitzat amb èxitTipus de dispositiu de càlculCalcular la mitjana i la desviació estàndard dels valors de píxelCalcular distància amb l'aresta més properaCalcular distància a la cara més properaCalcular distància al vèrtex més properCalcula la il·luminació global incloent-hi la llum que rebota dels objectes circumdants[Ambient Occlusion]: Calcula quant s'obtura l'hemisferi per damunt del punt d'aspecció, per exemple per afegir efectes d'erosió als cantells. Nota: Per a Cycles, això pot alentir significativament els revelats[Geometry Proximity]: Calcula la ubicació més propera a la geometria de referènciaCalcula el determinant de la matriu donada[Grid Laplacian]: Calcula la divergència del degradat de la graella de l'entradaCalcula la inversa de la matriu donada, si n'hi haCalcula la inversa de la rotació donadaCalcula la descomposició del valor singular de la part de 3x3 d'una matriu[Mask To SDF]: Calcula un camp de distància signada a partir de la màscara donadaCalcula la distància al punt més proper, així com la seva posició i color[Distance to Edge]: Calcula la distància a la vora de la cel·la VoronoiCalcula la distància al segon punt més proper, així com la seva posició i color[N-Sphere Radius]: Calcula el radi de l'esfera N inscrita a la cel·la VoronoiConcavitat superiorFormigóCondicióCon[Dash Modifier Segment]: Configuració d'un sol segment guionetConfiguració de les instàncies dispersadesConfiguració relativa a la transformació de cada instància[Constant Bitrate]: Configura la taxa de bits constant, preferint-ho davant una qualitat d'egressió constant[Randomize Transforms]: Configura la transformació d'instàncies dispersadesConfirmarConfirmar en amollarConfirmar llindarConfirmar bisellatConfirmar en amollarConflictes amb un altre passada de revelat amb el mateix nomConformar baseConformeConjuntiu per sobreCentre de connexióConnectar buclesConnectar extrems conlligantsConnectar emmirallat:Connectar segments de filmació per defecteConnectar següent:Connectar amb emmirallatConnecta un enllaç per a crear un nou born.Connecta el node actiu al node de sortida actiu de l'arbre de nodesConnecta tots els sistemes de pèl a la malla de l'emissorConnectar cadenaConnectar extrems que estiguin pròxims[Connect Hair]: Connecta el pèl a la malla d'emissor[Connect Movie Strips by Default]: Connecta els segments de filmació acabats d'afegir si tenen múltiples canals[Chain by Distance]: Connecta els objectes com una cadena basada en la distància, començant per l'objecte actiuConnectar els objectes seleccionats a l'objecte actiuConnecta els vèrtexs seleccionats de les cares, separant-ne la cara[Connect chain]: Connectar la cadena d'ossos-D a l'aparell pare[Connect Center]: Connecta l'arc al centreConnecta dos nodes sense clicar cap born concret (determinat automàticament)[Vertex Connect Path]: Connecta els vèrtexs pel seu ordre de selecció, tot creant arestes i dividint caresConnectatNomés connectatsCares connectades (en comptes d'arestes)Solapament de bucles d'arestes connectadesLímit de connexionsPatró de connexióConnectivitatConsiderar radi de corbaConsidera material d'una sola cara per a la captura de la sonda de llum volumètrica. A més ajuda a rebutjar sondes dins de l'objecte per evitar filtracions de llum.[Snap Peel Object]: Considera els objectes com un tot en trobar el centre de volum[Guide Direct Light]: Considera la contribució de fonts de llum directament visible durant el guiatgeConsidera l'atribut de radi de la corba principal com un factor quan es mapeja el component V pel paràmetre de longitud de la corba del perfilConsiderar els vèrtexs en lloc de les arestes per a seleccionar quines arestes (des)etiquetar com a agudesCoherentIdentificador consistent emprat per a l'elementConsolaIngressió de consolaLínies de retropaginat de consolaTipus de línia de consola emprat en retropaginatTipus de sortida de la consolaConstConstantTaxa de bits constantDetall constantExtrapolació constantInterpolació constantLongitud constantSeparació constantDesplaçament de separació constant[Output Quality]: Factor de taxa constant (FTC/CRF); equilibri entre la qualitat del vídeo i la mida del documentMida constant de normals en pantallaAcceleració constant en una direcció específica[Sun Light]: Rajos de llum paral·lels de direcció constant[Sun]: Font de llum consistent en raigs paral·lels de direcció constant[Phase Offset]: Factor constant amb què es desfasa el temps per a una funció[Value Offset]: Factor constant pel qual es desplacen els valorsDecaïment constantForça constant al llarg de l'eix Z local de l'objecte de forçaConstant per corbaPredefinit constant[Clamp to Constraint]: Restringeix la ubicació d'un objecte al punt més proper dins el trajecte referit[Boids 2D]: Restringeix els eixams a una superfícieConstreny les illes que contenen UVs fixats[Glue rigid bodies together]: Restringeix els cossos rígids a moure's entorn s'un punt de gir comúRestringir els límits de la imatgeRestringeix el valor entre mínim i màximRestringeix el valor entre mín i màx., intercanviant arguments quan mín > màxTriangulació restringida de Dalaunay (TRD), robust amb suport per a autointerseccionsRestriccióSumatiuMesclarMode de mesclaPotènciaRastrejarNo s'ha trobat la restricció '%s' en l'objecte '%s'No s'ha trobat la restricció '%s' a l'os de posa '%s'Eix de restricció[Outliner Constraint Operation]: Operació de restriccióReferent de restriccióOs referent per restricció[Axis Reference]: Opcions de la restricció de travat d'eix relatives al referent o a l'os de referènciaLa restricció es pot superar si rep un impuls per sobre del llindar[Rigid Body Constraint]: Restricció de cossos rígidsLa restricció té paràmetres vàlids i es pot avaluarRestricció que afecta d'objectes dins de la simulació de cos rígidLa restricció és la que s'està editantRestricció que modifica la transformació d'objectes i ossosNom de la restriccióEls noms de restriccions tenen significats especials.Restringeix la ubicació pivot[Lock X Pos]: Restringeix la posició al llarg de l'eix XRestringeix la posició al llarg de l'eix YRestringeix la posició al llarg de l'eix Z[Lock X Rotation]: Restringeix la rotació al llarg de l'eix XRestringeix la rotació al llarg de l'eix YRestringeix la rotació al llarg de l'eix ZRestringir per restar dins dels límits de la imatge mentre s'editaS'amplia en la IU el plafó de restriccionsRestriccions[Constraints]: Restriccions que afecten la transformació de l'objecteRestriccions que actuen en aquest canal de posaConstruir una matriu de 4x4 a partir dels valors individuals[Add Bézier Circle]: Construeix un cercle de Bézier[Add Bézier]: Construeix una corba de Bézier[Add Surface Circle]: Construeix un cercle de superfície de NURBS[Add Surface Curve]: Construeix una corba NURBS de superfície[Add Surface Curve]: Construeix un cilindre NURBS de superfície[Add Surface Patch]: Construeix un pedaç de superfície NURBS[Add Surface Sphere]: Construeix una esfera NURBS de superfície[Add Surface Torus]: Construeix un tor de superfície NURBS[Add Nurbs Circle]: Construeix un cercle NURBSConstrueix una corba NURBS[Add Path]: Construeix un trajecteConstruir un objecte Susanna de Llapis de greix[Add Monkey]: Construeix una Susanna de mallaConstruir una malla cercle[Add Cone]: Construeix una malla cònica[Add Cub]: Construeix una malla cubConstruir una malla cub que consisteixi en sis cares quadrades[Add Cylinder]: Construeix una malla cilindreConstrueix una malla planar emplenada amb 4 vèrtexs[Ico Sphere]: Construeix una malla esfèrica que consisteix en triangles de mida igualConstruir una malla esfèrica amb quads, llevat dels triangles de les parts superior i inferiorCOnstruir una malla pla subdividit[Add Torus]: Construeix una malla tor[Curves Pen]: Construeix i edita corbes de Bézier[Curve Pen]: Construeix i edita splinesEl modificador constructiu no es pot aplicar a les dades multires en el mode esculpirNo es poden aplicar modificadors constructiusContenidorContenidor de la simulació de fluidContéConté les sobreseïments de biblioteca vinculada que cal sincronitzar, es recomana actualitzar la bibliotecaContingutDuració del contingutFi de contingutInici del contingutEscapçat de contingut finalEscapçat de contingut inicial[Body Text]: Contingut d'aquest objecte de textContextAtributs de contextFlòstic contextualMenú contextualCamí de contextPropietat de contextCamí a les dades de context (expandida mitjançant finestres visibles al document .blend actual)Context incorrecte, imatge no trobadaMenú contextual per a les operacions d'elementsMenú contextual per a les operacions d'escenaContext sense objecte actiuEscena de seqüenciador sense context identificable[Is Pinned]: El camí de context està fixatFlòstics sensibles al context per al node actiuFlòstics sensibles al context per a l'element actiuNo s'ha establert la finestra contextualDades contextuals per a una operació relacionada amb una biblioteca/dades vinculades d'un document blend. Ara mateix només s'exposa com a data de només lectura per als gestors de pre/post blendimportacióContigüesContinuContinuar sense retirarContinuar rastrejant des d'una nova posició arbitrària i en una nova direccióContinuar usant un document sense protocols de pythonAcceleració contínuaCaptura continuadaZoom continu. La direcció i rapidesa del zoom depenen de com s'ha mogut el ratolí al llarg de l'Eix de zoom.Desembolcalla contínuament l'illa d'UV seleccionada mentre es transformen els vèrtexs fixatsContornContrastLímit de contrastValor de correcció de contrast. Un factor de tipus escalar que fa els píxels més brillants, però mantenint foscos els més foscos. Emprar un número negatiu per reduir el contrast i un número positiu per augmentar-loContribució de trajectòries que s'han escampat pel volum amb el raig primariContribució de trajectòries que han transmès a través del volum amb el raig primariContribucionsControlOs de controlDecaïment de controlMode de controlPunt de controlPunt de control seleccionatPunt de control:Punts de controlControlar rotació[Inverse Kinematics]: Controla una cadena d'ossos especificant la destinació de l'extrem (només per a ossos)[Motion Steps]: Controla la precisió de la borra de moviment, més passos impliquen més ús de memòria (el nombre real de passades és 2^)(passades - 1))Controla els angles de càmera activaControla fins on reforçar o afluixar les fitesControla la velocitat amb què disminueix la influència de la sonda[Display Emulation]: Controla la manera com les imatges de visionat escollides es mapegen sobre la pantalla física[Set Spline Resolution]: Controla quants punts avaluats s'han de generar en cada segment de corbaControla quant disminueix la densitat de la boira amb l'alçadaTecla Control pitjadaTecla Control pitjada, -1 per a qualsevol estatObjecte control: si està disponible, la seva ubicació determinarà el centre de l'efecteControla la reproducció usant un número de fotograma (ignorant el temps en FPS i el fotograma inicial del document)Controla la reproducció amb un valor entre 0 i 1Controla el temps de reproducció en segonsEl punt de control pertany a un altre spline[Envelope Control Point]: Punt de control del modificador-F de la fundaValors de massa dels punts de controlEl punt de control no és al modificador-F fundaEstatus de selecció del punt de controlValors d'intensitat de tensors de punt de controlValors del pesos de punts de control[Control Points]: Punts de control que defineixen la forma de la fundaPunts de control de totes les corbesPunts de control de la corba[Bright Contrast]: Controla la brillantor i el contrast del color ingressatControla la intensitat del contorn de les icones de temesControla la mescla d'informació la textura en el color base dels lineamentsControl de qualitat de la il·luminació d'IG ràpida. L'alta resolució ocupa més memòria.Controla la qualitat dels efectes volumètrics. Una resolució més alta utilitza més memòria.[Set Shade Smooth]: Controla el suavitzat de les normals de malla al voltant de cada cara amb el canvi de l'atribut «aspecció suavitzada»[Stencil Brush Control]: Controla el pinzell en forma de plantillaControl de flóstics transformadors[Use Flow]: Controla quan s'aplica el flux del fluidControla quan s'aplica l'efector[Set Spline Cyclic]: Controla si cada spline fa bucle sobre si mateix amb el canvi de l'atribut «cíclic»Controlar envers quina fita cal desfasar-se i fins a quin puntControlador endavantUbicació del controladorUbicació del controlador altreRotació del controladorRotació del controlador altreEstil de controlador[Controller Location Other]: Ubicació d'apuntament del controlador per a l'altre trajecte d'usuària en accions bimanualsRotació de l'apuntament del controlador de l'altre trajecte d'usuària en accions bimanualsControladorsControls[Motion steps]: Controla la precisió de la borra el moviment, més passos implica més temps de revelat[Motion Blur Steps]: Controla la precisió de la borra de moviment. Com més passos, més temps de revelat. Només es fa servir quan hi ha la Borra de moviment habilitada. Poseu-ho a 0 per deshabilitar la borra de moviment del Llapis de greix[Volume Emission]: Controla l'emissió de fluids des de dins de la malla (els valors més alts donen emissions més grans des de dins de la malla)[Tube mesh]: Controla la forma del perfil del tubControla com de direccional és el filtre. 0 vol dir que el filtre és totalment omnidireccional mentre que 2 vol dir que està dirigit màximament seguint les vores de la imatge[Interpolation Falloff]: Controla la quantitat de polígons propers que influeixen en la deformació[Boundary Smooth]: Controla com se suavitzen els límits oberts[UV Smooth]: Controla com s'aplica el suavitzat als UVsControla la forma del perfil (0.5 = rodona)Controla el fusionat i la compatibilitat d'algunes característiquesControla el contrast de la imatge senceraControla el contrast dels ressaltatsControla el contrast de la imatge. Zero defineix automàticament el contrast en funció del seu interval global per a una millor distribució de la luminànciaControla la contrast dels migtonsControla la contrast de les ombresControla el decaïment entre els valors de croma i no croma. 0 vol dir totalment sobtat i 1 totalment suavitzatControla el guany de la imatge senceraControla el guany dels ressaltatsControla el guany dels migtonsControla el guany de les ombresControla la gamma de la imatge senceraControla la gamma dels ressaltatsControla la gamma dels migtonsControla la gamma de les ombresControls d'intensitat de la capa de vernís, tant el reflex com el tint. Típicament hauria de ser zero o un per a materials de base físicaControla la intensitat de la imatge, els valors més baixos la fan més fosca mentre que els valors més alts la fan més claraControla el desplaçament de la imatge senceraControla el desplaçament dels ressaltatsControla el desplaçament dels migtonsControla el desplaçament de les ombresControla la saturació de la imatge senceraControla la saturació dels ressaltatsControla la saturació dels migtonsControla la saturació de les ombresControla l'exactitud del filtre. 0 vol dir totalment suavitzat mentre que 1 vol dir totalment cantellutControla la direcció tangent de l'anisotropiaControla la transparència de la superfície, amb 1.0 totalment opacControla la uniformitat de la direcció del filtre. Els valors alts produeixen direccions més uniformesControla la transició entre ressaltats i ombresOs de convergènciaDistància del pla de convergènciaOs de convergènciaNo admet conversióConversió no admesa en avaluar la closaConversió no admesa en separar l'agregatConvertir enConvertir domini d'atributConvertir domini d'atribut de colorConvertir colors en tots els blocs de dadesConvertir espai cromàtic[Dual Mesh]: Converteix les cares en vèrtexs i els vèrtexs en caresConvertir a flotantConverteix des deConverteix capes de Llapis de greix en instàncies de corbesConvertir orientacióConvertir ingressió RGB en escala de grisos mitjançant la luminànciaConvertir TRS/pesos a indicador d'animacióConverteix aConverteix els aspectors UsdPreviewSurface en xarxes d'aspectors de BSDFs postulats[Blackbody]: Converteix la temperatura d'un cosfosc en un valor RGBConverteix la luminància d'un color a un valor en escala de grisosConverteix una rotació en components d'angle d'eixConverteix un valor de rotació estàndard en una rotació d'Euler[Vector Transform]: Converteix un vector, punt o normal entre l'espai de coordenades del món, la càmera i l'objecteConvertir un valor de longitud d'ona a un valor RGB[Vertex Color from Weight]: Converteix els pesos actius en colors de vèrtex d'escala de grisosConverteix totes les cares d'una malla en cares triangularsConverteix totes les cares en triangles[Triangulate]: Converteix tots els polígons en trianglesConvertir totes les textures a KTX2 amb la supercompressió BasisU[Convert Rotation Modes]: Converteix una animació des de qualsevol mode de retació a qualsevol altreConvertir entre espais de color[Curve to Tube]: Converteix geometria de corba en malles de tub[Curve to Mesh]: Converteix corbes en malles, opcionalment amb una forma de perfil adaptable definida per corbes[Geometry to Instance]: Converteix cada geometria ingressada en una instància, que pot ser molt més ràpid que el node Unir geometria quan el que s'aporta és molt grosConverteix cada cara de malla en una corba cíclica. Els atributs es propaguen a les corbes.[Flow]: Converteix la força de l'efector en velocitat de flux d'aire[Convert to Radians]: Converteix en radians corbes-F/controladors que afecten rotacions. Avís: usar-ho un sol cop[Wireframe]: Transforma les cares en arestes engruixidesConverteix de graus a radiantsConverteix des de pantalla a lineal d'escena. No totes les transformacions de visionat es poden invertir amb exactitud i el resultat pot no coincidir amb la imatge lineal de l'escena originalConverteix radiants a graus[Convert to Display]: Converteix des de l'espai de color lineal al de visualització, amb una transformació de visionat i aspecte per a mapejat de tonalitatConverteix geometria i instàncies en objectes i col·leccions editablesConverteix la ingressió en dades de coma flotant[Realize Instances]: Converteix instàncies en dades de geometria realsConverteix arestes de malla en segments de corba. Els atributs es propaguen als punts de corba.[Transforms to Deltas]: Converteix les transformacions d'objectes normals en transformacions delta, i també s'inclouran totes les transformacions delta existentsConverteix una animació d'objecte per a transformacions de normals en transformacions delta[Make Instance Face]: Converteix els objectes en cares instanciades[Only Selected Keyframes]: Converteix només les fotofites seleccionadesConverteix l'eix d'orientació a una convenció diferent perquè conlligui amb altres aplicacionsConverteix partícules en un objecte malla[To Straight]: Converteix de premultiplicada a directa[Shader to RGB]: Converteix l'efecte de revelat (com llum o ombra) a color. Típic per a revelats no-fotorealistes, per aplicar efectes addicionals a la sortida del FDDB. Nota: només compatible amb EEVEEConvertir les rotacions a euler XYZConvertir les rotacions a euler XZYConvertir les rotacions a euler YXZConvertir rotacions a YZX eulerConvertir les rotacions a euler ZXYConvertir les rotacions a euler ZYXConverteix rotacions en quaternions[Samples to Keys] Converteix els canals seleccionats de mostres a fotofites[Keys to Samples]: Converteix els canals seleccionats en un joc de mostres no editables per a estalviar espai d'emmagatzemament[Convert To]: Converteix els objectes seleccionats en un altre tipusConverteix imatges de referència seleccionades en una malla pla amb textura[Outline]: Converteix els traços seleccionats en perímetre[To Premultiplied]: Converteix directa a premultiplicadaConvertir el traç en contornConverteix les corbes de cada instància de nivell superior en una capa de Llapis de greixConverteix la primera llum de cúpula USD descoberta en un aspector de rerefons de mónConverteix el nombre de coma flotant donat a un enter, amb diversos mètodesConverteix el volum d'un món en una malla. El volum del món abans es revelava amb l'EEVEE antic. La conversió és necessària perquè es reveli bé[Convert World Material]: Converteix el material del món en una llum de cúpula USD. Actualment funciona amb materials senzills, que consisteixen en una textura d'entorn connectada a un aspector de rerefons, amb una multiplicació vectorial opcional del color de la texturaConvertir a visualitzacióConvertir en flotantConvertir a radiansConvertir a i des d'alfa (associada) premultiplicadaConverteix a espai de color logarítmicConverteix el tipus de les corbes seleccionades[Convert Whitespace]: Converteix espais en blanc per tipusCapa convertidaConversorNode convertidorS'estan convertint algunes dades d'objecte/objecte no editable, forçant el paràmetre «Mantenir original» com a verConverteix els valors que són relatius a la mida de la imatge a píxelsCasc convexRecargolar[Convolve]: Arremolina una imatge amb un nucliCoordenada 1Coordenada 2Espai de coordenadesSistema de coordenadesEix de coordenades usat per a emmirallar el component ubicació de la transformacióEix de coordenades usat per a emmirallar el component rotació de la transformacióCoordenadesS'inverteixen les coordenades al llarg d'aquest eix[Control Point]: Coordenades del punt de controlCoordenades del punt de control. Nota: En canviar aquest valor també s'actualitzen les nanses de forma similars a quan s'usa l'operador de transformació amb editor de gràfiques[Handle 1]: Coordenades de la primera nansa[Left Handle]: Coordenades de la nansa esquerra (abans del punt de control)[Right Handle] Coordenades de la nansa dreta (després del punt de control)Coordenades de la segona nansaEspai de coordenadesCoordenades per a aplicar a deltes de translació des del visor d'RVS'han copiat %d les corbes seleccionadesS'ha(n) copiat %d bloc(s) de dades seleccionat(s)S'ha(n) copiat %d node(s) seleccionat(s)S'ha(n) copiat %d objecte(s) seleccionat(s)S'han copiat %d els punts seleccionatsConjunt(s) de selecció copiat(s) al portaretallsRestricció copiada: %sMaterial copiat a porta-retalls internPosa copiada al porta-retalls internCopia al porta-retalls intern els segments seleccionats del Videoseqüenciador i la cadena d'efectes associadaCopia els segments seleccionats del Videoseqüenciador al porta-retalls internS'ha copiat el valor a {:d} ossosS'han copiat {:s} paràmetres a {:d} ossosCopia la matriu de l'objecte actualment actiu o l'os de posa al porta-retalls. Utilitza matrius relatives a un objecte específic o a la càmera activa de l'escenaCopia la matriu de l'objecte actualment actiu o os de posa al porta-retalls. Usa matrius d'espai-mónCoureCopiarCopia les coordenades absolutes o el Vector normalCopia els colors d'ossos des de l'os actiu l'actiu a tots els ossos seleccionatsCopiar lot a biblioteca de recursos...Copiar efectes de llapis de greixCopiar etiquetaCopiar ubicacióCopiar ubicació (local)Copiar ubicació (local, orientació de propietari)Copiar restricció d'ubicacióCopiar modificadorsCopiar normalCopiar posaCopia els colors d'ossos de posa de l'actiu a tots els ossos de posa seleccionatsCopia la configuració de cos rígid des de l'objecte actiu a l'opció seleccionada[Copy Rigify Parameters to Selected]: Copia els paràmetres de tipus Aparellar des dels ossos actius als seleccionatsCopiar rotacióCopiar la restricció de rotacióCopiar escalaCopiar restricció d'escalatCopiar configuracióCopia paràmetres d'Il·luminació d'estudi a l'editor d'Il·luminació d'estudiCopiar transformacionsCopiar restricció de transformacionsCopiar XCopiar YCopiar ZCopiar el vèrtex actiu a altres vèrtexs seleccionats (si els grups afectats estan desbloquejats)[Copy Transfoms]: Copia totes les transformacions d'un referent, de manera que es moguin juntesCopia totes les transformacions del referentCopiar color a tots els nodes seleccionatsCopia el color a tots els rastres seleccionatsCopia els colors als ossos existentsCopia la restricció a altres objectes/ossos seleccionatsCopia les restriccions a altres ossos seleccionatsCopia les restriccions a altres objectes seleccionatsCopiar documents al directori de textures[Nearest Edge]: Copia des de l'aresta més propera (utilitzant punts mitjans)[Nearest Face Edge]: Copia des de l'aresta més propera de la cara més propera (usant punts mitjans)Copiar de vèrtex més proper[Nearest Edge Vertex]: Copiar des del vèrtex més pròxim de l'aresta més pròxima[Nearest Face Vertex]: Copia des del vèrtex més proper de la cara més properaCopiar des de malles de topologia idèntica[Nearest Face Interpolated]: Copia des dels cantells interpolats de la cara d'origen més propera[Projected Face Interpolated]: Copia dels cantells interpolats de la cara d'origen afectats per la projecció de la normal del cantell[Nearest Edge Interpolated]: Copia des dels valors d'interpolació dels vèrtexs des del punt més pròxim a l'aresta més properaCopiar des dels valors d'interpolació dels vèrtexs des del punt més proper a la cara més properaCopia a partir dels valors d'interpolació dels vèrtexs des del punt de la cara més propera afectada per la projecció de normal[Nearest Vertices]: Copia des de l'aresta més semblant (l'aresta els vèrtexs de la qual són els més propers als de destinació)[Nearest Corner of Nearest Face]: Copia des del cantell de la cara més propera[Nearest Corner and Best Matching Normal]: Copia des del cantell més proper que la millor normal que millor conlliga[Nearest Corner and Best Matching Face Normal]: Copia des del cantell més proper que té la cara amb la normal que millor conlliga a la cara u de la cantonada de destinació[Nearest Face]: Copia de la cara més propera (usant els punts centrals)[Best Normal-Matching]: Copia des de la cara origen la normal que s'acosta més a la de destinacióCopiar camí de dades sencerCopiar a l'espai mónCopiar dins de l'espai local de cada objecteCopia l'etiqueta des de l'actiu a la seleccióCopia l'etiqueta des del node actiu als seleccionatsCopia el material als objectes seleccionats[Copy Mirrored UV Coords]: Copia les coordenades UV emmirallades a l'eix X basant-se en una malla emmirallada[Copy to Selected Strips]: Copia els modificadors del segment actiu a tots els segments seleccionatsCopia els modificadors a altres objectes seleccionatsCopiar normals noves (sobreescriure les existents)Copiar les normals noves menys les normals antigues[Delete with Copy and Reconnect ]: Copia nodes al portaretalls, els mou i els reconnecta.Copia la normal al porta-retalls internCòpia dels colors associats al joc de colors del grupCopiar a duplicatCopia només la capa activa, desmarcar per incorporar totes les capes[Data Stack Drop]: Copia o reordena modificadors, restriccions i efectesCopia els sistemes de partícules de l'objecte actiu als objectes seleccionatsCopiar els sistemes de partícules als seleccionats: %d fet(s), %d fallit(s)Copia el producte de normals antigues i noves (producte no vectorial)Copia els vèrtexs UV seleccionats[Propagate Pose]: Copia els aspectes seleccionats de la posa actual a poses subsegüents que ja estan en fotofitesCopia les fotofites seleccionades al porta-retalls intern[Copy Markers to Scene]: Copia les marques seleccionades a una altra escenaCopiar punts seleccionatsCopiar els punts o corbes seleccionatsCopia els informes seleccionats al porta-retallsCopia el text seleccionat al porta-retallsCopiar configuració des dels nodes actius als seleccionatsCopia la configuració des de la versió anteriorCopiar la configuració de la capa de visionat actualCopiar la suma de normals noves i antiguesCopiar text a porta-retallsCopia el(s) modificador(s)-F de la corba-F activaCopiar els modificadors-F del segment ANL actiuCopia l'ordre python que correspon a aquest botóCopia al porta-retalls el camí de dades d'RNA per aquesta propietatCopiar el joc de línies actiu al porta-retalls internCopia la morfofita activa d'un altre objecte seleccionat a aquestCopia el color de l'os actiu a tots els ossos seleccionatsCopia el contingut de la consola per a usar-lo en un protocol o script[Copy to Asset Library]: Copia el present document .blend a una biblioteca de recursos. Només funciona en documents .blend independents (és a dir, quan no es referencia cap altre document)Copia la posa actual dels ossos seleccionats al porta-retalls intern[Copy Driver]: Copia el controlador per al botó ressaltatCopia les variables de controlador del que està actiuCopiar document al ruta de destinació[Filename only]: Copia el document a la ruta de destinació (o subdirectori)Copia la imatge al porta-retalls[Copy Location]: Copia la ubicació d'un referent (amb una variació opcional), de manera que es moguin junts[Copy Location Constraint]: Copia la ubicació del referentCopia paràmetres del material i els nodes[Copy Texture Slot Settings]: Copia la configuració del material textura i dels nodesCopia el modificador de l'objecte actiu a tots els objectes seleccionatsCopia el controlador de la propietat des de l'element actiu a la mateixa propietat de tots els elements seleccionats, si és que tal propietat existeixCopia el valor de la propietat des de l'element actiu a la mateixa propietat de tots els elements seleccionats si tal propietat existeix[Copy Rotation]: Copia la rotació d'un referent (amb una variació opcional), de manera que rotin juntsCopia la rotació del referent[Copy Scale]: Copia els factors d'escala d'un referent (amb una variació opcional), de manera que s'escalin en la mateixa quantitat[Copy Scale Constraint]: Copia l'escalat del referentCopia els punts o traços seleccionats de Llapis de greix al porta-retalls internCopia els conjunts de selecció seleccionats al porta-retallsCopia els blocs de dades seleccionats al porta-retalls internCopiar els nodes seleccionats al porta-retalls internCopiar els nodes seleccionats al porta-retalls intern[Split and Copy]: Copiar els punts seleccionats en un nou traç[Copy Splines]: Copia els splines seleccionats al porta-retalls internCopia els segments seleccionats al porta-retalls intern[Copy Tracks]: Copia els rastres seleccionats al porta-retalls internCopia la ubicació X del referentCopiar rotació X del referentCopiar l'escalat en X del referentCopia la ubicació Y del referentCopiar rotació Y del referentCopiar l'escalat en Y del referentCopia la ubicació Z del referentCopiar rotació Z del referentCopiar l'escalat en Z del referent[Paste Weight to Selected]: Copia el pes d'aquest grup a altres vèrtexs seleccionats (deshabilitat si el grup de vèrtexs està bloquejat)[Copy Option To Selected Rigs]: Copia aquest valor de propietat a tots els aparells seleccionats del tipus adequatCopiar a porta-retallCopiar a seleccióCopiar a selecció (menú)Copiar a osCopiar a objecteCopiar a l'arbre del node pare, mantenir el grup intacteCopiar a tots els elements seleccionats de la corruaCopiar a selecció els controladors de tots els elements seleccionats de la corrua[Track Settings as Default]: Copia els paràmetres del rastre actiu a la configuració predeterminada[Copy Track Settings]: Copia els paràmetres de rastreig des del rastre actiu als rastres seleccionats[Multires Reshape]: Copia les coordenades de vèrtexs d'un altre objecteCopia els grups de vèrtexs a seleccionats: %d fet(s), %d fallit(s) (les dades d'objecte han d'admetre grups de vèrtexs i tenir índexs coincidents)Copiar pesos des d'actiu a seleccionatNo és possible la còpia de l'ID '%s' , el tipus de blocs de dades '%s' no és compatibleHa fallat la còpia del modificador '%s' a l'objecte '%s'CopyrightAvís de copyright d'aquest recurs. Un avís buit no indica necessàriament que estigui lliure de copyright. Contacteu l'autor per qualsevol aclariment.Trepa centralSuroCantonadaAngle de cantellCentre del cantellÍndex de cara de cantellNanses de cantellÍndex de cantellÍndex de cantell en caraCantell d'aresta següentNormals de cantellDesplaçament de cantellDistància de desplaçament de cantellFactor desfasament del cantellMètode del desplaçament de cantellFixació de cantonsCantell d'aresta anteriorArrodonir cantellsRodonesa del cantellDivisió de cantellsSubdivisions de cantellTipus de cantellVèrtex de cantellCantell d'arestaCantell de caraCantell de vèrtexCantonadesCantells de voraCantells de caraCantells del vèrtexAspecte correcteCorregir atributs de cares[Correct UVs]: Corregeix les coordenades UV en transformarCorregir UVsCorregeix dades com els atributs de color i UVs en transformar[Corrective Smooth Modifier]: Corregeix la distorsió causada per la deformacióMètode de correccióCorrecció per al rang tonal sencerCorrecció per a ressaltatsCorrecció dels tons mitjansCorrecció per a ombresCorrectiuInversió correctiva de normalsModificador suavitzador correctiuFactor correctiu aplicat als pesos de cares, 50 és neutral, els valors menors augmenten els pesos de les cares dèbils, els valors més alts augmenten els de les cares fortesSuavitzat correctiuCorrelacióCosinusMode cosinusCotóNo s'ha pogut (des)vincular la col·lecció '%s' perquè la col·lecció '%s' està vinculadaNo s'ha pogut (des)vincular la col·lecció '%s' perquè la col·lecció '%s' està sobreseïdaNo s'ha pogut (des)vincular l'objecte '%s' perquè la col·lecció '%s' està vinculadaNo s'ha pogut (des)vincular l'objecte '%s' perquè la col·lecció '%s' està sobreseïdaNo s'ha pogut afegir un node de colorNo s'ha pogut afegir una capa al document de memòria cauNo s'ha pogut afegir un node de màscaraNo s'ha pogut afegir un mapa UV nou a l'objecte '{:s}' (Malla '{:s}')No s'ha pogut afegir l'acció '%s', ja que no es pot utilitzar en relació amb els blocs d'IDs del tipus '%s'No es pot afegir un node d'imatgeNo s'ha pogut afegir el controlador, ja que el camí RNA no és vàlid per l'ID donat (ID = %s, camí = %s)No s'ha pogut afegir el modificador de nodes de geometriaNo s'ha pogut afegir la imatge. No s'ha creat o assignat cap arbre de nodesNo s'ha pogut afegir el materialNo s'ha pogut afegir la col·lecció de nodesNo s'ha pogut afegir el grup de nodesNo s'ha pogut afegir l'objecte nodeNo s'ha pogut afegir la col·lecció perquè està vinculadaNo s'ha pogut afegir la col·lecció perquè està sobresegudaNo s'ha pogut afegir la col·lecció a causa del cicle de dependència detectatNo s'ha pogut assignar una nova Acció a %sNo s'ha pogut assignar l'acció %s a la Restricció d'acció %sNo s'ha pogut assignar l'acció %s al segment d'ANL strip %sNo s'ha pogut canviar l'accióNo s'ha pogut retirar la fotofita, ja que el camí RNA no és vàlid per a l'ID aportat (ID = %s, camí = %s)No s'ha pogut calcular un camí de dades vàlidNo s'ha pogut connectar una selecció de caraNo s'ha pogut connectar els tipus de selecció combinatsNo s'han pogut connectar els vèrtexsNo s'ha pogut crear una còpia de l'ID '%s' per a escriure'l a la bibliotecaNo s'ha pogut crear lector de cau per al document %sNo s'ha pogut crear un sobreseïment de biblioteca des del bloc de dades '%s', perquè no és sobreseïbleNo s'ha pogut crear el sobreseÏment de biblioteca a partir del bloc de dades '%s', un dels seus pares no és sobreseïble ('%s')No s'ha pogut crear el sobreseïment de biblioteca des d'un o més dels blocs de dades seleccionatsNo s'ha pogut crear el nom de la carpeta novaNo s'ha pogut crear la carpeta nova: %sNo s'ha pogut crear lector per al document %sNo s'ha pogut crear el document de copiar enganxar!No s'ha pogut crear corba-F o corbes-F {:d}. Això pot passar quan només s'insereix a les corbes-F disponibles.No s'ha pogut esborrar les fotofites blocades %dNo s'ha pogut eiminar la fotofita, ja que el camí RNA no és vàlid per a l'ID aportat (ID = %s, camí = %s)No s'ha pogut determinar el tipus de node grupalNo s'ha pogut trobar '%s' a '%s 'En l'escena en curs no s'hi ha pogut trobar cap col·lecció editable. Les dades importades no s'instanciaranNo s'ha pogut trobar una jerarquia arrel sobreseïble per a l'objecte '%s'No s'ha pogut trobar cap aresta seleccionada que es pugui fer rotarNo s'ha pogut trobar l'ós '%s'No s'han pogut trobar les dades de restricció per posar Fill-de a Determinar inversióNo s'han pogut trobar les dades de restricció per Determinar inversió al Resolutor d'objectesNo s'ha pogut trobar el controlador per copiar, ja que el camí RNA no és vàlid per a l'identificador proporcionat (ID = %s, ruta = %s)No s'ha trobat la graella de nom %sNo s'ha pogut trobar el modificador de ganxoNo s'ha pogut trobar la imatge '{:s}'No s'ha pogut trobar material o llum usant l'arbre de nodes aspector - {:s}No s'ha pogut trobar el born de la col·lecció de nodesNo s'ha pogut trobar el born de color del nodeNo s'ha pogut trobar l'escenaNo s'ha pogut trobar l'escena usant l'arbre de nodes del compositador - {:s}No s'ha pogut trobar un tipus de born compatibleNo s'ha pogut generar la malla des de la graellaNo s'ha pogut obtenir una malla avaluada vàlidaNo s'han pogut inicialitzar les dades de llengües!No s'ha pogut inicialitzar el cosit en cap objecte seleccionatNo s'han pogut inicialitzar els streamings, probablement la combinació de còdecs no és compatibleNo s'ha pogut inserir %i fotofita/es a causa de la influència d'ANL zero, el valor base o la reassignació de valors ha fallat: %s.%s per als índexs [%s]No s'ha pogut inserir la fotofita, ja que el camí RNA no és vàlid per a l'ID aportat (ID = %s, camí = %s)No s'ha pogut inserir la fotofita, ja que aquest tipus no admet dades d'animació (ID = %s)No s'ha pogut carregar l'Acció per al recurs actiuNo s'ha pogut carregar el volum on escriureNo s'ha pogut crear una imatge novaNo s'han pogut crear segments nousNo s'ha pogut moure l'exportador de la col·lecció des de l'índex '%d' a '%d'No s'ha pogut moure la restricció de l'índex '%d' a '%d'No s'ha pogut moure la capa de l'índex '%d' a '%d'No s'ha pogut obrir l'arxiu Alembic per a la lectura! Consulteu la consola per més detallsNo s'ha pogut obrir SVGNo s'ha pogut obrir l'arxiu USD per a lectura! Consulta la consola per més detallsNo s'ha pogut obrir document on escriureNo s'ha pogut obrir el directori '%s'No s'ha pogut enganxar el controlador, ja que el camí RNA no és vàlid per a l'identificador proporcionat (ID = %s, ruta = %s)No s'ha pogut llegir "%s"No s'ha pogut suprimir la morfofitaNo s'ha pogut suprimir el Grup de corbes-F de la col·lecció perquè no figura dins de la col·leccióNo s'ha pogut reanomenar: %sNo s'ha pogut reobrir el documentNo s'ha pogut resoldre el camí '%s'No s'ha pogut resoldre el camí (%s)No s'ha pogut desar el document empaquetat al disc com a '%s'No s'han pogut separar les corbes seleccionadesNo s'han pogut acoblar algunes corbes a la superfícieNo s'ha pogut desassignar l'acció de %sNo s'ha pogut desassignar l'Acció activaNo s'han pogut actualitzar els indicadors d'aquesta corba-F, ja que el camí RNA no és vàlid per a l'ID proporcionat (ID = %s, camí = %s)No s'ha pogut escriure la imatge: %sNo s'ha pogut escriure la imatge: {}No s'ha pogut escriure al volum: %sNo s'ha pogut escriure al volum: error desconegut en escriure a document VDBNo s'ha pogut tancar el recurs de destinació %sNo s'ha pogut trobar la capa coincident, s'enganxa a la capa activaNo s'ha pogut obrir el document %r (%s)No s'ha pogut executar el reproductor d'animació extern amb l'ordre {!r} {:s}RecompteNombre màxMode de recompteMode recompteCompta la quantitat d'elements d'una llista donadaQuantitatGraellaMode de resolucióMidaSentit antihorariSentit antihorariEl sistema de coordenades de la rotació antihorària de cada segment. Es pot aplicar a l'alineació de la rotació de textures de cada segmentCoberturaCrLes transformacions poti-poti només estan disponibles per al tipus d'objecte mallaCairarCairat (Angle en memòria cau)Angle de cairatFactor de pinçament del pinzell arrugadorArestes cairadesCairar internsCantells sobre agutsCairat sobre cantells agutsCairat sobre suavitzatCaires en superfícies suausLlindar de cairatPesos de cairat[Crease Weight]: Posa cairats a les arestes de confluència per millorar la subdivisió de superfíciePosa cairat a les arestes confluents per millorar la subdivisió de superfíciePesos de cairat (si és actiu)Cairat:DoblegarCrear %s[To 3D Object]: Crea un objecte de text 3D a partir del bloc de dades de text actiuCrear seguint trajectòriesCrear esqueletCrear col·leccióCrear dades[Wall In]: Crea clots[Constraint to F-Curve]: Crea corbes-F per a l'objecte que copiarà el moviment de l'objecte causat per aquesta restricció[Create Freestyle Stroke Material]: Crea material de traç Freestyle per fer provesCrear mapa d'índexs de guiesCrear instànciesCrear tensors internsCrear fites d'ubicació en ajustar la càmera a l'escenaCrear malla a partir de màscara de pintatCrear N-GonsCrear nova accióCrear noves preferènciesCrear paràmetre «use» d'orientació només vàlid en un context de vista3DCrear recurs de posa[Rigify Encode Metarig]: Crea el codi de python que ha de generar el metaaparell seleccionat[Rigify Encode Metarig Sample]: Crea codi python que generarà el metaaparell seleccionat com a mostraCrear quadsCrea escullsCrear fites de rotació en ajustar la càmera a l'escenaCrear fites d'escalat en ajustar la càmera a l'escenaCrear WebPCrea un «forat» en la imatge amb transparència alfa zero, que és útil per a compositar. Nota: l'aspector d'embargar només pot crear alfa quan la transparència està habilitada als paràmetres de la filmació[Kite]: Crea un estel / dardCrear una nova imatge[Cube Grid Topology]: Crea una topologia de graella booleana amb les dimensions donades per a usar-les amb el node Camp a graella[Box Selection]: Crea una selecció de caixa[Bridge Edge Loops]: Crea un pont de cares entre dos o més bucles d'arestes seleccionadesCrea un color a partir de components individuals usant múltiples models[Geometry Attribute Constraint]: Crea amb un atribut de la geometria una relació basada en una restricció[Control]: Crea un os de control per a la còpiaCrear os deformant per a la còpiaCrea una progressió diagonal[Batch Own Dir]: Crea un directori per a cada document exportatCrea un joc de cares que es correspon a la selecció de cares del Mode d'edicióCrea un joc de cares per cada joc de cares aïllatCrea un joc de cares per cada part solta de la mallaCrea un joc de cares per cada epígraf de materialCrea una cubícula emplenada a partir d'una mallaCrear un volum de boira amb la forma de la superfície de la malla ingressadaCrea una força al llarg d'un objecte de corbaCrear una força basada en velocitats de simulació de fluids[Type of field]: Crea una força que actua com a depredador d'un eixam o referentCrea una força que refrena el moviment[Glow]: Crea un efecte de lluentorCrear una gradació entre dues màscaresCrear una progressió linealCrear una llista de valorsCrear un sobreseïment local del bloc de dades enllaçat vinculat, i de la seva jerarquia de dependències[Make]: Crea un sobreseïment local dels blocs de dades enllaçades vinculades, i de la seva jerarquia de dependències[Make Library Override]: Crea un sobreseïment local dels objectes vinculats seleccionats, i de la seva jerarquia de dependènciesCrear una trepa basada en la diferència de luminància (brillantor)Creeu una trepa a partir d'una passada d'índex d'objecte o material[Sharpen Corner]: Crea un mecanisme que fa més agut el cantell connectat quan l'angle és menor que aquest valor[Convex Hull]: Crea una malla que enclou tots els punts de la geometria ingressada amb el nombre més petit de puntsCreeu un nou Epígraf d'acció per tenir un identificador. Fixeu-vos que l'ID _which_ que obté l'epígraf s'ha de definir a l'assenyalador de context 'animated_id', utilitzant: >>> layout.context_pointer_set("animated_id", animated_id) Quan l'ID ja tingui un epígraf assignat, el nou epígraf creat s'anomenarà igual (assegurant la singularitat amb un sufix numèric) i qualssevol dades d'animació de l'epígraf assignat es duplicarà en l'epígraf nou.Crea una càmera nova i un Punt d'orientació d'RV a partir del posat del visor de la sessió d'RV en execució i el selecciona[New Camera from VR Landmark]: Crea una càmera nova a partir del Punt d'orientació d'RV seleccionatCrea un nou conjunt de selecció amb els ossos seleccionatsCrea un mapa UV nou per a cada malla empaquetadaCrea una acció novaCrea una acció nova una cop l'existent s'ha arxivat amb seguretatCrear un nou epígraf d'acció per al bloc de dades, per contenir-ne l'animacióCrea un nou recurs a partir dels ossos seleccionats de l'escenaCrear una nova col·lecció d'ossos i assignar-hi tots els ossos seleccionats[Extrude to Cursor]: Crea un os nou que va des de l'última articulació seleccionada fins a la posició del ratolí[New Asset Catalog]: Crea un nou catàleg per posar-hi recursos[New Compositing Node Group]: Crea un nou grup de nodes de compositació i l'inicialitza amb els nodes per defecte[New Compositor Sequencer Node Group]: Crea un nou grup de nodes de compositació per al seqüenciadorCrea un directori nouCrea un controlador nou amb aquesta propietat com a ingressió i la copia al porta-retalls intern. Usa Enganxar controlador per afegir-lo a la propietat de referència o Enganxar variables de controlador per ampliar un controlador existentCrea un nou grup de selecció buit[Create Face Set]: Crea un nou joc de cares[Face Set from Masked]: Crea un conjunt de cares nou a partir de les cares emmascaradesCrea un joc de cares nou a partir dels vèrtexs visiblesCrear un nou document d'aquest tipusCrea un nou node marc al voltant dels nodes seleccionats i l'anomena immediatamentCrea un nou grup de nodes de geometria i l'assigna al modificador actiuCrear un nou grup de nodes de geometria per a una einaCrea una nova imatgeCrear un nou document d'imatge sense modificar la imatge actual en el Blender[Inlining]: Crea un nou arbre de nodes d'aspecció intern per al consum dels reveladorsCrear un nou nivell usant les subdivisions Catmull-ClarkCrear un nou nivell usant la interpolació lineal del desplaçament esculpitCrear un nou nivell usant subdivisions simples[New Line Style]: Crea un nou lineament, reutilitzable per múltiples jocs de líniesCrea una finestra principal nova amb el seu propi obrador i la selecció de l'escena[Mask Extract]: Crea un nou objecte malla a partir de la present màscara de pintat[Face Set Extract]: Crea un nou objecte malla a partir del joc de cares seleccionat[New Geometry Node Modifier]: Crea un modificador nou amb un nou grup de nodes de geometriaCrea un arbre de nodes nou[Slice to New Object]: Crea un objecte nou a partir de la màscara fragmentada[Copy Pose as Asset]: Crea un nou recurs de posa al porta-retalls, per enganxar-lo en el navegador de recursosCrea una nova malla nova basada en quads en base a les dades de superfície de la malla actual. Es perdran totes les capes de dades[New Text]: Crea un nou bloc de dades de textCrea una finestra nova[New World]: Crea un bloc de dades nou de mónCrea una notificació després de l'operacióCrea un paral·lelogramCrear un punt al núvol de punts per a cada aresta seleccionadaCrear un punt al núvol de punts per a cada cara seleccionadaCrear un punt al núvol de punts per a cada cantell de la cara seleccionatCrear un punt al núvol de punts per a cada vèrtex seleccionatCrea una vista prèvia per a aquest recurs revelant l'objecte actiu[Easing]: Crea una gradualitat progressiva pas per pasCrea una progressió quadràticaCrea una progressió quadràtica en la forma d'una esferaCrea un quadrilàter a partir de quatre puntsCrea una progressió radialCrear un rectangle[Swirl]: Crea una distorsió de rotacióCrea una rotació a partir d'un eix primari i secundari (idealment ortogonal)Crea un control de pivot de rotació que es pot reposicionar arbitràriament[Add Metarig Sample]: Crea una mostra de metaaparell per modificar-lo abans de generar l'aparell final[Normal Selection]: Crea una selecció segons la normalCrear una instància de corba diferent per cada capaCrea un emplenat a part per a cada traç individualCrear una capa diferent per a cada instànciaCrea un sistema de partícules separat per a cada tipus de partícula secundàriaCrea un efecte d'ombraCrea una cubícula de distància signada a partir d'una mallaCrea una cubícula de distància signada a partir de puntsCrear un traç simple amb colors bàsics[Connect Matching Ends]: Crea una transició suau d'os-D si un extrem de la cadena es troba amb una altra cadena que va en la mateixa direcció[Connect With Mirror]: Crea una transició sua d'os-D si un extrem de la cadena es troba amb el seu reflexCrea una superfície corba suau utilitzant l'esquema de subdivisió Catmull-Clark[Skin]: Crea una forma sòlida a partir de vèrtexs i arestes, utilitzant el radi de vèrtex per definir el gruix[Solidify]: Crea una pell sòlida per extrusió, compensant els angles aguts[Solidity Modifier]: Crea una pell sòlida, compensant els angles aguts[Wireframe]: Crea un tramat sòlid a partir de caresCrea una progressió esfèrica[Sphere Selection]: Crea una selecció esfèrica[Pose Breakdowner]: Crea una posa de partionament adient en el fotograma actualCrear imatge mosaicCrea un trapezoideCrea un joc de cares únic amb totes les cares a l'esculturaCrear un vector a partir dels components X, Y i Z[Combine Cylindrical]: Crea un vector a partir dels seus components cilíndrics.[Combine Spherical]: Crea un vector a partir dels seus components esfèrics.Crea una drecera de visor per al node seleccionat en pitjar ctrl+1,2,..,9[Link Empty to Track]: Crea un objecte fantasma que copiarà el moviment del rastre actiuCrea un esquelet que va paral·lela a la disposició de la pell[Generate Preview]: Crea una vista prèvia automàtica per al bloc de dades seleccionatCrear un objecte llapis de greix buit[Envelope]: Crea una forma de fundaCrear imatge amb canal alfaCrear una imatge amb vistes a esquerra i dreta[Create New Collection]: Crea una col·lecció d'objectes a partir dels objectes seleccionats[Eyelid Detach Option]: Crea una opció perquè les parpelles quedin separades de la superfície de l'ull[Extra IK Control]: Crea un control extra de CICrea un control opcional[Extra Deform]: Crea un ós deformant especialCrea una operació de sobreseïmentCrea un sistema de partícules de bombollaCrea partícules filles[Collision]: Crea un objecte de col·lisió[Child Of Contraint]: Crea una relació pare-fill basada en una/es restricció/ons[Shrinkwrap Constraint]: Crea una relació de sobrecobertura basada en restriccions[Action to apply to the rig via constraints]: Crea restriccions a l'acció en l'aparell generat[Controls]: Crea ossos de control per a la còpiaCrea controls per tots dos costats de la palma[Add Mapping Nodes]: Crea nodes de mapejat i de coordenades per a la textura (ignorant els nodes textura seleccionats)[Instance on Elements]: Crea còpies de la geometria referenciada sobre els elements de geometriaCrea còpies de la geometria amb diferents mètodes de desplaçament acumulatiuCrear còpies de la forma amb variacionsCrear avisos personalitzats en grups de nodes[Create a deform bone for the copy]: Crea ossos deformants per a la còpiaCrear domini per a gasosCrear domini per a líquids[Dash Modifier]: Crea un efecte de punt-guionet en els traçosCrea un controlador només per a aquesta propietat i sense assignar-l'hi encara cap referentCrea controladors per a totes les propietats sense assignar-hi encara cap referent[Match Indices]: Crea controladors per a cada parell d'elements que es corresponen[Fill Rim]: Crea bucles d'arestes entre les superfícies interior i exterior a les arestes de les cares (lent, deshabilitar quan no cal)Crear efectes i postprocessa revelats, imatges i el Mirador 3DCrear una màscara el·líptica apropiada per a fer de simple trepa o de màscara de vinyetatge[Placeholders]: Crea documents lloc-tinents buits mentre es revelen els fotogrames (similar a Unix «touch»)Crea jocs de cares amb les cares que tenen una normal similarCrea jocs de cares amb les costures UV com a límitsCrea jocs de cares amb pesos de bisell com a límitsCrea jocs de cares amb Arestes cairades com a límitsCrea jocs de cares usant cantells d'arestes aguts com a límits[Foam]: Crea un sistema de partícules d'escumaCrear graella d'instàncies duplicades[Guide]: Crea un objecte guiaCrear ossos de cap i coll[32-bit Float]: Crea una imatge amb profunditat de nombre de coma flotant de 32 bitsCrear instàncies seguint trajectes de partículesCrea instàncies per a col·leccions quan es fa una incorporació, preferiblement a afegir-les directament a l'escenaCrea instàncies per a col·leccions quan fa una vinculació, preferiblement a afegir-les directament a l'escenaCrea instàncies per a col·leccions, preferiblement a afegir-les directament a l'escenaCrea instàncies per a dades d'objecte que no estan referenciades per cap objecteCrear instàncies a partir de partícules fillesCrear instàncies a partir de partícules normalsCrea fotofites seguint la morfologia actual de les corbes-F dels canals seleccionatsCrea un sistema de partícules líquid[Use Location for Camera Fix]: Crea fites d'ubicació en fixar la càmera a l'escenaCrear trepa en base a la distància 3D entre colorsCrear trepa en base als valors de cromaCrear trepa en base a les diferències dels canals de colorCrear trepa amb un color concret, per a metratge de pantalla verda o blavaCrea malles pla a partir de documents d'imatge amb la ràtio d'aspecte que tocaCrea una acció nova[Extrude]: Crea ossos nous a partir de les articulacions seleccionades[Extrude Forked]: Crea ossos nous a partir de les articulacions seleccionades i les mouCrear nou directori?[Field to Grid]: Crea noves graelles per la via d'avaluar nous valors en una topologia ja existent de graella volumètrica[New Image from Plane Marker]: Crea una imatge nova a partir del contingut del marcador de plaCrea una nova col·lecció d'endoil·luminació usada per l'emissor actiuCrea una nova màscaraCrear nous materials amb noms únics per a cada document OBJCrear nous usadors de dades d'objectes si cal[Create Plane Track]: Crea un nou rastreig de pla a partir dels punts de rastreig seleccionatsCrear instància d'objecte a partir de dades d'objecte[Offset Edge Loop]: Crea un bucle d'arestes separat del de la selecció actual[Split Lines]: Crea un objecte per línia al textCrea un sistema de partícules que conté els tres tipus de partícules secundàriesCrea o amplia un bloc de dades de text «i18n_info.txt»[Parting Factor]: Crea una ratlla de separació en els filles sobre la base dels flocs mare[Create sharp peaks]: Crea pics i valls amb diferents valors de rugositatCrear plaques per fer de color de referència per als nodes croma[Evaluated]: Crea punts a partir dels punts de corba avaluats, en base a l'atribut de resolució per als NURBS i splines BézierCrea traços predefinits de Llapis de greix en forma d'arcCrea traços predefinits de Llapis de greix en forma de caixaCrea traços predefinits de llapis de greix en forma de cerclesCrea traços predefinits de Llapis de greix en forma de corbaCrea traços predefinits de llapis de greix en forma de líniaCrea traços predefinits de Llapis de greix en forma de polilínia[Proxy Custom Directory]: Crea les imatges supletòries en un directori personalitzat (per defecte és la ubicació del vídeo en qüestió)[Use Clump Noise]: Crea aglomeraments aleatoris al voltant de la mareCrear una màscara rectangular adient per a ús com a simple trepa[Connect Rigid Bodies]: Crea restriccions de cos rígid entre els cossos rígids seleccionats[Use Rotation for Camera Fix]: Crea fites de rotació en fixar la càmera a l'escena[Use Scale for Camera Fix]: Crea fites d'escalat en fixar la càmera a l'escena[Split Eyelid Follow Slider]: Crea lliscadors d'influència en X i Z per a les parpelles separades[Split to Instances]: Crea geometries separades que contenen els elements del mateix grupCrear pics aguts[Create Ghost Curves]: Crea una instantània (espectre) de les corbes-F seleccionades com a ajut de segon pla per a l'editor de gràfiques actiu[Spray]: Crea un sistema de partícules de polvorització[Spring Frames]: Crea tensors per a aquest nombre de fotogrames des del naixement de les partícules (0 és sempre)[Import Subdivision Scheme]: Crea modificadors de subdivisió de superfície basats en l'atribut SubdivisionScheme d'USDCrear ossos de cuaCrea el modificador corresponent en cas que no existeixsdiCrea la graella amb un patró hexagonalCrea la nova morfofita a partir de la mescla existent de fites[Tracer]: Crea un sistema de partícules que deixen traça[Create Orientation]: Crea una orientació de transformació a partir de la seleccióCrea turbulències amb un camp de soroll[3D Markers to Mesh]: Crea un núvol de vèrtexs usant coordenades de rastres reconstruïts[Outliner Library Override Operation]: Crea, restableix o retira les jerarquies de sobreseïment de bibliotecaCrea textures WebP per a cada textura. En el cas de textures ja WebP, no hi fa res[Mask by Color]: Crea una màscara basada en l'atribut de color actiuCrea una màscara basada en els límits de la superfícieCrea una màscara basada en la curvatura de la superfície[Init Mask]: Crea una màscara nova per a tota la malla[Face Sets]: Crea un segment de posa per joc de cares, començant pel joc de cares actiuCrea un atribut que mapeja cada corba a la seva guia més propera a través de l'índexCrea el pedaç de geometria més suavitzat possible a partir del joc de cares tot minimitzant els canvis en les posicions dels vèrtexsCrea el pedaç de geometria més suavitzat possible a partir del joc de cares, tot minimitzant els canvis en les tangents de vèrtexs[Stiff Viscosity]: Crea viscositat per al fluid en expansióCrear un nou Epígraf a una Acció vinculada no és possibleCreatiuCrèditsCorrupció crítica de document blend: conflictes i/o noms de blocs de dades no vàlids per altres raons (vegeu la consola per més informació)Corrupció de dades crítica: conflictes i/o noms de blocs de dades no vàlids per altres raons (vegeu la consola per més informació)Retallar[Crop Maximum X]: Retall màxim XRetall màxim YRetall mínim XRetall mínim YRetalla el fotograma revelat a la mida definida de la regió de revelatRetallar a regió de revelatParàmetres de retallat d'un segment de seqüènciaRetalla la imatge per fer una regió més petita, o bé fent transparent l'àrea retallada o bé redimensionant la imatgeGuenyoSegment d'interfosaFa una entrefosa amb correcció de colorCrypto 00CriptotrepaCriptotrepa (antic)Criptotrepa acuradaRecurs CriptotrepaCapa de criptotrepaNivells de CriptotrepaMaterial de CriptotrepaObjecte CriptotrepaCtrlCtrlECtrlDCubTopologia de graella de cubMida del cubMida de cubografiaCúbicaB-Spline cúbicFiltre de B-spline (borrós però sense sobreoscil·lació) en mostres de 4x4Centímetres cúbicsCadenes cúbiquesDecímetres cúbicsDecàmetres cúbicsPeus cúbicsFurlongs cúbicsHectòmetres cúbicsPolzades cúbiquesQuilòmetres cúbicsMetres cúbicsMicròmetres cúbicsMilles cúbiquesMil·límetres cúbicsMitchell cúbicFiltre de Mitchell cúbic per a mostres de 4x4Mils cúbicsIardes cúbiquesGradualitzat cúbicGradualitzat cúbic amb sobretensió i estabilitzacióInterpolació cúbicaCuboideEsporgarDistància d'esporgament[Cull Distance]: Retira els objectes que estan més lluny de la càmera que aquesta distànciaEsporgarSeparació acumulativaRínxolArrissar corbes de pèlInici de rínxolActualMida de la cau actualCaràcter actualDocument actualFotograma actualFotograma actual definitiuValor del fotograma actual[Active Path Index]: Índex del joc de fitoatributs actual[Active Keying Set Index]: Índex del jocs de d'atributs de fites actual (negatiu si és "de fàbrica" i positiu per a "absolut")Línia actualÍndex de línia actualSubfotograma actualTransformació actual[Orientation Slot]: Orientació actual de la transformacióLimitacions del basament Vulkan a dia d'avui:L'editor actual no és un editor de nodes.L'editor actual no és un navegador de recursos[Editor Type]: Tipus d'editor actual d'aquesta àreaEl fotograma actual no està dins del rang dels segmentsEl número del fotograma actual es pot posar manualment en un valor negatiuNúmero de fotograma actual en la seqüència d'imatges o filmacióNúmero del fotograma actual del vídeo o seqüència d'imatges[Current Frame Final]: S'ha aplicat el fotograma actual amb el subfotograma i el remapejat del temps[Current Frame]: Fotograma actual, per a actualitzar les dades d'animació de manera alternativa des de frame_set() amb python[Current Line]: Línia actual i línia inicial de selecció si n'hi haEl present mode de l'objecte origen '%s' no és compatible amb objectes referent bibsobreseïment '%s'El present mode de l'objecte origen '%s' no és compatible amb l'objecte referent '%s'El node no té sortides visibles.L'arbre de nodes actual no conté cap node.L'arbre de nodes actual està enllaçat des d'un altre document .blend.El tipus d'arbre de nodes actual no és compatible. Hauria de ser un de {:s}.Matriu de perspectiva actual (``window_matrix * view_matrix``)Posa actual per als esqueletsEl motor de revelat actual no admet precuinat[Active Shape Key]: La fita mòrfica actualL'Índex de la fita mòrfica actualEstadi actual del procés d'importació[Stereo Eye]: L'ull estèreo que ara s'està mostrantTemps actual de simulacióMatriu del visionat actualMatriu de finestra actualActual; [Active Scene]: Escena en avaluacióCapa de visionat en avaluacióAssociació actualment seleccionadaCursorCursor (desplaçament)Color de cursorDistància del cursorUbicació del cursorAjustar bloqueig de cursorPla del cursorProjectar a superfície de cursorValor del cursorValor de cursor a seleccióVisualització de cursorCursor XValor X del cursorValor Y del cursorUbicació del cursor en coordenades normalitzades (de 0.0 a 1.0)Ubicació del cursor en coordenades de segat normalitzadesUbicació del cursor en coordenades de previsualització normalitzadesUbicació del cursor en les coordenades de pantallaEl cursor ha d'estar per sobre de la mala superfícieCursor a seleccióCurvaturaCurvatura 3DCurvatura mínProtuberància de curvaturaIteracions de suavització de curvaturaVall de curvaturaAspecció basada en curvatura, útil per a fer més visibles els detalls finsCorbaCercleBézierCorbaBézierConstantCorbaCamíCorbaPersonalitzatCorba maniobreraEstendreExtrapoladaDecaïmentPredefinit de corba de decaïmentTipus de decaïmentDecaïment de vora difusaHoritzontalQuadrat inversLíniaLinealMàxEsglaonat mitjàModeNovaSense decaïmentCercleNurbsCorbaNurbsCamíNurbsForma del perfilEdició de decaïment proporcionalDecaïment proporcionalAleatòriaArrelRodóSobtatMés contrastatSuauMés suauEsferaCercleSuperfCorbaSuperfSuperfCilindrePedaçSuperfSuperfEsferaSuperfTorSuperfícieLa corba '%s' no conté el spline donatCorba 2DArc de corbaCercle de corbesDades de corbaDeformació de corbaMode edició de corbaSobreimpressions del mode edició de corbaDecaïment de corbaInterval de fotograma de corbaID de grup de corbesGuia en corbaPosicions de nansa de corbaID de corbaCorba inicial XÍndex de corbaInfo de corbaInstàncies de corbaTrontoll de corbaLongitud de corbaNode longitud de corbaLínia de corbaPunt del mapejat de corbaMapejat de corbesModificador de corbaObjecte corbaDesplaçaments de corbesCorba final XParàmetres de corba de pinturaParàmetre decaïment de corbaPunt de corbaNombre de punts de corbaGiny de perfil de corbesRadi de corbaArrel de corbaEsculpir amb corbesSobreimpressions d'esculpir amb corbesSegment de corba[Curve Sensitivity]: Sensibilitat de corbaForma de corbaCorba - Encongir/InflarLlenca de corbaSplines de corbaForça de corbaSubdivisions de corbaTangent de corbaInclinació de corbaPunta de corbaColors de ginys de corbaComponent de corba que conté dades de punts spline i control[Curve Point]: Punt de control de la corbaBloc de dades de corbes que emmagatzema corbes, splines i NURBS[Surface Curve]: Bloc de dades de corba utilitzat per emmagatzemar superfícies[Text Curve]: Bloc de dades de corba utilitzat per emmagatzemar text[Curves]: Blocs de dades de corbes[Clump Curve]: Corba que defineix l'estrenyiment de l'aglomeració[Roughness Curve]: Corba maniobrable que defineix la rugositatCorba que defineix l'obertura de l'obturador en el temps[Twist Curve]: Corba que defineix un enroscament[Curve Modifier]: Modificador de deformació de corba[Text on Curve]: Corba que deforma l'objecte textMètode d'ajustament de corbaCorba des d'objectes malla o textLa geometria de corba que defineix el camí de la corba[Curve Guide]: Pes efector guia de corbaCorba en un mapejat de corbes[Handle Type]: Interpolació de corba en aquest punt: Bézier o vectorialMapejat de corbes per al mapejat dels valors de color, vector i escalat sobre d'altres valors tot fent d'una corba definida per la usuària[Taper Object]: Nom de l'objecte de corba que defineix el transvers (amplada)Objecte corba amb què es deformaObjecte corba on encabir el llarg de la corruaCorba de puntSubdivisions de corba o superfície per segmentLes mides de les corbes han d'estar per sobre de zeroCorba que controla aquesta relacióCorba a mallaCorba a puntsCorba a tubCorba de què cal calcular la llargadaCorba per convertir en malla mitjançant el perfil donatTipus de corba[Random Curve]: Corba utilitzada per a efecte moduladorCorba utilitzada per al mapejat de corbes[Curve Jitter]: Corba utilitzada per a l'efecte de trontoll[Curve Sensibility]: Corba utilitzada per a la sensibilitatCorba utilitzada per a la força[Pressure Jitter Mapping]: Corba emprada per mapejar la pressió del pinzell de trontoll[Pressure Size Mapping]: Corba emprada per mapejar pressió sobre la mida del pinzell[Pressure Strength Mapping]: Corba emprada per mapejar la pressió sobre la força del pinzellLa mida d'amplada de la corba no és admesa en la interpolació USDCorba/esLa/es corba/es no té/tenen cap punt actiuCorba: {} punts, {} splinesMapejarCorba no és propietari de MapadeCorbaNo s'ha inicialitzat la taula PerfilCorba, cridar initialize()CorbatCorbesAfegirTipus de pinzellPentinarTipus de forma de corbesCilindreEliminarDensitatEngrandir / encongirNovesSelecció pinturaPinçarVoluminarLliscarSuavitzarGanxo de serpFlocSegmentMode edició de corbesSobreimpressions del mode edició de corbesEngrandir/encongir escala de corbesInfo de corbesL'objecte corbes no admet aquesta operació de definir origenEsculpir amb corbesAfegir opcions de corbes a l'escultura amb corbaParàmetres del pinzell d'esculpir amb corbesOpacitat de la gàbia en escultura amb corbesPintat d'esculpir amb corbesParàmetre de decaïment d'escultura amb corbaParàmetres d'esculpir amb corbesLes corbes no estan adherides a cap mapa UVCorbes com a mallaCorbes com a NURBSLes corbes no tenen informació d'adhesió que es pugui utilitzar per a deformacionsLes corbes no tenen informació d'adhesió a superfícieCorbes de dades de corbes avaluadesLes corbes han de tenir un joc d'objectes de superfície de mallaCorbes no adherides a una superfícieLes corbes només admeten un únic material; la ingressió de la selecció no pot ser un campTipus de forma de les corbesCorbes que s'escampen seguint la corba principalCorbes a lapis de greixCorbes a qui cal canviar l'estat de ciclitzacióCorbes a qui cal canviar les nansesCorbes a qui cal canviar les normalsCorbes a qui cal canviar la resolucióCorbes a què cal canviar el tipusCorbes per convertir en puntsCorbes per deformarCorbes per emplenar. Totes les corbes es tracten com cícliques i es projecten en el pla XYLes corbes a partir de les quals es generen cantells arrodonitsCorbes per remostrejarCorbes per mostrejar-ne les posic ionsCorbes a què s'han de definir les nanses de punts de controlCorbes a qui cal definir el radiCorbes a qui cal definir la inclinacióCorbes per escurçarCorbes per subdividirCorbes a les que s'invertirà l'inici i el final[Split Length]: Longitud curvilínia 2D per a la divisió de la cadenaArquejat del cordillA midaPersonalitzat ({:.4g} fps)Atenuació personalitzadaBytecode personalitzatTransxifrat de Bytecode personalitzatCàmera expressaCompilació fallida de l'aspector de la Càmera expressa, consulteu la consola pels errorsCorba maniobrera de cavitatColor personalitzatPredefinits de color personalitzatsJoc de colors personalitzatColors personalitzats[Compositor Custom Group]: Node grupal del compositador fet a mida per a nodes PythonCorba maniobreraDirectori personalitzatDistància adaptableRuta de document personalitzada[Geometry Custom Group]: Node grupal de geometria fet a mida per a nodes de PythonDegradat personalitzatGrup ad hocPivot de CI personalitzatIcona personalitzadaImatge personalitzadaEtiqueta personalitzadaUbicació personalitzadaNormal AdaptadaNormals adaptadesNomés normals adaptadesObjecte personalitzantOclusió adaptableColors de Pell de Ceba personalitzatsSobreimpressions personalitzadesParal·laxi adaptableRuta personalitzadaControl de pivot personalitzatPosat personalitzatTrajecte del perfil personalitzatPropietats creades a midaSupleció a midaQualitat personalitzadaInterval personalitzatRegió personalitzadaAspector personalitzatNode grupal d'aspecció fet a mida per a nodes pythonForma personalitzadaRotació de forma personalitzadaEscala de forma personalitzadaTransformació de forma personalitzadaTranslació de forma personalitzadaInterval de fotogrames de la simulació personalitzadaInterval de simulació personalitzatEspai personalitzatVista personalitzadaVolum adaptableOrientar giny personalitzatCamí executable al reproductor d'animacions personalitzatColor personalitzat del trajecte de després del fotograma actualColor personalitzat del trajecte d'abans del fotograma actualColor personalitzat del cos del node[Color Set]: Combinat de colors personalitzat a utilitzarCorba maniobrera per aplicar l'efecte[Interpolation Curve]: Corba maniobrera per controlar la «seqüència» interpolació entre els fotogrames del Llapis de greixCorba maniobrera per a controlar l'efecte de dissipació de pinzellada per a fotogrames de Llapis de greixCorba maniobrera per controlar el gruix originari[Index Layer Name]: Nom de la capa de dades adaptables per a l'índex[Value Layer Name]: Nom de la capa de dades adaptable per al valor aleatoriRegió definida a midaEtiqueta del born definida dinàmicament a mida per a la IU. Es pot traduir si a les preferències està habilitada la traduccióValor de fosa personalitzatCorba maniobrera de decaïmentFiltre personalitzatInterpolació adaptable definida mitjançant un mapa de corbes[Mapping Curve]: Corba maniobrable de mapejatNodes personalitzats[Normals Vector Tools]: Eines de normals adaptades que usen el Vector de normal de la IUPropietats creades a midaPunt de referència triat per a guiesFont de l'aspector personalitzat[USDZ Custom Downscale Size]: Mida personalitzada per reduir l'escala de textures esportades[Tags]: Etiquetes personalitzades (identificadors per nom) per al recurs; s'usen en filtratges i en la gestió general dels recursos[Stamp Note Text]: Text personalitzat que apareixerà en la llegendaValor personalitzat de metres per unitat de l'Escenari USDSeccionarTallar arestesRetallar partícules a la formaTallar transversalmentRetallar a[Intersect (Knife)]: Crea una intersecció a les cares[Cut Edges]: Divideix les arestes de les cares per a una metralla més xula[Bisect]: Tall geometria al llarg d'un pla (fer clic-i-arrossegar per definir pla)[Shape Cut]: Talla el pèl per ajustar-lo a forma de l'objecte especificadaTallar pèls[Cut]: Talla la geometria mantenint cada costat separat (només seleccionats/no seleccionats)[Bevel]: Secciona els elements seleccionats amb un angle per a crear bisell o xamfrà[Loop Cut and Slide]: Crea un bucle en la malla i el fa lliscarTalla nova topologiaRetalla el text seleccionat i l'envia al porta-retalls[Intersect (Boolean)]: Talla geometria sòlida de seleccionats a no seleccionatsRetallar text seleccionat a porta-retallsTalla a través de totes les cares, no només les visibles[SDF Grid Boolean]: Retalla, sostreu o uneix múltiples ingressions de cubícules CDS[Mesh Boolean]: Retalla, sostreu o uneix múltiples ingressions de mallaSeccióDistància de segat[Lowest Frequency]: Freqüència de tall d'un filtre passada alta que s'aplica a les dades d'àudio[Highest Frequency]: Freqüència de tall d'un filtre passabaix que s'aplica a les dades d'àudioTalls[Bisect Axis]: Talla la malla a través del pla del mirallTalls: %s, suavitzat: %sCiclitzarCiclitzar tipus de nansaDurada del cicleCiclitzar enrere[Cycle Handle Type]: Va canviant entre els quatre tipus de nansesCicle invertit[Cyclic Strip Time]: Repeteix el temps d'animació dins l'inici i fi de l'accióCiclitza els fotogrames de la seqüènciaCiclitza les imatges de la filmacióFa el cicle de tots els epígrafs de revelat no buits[Set Screen]: Recorre cíclicament les pantalles disponiblesCicle al llarg de l'historialCicla al llarg de menes de motllures endinsCicla al llarg dels mètodes d'interseccióCicla al llarg dels modes de desplaçamentCicla al llarg de menes de motllures enfora[Cycle Space Context]: Es mou cíclicament pel context d'editor activant següent/anterior[Auto Rainbow]: Cicle en base a l'arc iris, que intenta donar a cada corba un color únic[Cycle]: Recorre les eines d'aquest grup[Cycle Workspace]: Recorre en cicle els obradorsFitació sensible a cicleCyclesParàmetres de revelat de corbes amb CyclesParàmetres de càmera expressa en CyclesDepuració de CyclesModificador-F cíclicParàmetres d'il·luminació de CyclesParàmetres de materials en CyclesParàmetres de malla de CyclesParàmetres d'objecte de CyclesDispositius de revelat de CyclesMotor de revelat CyclesParàmetres de revelat amb CyclesParàmetres de CyclesConfiguració de capa de visionat de CyclesParàmetres de visibilitat de CyclesParàmetres de món al CyclesCycles construït sense compatibilitat amb Embree[Cycles Curves Rendering Settings]: Paràmetres de com s'han de revelar les corbes amb el motor CyclesCycles està deshabilitat en aquesta versió[Cycles light settings]: Els paràmetres de llum del motor Cycles[Cycles Material Settings]: Paràmetres de materials en Cycles[Cycles Mesh Settings]: Paràmetres de malla per a Cycles[Cycles Object Settings]: Paràmetres per a objectes que té Cycles[Cycles Render Settings]: Paràmetres per a revelar amb el motor CyclesIntegració del revelador Cycles[Cycles visibility settings]: Paràmetres de visibilitats per al motor de revelat Cycles[Cycles world settings]: Paràmetres del món per al motor de revelat CyclesCíclicAnimació cíclicaEfecte cíclicTemps de segment cíclicU cíclicV cíclic[Cycles]: Seqüència cíclica d'extensió/repetició de fotofitesEfecte d'ona cíclic[After Mode]: Mode de cicles a usar després de l'última fotofita[Before Mode]: Mode dels cicles d'abans de la primera fotofitaCilindreRadi del cilindreTxec - ČeštinaOBSOLETA: afegir la rotació original a la rotació copiadaDJVDLSDNxHDAVALLDPXDPX (.dpx)DVDVCPRO HD 1080pDVCPRO HD 720pDVD (nota: canvia la resolució de revelat)DWAA (pèrdua)DWAB (pèrdua)ResistènciaFactor refrenatAfebleix les ones reflectides que van a contravent[Damped Least Square with Numerical Filtering]: Quadrat de resistència mínima amb filtratge numèricTrajectòria amortidaRestricció de trajectòria amortidaRefrenatResistènciaAfebliment èpsilonFactor de resistènciaMàx. afeblimentTemps d'afeblimentRefrenant translacióAfebliment d'XAfebliment d'angle XAfebliment d'YAfebliment d'angle YAfebliment de ZAfebliment d'angle Z[Harmonic Damping]: Resistència davant de la força harmònicaAfebliment en l'eix XEsmorteïment en l'eix de rotació XAfebliment en l'eix YEsmorteïment en l'eix de rotació YAfebliment en l'eix ZEsmorteïment en l'eix de rotació ZS'ignoren els nodes de reenrutat que pengen.Danès - DanskEnfosquirMode enfosquirEnfosqueix les vores.Més foscFoscor de les ombresGuionetGuionet 1Guionet 2Guionet 3Longitud del guionetSegment amb modificador guionetsRàtio de guionetLínia de guionetsOpacitat de les línies de guionetsDadesAPI de dadesProfunditat de dadesCapa de dadesOperació de dadesCamí de dadesPrevisionat de dadesJoc de dadesFont de dades:Referent de les dadesTransferència de dadesModificador transferència de dadesTipus de dadesCorrupció de dades: el bloc de dades '%s' està usant un altre bloc de dades local ('%s') com a referència de sobreseïment de biblioteca, s'estan eliminant totes les dades de sobreseïmentCorrupció de dades: el bloc de dades '%s' s'està utilitzant a si mateix com a referència de sobreseïment de biblioteca, s'estant eliminant totes les dades de sobreseïmentCorrupció de dades: el bloc de dades `%s` té una propietat de Sobreseïment de biblioteca sense ruta d'RNACamí de dades no definit[Grease Pencil Stroke Point]: Punt de dades per a la corba del traç a mà alçada[Background Source]: Font de dades usada per al rerefons[Data Target]: Dades que es modificaran en l'operació d'expansió[Read Data]: Dades a llegir des de la memòria cauTipus de dadesTipus de dades per a la graella topològicaTipus de dades de l'AOVTipus de dades de la propietatTipus de dades del bornTipus de dades de valors de vòxelDades utilitzades per a identificar una columna de quadriculatDades utilitzades per a identificar una taula de quadriculatDades utilitzades per identificar les dades corresponents des de la font de dadesDades emprades per identificar la taula[Plain Data]: Valors de dades sense comportaments especialsBloc de dadesNom de bloc de dadesReferències de blocs de dadesTipus de bloc de dadesBlocs de dadesEl bloc de dades '%s' té un grup de nodes incrustat no vàlid, que no s'ha llegitEl bloc de dades '%s' no és un sobreseïment de biblioteca o no és part d'una jerarquia de sobreseïments de bibliotecaEl bloc de dades '%s' ja no és un recursEl bloc de dades '%s' ara és un recursAquest bloc de dades no admet operacions amb recursos - cal que sigui un Pinzell, Col·lecció, Grup de nodes, Objecte, Acció de posa, Escena o MónEl bloc de dades no admet previsionats[ID From]: Bloc de dades des del qual s'ha vinculat el bloc de dades editatEl bloc de dades no està marcat com a recursEl bloc de dades s'ha reanomenat com a '%s', torneu a intentar forçar el canvi de nom a '%s'El bloc de dades no admet previsionats automàticsEl tipus de bloc de dades no admet usador falsTipus de bloc de dades per mostrar[Annotations]: Bloc de dades per a les anotacions de la vista 3D[User]: Bloc de dades que fa ús d'aquestes morfofitesEl bloc de dades que fa servir aquest document empaquetat no és editableBloc de dades els nodes dels quals s'estan editantEls blocs de dades d'aquesta biblioteca són editables malgrat estar vinculats. Ho empren els recursos de pinzell i les seves dependències.Els blocs de dades que no són dins la base de dades Principal global no es poden reanomenarTransferència de dadesDataData de modificacióData: {:s} {:s}Dies[Clear Viewer]: Desactiva el visualitzador de nodes de geometria en fer clic en un espai buit[Clip Grid]: Desactiva vòxels de graella fora d'unes coordenades mínima i màxima tot posant-la al valor del rerefons.Desactiva el cos rígid a l'inici de la simulació[Deactivate Viewer Node]: Desactiva el node visor seleccionat en nodes de geometriaDesactivacióMortesZona mortaMortDepurarFons d'icona de depuracióFrontal de la icona de depuracióRecompte mostral de depuracióValor de depuracióOpcions de depuració, només quan s'inicia amb «-d»Desplaçament d'enganxina[Temperance (average)]: Estratègia globalment decent. A un os amb un fill se li col·loca la punta sobre l'eix local al màxim de prop del fillDecimalsDelmar[Decimate Keyframes]: Delma corbes-F suprimint les fotofites que influeixen menys en la forma de la corbaDelmar corbes-F especificant quant es poden desviar de la corba originalModificador delmarDelmar: s'ometen les fotofites no lineals/de Bézier![Decimate Modifier]: Modificador de delmacióDeclaració d'un plafó de nodesDeclaració d'un born de nodeDeclaració de borns i plafons d'iu d'un grup de nodes[Swing and X Twist]: Descompon en una rotació gronxadora per apuntar cap a l'eix X, seguida d'un roscament al seu voltantDescompon en una rotació gronxadora per apuntar a l'eix Y, seguida d'un roscament al seu voltantDescompon en una rotació gronxadora per apuntar a l'eix z, seguida d'un roscament al seu voltant[Separate Cylindrical]: Descompon en els components cilíndrics.[Separate Spherical]: Descompon en els components esfèrics.[Reversed]: Desmunta la malla en lloc de confegir-laDisminuir contrastDisminueix l'alçada de saltDisminueix els segmentsPer defecteAtribut predeterminatTancat per defecteColor per defecteAtribut de color per defecteColors per defectePinzell esborrador predeterminatFosa per defecteFotograma per defecte: {:.0f} (ha de ser un nombre enter!)Fotograma predeterminat: {:.0f}Valor de destí per defecte (posició objectiu de vèrtex)[Goal Default]: Valor predeterminat del Destí (posició de referència del vèrtex) quan no s'utilitza cap Grup de vèrtexsAmplada per defecte de grup de nodesNanses per defecteMètode d'importació predeterminatIngressió per defecteInterpolació per defecteCanals de fites per defecteConfiguració de teclat per defecteDisposició predeterminadaMàxim predeterminatMínim predeterminatMida previsionat per defecteMode suavitzat predetPer defecte aValor per defectePesos per defectePes per defecte APes per defecte BAcció predeterminada per al botó dret del ratolí[Default Key Configuration]: Configuració del teclat que ve de fàbricaColor per defecte per a textures que no retornen RGB o quan hi ha habilitat RGB envers intensitatColor per defecte per a formes sòlides dels ossosEtiqueta de color per defecte per a nous nodes i grups de nodesDistància predeterminada des del contorn de la imatge en el qual el marcador deixa de rastrejarEl pinzell predeterminat d'esborrar per a alternar àgilment amb el pinzell principalColor d'emplenat predeterminatPosició predeterminada de capçalera per a nous tipus d'espaiUbicació predeterminada on es mostraran les imatges reveladesUbicació predeterminada on es mostrarà l'editor de documentsUbicació predeterminada on es mostraran les preferènciesValor mínim predefinit de la correlació entre el patró coincident i la referència que encara és tractat com a rastreig exitós[Motion Model]: Model de moviment predeterminat per al rastreigOrdre predeterminat del criteri d'ordenacióRutes per defecte a documents externs[Grid Fill]: Emplenament de patró per defecteOpció de ruta relativa per defecte per al selector de documents, quan encara no se n'ha definit capCOnfiguració per defecte perquè les parpelles segueixin els lliscadors (X i Z)[Default Preview Size]: Mida per defecte de previsionat de micrones de recursos en píxelsPredeterminar ingressió numèrica avançadaEines per defecte per al mode partículaValor per defecte a fora dels vòxels de graella[Biased]: El revelat de volum per defecte utilitza la dispersió nul·la, que no té biaix i provoca menys tares però podria produir més soroll. L'opció Esbiaixat utilitza la ràdiomarxa, amb controls per a la mida dels passos i passos màxims[Default Weight A]: Pes predeterminat que tindrà un vèrtex si no està en el primer grup-v APes predeterminat que tindrà un vèrtex si no està en el segon grup-v B[Default Weight]: Pes predeterminat que tindrà un vèrtex si no pertany al grup-vPredefinitsDefinir baseDefinir profunditatDefinir signatura[Custom Range]: Defineix un interval personalitzat de fotogrames per a usar en el modificadorDefineix una línia amb un punt d'inici, direcció i longitudDefineix i edita controladors que vinculen propietats a funcions personalitzades o altres dadesDefineix l'arc per 3 punts en cercle. L'arc es calcula entre els punts inicial i finalDefineix les forces perquè els vèrtexs s’adhereixin a la posició animada[Velocity Unit]: Defineix com s'interpreten els vectors de velocitat respecte del temps, «fotograma» implica que el temps delta és 1 fotograma, «segon» significa que el temps delta és 1 / FPSDefinir radi amb un flotant[Melanin Concentration]: Defineix les concentracions de melanina de sota per obtenir un pèl més realista (pots obtenir en línia les concentracions de diferents tipus de pèl)Defineix el radi i la ubicació amb tres puntsDefineix el radi amb un nombre de coma flotantDefineix els punts d'inici i final de la línia[Curve]: Defineix la corba del traç mitjançant una corba de Bézier (les pinzellades queden separades segons l'espaiat)Defineix localment la transformació amb una transformació d'objecte[Geometry End Factor]: Defineix on acaba la geometria de la corba al llarg del spline (0 per al començament, 1 per al final)[Geometry Start Factor]: Defineix on comença la geometria de la corba al llarg del spline (0 per a l'inici, 1 per al final)Defineix d'on prové la ubicació i rotació per a la visió d'RV, a la qual s'aplicaran els deltes de translació i rotació del visor d'RV[Subset]: Defineix quin subconjunt de grups s'ha d'usarNomés primitius definitsDefineix les funcions de reinvocació per estendre a IE d'USD[Alignment]: Defineix com alinear els punts i caixes amb el trajecte marcat i la rotació de l'objecte[Fade Factor]: Defineix fins a quin punt el traç s'esvaeix d'inici/de finalDefineix fins a quin punt el traç és visibleDefineix com es comportarà l'operador en seleccionar la capa activa[Stroke Depth Order]: Defineix com s'ordenen els traços en l'espai 3D (per als objectes que no es mostren «per davant»)[Mode Type]: Defineix com afecta el color de vèrtex els traçosDefineix si les fites s'haurien d'alinear amb una gradualitzat inicial o finalDefineix si es permet que el resolutor reiteri (convergeixi fins que es compleixi la precisió) en zero, en el primer o en tots els fotogrames[Nabla]: Defineix la mida de la distància derivativa usada per calcular gradient i rotacional[Rigify Target Rig UI]: Defineix la IU a sobreescriure. Si no està definida, se'n crearà i anomenarà una altra a partir del nom de l'aparellDefineix el canal utilitzat per limitar el dessobreeixit. Els equilibris entre els dos canals de colors no primaris amb què es compara el primer canal. Amb 0 és que es fa servir aquest últim entre els dos, mentre que 1 vol dir que s'empra el primer de tots dosDefineix la dimensió de la imatge que constitueix la referència del valor relatiu[Fisheye Lens Polynomial]: Defineix la projecció de la lent com a polinòmica per permetre d'imitar les lents de càmera del món realDefineix el format específic dels arguments amb què l'editor de text obre documents. Les expansions compatibles són les següents: $filepath L'adreça absoluta del document. $line La línia a on obrir (opcional). $column La columna que cal obrir des del principi de la línia (opcional). $line0 i column0 comencen a zero. Exemple: -f $filepath -l $line -c $column[Used Length]: Defineix quina part del traç s'utilitza per al càlcul de l'extensióDefineix si el primer pla està en forma alfa directa, cosa que cal saber per a compositar l'alfa com toca. Les imatges del compositador estan en forma alfa premultiplicada per defecte, de manera que això hauria de ser FALS en la majoria dels casos. Però si, i només si, el primer pla ha estat convertit a la forma d'alfa directa per alguna raó, això s'hauria de posar com a VER[TEMA17]: Defineix en quina col·lecció cal col·locar els objectes giny. Si no està definida, se'n crearà una de nova en base al nom de l'aparellDefinir quines fites usar com a inclinació i quant s'ha de fusionar en la seva direcció[Rigify Target Rig]: Defineix quin aparell sobreescriure. Si no està definit, se'n crearà un de nou en base al Nom d'aparell o el nom del metaaparellDefinició[Enum Item Definition]: Definició d'una elecció en una propietat enumeradora d'RNADefinició dels canals d'àudioDesinflarEmissor deflectorDeflecteix els fluids i influencia el flux dels fluidsDeflexióDeflectorsDesenfocarDeformantEix de deformacióOs deformantCorbes deformants en superfícieMode deformacióOssos de posa deformantsDeforma entorn de l'eix local[Laplacian Deform]: Deformació basada en una sèrie de punts d'ancoratgeDeformar en l'eix XDeformar en l'eix YDeformar en l'eix Z[Preserve Volume]: Deforma la interpolació de rotació amb quaternionsDeforma punts específics a partir d'un altre objecteDeforma els punts del traç usant un objecte esquelet[Hook]: Deforma punts del traç a través d'objectes[Lattice]: Deforma els traços a partir d'un objecte retícula[Mesh Sequence Cache]: Deforma la malla o corba usant una memòria cau de malla externa en format Alembic[Mesh Cache]: Deforma la malla usant una memòria cau externa de transformació de vèrtex fotograma-a-fotograma[Simple Deform]: Deforma una forma roscant, doblegant, estrenyent o estirantDeforma la forma usant un objecte esqueletDeforma el traç per a conlligar millor amb la forma de la funda[Mesh Deform]: Deforma utilitzant una malla diferent, que actua com una gàbia de deformacióDeformació a partir d'un objecte reticulat[Volume Displace]: Deforma el volum basant-se en soroll o altres camps vectorialsEl DeformGroup (grup de deformació) '%s' no és a l'objecte '%s'DeformacióPont de deformacióReferent de deformacióTipus de deformació que s'utilitza al pinzellDeformacions (morfofites, modificadors de deformació)Ubicació deformadaDeformacióDeforma les corbes de pèl existents en trenes usant corbes de guiaDeforma les corbes de pèl existents en rissos seguint corbes guiaDeforma les corbes de pèl usant una textura de sorollDeforma les corbes de pèl utilitzant un vector aleatori per punt per a encrespar-losGrausDesentrellaçat[Deinterlace Movies]: Desentrellaça totes les fonts de pel·lícules seleccionades[Deinterlace]: Document de vídeo desentrellaçat en càrregaSuprDelaunayRetardRetard actualització miradorRetard en segons abans no s'arriba a la rapidesa màximaEliminar[Unindent]: Elimina 4 espais del començament de la líniaEliminar precuinatEliminar recurs pinzellEliminar catàlegEliminar dadesSuprimir fotogrames buitsEliminar geometriaEliminar globalmentElimina el fotograma de llapis de greixEliminar més altEliminar modificadorEliminar silenciatsEliminar puntEliminar recurs de posaEliminar objecte referentElimina segmentsEliminar seleccióElimina la Il·luminació d'estudiEliminar rastreEliminar no usatsEliminar nodes en desúsElimina una partícula sencera o només les fitesEliminar una fotofita dels rastres seleccionats dins el fotograma actualEliminar els fotogrames actius de totes les capesElimina les fotofites actives de totes les capesElimina l'escena activaElimina la pantalla activaEliminar el document de text actiu?Eliminar tots[Clear Asset]: Elimina totes les metadades del recurs i converteix els blocs de dades del recurs seleccionat en un bloc de dades normal[Clear Asset]: Elimina totes les metadades del recurs i torna a convertir els blocs de dades del recurs seleccionat en blocs de dades normalsEliminar totes les metadades de recursos, retornant els blocs de dades de recursos seleccionats a blocs de dades normals, i consignant un usador fals per assegurar que els blocs de dades encara es desaranElimina totes les memòries cau de precuinades de tots els objectes de l'escena actual[Remove Empty Animation Data]: Elimina tots els contenidors de dades d'animació buits d'entre els blocs de dades visiblesElimina tots els marcs que no contenen cap node[Cleanup Bookmarks]: Elimina totes les dreceres no vàlidesElimina totes les fites que s'han generat amb l'operador 'Ajustar a càmera d'escena'Eliminar totes les dades precuinades d'il·luminació de sondes de llumElimina tots els nodes amb les sortides en desús[Delete Channels]: Elimina tots els canals d'animació seleccionatsElimina tots els traços o punts seleccionats[Delete Invalid Drivers]: Elimina tots els controladors visibles considerats no vàlidsElimina tots els obradors excepte aquest mateixElimina els vèrtexs alterns del traç, excepte en els extrems[Remove Named Attribute]: Eliminar d'una geometria un atribut amb un nom especificat. Normalment s'utilitza per optimitzar el rendiment[Delete Edge Loop]: Elimina un bucle d'arestes fusionant-ne les cares a banda i bandaElimina un punt existentEliminar les dades precuinades d'un sol node de precuinat o simulacióEliminar la cau de tots el objectes seleccionatsElimina la il·luminació indirecta a la memòria cauElimina simulacions en memòria cau/precuinades en modificadors de nodes de geometriaEliminar els objectes i col·leccions fillsEliminar la regla d'eixam vigentEliminar estat d'eixam actualElimina la memòria cau actual[Delete Keyframe (Buttons)]: Elimina la fotofita actual de la propietat activa de la IU[Delete Knot]: Elimina nusos de corbaElimina els controladors assignats als elements seleccionatsElimina els controladors per a tots els elements de la corruaElimina l'objecte fantasma d'imatge després de crear la malla plaEliminar punt de control de fundaEliminar el fluid de la simulació[Clear In Obstacle]: Retira el fluid de dins dels obstaclesEliminar en obstacleElimina les fotofites de tots els elements de la corruaEliminar les fotofites dels objectes seleccionats?Cal Eliminar les fotofites dels segments seleccionats?[Delete Keying-Set Keyframe]: Elimina les fotofites del fotograma actual per a totes les propietats dins el joc de fitoatributs especificat[Delete Loose]: Elimina els vèrtexs, arestes o cares aïllats[Delete Marker]: Elimina el marcador per al fotograma actual a partir dels rastres seleccionatsEliminar el marcador per al fotograma actual a partir de les rastres seleccionats?[Delete Proxy]: Elimina del disc dur els documents del videoclip supletoriEliminar-ne un de cada parell per a resoldre:[Only Fills]: Elimina només els emplenats i deixa els traços[Only Strokes]: Elimina sols els traços i deixa els emplenatsElimina el precuinat de comportament físicEliminar puntsElimina les partícules secundàries que es troben dins dels obstacles o que han abandonat el dominiElimina les pistes d'ANL seleccionades i els segments que contenenElimina els ossos seleccionats?Elimina els dreceres seleccionades[Delete Hierarchy]: Elimina les jerarquies de col·leccions seleccionadesEliminar punts de control i splines seleccionats?Elimina els punts de control o segments seleccionatsEliminar punts de control o splines seleccionats[Dissolve Vertices]: Elimina els punts de control seleccionats, corregint les nanses circumdantsElimina els elements seleccionats no usats per el casc[Make Holes]: Elimina les cares seleccionades que són del cascEliminar documents seleccionats?Eliminar les fotofites seleccionades?[Delete Items]: Elimina els elements de llista seleccionatsEliminar marcadors seleccionats?Eliminar l'/els element(s) de metabola seleccionatsEliminar elements metabola seleccionats?Elimina els objectes seleccionatsEliminar els objectes i col·leccions seleccionatsEliminar els objectes seleccionats?Eliminar les partícules o fites seleccionades[Dissolve]: Elimina els punts seleccionats sense dividir traçosElimina els informes seleccionatsElimina les fites de retemporització seleccionades del seqüenciador[Delete Strips]: Elimina els segments seleccionatsElimina els segments seleccionats del seqüenciadorEliminar traços o punts seleccionats[Delete Markers]: Elimina la(es) marca(es) de temps seleccionada(es)[Delete Track]: Elimina els rastres seleccionatsEliminar els rastres seleccionats?Eliminar els vèrtexs, arestes o cares seleccionadesElimina punts de traç d'entre traços intersecantsEliminar variable referent[Delete Character]: Elimina text per la posició del cursorEliminar text per la posició del cursorElimina l'ID sota el cursorElimina el(s) fotograma(s) actiu(s) de Llapis de greixElimina el recurs pinzell actiuElimina el fotograma actiu per a la capa d'anotació activaElimina els grups de vèrtex actius o tots els grups de vèrtexs des de l'objecte actiuEliminar la posició activaElimina l'obrador actiuEliminar el complement del sistema de documentsDeliminar el Recurs de posa seleccionatEliminar el punt d'orientació d'RV seleccionat des de la llistaEliminar el sobreseïment local seleccionat i tornar a vincular els seus usos amb el bloc de dades enllaçat si és possible, altrament el reinicies i el marques com a no editableEliminar els sobreseïments locals seleccionades (incloent-hi les jerarquies de les dependències de sobreseïment) i revincular els seus usos als blocs de dades enllaçats[Clear Library Override]: Elimina els sobreseïments locals seleccionats i revincula els seus usos als blocs de dades enllaçats si és possible, en cas contrari, cal reiniciar-los i marcar-los com a no editablesEliminar aquesta biblioteca i tots els elements que contéElimina aquest pes del vèrtex (deshabilitat si el grup de vèrtexs està bloquejat)Eliminar el rastreig corresponent a la corba seleccionadaEliminar el rastreig corresponent a la corba seleccionada?[Delete Orientation]: Elimina l'orientació de transformacióElimina els segments de rastres no politsEliminar rastres no politsEliminar amb reconnectarS'ha(n) eliminat %d bloc(s) de dadesS'han eliminat %u controladorsS'ha(n) eliminat %u objecte(s)1 node esborratS'ha esborrat {} nodesElimina el fotograma actual en la capa activa[Erase Displacement]: Elimina el desplaçament del modificador MultiresElimina les cares assignades al joc de cares[Delete Higher Levels]: Elimina la malla de resolució més alta, pèrdua potencial de detallDelimitarDelimitar per coordenades UVDelimitar per costures d'arestaDelimitar per direcció de les caresDelimitar per material de caraDelimitar per cantells agutsOperació dissolució al límitDelimitar selecció de bucle d'arestaDelimita la selecció de bucle d'arestes a les costuresDelimita la selecció de bucle d'arestes als cantell aguts[Edge Ring Delimit]: Delimita la selecció de l'anella d'arestesDelimita la selecció de l'anella d'arestes als límits entre materialsDelimita la selecció de l'anella d'arestes a les costuresDelimita la selecció de l'anella d'arestes a les arestes cairadesDelimitar selecció de bucle de caresDelimitar selecció de bucle de cares amb els límits entre materialsDelimitar selecció de bucle de cares amb les costuresDelimitar selecció de bucle de cares amb les arestes cairadesDelimitar regió seleccionadaDelimitadorEl delimitador ha de ser un únic caràcterEl delimitador no pot ser \n, \r, " o \Fer passada d'oclusió ambientalProdueix el resultat de revelat del Llapis de greix en passada a partAporta superfícies fusionades en alfa en una passada per separatProduir passada de floració (obsolet)Aportar passada de valors de profunditatFer passada de difusió de colorFer passada de difusió directaFer passada de difusió indirecta[Volume Direct]: Administra una passada de dispersió volumètrica directaFer passada emissivaFer passada d'il·luminació d'entornAporta la vàlvula completa combinada RGBAFer passada de color setinatFer passada de setinat directeFer passada de setinat indirecteAdministra una passada de dispersió volumètrica indirectaFer passada d'índex de materialFer passada de factor de boira (de 0,0 a 1,0)Fer passada de normalsFer passada d'índex d'objecteFer passada de posicióFer passada d'ombraFer passada del vector de rapidesaFer passada de color de sotssuperfícieFa passada de sotssuperfície directaFer passada de sotssuperfície indirectaFer passada de textura UVFer passada de transmissió de colorFer passada de transmissió directaFer passada de transmissió indirecta[Deliver bloom pass]: Aporta passada de llum directa de volumDeltaUbicació deltaRotació deltaRotació delta (euler)Rotació delta (Quaternió)Escalat deltaMoment deltaTransformació DeltaDelta XDelta YDesplaçament delta de la imatge clonada en coordenades de 0,0 a 1,0VariacióX: %sDemoDenimDessorollarNodes de dessorollatDesorollar previsualització amb GPUPassades gui i de color alhora pel dessorollament. Millora la qualitat quan les passades guia duen soroll fent-ho amb el mínim temps de processament extraDessorolla imatges i passades de guiatge conjuntament. Millora la qualitat quan les passades guia són sorolloses amb el mínim temps de processament extra.[Viewport Denoising]: Redueix el soroll d'imatge amb una reprojecció temporal (pot deixar algunes tares)Desorollar amb GPU[Denoise Animation]: Dessorolla la seqüència d'animació revelada amb la configuració de l'escena actual i capa de visionat. Requereix passades de dades de dessorollat i egressió als documents multicapa OpenEXRDesorollar revelats de Cycklles i altres reveladors de ràdiotraçat[Viewport Denoiser]: Dessorolla la imatge després de cada actualització del previsionat amb el dessorollador seleccionatDessorolla la imatge al mirador en 3D[Denoiser]: Dessorolla la imatge amb el plomall seleccionat. És per a dessorollar la imatge després del revelat[Use Denoising]: Dessorollar la imatge reveladaDessorolladorDessorollarDessorollat d'albedoDades de dessorollarDispositiu de dessorollatPassades d'ingressió de dessorollatDessorollat normalPrefiltre de dessorollarQualitat de dessorollatDessorollat complet[Is Instance]: Denota si l'objecte es genera en base a un altre objecteDensitat[Fluid Density]: Densitat (kg/l) del fluid contingut dins l'objecte, utilitzat per crear un gradient de pressió hidroestàtica que simula el pes del fluid intern o la flotabilitat del fluid circumdant si és negativaIntents d'afegir amb densitatAtribut de densitatFactor densitatGraella de densitatMàscara de densitatDensitat màximaMètode de densitatPotència de la densitatDensitat pretesa[Factor Density]: Es calcula la densitat com un factor de densitat per defecte (depèn de la mida de la partícula)Densitat de les molècules d'aire. 0 vol dir que no hi ha aire, 1 vol dir aire de gran ciutatDensitat de la pols, la contaminació i les gotes d'aigua. 0 significa sense aerosols, 1 significa aerosols al nivell de gran ciutatDensitat de la capa d'ozó. 0 significa sense ozó, 1 significa ozó de gran ciutatDensitat del nou volumValor de densitat (kg/m^3), permet un valor adaptable si s'utilitza «Adaptable» com a predefinitDependències de dades d'escenaGràfica de dependènciesInstància d'objecte en gràfica de dependènciesActualització de la gràfica de dependènciesBucle de dependènciaS'ha sol·licitat l'actualització de la gràfica de dependències durant l'avaluacióObsoletNota d'obsolescènciaVersió d'abandó per obsolescènciaVersió d'obsolescènciaOperador obsolet, usar en el seu lloc screen.keyframe_jump[Auto Tile]: Obsolet, el tessel·lat està sembre habilitatObsolet, usar en el seu lloc propietats de «uv», «vertex_select» «edge_select» o «pin»Obsolet, cal usar use_data_displayObsolet. Empreu enlloc d'això el node CriptotrepaProfunditatProfunditat 3DProfunditat AProfunditat BCombinació de profunditatNode combinació de profunditatObjecte profunditatProfunditat de campDesviació de profunditatOrdre de profunditat[Select Bias]: Biaix de profunditat utilitzat per a la seleccióProfunditat de camp[Depth of Field]: Paràmetres de la profunditat de campProfunditat del càlcul del núvolProfunditat del sorollProfunditat del terra sòlid sota la superfície de l'aiguaDesviació de profunditat del rullProfunditat massa granDeriva un valor numèric d'una representació de cadena donadaCoordenades de textura derivades d'una altra mallaDescripció[ID Library Override Property]: Descripció d'una propietat sobreseguda[ID Library Override Property Operation]: Descripció d'una operació de sobreseïment sobre una propietat sobresegudaDescripció de la finalitat de l'elementDescripció de l'arbre de nodesDescripció de la propietat per a pistes de funcionamentDescripció:DeseleccionaDesseleccionar extremsDesseleccionar cares connectades a la selecció existentDesseleccionar unitsDeseleccionar sobre resDesselecciona els vèrtexs UV al contorn de cada regió de seleccióDesseleccionar vèrtexs connectats a la selecció existent[Deselect All]: Desselecciona tot els caràctersDeselecciona tots els elementsDesselecciona tots els vèrtexs seleccionats assignats al grup de vèrtexs actiu[Deselect On Nothing]: Ho desselecciona tot quan sota el cursor no hi ha resDeselecciona els ossos de la col·lecció activaDeseleccionar fites seleccionades del contorn de cada partículaDeselecciona per epígraf de material actiuDesseleccionar els punts de control al límit de cada regió de seleccióDesseleccionar cada Nè element començant pel vèrtex, aresta o cara actiu[Checker Deselect]: Desselecciona cada N punts començant per l'actiu[Select Less]: Deselecciona fotofites als extrems de les illes de seleccióDesselecciona els vèrtexs UV connectats preferiblement a seleccionar-losDesseleccionar els punts de control connectats preferiblement a seleccionar-losDeseleccionar fites connectades preferiblement a seleccionar-lesDesselecciona objectes als límits de les relacions pare/fillDesselecciona objectes de la col·leccióDesselecciona segments prèviament seleccionats en completar l'operació d'afegirDeselecciona preferiblement a seleccionar elementsDesseleccionar els punts de spline al límit de cada regió de seleccióDeselecciona els ossos del límit de cada regió de seleccióDeselecciona els ossos implicats en aquesta posaDesseleccionar vèrtexs al límit de cada regió de seleccióDeseleccionar vèrtexs, arestes o cares al límit de cada regió de seleccióDesseleccionat(s)Ossos desseleccionats des de %s[Voxel Amount]: Nombre de vòxels desitjat al llarg d'un eixLongitud desitjada del costat del vòxelEscriptoriDesgranellarDessobreixirIntensitat de dessobreeixitGruix de l'indicador de destinacióCorrespondència de capes de destinacióFotograma de destinacióDeslligarDeslligar enllaçosDeslligar nodesDesconnectar sortides[Detach]: Deslliga i redirigeix els enllaços existentsDesassocia els nodes, els mou i els associa al fotograma[Detach Outputs]: Desconnecta les sortides del node seleccionat deixant-ne connectades les entrades[Detach Nodes]: Deslliga els nodes seleccionats dels paresDetallMode detallDetallar percentatgeDetallar mètode de refinacióRugositat del detallEscalat del detallMida del detallMètode de tipus de detallDetallantDetectar cantellsDetectar corbes cícliquesDetectar seqüències d'imatgesDetectar seqüènciesDetectar UDIMs[Detect Corners]: Detecta cantells i utilitza nanses no alineadesDetectar epígrafs d'imatge a partir del materialDetecta els documents UDIM seleccionats i carrega totes les tessel·les que conlliguenDuració detectada del videoclip en fotogrames[Frame Rate]: Freqüència d'imatge detectada en el videoclip en fotogrames per segonDeterminantDeterminador[Dissolve Speed]: Determina com de ràpid es dissol el fum (com més petit el valor més ràpid s'esfuma el fum)[Import Method]: Determina com s'importarà el recursDetermina com s'importarà el recurs, llevat que el navegador d'actius el sobresegui[Taper Radius]: Determina com es calcula el radi efectiu del punt spline un cop s'ha especificat un objecte transverser[End Mapping Type]: Determina com s'assigna el factor del terme de la geometria a un spline[Start Mapping Type]: Determina com s'assigna el factor geomètric d'inici a un spline[Bevel Mode]: Determina com confegir el bisellat en la geometria de corbaDetermina com usar la visibilitat per a la selecció d'arestes destacades[Threads Mode]: Determina la quantitat de fils de revelat utilitzats[Color Threshold]: Determina el llindar de lluminositat per sobre del qual es generen els traçosDetermina si el soroll retorna escala de grisos o valors RGB[Empty Image Depth]: Determina quins altres objectes no deixaran veure la imatge[Obstacle Distance]: Determina com de separats estan un fluid i un obstacle (com més alts el valors més lluny estarà el fluid dels obstacles, i valors menors permetran que el fluid es mogui cap a l'interior dels obstacles)[Obstacle Distance]: Determina quant de fluid està permès dins una cel·la d'obstacle (els valors més alts etiquetaran una cel·la de contorn com un obstacle més fàcil i reduiran l'efecte de suavitzat de contorn)Determina com escollir les capes a fusionar[Turn Policy]: Determina com resoldre ambigüitats durant la descomposició de mapes de bits en trajectesDetermina si traça una imatge simple o una seqüència completaDetermina propietats com la visibilitat de l'objecte, modificadors, etc., on difereixen entre revelat i miradorDetermina el desplaçament dels maons de les diverses fileresDetermina el nombre de raigs per píxel. Una resolució més alta utilitza més memòria.Determina l'ordre de punts de cada corbaDetermina la visibilitat d'alguns elements de la IU relacionats amb els grups de nodesDetermina la visibilitat dels objectes, els paràmetres de modificadors, i altres àrees on hi ha configuració diferent per al mirador i el revelat[Density Mode]: Determina si el pinzell afegeix o suprimeix corbesDetermina quina part interna de la malla produirà un efecte volumètric[Combined Export]: Determina quins sistemes de partícules es creen a partir de partícules secundàriesDeterminista[Generator F-Modifier]: Genera valors determinísticament per a la corba-F modificadaExtres per a desenvolupadorsEines de desenvolupadoraDesenvolupamentFons de DesenvolupamentDispositiu[Compute Device Type]: Dispositiu per als càlculs (revelat amb Cycles)[Device]: Dispositiu usat per a revelarAmunt i avall en el dispositiu controla directament la posició Z del miradorDiagnòsticDiagonalDiagonalsFlòstic de dialDiàmetreDinàmetre d'arrelEscala del diàmetre[Object Origin Size]: Diàmetre en píxels per a la visualització de l'origen de l'objecte/llum[Unprojected Size]: Diàmetre del pinzell en unitats del BlenderDiàmetre does punts nous[HDRI Preview Size]: Diàmetre de les esferes de referència d'HDRIDiàmetre del pinzellDiàmetre del pinzell en píxels[Gizmo Size]: Diàmetre del flòsticDiàmetre de les gotes d'aigua, en micròmetresDiamantAguditzar amb diamantDiamant amb punt interiorCàmera de fraccionamentTaxa de fraccionamentTaxa de fraccionament en revelatNo s'ha trobat cap recurs al porta-retallsNo s'ha escrit, no hi ha imatge multicapaNo s'ha escrit, error inesperat en desar la imatge estèreoMoment de mortMort al contacteMortesDiferènciaCota de diferènciaModd diferènciaDiferència entre els pesos del grup-v A i el grup-v BDiferència entre la posa i la posa de repòs respecte de l'os pare[Channel Packed]: Les diferents imatges s'empaqueten en els canals RGB i alfa, i no haurien d'afectar-se l'una a l'altra. Els motors de joc utilitzen habitualment l'empaquetament de canals per estalviar memòria.Estils diversos d'aberracionsDiferents estils de visualització del giny selector de colorDiferencialDifusivaFDDB difusivaRebots difusiusColor difusiuColor difusiu blauFactor color difusiuColor difusiu verdColor difusiu vermellProfunditat difusivaDifusiu directeFactor difusiuDifusiu indirecteMIM de producte difusiuRugositat difusivaVisibilitat difusiva[Toon BSDF]: Aspectors difusius i setinats amb efectes de llum de còmicColor de difusió del material[Diffuse Factor]: Multiplicador de reflex difusiuDifusióMida de dilatació[Grid Dilate & Erode]: Dilata o erosiona les regions actives d'una graella. Això canvia els vòxels que estan actius, però no en canvia els valors.Dilata o erosiona la trepa calculada utilitzant un element estructurador circular de la mida especificada. Les mides negatives signifiquen erosió mentre que les positives signifiquen dilatacióDilata o erosiona la trepa calculada utilitzant una operació de distància invertida avaluada a un decaïment donat de la mida especificada. Les mides negatives signifiquen erosió mentre que les positives signifiquen dilatacióDilatar/ContreureDilatar/erosionarRadi de dilatacióLlindar de dilatacióDimensióDimensionsMode dimensions[Mask Stencil Dimensions]: Dimensions de la màscara plantilla en el mirador[Stencil Dimensions]: Dimensions de la plantilla dins el miradorDimensions del document exportatDimensions del born vectorialDimensions:DirectaColoració directaLlum directaMostreig de llum directaPotència de llum directaControl directe d'extremConversió directa dels números de fotograma a segonsExecució directa no admesa[Forward Path Tracing]: Les aportacions de llum directa només es mostregen usant el traçat de trajectes endavant[Next-Event Estimation]: Les aportacions de llum directa només es mostregen usant l'estimació d'episodi següentBloc de dades de biblioteca directament vinculat, clicar per a fer local, Maj + Clic per a crear un sobreseïment de bibliotecaDirectXDireccióDirecció (eix Y)Direcció des del punt pròxim anterior del segmentDirecció des de l'arrel fins a la punta de cada corba[Sun Direction]: Direcció des d'on brilla el solDirecció en la qual s'escalarà l'elementLa direcció es defineix en coordenades globalsLa direcció es defineix en coordenades locals[Orbit]: Direcció de l'òrbita de visionat[Pan]: Direcció de visionat d'escombratgeDirecció de líniesDirecció de l'efecte d'aberracióDirecció de l'emplenatDirecció de la llum per a les ombres i els ressaltatsDirecció del segment arrel d'una corbaDirecció de l'esfera o cilindre[Angle]: Direcció del traç en què el pinzell fa un gruix màxim (0° per a horitzontal)Direcció del segment de la punta d'una corbaDirecció de l'onaDirecció en què la llum brillaDirecció en què va la línia. La longitud d'aquest vector no importaDirecció a recórrerDirecció per a fer cíclica la superfícieDirecció cap a on moure la col·lecció d'ossos activa[Set Extension Tags]: Direcció cap a un moure el Conjunt de selecció actiu: AMUNT (per defecte) o AVALLDirecció a la qual moure la drecera activaDirecció a on moure l'exportador actiuDirecció a on moure la capa activaDirecció cap a on moure la capa activaDirecció a la qual moure el joc de línies actiuDirecció cap a on moure el material actiuDirecció cap a on moure el grup de vèrtexs actiuDirecció on moure el modificador escollitDirecció a on moure el mòdul d'estil escollit[Auto-offset Direction]: Direcció envers on desplaçar els nodes en fer insercióDirecció envers on seleccionar en la jerarquiaDireccionalDifuminat direccionalArbre de Quads direccionalTipus de mostreig direccional[Area Light]: Llum d'àrea direccionalFont de llum consistent en una àrea direccionalLlum direccional de con[Spot]: Font de llum consistent en un con direccionalVector direccional que apunta al centre d'entre l'aresta següent i l'anterior d'un cantell de caraDireccionalitat de la dispersió. Zero és isotròpic, negatiu és cap enrere i positiu cap endavantDireccionalitat de la dispersió del volum dins del medi de subsuperfície. Zero dispersa uniformement en totes direccions, i els valors més alts dispersen amb més força cap endavant. Per exemple, s'ha mesurat que la pell té una anisotropia de 0,8Imatge d'egressió tal com la produeix OpenColorIO. En general no és correcte, però es pot utilitzar quan se sap que la configuració del sistema i el dispositiu de visualització real coincideixen amb la pantalla escollida[Absorption Coefficient]: Consigna directament el coeficient d'absorció «sigma_a» (no és la forma més intuïtiva d'acolorir pèl)DirectoriRuta del directoriDirectori mostrat al navegador de documentsDirectori del documentDirectori que conté documents de memòria cau de fluids[Output Path]: Directori on desar les texturesDirectori/nom per a desar animacions, els caràcters # defineixen la posició i l'arrastellament dels números de fotogramaAngle de ronyaNomés ronyaMalament raiDeshabilitarDeshabilitar «solo» en qualsevol de les pistes d'ANL després de sortir del mode retocar per tornar a la normalitatDeshabilitar opcions d'ossosDeshabilitar forma d'osDeshabilitar col·lisions[Muted]: Deshabilita l'avaluació de la corba-FDeshabilitar MetaIRT (usa disposició BVH2 per consultes d'interseccions)Deshabilita l'avaluació del segment ANLDeshabilita l'avaluació de la pista d'ANLDeshabilitar quantitficacióDeshabilitar seleccióDeshabilitar edició d'il·luminació d'estudiDeshabilitar mirador per altres objectesDeshabilita l'acció a executarDeshabilita el complement dins l'obradorDeshabilita i desinstal·lar l'extensióDeshabilita empaquetat automàtic, es reserva tots els documents empaquetats[Disable Collisions]: Deshabilita les col·lisions entre cossos rígids restringitsDeshabilita l'edició de les arestes limítrofesDeshabilitar en sondes planars de llumDeshabilitar en revelatsDeshabilitar en les sondes de llum esfèriquesDeshabilitar de piscar en superfícieDeshabilitar dins els miradorsDeshabilitar en sondes de volum[Off]: Deshabilita l'optimització de la matriu de convolució. Revelat més lent sense ús extra en segon pla de la CPUDeshabilita en carregar el document el procés i detecció de resincronització automàtica de sobreseïments de biblioteca (pot ser útil per ajudar a reparar documents malmesos). Consulteu també l'opció d'indicador d'ordres "--disable-liboverride-auto-resync"Deshabilita o habilita la vista de revelatDdeshabilita la quantificació; produeix documents glTF molt més grans i sense extensionsDeshabilita els marcadors seleccionats[Disable Selection]: Deshabilita la selecció dins el miradorDeshabilitar selecció al mirador * Ctrl per a aïllar la col·lecció * Majúscula per consignar dins de col·leccions i objectesDeshabilitar selecció al mirador * Majúscula per consignar fills[Disable Channel Setting]: Deshabilita el paràmetre especificat de tots els canals d'animació seleccionats[Self Overlap]: Deshabilita autointerseccions de plantilles i solapaments amb materials alfaDeshabilita el segment perquè no aporti cap egressió[Disable in Surface Picking]: Deshabilita la influència de superfície durant la selecció, l'acoblament i amb els operadors de piscat de profunditat. Se sol fer servir per evitar que objectes semitransparents afectin la navegació per l'escenaDeshabilita l'indexador de recursos per forçar tots els refrescaments de biblioteques de recursos a rellegir de dalt a baix els recursos des del disc[No Asset Dragging]: Deshabilita l'arrossegament de recursos fixat per defecte en episodis d'arrossegament. Útil per implementar l'arrossegament personalitzat mitjançant elements de teclari personalitzats.Deshabilita el mode de seleccióDeshabilita la visualització de mirador de les capes de visionat[Use Z-Buffer]: Deshabilitar quan s'usi una imatge com a ingressió en lloc de les dades de la vàlvula de memòria-z (s'autohabilita si el node no és d'imatge, p. ex. el node temps)Deshabilita/habilita els marcadors seleccionatsDeshabilitatMarcador deshabilitatRastres deshabilitatsDeshabilitat en iniciar, sobreseent la preferència.Deshabilitat, el Blender s'ha compilat sense BulletDeshabilitat, Blender s'ha compilat sense OBJ I/ODeshabilitat, el Blender s'ha compilat sense OpenSubdivDeshabilitat, Blender s'ha compilat sense OpenVDBDeshabilitat, Blender ha estat compilat sense PLY I/ODeshabilitat, Blender ha estat compilat sense STL I/ODeshabilitat, la versió d'OpenVDB és massa antigaDeshabilitat , confegit sense OpenColorIODeshabilitat, construït sense OpenSubdivDeshabilitat. Bastit sense OpenImageDenoiseDeshabilitat. Plataforma no compatibleDeshabilitat: {}[No Audio]: Deshabilita l'emissió d'àudio per a revelats de només vídeo[No Video]: Deshabilita l'egressió de vídeo per a revelats només d'àudioEncara no s'admet la deshabilitació de temesNeutralitza canvis a l'eix X dels vèrtexsNeutralitza canvis a l'eix Y dels vèrtexsNeutralitza canvis a l'eix z dels vèrtexsAnul·la el moviment al voltant de l'eix XAnul·la el moviment al voltant de l'eix YAnul·la el moviment al voltant de l'eix ZDescartarDescartar els punts basats en una textura màscara després de la distribucióDesconnectarDesconnectar osDesconnectar tots els sistemes de pèl de la malla de l'emissorDesconnecta el pèl de la malla de l'emissorDesconnecta els nodes connectats a l'entrada[Rip]: Desconnecta vèrtexs o arestes de la geometria connectadaDisjuntiu per sobreDiscCache a discDispersióDesplaçarFactor desplaçamentDesplaçar geometriaDesplaçar corbes de pèlModificador desplaçamentTipus de desplaçamentVector desplaçamentDesplaçar seguint normalsDesplaça la geometria existent seguint la simulació[Displace Geometry]: Desplaça geometria iterativament per un diferencialDesplaça la geometria de les malles alfaDesplaçar posició de píxel amb un vector de desplaçament[Vector Displacement]: Desplaça la superfície en una direcció arbitràriaDesplaça la superfície seguint la seva normalAllunya els vèrtexs del pla.Base desplaçadaDesplaçamentMètode de desplaçamentNomés desplaçamentEspai de desplaçamentDesplaçament i relleuDirecció de desplaçamentEl desplaçament és dins l'espai de l'objectes, afectat per l'escala de l'objecteEl desplaçament és a l'espai mundial, no afectat per l'escala de l'objecte[Displace Modifier]: Modificador de desplaçamentVector de desplaçament de la desviacióDesplaçament que s'aplica des del començament del traçDesplaçament que s'aplica des del final del traçDesplaçament que s'aplica a les coordenades X dels vèrtexs de traçDesplaçament que s'aplica a les coordenades Y dels vèrtexs de traçDesplaçament que s'aplica a la línia de direcció principal al llarg de la seva normalDesplaça les corbes de pèl en base a un vector basat en diverses opcionsVisualitzacióMostrar cursor 2DMostra la sobreimpressió del cursor 3DMostra les normals de corba en 3D en Mode d'edicióMostrar totes les arestesQuantitat de visiblesMostrar esqueletsMostrar comProporció de visualitzacióProporció de visualització d'aquest videoclip, no afecta el revelat[Display Aspect]: Proporció de visualització per aquesta imatge, no afecta el revelatMostrar eixosMostrar fonsMostrar imatges de rerefonsMostrar pesos de bisellsMostrar colors d'ossosMostrar vores exteriorsTipus de visualització d'exteriorMostrar documents de memòria cauMostrar càmeraCanal a la vistaMostrar els canalsColor per mostrarMostrar cairatsMostrar cursorMostrar corbesMostrar formes personalitzades d'ossosMostrar normals a midaMostrar dadesRepresentació de dades (Obsolet)Mostrar mida de presentacióEmulació de pantallaMostrar centres de caresMostrar caresMostrar selector de documentsFiltre de visualitzacióMostrar fotogramesMostrar marques d'aresta en FreestyleMostrar marques de cara de FreestyleMostra les marques d'aresta Freestyle, usades amb el revelador de FreestyleMostrar marques cara de Freestyle, usades en el revelat del FreestyleMostrar gràficsMostrar llapis de greixMostrar graellaMostrar sòl de graellaPostrar pèlVisualitzar nansesMostrar ocultsMostrar instanciadorMostrar retículesMostrar llumMostrar sonda de llumMostrar lineamentMostrar materialMostrar mallesMostrar metabolaMode de presentacióMostrar arestes modificadesMostrar dades de modificadorsMostrar clips de vídeoNom per mostrarMostrar nomsMostrar nodeMostrar normalsMostrar informació d'objecteMostrar només amb eix alineatVisualització P3Mostrar partículaMostrar partícules[Around Frame]: Visualitza trajectes de poses en un nombre limitat de fotogrames al entorn del fotograma actual[In Range]: Visualitza trajectes de poses dins l'interval especificatMostrar fotogrames p/s de reproducció (FPS)Mostrar núvol de puntsMostrar propòstiMostrar RGBMostrar repeticióMostrar escenaMostrar costuresConfiguració de pantallaMostrar efectes d'aspectorMostrar morfofitesMostrar cantellutsMida de visualitzacióMida de pantalla XMostrar altaveuMostrar estiramentMostrar resumMostrar texturaMostrar espai de texturaRepresentació finaMostrar transformacionsMostrar transparènciaTipus de visualitzacióMostra les coordenades UV en píxels en lloc de 0,0 a 1,0[Display Seams]: Mostra les costures de desembolcallat d'UVMostrar UVsMostrar normals de vèrtexMostrar nom de visionatMostrar volumMostrar sonogramaMostrar tramaMostrar mónMostrar eix XMostrar eix YMostrar eix Z[Z-Buffer]: Mostra la vàlvula-Z associada amb la imatge (mapejada des del segat d'inici fins al del final de la càmera)Mostra un conjunt diferent de col·leccions en aquest miradorMostra una sobreimpressió de selecció de caraVisualitza una graella per damunt del paper de Llapis de greix[Show Mist]: Mostra una línia des de la càmera per indicar l'àrea de la boirinaMostra una regió amb recursos que poden ser rellevants en aquell moment (com els pinzells en els modes de pintat o les poses en el Mode posa)Mostrar acció sense cap remapejat de temps (quan no està fixat)Mostra les partícules en sí[Display Color]: Mostra les dades addicionals de partícules com a colorMostra paràmetres avançats i eines per a desenvolupadores[Display All Edges]: Mostra totes les arestes en els objectes mallaMostrar tots els blocs de dades de sobreseïment locals amb les seves propietats i botons sobreseguts per tal d'editar-losMostrar el canal de transparència alfa[Display Summary]: Mostra una línia addicional per al «resum» (només editors de guió tècnic)Mostra un àlbum de recursos en un plafó emergentMostra un subconjunt aïllat d'objectes, a part de la visibilitat de l'escenaMostra i permet consignar els valors de fracció de fotograma per al fotograma actual[Onion Skinning]: Mostra les pells de ceba d'anotacions abans i després del fotograma actual[Show Numeric Input Arrows]: Mostra fletxes en camps d'ingressió numèrics que incrementen o decrementen els valors[Show Internal Attributes]: Mostra atributs amb els noms que comencen amb un punt perquè estan pensats per a ús internMostrar arestes negresMostrar salut de l'eixam[DisplayAxes]: Mostra els eixos dels ossosMostra els colors dels ossosMostra els noms dels ossosMostra els grups deforma-ossos com si tots els grups de deformació bloquejats fossin eliminats, i els restants fossin renormalitzatsMostra els ossos (deshabiliteu per veure només els trajectes de moviment)[B-Bone]: Mostra els ossos com a capses, tot mostrant subdivisions i B-splines[Envelope]: Mostra els ossos com a esferes extruses, tot mostrant el volum d'influència de deformació[Octahedral]: Mostra els ossos com a forma octaèdrica[Octahedral]: Mostra els ossos com a forma octaèdrica (per defecte)[Stick]: Mostra els ossos com a simples línies 2D de punts[Wire]: Mostra els ossos com uns fils prims, tot mostrant subdivisions i splines-B[Display Custom Bone Shapes]: Mostra els ossos amb les seves formes personalitzades[Boxes]: Mostra capses contenidores per nodes de l'arbre de volumsMostrar vora exterior com una capsa[Capsule]: Mostra la vora exterior com a càpsulaMostrar vora exterior com a con[Cylinder]: Mostra la vora exterior com a cilindreMostrar vora exterior com a esfera[Fine]: Mostra capsa per a cada node solter que conté 8x8 vòxels[Show Tree Path]: Mostra les engrunes del context de l'editorMostrar la guia de compositació de centre dins de la vista de càmeraMostrar el canal independentment de la selecció de l'objecteMostrar col·leccions i objectes en la capa de visionatMostra un quadre acolorit darrere del text[Display Creases]: Ensenya els cairats creats per al modificador subdivisió de superfície[Image Pin]: Mostra la imatge actual independentment de l'objecte seleccionatMostra les corbes en l'interval normalitzat de -1 a 1, per a facilitar l'edició de múltiples corbes amb diferents intervalsMostrar arestes amb guionets en blanc i negreMostra les dades que pertanyen al seqüenciador de vídeoMostra les dades del document actual i de les biblioteques vinculades[Orphan Data]: Mostra dades que no estan en ús i/o que es perdran quan es torni a carregar el document[Library Overrides]: Mostra els blocs de dades amb els sobreseïments de biblioteca i en llista les propietats sobresegudesMostra la informació que informa sobre depuracions[Center Diagonal]: Mostra la guia de compositació de centre diagonal dins de la vista de càmeraMostra l'últim temps d'execució de cada node[Show Node Previews]: Mostra cada previsualització de node si el node està permutatMostra les arestes després d'aplicar-hi els modificadorsMostrar efecte en mode d'edicióMostrar efecte al miradorMostra el text d'errorMostra el centre de les cares quan la selecció de cares està habilitada en els modes d'aspecció sòlidaMostra les normals de cara com a línies[Display Stretch]: Mostra les cares acolorides d'acord amb la diferència de forma entre les UVs i les seves coordenades 3D (blau per a distorsió baixa, vermell per a distorsió alta)Mostrar aplanades les caresMostra les cares sobre la imatgeMostra les cares suavitzades (usant normals de vèrtex)Mostra els factors com a percentatgesMostrar els factors com a valors entre 0 i 1Mostra els documents com una llista detalladaMostra els documents com una llista horitzontalMostra els documents com una llista vertical[Short List]: Mostra els documents com una llista breu[Thumbnails]: Mostra els documents com a micronesMostrar traços d'emplenat al miradorMostrar fotograma en mode escala de grisosMostra els fotogrames preferiblement als segonsMostrar sonograma completMostra informació generalMostrar la IU de glTF per gestionar animacions[Golden Ratio]: Mostra la guia de compositació de raó àuria dins de la vista de càmera[Golden Triangle A]: Mostra la guia de compositació del triangle auri A dins de la vista de càmera[Golden Triangle B]: Mostra la guia de compositació del triangle d'or B dins de la vista de càmera[Triangle harmònic A]: Mostra la guia de compositació d'harmonia A dins de la vista de càmera[Triangle harmònic B]: Mostra la guia de compositació d'harmonia B dins de la vista de càmeraMostra la imatge en la mida original[Display in Orthographic Mode]: Mostra la imatge en mode ortogràfic[Display in Perspective Mode]: Mostra la imatge en mode perspectivaMostrar imatge amb colors RGBMostra la imatge amb colors RGB i transparència alfaVisualitza les imatges coherents amb la majoria de les altres aplicacions perquè es puguin previsionar imatges i vídeos destinats a l'exportació. Es fa el major esforç possible per emular la pantalla escollida del dispositiu de visualització real.Mostrar en mode ortogràficMostrar en mode perspectivaMostra informació i preferències del complementMostra els tipus de nanses de fotofites i els modes d'interpolació no-Bézier[Layers Tinting]: Mostra el tint de les capes[Hierarchies]: Mostra relacions de sobreseïment de biblioteques[Show Line]: Mostra les línies preferiblement a formes plenesMostra les dades de baix nivell del Blender i les seves propietats[Display Transparent]: Mostra la transparència del material en l'objecte[Repeat History]: Mostra el menú de les accions anteriors realitzadesMostrar propietats de metadades d'imatge[Sequencer Preview Shading]: Mètode de representar el visionat del seqüenciador[Display Mode]: Mode de presentació de la llista de documents[Edit Mode]: Mostra el modificador en el mode d'edicióMostrar el modificador en el miradorModificadors de visualitzacióNom del dispositiu de visualització. Per a visionar, aquesta és la pantalla que s'emularà limitant els colors gamma i HDR. Per a l'egressió d'imatge i vídeo, aquest és l'espai de visualització utilitzat per a l'escriptura.Mostra el node dins el mode d'aspecte textura al mirador[Show Viewer]: Mostra la geometria no final des dels nodes visorMostrar nombre d'usadors d'aquestes dades (clicar per a fer una còpia d'usador únic)Mostra objectes amb il·luminació plana i aspecció bàsica de superfície[Coarse]: Mostra una capsa o punt per a cada node d'arbre intermedi[Show Start Frame]: Mostra fotofites en pell de ceba per a les animacions en bucleMostrar fotofites de pell de ceba amb un fosa inicial de transparència de colorMostrar pells de ceba abans i després del fotograma actualMostra només arestes de la geometria sense aspecció de superfícieMostra només les cares amb la imatge assignada presentment mostradaDibuixa un contorn al voltant del textMostra la sobreimpressió de la capa UVMostra el text sobreimprèsMostrar sobreimpressionsMostrar sobreimpressions com mapes UV i metadadesMostra sobreimpressions com a ratlles de colors o guionetsMostra sobreimpressions com el cursor i les anotacionsMostrar sobreimpressions com flòstics i contorns[Redo Last]: Mostra els paràmetres de la darrera acció realitzadaMostra la ruta al document d'origen o el nom del bloc de dades d'origenMostrar percentatge fa que la dinàmica sigui inexacta si no es precuinaMostrar punts pels nodes de l'arbre de volumsPrevisionat de resolució completa o de diferents resolucions de les suplecionsMostra context_menu a l'editor de propietats[Show Reconstruction]: Mostra les dades de reconstrucció del videoclip actiu[Display Background Images]: Mostra les imatges de referència que hi ha darrere dels objectes en la vista 3DMostra el menú contextual de la regióMostrar fites de retemporització per damunt dels segments[Thirds]: Mostra la guia de compositació de la regla de tercers dins de la vista de càmeraMostra les dades mostrejades en el mirador per a depurar la llum capturadaMostrar text sobreimprès d'estadístiques d'escenaMostra escenes i les seves capes de visionat, col·leccions i objectesMostrar l'angle de cantell seleccionat, usant valors globals quan s'especifica en el plafó de transformacióMostrar longituds d'arestes seleccionades, usant valors globals quan s'especifica en el plafó de transformacióMostrar ombra darrere del text[Shape Key Edit Mode]: Mostra les morfofites en mode d'edició (només per a malles)[Display Sharp]: Mostra les arestes de cantells aguts, usat amb el modificador de Escindir arestesMostra una única capsa contenidora única per a tota la graellaMida de representació de les normals en la vista 3DMida de representació del cercle d'edició proporcional[Collection Instance Empty Size]: Mostra la mida del jaló quan es creen instàncies de col·lecció novesMostra la mida dels rastres des de dades reconstruïdesMostra les corbes de rapidesa de les pistes seleccionades[Show Splash]: Mostra la careta d'inici a l'engegarMostra etiquetes a la llegenda («Càmera» davant del nom de la càmera, etc.)[Stat Vis]: Mostra informació estadística sobre la mallaMostra els trams del trajecte de la partículaMostra omissions d'inici/final del segment[Show F-Curves]: Mostra corba d'opacitat/volum del segmentMostra els traços utilitzant l'ordre de capes i de traços de Llapis de greix per definir la profunditatMostra els traços utilitzant capes de Llapis de greix per definir l'ordre[2D Layers]: Mostra els traços usant una posició 3D real en l'espai 3D[Show in Ghosts]: Els traços visualitzats que usen aquest color quan es mostren les pells de cebaEstil de visualització d'arestes UVMostra el nivell de compatibilitatMostrar el text negretaMostrar el text cursiva[Face Angles]: Mostra els angles dels cantells seleccionats, usant valors globals quan s'especifica en el plafó de transformacióMostrar l'àrea de les cares seleccionades, usant valors globals quan s'especifica en el plafó de transformacióMostra el sonograma d'àudio dins de el segmentMostrar vora exterior de l'objecteMostra el centre i l'eix durant la rotació[Show Limits]: Mostra l'interval de segat i el punt d'enfocament a la càmera[Show Stereo]: Mostra la imatge en estèreo 3D[Display Repeated]: Mostra la imatge repetida fora de la vista principalMostra els nombres d'índex dels vèrtexs, arestes i cares seleccionatsMostrar les dades ingressades en l'Editor de quadriculatMostra l'objecte com un sòlid (si és que el dibuix sòlid està habilitat al mirador)Mostra l'objecte com un tramat[Textured]: Mostra l'objecte amb textures (si les textures estan habilitades al mirador)[Display Bounds]: Mostra les vores exteriors de l'objecte[Display Name]: Mostra el nom de l'objecteMostra l'origen i els eixos de l'objecte[Display Texture Space]: Mostra l'espai de textura de l'objecteMostra el tramat de l'objecte per damunt de l'aspecció sòlidaMostra el registre de l'operadorMostra el centre de l'òrbita durant la rotacióMostrar la regió del revelat final[Show Sequencer Scene]: Visualitza el resultat del revelat de l'escena del seqüenciador en lloc de l'escena activa[Show Tracks Error]: Mostra la corba d'error de reprojecció per als rastres seleccionatsMostra les etiquetes de color de segment al seqüenciadorMostra faixes d'eines/propietats sobre la regió principalMostra les pistes d'eina (si està deshabilitat, aguanteu Alt i aneu sobrerondant per forçar-ne la visualització)[Show Cone]: Mostra el con transparent en la vista 3D per poder veure quins objectes hi queden inclosos[Edge Display Type]: Manera com es mostren els splines màscara[Depth]: Mostra al capdavall o al capdamunt de totMostrar les unitats en parells (p. ex. 1m 0cm)Mostrar vèrtexs sense pesosVisualitza la meitat superior del valor absolut en el sonogramaMostrar amb il·luminació planaMostrar amb material matcap i il·luminacióMostrar amb il·luminació d'estudi[MAC Grid]: Mostra el camp vectorial com a graella MAC[Needle]: Mostra els vectors com a agulles[Streamlines]: Mostra els vectors com a línies de fluxMostra les normals dels vèrtexs com a líniesMostra les normals de vèrtex-per-cara com a línies[Show Performance]: mostra els temps de rendiment del mirador: • Avaluació: temps per avaluar la gràfica de dependència. • Sincronització: temps per bastir les vàlvules de GPU.Mostra els avisosMostra els sonogrames depenent de la configuració del segmentMostra els sonogrames de tots els segments de soMostra els pesos creats per al modificador BisellarMostra els pesos en mode d'edicióMostra el que veu l'algorisme de rastreig al previsionatMostrar arestes blanquesMostrar arestes blanques amb contorn negreMostra el node d'Egressió de material glTF a l'Editor d'aspecte (Menú afegir > Egressió)Mostra la IU de glTF per gestionar variants de materialsMostra els valors globalsMostrar els valors localsAquest document té espais de pantalla, de vista o color extraviats i s'han canviatEls espais de pantalla, vista o color d'aquest document estaven extraviats i s'han canviat.Dissoldre arestes ortogonalsDissoldre fumRapidesa de dissolucióTemps per dissoldreDissoldre vèrtexsDissol tots els nodes silenciats amb reconnexióDissol tots els punts no seleccionatsDissol tots els vèrtexs entre les vores de la cara[All Boundaries]: Dissol tots els vèrtexs entre els límits de cares (només planar)Dissoldre i intersecar[Dissolve Edges]: Dissol les arestes, fusionant les caresDissol les caresDissol la geometria en funció del mode de selecció[Planar]: Dissol la geometria per a formar polígons planars[Dissolve Between]: Dissol els punts entre els seleccionatsDissol els vèrtexs restants que connecten només a dues arestes[Dissolve Selected Bone(s)]: Dissol els ossos seleccionats de l'esquelet[Limited Dissolve]: Dissol les arestes i vèrtexs seleccionats, limitat per l'angle de la geometria circumdantDissoldre punts seleccionats[Logarithmic Dissolve]: Dissol el fum de manera logarítmica. Dissol ràpidament al principi, però es manté durant més temps.Dissoldre els vèrtexs, fusionar les arestes i les cares[Degenerate Dissolve]: Dissol les cares d'àrea zero i les arestes de longitud zeroDissol les cares adjacents i interseca la nova geometriaDistànciaEsporgat de distànciaDecaïment de distànciaCota de distànciaMètrica de distànciaDistància mínModel de distànciaReferència de distànciaDistància al quadratLlindar de distància[Falloff Radius]: Distància després de la qual s'esvaeixDistància al voltant de cada guia per generar corbes interpoladesDistància a l'entorn del volum de sonda que es tindrà en compte per precuinar[Cutoff Distance]: Distància en la qual la influència de la llum es posarà a 0Distància del líder des on cal seguir-lo[Simplify Stroke Set]: Distància sota la qual es fusionaran els punts[Simplify Stroke Set]: Distància sota la qual es fusionaran els segments[A dot B]: Distància entre A i B[Checker Distance]: Distància entre les caselles de l'escacat[Keyframe Interval]: Distància entre fotofites, també coneguda com a mida GOP; impacta la mida dels documents i la cercabilitatDistància entre línies de textDistància entre puntsDistància entre rastres seleccionats[Narrowness]: Distància entre la part superior i la base d'una ona, com més alt sigui el valor, més estreta serà l'onaDistància entre els dos puntsDistància entre onesDistància entre dos ossos o objectesDistància entre dos agregats usats per a l'escalat d'objectesDistància entre dos agregats usats per a l'escalat d'escenaDistància entre dos punts de mostreig al llarg de la corbaDistància entre mostres de volum. Els valors més baixos donen més detall a costa del rendiment. Si es posa a zero, la mida de pas es determina automàticament en funció de la mida de vòxel.Distància entre les mostres d'aspectors de volum en revelar volum (els valors més baixos donen més precisió i detall, però també augmenten el temps de revelat)Factor de distància multiplicat per l'atribut de radi de la corba per tal de definir el radi del tub resultantDistància des de càmeraDistància des de l'objecteDistància que cal des del centre abans de poder fer una seleccióDistància des del contorn de la imatge en què un marcador abandona el rastreig[Bisect Distance]: Distància del pla de bisecció dins la qual se suprimeixen els vèrtexsDistància dels punts generats a l'origenDistància des del pla de terraDistància de la superfície emprada per a sobrecobrir[Lowest]: Mapejat de distància a pes 0,0[Highest]: Mapejat de distància a pes 1,0Mapejat distància a pes 0,0Mapejat distància a pes 1,0[Distance Model]: Opció del model de distància per al càlcul de l'atenuació per distànciaDistància en què es mou el ratolí quan es dibuixa el traç a incloureDistància de duplicacionsDistància de l'objecte que contribueix a l'efecte d'oclusió ambientalDistància de l'objecte que contribueix a l'efecte concavitat/convexitatDistància de dispersió aleatòria a les puntes de la corbaDistància del desplaçament de la desviació en la direcció de la normalDistància de les instàncies des de l'origenDistància dels punts des de l'origenDistància dels vèrtexs des de l'origenDistància sobre la qual s'inicia gradualment l'efecte boiraLlindar de distància després del qual es fa la selecció (zero per a deshabilitar)Llindar de distància per al decaïment entorn de la guiaDistància de la voraDistància a les guiesDistància vers el referentDistància a desplaçar la superfície seguint-ne la normalDistància a mantenir respecte del referent[Emitter Distance]: Distància per mantenir les partícules lluny de l'emissorDistància en què mantenir les corbes lluny de la superfícieDistància a moure UVs[Half]: Distància per a moure la corba en paral·lel a les normalsDistància a desplaçarDistància a què desplaçar cada instància seguint la normal de la geometria entrantDistància a desplaçar cada instància al llarg de la normal de la geometria de superfícieDistància a desplaçar les instàncies des del cantell de caraDistància al punt anterior de la corbaDistància per cercar posicions de captura vàlides per evitar tares d'il·luminació[Focus Distance]: Distància del punt d'enfocament per a la profunditat de campDistància a la ubicació de la vista[Propagation Steps]: Distància en què l'autoemmascarament de l'aresta limítrofa protegirà els vèrtexs de l'aresta totalment emmascarada[Merge Threshold]: Distància en què es fusiona la geometria degeneradaDistància dins de la qual es busquen vèrtexs coincidentsDistància en què es fusionen els vèrtexs emmirallatsDistància dins la qual es fusionen els vèrtexs simètricsDistàncies a permetre en relació amb l'esfera d'influènciaDistorsionarDistorsió màxDistorsió MínNode de distorsióSoroll distorsionatDistorsióQuantitat de distorsióGraella de distorsióModel de distorsió[Distortion Model]: Model de distorsió utilitzat per a les lents de la càmera[Ratio]: Distorsió per a simular la lent anamòrfica bokehDistorsió a usar per al càlculDistribuir punts en quadrículaDistribuir punts en volumDistribueix els punts per les caresDistribuir parades uniformementDistribuir parades des de l'esquerraDistribuir memòria entre dispositius[Exponential Sampling]: Distribueix més mostres en acostar-se a la càmeraDistribueix els punts aleatòriament dins del volumDistribueix els punts aleatòriament a la superfícieDistribueix els punts en un patró de quadrícula dins del volumDistribueix els punts aleatòriament a la superfície tot mantenint una distància mínima entre els puntsDistribucióMàscara de distribucióMètode de distribucióForma de distribucióTipus de distribucióTramatgeIntensitat de tramatgeTramatDivergènciaDivisióMode dividirDivideix els pesos del grup-v A pels del grup-v BDivideix arrodoneix per dat, l'enter menor que sigui més gran o igual a ADivisió amb resultat arrodonit, l'enter major que sigui més petit o igual a ADivideix i arrodoneix el resultat cap a zero[Subdivide Mesh]: Divideix les cares de malla en cares més petites sense canviar ni forma ni volum, amb l'ús d'interpolació lineal per col·locar els vèrtexs nousDivideix les cares de malla per formar una superfície suavitzada, amb l'ús del mètode de subdivisió Catmull-Clark[Num Steps]: Divideix l'interval de fotogrames en aquestes x passes[Subdivide Curve]: Dividir cada segment de corba en un nombre especificat de pecesModel de distorsió de divisió que representa millor les càmeres de gran angularDivisionsFer recanvi d'antiquatNo fusionar animacionsEsborrallarFa una comparació sensible a la caixa[All Gaps]: Fa tots els espais a la dreta del fotograma actual[Backwards]: Fa el rastreig marxa enrereFer que els canals contribueixin al resultat (permutar silenciament de canal)[Crossfade Sounds]: Fa una interfosa en una animació entre els volums de dos segments de soFa una interfosa entre el fotograma actual i el següent[Sub-Steps]: Efectua fotogrames extra entre fotogrames d'escena per assegurar la suavitat de moviment[Mesh Boundary Auto-Masking]: No afecta les arestes limítrofes no polivalents[Cavity Mask]: No afecta els vèrtexs dels pics, en base a la curvatura de la superfície[Face Sets Boundary Automasking]: No afecta els vèrtexs que pertanyen a un límit d'un joc de cares[Inverted Cavity Mask]: No afecta els vèrtexs de les escletxes, en base a la curvatura de la superfícieNo permetre que les arestes / vèrtexs bisellats se solapin entre siNo permetre la deformació d'eix XNo permetre la deformació d'eix YNo permetre la deformació d'eix ZNo canvia la selecció si l'element de sota el cursor ja està seleccionat, només l'activaNo aglutineu les corbes en punts individuals si són més curtes que la llargada donada. El comportament d'aglutinar existeix per raons de compatibilitat.No crear previsionats de blendsNo crear formes d'osNo mostris el color d'emplenat mentre es dibuixa el traçNo exportar atributs de colorNo exporta materials, i combina els grups de malla primitius, tot perdent informació d'epígrafs de materialNo exportar materials, però consignar múltiples grups primitius per malla, tot mantenint la informació dels epígrafs de materialsNo exportar el color del vèrtex[Lock Polygon Normals]: No inverteix els polígons quan les seves normals no quadren amb les seves noves normals de vèrtexs adaptadesNo segueix la trajectòria marcada o la rotació de l'objecte i es manté alineada amb el miradorNo importar atributs USD personalitzats de colorNo importar atributs de color[Visible Primitives Only]: No importa primitius invisibles d'USD. Només s'aplica als primitius amb un atribut de visibilitat no animada. Els primitius amb visibilitat animada sempre s'importaranNo importar/exportar atributs de colorNo carregar dades d'aquesta capaNo modifiquis la imatge de manera artísticaNo empreneu cap transformació de color en la visualització, useu la antiga tècnica de gestió de no-color per a visualitzarNo realitzeu cap transformació de color en carregar, tracteu els colors directament com a l'espai cromàtic linealNo conserva la relació pare/fill dels objectesNo propaga en retrogradació cap missatgeNo suprimeix el modificador de l'estibaNo revela aquesta col·leccióNo repetir la textura i restringir-la a una única instància[Lock Rotation When Scaling]: No fa la rotació del segment quan s'utilitza el mode deformació d'escalaNo definir força de caraNo definir cantells aguts com a caraNo deixa moure els segments connectats mitjançant la posició del cursorNo sincronitzar, reproduir cada fotogramaNo utilitzar cap compressióNo utilitzar dispositiu de càlculNo usar aquesta superfície com a llum per al mostreigFer autounió o autointerseccióVoleu instal·lar el següent {:s}?ID del docDocumentsMode bloquejarLa corba-F contribueix al resultatNo admet orígens individuals com a pivot[No-Op]: No fa res, evita afegir sobreseïment (SO S'USA)Si l'eina utilitza un llenç de pinturaDolby Digital ATRAC 3DollyLa dolly va/torna en la visualitzacióDominiObjecte dominiParàmetres de dominiMida de dominiTipus de dominiLa combinació de domini i tipus de geometria no és compatibleDades del domini[Domain]: Domini de l'atributDomini sobre el qual s'avalua el campDomini dins el qual s'avalua el campDomini a partir del qual avaluar els campsDomini no admès per a un atribut "%s"No desar[Clear Asset Data]: No afegeix metadades o etiquetes de recursos des del bloc de dades d'origenNo afegiu noves restriccions[Lock Frame Selection]: No permet que se seleccioni un fotograma amb el ratolí fora de l'interval del fotograma[Dirt Only]: No calcula neteges en àrees convexes[Allow Overlap]: No corregir la sobreposició sobre nous segmentsNo mostrar volum en mode tramatNo mostra els sonogrames de cap segment de soNo fer resNo exportar imatgesNo omplir gens[Fast Editing]: No emplena els polígons mentre s'està editantNo importar exturesNo propagueu la divisió als segments connectatsNo suprimiu els cantells aguts, que són redundants amb cares marcades com a suavitzadesNo suprimiu cantells aguts. Les arestes marcades es mantindran agudesNo atraure cap als píxelsNo mostrejar el rerefons, més ràpid, però pot causar soroll amb rerefons no sòlidsNo escalar endins l'eix YNo escalar eixos X i Z[Override Overlay]: No mostra la sobreimpressió durant un traç[Hide in Modifier]: No mostra el valor d'entrada en la interfície dels nodes de geometria del modificadorNo acobla a segments ocultsNo acobla a segments de soNo estirar l'objecteNo usar cap fletxa/estil a la cantonadaNo usis cap alineació fixa, omple l'espai disponible[Exclude]: No empreu aquesta col·lecció per dibuix linealNo usar aquest objecte per a revelat de dibuix linealNo usar passades d'utensilis per dessorollarNo escriguis en la vàlvula de profunditatGuió tècnicSobreimpressions del guió tècnic[Space Dope Sheet Editor]: Dades de l'espai de guió tècnic[Dopesheet]: Vista de dades de rastreig al guió tècnicGuió tècnic/cronogramaCamp d'ordenació del guió tècnicFactor DopplerRapidesa del DopplerPuntPunt-guionetProducte escalarPuntsDobleDobleclicarVelocitat del doble clicExpiració del doble clicMàscara d'aresta dobleVector doblePrecisió dobleDensitat dobleAvallDescarregar i instal·lar l'extensióEls documents descarregats del producte s'eliminen després de la instal·lacióDescarregant "{:s}"Descarregant...BaixadesCompressió de malla de DracoArrossegarOperador arrossegarInici d'arrossegamentLlindar d'arrossegamentArrossegar permet que els episodis de clic passin a l'eina, afegint un petit retard[Edge-to-Edge]: Arrossega el pinzell àncora des d'una aresta a l'altra[Drag and Drop]: Arrossega i deposa l'element en un altre llocArrossega i deposa sobre un conjunt de dades o sobre un ítem dins del conjunt de dades[Quadratic Drag]: Component de ròssec proporcional al quadrat de la velocitat[Linear Drag]: Component de ròssec en proporció a la velocitat[Drag]: Pes d'efector de ròssecArrossega el material als epígrafs de materials a Propietats[Drop Material on Object]: Arrossega el material fins a l'objecte en l'inventari[Drop Object to Scene]: Arrossega l'objecte fins a l'escena en l'inventariArrossegar per retirar paternitat en l'InventariArrossegar per continuar el mostratge, deposar quan ja estiguiArrossegar per a moure a la col·lecció en inventariArrossega al pare en l'inventariArrossegant documents {}DraineFuncions de fase de Draine, emprades sobretot per a la dispersió de la llum en la pols interstel·larDibuixarDibuixar línia de secDibuixa corbes-F amb antialiàsing (deshabiliteu per a un millor rendiment)Dibuixar a màDibuixar amb llapis de greixMode dibuixFer sortir normalsTraçar línia poligonalDibuixar en regióArmar regió i intercanviarTraçar línies rectesDibuixar traços darrereDibuixar en finestraArmar finestra i intercanviar[Circles]: Dibuixa un esquema traçant formes circularsDibuixa un esquema traçant formes d'el·lipseDibuixa un esquema traçant formes quadrades[Box Blade]: Delinea una caixa al voltant de les peces o segments que voleu partir[Draw Curves]: Dibuixa una corba manualment[Draw Curve]: Dibuixa un spline manualment[Weight Gradient]: Traça una línia per a aplicar una gradació de pesos als vèrtexs seleccionatsDibuixa una línia per especificar el degradat de material d'emplenat per als traços seleccionats[Line]: Traça una línia amb pinzellades que se separen segons l'espaiat[Grease Pencil Draw]: Dibuixa un traç nou en l'objecte actiu del Llapis de greixDibuixar corbaControlador de gest fosc[Dark + Ray]: Controlador fosc amb un raig d'eix que apunta[Draw Freehand]: Traç de dibuix a mà[View]: Dibuixa en un pla alineat al mirador[Normal to Surface]: Dibuixa en un pla perpendicular a la superfícieDibuixa en el pla de superfícieControlador de gest clar[Light + Ray]: Controlador clar amb un raig d'eix que apunta[Use Stabilizer]: Dibuixa línies amb un retard per a permetre suavitzar traços (pitgeu la tecla de Majúscules per sobreseure mentre es dibuixa)Dibuixa sobre colors de vèrtex en l'objecte actiu del Llapis de greix[Draw Region]: Regió on es pot dibuixar[Draw Region & Swap]: Arma la regió i la intercanvia[Draw Straight Lines]: Traça segments de línia rectaDibuixar traç en la ubicació del cursor 3DDibuixar traç a l'origen de l'objecteDibuixa traços usant una línia contínuaDibuixa els traços usant punts separatsDibuixa els traços usant quadrats separatsDibuixar els traços usant una texturaDibuixar els traços amb un color sòlidDibuixar traços estilitzats amb FreestyleTreu el born del menú com a menú desplegable expanditTraçar la línia relacional des del cap el para al cap del fillTraçar la línia relacional des de la cua del pare al cap del fill[Grease Pencil Paint Weight]: Dibuixa el pes sobre els punts de traçat en l'objecte actiu del Llapis de greix[Draw Window]: Dibuixa a la finestraArma la finestra i intercanviaDibuixar:DibuixPla de dibuixTipus de dibuixDegoteig[All from Target]: Condueix tots els components d'aquesta propietat usant el referent triatEmpeny el cos rígid al voltant o seguint un eix[Single from Target]: Condueix aquest component d'aquesta propietat usant el referent escollitControlat(s)Propietat determinadaPropietat determinada:[Driven]: Controlats seleccionatsControladorEl controlador '%s[%d]' ja existeixReferent de controladorValor del controlador:Variable del controlador[Invalid]: El controlador no s'ha pogut avaluar anteriorment, per tant s'ha d'ometreControlador de valor d'un paràmetre basat en un valor externEl controlador no té variables per copiarNo s'ha trobat el controlador en aquestes dades d'animacióTipus de controladorTipus de variable de controladorControlador:Controlador: {:s} ({:s})ControladorsControladors:DronDeposar XDeposar YDeposa un món dins l'escenaDeixa caure els colors damunt els botons[Frame Dropping]: Exclou fotogrames si la reproducció va massa lentaExclou fotogrames per a mantenir la ràtio de fotogrames[Drop Name]: Deposa el nom sobre botóDeposar {} sobre l'epígraf {} (epígraf actiu) de {}Deposar {} sobre l'epígraf {} (reemplaçant {}) de {}Deposar {} sobre l'epígraf {} de {}Deposar {} sobre {} (epígraf {})Deposar {} sobre {} (epígraf {}, substituint {})AssecarTemps de secarMalla dualA causa de la configuració de l'estiba d'ANL, {:d} fotofites no s'han inserit.Degut al paràmetre "Només inserir necessaris", {:d} fotofites no s'han inserit .PreliminarBitòDuplicarDuplicar accióDuplicar esqueletDuplicar càmeraDuplicar corbaDuplicar corbesDuplicar elementsDuplicar Llapis de greixDuplicar corbes de pèlÍndex de duplicatsDuplicar fotofitesDuplicar retículaDuplicar llumDuplicar sonda de llumDuplica els segments ANL connectats, tot afegint els nous segments a la/es pista/es nova/esDuplicar màscaraDuplicar materialDuplicar mallaDuplicar metabolaDuplicar elements de metabolaDuplicar arbre de nodesDuplicar nodesDuplicar objectesDuplicar partículesDuplicar núvol de puntsDuplicaf os(sos) seleccionat(s)Duplicar configuracióDuplicar altaveuDuplicar segmentsDuplicar superfícieDuplicar textDuplicar volumDuplicar fotofites actives de totes les capesDuplicar totDuplicar i extrudir els vèrtexs, arestes o cares seleccionades envers el cursor del ratolí[Mirror]: Duplica i reflecteix les partícules seleccionades seguint l'eix X localDuplica l'atribut de color[Duplicate Constraint]: Duplica la restricció a la mateixa posició de l'estibaDuplica la corba i la mouDuplica l'efecte en la mateixa posició de l'estibaDuplicar l'índex %d en el vertex_indices_set (jo d'índexs de vèrtexs)Duplicar dins la finestraDuplicar fitesDuplicar màscara i moure-laDuplicar la malla i moure-laDuplicar malla en la ubicació de partícules[Split Edges]: Duplica les arestes de malla i trenca les connexions amb les cares circumdantsDuplica el modificador a la mateixa posició de l'estibaDuplica el node però no els arbres de nodes, lligant-ho amb les dades originalsDuplicar l'objecte però no les dades de l'objecte, enllaçant amb les dades originalsDuplica el sistema de partícules dins de l'objecte actiuDuplica els segments ANL seleccionats, tot afegint els nous segments a la/es pista/es nova/esDuplica l'àrea seleccionada en una finestra novaDuplica els punts de control seleccionatsDuplica els punts de control seleccionats i els segments entre ellsDuplica els elements de metabola seleccionatsDuplica els nodes seleccionatsDuplicar els nodes seleccionats i moure'lsDuplica els nodes seleccionats mantenint els enllaços d'entrada i movent-losDuplicar els nodes seleccionats, però no els seus arbres de nodes, i moure'lsDuplica els objectes seleccionats[Duplicate Linked]: Duplica els segments seleccionats i els mouDuplica els segments seleccionats, però no les seves dades, i els mouDuplica la(es) marca(es) de temps seleccionada(es)Duplicar els vèrtexs, arestes o cares seleccionades[Duplicate Settings]: Duplica també la configuració, de manera que el nou sistema de partícules utilitzi els seus propis paràmetresDuplica el segment, però no les seves dades, i el vincula amb les dades originalsDuplica els traços en corrua[Mirror]: Duplica els traços com un mirall[New Geometry Node Group]: Duplica el grup de nodes de la geometria activa i l'assigna al modificador actiuDuplicar la morfofita activa[Copy Particle Instance Object]: Duplica l'objecte instància actual[Duplicate Line]: Duplica la línia actualDuplica el grup de nodes de compositació assignat en aquest moment.Duplicar el modificador dins de la llista de modificadors[Fixed Count]: Duplica l'objecte el nombre de vegades definit[Fit Length]: Duplica l'objecte tantes vegades com càpiga dins una certa longitudDuplicar els objectes seleccionats i moure'lsDuplica els objectes seleccionats, però no les seves dades d'objecte, i els mouDuplicar punts seleccionatsDuplicar segments seleccionats%s duplicat(s)Fotofites duplicadesDuplicatsDuplica les corbes de pèl un cert nombre de vegades dins d'un radiDuplicats: {}Durada[Duration]: Durada (en fotogrames) de la imatge (1 quan no és un/a vídeo/seqüència)Durada del segment d'imatge congelada[Fade Duration]: Durada de la fosa en segonsDurada: %s (Fotograma %i/%i)Durant la sincronització del bloc de dades %s, s'han eliminat %d sobreseïments obsolets, que tenien canvis locals definits per la usuàriaDurant la correcció d'Atributs de cares, fusiona els atributs connectats al mateix vèrtexDurant les transformacions, useu Alt per navegar en vista 3D. Noteu que si es deshabilita, per a les metatecles d'edició proporcional, Restriccions automàtiques i Llargada de Cadena Auto-CI caldrà aguantar AltNeerlandès - NederlandsMoribundesDinàmicBVH dinàmicMalla de base dinàmicaMida graella dinàmicaMalla dinàmicaMode dinàmicPintat dinàmicModificador pintat dinàmicConfiguració de llenç per pintat dinàmic[Dynamic Paint Modifier]: Modificador de pintura dinàmicaEscultura dinàmica de topologiaS'ha trobat la topologia dinàmica: %s, deshabilitadaGraella dinàmicaLa topologia dinàmica altera la topologia de malla mentre s'esculpeixPintat Dinàmic: Precuinat enllestit! (%.2f)Pintat dinàmic: ha fallat el precuinat: %sOculta dinàmicament els vèrtexs basats en un grup de vèrtexs o esqueletDinàmicaDyntopoEl Dyntopo no conservarà els colors, UVs o altres atributsEEVEEDepuració d'EEVEEOpcions de radiotraçat EEVEEParàmetres d'EEVEEParàmetres del motor EEVEE per a l'escenaParàmetres d'EEVEE per a traçar reflexosDades de mapejat de corbes EQERROR: El controlador és inútil sense cap ingressióERROR: L'expressió de python no és vàlidaERROR: canal(s) de referència no vàlid(s)ERROR: el tipus "{:s}" no existeix!ESC/BDR per a cancel·lar, Intro/BER per a confirmar, RÒDOL/MOURE per a ajustar factor[Split channels]: Cada canal es revelarà en un document mono[Each scene as a file]: Cada col·lecció (de bloc de dades) com a document, no inclou el contingut de les col·leccions fillesCada col·lecció (incloent-hi la mestra, que no són blocs de dades) de l'escena activa com a document, incloent-hi el contingut de les col·leccions fillesCada col·lecció (incloent-hi la mestra, que no són blocs de dades) de cada escena com a document, incloent-hi el contingut de les col·leccions fillesL'índex de cada punt de control sobre el seu splineCada cara es considera com una interfície entre medis. Dona resultats correctes en geometria polivalent que no contingui parts internes.Valor del joc de cares de cada cara d'esculturaCada geometria d'ingressió es converteix en una instància a partCada camp de sortida ha de correspondre a una geometria que està per sobreCada escena un documentGradualitzarGradualitzat inicialGradualitzat inicial i finalGradualitzat finalGradualitzar[Automatic Easing]: El tipus de gradualitat es tria automàticament en funció del tipus d'interpolació utilitzat (p. ex. Gradualitzat inicial per a tipus transicionals, i Gradualitzat final per a efectes dinàmics)EstExcentricitatArestaAngle de cantellAresta - Text de l'angleCentre d'arestaCol·lisió d'arestesRecompte de cantells d'arestaCost d'arestaRecompte d'arestesAresta cairadaDades d'arestesTipus de dades d'arestesDades d'aresta:Detecció d'arestesTipus de visualització d'arestesÍndex d'arestaLongitud d'arestaMode longitud d'arestaAresta - Text de la longitudMapejat d'arestesMarca d'arestaMarques d'arestaSelecció de mode d'arestaCamp de recompte de arestes veïnesVeïns d'arestaEscombratge de margeTrajectes d'arestes a corbesTrajectes d'arestes a seleccióPerpendicular d'arestaCamp de posició d'arestaCarril d'arestaRedimensionar amb el margeDelimitar anella d'arestesSelecció d'arestaSelecció d'arestaAgudesa d'arestaEscórrer arestesEscórrer arestes: Escindir arestesEtiqueta d'arestaTintat de voraTipus d'arestaCombinació de tipus d'arestaNegació de tipus d'arestaTipus d'arestaVèrtexs d'arestesCamp de vèrtexs d'arestesPes d'arestaAmplada d'aresta[Bevel Convex]: Pesos de bisell de les arestes que s'afegeixen a les arestes externes[Mesh Edge]: Aresta d'un bloc de dades de mallaÍndex d'aresta[Loose]: L'aresta no està connectada a cap caraLongitud d'aresta en l'espai UVLlargada de vores de la selecció de caixaArestes de vèrtexSelecció d'arestes - Maj+Clic per a múltiples modes, Ctrl+Clic expandeix/contrau la selecció depenent del mode actualMode selecció d'arestes[EdgeSplit Modifier]: Modificador que escindeix arestes fent que les vores esdevinguin cantelludesFricció de tensors d'arestaRigidesa dels tensors d'aresta quan són més llargs que la longitud de repòsRigidesa dels tensors d'aresta quan són més curts que la longitud de repòsLlindar de voraDe vora a voraPes d'aresta utilitzat pel modificador BisellarEl parell d'anelles d'aresta no està connectatLes anelles-aresta no estan connectadesAresta-a-arestaEscissió_arestesModificador Escindir arestesArestesDades d'arestes:Arestes entre cares apuntant en direccions alternantsLes arestes han canviat de %d a %dLes arestes també xoquenArestes de cantellArestes de vèrtex[Edges]: Arestes de la mallaLes arestes reben una força de ròssec dels mitjans circumdantsLes arestes reben una força d'elevació quan travessen els medis circumdantsArestes compartides per més de dues caresD'arestes a grups de caraArestes per convertir en corbesArestes per a marcar on es «talla» la malla amb la finalitat de desembolcallarArestes utilitzades per a dividir les cares en grups separatsEditarOs editableMatriu d'os en edicióOs(sos) editable(s)Ossos editablesEditar el mapa de corbaEditar formatEditar llapis de greixEditar traços del Llapis de greixLínies d'edicióEditar metadadesEditar mètodesMode edicióSuavitzar trames en mode edicióEditar trajecteEditar il·luminació d'estudiEditar espai de texturaEditar arbreEdita el codi font del botó actiu en la IU[A string value]: Edita un valor de python directament, per als tipus de propietats no compatiblesEdita una restricció a l'os actiuEditar una restricció sobre l'objecte actiu[Project Edit]: Edita una instantània del mirador en 3D en un editor d'imatges externEditar totes les fotofites de l'escenaEditar i desar temes instal·lats via ExtensionsEditar fotofites/animacions mostrats com a corbes 2DEdita qualsevol grup de nodes de geografia per emprar-lo com operadorEdita la informació de recursos com el catàleg, la imatge de previsionat, etiquetes o autoraEdita el grup de nodes de compositació per als modificadors de segments del SeqüenciadorEdita un grup de nodes de compositació per a l'escena en curs[Graph Editor]: Edita els controladors i la interpolació de fotofitesEdita la imatge en una aplicació externaEdita les fotofites en l'acció a nivell objecte de l'objecte actiu[Shape Key Editor]: Edita les fotofites en l'acció de Morfofites de l'objecte actiuEditar materials, llums i aspecció del món mitjançant nodes[Edit Bone]: Os en mode edició dins un bloc de dades d'esqueletEdita el grup de nodesEdita el grup de nodes des del modificador actiu de l'objecte actiu[Edit Texture Space]: Edita dades de l'objecte espai de texturaEdita la configuració persistentEdita les propietats de l'objecte actiu i dels blocs de dades relacionatsEdita protocols (scripts) i documentació adjunta al documentEdita els traços de Llapis de greix seleccionatsEditar nodes d'aspecció des del lineamentEditar nodes d'aspecció des d'objecteEditar nodes d'aspecció des del mónEditar etiquetas per a detecció d'autotextures en la configuració de FDDB postulatEditar nodes de textura des del pinzellEditar nodes de textura des del lineamentEditar nodes de textura des del mónEditar textures mitjançant nodes[Edit Driver]: Edita els controladors de la propietat connectada representada pel botó ressaltatEditar el documentEdita el valor d'una propietat personalitzableEdita la visibilitat de la malla actual[WeightVG Edit Modifier]: Edita els pesos dels vèrtexs en un grupEditar els temps per als blocs de dades de documents de memòria cauEditar els temps per als splines de l'editor de màscaresEditar els temps per a tots els esbossos de Llapis de greix del documentEdita les preferències de la usuària i la configuració del sistemaEdició: {}, {}, {}Editabilitat de segments d'ANL en aquesta pistaEditabilitat de fotofites dins aquest canalEditableCorba de cavitat editableCorba de decaïment editableEditatObjecte editatEdicióTipus d'edicióContext d'edició que es visualitzaCabell en edició[Edit Format]: Configuració d'edició per al format de caràctersEncara no s'admet la retícula de mode edicióEditorMarge de l'editorContorn d'editorTipus d'editor[Node Editor]: Editor per a l'aspecte basat en nodes i en eines de compositarCapçalera d'editor que conté elements de la IUEl menú d'edició que conté els botonsEditors[Edit Face Set]: Edita el joc de cares actualment actiuProblema de conversió de material d'EEVEE. Error a la consolaEfecteL'efecte '%s' no és en l'objecte '%s'Efecte fosaPosició d'efecte fosaOpacitat d'efecteRadi d'efecte sòlidSegment efecteColor del segment efecteTipus d'efecteEfecte que afecta l'objecte Llapis de greixL'efecte no es pot afegir a l'objecte '%s'[Z Direction]: Efecte complet o només en direcció Z positiva/negativaMode d'efecteNom de l'efecteEfecte sobre la pròpia fitaEfecte sobre la nansa esquerraEfecte sobre la nansa dreta[Tracked Frames]: Efecte en els rastres que tenen menys rastretjos que la quantitat especificada de fotogrames[Reprojection Error]: Efecte en els rastres que presenten un error de reprojecció més granEfecte/VinculatInterval efectiuVisibilitat efectivaCompressió efectiva però lentaConverteix efectivament el vídeo en una seqüència d'imatges, tot ignorant fotogrames que estiguin incomplets o descartats, i canvis en la ràtio de fotogramesEfectivitatEfectorQuantitat d'efectorCol·lecció d'efectorsNúmero d'efectorParàmetres d'efectorTipus d'efectorPesos d'efectorPesos d'efector per a simulació d'efectes físicsEfectes[Shader Effects]: Efectes que afecten la visualització de l'objecteO bé una corba o una selecció d'instànciaAfegir o suprimir corbes depenent de la distància mínima de les corbes sota del cursor[Enable Output]: O bé fa transitar el valor d'ingressió o egressa el valor d'últim recursO bé corbes normals o corbes instànciaO bé el fotograma inicial (per a rapidesa positiva) o el fotograma final (per a rapidesa negativa)ElàsticLímit d'elasticitatElementÍndex d'elements[Color Ramp Element]: Element que defineix un color en una posició de la gradació de colorNo s'ha trobat l'element a la col·lecció d'elements o en l'últim elementElement d'una corba, ja sigui NURBS, Bézier o polílinia o un caràcter amb objectes textElement d'un camí del visorElement del camí de l'arbre d'espai de nodeElement de la geometria de referència des del qual es calcula la distànciaTipus d'element a transformarElement-ísticElementsElements de dins la caixaEl·lipseMàscara el·lípticaEl·lipsesEl·lipsoideIncrustar textures[Embed Textures]: Incrusta textures en el document binari FBX (només per al mode de ruta «Còpia»)Dades incrustadesEmbreeEmbree per GPUEmbree per GPU habilita l'ús de radiotraçat de maquinari en GPUs Intel, resultant en un millor rendiment globalEmissióCoeficients d'emissióColor d'emissióPotència d'emissióTemps d'emissióFactor temps d'emissió[Particles/Face]: Ubicacions d'emissió per cara (0 = automàtic)Aspector emissiuColor emissiuEmissióEmetre des deEmetre fluid des de la superfície de la malla o el volumEmetre en ordre aleatori d'elements[Use Modifier Stack]: Emet partícules de la malla amb els modificadors aplicats (ha d'utilitzar el mateix nivell de subdivisió de superfície per al mirador i el revelat perquè els resultats siguin correctes)Emetre fum des de partículesRadiància emesa per canal de color que se suma a un raig per unitat de distànciaEmissorDistància d'emissor[Highlight Keyframes]: Ressalta la posició de les fotofites a Trajectes de movimentFantasmesFantasmaMida de visualització dels fantasmesMida de representació de fantasmes: %.3fTipus de visualització de fantasmaEmplenat buitGraella buidaProfunditat d'imatge fantasmaFotofites buidesMaterial buitEscena buidaEspai buitL'identificador buit no es pot fer servir quan un identificador explícit ja s'ha utilitzat anteriorment. Per exemple, "{} {x}" està bé però "{x} {}" no.Emular modificador de botó 3Emular ratolí de 3 botonsEmula el botó d'enmig del ratolí amb Alt+Botó esquerreEmular teclat numèricHabilitar[Isolate Action]: Activa «solo» a la pista d'ANL que conté el segment actiu, per a editar-lo sense veure'n els efectes de l'estiba d'ANLHabilitar complementHabilita l'editor i operadors del navegador de recursos perquè gestioni blocs de dades regulars com a recursos, no només posesHabilitar opcions de l'os[Deform]: Permet que l'os deformi la geometriaHabilitar col·lisióHabilitar el complement del motor de recelat Cycles per a fer servir aquest motorHabilita les opcions de depuració de Cycles per als desenvolupadorsHabilitar desactivacióHabilita les opcions de depuració d'EEVEE per als desenvolupadorsHabilitar avaluació de modificador de corba-FHabilitar modificadors de corbes-FHabilita l'acceleració de la GPU per avaluar els últims modificadors de subdivisió de superfície de l'estibaHabilitar visualització de graella per al ressaltat d'interval!Habilitar guies primer! S'adopta per defecte la velocitat de fluidhabilitar estirament amb CIHabilita MetaIRT per a consultes d'interseccionsHabilitar multivistaHabilitar egressióHabilitar l'avaluació de python per als documents seleccionatshabilitar autocol·lisióHabilita un efecte Fresnel en l'edició de sobreimpressions de malla. Millora la llegibilitat de la forma en malles molt denses, però augmenta la fatiga ocular quan es modela un poli inferiorHabilita el complement per l'obradorHabilita característiques addicionals per al bloc de dades de corbes novesHabilitar després d'instal·larHabilita el motor angular[Mirror Axis]: Habilita l'emmirallat d'eixHabilita les associacions per als controladors de HP Reverb G2. Tingues en compte que això pot no ser compatible amb tots els temps d'execució d'OpenXRHabilita les associacions per als controladors de HTC Vive Cosmos. Tingues en compte que això pot no ser compatible amb tots els temps d'execució d'OpenXRHabilita les associacions per als controladors de HTC Vive Focus 3. Tingues en compte que això pot no ser compatible amb tots els temps d'execució d'OpenXRHabilita les associacions per als controladors de Huawei. Tingues en compte que això pot no ser compatible amb tots els temps d'execució d'OpenXRHabilita el catàleg, fent visibles els recursos que conté en l'àlbum de recursos[Use Split Length]: Possibilita la divisió de la cadena per longitud curvilineal en 2D[Use Split Pattern]: Possibilita la divisió de cadenes per patrons de línies de guionets[Chaining]: Habilita l'encadenament d'arestes destacadesPermetre instanciació de col·leccions[Use Sculpt Collision]: Habilita la col·lisió amb la superfície mentre s'esculpeixHabilita les col·lisions amb el límit posterior del domini[Bottom]: Habilita les col·lisions amb el límit inferior del dominiHabilita les col·lisions amb el límit anterior del dominiHabilita les col·lisions amb el límit esquerre del domini[Enable Collision]: Habilita les col·lisions amb altres objectesHabilita les col·lisions amb el límit dret del domini[Top]: Habilita les col·lisions amb el límit superior del domini[Use Weight Color Range]: Habilita l'interval de color per visionar pesos amb el mode pintura de pesos[Use Custom Parallax]: Habilita paràmetres manuals per al volum de correcció per paral·laxi[Volume Custom Range]: Permet distàncies personalitzades d'inici i final de segat per a la computació de volumHabilita cíclic en guionets de traç o individualsHabilita la desactivació de cossos rígids en repòs (incrementa el rendiment i l'estabilitat, però pot causar anomalies)[Use Controller Actions]: Habilita les accions predeterminades del controlador de RV, incloent-hi les poses i l'hàptica del controladorPossibilita el desplaçament al llarg de la normal XHabilita el desplaçament al llarg de la normal YHabilita el desplaçament al llarg de la normal Z[Mark as Asset]: Possibilita la reutilització més fàcil d'un bloc de dades amb el navegador de recursos, amb l'ajuda de metadades personalitzables (com previsionats, descripcions i etiquetes)[Mark as Asset]: Possibilita la reutilització més fàcil dels blocs de dades seleccionats a través del navegador de recursos, amb l'ajuda de metadades adaptables (com previsionats, descripcions i etiquetes)[Edge Data]: Possibilita la transferència de dades d'arestes[Edge Pan]: Habilita la panoràmica de marge en vista 2DHabilita el suavitzat de cantells en mode d'edició, reduint aliàsing (cal reiniciar)[[Face Corner Data]: ]: Possibilita la transferència de dades de cantells de caresPossibilita la transferència de dades de caresHabilita la compressió de documents quan es desen documents .blend[Filter Files]: Permet el filtratge de documentsHabilitar el filtratge de documents al navegador de documents[Use Diffusion]: Habilita els paràmetres de difusió de fluids (p. ex. viscositat, tensió superficial)[Use Guiding]: Habilita el guiatge de fluids[Use Mesh]: Habilita la malla de fluid (utilitzant amplificació)[Use Noise]: Habilita el soroll de fluid (utilitzant amplificació)Habilita dinàmica dels pèls mitjançant simulació de telaHabilitar en escenes noves[Jittered Shadows]: Habilita la dispersió d'ombres al mirador. (Les ombres dispersades sempre estan habilitades en els revelats finals).Habilita les ombres de trontoll suaus per incrementar la precisió d'ombra (deshabilitat al mirador a menys que s'habiliti a la configuració de revelat). TÉ molt d'impacte en el rendiment.Habilita el motor linealHabilita límits de materialsHabilita la simetria de malla a l'eix XHabilita la simetria de malla a l'eix YHabilita la simetria de malla en l'eix ZHabilita l'edició multifotogramaHabilita l'autocol·lisió de bola de vértex innocentHabilita noves menes de nodes i tipus de llistaHabilita els nodes d'un llumHabilita tècniques de reducció de soroll per a efectes de radiotraçatHabilita el desplaçamentHabilita en instal·larHabilita l'accés a internet a les preferències del sistemaHabilitar o deshabilitar totes les etiquetes[Dashed Line]: Habilita o deshabilita la línia de guionetsHabilita o deshabilita la selecció/posa d'ossosHabilita o deshabilita el revelat d'aquesta capa de visionat[Use Textures]: Habilita o deshabilita els traços amb texturaHabilita o deshabilita aquest joc de línies durant el revelat del traçHabilita o deshabilita aquest modificador durant el revelat de traçHabilita o deshabilita aquest mòdul d'estil durant el revelat del traçHabilita la suavització de trames wn sobreimpressió, reduint així l'aliàsing[Paint Debug]: Habilita les opcions de depuració de pintar i esculpir de cara a les desenvolupadores[Ridges and Valleys]: Habilita crestes i vallsHabilita protocolsHabilita els marcadors seleccionats[Set Selected Strip Proxies]: Habilita les simulacions seleccionades en tots els segments d'imatges i pel·lícules[Enable Self Collision]: habilita les autocol·lisionsHabilita la irradiació d'ombres a partir dels llumsHabilita la simplificació de l'escena per a previsionats de revelat més ràpidsHabilita l'acoblament[Use Snapping]: Habilita l'acoblament a guies, angles o a opcions d'espaiatHabilita l'acoblament en transformar fotofitesHabilita l'acoblament en transformar fotofites a l'Editor de controladorsHabilita alguns camps addicionals al navegador d'actius per assistir en la depuració[Enable Channel Setting]: Habilita el paràmetre especificat en tots els canals d'animació seleccionats[Use Guides]: Habilita les guies de rapidesaHabilita tensor en l'eix XHabilita el tensor en l'eix de rotació XHabilita tensor en l'eix YHabilita el tensor en l'eix de rotació YHabilita tensor en l'eix ZHabilita el tensor en l'eix de rotació Z[Suggestive Contours]: Habilita contorns suggestiusHabilitar irradiació d'ombra al solHabilita la simetria en l'eix XHabilita la simetria en l'eix YHabilita la simetria en l'eix Z[Area Radius Pressure]: Habilita en la tauleta la sensibilitat a la pressió per al radi d'àrea[Jitter Pressure]: Habilita en la tauleta la sensibilitat a la pressió per al trontoll[Plane Offset Pressure]: Habilita la sensibilitat a la pressió de la tauleta per a la separació[Size Pressure]: Habilita en la tauleta la sensibilitat a la pressió associada a la mida[Spacing Pressure]: Habilita en la tauleta la sensibilitat a la pressió lligada a l'espaiat[Strength Pressure]: Habilita en la tauleta la sensibilitat a la pressió relacionada amb la forçaHabilitar primer la gradació de colorHabilita la biblioteca de recursosHabilita el grup de nodes de compositació.Capacitar la corba perquè actuï de trajecte d'una translacióHabilita el mòdul de ràdiotraçatHabilita el repositoriHabiliteu el repositori i torneu-ho a provar.Habilita el mode de seleccióPossibilita la selecció de cadenes per una longitud màxima en 2DPossibilita la selecció de cadenes per una longitud mínima 2D[Use Chain Count]: Possibilita la selecció de les primeres N cadenesHabilita el born[Use Lights]: Possibilita l'ús de llums en materials de traç i d'emplenatHabilita la restriccióHabilita aquesta llum en mode d'aspecció sòlidaHabilita aquest modificador[Enabled]: habilita aquest objecte com a col·lisionador per a sistemes físicsHabiliteu-ho per a executar l'exportació en segon pla, deshabiliteu-ho per a blocar el Blender mentre s'exporta. Aquesta opció és obsoleta; EXECUTA aquest operador per a fer-ho córrer en primer pla i INVOQUEU-lo per a executar-lo com a tasca de segon plaHabilitar-ho per a executar la importació en segon pla, deshabiliteu-ho perquè bloquegi Blender mentre importa. Aquesta opció és obsoleta; EXECUTA aquest operador perquè corri en primer pla i INVOQUEU-lo per a executar-lo com a tasca en segon plaPermet de fer que els canvis de superfície desapareguin amb el temps[Dry]: Permet fer que la impregnació de superfície s'acabi eixugant amb el temps[Focus Region]: Habilita l'ús de la regió sota el cursor per a l'execució modal[Vertex Data]: Possibilita la transferència de dades de vèrtexs[Lock Camera to View]: Habilita la navegació dins de la visualització de càmeraHabilita les opcions de depuració de mirador per a desenvolupadores en el menú emergent de sobreimpressionsHabilita la visualització al mirador a les capes de visionat[Use Wildcard]: Habilita l'ús dels comodinsHabilita/deshabilita la restriccióHabilitatSols complements habilitatsSols habilitatsDistància de rotació habilitadaHabilitat en iniciar, sobreseint la preferència.[Drone]: Habilita la navegació en Mode volar, però tirant la tapa endavant mirant avall no canviarà l'altitud de la càmera.Habilita un càlcul d'alta qualitat però lent de la capsa contenidora per a resultats perfectes en malles de formes complexes amb rotació/escalaHabilita previsionats en l'editor de nodes d'aspeccióHabilita l'ús del ratolí 3D com si fos una càmera. Si s'empeny escena endins, la càmera avança escena endins. Us fiqueu a l'escena com si hi entréssiu volant per dins. Això també inverteix panoramitzar i zoom en les vistes de 2DPostScript encapsulat (.eps)[Convex Hull]: Enclou els vèrtexs seleccionats en un políedre convexCodificacióRapidesa de codificacióS'ha detectat un error no resolt durant el fotofitatFinalFinal (Factor)Final (Longitud)Estil de fletxa finalExtremFactor d'acabamantFotograma finalFotograma final (manipulat des de la IU)Fotograma final (valor brut)Fotograma final (quan està habilitat Restringir interval de fotogrames)Nansa finalGradualitzat de nansa de finalEscala de la nansa finalUbicació finalTipus de mapejat de termeSobrant del finalPunts extremsRadi finalMida finalVèrtex final[Cascade Max Distance]: Distància final del mapa d'ombres de cascada (només en la vista de perspectiva)Distància final de l'efecte volumètricFotograma final retingut a un interval de revelat vàlidFotograma final visible en l'editor de seqüències després d'aplicar els desfasamentsFotograma final per a precuinat[End Frame]: Fotograma final de l'interval de trajectes a mostrar/calcular (no apte per al mètode de pell de ceba 'Entorn del fotograma' )Fotograma final del segment d'ANL. Pareu atenció: en canviar aquest valor també s'actualitza el valor de les repeticions del segment o del fotograma final de l'acció. Si només s'ha de canviar el fotograma final, millor que us mirieu la propietat «frame_end».Fotograma final de l'exportació, usar el valor predeterminat per a agafar el fotograma final de l'escena actual[Bake End]: Fotograma final del precuinat de l'oceàFotograma final de l'interval desatFotograma final a exportar[Selection End Line]: La línia del final de la seleccióFinalitzar al fotograma[Path End]: Temps de finalització de la trajectòriaPunt finalSelecció d'extremsNode selecció d'extremsCap UCap VPara ambEnemicForçar simetria (tant de forma com de topologia) al llarg d'un eix[Symmetrize]: Força la simetria, fa còpies de la selecció o usa el que hi haMotorEl motor '%s' no està disponible per a l'escena '%s' (pot ser que calgui instal·lar o habilitar un complementMotor per a revelarAnglès (RU)Anglès (EUA)Afinar detalls[Enhance Details]: Millora el detall de la superfície d'alta freqüència[Enhance Details]: Millora el detall de la superfície[Tune Image]: Millora el contrast, el color, la claredat i la nitidesa.Assegurar modificadorAssegura que tots els grups de vèrtexs deforma-ossos sumen 1,0 mentre es pinten pesos o s'assigna a vèrtexsAssegura que el bloc de dades es desa fins i tot si no està en ús (p. ex. per a les biblioteques de moviments i materials)Assegura que els previsionats dels blocs de dades estan disponibles i actualitzades (per ser desades en un document .blend, només per a alguns tipus com materials, textures, etc.)[Equalize Handles]: Assegura que les nanses de fotofites seleccionades tenen la mateixa longitud, opcionalment fent-les horitzontals. Els tipus de nanses automàtiques, autoretingudes o vectorials es convertiran a alineadesAssegurar que les dades són vàlides (quan està deshabilitat, poden importar-se dades que causin fallides editant o visionant)[Set Fake User]: Assegura que el bloc de dades es desa, fins i tot quan ja no està marcat com a recursIntroEntrar en mode edicióEntreu un valor hexadecimal del punt de codi UnicodeEntrar en mode d'edició automàticament després d'afegir un objecte nou[Enter Edit Mode]: Entra al mode d'edició quan s'afegeix aquest objecte[Enter/Exit Group]: Entra o abandona un grup de nodes basant-se en la ubicació del cursor[Enter Tweak Mode]: Introduir el mode retocar per a l'acció referenciada pel segment actiu per a editar-ne les fotofites[Strokes Paint Mode Toggle]: Entra/Surt el mode pintat de traços del Llapis de greixEntra/Surt del mode esculpir de traç de Llapis de greixEntra/surt del mode esculpir amb corbesEntra/Surt del mode de pintat de vèrtexs amb traços de Llapis de greixEntra/Surt del mode pintat de pesos amb traços del Llapis de greixCorrua senceraÍndex d'entrada[Normalize A]: Absolut d'Hadamard[Ceil]: Sostre d'HadamardCos(A) d'HadamardDivisió d'HadamardArrodonit d'HadamardMàxim d'HadamardMínim d'Hadamard[Modulo]: Residu d'Hadamard usant fmod(A,B)Multiplicació d'HadamardPotència component-a-component[Round]: Arrodoneix a l'enter més proper element a element. Arrodoneix per dalt si la fracció és 0,5Signe component-a-componentSin(A) d'HadamardTan(A) d'Hadamard[Wrap]: Wrap(A,B) d'HadamardDefinició d'enum (obsolet)Elements de definició d'enumeracióEnum indicadorsElement d'enumeracióDefinició d'element d'enumeracióEnumerarEnumeracióEnumeracions com a cadenesFundaPunt de control de fundaDistància de deformació de fundaPes de deformació de fundaDistància de fundaModificador-F de fundaRadi del cap en fundaMultiplicació de fundaRadi de funda de la cuaPes de funda[Envelope Modifier]: Modificador d'efecte de traç mitjançant fundaFunda: %3fFunda: %sEntornTextura entornEpsilonIgualEixos igualsÉs igual aEqualitzar radisEqualitzar àudioEqualitzar totes dues nanses d'una fotofitaEqualitzar les nanses esquerres de les fotofites seleccionadesEqualitzar les nanses dretes de les fotofites seleccionadesEquiangularCara de cubografia equiangularEquirectangularProjecció equirectangular o latitud-longitudEsborrar[Pintura d'esborrat]: Esborra/suprimeix la pintura en lloc d'afegir-n'hiEsborra els traços d’anotacionsEsborrar desplaçament multiresPintar esborrant[Erase Alpha]: Esborra l'alfa mentre es pinta[Stroke]: Esborra traços sencers[Occlude Eraser]: Esborra sols els traços visibles i no oclusosEsborra punts dins la regió de la caixaEsborra punts en la regió del llaçEsborrar punts de traç[Dissolve]: Esborra els traços, esvaint la força i gruix els puntsGoma d'esborrarReferència del Recurs Pinzell esborradorMode esborrarRadi d'esborradorErrorError (consultar consola)Frontal d'icona d'errorLímit d'errorMarge d'errorMissatge d'errorS'ha produït un error en precuinar l'objecte "%s"Error en crear document '%s'Error suprimint '%s' (ignorat)Llindar de la distància d'error (en unitats d'objecte)Error durant l'escriptura del document "%s"Error en avaluar el número, consulta l'editor d'informació per més detallsError en gestionar els objectes seleccionatsError en inicialitzar streaming d'àudioError en inicialitzar estreaming de vídeoError llegint la mostra de malla; per més detalls veure consolaError llegint mostra de punts; per més detalls mirar consolaError de registre amb l'eina de node "%s", %d duplicat(s)Error de registre amb l'eina de node "%s", %sError de registre amb l'eina de node "%s", l'operador ja està registratError de revelat de l'Escena %s en previsionar-la: %s.Error en restaurar document temporal (comprova documents '%s' '%s')Error escrivint document '%s 'Error en escriure fotogramaError en escriure resultat de revelat, %s (consultar consola)Error d'escriptura de recurs de destinació %sError:Error: no s'ha pogut assignar una textura de representació d'irradiànciaError: no s'ha pogut assignar l'atlas d'ombra. Més que probable que la GPU hagi quedat sense memòria.Error: l'objecte de Corbes conté massa punts. Reduïu la resolució de la corba o la quantitat de corbes per resoldre el problema.Error: ha fallat l'assignació d'una graella d'irradiànciaError: malformació de dades de graella d'irradiànciaError: No hi ha prou memòria per precuinar {}.Error: s'ha arribat al topall d'actualitzacions d'ombres.Error: la Vàlvula [Buffer] d'ombres és plena, cosa que pot ocasionar que es perdin ombres i que baixi el rendiment. ({} / {})Error: Massa AOVsError: massa graelles visiblesError: escena amb massa graelles d'irradiànciaError: Hi ha massa llums a l'escena.Error: excés d'actualitzacions d'ombres; algunes ombres poden haver sortit malament.Error: {:.5f} .. {:.5f} (Mitj. {:.5f})Error: {:s}ErrorsErros i avisosErros en el revelat. Consulteu la Consola del sistema per a més info.EscEsperanto - EsperantoEssencialsOceà establertOceà establert (pics aguts)Estimar transformacionsRastres estimatsMatriu de rotació estimadaMatriu d'escala estimadaEuclidiàDistància euclidianaEulerEuler (Natiu)Euler (XYZ)Euler (XZY)Euler (YXZ)Euler (YZX)Euler (ZXY)Euler (ZYX)Ordre d'eulerRotació EulerLa corba-F de rotació euler té un índex no vàlid (ID='%s', Camí='%s', Índex=%d)Angles de rotació d’Euler en radiansRotació Euler de la capaEuler a rotacióEuler amb l'ordre de rotació XYZEuler amb l'ordre de rotació XZYEuler amb l'ordre de rotació YXZEuler amb l'ordre de rotació YZXEuler amb l'ordre de rotació ZXYEuler amb l'ordre de rotació ZYX[Default]: Euler usant l'ordre de rotació predeterminat[Auto euler]: Euler que usa l'ordre de rotació del referentAvaluar closaAvaluar ID de nodeAvaluar estiba superiorAvaluar a índexAvaluar en domini[Object Transform]: Avalua les malles origen i referència en l'espai globalAvalua l'espai nominal fins al cursor i dona una llista d'opcions o completa el nom si només n'hi ha unEvaluateClosureAvaluatsValor de camp avaluat per a l'element actualTransformació final avaluada de l'os en l'espai d'esqueletLa geometria avaluada des del modificador no conté cap geometria de Llapis de greixLa geometria avaluada des del modificador no conté una mallaLa geometria avaluada des del modificador no conté un núvol de puntsLa geometria avaluada des del modificador no conté corbesObjecte avaluat al qual apunta l'iterador[Object Instance]: Objecte avaluat en procés d'instanciació per part d'aquest iteradorObjectes avaluats a la gràfica de dependències[Particle System]: Sistema de partícules avaluat a partir del qual s'ha instanciat aquest objecteLa malla de superfície avaluada està buidaMapa UV que falta a la superfície avaluada: "%s"Atribut que falta de la superfície avaluada: «rest_position»AvaluacióFactor d'avaluacióFotograma d'avaluacióTemps d'avaluacióMode d'avaluacióTemps d'avaluació per a morfofites absolutesTemps d'avaluació en segonsUniformeDistribució regularDivisions per igualDistància uniforme d'arestaGruix regularInversió regular de gruix[Checker Even]: Caselles parells de l'escacatFins i tot amb l'execució reeixida, fa passar l'episodi endavant perquè altres operadors també el puguin executarCàlcul de gruix regular que té en compte l'angle entre caresParells-imparellsEn cada punt[Multiple Springs]: Cada punt resta afectat per múltiples tensors[Frames Limit]: Cada cicle de rastreig, es rastreja aquest nombre de fotogramesExacteCoincidència exactaForma exactaForma exacta (còncava)Nombre exacte d'instàncies dispersades abans d'emmascararResolutor exacte, més lent, gestiona més casos[Push Pull Keyframes]: Exagera o minimitza el valor de les fites seleccionades[Push Pose from Breakdown]: Exagera la posa actual pel que fa a la posa de partióExcloureExcloure partionsExcloure primerExcloure últimExcloure modalExcloure no polivalentExcloure no seleccionablesExcloure de l'acoblament la geometria que està d'esquenaExclou arestes exteriorsExclou la col·lecció de la capa de visionat activa[Contour]: Exclou els contorns[Crease]: Exclou arestes cairades[Edge Mark]: Exclou les arestes marcades[Material Boundary]: Exclou les arestes dels contorns de materials[Exclude Breakdowns]: Exclou les fotofites de partionament existents com a extrems d'interpolacióExclou el(s) contorn(s) extern(s)Excloure de la capa de visionat[Exclude from view layer]: Exclou de la capa de visionatExlou els pols no polivalents[Ridge & Valley]: Exclou les crestes i les vallsExclou els blocadors seleccionats de la irradiació d'ombra des de l'emissor actiuExcloure els receptors seleccionats de rebre llum de l'emissor actiu[Silhouette]: Exclou les arestes de silueta[Suggestive Contour]: Exclou els contorns suggeridorsExclou de l'aleatorització la primera còpia (original)Exclou de l'aleatorització l'última còpiaCamins exclososEl camí exclòs ja no és vàlid[Pin Boundaries]: Exclou del suavitzat els vèrtexs dels contornsExclusióExclòsOR (disjunció "o") exclusivaBotons d'execució[Trim Polyline Gesture]: Executa una operació booleana sobre la malla i una forma poligonal definida pel cursorExecuta una operació booleana entre la malla i un rectangle definit pel cursorExecuta una operació booleana entre la malla i una forma definida pel cursorExecuta una closa donatExecuta nodes amb un nombre dinàmic de repeticionsExecutar l'operador en pitjar el botó (només els operadors no modals)Executar l'operador en amollar el botó (només els operadors no modals)Executa el document seleccionatExecuta la línia de consola actual com a expressió pythonTemps d'execucióMapa de guia existentExisteixSortirSortir del Blender després de desar[Exit Tweak Mode]: Surt del mode retocar per a l'acció referenciada per part del segment actiuExpandir[Expand Channels]: Desplega (obre) tots els canals d'animació ampliables seleccionats[Falloff Gradient]: S'expandeix usant un decaïment linealDesplega tots els canals (no només els seleccionats)Desplegar totes les entrades un nivell de profunditatExpandir i encongir màscaresDesplega o replega els menús desplegables de la capçaleraExpandeix o contrau el radi dels punts de corba seleccionats[Show Principled naming tags]: Desplega la caixa en una llista de totes les etiquetes de noms per a la configuració de Textures postulades[Show Hotkey List]: Expandeix aquesta caixa en una llista de totes les metatecles de funcions del complement[Expand/Collapse All]: Desplega/replega tots els elementsExpandir/ContraureDesplega/replega totes les entrades en un nivell[Expand/Contract]: Expandir/contraure pesosExpanditPolinomi expanditExpandit a l'editor de gràfiques[Items Expanded]: Expandit a la interfície d'usuàriaEstat desplegat de l'epígrafExpandir les dimensions de la telaS'esperen colors de document a l'espai de color linealS'esperen colors de document a l'espai de color sRGBPosició esperadaRotació esperadaEscala esperadaS'esperava un númeroS'esperava que l'àrea de cronograma/animació estigués activaS'esperava una regió de vista3dS'esperava una regió de vista3d i una corba editableS'esperava una regió de vista3d i una malla editableS'esperava un document zip {!r}S'esperava una regió d'InventariS'esperava un Inventari actiuS'esperava un objecte font editable actiuS'espera que una àrea d'animació sigui activaCorrua de números esperada: [n, n, ...]S'esperava un altre objecte de malla seleccionat des d'on copiarExperimentalFuncionalitats experimentalsEscala explícitament el fotograma resultant per a compensar el zoom de la captura original[Euler Order]: Especifica explícitament l'ordre de rotació d'euler[To Order]: Consigna explícitament l'ordre de rotació euler d'egressióExplotarEsvaïment d'explosióModificador explosióEstil d'explosióEsvaïment de l'explosió[Spreadsheet]: Explora les dades de geometria en una taula[Explode Modifier]: Modificador d'efecte d'explosió basat en un sistema de partículesExponentMode exponentExponencialExponencial retingutDistribució exponencialMostreig exponencialModel de distància exponencial[Exponential Clamped]: model de distància exponencial amb estrenyimentGradualitzat exponencial (dramàtic)[Bounce]: Rebot parabòlic en disminució exponencial, com quan objectes col·lideixenOna sinusoidal en disminució exponencial, com una gometa elàsticaExportarExporta (genera) un document POTExporta el document .srt que conté segments de textExportar el color del vèrtex actiu quan no hi ha materialExportar tots els colors de vèrtexsExportar animacióExportar Indicador d'animació (experimental)Mode exportar animacióExportar atributs (en començar per subratllat)Exportar colorsExportar corbes com a NURBSExportar propietats creades a midaExportar només ossos de deformacióExporta només els ossos de deformacióExportar caresExportar malles instància de nodes de geometriaExportar Llapis de greix a PDFExportar Llapis de greix a SVGExportar pèlExportar gestorsGestors d'exportacions configurats per a la col·lecció[Export Keying Set...]: Exporta el joc d'atributs de fites a un protocol pythonExporta la biblioteca MTL usant extensions PBR (rugositat, metàl·lic, llustre, vernís, anisotropia, transmissió)Exportar biblioteca MTL. Ha d'haver-hi un node FDDB-postulada perquè les imatges textura s'exportin al document MTLExportar el protocol MantaflowExportar grups de materialsExportar materialsExportar materials amb extensions PBRMètode d'exportacióExportar normalsExportar grups d'objectesOpcions d'exportacióExportar PBR especular originalExportar POTExportar partículesExporta primitius amb accessors compartits com a atributsPropietats d'exportació[Split Animation by Object]: Exporta l'escena tal i com es veu al mirador, però separa l'animació per objecteExportar objectes seleccionatsExportar grups suavitzatsExportar subdivisió de superfícieExportaar TRS i pesos com a Indicadors d'animació. S'utilitza l'extensió KHR_animation_pointerExportar texturesExportar tessel·lesExportar malla trianguladaExportar coordenades UVExporta la disposició d'UV a un documentExportar UVsExporta UVs (coordenades de textura) amb mallesExportar atributs de vèrtexExportar colors de vèrtexsExportar grups de vèrtexsExportar normals de vèrtexsExporta accions (actives i de pistes d'ANL) com a animacions separadesExporta només l'escena activaExportar color de vèrtex actiuExporta animacions addicionals. Aquesta funcionalitat no és estàndard i requereix una extensió externa per incloure-la al document glTFExporta totes les accions d'esqueletExporta tots els UVs d'aquesta malla (no només els visibles)[Export all Armature Actions]: Exporta totes les accions, lligades a un sol esquelet. AVÍS: l'opció no admet exportacions amb múltiples esqueletsExportar totes les càmeresExportar totes les corbesExporta tots els fotogrames de l'interval de fotogrames de revelat, preferiblement a només els del fotograma actualExportar tots els llumsExporta tots els materials usats pels objectes inclososExportar totes les mallesExportar tots els núvols de puntsExporta tots els colors dels vèrtexs, encara que no els faci servir cap material. Si no s'utilitza cap Color de vèrtex als materials de malla, es crearà un COLOR_0 fals per tal de mantenir el material sense canvisExportar tots els volumsExportar esquelets i malles amb modificadors d'esquelets com a esquelets en USD i malles empelladesExporta esquelets en posa de repòs com a posa de respòs d'articulacions. Si no està activat, la posa del fotograma actual fa de posa de repòsExportar a centre de col·leccióExporta al centre de col·lecció la massa d'objectes arrel de la col·lecció[Baked Animation]: Exporta animació precuinada amb fotofitesExportar escena precuinada com a animació únicaExportar càmeresExporta atributs de colorExportar colors en espai de color linealExportar colors en espai sRGBExporta l'escena actual en un arxiu USDExporta l'escena actual a un arxiu AlembicExporta les corbes i les superfícies NURBS com a mallesExportar corbes en forma paramètrica en lloc d'exportar com a mallaExportar propietats creades a midaExportar propietats creades a mida com a atributs USDExportar les propietats creades a mida com a extres glTFExporta les propietats creades a mida a .userProperties d'AlembicExportar atributs personalitzats dels vèrtexs[Use Instancing]: Exporta dades d'objectes duplicats com a instàncies Alembic; accelera l'exportació i es pot deshabilitar per compatibilitzar-ho amb altres programaris[Punctual Lights]: Exporta llums direccionals, de punts o de focus. Usa l'extensió glTF «KHRlightspunctual»[All Actions]: Exporta cada acció com un AnimStack de FBX separat, en lloc d'una animació global d'escena (Nota que alguns objectes animats obtindran totes les accions compatibles amb ells, i d'altres no en rebran cap)Exportar cada segment ANL no silenciat com un animStack de FBX separat , si n'hi ha, en lloc d'una animació d'escena globalExporta cada objecte en un document separatExporta les cares com a traços emplenatsExporta document en format ASCII, si no com a binariExporta la jerarquia completa, incloses les col·leccions intermèdies[I18n Add-on Export]: Exporta les dades de traducció del complement indicat com a documents POExportar els sistemes de partícules pèl com a corbes d'USDExporta els nodes de d'imatge textura no assignats a cap material. Aquesta característica no és estàndard, requereix una extensió externa per incloure's al document glTFExporta imatges no assignades a cap materialExportar pistes d'ANL individuals com a animació separada[Instancing]: Exporta els objectes instanciats com a referències en USD preferiblement a objectes reals[Export Key Configuration...]: Exporta la configuració de teclat a un protocol de python[Loose Edges]: Exporta les arestes soltes (com a polígons de dos vèrtexs)Exportar arestes aïllades com a línies, usant el material del primer epígraf de materialExporta els punts solts com a punts glTF, usant el material del primer epígraf de materialExporta l'animació de materials, llums i càmera com Indicador d'animació. Només disponible per als modes d'animació precuinada 'Pista d'ANL' i 'Escena'Exportar materialsExportar operador de matriuExporta les malles usant l'esquema de subdivisió d'AlembicExporta materials mínims tal com es defineix a les propietats de visualització del MiradorExporta múltiples fotogrames en lloc de només el fotograma actualExportar normalsExportar objectes com apareixen al revelatExportar objectes com apareixen al miradorExportar només objectes de la col·lecció activaExportar només UVs en l'interval [0,1]Exportar només ossos de deformació no és possible quan no es mostreja l'animació[Normals Only]: Exporta només les normals en lloc d'escriure dades de suavitzat d'arestes o de cares[Active Collection]: Exporta només els objectes de la col·lecció activa (i els seus fills)[Active Collection]: Exporta només els objectes d'aquesta col·lecció (i els seus fills)Exporta només els objectes seleccionatsExporta només els objectes seleccionats en lloc de tots els objectes compatiblesExporta el glTF PBR especular original, en lloc de l'aspector postulat especular de BlenderExportar per a les assignacions de grup d'aspecció de caresExporta normals cara per cara si la cara és aplanada, per normals de cantell de cara si és suavitzadaExporta colors per-vèrtexExportar polígons (quads i n-gons) com a trianglesExporta només els objectes que es poden revelarExporta l'escena com a document glTF 2.0Exporta l'escena mitjançant document USD per a comparació acurada amb el document d'exportació USD[Use Metadata]: Exporta només els objectes seleccionats i visiblesExporta només els objectes seleccionatsExporta categories de configuracióExportar morfofites (destinacions morfològiques)Exporta animacions de morfofites (destinacions morfològiques)Exportar morfofites com a formes blend en USD[Skinning]: Exporta les dades d'empellats (d'esquelet)[Smoothing]: Exporta la informació de suavitzat (opció preferent de «Només normals» si el vostre importador referent processa normals personalitzades)Exporta unes normals de vèrtex específiques si n'hi ha, si no normals calculadesExportar traços amb emplenat habilitatExportar traços d'amplada uniformeExporta les superfícies subdividides com a mallesExporta les textures a una carpeta "textures" al costat del document USDExportar disposició UV com un gràfic en 2DExporta la disposició UV a una imatge de mapa de bitsExporta la disposició UV a un document EPS vectorialExporta la disposició UV a un document SVG vectorial[Export Subdivision Surface]: Exporta l'últim modificador de subdivisió Catmull-Rom com a subdivisió FBX (no aplica el modificador encara que «Aplicar modificadors» estigui habilitat)Exporta el nom del grup de vèrtexs d'una cara. Es fa l'aproximació escollint el grup de vèrtexs amb més membres d'entre els vèrtexs d'una caraExporta l'escena dins el fotograma present d'animació. Quan no està activat, el fotograma O s'usa com a repòs de transformació per a objectesExportar tessel·les en la convenció de numeració UDIM: 1001 + tessel·la-u + 10*tessel·la-vExporta tessel·les en la convenció de numeració TESSEL·LA-uv: u(u_tessel·la + 1)_v(v_tessel·la + 1)Exporta les coordenades de vèrtexs de malla no deformadesExporta mitjançant EXT_mesh_gpu_instancing. Limitat a les filles d'un mateix jaló. Pot ser que s'ometin diversos materialsExporta usant la convenció glTF, +Y amuntExportar atributs de color de vèrtexExportar el color de vèrtex quan el material està en úsExportar color de vèrtex d'aquest nomExportar normals del vèrtex amb malles[Shape Key Normals]: Exporta les normals de vèrtex amb morfofites (destinacions morfològiques)Exporta les tangents de vèrtex amb malles[Shape Key Tangents]: Exporta les tangents de vèrtex amb morfofites (destinacions morfològiques)Exporta la configuració de mirador dels materials com a materials de previsionat USD, i exporta les assignacions de materials com a subconjunts de geometriaExporta només els objectes visiblesExporta amb operadors de Trform de traslladar, orientar a quaternió i escalarExporta amb operadors de Trform de traslladar, rotar i escalarExportats %d documents des de la col·lecció %dS'han exportat %d documents des de la col·lecció '%s''%s' exportatÍndex de l'exportadorExportadorsExportant Alembic...Exportant USD...Exporta UVs des de la malla modificadaExporta un únic document amb totes les dades empaquetades en JSON. Menys eficient que el binari, però més fàcil d'editar desprésExporta un únic document amb totes les dades empaquetades en forma binària. És més eficient i portable, però més difícil d'editar desprésExportar accions actives i pistes ANL com a animacions glTFExporta els sistemes de partícules pèl com a corbes animadesExporta múltiples documents amb dades diferents de textura, binàries i de JSON. Més fàcil d'editar desprésExporta sistemes de partícules que no són pèl[Group Input]: Exposa les dades connectades des de dins d'un grup de nodes com a ingressions a la pròpia interfície[Propagate To Controls]: Exposa l'escala i/o el gir propagats per ajustar els controls perquè es vegi com a moviment per adhesió o altres cadenes mitjançant Fusionar rotació i escala de pares. En cas contrari, només es propaga internament dins d'aquesta cadenaExposició[Exposure]: Exposició (parades) aplicada abans de la transformació de la visualització, muiltiplicant per 2^exposició[Shutter]: Exposició per a la borra de moviment com a factor de FPSExpressióExpressió a utilitzar per a programar un protocol o scriptExpressió:Expressió: {:s}Expressió: {}AmpliarEstén límitsAmpliar amb extrapolacióAmpliar horitzontalmentAmplia l'intervalAmpliar seleccióAmpliar seleccióEstendre vèrtexs[Extend]: Estén els píxels del marge cap enforaEstendre les vores d'una imatge a zones transparents o emmascarades[Extend]: Amplia tot repetint els píxels de la vora de la imatgeAmpliar les col·leccions visibles actualsAmplia la selecció existent[Cap Endpoint]: Amplia el bucle al voltant dels punts finals[Bleed]: Estén la pintura més enllà de les cares UVs per reduir costures (en píxels, més lent)Amplia selecció d'informesAmpliar seleccióAmplia la selecció per a l'activacióEstén la selecció en lloc de desseleccionar-ho tot d'entradaEstendre la selecció en caminarEstendre la selecció preferiblement a retirar la selecció existentAmpliar traços en línies rectes[Area Normal Falloff]: Amplia el rang angular amb una gradació descendentEstendre selecció existentAmplia la durada de l'escena a la duració BVH (mai no escurça l'escena)Amplia la selecció[Extend Vertices]: Estén els vèrtexs seguint l'aresta més pròxima al cursorEstendre vèrtexs i moure resultatEstendre visibilitatNavegador de recursos ampliat[Dependency Graph Object Instance]: Informació àmplia sobre l'iterador d'objectes en una gràfica de dependències (Avís: totes les dades aquí són 'avaluades', no pas els ID originals de .blend)[File Handler Type]: Amplia la funcionalitat als operadors que gestionen documents, com ara afegir suport per arrossegar i deposar[Margin]: Estén el resultat del precuinat com a filtre postprocésExtensióFiltre d'extensióElement d'extensióRepositoris d'extensionsRepositori d'extensionsParàmetres de l'extensióEtiquetes d'extensióActualització d'extensió disponible ({:d}){:s}Actualitzacions d'extensions disponibles ({:d}){:s}Extensió en XExtensió en YNo s'ha trobat l'operador de l'extensió "%s"No s'ha trobat el repositori de l'extensióSuport per a repositoris remots en repositori d'extensionsExtensionsExtensions bloquejadesDepuració d’extensionsPlataforma d'extensionsEtiquetes d'extensions i Paràmetres de filtre de repositoriActualitzacions d'extensionsExtensióExtensió en XExtensió en YExtensió en ZRadi exteriorExterior/InteriorExternamentDocument .blend extern des on les dades estan vinculadesContorn externDades externesDocument extern empaquetat al document .blendDades de biblioteca externaLes dades de biblioteques externes no són editablesEl protocol d'aspector extern ha de tenir l'extensió .osl o .oso, o ser un nom de mòdulExtincióExtraAnimacions extraControl extraDeformació extraExtra controls de finalControsl CO extraControl CI extraCapes CI extraOpcions addicionalsElements de la rotonda d'extres d'aspeccióExtra controls d'iniciTandes extraUsador extraInformació extra de depuració i utensilis de suport per a extensions[Delta Rotation]: Rotació extra afegida a la rotació de l'objecte (quan s'utilitzen rotacions d'euler)[Delta Rotation (Quaternion)]: Rotació extra afegida a la rotació de l'objecte (quan s'utilitzen rotacions de quaternió)[Delta Scale]: Escalat extra afegit a l'escala de l'objecteTandes extra per a resoldre característiques especials de la torsió[Delta Location]: Transposició extra afegida a la ubicació de l'objecteExtraure[Trace Image to Grease Pencil]: Delimita traços de Llapis de greix a partir de la imatgeExtreu un segment de cadena d'una cadena més gran[Extract Palette from Image]: Extreu tots els colors usats en la imatge i en crea una paletaExtreure com a sòlid[Extract as Solid]: Extreu la màscara com un objecte sòlid amb un modificador solidificantExtrapolarExtrapolar movimentExtrapolar intervals[Extend]: Extrapolar la corba o bé l'estén horitzontalmentExtrapolacióExtresExtremaFotofita d'extremFotofita d'extrem seleccionatExtrudirContext d'extrusióTipus d'extrusió de nansaExtrudir cares individualsExtrudir mallaMode extrudirExtrudir només arestesExtrudir només vèrtexsPunt d'extrusióExtrudir regióExtrudir punts de traç[Extrude Curve and Move]: Extrudeix la corba i mou el resultatExtrudeix cada cara individual per separat seguint les normals localsExtrudeix arestes i mou el resultat[Bone Envelope]: Extrudeix lliurement o seguint un eixExtrudeix només arestes individualsExtrudeix només cares individualsExtrudir només vèrtexs individualsExtrudeix regió polivalent seguint les normals[Extrude Region]: Extrudeix una regió i en mou el resultatExtrudeix una regió de cares[Extrude Region and Shrink/Fatten]: Extrudeix la regió seguint les normals localsExtrudeix la regió seguint la mitjana de les normals[Spin]: Extrudeix la fila de contorn seleccionada al voltant del punt de gir i l'eix actual de visióExtrudeix els punts de control seleccionatsExtrudir els punts seleccionats i moure'lsExtrudir els vèrtexs seleccionats en un cercle al voltant del cursor en el mirador indicat[Screw]: Extrudeix els vèrtexs seleccionats en rotació de cargol al voltant del cursor en el mirador indicatExtrudeix vèrtexs, arestes o cares seleccionades repetidamentSelecció a extrudirExtrudeix els punts seleccionatsExtrudeix els vèrtexs i en mou el resultat[Extrude Manifold]: Extrudeix, dissol arestes les cares de les quals formen una superfície aplanada i interseca noves arestesExtrudir: %.3fExtrusióDeformacions d'ull i irisPipetaOpció desprendre parpellaParpelles adherides{}Parpelles segueixen predefinitLes parpelles segueixen{}UllsCorba-FCorba-F '%s[%d]' ja existeix en aquesta bossa de canals[Array All Items]: Agrupament de corbes-FGrups de corbes-FDibuix d'alta qualitat de corba-F[Type]: Tipus de modificador de corba-FEl modificador de Corba-F té paràmetres no vàlids i no s'avaluarà[Restrict Frame Range]: El modificador de la corba-F només s'aplica a l'interval de fotogrames especificat per ajudar a emmascarar-ne els efectes per tal encadenar-losNom de modificador de corba-F[Use Influence]: Els efectes del modificador de la corba-F es temperaran amb un factor predeterminatEl plafó de modificadors de corbes-F s'expandeix en la IUModificadors de corba-FFiltre de noms de corba-FMostreig de corba-FLa corba-F ja té fotofitesLa corba-F té punts de mostratgeLa corba-F i les seves fotofites s'oculten en les gràfiques de l'editor de gràfiquesEl camí de dades de la Corba F està buit, argument no vàlid[F-Curve]: Corba-F que defineix els valors d'un període de tempsLa Corba-F no té cap fotofita, ja que només conté punts de mostraLa corba-F no té fotofitesLa Corba-F no té punts de mostreigCorba-F seleccionada per a editar[F-Curve Name Filter]: Cadena de filtratge en temps real de la Corba-FNo s'ha trobat el modificador corba-F «%s» a la corba-FS'ha perdut el modificador de corbes-F a '%s[%d]' perquè conté un tipus desconegutEl modificador de corbes-F mostrarà els paràmetres dins l'editorNo s'ha trobat la Corba-FLa Corba-Fnomés té Modificadors-FVisibilitat de corba-F a l'editor de gràfiquesEls paràmetres de la corba-F no es poden editarCorbes-FCorbes-F per controlar la influència del segment i la cronologiaLes corbes-F no tenen una mida vàlidaCorbes-F d'aquest grupModificador-FEls Modificadors-F també poden generar corbes per a aquestsDiafragma[F-Stop]: Número de relació focal (els nombres més baixos donen més desenfoc, els nombres més alts donen una imatge més nítida)F1F2Tint F82FBX TotEscalat adaptat FBXMalles IE FBX, UV's, colors de vèrtex, materials, textures, càmeres, llums i accionsImportar FBX: no es pot importar el document '%s': '%s'Importar FBX: no es pot obrir el document '%s'Escalat d'unitats FBXFormat FBX[Armature FBXNode Type]: Tipus de node FBX (objecte) per a representar els esquelets del Blender (usar el Nul llevat que et trobis amb problemes amb una altra aplicació, ja que les altres opcions poden no reimportar perfectament a Blender...)Predefinits FFmpegParàmetres del FFmpegVídeo FFmpegCòdec d'àudio FFmpeg per utilitzarCòdec FFmpeg a usar per a l'egressió de vídeoFFMPEG només admet àudio de 48khz / estèreo per a VD![FFmpeg Settings]: Paràmetres associats al FFmpeg per a l'escenaCòdec de vídeo FFmpeg #1FILTER_ITEMControls COFLACFLIPRàtio FLIPFPSPromig de mostres de FPSFPS BaseFacCaraAngle de caraCara - Text de l'angleAngles de caresÀrea de caraÀrea de cara i angleCamp d'àrea de caresCara - Text de l'àreaEncarar a càmeraCentre de caraCol·lisió de caresCantell de caresAngle de cantell de caraRecomptes de cantells de caraDades de cantells de caraTipus de dades de cantells de caresMapejat de cantells de caresRecompte de caresRecompte de cares: %sEsporgar caresDades de caresMida de punt de caraLímits de grup de caresID de grup de caresÍndex de caresInfluència de caraDelimitar bucle de caresMapejat de caresCondició de senyal de caraFiltratge de senyals de caresNegació de senyal de caresSenyals de caresSelecció de mode de caraCara més pròximaPassos per a cares pròximesCamp de recompte de veïnes de caraVeïnes de caraCara - NormalOrientació de caresOrientació de cara posteriorOrientació de cara anteriorProjectar a caraRetopologia de caresSelecció de caresJoc de caresJoc de cares de malla completaJoc de cares des del mode d'edició de seleccióJoc de cares des d'emmascaramentJoc de cares des de visiblesJocs de caresLímit de jocs de caresAutoemmascarament de límit de joc de caresEdició de jocs de caresCO de jocs de caresJocs de cares inicialsJocs de cares a partir de pesos de bisellJocs de cares d'Arestes cairadesJocs de cares des de límits del joc de caresJocs de cares des de parts aïlladesJocs de cares des d'epígrafs de materialsJocs de cares des de normals de mallaJocs de cares des de cantells agutsJocs de cares de costures UVL'opacitat de la sobreimpressió de Jocs de cares està posada actualment a 0Agudesa de caraSuavitzat de caresDividir caresPas de caraPassos de caresForça de caraMode força de caresLímit de l'angle de caraÀrea de cara en l'espai UVCentre dels límits de cara[Winding]: Direcció d'una cara definida per com roda en sentit horari o antihorari (mirant amunt o mirant avall)Cara de cantellSelecció de cares - Maj+Clic per a múltiples modes, Ctrl+Clic expandeix la selecció[Paint Mask]: Màscara de selecció de cares per a pintarMode de selecció de caresCaresCares i arestes per vèrtexsLes cares es consideren com una interfície entre medis només quan tenen diferents encaraments consecutius. Ofereix resultats correctes sempre que no se superi la profunditat màxima del raig. Comporta una sobrecàrrega de memòria significativa en comparació amb el mètode ràpid.Cares per arestesLes cares també xoquen, pot ser molt lentCares a considerar en empaquetar illesCares per a participar en l'operació de desembolcallarLes cares amb aquest material es comportaran com si tingués un determinat nombre de capes en l'oclusióNormals de políedreEncaramentBiaix d'encaramentEncarat a càmeraEncarat a X negativaEncarat a Y negativaEncarat a Z negativaEncarat a X positivaEncarat a Y positivaEncarat a Z positivaEncarat envers l'eix dominant de la càmeraFactorFactor (no uniforme)Factor blauIncloure densitatFactor de visualitzacióFactor finalFactor verdFactor de ressaltatsFactor màxFactor mínMode FactorIncloure radiFactor vermellIncloure repulsióIncloure longitud de repòsFactor d'ombresInici de factorIncloure viscositat rígidaFactor afegit en relació a la mida del radi per limitar els efectes de simulació de la telaFactor aplicat a la densitat per a la distribució de corbesFactor aplicat a la densitat per al mirador[Volume Variation]: Factor entre la variació del volum i l'estiramentFactor pel qual s'escala l'elevació a l'àudio.[Shrink Factor]: Factor pel qual s'encongeix una telaFactor que controla la precisió de la gestió d'illes (com més alt, millors resultats)[Islands Precision]: El factor que controla la precisió de la gestió de les illes (normalment, 0,1 ha de ser suficient, valors més alts poden alentir molt la cosa)Factor per la fusió d'oclusió ambiental[Precision]: Factor de precisió de l'emplenat de contorn, els valors més alts són més precisos però més lentsFactor per a les concavitats i convexitats[Cavity Valley]: Factor per a les valls còncaves[Curvature Ridge]: Factor per a les protuberàncies de curvatura[Curvature Valley]: Factor per a les valls de curvaturaFactor per al radi al final del rínxolFactor per al radi a l'inici del rínxolFactor per tenyirFactor de difuminatFactor de simplificacióFactor de simplificació amb algorisme adaptatiuFactor d'opacitatFactor duresa de traçFactor del radi màxim de les trenesFactor del radi mínim de les trenesFactor del radi al màximFactor del radi al mínimFactor del color de tenyitFactor pel qual es multiplica el desplaçamentFactor per ajustar el gruix dels maons en fileres concretes determinades per la Freqüència de desplaçamentFactor de l'efecte general de fusió[Velocity Scale]: Factor per a controlar la quantitat de borra de moviment[Segment Influence]: Factor per a determinar amb quina intensitat la llargada de cada segment individual hauria d'influir en la curvatura finalment computada. Els factors més alts fan que els segments petits influeixin menys en la curvatura general.Factor d'influència en l'angle de rotacióFactor pel qual es multiplica el gruix[Scalar]: Factor per a escalar la mida del pinzellFactor per escalar el desplaçament generalFactor per escalar els UVsFactor per quan s'apliquen dades a la destinació (el comportament exacte depèn del mode combinat)Factor a usar quan s'apliquen dades a la referència (el comportament exacte depèn del mode combinat, multiplicat pels pesos dels grups de vèrtexs quan estan definits)[Vertex Color Factor]: Factor utilitzat per barrejar el color de vèrtex per obtenir el color finalPolinomi factoritzatInici de fàbricaNomés la plantilla d'aplicació de planificació de fàbricaEsvairDistància d'esvaïmentDurada de fosaFactor de fosaEsvair geometriaEsvaeix objectes de llapis de greixEsvaeix els objectes del Llapis de greix, excepte l'actiuFosa inicialFosa inicial i finalEsvair geometria inactivaEsvair capes inactivesEsvair objectes inactiusEsvair capesEsvair objectesFosa finalTemps d'esvaïmentTipus de fosaEsvaeix tots els objectes del mirador amb una capa completa de color per millorar la visibilitatCentre de fosa[Use Default Fade]: Efecte de fosa que usa el predeterminat integrat (normalment fa una transició tan llarga com el segment de l'efecte)Factor d'esvaïmentFosa des de l'inici dels segments sota el cursor temporal fins al fotograma actualFosa del cursor temporal fins al final dels segments superposatsTransició d'entrada dels segments seleccionatsFosa inicial, final, inicial i final, envers o des del fotograma present. Per defecte és inicial i finalFa esvair la geometria inactiva usant el color de fons del miradorInfluència de fosa sobre l'opacitat del traçInfluència de fosa sobre el gruix del traç[Use Pole Merge]: Fa que la distància interocular comenci a tendir a zero passat l'angle de tall indicatCapa d'esvaïment per a capes de Llapis de greix exceptuant l'activaFosa final d'un vídeo que dona entrada a un altreTransició de sortida dels segments seleccionats[Use Fading]: Esvaeix els traços en lloc de tallar-los directament[Fade Time]: Esvaeix les trajectòries i les fites més enllà del fotograma actual[Fade In and Out]: Transició de segments seleccionats d'entrada i sortidaEsvair peces amb el temps[Fade]: Esvaeix el gruix del traç per a cada traç que es generaEsvaïmentFahrenheitRastres fallitsHa fallat l'assignació del resultat del revelat, memòria exhauridaNo s'ha pogut accedir a la malla des de objecte "%s", assegureu-vos que està visible mentre es revelaNo s'ha pogut afegir el modificador alfaNo s'ha pogut afegir el modificador de colorNo s'ha pogut afegir el modificador de geometriaNo s'ha pogut afegir el modificador de gruixNo s'ha pogut assignar memòriaNo s'ha pogut aplicar la rotació a alguns dels objectesNo s'ha pogut assignar valor a: {:s}No s'ha pogut crear el marge fora de pantalla d'OpenGL, %sNo s'ha pogut crear la el marge fora de pantalla d'OpenGL: %sNo s'ha pogut crear el camí d'il·luminació d'estudiNo s'ha pogut crear una finestra compatible amb el mètode de visualització seqüencial de tempsNo s'ha pogut crear una finestra sense el suport d'una vàlvula de quad, és possible que tingueu pampallugueigNo s'ha pogut crear directori de biblioteca de recursos per a desar-hi el recursNo s'ha pogut crear el camí dels predefinitsHa fallat la creació de la vàlvula d'imatge estèreoNo s'ha pogut crear l'operació de sobreseïmentHa fallat en crear la finestraNo s'ha pogut eliminar el document de biblioteca de recursosHa fallat l'execució del predefinit: {:s}No s'ha localitzat '%s'No s'ha trobat l'Epígraf d'acció.No s'han pogut trobar les dades d'anotació on dibuixar-hiNo s'ha trobat la solució a la fixació (augmentar la precisió?)No s'ha trobat el camí d'il·luminació d'estudiHa fallat l'obtenció del camí dels complementsHa fallat l'obtenció del camí dels temesLa corba-F amb el camí '%s [%d]' no es pot fotofitar, assegureu-vos que no estigui bloquejada ni mostrejada i proveu de suprimir els modificadors-FNo s'ha pogut carregar la biblioteca de recursosNo s'ha pogut carregar la textura de la imatge '%s'Ha fallat la càrrega amb Vulkan, es recorre a OpenGL.No s'ha pogut carregar el volum:No s'ha pogut fusionar cap animació. Tingueu en compte que els segments d'ANL no es poden fusionarError en obrir el document '%s'Error en obrir el navegador de documents!No s'ha pogut obrir la finestra!No s'ha pogut llegir el document blend '%s': %sNo s'ha pogut llegir el document '%s', no és un document blendNo s'ha pogut llegir fotogramaNo ha pogut suprimir directori de gleves %sNo ha pogut suprimir directori de metadades %sNo s'ha pogut resoldre el camí a la propietat, prova d'especificar-ho manualment usant un Joc de fitoatributs en son llocNo s'ha pogut cercar fotogramael valorNo s'ha pogut crear el previsionat: sense ID al context (context incorrecte?)No s'ha pogut consignar l'acció temporalNo s'ha pogut assumir la nova transformació de graella.No s'ha pogut especificar el valorNo s'ha pogut canviar al mode seqüencial de temps quan s'està a pantalla completaNo s'ha aconseguit de transferir dades de malla a %d objectesNo s'ha pogut escriure el document .oso al costat del document .osl extern a {:s}No s'ha pogut escriure a la biblioteca de recursosNo s'ha pogut escriure a l'atribut "{}" amb domini "{}" i tipus "{}"Fracàs en l'operació de document extern en "%s"Posicions de mitigacióTangència de mitigacióUsador fals[No Data-Block Packing]: Recorre en segona opció a incorporar en lloc d'empaquetar blocs de dadesSegona opcióColor de segona opcióEina Pla BDecaïmentDecaïment seguint la corba de cadenaAngle decaïmentCorba de decaïmentGradació de decaïmentDecaïment d'opacitatPotència de decaïmentRadi de decaïmentRampa de decaïmentForma decaïmentMida de decaïmentTipus de decaïment[Control Falloff]: Coeficient de corba de decaïment: 0 és lineal i un valor més alt és una influència més àmplia. Poseu-ho a -10 per deshabilitar completament la influència[Spherical Falloff]: La corba de decaïment intenta de formar un cercle a +1 en lloc d'una paràbolaDistància de decaïment per a l'efecte d'aglomeració (0 significa que no hi ha decaïment)[Falloff Along Chain Curve]: Es calcula el decaïment al llarg de la corba de la cadena, en lloc de projectar-se sobre l'eix que connecta els punts inicial i finalDecaïment aplicat a la punta de l'arrel de cada corbaTipus de decaïment per al mode d'edició proporcionalTipus de dissipació de vora difusaDecaïment:FALSColor falsFals en cas que Corba-F no s'hagi pogut avaluar anteriorment, de manera que s'ha d'ometre en avaluarFals si hi ha qualsevol Capa, Epígraf o Corba-F antiquadaFals quan la propietat és un argument opcional en una funció RNAPastísDe llunyaniaPla llunyàGruix llunyà[Shadow Camera Far]: Distància de segat de llunyania de la càmera d'ombresRàpidEdició ràpidaAproximació ràpida d'IGMètode IG ràpid[Fast GI Method]: Mètode d'aproximació d'Il·luminació global ràpidGaussià ràpidIl·luminació global ràpidaCàmera ràpidaNavegació ràpidaVariació ràpida però menys precisaEdició interactiva ràpida mitjançant integració Hydra nativa[Straight]: Mapejat exprés que val per la majoria de situacions, però que ignora la curvatura de la posa de repòs de l'os-D[Sweep Line]: Ràpid però no admet autointerseccionsRevelat més ràpidResolutor més ràpid, amb limitacionsMàxim de ràpidEl resolutor més ràpid que només funciona amb malles polivalents però amb millors resultatsAfavorir o bé les dades originals o gradualitzar la corbaAfavorir o bé la fita esquerra o dretaFactor temorVora difusaPunts de vora difusaVora difusa - Encongir/inflar: %3fVora difusa - Encongir/inflar: %sMida de l'haloSensibilitat als detallsDisseny egressatJoc de funcionalitatsJoc de funcionalitats:Pesos de característiquesLa detecció de destacats requereix un fotograma vàlidAquest directori de joc de funcionalitats ja existeix: '{:s}'Retroferència[Feedback]: Coeficient de retroferència per a la correcció d'errors, el temps de resposta mitjana és 1/retroferènciaPeusPeus / segonPeus per segon al quadratAbastCampAbsorció de campMitjana de campFactor campMín i Màx de campParàmetres de campVariança de campPesos de campCamp dependent de:Camp de visióCamp de visió per a la lent d'ull de peix[Every Point]: El camp prové de tots i cada un dels vèrtexs de l'objecteEl camp s'origina des del pla XY local de l'objecteEl camp s'origina des de l'eix Z local de l'objecteEl camp s'origina des del centre de l'objecteEl camp s'origina des de la superfície de l'objecte[Field Settings]: Paràmetres de camp per a un objecte en la simulació físicaCamp que s'avalua en el domini d'iteracióCamp que s'emmagatzemarà com a atribut de la geometria de daltCamp a graellaElement de camp a graellaCamp a llistaElement per camp a llistaCampsLluitarDistància de lluitaDocumentEl document '%s' no es pot obrirNo s'ha pogut carregar el document '%s'No s'ha trobat el document '{:s}'Document inferiorNavegadorTipus de visionat del navegadorMode navegador de documentsDocument eliminat fora del BlenderExtensions de documentCarpetes de documentsFormat de documentTipus de gestor de documentsEl document té canvis sense desarData de modificació de documentDocument modificat fora del BlenderDocument modificat fora i dins del BlenderNom del documentConflicte nom de documentNo s'ha trobat el documentDocument d'egressióElement d'egressió de documentRuta del documentRuta al document:Rutes de documentsTipus de previsionat de documentReferències de documentsSelecció de document de filtre de recursosEntrada de selecció de documentFiltre de selecció d'ID de documentParàmetres de selecció de documentsMida del documentSufix de documentDocument superiorDocument ja instal·lat a {!r}L'associació a documents la porta el gestor de l'aplicacióAssociació de documents registradaAssociació de documents desregistradaAbsolutaAutoCopiarDirectori personalitzatDirectoriEmplenatConlligarRutaMode de rutesRelativaSegmentURLVolumsDades de l'espai del navegador de documentsEl document conté caràcters UTF-8 no vàlidsNo s'ha pogut llegir el document, s'ha detectat corrupció de dades crítiquesEl document no existeixDocument exportat amb èxitFormat del document[Has Linear Color Space]: El format de document té l'expectativa d'un espai de color linealLa ruta del document no és admesa al document "%s"Format del document d'exportació de la disposició UVFormat de document en què s'han de desar les imatges reveladesVersió de format .blend amb què el document fou desatNo s'ha trobat el gestor de documents '%s'No s'ha trobat el gestor de documentsNo s'ha trobat l'operador de gestió de documents '%s'Document desatNom del documentNom del document, sobreescriure l'existentEl document no s'ha trobatNo s'ha trobat el document '%s'Ruta al documentLa ruta del document «%s» no és vàlidaLa ruta a '%s' no porta a cap document vàlid[Input Filepath]: Ruta al document per a què la imatge es dessorolli. Si no s'especifica, utilitza la ruta del document de revelat i l'interval de fotogrames de l'escenaRuta del document per a fusionar la imatgeRuta al document per a la imatge fusionadaPropietat ruta de document no especificadaRuta de document no definidaDocument guardat per un Blender més recent ({}), s'espera pèrdua de dadesMode d'ordre de documentsDocument massa llarg %sDocument escrit per un binari Blender més recent (%d.%d), espera pèrdua de dades!No s'ha trobat el document {!r}Navegador de documents/recursosDocument:Document: %sDocument: *{:s} (sense desar)Document: {:s}idname del gestor de documents[Asset Browser]: Paràmetres del navegadorNom del documentEl nom de document '%s' massa llarg (longitud màxima %zu, era de %zu)Nom del document de vídeo de la seqüènciaNom del document de textNomés nom de documentCamí del documentAdreça de document sense definirAdreça on exportar el documentAdreça per a importar el documentDocumentsEmplenatEmplenar extremsColor d'emplenatCamí de sobreseïment de color d'emplenatProva de sobreseïment de color d'emplenatCamí de color d'emplenatEmplenar corbaTapar foratsMode emplenamentDesplaçament d'emplenatNomés emplenarOpacitat d'emplenatOmplir regióEmplenar voradaRotació d'emplenatRegla d'emplenatEscala d'emplenatSegments d'emplenatEls segments d'emplenament han de ser com a mínim 1Resolutor d'emplenatLlindar d'emplenatEmplenar tessel·la amb una imatge generadaTipus d'emplenat[Fill]: Omple un bucle d'arestes seleccionat amb caresEmplenar àrea amb degradat de colorEmplenar àrea amb imatge texturaEmplenar àrea amb degradat radialEmplenar àrea amb color sòlidEmplena l'enquadrament de càmera, sobreixint fora de quadre[Fill Caps]: Emplena els extrems de les corbes biselladesColor d'emplenat per imatge generada[Grid Fill]: Emplena una graella des de dos buclesOmple els forats després de fragmentar la màscara[Fill Holes]: Omple els forats (bucle d'arestes limítrofes)[Auto Create]: Emplena la màscara si no hi ha ja res emmascaratEmplenar tallEmplena l'àrea interna[Inverted]: Emplena l'àrea inversaL'emplenat és totalment transparentEmplena la nova tessel·la amb una imatge generada[Limit to Viewport]: Emplena només les àrees visibles del mirador[Fill Rule]: Regla d'emplenat per al resolutor d'emplenat DelaunayEmplena les entrades de l'interval mín/màx amb la distància mín/màx entre els objectes malla seleccionats i l'objecte d'origen (o bé un objecte especificat per la usuària o la càmera activa)[Set Vertex Colors]: Emplena la capa de color de vèrtex activa amb el color de pintura actual[Set Weight]: Emplena el grup de vèrtexs actiu amb la present pintura de pesos[Fill Tile]: Emplena la tessel·la actual amb una imatge generadaEmplena als forats dels extrems dels tubs amb geometria de tancamentEmplena la imatge amb una graella per la comprovació de mapa UVOmplir regió arrencada[Mask Flood Fill]: Emplena tota la màscara amb un valor donat o n'inverteix els valorsL'eina Emplenar necessita material actiuEmplenar amb un color concret[Grease Pencil Fill]: Emplena de color la figura formada pels traçosCorba de carenatEmplenatsEmplena el llenç de límit a límit, fent retallades si cal i mantenint la relació d'aspecteFilmacióPel·liculerRegistre fílmicsRGB FílmicPel·liculeraFiltreFiltra documents .blendFiltrar accionsFiltrar accions a exportarFiltrar complementsFiltra documents AlembicAngle de filtreFiltre tipus de recursFiltrar BlenderFiltra documents de còpia de seguretat de BlenderFiltrar IDs de BlenderFiltrar pinzells per EinaFiltrar extensions[Filter Extensions]: Filtra extensions per Etiqueta i RepositoriFiltre de senyals de caraFiltrar documentsFiltrar carpetesFiltrar carpetesFiltrar fontsFiltrar reflexosFiltrar tipus d'IDsFiltrar imatgesResultat del filtreFiltra vídeosNode de filtreFiltra documents OBJFiltrar objectesFiltra documents de volum OpenVDBOrdre de filtreFiltrar pythonFiltrar documents pythonFiltra protocolsConfiguració de filtreMida del filtreFiltra el soFont del filtreFiltra el text[Track Threshold]: Llindar de filtrat per a seleccionar rastres problemàticsTipus de filtreFiltra documents USDFiltrar grups de vèrtex per mostrarFiltrar volumAmple de filtre[Category]: Filtra els complements per categoriaFiltra documents d'arxiuFiltra els recursos per nomFiltra còpies de seguretat de .blends[Key-Binding]: Filtre basat en tecles activesFiltre basat en el nom de l'operadorFiltra documents btxFiltrar per nomFiltrar per repositoriFiltrar per tipusFiltrar per tipus:Filtra per nom del complement, autor i categoriaFiltra per nom d'extensió, autor i categoriaFiltrar per nom de grup de capesFiltra per nom o etiqueta, admet comodins «*»[Filter by Repository]: Filtra extensions per repositori[Boundaries]: Filtra les línies destacades en base als límits de les cares assenyalades[Filter Face Marks]: Filtra les línies destacades usant marques de cara de FreestyleFiltrar carpetesFiltra documents de fontFiltra documents d'imatgeFiltra el radi del nucli en vòxelsMètode de filtratgeFiltra documents de vídeo[Visibility Blur]: Mida del filtre que difumina la visibilitat (obsolet)Filtra documents de soIntensitat de filtreFiltrar textFiltra documents de textFiltre que s'aplicarà a la màscara[Use UI Tags]: Filtra les IUs per etiquetesFiltrar a passades combinades, difusives, setinades, de transmissió i de subsuperfície[Filter Tracks]: Filtra els rastres amb sortints estranys a les corbes de movimentAmplada del filtre en píxels que s'utilitza per calcular la direcció del mapa de relleu. Per a la majoria de textures, el valor predeterminat de 0,1 habilita el filtratge de subpíxels per obtenir resultats estables. Per a textures pas a pas, es pot treure un efecte semblant al bisell en les arestes fent servir una amplada de filtre més granCol·lecció de filtresFiltres[Row Filters]: Filtres per a suprimir files de les dades mostradesFinalMatriu final 4x4 després d'aplicar restriccions i controladors, en l'espai d'objecte esqueletMida final de la cauImatges finalsQualitat finalRevelat finalMatriu del món finalFotograma final de la màscara (utilitzat per al seqüenciador)Fotograma final de l'interval de reproducció/revelatFotograma final de l'interval[User Key Configuration]: Configuració del teclat que combina els teclaris de les configuracions activa i del complement, i pot ser editada per la usuàriaValor de transformació final de l'objecte o osFinalitzar protocolTrobarTrobar i substituirCerca-ho totTrobar documentCercar operacions de connexióTrobar textCercar tot[Find All]: Cerca tots els documents en la ruta de cerca (no només els que falten)Trobar el contorn de les regions sense emplenar en comptes de les regions emplenades[Face Group Boundaries]: Localitza arestes en els límits entre grups de cares amb el mateix valor ID[Weld]: Cerca grups de vèrtexs més propers que la distància consignada i els fusiona tots juntsTrobar en la carpetaCercar a la cadenaTrobar posic ions de mostreig a la corba tot usant una distància des del seu iniciTrobar posic ions de mostreig a la corba tot usant un factor de la seva longitud total[Find Next]: Busca el text especificat[Find & Set Selection]: Busca un text especificat i el seleccionaTroba el punt més proper a la superfície per al punt arrel de cada corba i trasllada-l'hi[Deformation Bridge]: Troba el control ubicat a la cua de l'os i el fa servir per reconnectar el REFERENT o qualsevol restricció sense cap subreferent o especificació de reconnexió assignatsTroba l'element d'una geometria més pròxim a una posició. Similar al node "Índex del més pròxim"Troba les posicions dels extrems mitjançant un factor de la longitud de cada splineTroba les posicions dels extrems usant una longitud des de l'inici de cada splineTrobar el nombre mínim de passos, ignorant la distància espacialTroba l'element més pròxim dins d'un grup. Similar al node de "Mostrejar més pròxim"Cerca el nombre de vegades que una cadena donada ocorre dins d'una altra cadena i la posició de la primera coincidènciaTroba els camins més curts seguint arestes de malla fins als últims vèrtexs seleccionats, amb cost per aresta personalitzableTrobar/substituirRefinatAfinament de les ubicacions X, Y i Z del mapejat de textures[Confirm On Release]: Finalitza l'operació en amollar la teclaFinalitzantVolum finitFinès - SuomiFocFoc + fumPrimerPrimer resultatPrimer tipus de nansaPrimer puntÍndex de primer puntPrimer valor IQ de l'interval IQPrimer objecte de cos rígid a restringirCòpies primera i últimaPrimer coeficient de distorsió radial de quart ordre Brown-ConradyPrimer coeficient de distorsió tangencial de segon ordre Brown-ConradyPrimer coeficient de distorsió Nuke de segon ordrePrimer coeficient de distorsió de divisió de segon ordrePrimer coeficient de distorsió Nuke tangencialPrimer coeficient de distorsió radial polinòmica de tercer ordrePrimer color utilitzat per a l'efectePrimers punts de control per a noves corbes interpoladesPrimer punt de control de spline cúbic entre rapideses mínimes i màximes[Action Start Frame]: Primer fotograma de l'acció a utilitzarPrimer fotograma d'animació de trajectePrimer fotograma usat per l'AccióPrimer fotograma del cronograma de l'accióPrimer fotograma de la màscara (utilitzat per al seqüenciador)Primer fotograma de l'interval de reproducció/revelatPrimer fotograma de l'intervalPrimer fotograma del segmentPrimer fotograma a transferirPrimera ingressió per al segment efecte[Keyframe A]: Primera fotofita usada per a la inicialització de la reconstruccióPrimer document empaquetat de la imatgePrimer punt de la pantallada en l'espai de pantallaIntenta primer fer lliscar la vora difusa enlloc del vèrtexNom del primer grup de vèrtexsUIl de peix equidistantUll de peix equisòlidaLent d'ull de peixPolinomial de la lent d'ull de peixPolinomi d'ull de peix K0Polinomi d'ull de peix K1Polinomi d'ull de peix K2Polinomial d'ull de peix K3Polinomi d'ull de peix K4AjustarEncabir a corbaEncabir la longitudMètode d'ajustamentTipus d'ajustamentAjustar a la vista[Frame Method]: Encaixa la imatge sencera dins l'enquadrament de càmera[Fit View]: Ajusta l'enquadrament al mirador[Background Image Fit]: Ajusta la imatge de rerefons a la vistaAjusta els objectes duplicats a una corbaEncaixar a seleccióAjusta a alçada de sensorAjusta a amplada de sensorAjusta a l'amplada o l'alçada del sensor depenent de la resolució de la imatgeEncaixa els límits de la imatge dins el llenç tot evitant retallades i mantenint la relació d'aspecteEncaixRectificar polsEsmenar esqueixament[Euler Discontinuity Filter]: Corregeix salts grans i inversions en les corbes-F de rotació d'Euler seleccionades, que sorgeixen dels valors de rotació que s'estan segant quan es precuina la part de físicaAjustar a càmeraFixatFixat alternatAspecte fixNombre definitFotograma fixPosició fixaSubdivisions fixadesMalla reparada per al prim: %sFixat/escena[Flags]: Graella d'indicadors del domini de fluidIndicadorsFlamaGraella de flamaRitme de flamaFum i flamaCamp de flamaLàminesLlargada de floracióInici de la floracióParàmetre de la floracióFlashCentellejar en transferirVídeo de Flash[Flash On Transfer]: Fa brillar l'objecte de referència en transferir el modeAplanatNormals de cantells aplanatsCares aplanadesAspecció aplanadaPla XY aplanatForma perimetral oberta aplanadaAplanamentAplanarAplanar jerarquia d'ossos[Flatten Bone Hierarchy]: Aplana la jerarquia d'ossos. Útil en el cas d'una matriu de transformació no descomponibleAplanar nansesAplanar jerarquiaAplanar jerarquia d'objectes[Flatten Object Hierarchy]: Aplana la jerarquia d'objectes. Útil en el cas d'una matriu de transformació no descomponible[Smooth]: Aplana els angles dels punts seleccionats[Smooth Vertices]: Aplana els angles dels vèrtexs seleccionats[Flatten Handles]: Aplana les nanses per a una transició més suau[Make Planar Faces]: Aplana les cares seleccionadesDistància de fugida[Flee distance]: Fuig fins a aquesta distànciaInvertirInvertir eixosInvertir eixInvertir gradació de colorInvertir colorsEfecte inversióInvertir caresInvertir noms de grupsInvertir horitzontalmentInverteix un matcapMode capgirarInvertir nomsInvertir normalsCapgirar posaDesplaçar inversió en UInvertir l'UDIMDesplaçar inversió en VInvertir verticalmentInvertir XInvertir YCapgira una fracció de les còpies seguint eixos individualsCapgira una fracció de les instàncies seguint els eixos individualsCapgira una matriu sobre la seva diagonal, convertint les columnes en files i viceversaCapgira una imatge sobre un eix específic[Reverse UVs]: Inverteix la direcció de les coordenades UV dins de les caresInverteix la direcció de l'atribut de color de cantell de cara dins les cares[Flip Effect]: Efecte d'inversió[Flip]: Inverteix els colors d'emplenament[Flip]: Capgira la imatgeInvertir imatge horitzontalmentInvertir imatge verticalmentInverteix les normals de cares reticuladesInvertir sobre eix XInvertir sobre eix YCapgira els valors de quaternió per a aconseguir les rotacions desitjades, tot mantenint les mateixes orientacions[Mirror Keys]: Inverteix les fotofites al llarg de la línia de mirall de seleccionada[Flip Horizontally]: Inverteix la imatge del rerefons horitzontalment[Flip Vertically]: Inverteix la imatge del rerefons verticalment[Flip Normals]: Capgira la direcció de les normals de les cares seleccionades (i dels seus vèrtexs)[Flip Image]: Invertir la imatgeInvertir imatge horitzontalmentInvertir imatge verticalmentInverteix els eixos X i Y de la textura[By Times Over Current Frame]: Inverteix els moments de les fotofites seleccionades partint del present fotograma com a línia de mirall[By Times Over First Selected Marker]: Inverteix els moments de les fotofites seleccionades usant el primer marcador seleccionat com a punt de referència[By Times Over Zero Time]: Inverteix els temps de les fotofites seleccionades, capgirant efectivament l'ordre en què apareixenAlternar a baixAlternar a l'esquerraAlternar a la dretaAlternar a dalt[By Values Over Zero Value]: Inverteix els valors de les fotofites seleccionades (és a dir, els valors negatius esdevenen positius i viceversa)[By Values Over Cursor Value]: Inverteix els valors de les fotofites seleccionades usant el valor del cursor (component Y/horizontal) com a línia de mirallInverteix els noms dels grups de vèrtexsInvertitsInvertit en l'eix XCapgiramentInvertir regions a la barra superior no està permès[Flip Names]: Inverteix (i corregeix) els sufixos dels eixos dels noms en els ossos seleccionats[Bisect Flip Axis]: Inverteix la direcció del tall[Flip Quad Tessellation]: Capgira la tessel·lació dels quads seleccionatsComa flotantFlotant (ple)Flotant (meitat)Sèrie de flotantsAtribut de flotantValor d'atribut de flotantVàlvula de flotantColor de flotantAtribut color de flotantValor d'atribut color de flotantCorba de flotantCamp flotantPíxels d'icona de flotantPíxels d'imatge de flotantBorn de node de flotantInterfície de born del node de flotantLlindar de flotantValor de flotantAtribut vector de flotantValor d'atribut vectorial de flotantAcció flotant, que representa un botó digital o analògicFlotant a enterValor de coma flotantFlotant-2Atribut de flotant-2Valor d'atribut de flotant-2Flotant-3Regió flotantMatriu de punt flotantRotació de quaternió de coma flotant[Float Node Socket]: Born numèric de coma flotant d'un node[Float]: Valor de coma flotantValor de coma flotant en l'atribut de geometriaEstol[Detail Flood Fill]: Emplena completament la malla amb el paràmetre de detall seleccionatSoleraRestricció de soleraUbicació de la soleraMode arrodonitFluxCapteniment del fluxParàmetres del fluxFont de fluxTipus de fluxFluidCol·lecció de fluidsDensitat de fluidFlux de fluid[Fluid Flow]: Pes d'efector flux fluidInteracció de fluidJoc de nivells de fluidModificador fluidPredefinits de fluidVelocitat de fluidParàmetres del domini fluid[Flow Settings]: Paràmetres de flux de fluid[Inicial Velocity]: El fluid té una certa velocitat inicial quan s'emetRadi d'interacció de fluid[Rest Density]: Densitat del repòs del fluid[Fluid Modifier]: Modificador simulació de fluidFluid: %s cancel·lat al fotograma %d!Fluid: %s complet (%.2fs)Fluid: %s error al fotograma %d: %sFluid: no s'ha pogut crear el directori de memòria cau '%s', es restableix a '%s' per defecteFluid: No s'ha pogut usar el directori de memòria cau predeterminat '%s', cal definir manualment una ruta vàlida de memòria cauFluid: ruta de memòria cau buida, restableix a predeterminada '%s'Interlletratge constant[Flush Edits]: Interlletratge de les dades d'edició dels modes d'edició actiusVolarVolar i caminarVelocitat de volFactor de rapidesa volantMode de vol[Mode (Alt)]: Mode de volar quan s'ha canviat de mans[Fly Speed]: Velocitat de volar en metres per segonEscumaEscuma + bombollesCobertura d'escumaEsvaïment d'escumaNom de la capa d'escuma[Foam + Bubbles]: Les partícules d'escuma i bombolles es desen dins el mateix sistema de partículesDistàn. focalFocalitzacióOs focusDistància d'enfocamentDistància d'enfocament: %.3fMode focusObjecte focalitzatRegió focusFocus sobre osFocus sobre objecteRellum de boiraVolum de boiraCarpeta on col·locar els documents de textura. Relatiu al document .gltfCarpeta on buscar-hi documents d'imatgeCarpetesSeguirSeguir os-DSeguir fgrama actualSeguir corbaSeguir el líderSeguir trajectòriaRestricció seguir trajectòriaNo s'ha trobat la restricció de Seguir trajectòriaSeguir preferènciesSeguir escenaSeguir normal de superfícieSeguir rastreRestricció seguir rastreSegueix els UVs des de quads actius seguint els bucles de cares continusSeguir XSeguir Z[Follow Leader]: Segueix un eixam o objecte assignatSeguir una transformació adaptable per definir la posat base de la vista d'RVSegueix el fotograma actual en els editors[All Forks]: Segueix les bifurcacions de la cadena de paternitat[Line]: Segueix el líder en una fileraSeguir cursor de ratolíSegueix la posició del cursor del ratolíSegueix només la rotació de l'objecte[Follow B-Bone]: Segueix la forma dels segments d’os-D en calcular la posició del cap/cuaSegueix la trajectòria marcada pel traç i la rotació de l'objecteSeguir la càmera d'escena activa per definir la posat base de la vista d'RVSegueix la curvatura del traçSeguir la transformació d'un objecte per definir la posat base de la vista d'RVSegueix aquest objecte enlloc d'un eixamFontLletra negretaLletra negreta cursivaDocuments de fontLletra cursivaBorn de node fontInterfície de born de node fontMida de lletraEstil de fontFont no editableFont no empaquetadaFont no especificadaFont del text. Per defecte retorna a la font de la IU.Mida del font en punts[Label Font Size]: Mida de la font amb què es mostra l'etiquetaMida del font per a mostrar el textBorn de la font d'un nodeFontsDirectori de fontsPivot de peuMetratgeParàmetres del metratgePeuPer a totes les usuàriesPer a Cada ElementPer a cada element {} GeneratPer a cada element {} PrincipalElement Per a Cada GeometriaEntrada Per Cada Element de GeometriaPer cada peça d'element de geometriaSortida Per Cada Element de GeometriaZona per cada element de geometriaPer a objecte Llapis de greix, aplica el modificador a totes les fotofitesPer al paral·lelogram, la diferència relativa X entre les arestes superior i inferior. Per al Trapezoid, la quantitat per a moure l'aresta superior seguint l'eix X positiu[Use Bone Heads]: Per a trajectòries d'ossos posa, usa la ubicació del cap de l'ós en calcular la trajectòria[Black Level]: Per a les corbes RGB, el color que es mapeja com a negre[White Level]: Per a les corbes RGB, el color que es mapeja com a blanc[Orientationh Weight]: Per a l'arbre de CI: control del pes de l'orientació per al referentPer a l'arbre de CI: Control del pes de posició per a aquest referent[Refract]: Per a un vector incident donat A, la superfície normal B i ràtio d'índexs de refracció, Ior, refract retorna el vector de refracció, RPer a totes les textures WebP, crear una textura PNG alternativaNomés per compatibilitat enrere[All Action Keyframes]: Per a trajectes d'ossos, cerca les Accions senceres mirant de trobar fotofites en lloc de només dins el grup amb noms que conlliguin (és més lent)[Projection Blend]: Per a la projecció de polígons, quantitat de fusió a usar entre els costatsPer a canals amb extrapolació cíclica, la inserció de fotofites es remapeja automàticament dins de l'interval de temps del cicle, i manté els extrems sincronitzats. Es converteixen en cícliques les corbes afegides recentment a les accions amb un Interval de fotogrames manual i una Animació cíclica.Per a col·lisionadors que participen en simulacions de física, controla el nivell de l'estiba del modificador que s'empra com a superfícies de col·lisió[Relink Constraints]: Per a les restriccions amb noms formats com "base@nomdeos", utilitzeu la part després de "@" com a subreferent nou després de crear tots els ossos. Empreu '@CTRL', '@DEF' o '@MCH' per substituir simplement el prefixPer a corbes, núvols de punts i Llapis de greix, tingueu en compte l'atribut radi en calcular els límits.Per cada epígraf d'acció, una llista de canals d'animació fets per a aquell epígraf[Stream Index]: Per als documents amb diversos streamings de pel·lícules, usar l'estríming amb l'índex indicatPer a biblioteques amb sobreseïments creats, mostra els valors sobreseguts que es defineixen/controlen automàticament (p. ex. per a fer que els usadors d'un bloc de dades sobresegut apuntin a les dades sobresegudes, no a les dades vinculades originals)Per als objectes malla, fusionar coordenades UV que comparteixin un vèrtex per tenir en compte la imprecisió d'alguns modificadorsPer a les malles amb modificadors aplicats, la coordenada del vèrtex sense modificadors deformants aplicats, com s'utilitza per a les coordenades de textura generadesPer les malles, egressa normals sense tenir en compte els atributs de normals personalitzades[Fast Navigate]: Per a multires, mostra una resolució baixa mentre navega visualment[Node Output]: Per a les textures basades en nodes, indica quin dels borns de sortida cal utilitzarPer als punts, la distància al llarg del spline del punt de control, Per a splines, la distància al llarg de tota la corbaPer als punts, la porció de la longitud total del spline en el punt de control. Per a Splines, el factor d'aquest spline dins de tota la corbaPer a sistemes de reactors, índex del sistema de partícules sobre l'objecte referentPer a sistemes de reactors, l'objecte que té el sistema de partícules de referent (buit si és el mateix objecte)Per motius de seguretat, s'ha deshabilitat l'execució automàtica de protocols de python en aquest document:Per a les fotofites seleccionades, selecciona/desselecciona qualsevol combinació de la pròpia fita i les seves nansesPer a les plantilles, evita que la usuària suprimeixi l'operació predefinida (NO S'USA)[Transparent Roughness Threshold]: Per a una transmissió transparent, manté opaques les superfícies amb rugositat per sobre de llindarForçaEix de forçaForçar esporgat de cara posteriorCol·lecció de forcesForça connexió de fillsForçar eliminacióDecaïment de forçaCamp de forçaCamp de força 1Camp de força 2Paràmetres de camp de forçaCamps de forçaForçar interseccióForçar mantenir canal per a objectesForçar mantenir els canals d'ossosForçar recàrregaForçar quadratForçar inici/final de fitaForça una recàrrega completa de la traducció de la IUForça la connexió dels ossos fills amb el seu pare, fins i tot si les posicions calculades de cap/cua no conlliguen (pot ser útil amb esquelets tipus articulació-pura)Per d'efector forçaForçar exportació d'animació en cada objecte. Pot ser d'utilitat quan hi ha restriccions o controlador en ús. També pot anar bé quan s'exporta sols la selecció[Key All Bones]: Força l'exportació d'almenys una fita d'animació per a tots els ossos (necessari amb algunes aplicacions de destí, com UE4)Camp de força basat en una texturaCamp de Força del domini de fluidEls objectes de col·lisió absorbeixen la forçaForçar l'ID carregat sigui etiquetat com a vinculat indirectament (emprat sols en un context de recàrrega)Força la recàrrega de la imatge si ja està oberta en un altre lloc de Blender[Clip]: Força la visualització de corba a ajustar-se a un contorn definitForçar que la visualització del trajecte s'ajusti a un contorn definitError en forçar desblocatge: {:s}Forçar el desblocatge pot esdevenir necessari en cas de fallida o que marxi la llum,Forçar actualitzacions de dependències - Només utilitza això si els controladors no s'actualitzen correctament[Center Override]: Força l'ús d'aquest valor de centre (quan està definit)Camp de força basat en el potencial de Lennard-JonesCamp de força que depèn de la rapidesa de les partículesForces[Overwrite Widget Meshes]: Força Aparellar a eliminar i reconstruir tots els objects ginys d'aparells. Per defecte, els ginys existents es reutilitzen tal-qual per facilitar l'edició manual[All Linked Data Direct]: Força que totes les dades vinculades es considerin directament vinculades . Circumval·lació dels problemes/limitacions actuals del BAT (eina de via de producció d'il·luminació d'estudi de Blender)[Auto Merge & Split]: Força l'ús de la fusió automàtica i la divisióEn primer termeColor del primer pla de la icona de depuracióColor del primer pla de la icona d'errorColor del primer pla de la icona InfoColor del primer pla de la icona de l'operadorColor del primer pla de la icona PropietatColor del primer pla de la icona d'avísForcadaForma de corbesFormatElements de formatPredefinits de formatCadena de formatElement de cadena de formatEl format conté ek caràcter no compatible "{}": "{}"Format del mèdia multivistes[Timecode Style]: Format de la cronografia visible quan no es mostra el temps en fotogramesEspecificador de format no tancat: "{}"Formata una cadena amb una sintaxi compatible de plantilla de Python i de camí. Per exemple, "Recompte: {}" substituiria el {} amb el primer valor d'ingressió.Format usat per re-desar el documentEl format fa ús de més ingressions de les que se li faciliten.[File Extensions]: Cadena formatada d'extensions de document compatibles amb el gestor de documents, cada extensió hauria de començar amb un "." i estar separada per ";". Per exemple: ``".blend;.ble"``Fortuna (pot semblar millor, menys precís)EndavantEix endavantTraçat endavant de trajectesAvança l'egressió del node d'ingressió de la simulació directament al node d'egressió i ignora els nodes de la zona de simulacióEndavant/enrereS'han trobat signatures de farcell en conflicteS'han trobat signatures de closa en conflicteFournier-ForandFunció de fase Fournier-Forand, emprada per a la dispersió de la llum en entorns subaquàticsQuartQuart coeficient de distorsió radial de quart ordre Brown-ConradyFoveon (Sigma)FractalMoviment brownià fractal, usa el soroll Brownià com a baseAlgorisme de soroll fractalFactor d'aleatorietat fractalFraccióMode FraccióFracció de la llum que es dispersa cap enreraFracció de feomelanina en la melanina, dona un color entre grogós i vermellós, en contrast amb l'eumelanina que ho fa entre el marronós i el negreObstacles fraccionaris[Fractional Obstacles]: Els obstacles fraccionaris milloren i suavitzen el contorn de l'obstacle-fluidFotogramaFotograma %dFotograma %d / %dFotograma %d: %sNo s'ha trobat el fotograma '%s', l'animació ha d'estar completaRapidesa per fotogramesRecompte de fotogramesExclusió de fotogramesFotograma termeRuta al document de fotogramaInterpolació de fotogramesFotograma blocatMapa de fotogrames nouMapa de fotogrames anticCom enquadrarNode de fotogramesNúmero de fotogramaNúmeros de fotogramesDesfasament de fotogramaSobreimpressió de fotogramaInterval de fotogramesRang de fotogrames anteriorInici interval de fgrFotogrames/segonPredefinits de freqüència de fotogramesRelatiu a fotogramaEscalat de fotogramaEnquadrar seleccióEnquadrar nodes seleccionatsSelecció el fotograma en el guió tècnicFotograma inicialPassa de fotogramesTipus de fotogramaEl fotograma ja existeix en el fotograma número %dEl fotograma ja existeix en aquest número de fotograma %dFotograma on acaben les simulacionsFotograma on s'inicien les simulacionsFotograma que s'està mostrant per a aquesta capaEl fotograma no existeix en el fotograma número %dFotograma per a fites absolutesSe selecciona el fotograma per a editar-lo en el guió tècnicEl fotograma no està localitzable dins la capsa d'anotacionsNúmero de fotograma de la fotofita a què el marcador està lligatNombre de fotograma del segment ingressat[Next Keyframe]: Nombre de fotograma per a la fotofita immediatament posterior al fotograma actualNombre de fotograma per a la fotofita immediatament abans del fotograma actualNúmero de fotograma del segment ingressatNúmero de fotograma al qual es carregaran les cubícules, en funció del temps de l'escena i dels paràmetres del volumNúmero de fotograma en què s'inicia l'emissió de partículesNúmero de fotograma en què s'atura l'emissió de partícules[Strip Time]: Fotograma de l'Acció referenciada a avaluarDesfasament dels fotogrames que s'usa en carregar la simulació des de la memòria cau. No es té en compte quan es precuina la simulació, només quan es carrega.Fotograma on s'inicia la simulacióFotograma d'inici de la simulació (primer fotograma precuinat)Fotograma on s'atura la simulació[End]: Fotograma en què s'atura la simulació (últim fotograma precuinat)Reproductor de fotogrames d'IRIDASReproductor de fotogrames de Tweak SoftwareFotograma inicial/final especificat en un revelat que no és d'animacióFotograma on acaba la influència modificadora (en cas que s'utilitzi la Restricció de l'interval de fotogrames)Fotograma en què finalitza la influència del modificador (si és aplicable)Fotograma on s'inicia la influència modificadora (en cas que s'utilitzi la Restricció de l'interval de fotogrames)Fotograma en què s'inicia la influència del modificador (si és aplicable)Enquadrar la propietat de sota el cursor en l'Editor de gràfiquesEnquadrar la propietat de la corrua sencera en lloc de només l'índex de sota el cursor[Frame]: Fotograma on ocorre aquest punt de controlFotograma on acabar el revelat de l'animació. Si no s'especifica, s'agafarà el fotograma final de l'escena. Això només s'hauria d'especificar si es fa un revelat d'animacióFotograma on inserir la fotofitaFotograma on començar a revelar l'animació. Si no s'especifica, s'agafa el fotograma d'inici de l'escena. Això només s'hauria d'especificar quan es fa un revelat d'animacióFotograma on aturar la propagació de fotogrames (per al mode «Abans de fotograma»)Fotograma on s'afegirà la fita[Snap Strips to the Current Frame]: Fotograma on s'acoblaran els segments seleccionatsFotograma on es dividiran els segments seleccionatsFotograma on acaba el precuinatFotograma on s'inicia el precuinatFotograma:Fotograma: %dFotograma: %d / %dFotograma: - / %dFotograma: {:d} ({:s})FrameCyclerBase de la ràtio de fotogramesRàtio de fotogrames, expressada en fotogrames per segonFotogramesFotogrames desprésFotogrames abansLímit de fotogrames[Mode to display frames]: Fotogrames en l'interval absolut del fotograma de l'escenaFotogrames en l'interval relatiu de les fotofites del Llapis de greixFotogrames/segonFotogrames a inserir després del segment actualFotogrames {} - {}Fotogrames: {}LliureEix lliure[Free All]: Allibera la simulació de fluid sencera[Free Data]: Allibera dades de fluid[Free Guides]: Allibera guia de fluid[Free Mesh]: Allibera malla de fluids[Free Noise]: Allibera soroll de fluid[Free Particles]: Allibera partícules de fluidNansa lliureNansa lliure seleccionadaA la vistaCòdec d'àudio lliure sense pèrduaAllibera el precuinat preferiblement a generar-loLlibreta de notes a mà[Annotation Stroke]: Corba a mà alçada que defineix part d'un esbósCorbes a mà alçada que defineixen l'esbós en aquest fotogramaAlliberant fluid...FreestyleAlfa de FreestyleAnimació en FreestyleColor de FreestyleGeometria en FreestyleLínia FreestyleJoc de línies FreestyleLineament FreestyleLineaments FreestyleMarca de FreestyleMòdul de FreestyleParàmetres del FreestyleTraços en FreestyleTextura per FreestyleGruix de Freestyle[Freestyle Line Style]: Estil de línia Freestyle, reutilitzable per a múltiples jocs de línies[Freestyle Settings]: Paràmetres del Freestyle per a un bloc de dades de capa de visióFreestyle: la malla s'està carregantFreestyle: revelat del traçFreestyle: creació del mapa de visionatNouSuavitzarCongelar esporgamentCongelar operador[Freeze Culling]: Congela el visionat dels límits d'esporgamentFrancès - FrançaisFreqüènciaLímit de freq. (Hz)Factor de freqüència de les trenesFactor de freqüència dels rínxolsFreqüència del soroll de PerlinFreqüència de la vibració hàptica en hertzs. 0,0 especifica la freqüència predeterminada de l'entorn d'execució d'OpenXR.FresnelTipus de fresnelConductor de fresnel basat en l'índex de refracció complexa per canal de colorMètode de fresnel emprat per tenyir el metallBiblioteca FribidiFriccióFactor de friccióFricció de les col·lisions de tela[Friction]: Força de fricció en cas de col·lisió (com més alt, menor moviment)[Self Friction]: Fricció per contacte entre parts de la mateixa telaAmicEncrespatEncrespar corbes de pèlA partir deDes d'actiuDes del fotograma actualDes de fundesDes de l'instanciadorL'esquerreDes del màxMàxima X d'origenMàxima Y d'origenMàxim Z d'origenDes del mínMínim X d'origenMínim Y d'origenMínim Z d'origenDe la mesclaMode d'origenDes de nodeEl dretDes d'ombraDes del bornDes del node actiuA partir d'un el·lipsoide (la forma es defineix per les dimensions de la capsa contenidora, el referent és opcional)Des del nodeDes de node enllaçat a seleccionatDes del bornDes de born enllaçat a seleccionat[All Keys]: De la primera fotofita fins l'última[Selected Keys]: Des de la primera fotofita seleccionada fins a l'últimaDavantFrontal (X-Z)Només cares frontalsFrontal ortogràficaFrontal perspectivaDecaïment de cara frontalDavant/DarrereFuelCamp de combustibleCompletaJerarquia completa de la col·leccióCòpia completaIl·luminació global completa[ID name]: Nom complet de l'identificador al document .blend de la biblioteca (incloent-hi els dos caràcters principals de «tipus d'id»)Ruta completa de la bibliotecaNom completRuta completa[SMPTE (Full)]: Cronografia SMPTE completa (format HH:MM:SS:FF)Mostreig completFusió completa segons distància[Asset Blend Path]: Ruta completa al document Blender que conté el recurs actiuPrecisió plenaPrecisió plena per a revelats finals, si no mitja precisióResolució plenaFormat completNode funcióMaterial pelatgeFurlongsBorrositat durant la col·lisió, els valors alts fan que la gestió de col·lisions sigui més ràpida però menys estableVagueGGXGGX amb correcció addicional per tenir en compte la dispersió múltiple, estalviar energia i evitar l'enfosquiment inesperat amb l'alta rugositatLímit de la textura GLGLSLGPUBasament de GPUCàlcul per GPUInstàncies de GPUSubdivisió de GPUBasament de GPU disponible (Requereix reiniciar el Blender perquè els canvis tinguin efecte)Capa_LdGPaleta_LdGAdditiuEspraiTotsAncoratAutogradualitzacióEnrereAmbdósRebotRebavaPartionamentTipus de pinzellTipus d'extremsIrradiar ombraCircularClonarMode de tancamentConcurrentCúbicaCorbaPersonalitzatDissoldreDissoldre entremigDissoldre deseleccióPuntsPunt d'arrossegatEfectes dinàmicsGradualitat inicialGradualitat inicial i finalGradualitat finalGradualitzacióGradualitat (per la força)ElàsticaExponencialEstendreExtremaEmplenarEstil d'emplenatFiltrar per tipusAplanatLlapis-dGGeneradesCapturarDegradatIl·luminadesIl·luminades (formes delimitades)InterpolacióTrontollFotofitaTipus de fotofitaFotofitesLíniaDibuixLinealLinealMode de materialsMesclarModeAguantar en movimentNouNo-capPinçarPuntPitjarQuadràticaQuàrticaQuínticaRadiAleatoritzarRodóSeqüencialOmbrejadesFiltre de la regió d'ombraSinusoidalSuavitzarSòlidEspaiTandesIntensitatTraçMètode de traçMode de traçEstil del traçSusannaTexturaGruixRoscarTipusOnaInterpolació del Llapis-dG: Paràmetres d'escultura amb llapis-dGTextures GaborGuanyGamepadGammaGamma corregidaSegment d'interfosa de gammaGamma corregidaS'ha aplicat el factor de correcció de gamma després del mapejat de tonalitatValor de correcció gamma, aplicat com color^gamma. El gamma controla la intensitat relativa dels tons mitjans en comparació amb el blanc complet i el negre completBretxaBuit 1Buit 2Buit 3Tancament d'espai[Lacunarity]: Buit entre freqüències successives[Lacunarity]: Salt entre freqüències successives. La profunditat ha de ser més gran que 0 perquè tingui algun efecteBrossaTaxa de recollida de deixallesTrepa de brossaGasGaussiàEfecte difuminat gaussiàSegment de difuminat gaussià[Gaussian Blur Effect]: Efecte de difuminat gaussiàFiltre gaussiàGeneralInfo generalValor general de massaSobreseïment generalOperacions generals de gestió de blocs de dadesFricció de general de mitjans per a moviments puntuals[GPencil Sculpt Settings]: Propietats generals per a les eines d'escultura amb el traç de Llapis de greixConfiguració generalTipus general d'atributGenerar[Interpolate Sequence]: Genera «intermedis» per a interpolar suaument entre els fotogrames del Llapis de greixGenerar previsionats «interns» (materials, textures, imatges, etc.)Generar controlGenerar capes de dadesGenerar os deformantGenerar escumaGenera soroll de gaborGenerar corbes de pèlGenerar dibuix lineal a partir de geometries d'escena[Line Art]: Genera traços de Dibuix lineal des de la font seleccionadaGenera normals[Skin Modifier]: Generar empellatGenera mapa d'espraiGenera dades d'atribut UV sobre la geometria de corbaGenerar UVsGenerar soroll Worley basat en la distància a punts aleatoris. Usat típicament per generar textures com ara pedres, aigua o cèl·lules biològiques[Bézier Segment]: Genera un spline Bézier 2D a partir dels punts de control i les nanses donadesGenera una representació dels materials de xarxa de MaterialX[UV Unwrap]: Genera un mapa UV basat en les costures d'arestes[Blank]: Genera una imatge en blancGenerar un difuminat tipus bokeh semblant a Desenfocat. A diferència del desenfocat una regió enfocada es defineix al compositador[Checker Texture]: Genera una textura com de tauler d'escacs[Mesh Circle]: Genera una anella circular d'arestesGenera una malla conGenera una malla cuboide amb longituds laterals i subdivisions variables[Mesh to Curve]: Genera una corba a partir d'una malla[Generator]: Genera una corba usant un polinomi factoritzat o expanditGenera una corba usant funcions matemàtiques estàndard com sinus i cosisnusGenera una malla cilindreGenera un mapa UV per defecte[Volume Cub]: Genera un volum dens amb un camp que controla la densitat a cada vòxel de la cubícula en funció de la seva posició[Dirty Vertex Colors]: Genera un degradat de mapa de ronya basat en cavitatGenerar un valor de factor (de 0,0 a 1,0) el moment d'inici i de finalització de l'escena, utilitzant un mapejat de corbesGenera una esfera de volum de boira al voltant de cada puntGenerar born d'entrada al nodeGenerar una malla a la «superfície» d'un volumGenerar una malla a la «superfície» d'una cubícula[Fill Curve]: Genera una malla al pla XY amb cares a l'interior de les corbes ingressadesGenera un vèrtex de malla per cada punt del núvolGenera una passada a la Criptotrepa més precisa[Ocean]: Genera una superfície oceànica en moviment[Remesh Modifier]: Genera una nova superfície amb topologia regular que segueix la forma de la malla ingressadaGenera un vector de normal i un producte escalarGenerar born de sortida al node[String to Curves]: Genera un paràgraf de text amb una font específica, tot usant una instància de corba per a guardar-se cada caràcter[Bump]: Genera una normal pertorbada a partir d'una textura d'alçada per a mapejar relleu. Típicament usat per fingir superfícies molt detalladesGenera una normal pertorbada a partir d'una imatge mapa de normals RGB. Típic per imitar superfícies molt detalladesGenerar un lloc-tinent (ID buit) si no es troba en cap document de bibliotecaGenera una malla planar al pla XY[Curve to Points]: Genera un núvol de punts generant posic ions al llarg de corbes[Mesh to Points]: Genera un núvol de punts a partir dels vèrtexs d'una malla[Grid to Points]: Genera un núvol de punts a partir dels vòxels actius d'una graellaGenera un núvol de punts amb posicions i radis definits per campsGenerar un arc poli-spline[Curve Circle]: Genera un cercle poli-spline[Resample Curve]: Genera un poli-spline per a cada spline ingressadaGenera un poli-spline en forma de paràbola amb posicions de punts de control[Curve Spiral]: Genera un poli-spline en forma espiral[Star]: Genera un poli-spline en patró d'estrella connectant punts alternats de dos cercles[Curve Line]: Genera una línia poli-spline amb dos punts[Quadrilateral]: Genera un polígon amb quatre punts[Sky Texture]: Genera una textura procedimental de cel[Brick Texture]: Genera una textura procedimental que produeix maonsGenera una textura de color psicodèlicaGenera un enter aleatori utilitzant el valor d'entrada donat com a llavor[Instance on Points]: Genera una referència a la geometria en cadascun dels punts d'ingressió, sense duplicar-ne les dades subjacents[Copy Option To Selected Rigs]: Genera un aparell des de l'esquelet de metaaparellat actiu[Orteil IK séparé]: Genera un control CI de dit per millorar l'acoblament de CI/CO[Toe Tip Roll]: Genera un lliscador per pivotar endavant el gir del taló sobre la punta preferiblament a sobre la base del dit[Ico Sphere]: Genera una malla esfèrica que consisteix en triangles de mida igualGenera una malla esfèrica amb quads, llevat dels triangles a la part superior i inferiorGenera una representació de cadena del valor d'entrada donatGenerar una direcció tangent per la FDDB anisotròpica[FK Controls]: Genera una cadena de controls de COGenerar una cadena de control CO per al tentacleGenera un grup OBJ per a cada part d'una geometria usant un material diferentGenera un aspector OSL a partir d'un document o bloc de dades de text. Nota: els aspectors OSL no són compatibles amb tots els basaments de GPU[To USD Preview Surface]: Genera un previsionat aproximat de la superfície amb l'aspector d'USD d'una xarxa de nodes de FDDB postuladesGenera un nombre arbitrari de còpies de cadascun dels elements d'ingressió seleccionats[Export Mantaflow Script]: Genera i exporta el protocol Mantaflow amb la configuració de domini actual durant el precuinat. Això només és necessari si preveieu d'analitzar la memòria cau (p. ex., graelles de visionat, vectors de velocitat, partícules) directament amb Mantaflow (fora de Blender) després de precuinar la simulació.[Shadow Caustics]: Genera càustiques aproximades en ombres de superfícies refractives. Els objectes llum, irradiadors i receptors han de contenir opcions de càustica d'ombra definides per poder-ho habilitarGenerar previsionats de col·leccionsGenera normals ponderades d'angles de cantells[Dot Dash]: Genera traços d'estil punt-guionet[Face Area]: Genera normals ponderades d'àrea de caraGenera línies destacades per a aquesta col·leccióGenerar línies destacades per a les dades d'aquest objecte[Float Buffer]: Genera una vàlvula reguladora de memòria de coma flotant[Generate Foam]: Genera màscara d'escuma com a canal de color de vèrtexGenera soroll fractal Perlin[Hard]: Genera soroll dur (transicions sobtades)Genera una imatge amb forma bokeh per al node de filtrat Difuminat Bokeh[Gradient Texture]: Genera valors de color i intensitat interpolats basats en el vector d'ingressió[Force Intersection]: Genera línies d'intersecció fins i tot amb objectes que tinguin la intersecció deshabilitada[Use Light Contour]: Genera línies de separació de llum/ombra a partir d'un objecte de llum de referència[Generate Spray Map]: Genera el mapa de la direcció de l'esprai com a canal de color de vèrtexGenera una trepa per a objectes i materials individuals en base a passades de revelat de Criptotrepa[Calculate Object Motion Paths]: Genera trajectes de moviment per als objectes seleccionats[Modificador Multiplicació]: Genera múltiples traços entorn dels traços d'origen[Modificador Multiplicació]: Genera múltiples traços a partir d'un sol traç[Interpolate Curves]: Genera noves corbes en els punts en base a interpolar entre corbes existentsGenera noves fites per lligar l'objecte-os seleccionat a la càmera en fotogrames sense fites[Remesh]: Genera una nova topologia de malla basada en la forma actual[Extrude Mesh]: Genera nous vèrtexs, arestes o cares d'elements seleccionats i els mou basant-se en un desplaçament mentre els manté connectats pel seu límitGenerar soroll d'oscil·lant en traços de Llapis de greixGenerar previsionats d'objectes[Generate]: Genera la geometria de la superfície oceànica a la resolució especificada[Instances to Points]: Genera punts als orígens de les instàncies. Nota: les instàncies aniuades no es veuen afectades per aquest node[Distribute Points in Volume]: Genera punts dins d'un volum[Distribute Points in Grid]: Genera punts dins d'una cubículaGenera punts repartits per la superfície d'una malla[Wave Texture]: Genera aigües o anells procedimentals amb sorollGenerar previsionats d'escenes[Batch-Generate Previews]: Genera les vistes prèvies del document .blend seleccionat[Bevel]: Mata els caires afegint geometria a les arestes o vèrtexs de la mallaGenera identificadors de grups suavitzats en cada grup que tingui les cares suavitzades, per defecte com a valors enters únics[Soft]: Genera soroll feble (transicions suaus)[Use Edge Mark]: Genera traços d'arestes marcades com a Freestyle[Use Occlusion Range]: Genera traços des d'un rang determinat de nivells d'oclusió[Use Material]: Genera traços a partir dels límits entre materials[Use Contour]: Genera traços a partir de línies dels contorns[Use Crease]: Genera traços a partir d'arestes cairades[Use Intersection]: Genera traços a partir d'interseccions[Use Loose]: Genera traços a partir d'arestes aïlladesGenera traços a partir d'objectes de la col·leccióGenera traços a partir d'aquest objecteGenera informació del sistema i la desa en un document de text[UV Tangent]: Genera direccions de tangent basades en un mapa UV[Built-In Function F-Modifier]: Genera valors usant una funció ja integrada[Vertex Weight Proximity]: Genera pesos de vèrtex a partir de la distància respecte de l'objecte[Vertex Weight Angle]: Genera pesos de vèrtexs en base a l'angle del traç[Mesh Line]: Genera vèrtexs en una línia i els connecta amb arestesGeneradesCoordenades generadesGeometria generadaAlçada generadaFotofita generadaFotofita generada seleccionadaMatriu generadaTipus generatAmplada generada[Generated]: Coordenades generades centrades en l'objecte de fluxCoordenades generades a l'espai d'objectes pare[UV Grid]: Graella generada per a comprovar els mapejats UVImatge generada[Generated Height]: Alçada de la imatge generadaTipus d'imatge generada[Generated Width]: Amplada d'imatge generadaGraella UV generada millorada per a comprovar els mapejats UV[Input Samples]: Genera punts intermedis quan es mou el ratolí molt ràpid (Poseu a 0 per a deshabilitar)[Face Area & Angle]: Les normals generades es ponderen tant per l'àrea de cara com per l'angle[Generated Matrix]: Matriu de transformació generada en l'espai del mónGenera un conjunt nou de colors aleatoris per a revelar els jocs de cares al mirador[Use Mesh Symmetry]: Genera una malla simètrica usant la configuració de simetria de mallaGenera corbes de pèl noves en una malla de superfícieGenera normals amb cantells arrodonits. Nota: només compatible amb Cycles, i pot alentir els revelatsS'està generant material compatible amb Cycles/EEVEE, però no serà visible amb el motor {:s}Generant icona d'il·luminació d'estudi...Generant previsionat de la icona...Generant previsionat d'aspector...Generant previsionats d'aspector...Generant els previsionats dels segments...Generant micrones de segment...GeneracióElements de generacióLa generació s'ha topat amb una excepció: S'han detectat modificadors generatius!Modificador-F generadorGenèricBits de quantificació genèricsTensor genèric[Non-Color]: Dades genèriques que no són de color, no aplicaran cap transformació de color (p.e. mapes de normals)Operador gèneric d'expansió d'esculpitGeodèsicPas geodèsic[Near Thickness]: Gruix geomètric de les superfícies quan es calcula la IG ràpida i l'oclusió ambiental. Redueix les fuites de llum i la falta de contacte d'oclusió.Geometries que cal fusionar juntes encadenant-ne els elementsGeometriaAtribut de geometriaRestricció d'atribut de geometriaComponent de geometriaGrup ad hoc de geometriaDades de geometriaFactor terme de geometriaEntrada de geometriaTipus d'element de geometriaModificadors de geometriaNode geometriaEditor de nodes de geometriaBorn de node de geometriaInterfície de born del node de geometriaArbre de nodes de geometriaNodes de geometriaInstàncies de nodes de geometria (experimental)Llista de nodes de geometriaDesplaçament de geometriaProcessament de geometriaProximitat de geometriaMostres de geometriaDisposició de geometriaEspai de geometriaFactor d'inici geomètricLlindar de geometriaAtribut de geometria[2D Integer Vector Attribute]: Atribut de geometria que emmagatzema valors enters 2D[8-bit Integer Attribute]: Atribut de geometria que emmagatzema enters de 8 bitsAtribut de geometria que emmagatzema els colors RGBA com a valors de coma flotant usant 32 bits per canalAtribut de geometria que emmagatzema els colors RGBA com a valors enters positius usant 8 bits per canal[Quaternion Attribute]: Atribut de geometria que emmagatzema una matriu flotant de 4 per 4Atribut de geometria que emmagatzema els booleans[Float2 Attribute]: Atribut de geometria que emmagatzema vectors 2D de coma flotantAtribut de geometria que emmagatzema vectors 3D de coma flotant[Float Attribute]: Atribut de geometria que emmagatzema els valors de coma flotant[Integer Attribute]: Atribut de geometria que emmagatzema valors enters[Quaternion Attribute]: Atribut de geometria que emmagatzema la rotació[String Attribute]: Atribut de geometria que emmagatzema cadenesAtributs de geometriaLa geometria no es pot extraure de l'objecte editat mateixLa geometria no es pot extraure de l'objecte modificadorAtributs de color de geometriaComponent de geometria:Domini de geometria que es va iterantTipus d'element de geometria sobre el qual instanciarLa geometria es genera en la present iteració. Se li uniran geometries de totes les altres iteracionsNo s'ha pogut suprimir el modificador de geometria '%s'Modificadors de geometria per canviar les geometries de líniaNodes de geometriaProcés geomètric a aplicar després de cada passa de desplaçamentBorn de geometria d'un nodeGeometria instanciada en els puntsGeometria instanciada en els punts dispersatsGeometria a instànciaGeometria a origenGeometria a afegir al final de cada corbaGeometria per afegir a l'inici de cada corbaGeometria a qui assignar un materialGeometria a on projectar raigsGeometria a partir de la qual calcular la capsa contenidora. Abans que es pugui calcular la capsa contenidora completa, s'han de realitzar les instànciesGeometria en què cal eliminar elementsGeometria on duplicar-hi elementsGeometria per avaluar uns camps concrets i on emmagatzemar-hi els atributs resultants. S'admeten tots els tipus de geometria expecte els volumsGeometria d'on trobar-ne el punt més pròximGeometria de la que es vol extreure el lotGeometria per obtenir les mides de domini. Només es té en compte la geometria arrel, no instàncies aniuadesGeometria d'on treure les estadístiquesGeometria el lot de la qual cal sobreseureGeometria el nom de la qual cal sobreseureGeometria a què cal suprimir els atributsGeometria on reemplaçar materialsGeometria des d'on mostrejar el valorGeometria per escalar elementsGeometria de qui cal definir el suavitzatGeometria on s'han d'ordenar els elementsGeometria a dividir per instànciesGeometria per dividir en components separatsGeometria per dividir en dues partsGeometria a qui cal emmagatzemar un nou atribut amb el nom donatGeometria per transformarGeometria a qui actualitzar l'atribut d'IDGeometria de qui s'han d'actualitzar els índexs dels materialsGeometria a qui actualitzar la seleccióGeometria utilitzada per a la instància del lligall del pèl (prioritat)Geometria que té elements que s'iterenGeometria que té les instàncies (parcialment) realitzadesNodesGeomètricsGeorgià - ქართულიAlemany - DeutschObtenir element d'agregacióObtenir extensionsObtenir lot de geometriaObtenir element de la llistaObtenir graella anomenada[Avoid]: S'aparta de l'objecte assignat o de la font de senyal més forta assignada[Get Geometry Bundle]: Agafa el lot d'una geometriaExtreu el camí de l'arbre de nodes com a cadenaObté la cubícula d'una geometria volumètrica amb el nom especificatPer començarEspectreEspectresGigawattsCardanDona accés als possibles valors d'episodi per als elements d'aquest teclari modal (#KeyMapItem.propvalue), per a la introspecció de l'APIFinalment, dóna a llum partícules que no reaccionen[Random Length]: Dona una variació aleatòria a la llargada del trajecte[Noise F-Modifier]: Confereix aleatorietat a la corba-F modificadaDona a la longevitat de les partícules una variació aleatòria[Random Size]: Dona la mida de les partícules una variació aleatòriaDona a la velocitat inicial una variació aleatòriaFlòsticFlòstic AFlòstic BPropietats de flosticariRessaltat del flòsticFlòstic primariPropietats del flòsticFlòstic secundariMida del flòsticFlòstic alineació de vistaEl grup de flòstics '%s' té l'opció «PERSISTENT» establerta!No s'ha trobat el grup de flòstics '%s'!Grup Flòstic al qual pertany aquest flòsticNo s'ha trobat el tipus de grup Flòstic '%s'!El referent del flòstic '%s.%s' espera '%s', '%s.%s' és '%s'La propietat de referent del flòstic '%s.%s' espera una sèrie de longitud %dLa propietat del referent del flòstic '%s.%s' espera una sèrie de longitud %d, s'ha trobat %dNo s'ha trobat la propietat de referència del flòstic '%s.%s'Propietat de referent del flòstic '%s.%s', l'índex %d ha d'estar per sota de %dFlòstic per ajustar la distància focal o l'escala ortogràfica de la càmeraFlòstic per ajustar la distància d'enfocament de la càmera (depèn de la visualització dels límits)Flòstic per a ajustar la mida i posició de la imatgeFlòstic per ajustar la ubicacióFlòstic per ajustar la rotacióFlòstic per ajustar l'escalaFlòstic per ajustar la mida del focus i l'àreaFlòstic per a ajustar la direcció de la llumFlòstic per a ajustar el camp de forçaEl tipus de flòstic '%s' és per a un grup de flòstics 3D. La reinvocació 'draw_select' està determinada on només s'utilitzarà 'test_select'.No es coneix el tipus de flòstic '%s'FlòsticsFlòstics per al modificador actiuFlòstics amagats en aquesta vistaFlòstics:ResplendorVidre (Trencat)Vidre (Sòlid)FDDB vidre[Glass BSDF]: Aspector amb aparença de vidre que barreja refracció i reflexió en angles rasantsFiltre globalGlobalEix global +XEix global +YEix global +ZEix global -XEix global -YEix global -ZCoordenades globalsGravetat globalPèl globalIl·luminació globalInfluència global:Transformació globalTipus globalDesfer globalX GlobalY GlobalZ Global[Status Bar]: Travesser global inferior de la finestra amb indicadors generals d'estat[Top bar]: Llinda global superior de la finestra amb les funcionalitats generalsPercentatge global de partícules fillesPercentatge global de partícules filles durant el revelatPes global de gravetatÍndex global de l'element d'entre tots els elements d'interfícieInfluència global de les modificacions actuals al grup-vNivell global màxim de subdivisióNivell màxim global de subdivisió durant el revelatPreferències globalsNúmero de fotograma d'escena global en què aquest vídeo comença a reproduir-se (afecta totes les dades associades amb un videoclip)Espaiat global entre caràctersFotograma inicial global de la filmació/seqüència, suposant que la primera imatge tingui un #1Fotograma global inicial global de la seqüència, suposant que primer tingui un #1El desfer global funciona mantenint una còpia completa del document en memòria, de manera que necessita memòria extraAjusta globalment el detall del revelat de volum per damunt de la mida de pas automàticament estimada. Els valors més alts redueixen el temps de revelat, els valors més baixos revelen amb més detallDeshabilita globalment dins les sondes planars de llumDeshabilita globalment en revelatsDeshabilitar globalment en els revelats * Ctrl per a aïllar la col·lecció * Majúscula per consignar dins de col·leccions i objectesDeshabilitar globalment als revelats * Majúscula per consignar fillsDeshabilita globalment dins les sondes esfèriques de llum[Disable in Viewports]: Deshabilita globalment dins els miradorsDeshabilitar globalment als miradors * Ctrl per a aïllar la col·lecció * Majúscula per consignar dins de col·leccions i objectesDeshabilitar globalment als miradors * Majúscula per consignar fillsDeshabilita globalment dins les sondes de volumSetinatSetinadaFDDB setinadaRebots de setinatColor setinatProfunditat de setinatSetinat directeSetinat indirecteVisibilitat setinat[Refraction BSDF]: Refracció setinada amb una distribució contrastada o de microfacetes, d'ús típic en materials que transmeten llumLluïssorColor de lluïssorEfecte lluïssorSegment de lluïssorLluïssor inferior[Glow Effect]: Efecte de lluïssorMode lluïssor[Glow Under]: Només lluu en àrees amb alfa (no compatible amb el mode de fusió regular)Mode adherirAglutinar cossos rígids[Goal]: Va cap a l'objecte assignat o vers la font de senyal més forta assignada[Fight]: Va cap a l'enemic més pròxim i l'ataca si és a l'abastVa a l'arbre de node pareAnar a mode posa per copiar els colors dels ossos de posaDestí[Goal Damping]: Fricció del destí (posició de referència de vèrtex)[Goal Stiffness]: Rigidesa volguda dels tensors (posició de referència de vèrtex)Resistència de destíDestí predeterminatMàxim del destíMínim del destíRigidesa del destíGrup de vèrtexs destí[Minimum Distance]: Distància buscada dels objectius entre les arrels de corbes per al pinzell de densitat[Goal Maximum]: Màxim del destí, els pesos dels grups de vèrtexs s'escalaran per encaixar amb aquest intervalDestí màxim, els pesos dels vèrtexs s'escalaran per a encaixar amb aquest interval[Goal Minimum]: El mínim del destí, els pesos dels grups de vèrtexs s'escalaran per encaixar amb aquest intervalDestí mínim, els pesos dels vèrtexs s'escalaran per encaixar amb aquest intervalObjecte destíOrNombre auriRaó àuriaTriangle auri ATriangle auri BCorrecteBo per reimportar glTF exportats des de Blender, i reexportar gITs a gITFs després d'editar amb Blender. Les puntes d'ossos es col·loquen en el seu eix local +Y (en l'espai glTF)Bona suavitat i rapidesaParàmetres del llapis-dGAgafarCapturar vèrtex actiuCapturar cursorSilueta de capturaCapturar UVs[Grab Silhouette]: Captura tot provant de fer automàscara amb la silueta de l'objecteDegradatColors de degradatMode emplenat de degradatDegradat alt/inactiuDegradat baixMapejat de degradatEspaiat de degradatMode traç de degradatTextura degradatTipus de degradatAmplitud del degradat[Hardness]: Degradat des del centre dels traços de punt i caixa (poseu a 1 per a traç sòlid)Degradat de tenyit de colorsGramsGranit (Trencat)Granite (Sòlid)Editor de gràfiques[Cursor X-Value]: Cursor de valor-2D de l'editor de gràfiques - component valor-XCursor de valor-2D de l'editor de gràfiques - component valor-Y[Has Ghost Curves]: La instància editor de gràfiques té emmagatzemades algunes corbes-espectre[Space Graph Editor]: Dades de l'espai de l'editor de gràfiquesEditor de gràfiques/controladorsEqualització de la definició gràficaDefinició gràfica en 2 seccions[Triplet]: Definició gràfica en 3 seccionsConfiguració del controlador de gràfics i del sistema operatiuGràfiquesAccent obert / Acció de grau (º)GravaGravitacióGravetatFactor gravetatDecaïment de gravetatGravetat en direcció X, Y i Z[Gravity]: Gravetat o vector de força externaEscala de grisosEscala de grisosImatge textura en escala de grisos utilitzada per eliminar instàncies dispersadesLlapis de greixLlapis de greix - Paràmetres del pinzellLlapis de greix - ColorLlapis de greix - Modificador de colorLlapis de greix - Modificador guionetLlapis de greix - DibuixarDibuix de Llapis de greixLlapis de greix - Mode edicióLlapis de greix - Modificador fundaLlapis de greix - Radi d'esborradorLlapis de greix - Distància euclidianaLlapis de greix - FotogramaLlapis de greix - FotogramesGrup de Llapis de greixInterpolació de llapis de greixLlapis de greix - Paràmetres d'interpolacióFotofita de llapis de greixLlapis de greix - Modificador reticularLlapis de greix - CapaLlapis de greix - Grup de capesLlapis de greix - CapesLlapis de greix - Distància ManhattanLlapis de greix - Capes màscaraLlapis de greix - Capes màscaraLlapis de greix- Epígrafs de materialsLlapis de greix - Modificador emmirallarLlapis de greix - Modificador sorollL'objecte Llapis de greix no admet aquesta operació de definició d'origenObjectes llapis de greixLlapis de greix - Modificador desplaçamentLlapis de greix - OpacitatLlapis de greix - Modificador d'opacitatLlapis de greix - OpcionsLlapis de greix- PintarRevelat de llapis de greixEsculpir amb llapis de greixGuia d'escultura amb Llapis de greixLlapis de greix - Mode esculpirLlapis de greix - Esculpir pintantLlapis de greix - ParàmetresLlapis de greix - Modificador texturaLlapis de greix - Modificador gruixLlapis de greix - Modificador tempsLlapis de greix - Modificador tenyitLlapis de greix - VèrtexLlapis de greix - Pintura de vèrtexsLlapis de greix - Traços de pintura de vèrtexsLlapis de greix - Selecció de vèrtexLlapis de greix - Mida de vèrtexLlapis de greix - Pintura de pesosLlapis de greix - Traços de pintura de pesosEdició de trama de Llapis de greixLlapis de greix - Modificador confegirParàmetres del color de Llapis de greix per al materialComponent de Llapis de greix que conté capes i dades de corbesDades de Llapis de greix per convertir en corbesDades de Llapis de greix on fusionar capes[Grease Pencil Data]: Bloc de dades del Llapis de greix[Grease Pencil]: Blocs de dades del llapis de greixFotogrames de Llapis de greixLlapis de greix a partir d'objectes corba o mallaLlapis de greix - Grups de capesLa capa Llapis de greix és visible al miradorLlapis de greix - Capa on assignar els traços generatsCapes de Llapis de greixLlapis de greix - Modificador llargadaLlapis de greix - Material assignat als traços generatsNode del Llapis de greix a l'arbre de capes. O bé una capa o bé un grupLlapis de greix - Paràmetres de l'escenaLlapis de greix - Modificador subdivisorLlapis de greix a corbesLlapis de greix a qui cal canviar el colorLlapis de greix a qui s'ha de definir l'ordre de profunditatLlapis de greix a qui s'ha de definir el suavitzat[Grease Pencil Wire Edit]: El color de trama del Llapis de greix en mode edicióLlapis de greixLlapis de greix: {} capesLlapis de greixMajorMés queMés que el modeMajor o igual queGrec - ΕλληνικάVerd (G)Canal verdCanal verdComponent verd del camp de colorVerd-magentaVerd:GrisEscala de grisosGraellaGraella 1Graella 2Color de graellaRotacional de graellaDilatació i erosió de graellaVisualització de la graellaDivergència de graellaEmplenar per quadretsDegradat de graellaInformació de quadrículaLaplacià de graellaNivells de graellaLínies de graellaMitjana de graellaMediana de graellaNom de graellaGraella sobre imatgeAleatorietat de la graellaEscala de graellaUnitat d'escala de graellaFont de forma de graellaSubdivisions de graellaLa graella s'alinea amb els píxels de la imatge[Grid]: La graella permet línies horitzontals i verticals[Isometric]: La graella permet línies isomètriques i verticalsMida de les cel·les de la graella escalada segons la configuració de les unitats d'escena del sistema[Grid Name]: Graella de l'objecte volumètric que es converteix en una mallaQuadrícula a mallaGraella a puntsL'arbre de graella està carregat a la memòriaGraella de tipus no compatibleLínies de graellaGraellesAlbedo a peu de terraColor del terra que es reflecteix subtilment al celGrupalGrup '{}' ({})Afegir grupID de GrupÍndex de grupIngressió de grupNom del grupNode grupalEgressió de grupSuprimir de grupBorn de node de grupBorns de grupGrup per pista d'ANL[Edges to Face Groups]: Agrupa cares en regions envoltades per les arestes limítrofes seleccionadesAgrupar totes les capes de Llapis de greixGrup de propietats de l'IDGrup d'atributs de geometriaGrup de vèrtexs, utilitzat per a la deformació d'esquelet i d'altres propòsits[Make Meta Strip]: Agrupa els segments seleccionats en un metasegmentAgrupamentMètode d'agrupacióAgrupaments de Corbes-F a efectes de visualització en p. ex. el guió tècnic i l'editor de gràfiquesGrupsGrups de corbes-FEngrandirEngrandir joc de caresEngrandir màscaraEngrandir visibilitat[Scale Uniform]: Engrandeix o encongeix corbes canviant-ne la mida uniformement en lloc de despuntar-les o extrapolar-lesEngrandir la selecció d'un punt[Grow Visibility]: Fa créixer la visibilitat per una cara en base a la topologia de malla[Grow Face Set]: Fa créixer el límit del Joc de cares basant-se en la topologia de mallaEndevinar posa de fixació originalGuiaCorbes guiaGuia de llum directaDistància de guiaID de grup guiaPèls guiaÍndex de guiaMapa guiaMàscara de guiaMode guiaGuiar mareSelecció de guiaGuiar amuntVelocitat de guiatgeCorbes guia o punts emprats per a la selecció de corbes guiaMapa d'índexs de guies que s'ha usat en l'operacióMapa d'índexs de guies a utilitzar. Aquesta informació té prioritat[Spacing]: Guia l'espaiat[Guide Velocity]: Guia del camp de velocitat del domini de fluidTemps sense guia des del final de la vida de les partículesComponent FDDB difusiu guiat que es basa en la distribució de llum entrant i el producte cosinus (producte de forma tancada)GuiesGuies per al dibuixGuiatgeTipus de distribució de guiatgeLínies guiaLlindar de rugositat de guiatgeMode de guiaMida guia (valor més alt dona vòrtexs més grans)Font de guiatge[Velocity Factor]: Factor velocitat guia (valors més alts donen velocitats guia més grans)Pes guia (valor més alt dona retard més gran)HH.264H.265 / HEVCH264 en MP4H264 en MatroskaH264 en Matroska per refregarHDRPantalla HDR no compatibleAmb HDR calen 10 bits o 12Amb HDR cal H.265 o AV1HDRIHDTV 1080pHDTV 720pHDV 1080pHDV NTSC 1080pHDV PAL 1080pHIPHIP RTHIP RT habilita el maquinari d'AMD de radiotraçar en RDNA2 o superiorHP Reverb G2TSLTSVEspai de color TSV (Tonalitat, Salutació, Valor)Limitar canal HSVHTC Vive CosmosHTC Vive FocusHTJ2KPèlInformació d'adhesió de pèlFDDB pèlComponent FDDB de pèl disponiblesCorbes de pèlSoroll de corbes de pèlDinàmica dels pèlsPredefinits de dinàmica dels pèlsMàx tramat de pèlMín tramat de pèlResolució tramat de pèlLlargada del pèlMaterials de pèlRadi de pèlForma del pèlLligacua de pèlTipus d'ingressió de lligacua de cabellsEscala de lligacua de pèl[Hair Curves]: Blocs de dades de corbes de pèlBloc de dades de pèl per a corbes de pèlDinàmica dels pèls deshabilitadaLes fites de pèl estan a l'espai de coordenades globalPigment de pel. Especifiqueu-ne la quantitat absoluta entre 0 i 1Rugositat de pel. Un valor baix li dona un aspecte metàl·lic[Stiffness]: Rigidesa dels pèls en relació als efectorsFlocs de pèlMeitatPrecisió de mig flotantHaloNansaNansa 1Ubicació nansa 1Tipus de nansa 1Nansa 1 seleccionadaEstatus de selecció de la nansa 1Nansa 2Ubicació nansa 2Tipus de nansa 2Nansa 2 seleccionadaEstatus de selecció de la nansa 2Gestionar tots els episodisLongitud de nansaAccepta arestes solapadesSuavitzat de nansesTipus de nansaSelecció de tipus de nansaNode selecció de tipus de nansaVèrtex de nansaVèrtex de nansa seleccionatMida de vèrtex de nansaGestiona les zones d'acció de l'àrea per a les accions i gestos del ratolíGestionar clics per a seleccionar segments ANLGestionar clics per a seleccionar pistes ANLNansa que deposa una extensió URLGestiona cada color de píxel com a vector individual per al desplaçament (Només funciona amb el mapejat de pla d'àrea)[Mouse Click on Channels]: Gestiona els clics del ratolí sobre els canals d'animacióGestiona els clics del ratolí per seleccionar i activar els elements[Textbox Overflow]: Gestiona el comportament del text quan no cap dins dels quadres de textTipus de nansaTipus de nansa per a les nanses de les fotofites novesTipus d'ansesNansesAmplitud hàpticaDurada hàpticaFreqüència hàpticaHàptica coincident amb trajectes d'usuàriaNom d'hàptica[Haptic mode]: Mode d'aplicació de l'hàpticaDurada hàptica en segons. 0.0 és la durada mínima admesa.Mode hàpticAcció egressiva de vibració hàptica, que s'aplicarà amb una durada, freqüència i amplitudDurLlum duraNo lineal codificat de base, Gamma:1,7EndurirImposar normalsDuresaFactor de duresaHarmònicResistència harmònica[Harmonic]: Pes d'efector harmònicTriangle harmònic ATriangle harmònic BHarmoniaTÉ acumulacióTÉ alfaTÉ suavitzat automàticTÉ Pressió d'autosuavitzatTÉ agregatTÉ colorTÉ factor d'arruga/pinçaTÉ normals adaptadesTÉ dadesTÉ bloc de dadesTÉ direccióTÉ DyntopoTÉ corbes-espectreTÉ gravetatTÉ duresaTÉ Pressió de duresaTÉ alçadaTÉ CITÉ trontollTÉ capesTÉ espai de color linealTÉ màximTÉ mínimTÉ trajectes de movimentTÉ veíTÉ radi de normalTÉ superposicióTÉ persistènciaTÉ factor de pinçatTÉ profunditat de plaTÉ alçada de plaTÉ pla de separacióTÉ radiTÉ factor rascletTÉ un angle de textura aleatoriTÉ pla d'esculpirTÉ color secundariTÉ Pressió de midaTÉ traç suavitzatTÉ atenuació d'espaiTÉ espaiatTÉ ressaltat especularTÉ pressió de forçaTÉ font d'angle de texturaTÉ inclinacióTÉ rasclet topològicTÉ visionatTÉ pesTÉ col·leccions d'exportacióTÉ sessió actual desada al disc com a document .blendTÉ canvis sense desarCoixinetValor transxifratXifrat efímer del bytecode compilat, per a comprovar ràpid la igualtatXifrat efímer del bytecode compilat de l'aspector personalitzat, per a comprovar ràpid la igualtat[Node Instance Hash]: Taula de xifrat efímer que conté dades d'instàncies de nodeTransxifrat: {:s}Les modificacions recents s'han desat al discCapSelecció de capCap/CuaCapçaleraFons del capçalPosició de capçaleraText de capçaleraRessaltat del text de capçalera[Regions Visibility Toggle]: Alterna la visibilitat de barres laterals i capçaleraCerca fallida d'encapçalamentCapsSalutCalorGraella de calorHebreu - תירִבְעִHectògramsInfluència CI de talóAlçada[Surface Emission]: Alçada (en unitats de la graella de domini) de l'emissió de fluid per sobre de la superfície de la malla. Els valors més alts provoquen una emissió que s'allunya de la superfície de la malla. Si aquest valor i la mida de l'emissor són més petits que la unitat de la graella de domini, no es crearà cap fluidAltura MínAlçada per sobre de la superfície. Connecta la textura del mapa d'alçada a la ingressióAlçada des del nivell del marAlçada del patró del marcador en coordenades de pantallaAlçada de la cerca del marcador en coordenades de la pantallaAlçada del pla generatAlçada del con generatAlçada del nodeAlçada de l'onaAlçada:Mode helicòpterAjuda[[Stabilize Stroke]: ]: Assistència per a traçar línies llises i netes. Pitjar Maj per a l'efecte invers (encara que l'opció no estigui activa)AjudadorsHenyey-GreensteinHenyey-Greenstein, Funció de fase per defecte per a la dispersió de la llumHeptagonalHertzsTerreny heteroHeurística per col·locar ossos. Intenta fer bonics els ossosHexTriplet d'hex per a color (#RRGGBBAA).Triplet d'hex per a color amb alfa (#RRGGBBAA).HexagonalGraella hexagonalOcultOcult %dOcultaAmagar vèrtexs UV (des)seleccionatsAmagar punts de control (des)seleccionatsOcultar l'/els element(s) de metabola (no-)seleccionatsAmagar vèrtexs, arestes o cares (des)seleccionades[Only Assets]: Amaga els elements dels documents .blend que no són blocs de dades amb metadades de recursosOcultar joc de cares actiuOcultar llista de metateclesAmaga el teclariOcultar capaOcultar nodes de mesclarAmagar propietats d'operadorAmagar plafonsAmaga seleccióAmaga el valor[Hide Material(s)]: Amaga el(s) material(s) actiu(s)/no actius(s) de Llapis de greixOculta tot excepte aquesta col·lecció i els seus paresOculta tots els jocs de cares excepte l'actiu[Hide Inside Collection]: Oculta tots els objectes i col·leccions dins de la col·leccióOculta tots els plafons (Mode focus)Amagar elementAmagar opcions de filtratgeAmaga els fotogrames fora de l'interval especificatOcult al modificadorOculta al miradorOcultar materials inactius en lloc dels actiusOcultar o mostrar vèrtexs dins de la seleccióOcultar o mostrar vèrtexs fora de la selecció[Toggle Region]: Oculta o mostra la regióAmagar els punts des del final de cada traç fins a l'inici (p. ex. per a les línies animades que es van esborrant)[Vanish]: Amaga els punts en l'ordre en què es produeixen en cada traç (p. ex. per animar tinta esvaint-se o desapareixent després de ser dibuixada)Amaga les corbes seleccionades de la vista de l'editor de gràfiquesAmaga les cares seleccionadesOculta objectes i col·leccions seleccionatsOcultar partícules seleccionades[Hide Tracks]: Amaga els rastres seleccionats[Vertex Select Hide]: Amaga els vèrtexs seleccionats[Hide Layer(s)]: Amaga les capes seleccionades/no seleccionades del Llapis de greixAmaga els primitius geomètrics petits per millorar el processamentOculta el joc de cares actiuOcultar la col·lecció en aquesta capa de visionatAmagar bornAmaga el valor d'ingressió del bornAmagar el valor d'entrada del born fins i tot quan no està connectatAmagar la malla sòlida i estirar la sobreimpressió envers la visualització. S'oclou la selecció per la geometria inactiva, a menys que els raigs-X estiguin activatsOculta aquesta corba en mode edicióAmaga els no seleccionats preferiblement als seleccionatsAmagar les corbes no seleccionades preferiblement a les seleccionadesAmagar les capes no seleccionades preferiblement a les seleccionadesOculta objectes no seleccionats preferiblement a seleccionatsOcultar vèrtexs no seleccionats preferiblement als seleccionats[Restrict Render Unselected]: Oculta els objectes de revelat no seleccionats del mateix tipus que els actius aplicant-hi l'indicador d'ocultació de revelatOcultar rastres no seleccionatsOcultar vèrtexsOcultar/mostrar tots els vèrtexs emmascarats per damunt d'un llindarOcultar/mostrar tots els vèrtexsOculta/mostra alguns vèrtexsAmaga totes les corbes-F que no s'estiguin emmarcantJerarquiesJerarquiaID de l'arrel de jerarquiaAltaColor altAlt contrastAlta precisióAlta qualitatNormals alta qualitatResolutor d'alta viscositatAlt rendimentAlta qualitatInterpolació de píxels d'alta qualitat[Max Step]: Límit superior per al cronolapse en segons en el cas de subpassos automàticsContrast d'alta freqüència fet amb una màscara desenfocada[Exponential Distribution]: L'increment del valor augmenta la resolució en acostar-se al punt de visió[Smooth Stroke Factor]: Els valors més alts donen un traç més suauEls valors més alts fan més abrupte el canvi[Filter Order]: Els valors més alts produeixen un límit de freqüència més sobtatAltura màximaDimensió superiorFreqüència màxima[Maximum X]: Valor X més alt a permetreValor Y més alt a permetreValor Z més alt a permetre[Highest Dimension]: Dimensió fractal superior[Maximum Lifetime]: Màxima durada possible de la vida de les partículesRessaltatAngle de ressaltatRessaltar fotofitesRessaltar líniaRessaltar intervalRessalta només les cel·les del tipus BuidaRessalta només les cel·les del tipus FluidRessalta només les cel·les del tipus InfluxRessalta només les cel·les del tipus Obstacle[Outflow]: Ressalta només les cel·les del tipus de Flux enforaRessalta els documents seleccionatsRessalta les cel·les independentment del tipusRessalta la línia actual[Highlight Range]: Ressalta els vòxels amb els valors del camp de mapa de color dins de l'intervalRessaltatsHindi - हिन्दीFrontissaConsellsHistogramaHistograma per a veure estadístiques d'imatgeHistorialColor d’impacteDistància d'impacteNormal d'impactePosició d'impacteTravar[Alt Tool Access]: Mantenir Alt per usar l'eina activa quan normalment es requeriria el flòstic Incompatible amb la preferència d'ingressió «emular ratolí de 3 botons» quan s'hi usa la tecla «Alt»[Alt Cursor Access]: Mantenir pitjades Alt-BER per col·locar el cursor (en lloc del BER), permet que les eines s'activin en pitjar en lloc d'arrossegar. Incompatible amb la preferència d'ingressió «Emular ratolí de 3 botons» quan s'hi utilitza la tecla «Alt»Travar endavant[Stepped Interpolation F-Modifier]: Manté cada valor interpolat des de la corba-F durant diversos fotogrames sense canviar el temps[Hold]: Trava el primer fotograma fixat si no hi ha altres segments anteriors a la pista, i sempre trava l'últim fotogramaMantingueu aquest modificador per a emular el botó central del ratolíAguantar valors de fotofites d'extremsEmbargarTravatsTolerant als foratsForatsIniciMelEnganxarCentre del ganxoModificador ganxo[Hook Modifier]: Modificació de ganxo per a la ubicació de punts de traçModificador ganxo per a modificar la ubicació dels vèrtexs[Hook to New Object]: Enganxa els vèrtexs seleccionats a un objecte de nova creacióEnganxa els vèrtexs seleccionats al primer objecte seleccionatGanxosHoritzontalAlineació horitzontalDistància horitzontal des de l'eix Z al final de l'espiral[Start Radius]: Distància horitzontal des de l'eix Z a l'inici de l'espiralCDV horitzontalLlista horitzontalDivisió horitzontal[Aspect X]: Ràtio d'aspecte horitzontal (només s'usa per a projectors de càmera)Ràtio d'aspecte horitzontal - per a l'egressió de píxels anamòrfics o no quadratsDimensió horitzontal del mapa de precuinatDimensió horitzontal del mapa de precuinat (només extern)Ubicació horitzontal de la finestra[X Offset]: Separació horitzontal des de l'origen de l'objectePosició horitzontal de la caixa de text relativa a la UbicacióResolució horitzontal de l'esferaEscala horitzontal (només s'usa per a projectors de càmera)[Sensor Width]: Mida horitzontal de l'àrea del sensor d'imatge en mil·límetresAlineació de text horitzontalDistorsiona la imatge horitzontalment per crear un efecte de muda del canal/colorHosek / WilkieHosek / Wilkie 2012 (Antiquat)Nom d'amfitrióHoresCom es mostren els sonogramesCom s'orienten els traços d'anotació en l'espai 3DCom s'animen els traços (és a dir, si apareixen o desapareixen)Com de propers han de ser els valors de flotant per a ser iguals[Clamp]: Com de pròxim està l'inici de dissipació del pinzell respecte de la vora del pinzellCom són de dominants els ressaltats en comparació amb les ombresCom es mostren els valors de factorCom de lluny està el punt de control al llarg de la seva corbaQuants fotogrames enllà cal desplaçar l'animacióFins a quin punt a banda i banda l'operador farà promig dels valors de fita[Color Spread]: Rapidesa amb què els colors acaben barrejats dins la impregnació de pintura[Shrink Speed]: Rapidesa amb què l'efecte d'encongiment es mou sobre la superfície llenç[Spread Speed]: Rapidesa amb què l'efecte disseminació es mou sobre la superfície llenç[Wander]: Com de ràpid s'aleatoritza la direcció de la velocitat[Flatness]: Com d'aplanats queden els pèlsCom d'incomprimible és el fluid (velocitat del so)Com d'intens (brillant) és el reflex especularCom de fort és el so[Queue size]: Nombre d'eixams en una filera[Chain Length]: Nombre d'ossos que s'inclouen en l'efecte de CI - 0 agafa tots els ossosQuants ossos s'inclouen a la cadena[Col·lision Quality]: Quantes iteracions de col·lisió s'haurien de fer (com més alt, més qualitat però més lentitud)[Duplicates]: Quantes còpies dels traços es mostraran[Degrees]: Graus en què s'ha de corbar el trajecte per a fer un altre segment de revelatQuants fotogrames durarà el mapa anticEn quants fotogrames s'ha d'esvair[Keys]: De quantes fites cal fer les partícules noves[Effector Number]: Quantitat de partícules que fan d'efectores (0 vol dir totes)Quants píxels ha de cobrir el trajecte per a fer un altre segment de revelat[Samples per Frame]: Quantes mostres cal calcular per fotograma, ajuda amb les dades de subfotogrames[Slice Per Voxel]: Quantes llesques per vòxel s'han de generarAmb quants trams es mostren els trajectes (potència de 2)Amb quants trams s'hi revelen els trajectes (potència de 2)Amb quants trams cal mostrar la trajectòriaQuantes tessel·les afegirQuants quadrets es mostraran al fons[Density Add Attempts]: Nombre de cops que el pinzell de densitat intenta d'afegir una corba novaQuantes vegades s'han de difuminar els valors per a tots els elementsQuants cops cal repetir el filtreQuants cops cal repetir el pas de suavitzatQuants canvis de color afecten la generació de màscara[Amplitude Clump]: Nivell d'afectació de l'aglomeració sobre l'amplitud de la torsióQuants caires i valls s'intensifiquen[Foam Fade]: Quantitat d'escuma que s'acumula amb el temps (sols oceà precuinat)[Rake]: Quantitat que quedarà agafada després de la rotació del cursor[Normal Weight]: Quanta força extraurà els vèrtexs de la superfície durant un agafamentQuanta influència té el mapa de pesos en la parametrització de pesos, 0 si no hi ha cap influènciaQuantes noves arestes intermediàries s'encongeixen/expandeixen[Absorption]: Quanta força d'efector es perd durant la col·lisió amb aquest objecte (en percentatge)Quantitat de normals generades per a mesclar amb les existents[Shape Preservation]: Fins a quin punt la forma original es conserva en suavitzarQuant de suavitzada ha de ser la forma resultant, ignorant detalls d'alta freqüènciaQuant de suavitzat s'aplica a les superfícies polides[Opacity Strength]: Quanta força d'esvaïment s'aplica addicionalment a l'opacitat del traç[Thickness Strength]: Quanta força d'esvaïment s'aplica addicionalment al gruix del traç[Acceleration]: Quantitat de superfície en què l'acceleració afecta el degoteig[Acceleration]: Quantitat de superfície en què la velocitat afecta el degoteig[Cloth Damping]: Fins a quin punt es propaguen les forces aplicades es propaguen a través de la tela[Soft Body Plasticity]: Quantitat de conservació de la forma original en la tela, que actua com un cos tou[Crease Brush Pinch Factor]: Fins a quin punt fa pinça el pinzell arrugador[Wind Factor]: Quant es redueix la força quan actua paral·lelament a una superfície, p. ex. tela[Bending Stiffness]: Quantitat de resistència del material a ser doblegat[Compression Stiffness]: Quant es resisteix el material a ser comprimit[Shear Stiffness]: Quant resisteix el material l'esqueixament[Tension Stiffness]: Quant es resisteix el material a estirar-seFins a quin punt es permet que la nova corba delmada es desviï de l'originalQuant «pesa» l'objecte independentment de la gravetat[Per Vertex Displacement]: Fins a quin punt la posició de cada vèrtex individual influeix en el resultat final[Internal Spring Max Diversion]: Quantitat de desviació de la normal de vèrtex que poden patir els raigs que connecten els punts interns[Elastic Limit]: Quant s'ha d'estirar/comprimir el tensor per canviar la seva longitud de repòs[Plasticity]: Quant pot canviar la longitud de repòs del tensor després de traspassar el límit d'elasticitat[Tilt Strength]: Fins a quin punt la inclinació del pen afectarà el pinzell. Els valors negatius indiquen la inversió de les direccions d'inclinació.[Wave Alignment]: En quina mesura les ones s'alineen entre ellesFins a quin punt fusionar fins al valor predeterminatQuantitat d'adaptació a la corba suavitzadaFins a quin punt prioritzar les graelles de quads regulars a més dels quads que toquen quads ja existentsQuant cal simplificar els valors precuinats (0,0 per a deshabilitar, com més alt, més simplificat)[Level]: Quantitat de component-z en la velocitat que es manté constantCom es calculen les normals durant la importacióCom de sovint es desplacen les fileres. Un valor de 2 dona un patró de fileres parell/imparell.Com de sovint les fileres contenen maons "aixafats"[Sampling Rate]: Freqüència amb què avaluar els valors animats (en fotogrames)[Particle Display]: Com es mostren les partícules al mirador[Particle Rendering]: Com es revelaran les partícules[Particles in Boundary]: Com es tracten les partícules que han abandonat el dominiCom s'orienten els plans entre si en l'eix localCom de potent és l'efecte del pinzell en aplicar-lo[Falloff Power]: Com de ràpid decau la potència amb la distància del camp de forçaCom es calcula l'angle de gir[Time Alignment]: Moment en què els traços comencen a aparèixer/desaparèixer[Cascade Fade]: Com de suau és la transició entre cada cascada[Landing Smoothness]: Amb quina suavitat aterren els eixams[Stabilize Center]: Com és d'estable el centre del pla en el curs del traç. Un valor de 0 correspon a l'ús del centre actual i un valor d'1 correspon a l'ús del centre inicial.Com d'estable es presenta la normal del pla en el curs del traç. Un valor de 0 es correspon amb l'ús de la present normal i un valor d'1 amb l'ús de la normal inicial.Com es van confegint els traços[Land Stick Force]: Quina potència ha de tenir una força per començar a afectar un eixam en terra[Attenuation]: Com de forta és l'afectació de la distància sobre el volum, depenent del model de distància[Repulsion Factor]: Amb quina força intenta el fluid evita l'agrumollament (factor de rigidesa)Com s'escullen els atributs a suprimir[Boundary Falloff]: Com s'aplica la dissipació del pinzell al llarg del contornCom hauria de quedar esposada la ingressió de la geometria de tancament[Deformation Target]: Manera com la deformació del pinzell afectarà l'objecteCom encaixa el metratge amb l'enquadrament de càmeraCom hauria de quedar exposada la geometria d'ingressió[Frame Method]: Com s'encaixa la imatge dins l'enquadrament de càmera[Extension]: Com s'extrapola la imatge més enllà dels límits originalsCom ha de quedar exposat el bloc de dades de geometria d'instànciesCom ha de quedar exposada la ingressió de geometria instanciadaCom se subdividirà la malla per a crear un nou nivellCom ha de quedar exposada la ingressió de la geometria de perfils[Rule Evaluation]: Com s'avaluen les regles de la llista[Tip Control]: Com es controla l'estirament del tentacle[Texture Mode]: Com es calcula l'efecte textura (l'RGB i el rotacional necessiten una textura RGB, en cas contrari s'utilitzarà un degradat)Com s'aplicarà la transformació al referentCom s'especifica la transformacióCom s'especifica la mida del vòxelDe com s'ha gestionat aquest element en l'operació d'incorporació. Només es consigna en cas que les dades s'hagin incorporatCom subdividir la malla adaptativamentCom afectar (generar) normalsCom afectar els elements de destinació amb els valors d'origenCom alinear els plans[Apply Scalings]: Com aplicar escalats adaptats i d'unitats en el document FBX generat (El Bender utilitza l'escala FBX per detectar unitats en la importació, però moltes altres aplicacions no gestionen de la mateixa manera)Com triar el nombre de vèrtexs del carenat[Guiding mode]: Com crear velocitats de guiatgeCom definir les coordenades envers on han d'apuntar les normals adaptadesCom es determina la rotació al voltant del polCom mostrar l'objecte en el mirador[Distribution]: Com distribuir les partícules en l'element seleccionatCom exportar l'escena de Blender al motor de revelat HydraCom exportar el color del vèrtexCom trobar les posicions dels extrems del spline despuntat[Attach Mode]: Com trobar el punt de la superfície on adherir-seCom generar punts des de la corba d'ingressióCom generar la imatge[Pole]: Com tractar les cares als polsCom gestionar les col·lisions de noms en importar materialsCom interpolar els valors entre vòxels veïns[Destination Layers Matching]: Com fer conlligar les capes origen i de destinacióCom mesclar les normals generades amb les existentsCom resoldre el solapament després de la transformació[Sampling Method]: Com mostrejar la llum de rerefonsCom se simplifica el traçCom resoldre conflictes a causa de diferències en el text intern i externCom especificar la quantitat de detall per a la nova mallaCom especificar la quantitat de mostresCom especificar el nombre de mostres[Proxy Storage]: Com emmagatzemar suplecions per a aquest projecteCom subdividir cantells de quads (qualsevol cosa que no sigui un tall recte evitarà n-gons)[Sync Mode]: Com sincronitzar la reproduccióCom desempaquetar[Layer Samples]: Com usar la configuració de mostreig per capes de visionatCom usar aquesta col·lecció en calcular el dibuix linealCom emprar aquest objecte en el càlcul del dibuix linealCom es mapegen els pesos als seus valors nousCom afecten els pesos del grup-v B els del grup-v AAmplitud en què s'escampa la llum emesa, com pot passar en una capsa reticulada[Zoom to Frame Type]: Com fa el zoom fins a centrar-se sobre el fotograma actualHuangHuaweiTonalitatCorrecció tonalitatTrontoll de tonalitatMode tonalitatModificador de correcció de tonalitat per al segment de seqüènciaNivell de tonalitatEfecte de rotació de la tonalitat, entre 0 (-180°) i 1 (+180°). Tingueu en compte que 0 i 1 donen el mateix resultatTo, saturació, lluminositatTo, saturació, valorTo / SaturacióTo/Saturació/ValorTo:HuffYUVError de cascNom humanament llegibleHongarès - MagyarMultifractal híbridHydraDepuració d'HydraMotor de revelat HydraHydra StormPropietats d'Hydra StormMotor de revelat Hydra Storm[Hydra]: Paràmetres del motor Hydra per a l'escenaHipHiperHipertecla pitjada, -1 per a qualsevol estatHipertecla pitja da. Un modificador afegit que es pot configurar amb Linux i que habitualment substitueix BlocMajMode cosinus hiperbòlicMode sinus hiperbòlicMode tangent hiperbòlicaRamificacions I18nActualitzar traducció d'i18nPolisferaIDAccióClips d'accióEsqueletEsqueletsDifuminarOsRestriccions d'osOssosPinzellPinzellsDocument de memòria cauCàmeraCàmeresCol·leccióCol·leccionsAcolorirRestriccionsCorbaCorbesDadesTipus de bloc de dadesEfectesFantasmaFiltra per tipusInvertirFontLluïssorLlapis de greixLlapis de greix v3Llapis de greixCorbes de pèlTipus d'identificadorImatgeClauRetículaRetículesBibliotecaLlumSonda de llumSondes de llumLlumsLineamentMàscaraMaterialMaterialsMallaMallesMetabolaMetabolesModificadorsVideoclipArbre de nodesNodesObjecteObjectesEgressióCorba de pinturaPaletaPartículaPartículesFísicaPixelarNúvol de puntsRevelarPassepartoutEscenaEscenesPantallaSegments de seqüènciaTipus d'aspectorOmbraSoAltaveuAltaveusSegmentModificadors de segmentSuperfícieRemolíTipus d'ID del referentTextTexturaTipus de texturaEinaTipusNo especificatCapa de visionatVolumDispersió de volumVolumsDistorsió en onaGestor de finestresObradorMónL'ID %s ha trobat un indicador de bib incorrecte!L'ID %s té un indicador bib nul mentre és a la biblioteca %s!L'ID %s és a la base de dades local mentre es vincula des de la biblioteca %s!L'ID %s ja no es troba a la biblioteca %s!L'ID %s usa la morfofita %s, però l'indicador 'from' no és vàlid (%p), s'està reparant...L'ID '%s' està vinculat, no se'n poden editar els sobreseïmentsL'ID '%s' no és cap sobreseïmentID / ÍndexDades d'IDOperació de dades IDID d'origenUsar indicador d'ID per a element IDID de biblioteca de sobreseïmentsPropietats de sobreseïment de biblioteca d'IDsOperació de la propietat de sobreseïment de la biblioteca d'identificadorsID de màscaraID de MaterialsNom d'IDPropietat d'IDGrup de propietats d'IDTipus d'IDL'ID s'ha mantingut com a vinculatNom d'IDNom d'ID de l'elementNom d'ID del menú des del qual s'ha cridatID de cada corbaID del catàleg a eliminarID de l'elementID o ÍndexCamp d'ID o índexID per agrupar les corbes en la creació del mapa de guiesEl tipus d'ID '%s' no és vàlid per a un objecteTipus d'ID de l'elementValor IDBloc d'IDs[Source]: Bloc d'IDs que representa les dades d'origen, normalment ID_SCE (és a dir, Escena)[ID-Block]: Bloc identificadors al qual s'ha d'afegir les fites per al Joc de fitoatributs (només per als Jocs de fitoatributs absoluts)Bloc d'IDs:Bloc d'IDs des del qual es pot trobar la propietat específica (primer s'ha d'especificar la propietat id_type)Bloc d'IDs a què s'afillaria l'element emmascarador o una propietat sevaIDsText IESTextura IESTrajecte lluminós d'EEICIControl CIInfluència lineal de CIControl lineal de CIUbicació local CIParàm de CIControl de rotació de CIInfluència de rotació de CIResolutor de CIEstirament de CITipus de CIPivot de canell CILímit X de CIBlocatge en X de CIMàxim X de CIMínim X de CIRigidesa d'X de CILímit Y de CIBlocatge en Y de CIMàxim Y de CIMínim Y de CIRigidesa d'Y de CILímit Z de CIBlocatge en Z de CIMàxim Z de CIMínim Z de CIRigidesa de Z de CI[IK Solver]: Resolutor de Cinemàtica Inversa per al qual es defineixen aquests paràmetresRigidesa de CI al voltant de l'eix XRigidesa de CI al voltant de l'eix YRigidesa de CI al voltant de l'eix ZCI->CO ({:s})IDRNivell IDRIRISCodi ISO (p. ex. «fr_FR»)ITEM_NEVER_SHOWITU 601ITU 709Gel (Esqueixat)Gel (Sòlid)PolisferaIconaAlfa d'iconaContorn d'iconesColors d'iconaID d'iconaPíxels d'iconaSaturació d'iconesMida d'iconaIcona visible[Float Icon Pixels]: Components dels píxels de la icona, com a nombres de coma flotant (valors concatenats RGBA)[Icon Pixels]: Píxels d'icona , com a bytes (sempre RGBA de 32 bits)Ideal per als fulldomes, ignora les dimensions del sensorS'han identificat {:d} rastres problemàticsIdentificadorIdentificador (no necessàriament únic) per a la biblioteca de recursosIdentificador de segona opció[Action slot]: Identificador per a un conjunt de canals d'aquesta Acció que pot ser utilitzat per un bloc de dades per especificar què és el que l'animaIdentificador per al directori de protocols de pythonIdentificador per al catàleg del recurs, que Blender empra per consultar la ruta del catàleg del recurs. Ha de ser un UUID d'acord amb RFC4122.Identificador d'aquest precuinat que resta igual fins i tot quan el node de precuinat canvia de nom, s'agrupa o desagrupaIdentificador de l'invocador (en cas que el complement invoqui aquest exportador). Pot ser útil en el cas d'una extensió afegida per altres complementsIdentificador de l'operador a cridar en l'episodi d'accióIdentificador de l'operador a cridar a l'episodi ingressatIdentificar de l'àlbum de recursos que es mostrarà[Item Identifier]: Identificador de l'element a suprimirIdentificador de l'element a restituirIdentificador de la llista, si s'ha passat cap al paràmetre «list_id» de «template_list()»Identificador del bornIdentificador d'einaIdentificador per element que es fa servir per a l'aleatorització[Asset Library Reference]: Identificador de referència per a la biblioteca de recursosTipus d'identificador del bloc d'IDsSi 0, global; si 1, basat en intensitat de píxelSi 0, igual per a tots els canals; si 1, cadascun independentSi ja existeix un document amb el mateix nom, usar-lo en lloc de copiar-lo[Reference Existing]: Si ja existeix un material amb el mateix nom, es referencia en lloc d'importar-loSi existeix una textura en format WebP, carrega la textura WebP en lloc de l'alternativa PNG/JPG[Plane Trim]: Si un vèrtex està més lluny del pla de separació que aquest valor, llavors no es veurà afectat[Force keeping channel for objects]: si totes les fotofites són idèntiques per a transformacions d'objectes, obliga a mantenir la mínima animacióSi totes les fotofites són idèntiques en un aparell, obliga a què l'animació resti mínima. Quan està desactivat, s'exportaran tots els canals possibles per als ossos, inclús si estan buits (animació mínima, 2 fotofites)Si n'hi ha, mostra els marcadors en una fila separada a la part inferior de l'editorSi està marcada, s'actualitza el fotograma d'inici i final de l'escena perquè coincideixin amb els de l'arxiu Alembic[Culling]: Si s'habilita, s'ignoraran les vores que queden fora de la vista[Use Scene Range]: Si està habilitada, es faran servir els fotogrames inicial i final d'escena per determinar l'interval de precuinatSi està habilitat, la pantallada tindrà la mateixa alçada i ampladaSi està habilitat, es pot especificar la intensitat de sobreeixit per a cada canal de color. Si està deshabilitat, el canal de sobreeixit tindrà una escala unitària, mentre que els altres canals seran zeroSi s'exporten grups suavitzats, es generen valors de 'semàfor' per als grups, en lloc de valors enters únics. El mateix valor de semàfor es pot reutilitzar per a diferents grups de cares suavitzades, sempre que no tinguin arestes o vèrtexs cantelluts en comúSi FALS, es desseleccionaran les caresSi FALS, es desseleccionaran els vèrtexsSi és inferior a zero, enfosqueix la imatge; en cas contrari, la fa més brillantSi falla la càrrega de graelles, mostra missatge d'error amb detallsSi no-zero, la distància màxima a què contribuiran altres superfícies a l'aproximació ràpida d'IGSi no és zero, el valor màxim per a una mostra directa, els valors més alts es reduiran per evitar massa soroll i una convergència lenta a costa de la precisióSi no és zero, el valor màxim per a una mostra indirecta, els valors més alts es reduiran per evitar massa soroll i una convergència lenta a costa de la precisió[Retenir volum indirecte]: Si no és zero, el valor màxim per a llum indirecta sobre volums. Els valors més alts es reduiran per evitar massa soroll i una convergència lenta a costa de la precisió. Emprat per sondes de llum.[Clamp Surface Indirect]: Si no és zero, el valor màxim per la contribució de llum indirecta a una superfície. Els valors més alts es reduiran per evitar massa soroll i una convergència lenta a costa de la precisió. Emprat pel ràdiotraçat i per sondes de llum.[Retenir Volum directe]: Si no és zero, el valor màxim per la contribució de llums a volums. Els valors més alts es reduiran per evitar massa soroll i una convergència lenta a costa de la precisió. Emprat per objectes llum.[Clamp Surface Direct]: Si no és zero, el valor màxim per la contribució de llums a una superfície. Els valors més alts es reduiran per evitar massa soroll i una convergència lenta a costa de la precisió. Emprat per objectes llum.Si és no-zero, el valor màxim de la contribució al món que es registrarà dins de la sonda de llum de món. L'excés de la contribució es converteix en llum de sol. Això minva el sobreexit de llumm causat per fonts de llum molt brillants.[Instance Type]: Si no està consignat com a «No-cap», determina el mètode d'instanciament d'objecte que s'usa[Output Filepath]: Si no s'especifica, es dessorollaran els revelats al llocSi no s'utilitza, posar 1[UI Row]: Si no és a zero, la filera del plafó de la IU on es mostra el botó d'aquesta col·leccióQuan no és zero, distància del ganxo on s'acaba la influènciaSi hi és, totes les egressions amb noms diferents s'ocultaranSi se suprimeixen peces desconnectades, és la mida mínima dels components a conservar com proporció del nombre de polígons en el component més granSi està posat, afegeix un primitiu de transformació amb el camí donat a l'escenari com el pare de totes les dades exportadesSi està definit, afegiu l'espai de denominacions donat com a prefix als noms de propietats a mida exportades. Això només s'aplica als noms de propietats que encara no tenen un prefix (p. ex., s'aplicaria al nom 'bar' però no a 'foo:bar') i no s'aplica als noms d'objectes i dades del blender que sempre s'exporten a l'espai denominatiu 'userProperties:blender'Si està definit, l'orientació de control es treu de l'os especificat[Set Material Blend]: Si l'opció d'importar previsionat USD està habilitada, el mètode de fusió de material es configurarà automàticament en funció de les ingressions d'opacitat i de llindar d'opacitat de l'aspectorSi l'angle entre el color i el color croma en l'espai CrCb és més gran que aquest angle màxim, no dona cromaSi l'angle entre el color i el color croma en l'espai CrCb és menys d'aquest angle mínim, dona cromaSi la diferència mitjana de color entre les dues imatges és inferior a aquest llindar, dona cromaSi la diferència mitjana de color entre les dues imatges és inferior a aquest llindar, dona croma parcial, altrament no dóna cromaSi la diferència de tonalitat entre el color i el color croma és menys que aquest llindar, dona cromaSi la diferència de saturació entre el color i el color croma és menys que aquest llindar, dona cromaSi la diferència en valor entre el color i el color croma és menys que aquest llindar, dona cromaSi la distància entre el color i el color croma en l'espai de color donat és inferior a aquest llindar, dona cromaSi la distància entre el color i el color croma en l'espai de color donat és inferior a aquest llindar, dona croma parcial, altrament no dóna cromaSi el document conté múltiples canals d'àudio, es revelaran en un solSi l'objecte és una instància, l'objecte pare que el va generarSi el perfil del spline és cíclic, omple els extrems de la malla generada amb N-gonsSi la selecció s'hauria de rotar per conlligar amb el cursorSi la selecció s'ha d'acoblar com un tot o per cada centre de l'objecteSi l'eina empra pinzells i està limitada a un tipus concret de pinzell, l'identificador del tipus de pinzellSi hi ha una vora veïna que té un Límit de contrast amb un contrast molts cops més gran que la vora actual, la vora actual es descartarà. Això permet eliminar les vores espúriesSi això està posat, el Joc de fitoatributs obté un ID personalitzat, en cas contrari pren el nom de la classe usada per definir el Joc de fitoatributs (per exemple, si el nom de la classe és «BUILTIN_KSI_location», i el bl_idname no està establert en el protocol, aleshores bl_idname = «BUILTIN_KSI_location»)[ID Name]: Si està activat, el recurs obté un identificador personalitzat, en cas contrari agafa el nom de la classe utilitzada per definir el recurs (per exemple, si el nom de la classe és «OBJECT_AST_hello», i el bl_idname no està establert pel protocol, llavors bl_idname = «OBJECT_AST_hello»)Si està assignat, el gestor de documents un ID personalitzat, en cas contrari pren el nom de la classe emprada per definir el gestor de documents (per exemple, si el nom de la classe és «OBJECT_AST_hello», i el bl_idname no està definit pel protocol, llavors el bl_idname = «OBJECT_AST_hello»)Si està especificat, la llista d'iu obté un identificador personalitzat, en cas contrari pren el nom de la classe utilitzada per definir la llista d'ius (per exemple, si el nom de la classe és «OBJECT_UL_vgroups», i el bl_idname no està especificat pel protocol, llavors el bl_idname = «OBJECT_UL_vgroups»)Si aquest idioma s'ha d'utilitzar en l'operador actualSi és VER, les cadenes d'arestes destacades es parteixen en els límits dels materials[Same Object]: Si està a VER, només s'uniran les arestes destacades del mateix objecteSi VER, la correcció s'aplicarà sobre el canal blauSi VER, la correcció s'aplicarà sobre el canal verdSi VER, la correcció s'aplicarà sobre el canal vermellSi VER, es mostra flòstic a l'espai de pantalla. Altrament és a l'espai objecte[Is Interface Locked]: Si és VER, la interfície està bloquejada actualment per una tasca en marxa i les dades no s'haurien de modificar des dels temporitzadors de l'aplicació. Altrament, la tasca en execució podria entrar en conflicte amb el gestor i causar resultats inesperats o fins i tot fallides.[Pure Random]: Si VER, el soroll espacial no mostra cap coherència[Scale of the spatial noise]: Si és VER, el soroll espacial és suau[Radius of the skin]: Si el vèrtex té múltiples arestes adjacents, s'hi empalma directamentSi confieu en la font, afegiu el repositori i torneu-ho a provar.Si voleu utilitzar el VC per a qualsevol altre propòsit que no sigui el color del vèrtex, hauríeu d'utilitzar atributs personalitzats.IgnorarIgnorar clic de rerefonsIgnorar connexionsIgnorar ossos soltersIgnorar Blocatge de materialIgnorar segments silenciatsIgnorar seleccióIgnorar agudesaIgnorar acoblatIgnorar segments de soIgnorar transparènciaIgnora el canal alfa del document i fes que la imatge sigui completament opaca[Cull]: Ignora les cares que apunten en direcció contrària a la vista (més ràpid)Ignorar fotogrames fora de l'interval de previsionatIgnora la cronografia generada, cerca en la seqüència de vídeo en base a una llegenda de temps calculada[None (Legacy)]: Ignora l'escalat pare sense compensar l'esqueixament de pare. Replica l'efecte de deshabilitar la casella original d'Heretar escala.Ignora el nombre de mostres per capa de revelat[Filter Angle]: Ignora els punts del traç que es desvien dels seus veïns per un angle més tancat que això en determinar la forma de l'extrapolació[Shortest Rotation]: Ignora la direcció de l'eix, utilitza el gir més curt a alinear[Hide Keymap]: Ignora els combinats de tecles per aquest flòstic[Ignore Leaf Bones]: Ignora l'últim os al final de cada cadena (usat per a marcar la longitud de l'os anterior)[Even Divisions]: Ignora les longituds relatives dels ossos en ajustar-los a la corbaIgnora l'acció de selecció quan l'element ja està seleccionatS'han ignorat les egressionsIgnorat {}S'ha ignorat {} (no es del mateix tipus que {})Il·luminador AIl·luminador BIl·luminador CIl·luminador D50Il·luminador D55Il·luminadorD56Il·luminador D75Il·luminador D93Il·luminador EIl·luminador F1Il·luminador F10Il·luminador F11Il·luminador F12Il·luminador F2Il·luminador F3Il·luminador F4Il·luminador F5Il·luminador F6Il·luminador F7Il·luminador F8Il·luminador F9Il·luminador LED-B1Il·luminador LED-B2Il·luminador LED-B3Il·luminador LED-B4Il·luminador LED-B5Il·luminador LED-BH1Il·luminador LED-RGB1Il·luminador LED-V1Il·luminador LED-V2Filtratge d'il·luminacióImatgeDarrereAmbdósCapsaEscacatRetallarRetallar cubCubVoresCostat d'imatge fastasmaEstendreExtensióEmplenarAplanatCapgirarDavantGeneradesSeqüència d'imatgesMapejatEmmirallarMesclarVídeoNovaNova...ProjeccióRepeticióImatge únicaFontEsferaTubMosaics UDIMVisorNo s'ha pogut desar la imatge '%s' a '%s'La imatge '%s' no té cap dada d'imatgeLa imatge '%s' no ha pogut carregar la memòria intermèdia d'imatgeS'ha omès la imatge «%s», no s'admet empaquetar pel·lícules o seqüències d'imatgesImatge 1Imatge 2Marge d'imatgeRetall de contorn d'imatgeCoordenades d'imatgeVisualització d'imatgesVores d'imatgeEditor d'imatgesNo s'ha trobat l'editor d'imatgeEditors d'imatgesDocuments d'imatgeFormat d'imatgeID d'imatgeInformació d'imatgeImatge màscaraNom d'imatgeBorn de node d'imatgeInterfície de born del node d'imatgeOpacitat d'imatgeContorn d'imatgePintat d'imatgePotencialitats de pintura d'imatge[Missing Stencil]: El pintat d'imatge no té una plantilla[Missing Texture]: El pintat d'imatge no té una textura on pintarFixar imatgePíxels d'imatgePrevisionat d'imatgeQualitat d'imatgeCercar imatgesSeqüència en imatgesMida d'imatgeSegment imatgeImatge texturaImatge texturaLlindar d'imatgeImatge mosaicUsador de la imatge[Space Image Editor]: Dades d'espai d'imatge i editor UV[Background Image]: Imatge i configuració de projecció del rerefons en Vista 3DProfunditat de bit d'imatgeEscala de brillantor d'imatgePíxels de la vàlvula d'imatges en valors de coma flotantNo es pot desar la imatge, no hi ha cap ruta vàlida de document: "%s"No es pot desar la imatge, utilitzeu un format de document diferent: "%s"No s'ha pogut trobar la imatgeNo s'han pogut trobar les dades de la imatgeNom del bloc de dades d'imatgeNom del bloc de dades de la imatge a desempaquetarBloc de dades d'imatge que referencia una imatge externa o empaquetada[Images]: Blocs de dades d'imatges[Image]: Imatge visualitzada i editada en aquest espaiImatge que es mostra del rastreig durant l'edició a l'editor de clipsNo s'ha pogut iniciar l'editor d'imatges, assegureu-vos que el camí de Preferències d'usuària > Document és vàlid, i que el Blender té drets per iniciar-lo[File Path]: Adreça de la imatge que s'usarà quan es desi externamentEl format d'imatge no és un format de vídeo[Dirty]: La imatge ha canviat i no s'ha desatLa imatge té vistes a esquerra i dreta[Multiple Views]: La imatge té més d'una vistaAlçada d'imatgeLa imatge no és editableLa imatge està empaquetada, desempaqueta abans d'editarLa imatge es projecta aplanada usant les coordenades X i Y del vector de texturaLa imatge es projecta des del tub usant l'eix Z com a centralLa imatge es projecta esfèricament usant l'eix Z com a centralLa imatge es projecta usant diferents components per a cada costat de la capsa contenidora de l'espai d'objectesNode d'imatgeLa imatge no està empaquetadaEls objectes d'imatge només es poden afegir en Mode objecte[Opacity]: Opacitat de la imatge per a fusionar-la amb el color del rerefonsImatge o vídeoNo s'ha establert la ruta de la imatgeNo s'ha trobat la ruta de la imatge {!r}, la imatge pot estar empaquetada o sense desar[Float Image Pixels]: Components dels píxels d'imatge, com a nombres de coma flotant (valors concatenats RGBA)[Image Pixels]: Píxels d'imatge, com a bytes (sempre RGBA de 32 bits)Les dades de projecció d'imatge no són vàlidesLa imatge requereix 4 canals de color per pintarLa imatge requereix 4 canals de color per pintar: %sHa fallat el desat d'imatge: superfície no vàlidaHa fallat el desat d'imatge: memòria insuficientBorn d'imatge d'un nodeSegment d'imatgeLa imatge és massa petitaImatge usada com a llençImatge usada com a font de clonacióImatge utilitzada com a referent de pintat[Stencil Image]: Imatge usada com a plantillaAmplada d'imatgeIngressió d'imatge/color a què s'aplicarà la transformació de color RGBNom de document d'imatge/vídeoNom del document d'imatge/vídeo (sense refresc de dades)Editor d'imatges/UVImatgesImatges i sonsLes imatges es revelen en un editor d'imatges maximitzatLes imatges es revelen en una finestra novaLes imatges es revelen en un editor d'imatgesLes imatges es revelen sense canviar la interfície d'usuariLes imatges es desen amb dades RGB (color)Les imatges es desen amb dades RGB i alfa (si és compatible)Les imatges no es poden copiar durant el revelat[BW]: Les imatges es desen en escala de grisos de 8 bits (només PNG, JPEG, TGA, TIF)Part imaginària de l'índex de refracció del conductor, sovint anomenada kImmediatFills directesImperialConversió implícita de tipus en avaluar la closaConversió de tipus implícit en separar agregatErgoImportarImportar tots els materialsImportar animacióImportar comImportar CSVImportar enumeracions com a cadenesImporta una animació FBXImporta document FBX a l'escena actualImporta la informació de subdivisió FBX com a modificadors de subdivisió de superfícieInfo d'importacióMètode d'importacióImportar OBJImportar grups OBJ com a grups de vèrtexsImporta un document de volum OpenVDBImportar PLYRutes d'importacióImporta les preferències de la versió anteriorImportar STLImportar SVG com a corbesImportar SVG a Llapis de greixImportar extres d'escenaImportar escena com a col·leccióImportar configuracióImportar esquema de subdivisióImportar textImportar texturesImportar previsionat USDImporta els atributs USD a l'espai de denominacions "userProperties" com a propietats creades a mida de Blender. A l'espai denominatiu se li eliminaran dels noms de la propietatImporta instàncies de gràfica d'escena USD com a instàncies de col·leccióImporta l'escenari USD a l'escena actualImportar materials i imatges en desúsImportar VDBImportar textures WebPImporta la malla d'un document STLImporta un núvol de punts d'un document PLYImporta una cadena d'un document de textImporta tots els atributs personalitzats d'USD com a propietats creades a mida de Blender. Els espais denominatius es conservaran als noms de la propietatImporta totes les imatges seleccionades com una única seqüència d'imatges. La seqüència d'imatges no té per què coincidir amb el patró de seqüència numerada de Blender, de manera que no es poden inferir els llocs-tinentsImporta document PLY com a objecteImporta un document STL com a objecteImportar normals adaptades, si estan disponibles (en cas contrari, el Blender les calcularà)Importar normals adaptades, si n'hi ha (en cas contrari, Blender les recalcularà)Importar els atributs de vèrtex personalitzats[Make Unique]: Importa cada material FBX com un material únic de BlenderImporta cada «g» OBJ com a objecte separatImporta cada «o» OBJ com a objecte separat[Make Unique]: Importar cada material USD com un material de Blender únicImportar geometria de revelat finalImporta la geometria d'un document CSVImporta la geometria d'un document OBJ[I18n Add-on Import]: Importa les dades de traducció del complement indicat des de documents POImportar geometria guiaImporta la configuració de teclat des d'un protocol de pythonImporta materials i imatges no assignats a cap mallaImporta només primitius USD. Quan està deshabilitat permet d'importar primitius USD que no estan definits, com poden ser els que tinguin un especificador de sobreseïment[Path Mask]: Importa només el primitiu en la ruta estipulada i els seus descendents. Es poden especificar múltiples rutes amb una llista delimitada per comes o punts i comaImportar categories d'opcionsImportar geometria supletòria[Drop Scene]: Importa una escena i la defineix com a l'activa de la finestraImporta extres d'escena com a propietats creades a mida. Les propietats a mida que ja hi hagi seran sobreescritesImporta imatges numerades seqüencialment com a seqüència d'imatges animades en lloc de plans separatsTipus referent d'importació[Packed]: Importa textures com a dades empaquetades[Append (Reuse Data)]: Importa els recursos com a blocs de dades copiats alhora que s'eviten múltiples còpies de les dades aniuades, típicament les que pesen molt. Per exemple, les textures d'un recurs de material, o la malla d'un recurs d'objecte, no s'han de copiar cada vegada que s'importa el recurs. En lloc d'això, les instàncies del recurs en comparteixen les dades[Append]: Importa els recursos com a blocs de dades copiats sense que resti cap vincle al bloc de dades del recurs d'origenImporta el recurs com a bloc de dades vinculat i l'empaqueta en el document en curs (assegura que es manté sense canvis en cas que les dades de la biblioteca es modifiquin, ja no estiguin disponibles, etc.)[Append (Reuse Data)]: Importa els recursos com a blocs de dades copiats alhora que s'eviten múltiples còpies de les dades aniuades, típicament les que pesen molt. Per exemple, les textures d'un recurs material o la malla d'un recurs objecte no s'han de copiar cada vegada que s'importa el recurs. En lloc d'això, les instàncies del recurs en comparteixen les dades.[Append]: Importa els recursos com a blocs de dades copiats, sense que resti cap vincle al bloc de dades del recurs d'origen[Link]: Importa els recursos com a bloc de dades vinculatImporta l'escena com a col·leccióImportar les propietats d'usuària com a propietats personalitzadesImportar els atributs del color de vèrtexImporta dades de volum d'un document .vbdImportar {} documentsImportar-ExportarImportar-exportar BVH des d'objectes esqueletImportar-exportar com a glTF 2.0Pesos d'importància[Map Resolution]: La mida del mapa d'importància és la resolució x resolució/2; els valors més alts poden produir menys soroll, a costa de memòria i velocitatID importatImportant Alembic...Important USD...Impossible de sincronitzar el bloc de dades %s i les seves dependències, ja que falta la referència vinculada[Normalized]: Millora i estabilitza la forma milloradaPerlin milloratRetenció d'impuls[Breaking Threshold]: Llindar d'impuls que s'ha d'aconseguir perquè es desfaci la restriccióEn %s: la ruta resolta %s supera la llargada de la vàlvula per a rutes.En grup actiuEn l'airePer davantDins l'intervalX endinsZ endins[Override Background Image]: En una càmera local de sobreseïment, tant si la imatge de fons prové de la càmera de referència enllaçada o és local al sobreseïment[Override Track]: En unes dades de sobreseïment local, informa de si aquest pista d'ANL prové de les dades de referència vinculades o si el sobreseïment és local[Override Constraint]: En un objecte de sobreseïment local, tant si la restricció prové de l'objecte de referència vinculat o és local respecte del sobreseïment[Override Modifier]: En un objecte de sobreseïment local, tant si el modificador prové de l'objecte de referència vinculat, com si és local en el sobreseïmentA més de permutar l'editabilitat, també afecta la visibilitat[Remove Gaps]: En el mode de cisalla de caixa, tanca els buits entre segments tallats i queda activat per a segments que vinguin més tard al mateix canalEn el mode de cisalla de caixa, talla tots els segments encara que no estiguin seleccionatsEn el mode de topologia dinàmica, com es calcula la mida del detall de la malla[Detail Refine Method]: En mode de topologia dinàmica, com afegir o suprimir detall de mallaEn mode desplaçament, la distància entre cada born de cada eix. En el mode de punts extrems, la posició del vèrtex finalEn curs[Evaluate Upper Stack]: En el mode retocar, mostra els efectes de les pistes de per sobre el segment retocatIntermedisInactiuPolzadaPolzadesIncidentIncloureIncloure actiusInclou totes les influències d'osIncloure editatsIncloure longitud focalIncloure nansesIncloure etiquetesIncloure l'ANL extraviatIncloure col·leccions aniuadesIncloure no editats[Use Self]: Inclou una variable «auto» en l'espai de noms, de manera que els controladors puguin trobar fàcilment la referència de les dades que s'estan modificant (objecte, os, etc.)Incloure una nota personalitzada a les metadades d'imatge/vídeo[Include Nested Collections]: Inclou la col·lecció activa i les col·leccions aniuadesInclou tots els tipus de fotofitaInclou en l'exportació tots els mapes UV de mallesIncloure tots els fotogrames d'escenaIncloure tots els objectes visiblesInclou l'alfa de la segona ingressió en aquesta operació[Include Missing NLA]: Inclou els blocs de dades d'animació sense dades d'ANL (només per l'editor d'ANL)[Use Tail]: Inclou la cua de l'os com a últim element de la cadena[Show Hidden]: Inclou canals d'objectes/ossos que no són visibles[Enable in View Layer]: Inclou la col·lecció a la capa de visionat activa[Variable Fallback As Error]: Inclou controladors que es basaven en qualsevol valor de 2a opció per a l'avaluació en el filtre de Mostrar només errors, fins i tot si l'evaluació del controlador era exitosa[Include Focal Length]: Inclou la distància focal en els valors predefinitsIncloure les nanses de fotofites quan es calculen extensionsInclou en l'exportació els atributs de color de la mallaIncloure normals de malles exportades a l'exportacióIncloure sols fotograma actiuIncloure sols l'objecte actiuInclou els blocadors seleccionats perquè irradiïn ombres a partir de l'emissor actiuIncloure fotogrames seleccionatsIncloure els objectes seleccionatsIncloure els receptors seleccionats perquè rebin llum de l'emissor actiuInclou el nom del document .blend a les metadades imatge/vídeoInclou la lent de la càmera activa a les metadades de la imatgeInclou la data actual a les metadades d'imatge/vídeoInclou el número de fotograma a les metadades de la imatgeInclou el nom de l'ordinador amfitrió que ha revelat el fotograma[Use Masks in Render]: Inclou les càpes màscara en revelar la capa de visió[Stamp Camera]: Inclou el nom de la càmera activa a les metadades de la imatgeInclou el nom de l'objecte actiu i el número del fotograma actual al text de la sobreimpressió informativaInclou el nom de l'escena activa a les metadades de la imatge/vídeoInclou el nom del segment de la seqüència de primer pla a les metadades de la imatgeInclou el nom de l'últim marcador a les metadades de la imatgeInclou el nom de l'orientació de la vista en la sobreimpressió de text informatiuInclou el nombre de fotogrames mostrats per segon al text de la sobreimpressió informativa mentre es reprodueix l'animacióInclou el pic d'ús de memòria a les metadades de la imatgeInclou el temps de revelat a les metadades de la imatgeInclou l'interval del fotogrames revelat a les metadades d'imatge/vídeoInclou la cronografia del fotograma revelat com a HH:MM:SS.FF a les metadades de la imatge[Sun Disc]: Incloure el propi sol en l'egressióInclou aquesta col·lecció però no s'hi generen línies d'interseccióIncloure aquest objecte però no generar línies d'interseccióIncloeu aquest conjunt de selecció en copiar al portaretalls. Si no se n'especifica cap, es copiaran tots els conjunts.Incloure subgrups d'eines[Deformation Bridge]: Inclou transformacions induïdes per pares referent en l'espai local referentInclou en la supressió els blocs de dades vinculats no utilitzatsInclou en la supressió els blocs de dades locals no utilitzats[Display Grease Pencil]: Inclou la visualització de les dades d'animació i els fotogrames lligats al Llapis de greix[Display Line Style]: Inclou la visualització de dades d'animació lligades al lineament[Display Modifier Data]: Inclou la visualització de dades d'animació lligades a blocs de dades vinculats a modificadors[Display Armature]: Inclou la visualització de dades d'animació lligades a esquelets[Display Cache Files]: Inclou la visualització de dades d'animació lligades al document de memòria cau[Display Camera]: Inclou la visualització de dades d'animació lligades a la càmera[Display Curve]: Inclou la visualització de dades d'animació lligades a les corbes[Display Hair]: Inclou la visualització de dades d'animació lligades als pèls[Display Lattices]: Inclou la visualització de dades d'animació lligades a les retícules[Display Light]: Inclou la visualització de dades d'animació lligades a la llum[Display Light Probe]: Inclou la visualització de dades d'animació lligades a la sonda de llum[Display Material]: Inclou la visualització de dades d'animació lligades als materials[Display Meshes]: Inclou la visualització de dades d'animació lligades a malles[Display Metaball]: Inclou la visualització de dades d'animació lligades a metaboles[Display Movie Clips]: Inclou la visualització de dades d'animació lligades als clips de vídeo[Display Node]: Inclou la visualització de dades d'animació lligades a nodes[Display Transforms]: Inclou la visualització de dades d'animació a nivell d'objecte (principalment transformacions)[Display Particle]: Inclou la visualització de dades d'animació lligades a partícules[Display Point Cloud]: Inclou la visualització de dades d'animació lligades a núvols de punts[Display Scene]: Inclou la visualització de dades d'animació lligades a l'escena[Display Shape Keys]: Inclou la visualització de dades d'animació lligades a morfofites[Display Speaker]: Inclou la visualització de dades d'animació lligades als altaveus[Display Texture]: Inclou la visualització de dades d'animació lligades a textures[Display Volume]: Inclou la visualització de dades d'animació lligades al volum[Display World]: Inclou la visualització de dades d'animació relacionades amb el mónInclòsEntrantNode d'egressió incompatibleIncompatible, s'esperava un %sJoc de fitoatributs predefinit incomplet, sembla que falta la informació del tipusEsquelet incorrecte per al tipus '{:s}'Esquelet incorrecte...El context és incorrecte per a executar la permutació de l'usador fals del bloc de dadesContext incorrecte per executar desvinculació de fontEl context no és correcte per a executar la desvinculació de dades objecteAugmentar contrastIncrementar factor de mescla de 0,01Incrementar factor de mescla de 0,1Augmentar la uniformitat del desplaçamentIncrementa l'alçada de saltAugmentar o disminuir la quantitat de desplaçamentAugmenta o disminueix el valor de les fites seleccionades en relació amb la veïnaAugmenta els segmentsIncrementIncrement de número al nom del documentIncremental[Refit]: Reajusta la corba de forma incremental (alta qualitat)Sagnar text seleccionatSagna el text seleccionat o autocompleta[Spaces]: Sagna usant espais[Tabs]: Sagna usant tabuladorsÍndexL'índex %d no és vàlidBasat en índexCamp d'índexNom de nom de capaÍndex de Refracció de les partícules dispersadoresAlternar índexsElement d'alternança d'índexsÍndex que correspon a la drecera, p. ex. la tecla número 1 correspon a l'índex 1, etc.Índex a la corbaÍndex a la caraÍndex de barra d'einesNúmero d'índex per a la passada d'«Índex de color»[Pass Index]: Número d'índex per a la passada d'«Índex de capa»Número d'índex per a la passada de revelat de «l'índex de materials»Número d'índex per a la passada de revelat «índex d'objecte»Número d'índex dels documents de memòria cauNúmero d'índex del grup de vèrtexs[Channel Index]: Índex de la pista d'acció ANL on realitzar l'operació de davallarÍndex del més pròximÍndex de refracció (IDR) per al reflex i la transmissió especulars. Per a la majoria de materials, l'IDR està entre 1,0 (buit i aire) i 4,0 (germani). El valor predeterminat d'1,5 és una bona aproximació per al vidreÍndex de refracció (IDR) disponible per a raigs que entren el component de subsuperfícieÍndex d'una AOV activa[Active Layer Index]: Índex de la capa d'anotació activa[Active Bookmark]: Índex de la drecera activa (-1 si no n'hi ha)Índex de l'idioma actiu a la col·lecció «langs»[Active Shape Index]: Índex de la capa activa de dins de la llista de totes les capes de màscaraÍndex del grup de llums actiuÍndex de l'epígraf actiu del joc de líniesÍndex de l'epígraf de material actiuÍndex de l'objecte actiuÍndex de l'epígraf del sistema de partícules actiuÍndex de marca de posa activaÍndex de la carpeta recent activa (-1 si no n'hi ha)Índex de la drecera activa del sistema (-1 si no n'hi ha)Índex de la carpeta del sistema activa (-1 si no n'hi ha cap)[Active Paint Texture Index]: Índex de la posella de pintat de textura activaÍndex de la posella de textura activa[Active Rotation Track Index]: Índex del rastre actiu en la llista de rastres d'estabilització de rotació[Active Track Index]: Índex del rastre actiu a la llista de rastres d'estabilització de translacióÍndex de graella de cubícula activa[Selection End Character]: Índex del caràcter després del final de la selecció a la línia del final de la selecció[Clone Texture Paint Index]: Índex de la posella del pintat de textura per clonar[Current Line Index]: Índex de la línia de text actual a la col·lecció línies de text[Current Character]: Índex del caràcter actual en la línia actual, i també l'índex d'inici del caràcter a la selecció, si n'hi haÍndex de cada corba[Select End Line Index]: Índex de la darrera línia de text de la seleccióÍndex de l'epígraf del material usat per a revelar les partículesÍndex de la cara de malla de què el triangle forma partÍndex d'element més pròximÍndex del punt contingu anterior del segmentÍndex de refracció (IDR) de la pel·lícula finaL'índex de refracció determina quant està torçat el raig. A 1,0 els raigs passen directament com en un material transparent; els valors més alts provoquen una major desviació de l'angle. El valor per defecte és 1,55 (l'IDR de la queratina)[Weight Index]: Índex dels pesos d'origen en el grup de vèrtexs actiuÍndex de la capa de Llapis de greixÍndex de l'element actiu del domini especificatÍndex de l'element actiuÍndex de l'objecte actiuÍndex de la biblioteca de recursos en edició en les preferències de la IUÍndex de la corba guia més pròxima per a cada corba generadaÍndex de la col·lecció a què assignar els ossos seleccionats. Quan l'operador ha de crear una nova col·lecció d'os, utilitzeu new_collection_name per definir el nom de la col·lecció i assigneu aquest paràmetre a l'índex pare de la nova col·lecció d'ossosÍndex de la col·lecció per a canviar la visibilitatÍndex de la col·lecció cap a on moure els ossos seleccionats. Quan l'operador hagi de crear una nova col·lecció d'ossos, no inclogueu aquest paràmetre i passeu new_collection_nameÍndex de la present iteracció. Comença el recompte a zero[Active Selection Set]: Índex del conjunt de selecció actiu en aquest momentÍndex de l'element de la geometria d'origen. Observeu que el mateix índex pot aparèixer més d'un cop quan s'itera sobre múltiples components alhoraÍndex del repositori d'extensions que s'està editant en les Preferències de la IUÍndex del grup de cares dins de cada regió d'arestes limítrofes[Loop Start]: Índex del primer bucle d'aquesta caraÍndex de la instància utilitzada per a cada punt. Això només s'utilitza quan s'activa Escollir instàncies. Per defecte s'utilitza l'índex de puntsÍndex de la corba guia principal per corbaÍndex del material utilitzat per als traços generats (0 conserva el material original)Índex de l'informeÍndex del punt arrel d'una corbaÍndex del directori de protocols a suprimirÍndex del segment a suprimirÍndex de floc d'una trena a què pertany cada corba[Active Tag]: Índex del joc d'etiquetes de cara a l'edicióÍndex del punt extrem d'una corbaÍndex d'aquesta col·lecció d'ossos en la sèrie armature.collections.all. Tingueu en compte que per trobar aquest índex s'han de pentinar totes les col·leccions d'ossos, ergo accediu-hi amb prudència.Índex d'aquesta col·lecció a la llista de fills dels pares. Tingueu en compte que trobar aquest índex s'han de pentinar totes les col·leccions d'ossos, així que accediu-hi amb prudència..Índex d'aquesta corbaÍndex d'aquesta arestaÍndex de la cara[Edge Index]: L'índex d'aquesta arestaÍndex d'aquest bucle triangularÍndex d'aquest puntÍndex d'aquest vèrtexÍndex fora de rangÍndex per suprimir[RNA Array Index]: Índex cap a la propietat específica afectada per la Corba-F si escauIndex de la configuració en qüestió si s'escauÍndexs[Optional Label]: Indica que l'etiqueta d'aquest born no és necessària per entendre'n el significat. Pot provocar que s'ometi l'etiqueta en alguns casos[Corrective]: Indica que es tracta d'una acció correctiva. Les accions correctives s'activaran en funció de l'activació de dues altres accions (Emprant Fotograma final si ambdues entrades es troben al seu Fotograma final, i Fotograma inicial si alguna es troba a Fotograma inicial)Indica que una configuració de tecla (keyconfig) és definida per la usuària[Modal Keymap]: Indica que un teclari s'usa per traduir episodis modals per a un operador[Is Fallback Used]: Indica que l'avaluació variable més recent ha recorregut al valor de segona opcióIndica que en algun lloc hi ha canvis visibles per a la usuària pel fet que el pinzell s'hagi importat o llegit des del document[Progress]: Indica la fase del gest[Extra User]: Indica si s'ha definit o no un usador extra (principalment per a usos interns/de depuració)ÍndexsEls índexs i els pesos han de tenir la mateixa longitudEls índexs no poden tenir duplicatsEls índexs han d'estar dins l'intervalEls índexs s'han d'ordenar en ordre ascendent[Index of this loop triangle]: Índexs dels bucles de malla que formen el triangleÍndexs dels vèrtexs del triangle[Vertex Indices]: Índexs de vèrtexs lligats al modificador. Per a les corbes Bézier, les nanses compten com a vèrtexs addicionals.[Parent Vertices]: Índexs dels vèrtexs en cas que hi hagi una relació de paternitat de vèrtexsIndirectaLlum indirectaPotència de llum indirectaNomés indirecteBloc de dades indirecte de biblioteca, no es pot fer local, Maj + Clic per a crear una jerarquia de sobreseïment de bibliotecaNomés indirectePer separatCentres individualsImatges individualsOrígens individualsSilueta individualIncisar cara individual[Individual]: Documents individuals per a cada tipus de vista amb el prefix tal i com està definit en les vistes de l'escena[Pose Bones]: Ossos de posa individuals per a l'esqueletIndonesi - Bahasa indonesiaCompatible amb la indústriaTipus d'estructura inferidaInflarInflar malla[Cage extrusion]: Infla l'objecte actiu a la distància especificada per al precuinat. Això facilita de conlligar amb punts més pròxims a l'exterior dels objectes malla seleccionats[Cage extrusion]: Infla l'objecte actiu a la distància especificada per al precuinat. Això li permet coincidir amb punts més pròxims a l'exterior dels objectes malla seleccionats.Inflar la telaInfluxJoc de nivells d'influxInfluènciaDistància d'influènciaEscala d'influènciaLlindar d'influènciaDistància de la influència de l'objecteDistància de la influència de la sondaFactor d'influència pel qual el modificador canvia la propietatInfluència d'elements de metabolaInfluència del rastre noucreat en una solució final[Location Influence]: Influència de l'algorisme d'estabilització en la ubicació de l'enquadramentInfluència de l'algorisme d'estabilització en la rotació de l'enquadramentInfluència de l'algorisme d'estabilització en l'escalat de l'enquadrament[Target Density Strength]: Influència del límit de densitat sobre la simulacióInfluència de la restricció afegidaInfluència de la deformació[Bottom Lip Influence]: Influència de la mandíbula en les cadenes de llavi inferior[Locked Influence]: Influència de la mandíbula sobre la boca blocada[Heel IK Influence]: Influència del CI secundari al control de rotació del taló[Zoom Influence]: Influència del factor de zoom en la rapidesa de ròdol[Stab Weight]: Influència d'aquest rastre en l'estabilització 2DInfluència d'aquest rastre en la resolutiva final[Animated Influence]: El paràmetre d'influència està controlat per una corba-F preferiblement a fixar-se automàticamentInfoFrontal de la icona d'infoInformació sobre l'estat actual de la memòria cauDades de l'espai d'informacióInfo escrita al bloc de dades textuals %s!InformacióInformació sobre l'ID que s'ha actualitzat[Asset Representation]: Informació sobre una entitat que fa possible que el sistema de recursos tracti l'entitat com a recursInformació sobre l'espai de color que es fa servir per als blocs de dades d'un document blendHeretarHeretar gir del capHeretar rotacióHeretar escala[Full]: Hereta tots els efectes de l'escalat del pare[Fix Shear]: Hereta l'escalat, però suprimeix l'esqueixament del fill en l'orientació de repòsHeretar l'escalat uniforme que representa el canvi general de volum del pareIniciConfiguració d'inici per als operadors d'actualització d'i18nInicialColor inicialPosició inicialConsulta inicialLongitud de repòs inicialTemperatura inicialVelocitat inicialAlineació inicial basada en el cursor 2DAlineació inicial basada en l'UDIM actiuAlineació inicial basada en la graella d'UVsAlineació inicial basada en la capsa contenidora de les illes[Health]: Salut inicial de l'eixam quan neixColor inicial de la superfícieDecaïment inicial de l'operació d'expansió[Initial Position]: Posició inicial des d'on disposar les illesInicialitzar jocs de caresInicialitzar segment d'aquest color[Init Face Sets]: Inicialitza tots els jocs de cares de la mallaInteriorAngle del con internCantells interiorsCaires internsMàscara interiorMotllura endinsProximitat interiorRadi interiorInterior seleccionatDensitat interiorVèrtex interior[Inner Thickness]: Densitat de la cara interior (només s'usa per als cossos tous)Omplir foratsIngressióIngressió 1Ingressió 2Espai cromàtic d'ingressióCamps d'entradaAdreça d'ingressióElement d'ingressióElements d'entradaMatriu d'ingressióNom ingressatNode d'entradaInserir mostresTipus d'ingressióPunt blanc d'entradaIngressa un bloc de dades d'imatgeParàmetres d'espai cromàtic d'ingressióColor d'ingressió que cal mapejar a negreColor d'ingressió que cal mapejar a blanc[Key Configuration]: Configuració d'ingressió, inclosos els teclarisLes corbes d'ingressió no tenen tipus BézierDades d'ingressió per a la zona de simulacióLa ingressió no existeix: "{}"L'entrada espera un valor únic o de campL'entrada espera una llistaL'entrada espera un únic valorL'entrada espera una graella de volumLa geometria d'entrada no té elements en el domini d'interació.La geometria d'ingressió té un tipus no admés: Les graelles d'ingressió tenen transformacions incompatiblesIngressió d'imatge o document de vídeoImatge o vídeo ingressionats des d'un bloc de dades de clip de vídeo, habitualment emprat per al rastreig de moviment[Console Input]: Línia d'ingressió per a la consola interactivaMàscara d'ingressió d'un bloc de dades màscara, creada a l'editor d'imatgesMètode d'ingressió de com generar el vector de desplaçamentIngressa valors numèrics normalitzats en altres nodes de l'arbreIngressar valors numèrics a altres nodes de l'arbreBorn d'entrada o sortida d'un nodeTipus de born d'entrada o sortidaIngressió pendent {}[Gizmo Properties]: Propietats d'ingressió d'un flòstic[Gizmo Group Properties]: Ingressar les propietats d'un grup de flòsticsPasses d'ingressió de revelat des del revelat d'una escena[Snap Turn Threshold]: Ingressa el llindar d'estat quan es fa un gir sobtatIngressar longitud desitjada de l'aresta en la nova mallaIngressar nombre volgut de cares en la nova mallaCoordenades de textura d'entradaIngressar el temps de l'escena actual en segons o en fotogramesGeometria d'ingressió com a instància. (El processament posterior pot requerir geometria no instanciada)Llindar d'ingressió per a les accions de botó/eix[Float Threshold]: Llindar d'ingressió per a les accions vectorials de flotant/en 2DEntrada a utilitzar quan el born està desconnectat. Requereix "Amagar valor".Tipus d'ingressió per usar en el segment d'escenaValor d'ingressió usat per al born no connectatNo existeix cap ingressió amb un índex {}. Ara mateix, l'índex màxim possible és {}. Potser volíeu utilitzar {{:{}}}?Tipus d'entrada/sortidaBorns d'entradaEntrades:InserInserirInsereix desprésInsereix abansInserir fotofites - només les necessàriesInserir fotofites - Visual[Insert Keyframe Menu]: Insereix Fotofites per al Joc de fitoatributs especificat, amb el menú dels jocs de fitoatributs disponibles si no està definitLa inserció de fotofites encara no està implementada per a aquest modeInserir fotofites només per a propietats que ja estan animadesInserir puntInsereix un punt en un segment de corbaInsereix un caràcter UnicodeInserir un fotograma en blanc en totes les capes editablesInserir un fotograma en blanc dins el present enquadrament de l'escenaInsereix una fotofita per a tots els elements de la corrua[Whole Character]: Insereix una fotofita per a totes les propietats que probablement s'animaran amb l'aparell d'un personatge (només els ossos seleccionats)Insereix una fotofita per a cada propietat que probablement s'animarà amb l'aparell d'algun personatge (útil quan es bloqueja un pla o captura)[Insert Keyframe (Buttons)]: Insereix una fotofita per a la propietat activa de la IU actual[Available]: Insereix una fotofita per a cadascuna de les propietats de forma de l'os-D[Selected Channels at Cursor]: Insereix una fotofita per a les corbes-F seleccionades al punt del cursor[Active Channels at Cursor]: Insereix una fotofita per a la corba-F activa al punt de cursorInserir una fotofita en totes les corbes-F visibles i editables usant el valor actual de cada corbaInsereix una fotofita en cadascuna de les corbes-F ja existentsInsereix una fotofita per a cada canal d'ubicació i de rotacióInsereix una fotofita per a cada canal d'ubicació i de rotació, tenint en compte els efectes de les restriccions i les relacionsInsereix una fotofita per a cada canal d'ubicació i d'escalaInsereix una fotofita per a cada canal d'ubicació i d'escala, tenint en compte els efectes de les restriccions i les relacionsInsereix una fotofita per a cada canal d'ubicacióInsereix una fotofita per a cada canal d'ubicació, tenint en compte els efectes de les restriccions i les relacionsInsereix una fotofita per a cada canal d'ubicació, de rotació i d'escala, tenint en compte els efectes de les restriccions i les relacionsInsereix una fotofita per a cada canal d'ubicació, de rotació i d'escalaInsereix una fotofita per a cada canal de rotació i escalaInsereix una fotofita per a cada canal de rotació i d'escala, tenint en compte els efectes de les restriccions i les relacionsInsereix una fotofita per a cada canal de rotacióInsereix una fotofita per a cada canal de rotació, tenint en compte els efectes de les restriccions i les relacionsInsereix una fotofita per a cada canal d'escalaInsereix una fotofita per a cada canal d'escala, tenint en compte els efectes de les restriccions i les relacionsInserir una fotofita a les corbes-F seleccionades usant el valor actual de cada corbaInsereix una fotofita a la corba-F activa en base al valor actual de la corbaInserir una fotofita als rastres seleccionats dins el fotograma actual[Insert After]: Insereix un element nou a la col·lecció després del referenciat a subitem_reference_name/_id o _index[Insert Before]: Insereix un element nou a la col·lecció abans del referenciat a subitem_reference_name/_id o _index (NO S'USA)Inserir després del plafóInserir després del bornInserir abans del plafóInserir abans del born[Insert Gaps]: Insereix espai al fotograma actual fins als primers segments de la dreta, independentment de la selecció o l'estat de bloqueig dels segmentsInserir dins el plafó[Insert Keyframes - Visual]: Insereix fotofites basades en «transformacions visuals«\Inserir fotofites per a desplaçaments d'ubicació addicionalsInserir fotofites per a desplaçaments de rotació addicionalsInsereix fotofites per al factor d'escala addicional[Insert Keyframes]: Insereix fotofites als canals especificatsInsereix fotofites al fotograma actual emprant o bé els fitoatributs actius o les preferències d'usuària si no hi ha cap joc actiu de fitoatributsInsereix un salt de línia a la posició del cursor[Insert Shape Key]: Insereix una fotofita amb la forma de la màscara per a la capa de màscara activa al fotograma actual[Click-Insert Keyframes]: Insereix una nova fotofita a la posició del cursor per a la corba-F activaInsereix els nodes seleccionats en un grup de nodesInsereix text a la posició del cursor[Format String]: Insereix valors en una cadena que fa servir una plantilla de Python i de camí compatible amb sintaxi de formatatInsercions de fotofites fallides:S'ha passat per alt la inserció de fites en {:d} blocs de dades perquè hi ha epígrafs d'acció extraviats.S'ha passat per alt la inserció de fites en {:d} blocs de dades perquè no tenien un camí d'RNA vàlid per a elles.S'ha passat per alt la inserció de fites en {:d} blocs de dades perquè no hi havia capes que poguéssin acceptar les fites.S'ha passat per alt la inserció de fites en {:d} blocs de dades perquè no hi havia segments que poguessin acceptar les fites.S'ha passat per alt la inserció de fites en {:d} blocs de dades perquè no són editables.S'ha passat per alt la inserció de fites en {:d} blocs de dades perquè no són animables.Incisar límits de caraInsereix noves cares en les cares seleccionades[Edge Rail]: Insereix la regió seguint les arestes existentsInteriorDins de l'àrea anotadaParacops interior[Inside Padding]: Distància interior en unitats d'IU des del límit de la regió dins la qual s'inicia l'escombratge[Arc]: L'interior de la motllura fa un arcL'interior de la motllura és agutInspeccionar imatges o resultats de revelatÍndex d'inspeccióL'índex d'inspecció està fora de l'intervalInstal·larInstal·la una il·luminació definida per la usuària[Install Add-on]: Instal·la un complement[Install Template from File...]: Instal·la una plantilla d'aplicacióInstal·lar HDRIs adaptatsInstal·lar MatCaps adaptadesInstal·lar Il·luminació d'estudi personalitzadaInstal·la extensions des de documents d'un repositori administrat localmentInstal·la aquest documentInstal·ladesHa fallat la instal·lació del teclari: {:s}InstànciaLímits d'instànciesInstanciar col·leccióPesos de col·lecció d'instànciesCol·leccions d'instànciesCol·leccions d'instàncies en IncorporarCol·leccions d'instàncies en VincularRecompte d'instànciesMida d'instància de jalóEscala d'instàncies de caresÍndex d'instànciesModificador d'instànciaObjecte instànciaDades d'objecte instànciaDesplaçament d'instànciaInstància a sobreIdentificador aleatori d'instànciaRotació d'instànciaEscala d'instànciaLlavor d'instànciaTransformació d'instànciaCamp de transformació d'instànciaTipus d'instància[Instance Collection]: Instancia una col·lecció existentCol·lecció de geometria d'instànciaIngressió de geometria instanciadaObjecte de geometria instanciadaInstància de la col·lecció o instàncies de tots els fills de la col·leccióInstància sobre elementsInstància en punts[Instance Collection]: Instància de les col·leccions seleccionades a l'escena activaCol·lecció d'instanciatsObjectes instanciatsInstanciadorInstànciesS'ignoren les instànciesInstàncies com a capesS'ignoren les instàncies en la geometria d'ingressióEl nombre '%d' d'instàncies no quadra amb la mida '%d' de les transformacionsInstàncies d'objectes o col·leccionsInstàncies a puntsInstàncies per convertir en puntsInstàncies per rotar individualmentInstàncies per escalar individualmentInstàncies per transformar individualmentInstàncies que es vol traslladar individualmentInstàncies: {}InstanciarInstancia els objectes filles sobre totes les caresInstancia els objectes filles en tots els vèrtexsInstanciar col·leccions com a com a fantasmes enlloc de vincular-les a la capa de visionat actualInstanciar IDs de dades d'objectes (és a dir, fer-los objectes si és necessari)[Snap Turn]: Rota la càmera instantàniament per un angle fix en lloc de fer un gir suauEn lloc d'un color per pinzell, el color es comparteix entre pinzellsEnlloc de mostres d'ingressió pel pinzell, el valor es comparteix entre pinzells[Use Unified Size]: En lloc d'una mida per pinzell, la mida es comparteix entre pinzellsEn lloc d'una força per pinzell, la força es comparteix entre pinzellsEn lloc d'un pes del pinzell, el pes es comparteix entre pinzells[Act on Click]: En lloc de seleccionar en pitjar el ratolí, espera a veure si hi ha un episodi d'arrossegament. Altrament selecciona en deixar anar el ratolíEntEnt 2DEnt8EnterEnter de 64 bitsSèrie d'entersAtribut enterValor enter de l'atributCamp enterCàlcul d'enterBorn de node d'enterInterfície de born del node d'enterValor enterVector enterBorn numèric enter d'un nodeCoordenades de píxel en enters[Integer Atribute Value]: Valor enter en l'atribut de geometriaIntegrar[Integrate]: Integra la deformació a partir de la ingressió d'aquest modificador i amb les coordenades de la memòria cau de la malla (útil per a morfofites)IntegracióProcediment d'integracióTipus d'integracióPredefinits d'integradorDetectat un binari d'Intel. S'espera un rendiment reduït.Intensificar detallsIntensitat[Haptic Amplitude]: Intensitat de la vibració hàptica, de 0,0 a 1,0[Noise Intensity]: La intensitat del sorollLa intensitat de la capa de llustre, que simula fibres diminutes damunt la superfície[Vignette Intensity]: La intensitat del vinyetatge que provoca el movimentRadi d'interacció[Factor Radius]: El radi d'interacció és un factor de 4 * de la mida de la partículaNavegació interactivaConsola de python interactivaConsola interactiva de programació per a edició avançada i creació de protocols (scripts)Afegir un objecte interactivament[Change Frame]: Canvia interactivament el número del fotograma actual[Set Preview Range]: Defineix interactivament l'interval de fotogrames usat per a la reproduccióVola interactivament per l'escena[View Navigation (Walk/Fly)]: Navega interactivament per l'escena (utilitza la preferència de mode (caminar/volar))[Interactive Light Track to Cursor]: Apunta interactivament les càmeres i llums a una ubicació (Ctrl translada)[Set Cursor]: Especifica de manera interactiva el present cursor de fotograma i valorCamina interactivament per l'escenaCaminar o navegar lliurement per l'escenaInterceptarInterfícieFont de la interfícieDeclaració d'interfície d'aquest arbreAmplada de la banda interiorRadi interiorEntrellaçatTipus d'entrellaçatIntercalarInternamentAtributs internsError intern - El bloc AnimData no és vàlidError intern: la sèrie d'arestes té una mida incorrecta: %u en lloc de %uError intern: la sèrie de cares té una mida incorrecta: %u en lloc de %uError intern: la sèrie de bucles té una mida incorrecta: %u en lloc de %uFricció internaDocument IES internEnllaços internsDesviació màxima pels tensors internsLongitud màxima dels tensors internsTensors internsGrup de vèrtexs de tensors internsEl porta-retalls intern no té cap posaEl porta-retalls intern és buitEl porta-retalls intern no prové d'un materialEl porta-retalls intern no prové del mode posaError intern!Error intern, estat desconegut!{:s}Connexions internes d'ingressió-egressió per silenciarPropietari internError intern de biblioteca de posa, cancel·lant l'operadorAspector de protocol intern per definir l'aspectorÚs intern (editar un data_path d'una propietat)Revela internament més enllà del marge de la imatge per evitar que desapareguin efectes en quadre de pantallaCal accés a internet per instal·lar i actualitzar extensions en línia. Es requereix accés a internet per instal·lar extensions des d'internet.Internet:Distància interocularInterpolarInterpolar corbes[Grease Pencil Interpolation]: Interpola els traços de Llapis de greix entre fotogramesInterpolar corbes de pèlInterpolació de llargadaInterpolació per recompte de puntsInterpolar radiInterpolació de forma[Projected Edge Interpolated]: Interpola totes les arestes d'origen afectades per la projecció de la de destinació al llarg de la seva pròpia normal (des dels vèrtexs)Interpolar tots els polígons d'origen intersecats per la projecció del de referència al llarg de la seva pròpia normalInterpolar entre mostres de 2x2[Use Evaluation Time]: Interpola entre els fotogrames d'Inici i Final d'acció, amb el lliscador de Temps d'avaluació en lloc de l'Objecte/Os referentInterpola entre normals noves i originalsInterpolar entre normals originals i novesInterpola pèls amb B-splinesInterpolae partícules noves a partir de les existentsInterpola píxels usant el filtre seleccionat[Smooth Curve Radius]: Interpola els radis dels punts seleccionatsInterpola l'atribut des dels cantells de la cara impactada[Smooth Curve Tilt]: Interpola la inclinació dels punts seleccionats[Smooth Curve Weight]: Interpola els pesos dels punts seleccionatsInterpolada[Evaluation Time]: Interpola entre els Fotogrames d'inici i final de l'Acció[Use Custom Normals]: Interpola les normals adaptades existents a la malla resultantInterpola les corbes guia existents en una superfície de mallaInterpolacióCorba d'interpolacióDecaïment d'interpolacióGuies d'interpolacióInclinació de la interpolacióTipus d'interpolacióInterpolació tipus UInterpolació tipus VInterpolació tipus WInterpolació UFactor d'interpolació entre els pesos del pinzell actual i els pesos de les fitesAlternativa d'interpolació per a animacions mostrejades quan la propietat no està fitadaMètode d'interpolacióMètode d'interpolació a usar per al segment de la Corba F des d'aquesta fotofita fins la següentMètode d'interpolació per als volums de fum/focMètode d'interpolació per a volums de fum/foc en mode sòlidMètode d'interpolació per als volumsMètode d'interpolació per a volums en mode sòlidMètode d'interpolació que s'utilitzarà la propera vegada que s'executi «Interpolar seqüència»Mode d'interpolació utilitzat per a la primera fotofita en les noves corbes-F afegides ( les fotofites següents prenen la interpolació de la fotofita anterior)[Interpolate]: Interpolació per als desplaçaments subpixel·lars deguts a l'estabilitzacióTipus d'interpolació per a morfofites absolutesInterpolació:InterseccióMode interseccióIntersecar selecció existentInterseca cares seleccionades amb les no seleccionadesArestes intersecantsInterseccióNomés interseccióPrioritat interseccióTipus d'interseccióIntersecció amb contornLa intersecció generada per aquesta col·lecció tindrà aquest valor de màscaraNomés interseccióInterseccions[Rate]: Interval entre pintats per a l'aerògrafInterval de deformació temporal quan es teletransporta en mode de navegacióIntrodueix trontoll/aleatorietat en els traçosIntrodueix trontoll mentre fa la distorsió, que pot ser més ràpid, però pot produir resultats granulats o sorollososNo vàlidError de context no vàlidDistància no vàlidaIngressió no vàlidaError d'ingressió no vàlidEnllaç d'egressió no vàlidS'ha especificat un rang d'índexs UDIM no vàlidUID invàlida d'Acció antigaMapa UV no vàlid: les illes UV no poden estar solapadesS'ha trobat una àncora no vàlida ('%s'), necessària per a crear sobreseïment de biblioteca a partir del bloc de dades '%s'Objecte gàbia no vàlid, la malla de la gàbia ha de tenir el mateix nombre de cares que l'objecte actiuÍndex de paleta de color no vàlid: %dContext no vàlidEl context per al joc de fitoatributs no és vàlidContext no vàlid: "%s", %sDepsgraph (gràfica de dependència) no vàlidaS'han detectat dades de cara no vàlides de la malla '%s'. S'utilitzarà la correcció automàtica, però és probable que es perdin algunes dadesEspecificador de format de la cadena no vàlid: "{}"Especificador de format no vàlid: "{}"Format no vàlid: "{}"Interval de fotogrames no vàlid (%d - %d)Interval de fotogrames no vàlid (%d - %d). El fotograma inicial és més gran que el fotograma finalTotal de fotogrames invàlidEncapçalament no vàlidS'ha trobat una arrel de jerarquia no vàlida ('%s'), necessària per a crear un sobreseïment de biblioteca a partir del bloc de dades '%s'Identificador no vàlid: "{}"L'índex %d no és vàlid per a segments d'os-D de '%s'!Malla no vàldia; per més detalls mirar consolaObjecte no vàlid: verificar ruta de l'objecteParella d'Acció antiga/nova no vàlida ('%s' / '%s')Parella d'ID antiga/nova no vàlida ('%s' / '%s')L'índex original de modificador '%d' no és vàlidIdentificador de plafó no vàlidPlantilla de ruta no vàlida al node Document d'egressió. S'omet d'escriure el document.Expressió regular no vàlida (trobar): {:s}Expressió regular no vàlida (reemplaçar): {:s}Resolució no vàlidaPantallada no vàlida de selecció d'àreaOrdre de selecció no vàlidNom d'epígraf '%s' invàlid: el nom no pot quedar buit.Superfície d'UVs invàlida sobre corbes {}Referent %r no és vàlid (ha de ser «ESQUELET» o «OBJECTE»)Paràmetres de referència no vàlidsReferent no vàlid!Transformació no vàlida de graelles de volumNom de variable no vàlid, clica aquí per detallsÍndex de grup de vèrtexs no vàlidÍndex de vèrtex no vàlid %d ( s'espera que estigui en un rang d'entre 0 i %d )Eix no vàlid/no definitInversInvers retingutColor inversInversió guanyInversió gammaCinemàtica inversa (CI)Inversió elevarMatriu inversaInversió decalatgeMatriu de paternitat inversaPotència inversaQuadràtic inversEscalat inversPendent inversPressió suavitzat inversMode arrel quadrada inversaDissipació al quadrat inversModel de distància invers[Inverse Clamped]: Model de distància invers amb estrenyimentInvers de la Matriu de transformació de la capa pare[Parent Inverse Matrix]: Invers de la matriu de paternitat de l'objecte en el moment de crear la relacióSelecció inversa (sobreseu «Seleccionar tot» quan és ver)Mode inversióInvertirInvertir alfaInvertir arcInverteix col·leccióInverteix filtre de col·leccióInvertir colorInvertir esporgatInversió de curvaturaInvertir desplaçamentInvertir ordre en el guió tècnicInverteix decaïmentInvertir graellaInvertir capaInvertir passada de capaInvertir materialInvertir passada de materialsInvertir matriuInvertir panoramitzatInverteix l'eix d'escombratgeInvertir capcineig (X)Inversió pressió per densitatInverteix pressió per fluxInverteix pressió per duresaInverteix la pressió per la mescla d'impregnacióInverteix pressió per persistència d'impregnacióInverteix els valors RGBInvertir guinyada (Z)Invertir rotacióInvertir rotacióInvertir seleccióInverteix filtre de siluetaInvertir espraiCapgirar no seleccionatsInversió de grup de vèrtexsInvertir pes AInvertir pes BInvertir direcció del zoom de ròdolInvertir XInvertir eix XInvertir YInvertir eix YInvertir balanceig (Y)Invertir ZInvertir eix ZInvertir direcció de zoomInverteix un color, produint un negatiuInvertir l'acció durant tot el traçInvertir l'acció del pinzell durant tot el traçInvertir pesos de grup de vèrtexs actiuInvertir normals afectades[Invert Alpha]: Inverteix tots els valors alfa de la imatgeInvertir canal alfaInverteix i dibuixa l'arc oposatInvertir canal blauInvertir colors, tot produint-ne un negatiu[Flip Mode]: Inverteix el traç de destinació perquè conlliguin inici i final amb el traç d'origenInvertir la selecció existentFiltre invers de senyals de cara[Invert]: Inverteix filtre de cercaInvertir filtratge (mostra elements ocults i viceversa)Invertir canal verdInverteix els canals de la imatge[Invert Layer]: Filtre d'inversió de capes[Invert Layer Pass]: Filtre d'inversió de passades de capesInvertir bloquetjos de tots els grups de vèrtexs de l'objecte actiuInvertir bloquetjos de grups de vèrtexs seleccionats de l'objecte actiuInvertir bloquetjos de grups de vèrtexs no seleccionats de l'objecte actiuInverteix la màscara[Invert Material]: Filtre d'inversió de materials[Invert Material Pass]: Filtre d'inversions de passades de materials[Corrective Flip Normals]: Inverteix les normals d'objectes amb escalat negatiu.Invertir els valors de pesos egressatsInvertir fixació de la selecció en lloc d'activar-laInvertir canal vermellInverteix la selecció de tots els elements[Invert Dopesheet Sort]: Inverteix l'ordenació dels canals en el guió tècnicInverteix els valors del grup de vèrtexs d'origenInverteix l'estabilització per tornar a introduir el moviment a la imatge[Invert X]: Inverteix la ubicació XInvertir rotació XInverteix la ubicació YInvertir rotació YInverteix la ubicació ZInvertir rotació ZInverteix l'eix del moviment del ratolí per a fer zoomInvertir la direcció del mapejat de relleu per a empènyer cap a la superfície en lloc d'enfora[Invert Curvature]: Inverteix la curvatura de l'extensió del traçInvertir els elements actius d'expansió[Flip Normals]: Inverteix la direcció de la caraInverteix la direcció d'esvaïment del mapejat lineal[Inverse Gain]: Inverteix el color de guany[Inverse Gamma]: Inverteix el color grammaInvertir la màscara generada[Invert Weights A]: Inverteix la influència del grup de vèrtexs AInverteix la influència del grup de vèrtexs B[Inverse Lift]: Inverteix el color d'elevacióInverteix l'estat de bloqueig de tots els grups de vèrtexsInvertir màscaraInvertir la màscara a blanc/negre[Invert Pressure for Density]: Inverteix la modulació de la pressió en densitat[Invert Pressure for Flow]: Inverteix la modulació de la pressió en el flux[Invert Pressure for Hardness]: Inverteix la modulació de la pressió en la duresa[Invert Pressure for Wet Mix]: Inverteix la modulació de la pressió en la mescla d'impregnació[Invert Pressure for Wet Persistence]: Inverteix la modulació de la pressió en la persistència d'impregnacióInvertir ingressió de ratolíInvertir el filtre d'estat de l'objecte[Inverse Offset]: Inverteix el color de decalatge[Inverse Power]: Inverteix el color de potència[Invert Falloff]: Inverteix el pes resultant del decaïmentInvertir l'angle de rotació[Inverse Slope]: Inverteix el color de pendent[Invert Sprau]: Inverteix el mapa de direcció de l'esprai d'aiguaInvertir capa plantilla[Vertex Group Invert]: Inverteix la influència del grup de vèrtexsInvertir la visibilitat de tots els vèrtexs[Invert Weight]: Inverteix els pesos del grup de vèrtexs actiuInvertir per raspar o EmplenarInverteix la influència del grup de vèrtexsInvertir la influència del grup de vèrtexs (només aglutinar)Inverteix la influència de la màscara del grup de vèrtexsInvertir pesos de grup de vèrtexs[Invert Collection]: Inverteix col·lecció de visibilitat (obsolet)Inverteix allò que es considera objecte i allò que noInvertitMàscara de cavitat invertidaInvertibleInvocarInvoqueu tots els exportadors configurats per a totes les col·leccionsInvoca tots els exportadors configurats d'aquesta col·leccióInvocar operació d'exportació[Inflow]: Component en direcció cap endins de la força de vòrtexIris (.rgb)FerroNo s'ha pogut crear la textura d'Irradiància AtlasMida de reserva d'irradiànciaMida de visibilitat d'irradiacióÉS actiuÉS arxiuÉS atributÉS alineat a eixÉS precuinatÉS raig de càmeraÉS controlador apuntantÉS controlador subjectantÉS de dadesÉS raig difusiuÉS Aresta limítrofaÉS aresta soltaÉS aresta polivalentÉS cantell suavitzatÉS editableÉS mode edicióÉS buitÉS avaluatÉS cara planarÉS cara suavitzadaÉS Segona opció en úsÉS emplenat visibleÉS flotantÉS Tessel·la generadaÉS raig setinatÉS Llapis de greixÉS HDRÉS ocultÉS impacteÉS en jerarquiaÉS indirecteÉS Inspeccionar sortidaÉS instànciaÉS interfície bloquejadaÉS internÉS acció per capesÉS acció antiquadaÉS carregatÉS sobreseïment localÉS instal·lació de Microsoft StoreÉS nom vàlidÉS obertÉS ortogràficaÉS sortidaÉS permuta de plafóÉS perspectivaÉS fixàtÉS PlanarÉS portalÉS raig de reflexÉS obligatoriÉS seqüènciaÉS raig d'ombraÉS raig singularÉS spline cíclicÉS flocÉS inici de traçÉS traç visibleÉS sobreseïment de sistemaÉS tessel·laÉS raig de transmissióÉS separació d'UVsÉS vàlidÉS desplaçament vàlidÉS miradorÉs raig de dispersió de volumÉS marcador silenciat per al fotograma actualForma part d'una cadena CIÉS el nom de l'AOV en conflicte[Is Indirect]: Aquest bloc d'IDs està vinculat indirectament[Is Name Valid]: ÉS un nom vàlid per a una variable de controladorÉS aquesta imatge tessel·la generada[User Modified]: ÉS el teclari modificat per la usuàriaÉS el teclari definit per la usuària (no només substitueix un element de fàbrica)IllaRecompte d'illesÍndex d'illesMarge d'illaSelecció d'illesIlla que es manté al seu lloc quan s'estan cosint illesPrecisió d'illesIsolarAillar accióAïllar dades multiusador[Separate Bones]: Aïlla els ossos seleccionats en un esquelet a partIsometriaNo pot ser una paraula clau reservada en pythonNo es pot deixar en blancNo pot contenir punts (p. ex. «un.punt»)No pot contenir espais (p. ex. «un espai»)No pot contenir caràcters especials (no alfabètics/numèrics)No pot començar amb un númeroNo pot començar amb un caràcter especial, incloent-hi «$», «@», «!», «~», «+», «-», «_», «.» o « »Italià - ItalianoCursiva[Shear]: Angle dels caràcters de cursivaElementFormat de l'elementIdentificador d'elementsTipus d'elementL'element no té usadors i s'eliminaràL'element no té usadors i s'eliminarà. Clicar per protegir d'eliminació[Key Map Item]: Un element d'un teclariElement d'una interfície d'arbre de nodesL'element no està protegit contra l'eliminacióL'element està protegit contra l'eliminacióL'element que es vol copiar a aquesta interfície és d'un tipus de born no admèsElementsElements expanditsNo s'han trobat els elements[XR Action Map]: Elements del mapa d'acció, mapejant un episodi RX a un operador, posa o egressió hàptica[Items]: Elements del teclari que enllacen un operador amb un episodi ingressatElements de la interfície de nodeElements del plafó de nodesIteracióÍndex d'iteració que usen les funcions d'inspecció com el node visor o la inspecció dels bornsIteracionsLa ingressió d'iteracions ha de ser un valor constantIteracions: {:d} .. {:d} (mitj. {:d})[No Convergence]: El procediment iteratiu no ha convergitJ2KJP2JPEGJPEG (.jpg)JPEG 2000 (.jp2)Format JPEG (.jpg)Qualitat JPEGQualitat JPEG de les imatges supletòriesCompressió amb pèrdua estil JPEG sobre blocs d'imatges de 256 fileresCompressió amb pèrdua estil JPEG sobre blocs d'imatges de 32 fileresJPEG 2000Japonès - 日本語TrontollCàmera de trontollFotofita de trontollFotofita de trontoll seleccionadaPressió de trontollUnitat de trontoll[Use Color Jitter]: Color de pinzell de trontoll[Jitter Camera]: Posició de la càmera de trontoll per a crear un difuminat precís usant mostres de revelat (sols per al revelat final)Factor de trontoll de pinzell per a nous traços[Jitter Unit]: Trontolleig en el quadre de pantalla o en relació a la mida del pinzell[Jitter the position of the brush while painting]: Trontoll en píxels de la posició del pinzell mentre es pintaTrontoll de posició de pinzell en pintarTrontollatOmbres dispersadesOmbres dispersades (Mirador)Quantitat de trontollEl trontoll té lloc dins el quadre de pantalla, en píxels[Brush]: El trontolleig té lloc en relació amb la mida del pinzellUnirUnir àreesUnir paquetsEstampir en avallUnir geometriaMode unir geometriaEstampir a l'esquerra[Join Nodes in Frame]: Uneix els nodes del Marc[Join Palette Swatches]: Uneix les mostres de la paletaEstampir a la dretaUnir cadenesUnir traçosUnir trianglesEstampir en amuntUneix els extrems de corbes si es detecten punts de control superposats (si es deshabilita, no hi haurà corbes cícliques)Uneix grups de capes de Llapis de greix en una de sola[Join Bundle]: Ajunta múltiples paquetsUneix les àrees seleccionades en una finestra nova[Join]: Uneix els objectes seleccionats a l'objecte actiu[Join Fills]: Uneix els emplenats seleccionats en un únic emplenat per crear forats[Join Tracks]: Uneix els rastres seleccionats[Automerge]: Uneix per distància l'últim traç dibuixat amb els traços anteriors dins la capa activaUneix la malla nova com a geometria separada, sense realitzar cap operació booleana[Join Strokes]: Uneix els traços seleccionats en un de sol[Make Segment]: Uneix dues corbes pels extrems seleccionatsUnint resultats en %d vèrtexs, el límit és %ldFixacions d'articulacionsArticulacionsArticulacions:%s/%s | Ossos:%s/%sSaltarAlçada de saltRapidesa de saltUnitat de saltSalt temporal enrereSaltar per fotogramesSaltar per segons[Jump]: Fa saltar el cursor fins a la línia[Jump Time by Delta]: Salta endavant/endarrere una quantitat donada de fotogrames o segonsSaltar a número de líniaSalta a una pestanya diferent dins l'editor de propietats[Jump to File at Point]: Salta a un document per a l'editor de textosSaltar al final del trajecte actualSalta al primer/últim fotograma de l'interval de fotogramesSalta al fotograma fallit següent[Previous Failed]: Salta al fotograma fallit anterior[Jump to Keyframe]: Salta a la fotofita anterior/següentSalta al marcador anterior/següent[Jump to Frame]: Salta a un fotograma especialSaltar a l'inici del trajecte actualSalta a l'últim fotograma de l'interval del fotogramaSalta en mode de caminarSumar simplement el marge, ignorant qualsevol escala UVJustificarK0K1K2K3K4KHR_materials_variants_uiCompressió KTX2MantenirMantenir punt d'ancoratgeRetenir animacióMantenir eixMantenir límitsMantenir extremsMantenir connectatsMantenir contornMantenir cantellsMantenir cantells, ConfluènciesMantenir cantells, Confluències, ConcavatsMantenir el que hi haMantenir jerarquiaMantenir entradesMantenir l'últim segmentMantenir longitudsMantenir bucleMantenir modificadorMantenir nodes anomenatsPreservar normalsMantenir separacióMantenir obertMantenir originalMantenir l'intervalMantenir arrelMantenir formaMantenir agutMantenir cantells agutsMantenir soltsMantenir superfícieMantenir transformació[UV Sync Selection]: Manté sincronitzades la selecció d'UVs i la de malla en mode edicióMantenir interfície d'usuàriaMantenir transformació del mónManté una versió de còpia de seguretat (.blend1) dels documents en desar amb els previsionats retiratsMantenir una versió de còpia de seguretat (.blend1) dels documents en desar amb vistes prèvies generadesMantenir totes les mides de textura actualsMantenir un gruix uniforme de la distribució dels duplicats[Airbrush]: Segueix aplicant l'efecte de pintat si es mantè el ratolí activat (esprai)Mantenir nodes fillsManté l'alineació existent de capçalera[Fixed Frame]: Manté el fotograma i no el canvia amb el temps[Separate]: Evita de travessar altres eixamsManté el flòstic visible encara que el node no estigui seleccionat[Pin Material]: Manté el material assignat al pinzellManté a lloc els contorns no-polivalents de la malla ingressada a base d'evitar-hi la transformació dualGuarda només els fotogrames per sobre del fotograma 0Manté el document original després de copiar a la carpeta de configuració[Keep Original]: Manté els objectes originals en lloc de substituir-losMantenir traços originals i crear-ne una còpia abans de reprojectar-losSi és possible, manté els documents de textures originals. AVÍS: si uses més d'una textura, on l'estàndard pbr en requereix només una, només se n'usarà una. Això pot comportar resultats inesperats[Keep Original]: Manté els rastres originalsManté constants les longituds de trajectòries[Deflect Emitter]: Evita que les trajectòries intersequin amb l'emissorEs guarda a banda dades de revelat per fer més ràpids els re-rerevelats i revelats d'animacions, a costa d'un increment en l'ús de memòriaManté les fites arrel sense modificar[Keep Sharp]: Manté els cantells aguts segons còmput per a normals per defecte, en lloc de definir una normal ponderada per a cada vèrtexManté la mida de les normals constant en relació amb la vista 3DMantenir en enganxar el desfasat de segment en relació amb el fotograma actual[Anchored]: Manté el pinzell ancorat a la ubicació inicial[Keep caps]: Manté els extrems tal com són i no els aplana en esborrarManté els nodes fills del grup i només suprimeix el grup com a tal[View Map Cache]: Manté el mapa de visionat calculat i evita de recalcular-lo si la geometria de la malla no ha canviat[Toggle Pin ID]: Manté el present bloc de dades a la vista[Keep Inputs]: Manté els enllaços d'entrada a nodes duplicatsManté visibles els objectes líquids durant el revelatMantén el modificador al final de la llistaManté la geometria entrant original i la uneix amb la geometria d'instànciaManté la geometria entrant original i la uneix amb la geometria dispersadaMantenir la part de les quadrícules que és comuna entre tots els operandsMantenir la part de la malla que és comuna entre tots els operands[Keep Anchor Point]: Manté la posició de l'últim segment en la cadena CI fixada[Render Smoke Objects]: Manté els objectes fum visibles durant el revelat[Constant Length]: Manté la textura a una longitud constant, independentment de la longitud de cada traç[Lock Active]: Manté els valors del grup actiu mentre es normalitzen els altresManté sense canvis la transformació del món dels traços del porta-retalls[Preserve Details]: Manté el soroll de zig-zag en l'encadenament inicialMantenir les cares triangulades resultants de la delmació (només aglutinar)[Keep Single]: Manté els vèrtexs assignats a almenys un grup quan es netejaMantenir iguals l'opacitat de volum i el detall independentment de l'escala de l'objecteSi es mantenen els modificadors augmentarà el policompte en tornar al mode objecteManté constant la tonalitatKelvinNucliTipus de dades de nucliOptimització de matriuRadi de matriu[Kernel Optimization]: Les matrius de convolució es poden optimitzar sobre la base del contingut de l'escena. Les matrius optimitzades se sol·liciten quan s'engega el revelat. Quan no es troben matrius optimitzades, el revelat es farà en base a matrius genèriques fins que es diposi d'un conjunt optimitzat en la cau. Això pot carregar més la CPU durant un temps breu (desenes de segons)InterlletratgeFitaCotaFita %dFitar tots els ossosBlocs de fitesCromaConfiguració de teclariConfiguració de teclesConfiguracions de teclesFotofitaTeclariElement de teclariTeclarisVelocitat angular de fita[Add-on Key Configuration]: Configuració de tecles que es pot estendre en base a complements, i s'afegeix a la configuració activa en gestionar episodisUbicació de fita[Particle Key]: Ubicació de la fita d'una partícula en el tempsUbicació/rotació/escala de la fita així com les propietats creades a midaFita mapejada a un fotograma concret que es pot moure per canviar la velocitat de reproducció[Keymaps]: Teclaris configurats com a part d'aquesta configuracióQuaternió de rotació de clauVelocitat de fitaTecles activesPreferències de configuració de teclesNo es pot suprimir el la configuració de tecles (KeyConfig) '%s'Configuració de TeclesEl teclari (base) "%s" ha de ser un teclari d'usuàriaEl teclari (altre) "%s" ha de ser un complement o un teclari actiuEl Teclari "%s" no coincideix amb "%s"L'element "%s" de Teclari no forma part del teclariTeclari « %s » introbable a la Configuració de teclat « %s »Elements del teclariEl resultat de l'element Teclari pot ser incorrecte perquè hi ha una actualització pendent, invoqueu `context.window_manager.keyconfigs.update()` per assegurar que es poden trobar coincidències.Element « %s » introbable al teclari « %s »El teclaris són igualsPredefinits de fitaTeclatFitadesEstats fitatsTemporització amb fitesEl referent de partícules fitades és vàlidFotofitaFotofita ASegment d'animació per fotofitaFotofita BContorn de fotofitaContorn de fotofita seleccionatInserció de fotofita requeridaCircummenú d’inserció de fotofitesInterval de fotofitaNúmeros de fotofitesPunts de fotofitaFactor escala de fotofitaFotofita seleccionadaSelecció de fotofites[Visual Keying]: Fotofita a partir de les transformacions finals (amb les restriccions aplicades)El fotofita no és a la corba-FL'enganxament de fotofites no està disponible per als modes Llapis de greix o màscaraL'enganxament de fotofites no està disponible per al mode màscaraFotofita en qüestióFotofitatRastres amb fotofitaFotofitesFotofites posteriorsFotofites anteriors[Zoom Keyframes]: Fotofites que enquadrem entorn del cursorLes fotofites no es poden afegir a les corbes-F mostrejadesFotofitarParàmetres de fotofitesCromaPantalla de cromaFitoatributNom del joc de fitoatributsCamí del joc de fitoatributs[Paths]: Camins dels jocs de fitoatributs per definir els paràmetres que s'associen plegats a fotofitesEl joc d'atributs de fites defineix camins/paràmetres específics d'aplicació a fotofites (és a dir, no parteix d'informació de context)El Joc de fitoatributs no conté cap camíJocs de fitoatributsJocs de fitoatributs TotsEl joc de fitoatributs '%s' - ha afegit correctament %d fotofitesNo s'ha trobat el joc de fitoatributs '%s'No s'ha pogut afegir el joc de fitoatributsEl joc de fitoatributs no ha pogut inserir cap fotofitaEl joc de fitoatributs no ha pogut suprimir cap fotofitaEl joc de fitoatributs és actiu, cosa que potNo s'ha pogut afegir la ruta del joc de fitoatributsNo s'ha pogut suprimir el camí del joc de fitoatributsCamins de jocs de fitoatributsNo s'han pogut suprimir els camins de joc de fitoatributsJoc de fitesTeclariEl teclari és definit per la usuàriaFitesLapse de fitesPBR neutral KhronosCodificació d'imatge neutral PBR Khronos per a projecció sRGBsRGB Khronos PBR NeutralMatar partícules[Kill Particles]: Mata les partícules que xoquenQuilògramsKilohertzQuilòmetresQuilòmetres / horaQuilowattsCinemàticaRestricció cinemàticaMàxima energia cinètica potencialTorsióAmplitud de torsióFactor amplitud de torsióFreqüència de torsióFactor de freqüència de torsióTipus de torsióKirschEstelMode nus[Expected Position]: Desplaçament relatiu conegut de la posició inicial de la càmera, es restarà (p. ex. per una presa d'escombratge, es pot animar)Coreà - 한국어Èpsilon Derivativa KrÈpsilon derivativa Kr per al càlcul de contorns suggestiusKuwaharaKirguís - Кыргыз тилиBIB: %s: '%s' està directament vinculat des de '%s' (pare '%s'), però és un tipus de dades no vinculableBIB: %s: falta '%s' a '%s', pare '%s'LIB: el document .blend %s sembla malmès, no s'han trobat dades del propietari 'Biblioteca' del bloc de dades vinculat '%s'. Proveu de tornar a desar el document.LIB: el document .blend %s sembla malmès, no s'han trobat dades del propietari 'Biblioteca' per al bloc de dades empaquetat i vinculat %s. Proveu de tornar a desar el document.BIB: Les dades fan referència al document principal .blend: '%s' des de %sBIB: objecte perdut de l'escena: '%s'BERLZWEtiquetaMida font d'etiquetesMida d'etiquetaEtiqueta nodes de redireccionament en base a l'etiqueta dels nodes de redireccionament connectats[Type Label]: Etiqueta que es mostra sobre el subtipus de born a la IU[Type Label]: Etiqueta que es mostra sobre el tipus de born a la IULacunaritatContorn lambdaFactor LambdaFactor lambda[Lambda Border]: Factor lambda en dibuixar el contorn[Diffuse BSDF]: Reflex difusiu de Lambert i Oren-NayarTransmissió difusiva de LambertAspector d'emissió de LambertLàmpadaEspai personal terrestreForça d'adherència terrestreSuavitat d'aterratgePunt d'orientacióControls de punts d'orientacióPunts d'orientacióIdiomaID d'idiomaNom de l'idiomaEtiqueta d'idioma (p. ex. «Francès (Français)«)Llengua usada per traduirIdiomes[Languages]: Idiomes a actualitzar al repositori de treballLaplaceLaplaciàDeformació laplacianaModificador deformació laplacianaModificador suavitzat laplacià[Laplacian Smooth Vertices]: Suavitzat laplacià dels vèrtexs seleccionatsDeformació laplaciana (LaplacianDeform)Suavitzat laplacià (LaplacianSmooth)Molt grosDe gran a petitaÚltimIdentificador de l'epígraf de l'última accióÚltim fotogramaÚltim valor IQ de l'interval IQ[Action End Frame]: Últim fotograma de l'acció a utilitzarÚltim fotograma usat per l'AccióÚltim fotograma del cronograma de l'accióÚltim fotograma del segmentÚltim fotograma a transferirÚltima ubicació coneguda del posat del visor (al centre entre els ulls) dins l'espai mónÚltima rotació coneguda del posat del visor (al centre entre els ulls) dins l'espai món[Active Element]: Últim element seleccionatNo s'ha trobat l'últim seleccionat[Screw]: Torneja al voltant d'un eix, tot tractant la malla ingressada com un perfilLatitud mínRetículaNovaDeformació retículaModificador retículaBloc de dades de retícula que defineix una graella per deformar altres objectes[Lattices]: Blocs de dades de retículesModificador deformació de retículaObjecte reticular amb què es realitza la deformacióResolució de retícula en la direcció UResolució de retícula en la direcció VResolució de retícula en la direcció WRetícula/esRetículesInicieu Blender sense --mode-foradeliniaEngegat amb "--offline-mode", no es pot canviarCapaNo s'ha trobat la capa '%s' a l'objecte '%s'Capa superiorCapa inferiorCol·lecció de capesRecompte de capesGrup de capesGrup de capes blocat o no visibleGrups de capesÍndex de capesMapejat de capaMode de capaObjectes de la capaOpacitat de capaPassada de capaMostres per capaSelecció de capaPas de capaPes de capa[Layer Above]: Capa activa de sobreJa s'ha afegit la capa[Layer Below]: Capa activa de sota[Layer collection]: Col·lecció de capesFilles de la col·lecció de capesCapa en una imatge multicapaLa capa ja està afegida com a màscaraCapa blocada o no visibleLa capa està seleccionada per a editar-se al guió tècnicNom de la capaNo s'ha trobat la capa en les dades d'anotacions[Cache Layer]: Capa de memòria cau, usada per a carregar o sobreseure dades de la primera capa[Mesh Vertex Color Layer]: Capa de colors de vèrtex en un bloc de dades de malla[Layer Pass]: Filtre de passades de capaEn capesEnregistrament en capesCapesTenyit de capesCapes com a instànciesCapes sobre els que projectar el controls CICapes on han d'estar els controls CI opcionalsCapes sobre els que han d'actuar els controls primarisCapes sobre els que han d'actuar els controls secundarisCapes sobre les que actuen els controls d'ajustamentCapes incloses a la interpolacióCapes de memòria cau[Layer Mode]: Capes usades com a límitsCapes:%s | Fotogrames:%s | Traços:%s | Punts:%sDisposicióEls plafons de disposició no es poden emprar en aquest contextConnexió gandulaConnexió gandula amb menú de BornMescla gandulaFont sinèrgica!Referent de sinèrgia!PlomGuia de funcionalitats de teclat per accedir a les einesOrientacióVòxels soltersCuirDeixar tal qualDeixar en l'estat actualDeixar orientació invariadaEsquerraUll esquerreNansa esquerraCamp de nansa esquerraDesfasament de nansa esquerraNansa esquerra seleccionadaTipus de nansa esquerraFita esquerreVeí esquerreEsquerra ortogràficEsquerra perspectivaEstatus de selecció de la nansa esquerraVectors singulars esquerres[Search Min]: Cantonada inferior esquerra de l'àrea de cerca en coordenades normalitzades relatives a la posició del marcadorEsquerra / Dreta[Right Handle Offset]: Desplaçament cap a l'esquerra de la nansa dreta a partir del final del contingut del segmentCamaComplement antiquatComplements antiquatsComportament antiquatTipus de dispositiu de càlcul anticSoroll antiquatNormal antigaSobreescriure antiquatRuta del referents antiquats[Track To]: Antiga restricció de seguiment de trajectòria propensa a tares de vinclatgeIdentificador antic de tipus de node únic, redundant amb la propietat bl_idname[Vertex Colors]: Capes antiquades de colors de vèrtexs. Obsolet, enlloc d'això empreu els atributs de color.Drets i condicions legals del modelLlargadaMitjana de longitudFactor longitudMode de longitudModificador longitudUnitat de longitudPesos de longitud[Original Length]: Longitud en la posició de repòsLongitud dins l'espai geomètricLongitud en relació a la longitud del traçLongitud d'A[Dash Length]: Longitud d'un cicle de guionets mesurat en mostres de traçLongitud de trajectes de filles[Path Length]: Longitud del trajecte visualitzat, en fotogramesLongitud de cada corbaLlargada de cada corba que es farà arrissarLongitud de cada fotogramaLongitud de cada aresta individualLongitud de cada segmentLongitud d'aresta en l'espai 3D[Ease in]: Longitud de la primera nansa de Bézier ( només per a ossos-D )[Curve Length]: Longitud de les corbes recentment afegides quan no està interpolada des d'altres corbesLongitud dels rajos, defineix fins a quant de lluny les altres fan efecte d'oclusióLa longitud dels índexs de reordenació ha de ser la mateixa que el nombre de corbes[Ease out]: Longitud de la segona nansa de Bézier (només per a ossos-D )La llargada de les mides a de ser la mateixa que la mida de la seleccióLongitud del 1r guionet per a línies discontínues[Split Dash 1]: Llargada on partir el 1r guionet[Gap 1]: Longitud del 1r buit per a línies de guionets[Split Gap 1]: Llargada on partir el 1er buitLongitud del 2n guionet per a línies discontínuesLlargada on partir el 2n guionet[Gap 2]: Longitud del 2n buit per a línies de guionetsLlargada on partir el 2on buitLongitud del 3r guionet per a línies discontínuesLlargada on partir el 3r guionet[Gap 3]: Longitud del 3r buit per a línies de guionetsLlargada on partir el 3er buitLongitud de l'arc[Length]: Llargada de l'osLongitud de l'os. Canviar-la mou l'extrem de la cua.[Extrude]: Longitud de la profunditat afegida en la direcció Z local al llarg de la corba, perpendicular a les seves normalsLlargada de la floració al capdavall de la trenaLlargada de les corbes de pèl generades[Hair Length]: La longitud del pèlLlargada del cap de la líniaLlargada de la cua de la línia[Strip Duration]: Llargada en fotogrames del segment de la nansa esquerra fins a la dretaLlargada en fotogrames del segment o la llargada de cada segment si se n'afegeix més d'un[Content Duration]: Llargada en fotogrames de la font subjacent del segment, excloent-ne nanses[Tip Length]: Longitud de les puntes que se suprimiranLongitud dins la qual encabeix la corrua[Handle Length]: Longitud a atorgar a les nanses de Bézier de les fotofites seleccionadesLennard-JonesPes d'efector Lennard-JonesLentDispersió de lentDistorsió de lentUnitat de lent[Fisheye Lens]: Distància focal de la lent (mm)MenorMenys deMenys que el modeMenys de o igual[Highlight Angle]: Menys de 90 limita l'angle utilitzat en el rang tonal[Dissolve Smoke]: Fa que el fum desaparegui amb el tempsPermet que el controlador determini el valor d'aquesta propietat[Object Aligned]: Fa que l'orientació de l'objecte emissor doni a la partícula una velocitat inicialPermet que el ratolí depassi els límits de la vista, de manera que la mida de la pantalla no li limita els moviments (usada per la transformació, l'arrossegament dels controls de la IU, etc.)Fa que l'objecte doni a la partícula una velocitat inicial[Dummy]: Fa que la normal de la superfície doni a la partícula una velocitat inicialFa que la tangent de superfície doni a la partícula una velocitat inicialFa que la partícula referent doni a la partícula una velocitat inicial[Overflow]: Permet que el text es desbordi fora dels quadres de textFa que el vector distant de la ubicació de la partícula referent doni a la partícula una velocitat inicialNivellFi de nivellJoc de nivellsInici de nivellNivell de detall en el soroll turbulent afegitNivell de suavització en la ruta de rull per incloure la variació de formaNivell de subdivisió[Fluid Level Set]: Representació del fluid per conjunt de nivells[Inflow Level Set]: Representació del conjunt de nivells per al fluxos d'entradaRepresentació de conjunt de nivells per als obstacles[Outflow Level Set]: Representació del conjunt de nivells per als fluxos enforaNivellsNivells de miradorRecàrrega de bib: la substitució de totes les referències al bloc de dades antic '%s' per la recàrrega u ha fallat, s'ha hagut de conservar l'antiga (%d usadors restants) i s'ha reanomenat a '%s'BibliotequesBibliotecaLa biblioteca %s necessita resincronitzar sobreseïmentsLa biblioteca '%s' ('%s') és un emmagatzematge arxivístic de dades empaquetades, però no té realment cap llibreria pare.Sembla que la biblioteca '%s' s'ha corromput, conté noms d'ID no vàlids. Això pot causar que faltin dades vinculades.La biblioteca '%s' es va crear per a una versió futura del Blender i conté noms d'ID més llargs que els admesos ara aquí. Això pot causar que faltin dades vinculades. Considereu si no us cal obrir i tornar a desar aquesta biblioteca amb la versió actual del Blender.Biblioteca '%s', '%s' tenia diverses instàncies, deseu-les i torna a carregar!Biblioteca (Dades d'objectes)Referència (document blend) de biblioteque en unes dades Contextdimportacióblend. Presentment només s'exposen com a dades només de lectura per als gestors de pre/post blendimportNavegador de bibliotequesEditable en llibreriaL'ID de biblioteca %s és a la biblioteca %s, i això no hauria de passar!No s'ha trobat l'ID de la biblioteca %s al camí esperat %s![Source Library]: ID de la biblioteca que representa el document blend des del qual es va importar l'ID. No-cap fins que l'ID no hagi estat vinculat o incorporatNom de biblioteca[Outliner Library Operation]: Operació de la bibliotecaBibliosobreseïbleID sobresegut de bibliotecaSobreseure bibliotecaOperació de sobreseïment de bibliotecaOperació pal·liativa del sobreseïment de bibliotecaMode vista de sobreseïment de bibliotequesSobreseïments de bibliotecaCal resincronitzar els sobreseïments de bibliotecaRuta a bibliotecaReferència dèbil de biblioteca[Libraries]: Blocs de dades de bibliotequesBase de dades de biblioteca amb un indicador de bloc de dades de biblioteca nul![Library]: Document de biblioteca des del qual s'ha enllaçat el bloc de dadesDocument de biblioteca, s'està carregant una escena buida[Hierarchy Root ID]: Identificador que la biblioteca de sobreseïments utilitza com a arrel de la jerarquia de sobreseïments de què forma part aquest ID[Library Override]: Dades de sobreseïment de la bibliotecaEls blocs de dades de sobreseïment de biblioteca només admeten l'emmagatzematge de Cache a discSobreseïment de biblioteca del bloc de dades vinculat, clicar per fer-lo completament local, Maj + clic per retirar el sobreseïment de biblioteca i permutar si es pot editarS'han eliminat les plantilles de sobreseïment de biblioteca: s'estan eliminant totes les dades de sobreseïment del bloc de dades "%s"La ruta a la biblioteca '%s' no existeix, corregiu-ho abans de desarLa ruta a la biblioteca '%s' ara és vàlid, sisplau recarrega la bibliotecaLa ruta a la biblioteca ja no es pot editar des d'aquí, sisplau utilitzeu l'operació ReubicarBiblioteca a recarregarBiblioteca a reubicarLlicènciaLlicenciat sota la Llicència Pública General GNUVidaLongevitatFactor longevitat[Lifetime]: Temps de vida de les partículesLongevitatAleatorietat de longevitatLongevitat de l'ona en fotogrames, zero vol dir infinitElevació(lift)Força d'aixecamentElevació/Gamma/GuanyLlumÀreaAutoPosteriorMostreig d'emissióFrontalFrontal i posteriorLlumSondaLlumMatCapNouNo-capPlaPuntPotènciaEsferaFocusForçaEstudiSolTipusUsar temperaturaVolumMónAdaptació de llumAngle de llum: %.3fColors de llumContorn de llumDirec. llumDecaïment de llumGrup de llumsGrups d'il·luminacióEscala d'intensitat de llumEndoil·luminacióEndoil·luminació especialEndoil·luminació de %sObjecte llumEgressió de llumTrajecte de llumTrajectes de llumPotència de llum: %.3fSonda de llumSonda de llum volumètricaEsporgat de cara posterior de sonda de llum volumètricaBlocs de dades de sonda de llum per il·luminar els objectes que es vol capturar[Light Probes]: Blocs de dades de sondes de llumSonda/es de llumSondes de llumReserva de sondes de llum (volumètrica)Radi de llum: %.3fReferència de llumLlindar del mostreig de llumMida de llum X: %.3fMida de llum Y: %.3fMida de llum: %.3fLlindar de llumArbre de llumTipus de llumColor del llumTemperatura en kelvin del color de la llum[Light]: Bloc de dades de llum per il·luminar una escena[Lights]: Blocs de dades de llums[Power]: Energia lumínica emesa sobre tota l'àrea de llum en totes les direccions, en unitats de potència radiant (W)Crea l'endoi·luminació entre els blocadors seleccionats i l'objecte emissor actiuCrea l'endoil·luminació entre els receptors seleccionats i l'objecte actiu emissorParàmetres d'endoil·luminació[Collection Light Linking]: Paràmetres d'endoil·luminació d'objectes i col·leccions filles d'una col·leccióParàmetres d'endoil·luminació de la col·lecció[Light Linking]: Paràmetres d'endoil·luminació de l'objecte de la col·lecció[Link State]: Estat de receptivitat de llum o d'ombra de l'objecte o col·leccióSonda de llum que captura la llum entrant d'un pla en una sola direccióSonda de llum que captura la il·luminació de baixa freqüència dins un volumSonda de llum que captura il·luminació precisa a un únic punt en l'espai des de totes les direccionsDistribució de dispersió de llum en superfície aspra[Shadow Soft Size]: Mida de la llum per al mostreig de rajos associats a l'ombra (ombres radiotraçades)Intensitat de la llum abans d'aplicar-hi modificació de decaïmentLlum usada per a il·luminació d'estudi en mode d'aspecció sòlidaLlum(s)SondaLlumNovaAclarirMode aclarir[Inverse Smooth Pressure]: Una pressió més suau fa que s'apliqui més suavitzatGrup de llumsSincronització del grup de llums[Lightgroup]: Grup de llums al qual pertany l'objecteGrup de llums al qual pertany el mónIl·luminacióMètode d'il·luminació per a aspecció sòlida/de textura al miradorMode il·luminacióEnllumenat per a un bloc de dades de mónLluminositatLluminositat:LlumsLes llums afecten l'objecte Llapis de greixLlums emprades per mostrar objectes en mode de dibuix sòlid[Solid Lights]: Llums usades per a mostrar objectes en el mode d'aspecció sòlidaSegments d'extremitatTipus d'extremitatNode membreCalcita (Trencada)Calcita (Sòlida)LímitLimitar distànciaRestricció de límit de distànciaLimitar Modificador-FLimitar interval de fotogramesLimitar ubicacióRestricció de limitació d'ubicacióMètode límitadorMode de límitLimitar radiLimitar rotacióRestricció de límit de rotacióLimitar escalaLimitar midaRestricció de límit de midaIntensitat de limitacióSuperfície límitLimita la vista al contingutLímit d'XLímit d'YLímit de Z[Merge Distance]: Límit per sota del qual es fusionen els vèrtexsLimita l'aplicació del pinzell a la distància especificada per l'espaiatLimitar per un sol canalLimitar per la mitjana dels altres dos canals[Collision Collection]: Limita els col·lisionadors a aquesta col·leccióLimita els col·lisionadors a aquesta col·leccióLimita deformacions de pesos associades a un vèrtex a un nombre especificat suprimint els pesos més baixosLimitar distància en coordenades normalitzadesLimita els efectors a aquesta col·leccióLimita els objectes fluid a aquesta col·leccióLímit per a fer convergir els vèrtexs mitjans al centre de l'eixLimita les forces a aquesta col·leccióLimita el nombre màxim de llums[Smoothness]: Limita el màxim a què pot ascendir el pendent d'ona entre punts de simulació (usa valors més alts per a ones més suaus a costa de reduir detall)[Delimit]: Limita la geometria a fusionarLimita el moviment al voltant de l'eix XLimita el moviment al voltant de l'eix YLimita el moviment al voltant de l'eix Z[Lock Direction]: Limita el moviment a la direcció inicial del visorLimita la rotació al voltant de l'eix XLimita la rotació al voltant de l'eix YLimita la rotació al voltant de l'eix ZLimita la rapidesa del rastreig per facilitar la retroinformació visual (això no afecta la qualitat del rastreig)Limit de mida de textura a 1024 píxelsLimit de mida de textura a 128 píxelsLimit de mida de textura a 2048 píxelsLimit de mida de textura a 256 píxelsLimit de mida de textura a 4096 píxelsLimit de mida de textura a 512 píxelsLimit de mida de textura a 8192 píxelsLimita la mida de la textura usada per al revelat final[Viewport Texture Limit]: Limita la mida de la textura usada al revelat de mirador[Maximal Scale]: Limita la quantitat d'escalat automàticLimita la visualització de les nanses de corba en Mode edició[Limit Distance Constraint]: Limita la distància des de l'objecte referentLimita la distància del pla de separació en què un vèrtex pot resultar afectat[Project Distance]: Limita la distància usada per a la projecció (amb el zero s'inhabilita)Limita la ubicació de l'objecte restringit[Limit Radius]: Limita el valor màxim del radi per tal d'evitar els carenats solapats[Network Connection Limit]: Limita la quantitat de connexions d'Internet que les operacions en línia poden executar alhora. El zero deshabilita el límit.Limitar el temps de revelat (excloent-ne el temps de sincronització). Zero deshabilita el límitLímit de resolució a unitat 1 des de l'origen de la llum en lloc de relativa al píxel ombrejat[Limit Rotation Constraint]: Limita la rotació de l'objecte restringit[Limit Size Constraint]: Limita l'escalat de l'objecte restringit[GL Texture Limit]: Limita la mida de la textura per estalviar memòria gràfica[Limit F-Modifier]: Limita els intervals de temps/valor de la corba-F modificadaLimita l'alçada del cronograma a la lleixa de canal màxima utilitzadaLimitar aSols interv. fgramesLimitar a interval de reproduccióLimitar a segmentLimitar a miradorLímit del color seleccionat per a l'efecte lluïssorLimita la translació a l'eix XLimita la translació a l'eix YLimita la translació a l'eix ZIl·luminació global limitadaLimitadorEstratègia de limitació per prevenir tares numèriquesLímitsLimita el lliscador de Valor de propietat a un interval, els valors fora de l'interval s'han d'ingressar numèricamentError linealLíniaDibuix linealModificador dibuix linealParàmetres de dibuix linealParàmetres del dibuix lineal per a materialParàmetres de dibuix lineal per a l'objecteTipus d'origen del traç de dibuix linealInici de líniaSalt de líniaColor de líniaColor de línia alfaColor de línia blauColor de línia verdColor de línia vermellFinal de líniaError de líniaInfo de líniaIngressió de líniaNúmeros de líniaFons de números de líniaEgressió de líniaPrioritat de líniaRadi de líniaMostra de líniaCol·lecció de jocs de líniesNom del joc de líniesJocs de líniesEspaiat de líniesLineamentModificador de lineament alfaModificador color de lineamentModificador de Geometria de lineamentModificador de lineamentEgressió de lineamentModificador gruix de lineament[Line Styles]: Blocs de dades de lineamentsLineamentsGruix de líniaMode gruix de líniaTipus de líniaAmplada de líniaL'angle de la línia en què s'hauria de dividir la imatgeColor de la línia utilitzat per al revelat de línies en FreestyleNúmero de línia cap a on saltarLínia de text en un bloc de dades de textLa posició de la línia on s'hauria de dividir la imatgeNo s'ha pogut suprimir el joc de línies '%s'[Freestyle Line Set]: Joc de línies per associar a paràmetres d'estilNom de joc de líniesJocs de línies per associar línies i paràmetres d'estil[Line Style]: Paràmetres de lineamentGruix de línia basat en soroll aleatoriGruix de línia basat en l'angle entre dues cares adjacentsGruix de línia basat en la curvatura radial de les superfícies de malles 3D[Line Thinkness]: Gruix de la línia per al trajecte de movimentGruix de línia en píxelsMode de gruix de línia per al dibuix de línies en FreestyleLínia a on saltarJoc de líniesJoc de línies %iLineamentEpígraf de textura de lineamentLinealCorbes 3D linealsAP0 lineal amb punt blanc ACESAP1 lineal amb punt blanc ACESBT.2020 lineal amb il·luminador de punt blanc D65BT.709 lineal amb il·luminador de punt blanc D65CIE-XYZ D65 linealCIE-XYZ E linealLineal retingutDCI-P3 D65 linealDCI-P3 lineal with amb il·luminador de punt blanc D65Refrenat linealRòssec linealGamma-E lineal amb il·luminador de punt blanc D65Extrapolació linealLlum fílmica lineal de gamma-EFlòstic linealDegradat linealInterpolació linealLlum linealMode llum linealModificadors linealsForça linealRec.2020 linealRec.709 linealLlindar de desactivació de la velocitat linealVelocitat lineal sota la qual la simulació atura l'objecte simuladorModel de distància lineal[Linear Clamped]: Model de la distància lineal amb estrenyimentDissipació linealInterpolació linealInterpolació lineal entre els valors des de mínim i des de màximInterpolació lineal entre fotofitesPredefinit de linealViscositat lineal[Blend In/Out]: Fusiona linealment les dades suavitzades als fotogrames del límit de la selecció[Taper]: Escalat lineal al llarg de l'eix Z de l'espai modificadorDibuix linealLíniesNomés líniesLínies del textEspecials de jocs de líneesVincularAlinear activa a seleccióEnllaçar actiu a selecció (no substituir enllaços)Enllaçar actiu a selecció (no substituir enllaços, noms de nodes)Enllaçar actiu a selecció (no substituir enllaços, noms de sortida)Connectar actiu a selecció (menú)Enllaçar actiu a selecció (substituir enllaços)Enllaçar actiu a selecció (substituir enllaços, noms de nodes)Enllaçar actiu a selecció (substituir enllaços, noms de sortida)Vincular dades d'animacióVincular col·leccionsVincular fonts a textVincular col·lecció d'instànciesLímit d'enllaçosVincular materialsVincular materials aVincular dades de l'objecteÍndex d'operació de connexióEstat endoreceptiuConnecta el node actiu als que estan seleccionats en base a criteris diversosVincular després de la col·leccióVincular-ho tot a l'osVincular-ho tot a l'objecteVincular abans de la col·leccióVincular entre col·leccionsEnllaç entre nodes en un arbre de nodesVincle des d'un document biblioteca .blendEnllaç des de la sortidaVincula les col·leccions de l'escena actual (còpia superficial)Vincular dins de la col·lecció[Is Hidden]: L'enllaç està ocult a causa de borns invisiblesL'enllaç està silenciat i es pot ignorarL'enllaç és vàlid[Material slot in an object]: Vincula el material a l'objecte o a les dades de l'objecteEnllaça el node al grup o a la sortida de l'arbre de nodesVincular objectes a col·leccióVincular objectes a una nova col·leccióL'índex de l'operació de vincular queda fora d'interval[Link Operation Index]: Operació de connexió per exec utar el born contextualVincula les col·leccions seleccionades a l'escena activaEnllaça els segments seleccionats per a simplificar la selecció de grupsVincular selecció a una altra escenaReferent d'enllaç: {}Vincular els objectes o blocs de dades preferiblement a incorporar-losVincular a col·leccióVincular recursivament a col·leccióVincular a nova col·leccióConnectar a node d'egressióEnllaçar a node visorEnllaça al node visorVincular {}Enllaçar/transferir dadesEnllaçatCòpia vinculadaDades vinculadesBlocs de dades vinculatsNansa vinculadaUID de sessió de l'ID vinculat[Reference ID]: Identificador vinculat utilitzat com a referència per part d'aquest sobreseïmentEmpaquetat vinculatTemps vinculatLes accions vinculades es duplicaran per cada segment seleccionat.Les col·leccions d'ossos vinculades no són editablesNo es poden reanomenar els blocs de dades vinculatsEls blocs de dades vinculats no permeten l'edició de la memòria cauPrecuinar objectes vinculats requereix que s'habiliti Cache a discEls blocs de dades vinculats o de sobreseïment de biblioteca no permeten afegir o suprimir memòria cauEn vincular o incorporar des d'un format de document .blend molt antic (%d.%d), no es farà cap conversió d'animació! És possible que vulguis desar de nou el document lib amb el Blender actualEnllaçosEls enllaços poden entrar en una zona però no sortir-neLíquidDomini de líquidMaterial de domini de líquidLlistar[Blend file]: Llista el contingut dels documents .blendElement de la llistaLlista colors d'elementsLongitud de la llistaNom de la llista[One Level]: Llista el contingut de tots els subdirectoris en un nivell de recursivitatLlista el contingut de tots els subdirectoris a tres nivells de recursivitatLlista el contingut de tots els subdirectoris a dos nivells de recursivitat[Operator Cheat Sheet]: Llista de tots els operadors d'un bloc de text, útil per a escriure protocolsLlistar els objectes de sota el ratolí (només en mode objecte)Llista d'AOVsLlista de grups de llumsLlista de capes màscaraLlista de capes màscaraLlista de totes les col·leccions d'ossos de l'esquelet[Alpha Modifiers]: Llista de modificadors de transparència alfaLlista d'imatges de rerefons[Chain]: Llista de segments d'animació encadenats[Gizmos]: Llista de flòstics del Mapa de flòsticsLa llista de graelles i metadades es carrega a la memòriaLlista de grups d'ossos per a una fàcil selecció[Source Libraries]: Llistes de biblioteques des d'on cercar i incorporar aquell ID. L'ID s'importarà des del primer document d'aquella llista que el continguiLlista de modificadors de color de línia[Thickness Modifiers]: Llista de modificadors de gruix de línia[Matte Objects]: Llista de criptoidentificadors de d'objectes i materials a incloure en la trepaLlista de propietats sobresegudesLlista d'operacions de sobreseïment que afecten a una propietat[Geometry Modifiers]: Llista de modificadors de la geometria del traçLlista els que aporten al codi font del BlenderLituà - LietuviškaiEdició en temps realDesembolcallat síncronCadena de filtratge en temps realCadena de filtratge en temps realCarregarCarregar preferències "{}" de fàbrica.Carregar el document d'inici i les preferències de fàbrica "{}"Carregar preferències de fàbrica del BlenderCarregar el document d'inici i les preferències de fàbricaCarregar preferències de fàbrica {:s}[OptiX Module Debug]: Carrega el mòdul OptiX en mode de depuració: abaixar nivell de detall del registre més baix, habilita les validacions i abaixar el nivell d'optimitzacióCarregar IUCarrega un document de captura de moviment en BVHCarrega un document FBXCarrega un document SVGCarrega una escena OBJ de Wavefront[Open Cache File]: Carrega un document de memòria cauCarrega un document glTF 2.0Carrega una font nova a partir d'un documentCarregar predefinit[Open Clip]: Carrega una seqüència de fotogrames o un document de filmació[Open Sound]: Carrega un document de so[Open Sound Mono]: Carrega un document de so com a mono[Import Alembic]: Carrega un arxiu Alembic[Install Theme...]: Carrega i aplica un document de tema XML del BlenderCarrega les preferències predeterminades de fàbrica. Per fer canvis permanents a les preferències, usar «Desar preferències»Carrega el document d'inici i les preferències predeterminades de fàbrica. Per fer canvis permanents, utilitza «Desar document d'inici» i «Desar preferències»Carrega les últimes preferències desadesCarrega el manual en línia[Add Movie Strip]: Carrega el so amb la filmacióCarregar document blend per defecte ('d'inici de fàbrica'). Aquest és independent del document d'inici normal que l'usuari pot desarCarrega la configuració de traduccions des d'un document JSON persistentCarrega la configuració de la interfície d'usuària des del document .blendCarrega la configuració de la interfície d'usuària al document .blendCarregar la configuració de la interfície d'usuari en carregar documents .blendS'ha carregat un document blend pre-2.50, les dades d'animació no s'han carregat. Obriu i deseu el document amb Blender v4.5 per a convertir les dades d'animació.Càrrega fallida "%s": Carregant biblioteques de recursosHa fallat la càrrega dels paràmetres d'exportació. S'han suprimit els paràmetres corromputsCàrrega fallida: Carregant previsionats...Carregant textures (en queden {})Carregant...LocalTangent local +XTangent local +ZTangent local -XTangent local -ZCàmera localCol·leccions localsBlocs de dades localsUbicació localMatriu localPosa localEspai localEspai local (orientació al propietari)Amunt/avall localVista localLocal amb pareLa rotació local del Flòstic. Només s'utilitza si les transformacions locals s'utilitzen a la vista 3D[Triangle Normal]: Vectors de normals d'unitat de longitud en espai local dels cantells de cara d'aquest triangle[Polygon Normal]: Vector normal d'unitat de llargada dins l'espai local per a aquesta cara[Triangle Normal]: Vector normal unitari en llargada dins l'espai local per a aquest triangleEl vector d'unitat de llargada de tangent dividida d'aquest vèrtex en aquesta cara (s'ha de calcular d'avançada amb calc_tangents)Matriu transformadora local de la capaCodi de localització: ab. Progrés de la traducció: 0%Codi de localització: ar_EG. Progrés de la traducció: 23%Codi de localització: be. Progrés de la traducció: 0%Codi de localització: bg_BG. Progrés de la traducció: 1%Codi de localització: ca_AD. Progrés de la traducció: 100%Codi de localització: cs_CZ. Progrés de la traducció: 27%Locale code: da. Progrés de la traducció: 3%Codi de localització: de_DE. Progrés de la traducció: 37%Codi de localització: el_GR. Progrés de la traducció: 1%Codi de localització: en_GB. Progrés de la traducció: 99%Codi de localització: en_US. Progrés de la traducció: 100%Codi de localització: eo. Progrés de la traducció: 0%Codi de localització: es. Progrés de la traducció: 100%Codi de localització: eu_EU. Progrés de la traducció: 1%Locale code: fa_IR. Progrés de la traducció: 3%Locale code: fi_FI. Progrés de la traducció: 11%Codi de localització: he_IL. Progrés de la traducció: 2%Codi de localització: hi_IN. Progrés de la traducció: 4%Codi de localització: hu_HU. Progrés de la traducció: 11%Codi de localització: id_ID. Progrés de la traducció: 21%Codi de localització: it_IT. Progrés de la traducció: 44%Codi de localització: ka. Progrés de la traducció: 100%Codi de localització: ko_KR. Progrés de la traducció: 98%Codi de localització: ky_KG. Progrés de la traducció: 2%Codi de localització: lt. Progrés de la traducció: 3%Codi de localització: ml. Progrés de la traducció: 0%Codi de localització: nb. Progrés de la traducció: 4%Codi de localització: nl_NL. Progrés de la traducció: 8%Codi de localització: pl_PL. Progrés de la traducció: 100%Codi de localització: pt_BR. Progrés de la traducció: 43%Codi de localització: pt_PT. Progrés de la traducció: 78%Codi de localització: ro_RO. Progrés de la traducció: 2%Codi de localització: ru_RU. Progrés de la traducció: 100%Codi de localització: sk_SK. Progrés de la traducció: 100%Codi de localització: sl. Progrés de la traducció: 51%Codi de localització: sr_RS. Progrés de la traducció: 16%Codi de localització: sr_RS@latin. Progrés de la traducció: 16%Codi de localització: sw. Progrés de la traducció: 72%Codi de localització: ta. Progrés de la traducció: 100%Codi de localització: th_TH. Progrés de la traducció: 5%Codi de localització: tr_TR. Progrés de la traducció: 78%Codi de localització: uk_UA. Progrés de la traducció: 57%Codi de localització: ur. Progrés de la traducció: 86%Codi de localització: vi_VN. Progrés de la traducció: 93%Codi de localització: zh_HANS. Progrés de la traducció: 100%Codi de localització: zh_HANT. Progrés de la traducció: 62%Localitzar-ho totLocalitza totes les dades incorporades, incloses les que estan enllaçades indirectament des d'altres bibliotequesUbicacióUbicació i RotacióUbicació i escalaUbicació (espai d'objectes)Eix d'ubicacióInfluència d'ubicacióMode de combinació d'ubicacionsUbicació XUbicació YUbicació ZUbicació per a afegir nodes nousUbicació per a l'objecte afegit de nouUbicació del centre de la massaUbicació del document personalitzat de suplecióUbicació de l'extrem del cap de l'os[Armature-Relative Head]: Ubicació de l'extrem del cap de l'os en relació amb l'esquelet[Head]: Ubicació de l'extrem del cap de l'os en relació amb el seu pareUbicació del cap de l'os del canalUbicació del marcador al fotogramaUbicació del nou primitiuUbicació de l'extrem de cua de l'os[Armature-Relative Tail]: Ubicació de l'extrem de la cua de l'os en relació amb l'esquelet[Tail]: Ubicació de l'extrem de la cua de l'os en relació amb el pareUbicació de la punta de l'os del canal[Floor Location]: Ubicació del referent que l'objecte no podrà travessar[Controller Location]: Ubicació de l'apuntament del controlador en l'acció corresponent dins l'espai mónUbicació de l'extensió a instal·larUbicació de la fita del pèl dins el sistema de coordenades local, en relació amb la cara emissoraUbicació de la fita del pèl en l'espai d'objectesUbicació del node amb relació al llenç sencerUbicació del node dins el seu marc pareUbicació de l'objecteUbicació del textUbicació d'aquest caràcter a les dades del text (només per a corbes de text)Ubicació del vèrtex a l'espai d'àreaUbicació del vèrtex en l'espai normalitzat[Navigation Location]: Desplaçament d'ubicació que s'aplicarà al posat base en determinar la ubicació del visorUbicació al disc on es guarden les dades de precuinatNomés ubicacióUbicació a deltesUbicació on afegir el nou vèrtexUbicació on alinear les illesUbicació per a guardar els documents dels vídeos supletorisUbicació, rotació i escalaUbicació, rotació, escala i propietats creades a midaUbicació:UbicacionsBloquejarBloquejar actiusFixar ajustamentTravar eixBloquejar límitsBloquejar càmera a visualitzacióBlocar direccióBlocar direcció (Alt)Blocar elevacióBlocar elevació (Alt)Travar extremsBloquejar fotogramaBloquejar selecció de fotogramesBloquejar horitzó[NDOF Lock Horizon]: Bloquejar horitzó obliga l'horitzó a mantenir-se al nivell en què estàTravar CI XBloquejar interfícieBloquejar ubicacióBloquejar marcadorsBloqueja els vèrtexs de la vora de la mallaMètode de blocatgeBloquejar modes d'objecteBloquejar ordreBlocar illes fixadesBlocar normals del polígonTravar arrelsBloquejar el rotacióBloquejar rotació (Angle 4D)Bloquejar rotació en escalarBloquejar rotacions (4D)Bloquejar escalaBloquejar formaBloquejar puntesRestricció Bloquejar trajectòriaBloquejar orientacióBloquejar valorBloquejar XBloquejar ubicació XBloquejar rotació XBloquejar YBloquejar ubicació YBloquejar rotació YBloquejar ZBloquejar ubicació ZBloquejar rotació ZBloquejar l'acció a executarBloquejar acció a executar en grups de vèrtexsBloqueja totes les capes de Llapis de greix per evitar que es modifiquin accidentalmentBloqueja tots els materials de Llapis de greix per evitar que es modifiquin accidentalmentBloquejar totes les morfofitesBloquejar totes les morfofites de l'objecte actiuBloquejar tots els grups de vèrtexsBloquejar tots el grups de vèrtexs de l'objecte actiuBloqueja i amaga qualsevol material no utilitzatBloqueja qualsevol material no utilitzat en cap traç seleccionatBloqueja els vèrtexs de contron durant la simplificació per evitar buits a les malles connectadesBloquejar canal[Frame Locked]: Bloqueja el fotograma que ara mostra la capa[Lock to Time Cursor]: Bloqueja el visionat de corbes al cursor temporal durant la reproducció i rastreig[Lock Rotation (4D Angle)]: Bloqueja l'edició del component «angle» de les rotacions de quatre components en les transformacions[Lock Rotations (4D)]: Bloqueja l'edició de rotacions de quatre components per component (en lloc de com Eulers)[Lock Location]: Bloqueja l'edició de la ubicació en les transformacions[Lock Rotation]: Bloqueja l'edició de la rotació en les transformacions[Block Scale]: Bloqueja l'edició de l'escala en les transformacions[Lock Interface]: Bloqueja la interfície durant el revelat en favor de donar més memòria al revelador[Camera Solver Constraint]: Bloqueja el moviment dins els termes del moviment de càmera reconstruïtBloqueja el moviment dins el moviment de l'objecte reconstruït[Follow Track Constraint]: Bloqueja el moviment a la trajectòria de moviment del referent[Follow Path Constraint]: Bloqueja el moviment a la trajectòria del referentBlocatge no sostingut!Bloca repositoris - per comprovar el blocatgeBloqueja la rotació a l'eix d'entre els extrems de la corbaBloquejar els grups de vèrtexs seleccionats i desbloquejar els no seleccionats de l'objecte actiuBloquejar rastres seleccionatsBloquejar els grups de vèrtexs seleccionats de l'objecte actiuBloquejar el segment perquè no es pugui transformarBloqueja els segments perquè no es puguin transformarBloqueja l'ordre dels elements mostrats (la usuària no pot canviar-lo)Bloqueja la posició dels punts arrel[Pin Simulation Boundary]: Bloqueja la posició dels vèrtexs en el decaïment de la simulació per evitar tares i crear una transició més suau amb les àrees no afectades[View Lock to Active]: Bloqueja la vista a l'objecte/os actiuBloqueja la posició de la punta quan es suavitzaBloquejar a osBloquejar a cursorBloq. a objecteBloquejar a seleccióBloquejar a cursor temporalBloquejar els grups de vèrtexs no seleccionats de l'objecte actiuBloqueja la rotació de vistes laterals a Superior/Frontal/Dreta[Lock to Selection]: Bloqueja el mirador als marcadors seleccionats durant la reproduccióBlocatge relatiuBloquejar/silenciar(Des)blocar totes les capes[Lock Tracks]: Bloqueja/desbloqueja els rastres seleccionatsBloquejatEix travatInfluència blocadaMarcador bloquejatTrajectòria bloquejadaRestricció trajecte bloquejatRastres bloquejatsRepositori(s) blocat(s) {:d}BlocatgesRegistre[AgX Log]: Codificació de registre amb rotació i croma inserit de primaris, i amb 25 parades d'interval dinàmicNivell de registre[Filmic Log]: Formatador fílmic basat en un logaritme, amb 16,5 parades de latitud i 25 parades d'interval dinàmicRegistre de conversió gammaRegistre de referència de conversió de punt negreRegistre de referència de conversió de punt blancRegistre d'operacions i missatges d'alertes i errorsRegistra la info de llista de canals en el terminal. Aquest operador només està disponible en compilacions de depuració de BlenderLogaritme de A en base BMode logaritmeDissolució logarítmicaI lògicO lògicPèl llargFita llargaFita llarga seleccionadaLlista llargaEl més llargDiagonal més llargaLongitud mínAparençaMirar endavantMirar enversConsulteu l'eina més apropiada segons el tipus de pinzell i activeu-la[Transform Cache]: Consulta la matriu de transformació a partir d'un document extern[Transform Cache Constraint]: Consulta la transformació des d'un document externBucleColors del bucleRecompte de buclesInserir bucleParells de buclesEscórrer bucleInici de bucleTotal de buclesBucles triangularsBucle i inversióReproduir endavant i endarreraBucle endarrera i endavant que comença invertitLa inserció de bucle no funciona quan es mostra la malla d'edició deformada[Mesh Loop]: Bucle en un bloc de dades de mallaBucle en els paresReproducció d'animació en bucleBuclesEls bucles no estan connectats per trama/arestes limítrofes[Loops]: Bucles de la malla (cantells de cara)[Support Loops]: Fa bucles a totes dues bandes del perfilAïlladaAïllades com a contornArestes aïlladesArestes aïllades com a contornPunts aïllats[Loose As Contour]: Les arestes aïllades tindran tipus de contornSense pèrduaEgressió sense pèrduaCompressió sense pèrdues basada en la codificació d'altes prestacions JPEG 2000. Genera documents més reduïts, però no és encara admesa per altre programari.Compressió sense pèrdua de codificació run-lengthCompressió d'ondeta sense pèrdua, efectiva per a imatges sorolloses/granelludesCompressió zip sense pèrdua de blocs d'imatges de 16 fileresCompressió zip sense pèrdua, amb cada filera d'imatges comprimida per separatCompressió amb pèrdua per a imatges de nombre de coma flotant de 16 bits, a una taxa fixa de 2,3:1Compressió amb pèrdua per a imatges de nombre de coma flotant de 32 bits (emmagatzema 24 bits de cada flotant)BaixaColor baixBaix contrastQualitat baixaMalla de baixa resolució[Clarity]: Contrast de baixa freqüència fet amb una màscara desenfocadaInferior[Add Threshold]: Límit inferior (inclusiu) perquè el pes d'un vèrtex se sumi a un grup-vLímit inferiorMinúsculesConcavitat inferiorInferior esquerraMemòria inferiorInferior dretaLímit inferior de l'angle XLímit inferior d'XLímit inferior d'angle en XLímit inferior de l'angle YLímit inferior d'YLímit inferior d'angle en YLímit inferior de l'angle ZLímit inferior de ZLímit inferior d'angle en Z[Min Step]: Límit inferior per al cronolapse en segons en el cas de subpassos automàticsLímit inferior de la funda en aquest punt de control[Lower Bound]: Límit inferior de l'interval de ressaltat[Range Min]: Límit inferior de l'interval d'ingressió que s'aplica el mapejat[Minimum Wave Crest Potential]: Límit inferior de modulació per marcar les cèl·les de fluid com a crestes d'ona (els valors més baixos donen lloc a més cèl·lules marcades)[Minimum Trapped Air Potential]: Límit inferior de modulació per marcar les cel·les de fluid on l'aire està atrapat (els valors més baixos donen lloc a més cel·les marcades)[Minimum Kinetic Energy Potential]: Límit inferior de modulació que indica la rapidesa del fluid on les cel·les comencen a emetre partícules (els valors més baixos en general donen més partícules)[Default Minimum]: Distància més baixa des del valor de referència per a la influència predeterminada 1:1Més baix per més grups de projecció, més alt per menys distorsióLa meitat inferior de la textura és per a les puntes del traçLímit inferior de la rotació de l'eix XLímit inferior de la translació de l'eix XLímit inferior de la rotació de l'eix YLímit inferior de la translació de l'eix YLímit inferior de la rotació de l'eix ZLímit inferior de la translació de l'eix ZLímit inferior de la inclinació que s'allunyi de la direcció +Z[Lower Concavity]: Límit inferior de concavitat de malla (els valors elevats tendeixen a suavitzar i emplenar regions còncaves)[Case]: Majúscules o minúscules[Frequency Cutoff (Hz)]: Els valors més baixos donen un corba més suau[Background Separation]: Els valors inferiors mitigaran que el rerefons sobreïxi sobre elements de primer plaLímits de baix/dalt per a la deformacióAlçada mínimaFreqüència mínimaQualitat mínima[Minimum X]: Valor X més baix a permetreValor Y més baix a permetreValor Z més baix a permetre[Parallax Radius]: Cantell més baix de la capsa contenidora en paral·laxi[Minimum Lifetime]: Mínima durada de vida possible de les partículesLumaSonograma de lumaLuminànciaCanal de luminànciaCroma de luminànciaSoroll de luminànciaGraella MACB4RB5RB6RB7RMDDMFTMKVBMRAcció BMRMP2MP3MPEG-1MPEG-1 capa d'àudio IIMPEG-2MPEG-2 capa d'àudio IIIMPEG-4MPEG-4 (divx)MPlayerMacCormackProcediment de MacCormack amb control de difusió implícit. Redueix la dissipació numèrica mantenint l'estabilitatMàgicaTextura màgicaMagnèticPes d'efector magnèticEngrandirMagnitudMagnitud d'APrincipalsLes tecles principals d'1 a 0 actuen com les del teclat numèric (útil per als portàtils)Accions principalsAnotacions principalsEsquelets principalsEix principalPinzells principalsDocuments principals de memòria cauCàmeres principalsCol·leccions principalsCorbes principalsFonts principalsGeometria principalLlapis de greix principalsCorbes de pèl principalsImatges principalsElements principalsRetícules principalsBiblioteques principalsSondes de llum principalsLlums principalsLineaments principalsMàscares principalsMaterials principalsMalles principalsMetaboles principalsClips de vídeo principalsArbres de nodes principalsObjectes principalsCorbes de pintura principalsPaletes principalsParàmetres de partícules principalsNúvols de punts principalsEscenes principalsPantalles principalsSons principalsAltaveus principalsTextos principalsTextures principalsVolums principalsGestors de finestres principalsObradors principalsMons principals[Main Axis]: Eix principal del movimentParàmetres bàsics principals[Blend File Data]: Estructura principal de dades que representen un document .blend i tots els respectius blocs de dades[Wave Direction]: Direcció principal de les ones quan estan (parcialment) alineadesConservar volumRestricció de manteniment de volum[Maintain Volume Constraint]: Manté un volum constant al llarg d'un únic eix d'escalat[Keep Hierarchy]: Mantenir relacions pare-fill[Average Speed]: Manté la rapidesa, nivell de vol o de vagareig[Symmetry]: Manté la simetria en un eixMantenir el volum de l'objecte a mesura que s'estira[Preserve Pitch]: Manté l'elevació original de l'àudio encara que es canviï la velocitat de reproduccióMantenir els pesos relatius per al grup[Even Thickness]: Manté el gruix ajustant-lo per als cantells aguts (lent, deshabilitar si no cal)Mantingut pels desenvolupadors de la comunitatMantenidorLínies de graella principalsRadi majorSegments majorsMajor/MenorMajorantTransmitància majorant del volumMajoriaFer-hoFer cíclic (Modificador F)Fer dades d'usador únicFer foratsInternalitzarFer local[Sculpt Base Mesh]: Fa que les eines del mode esculpir deformin la malla base mentre es previsualitza la separació de nivells de subdivisió més altsFer d'usador únic els objectes seleccionatsFer d'usador únic els segments seleccionatsForçar únicForçar un únic usadorFer uniformeFer únics[Duplicate Keyframes]: Fa una còpia de totes els fotofites seleccionades[Duplicate]: Fa una còpia de totes les fotofites seleccionades i les i mou[Duplicate Active Frame(s)]: Fa una còpia del/s fotograma/es actiu/s de Llapis de greixFa una còpia de la capa activa del Llapis de greixFa una còpia de la capa activa del Llapis de greix a l'objecte seleccionatFes una còpia del grup de vèrtexs actiuFa una còpia completa de l'escena actual[Make Links]: Fa un enllaç entre els borns de sortida i entrada seleccionatsFa una connexió d'un born a un altre[Close Spline]: Crea un spline cíclic clicant els extrems[Toggle Cyclic]: Fa de la corba activa un bucle tancat/obert[Toggle Cyclic]: Fa tancat/obert el bucle del spline actiu[Make Internal]: Fa que el document de text actiu sigui internFer paral·leles totes les normals afectades[Make Paths Absolute]: Fa que totes les rutes als documents externs siguin absolutesFa que totes les rutes als documents externs siguin relatives respecte del .blend actual[Select Hierarchy]: Fa que tots els usadors dels blocs de dades seleccionats n'utilitzin per contra un de triat de nouFa que tots els usadors dels blocs de dades seleccionats utilitzin en el seu lloc l'actual (clicat)[IK Wrist Pivot]: Confegeix un control de mà de CI que pivota al voltant de la punta de la mà[Image from View]: Crea una imatge des de la vista 3D més gran per a la reprojecció[Annotation Draw]: Fa anotacions sobre les dades actives[Save Asset Catalogs]: Fa permanent qualsevol modificació a qualsevol catàleg escrivint la instal·lació actual a la biblioteca de recursos[Caps Smooth]: Fa suavitzades en lloc d'aplanades les arestes de la vora d'entre els extrems i la forma tubFa que la selecció de caixa passi a corriment de seqüència quan el cursor sobreronda un segmentFer visibles els canals agrupats sota aquest canalFes còpies dels grups de nodes quan es dupliquen nodes a l'editor de nodesFer còpies dels elements seleccionats i moure'lsFer còpies dels traços seleccionats del Llapis de greix i moure'lsFa còpies dels ossos seleccionats dins del mateix esqueletFer còpies dels ossos seleccionats dins del mateix esquelet i moure'lsFer còpies dels elements de metabola seleccionats i moure'ls[Follow]: Fa que els fills de la trajectòria de corba vagin rotant al llarg del trajecte[Ignore Selection]: Provoca tall fins i tot si el segment no està seleccionat tot preservant l'estat de selecció després de tallarFeu que les dades siguin d'usador únic, apliqueu-hi un modificador i suprimiu-les de la llista.[Aero]: Fa «onejar» les arestes[Recalculate Normals]: Fa que les normals de cara i vèrtex apuntin o bé enfora o bé endins de la malla[Flat Faces]: Fa que les cares utilitzin els pesos mínims de vèrtex assignats als seus vèrtexs (assegura que les cares noves queden paral·leles a les originals, lent, deshabilitar si no cal)Crea un grup a partir dels nodes seleccionatsDona menys volum al pèlAllargar els pèlsAllargar o escurçar pèlsDona més volum al pèlEscurçar els pèls[Puff]: Fa aixecar els pèlsFer transparent la imatge fora del radi[Make Instances Real]: Fa que els objectes instanciats lligats a aquest objecte siguin independents[Display Instancer]: Fa que l'instanciador sigui visible en el mirador[Render Instancer]: Fes visible l'instanciador en revelarFer intern[Make Local]: Fa locals a aquest document els blocs de dades vinculats a la bibliotecaFer l'acció vinculades local a cada segmentFer les dades vinculades locals a cada objecteFer materials locals a cada bloc de dadesFa que el document del mòdul sigui intern després de carregar-lo[Distribute memory across devices]: Allibera capacitat per adaptar-se a grans escenes tot repartint memòria entre dispositius interconnectats (pe. ex. via NVLink) en lloc de duplicar-laFa que les dades d'objecte animació siguin locals als respectius objectesFa que les dades d'objecte (malla, corba, etc.) d'animació siguin locals als respectius objectesFa visible/editable només la capa activaCrear rutes de documents blend de biblioteques usades relatives al document blend actual[Reveal Curves]: Fa que les corbes que estaven ocultes es tornin a veure en l'editor de gràfiques[Unify Length]: Fa el pèl seleccionat de la mateixa longitudFa que els objectes seleccionats apareguin a l'editor s'ANL a base d'afegir dades d'animació[Quick Explode]: Fa que els objectes seleccionats explotin[Quick Liquid]: Fa líquids els objectes seleccionats[Reference Key]: Tornen les morfofites relatives, en cas contrari van passant per les formes com a seqüència que fa ús del temps d'avaluació[Dynamic Base Mesh]: Fa que la simulació respecti les deformacions de la malla baseFer dades d'objecte d'usador únicCrear objecte d'usador únic[Skin Radii Equalize]: Fa iguals en cada eix els radis d'empellat dels vèrtexs seleccionatsS'assegura que el color actiu s'exportarà primer. Pot ser important perquè hi ha programari que descarta els atributs de colors altres que no són el primer[Child Of]: Fa que el referent sigui el pare «separable» del propietariFa que el document de text esdevingui intern després de carregar-loFer el text internFer el text intern (separar la còpia)Fer fixa la rotació d'HDR i no seguir la càmeraFa que el born booleà actiu sigui un permutador del seu plafó pare[Suppress Control]: Fa que l'os control d'un os mecanisme sigui invisible per a l'usuari i només resti afectat per restriccionsFa que el document actual sigui el document d'inici predeterminatFa la posa actual més similar a la seva posa de partió[Blend Pose with Rest Pose]: Fa que la posa actual sigui més similar a, o més allunyada de, la posa de repòsConverteix les preferències actuals en predeterminades[Clamp within the edge extents]: Fa que el bucle d'aresta conlligui amb la forma del bucle d'aresta adjacentFer que la imatge es reveli darrera de tots els objectes[In Front]: Fa que la capa es mostri per davant dels objectesFer que la il·luminació sigui fixa i no segueixi la càmeraFer que l'objecte es mostri davant dels altres[Make Track]: Fa que l'objecte segueixi un altre objecte, usant diversos mètodes/restriccions[Make Data Single User]: Fa que les dades d'objecte tinguin un sol usador si calFa que el plafó faci de permutador d'un born que està sol[Prune Grid]: Fa que l'emmagatzematge d'una graella de volum sigui més eficient encabint dades en cel·les o nodes interns[Solidify]: Fa que una superfície agafi gruixFer que els valors de les nanses de fotofites seleccionades siguin els mateixos que els seus fotogrames respectiusFa que aquesta versió de Blender obri documents blend de totes les usuàries. Exigeix privilegis elevats.Converteix això en una textura de node[Do Smudge]: Fa que aquest pinzell esborralli la pintura ja existent a mesura que es mouFa que la col·lecció estigui activaFer d'aquesta corba o superfície un bucle tancat en la direcció U[Bézier U]: Fa que aquesta corba de nurbs o superfície actuï com un spline Bézier en la direcció U[Endpoint U]: Fa que aquesta corba de nurbs o superfície uneixi les puntes en la direcció UFa que aquesta superfície de nurbs actuï com un spline Bézier en direcció VFa que aquesta superfície de nurbs uneixi les puntes en la direcció VFa que aquesta morfofita esdevingui la fita base, cosa que fa que s'apliqui a la malla definitivament. Estigueu al cas que l'aplicació és al 100% del valor de la morfofitaFer d'aquest spline un bucle tancatFer que el spline quedi emplenatFer d'aquesta superfície un bucle tancat en la direcció V[Mirror Widgets]: Confegeix ginys duplicats enllaçats per als ossos a dreta i esquerra amb una escala X negativa per al costat dret, en base a simetria de noms d'ossos[Deterministic]: Fa determinista el guiatge de trajectes, que vol dir que els revelats seran reproduïbles amb els mateixos valors de píxel cada vegada. Aquesta funcionalitat alenteix l'entrenamentMalaiàlam - മലയാളംAdministrarGestionar traduccions de la IUGestionar dades sobreresGestionar complements instal·lats via ExtensionsGestiona els recursos del present document i accedeix a les biblioteques de recursos vinculadesObligatori[Avoid Collision]: Maniobra per evitar col·lisions amb altres eixams i objectes deflectors d'un futur pròximManhattanDistància ManhattanValidació fallida de manifest: {:s}PolivalentManipula tant el traç com les coordinades de la textura de l'emplenat[Light Falloff]: Manipula el decaïment de la intensitat de llum amb la distància. D'ús habitual en efectes no basats en física; en realitat, la llum sempre decau quadràticament[3D Viewport]: Vista on pots manipular objectes en un entorn 3DManipula només les coordenades de la textura de l'emplenatManipula només les coordenades de la textura del traçManualCalibratge manualDetall manualInterval manual de fotogramesOrientació manualInterval manualEscalar manualmentXafar i estirar manualsAjustament manualCrear manualment més tardCrear manualment més tard (únic)Afegir manualment ORG, MCH o DEF segons convingui.Determinar manualment el nombre de fils[Manual Range]: Interval de fotogrames definit manualment[Dynamic grid]: Estableix manualment les divisions de graella[Completely independent manually set handle]: Nansa de configuració manual amb la rotació bloquejada juntament amb la seva parellaDefineix manualment la ruta d'emmagatzemar extensions. Quan està deshabilitat, es crea un directori d'extensions d'usuària.Especificar manualment la resolució del mapa de mostreig, els valors més alts són més lents i gasten més memòria, però redueixen el soroll[Manual Frame Range]: Especifica manualment l'interval de projecció de fotogrames consignat per a l'acció (aquest interval l'utilitzen algunes eines, però no afecta l'avaluació de l'animació)MapaMapejar des deMapejar intervalResolució de mapaMapejar transversMapejar enversMapejar envers X i des deMapejar envers Y i des deMapejar envers Z i des deTipus de mapaMapa UVMapejar UVs tenint en compte la relació d'aspecte de la imatge associada amb el material[Use Subdivision Surface]: Mapeja UVs prenent la posició del vèrtex després d'aplicar el modificador de superfície de subdivisió[Camera Bounds]: Mapeja UVs en la regió de la càmera tenint en compte la resolució i l'aspecteMapejar directament coordenades X i YMapeja una textura mitjançant coordenades UV, per aplicar una textura als objectes en compositarMapeja tots els valors per sota de 0,fins 5 a 0,0, i tots els altres a 1,0[Action Constraint]: Mapeja una acció vers els eixos de transformació d'un os[Float Curve]: Mapeja la ingressió d'un nombre de coma flotant en una corba i egressa un valor flotant[Map Taper]: Mapeja l'efecte de l'objecte transverser a la part bisellada de la corbaMapejar compoments d'ingressió vectorial amb corbesMapejar un conjunt de colors a un altre per tal d'aproximar-se a l'asparença de rang dinàmic alt (HDR)Mapejat de la pressió de la tauleta en el radi de la corbaMapeja el factor de geometria sobre la longitud d'un segment i sobre el nombre de subdivisions d'un segmentMapeka el factor de geometria sobre la longitud d'un splineMapeja el factor de geometria sobre el nombre de subdivisions d'un spline (resolució U)Mapeja la intensitat de la textura amb la gradació de color. Tingueu en compte que per imatges textura s'utilitza el valor alfa, habiliteu «Calcular alfa» per a les imatges que no tinguin canal alfa.[Transformation Constraint]: Mapeja les transformacions del referent que afecten a l'objecteMapejar amb el vector de normalMapeja els valors a un interval de 0 a 1, en funció dels valors de píxel mínims i màximsMapeja els valors sobre colors amb l'ús d'un degradatMapejar amb Z com a eix centralMapejatCorba de mapejatInici de mapejatTipus de mapejatMapejant XMapejat de la geometria de referència en els punts d'impacteMarbreMarbre (Trencat)Marbre (Sòlid)Textura de MarbleMargeColumna de margeMètode de margeTipus de margeMarge afegit al voltant del fluid per minimitzar la interferència del contornMarge d'espai d'esporgament per a la càmera[Island Margin]: Marge per a reduir el sobreeixit d'illes adjacents[Seam Margin]: Marge a tenir en compte quan s'arrangen les costures dels UV mentre es pinta. Un nombre més alt milloraria les correccions de costura per als mapes MIP, però disminueix el rendiment.MarcarMarcar com a aïllatMarcar com a arrelMarcar costures[Mark Seams]: Marca les costures seguint les arestes biselladesMarcar com agut[Clear Useless Actions]: Marca les accions que no tenen cap Corba-F per suprimir després de desar i tornar a carregar el document on es guarden les «biblioteques d'accions»[Mark Sharp]: Marca les arestes bisellades com a agudesMarcar arestes limítrofes com a costuresMarcar arestes limítrofes com a cantells aguts[Show Curve Extremes]: Marca les fotofites on el flux del valor de la fita canvia de direcció, basat en la comparació amb les fites adjacentsMarcar com a costures les arestes UV seleccionades[Mark]: Marca els vèrtexs seleccionats com a solts[Skin Root Mark]: Marca vèrtexs seleccionats com a arrelsMarca/retira vèrtexs seleccionats com a soltsMarcadorMarcador %.2f desplaçat %sMarcador %d desplaçat %sVisualització del marcadorNom de marcadorNoms de marcadorsContorn de marcadorMarcador seleccionatParàmetres de marcadorsMarca per a assenyalar punts del cronogramaEl marcador està deshabilitat al fotograma actualEl marcador està habilitat al fotograma actualDesplaçament de marcador %sPosició del marcador en el fotograma en coordenades normalitzadesEstat de selecció de la marcaMarcadorsEls marcadors estan bloquejats[Pose Markers]: Marcadors específics d'aquesta acció, per etiquetar poses[Timeline Markers]: Marcadors utilitzats en tots els cronogrames per a l'escena en cursMàscaraDibuixarUniformeAmplada d'haloEmplenarEina de màscaraNovaSuavitzarMarge de màscaraColor de màscaraVisualització de màscaraEdició de màscaresID de màscara usa com a ingressió de màscara per al modificadorIngressió de màscaraCapa de màscaraCapes de màscaraMapejat de màscaraModificador màscaraBorn de node emmascararInterfície de Born del node emmascararEmmascara vèrtexs que no són de grupPaternitat de màscaraMode pressió de màscaraParàmetres de màscaraEncongir/inflar màscaraPunt de spline màscaraPunts de màscara splinePunt UW de la màscara splineMàscares splineDimensions de màscara plantillaPosició de màscara plantillaSegment màscaraMàscara texturaOpacitat màscara texturaMàscara alfa de superposició de textura[Mask Texture]: Posella per a la màscara de texturaDuració de màscaraMàscara a SDFEines de màscaraMàscara de capa UV de bucleÍndex de la màscara de capa UV de bucleÍndex de la màscara basada en una capa UV de bucleValor de màscaraNom del grup de vèrtexs màscaraEmmascarar la capa activa amb la de sobre o de sotaLa màscara d'animació està sincronitzada amb el fotograma de l'escenaLa màscara d'animació s'adapta a l'inici del segmentEmmascara bits per conlligar amb la configuració de la Col·lecció de LineamentEmmascara bits a conlligar a partir de la configuració de la Col·lecció de Lineament[Set Holdout]: Emmascara la col·lecció a la capa de visionat activaBloc de dades de màscara que defineix la màscara per a compositarMàscara mostrada i editada en aquest espai[Guide Mask]: Màscara per quines corbes són susceptubles de seleccionar-se com a guiesLa capa màscara '%s' no conté cap spline donatNo s'ha trobat la capa màscara '%s' a la màscara '%s'[Layer]: Nom de la capa màscaraNo s'ha trobat la capa màscara per al spline donatNivell d'emmascarat a emprar quan el mode és «Valor»; zero significa que no hi ha emmascarament i u completament emmascaratModificador de màscara per al segment de seqüència[Mask Modifier]: Modificador de màscara per a ocultar parts de la mallaNo s'ha trobat la màscara[Contiguous]: Emmascara només les àrees de color contigüesEmmascara de la capa de visionat els objectes de la col·leccióMàscara d'exclusió objectes de la col·lecció des de la capa de visionat * Ctrl per a aïllar la col·lecció * Majúscula per consignar dins de les col·leccionsL'opacitat de la sobreimpressió de la màscara està posada a 0Pintat de màscara d'acord amb la cavitat de la geometria de la mallaBorn de màscara d'un nodeMàscara splineLa màscara que fa servir aquest segmentMàscara per fusionar l'efecte generalMàscara a multiplicar per la densitatEmmascarar a una banda de la línia definida pel cursorEmmascarar dins un rectancle definit pel cursorEmmascarar dins una forma definida pel cursorCapaMàscaraEmmascararTextura màscara[Masking Tex]: Textura per fer màscara[Mask Vertex Group]: Nom del grup de vèrtexs d'emmascaramentMàscares[Masks]: Blocs de dades de màscaresMassaUnitat de massaGrup de vèrtexs de massaMassa per mida[Cloth Mass]: Massa de cada partícula de simulació[Mass]: Massa de les partículesCapitàControl manaiaMatCapMatCapsConlligarCoincidir de caixaConlligar índexsConlligar interseccióConlligar màscaresConlligar amb egressióCompensar densitat de puntsConlligar referènciaConlligar cadenaTipus de coincidència[Match]: Fa coincidir la configuració absoluta/relativa amb la ruta d'ingressióParàmetres del rastreig en moviment[Harden Normals]: Conlliga les normals de les cares noves amb les de les cares adjacents[Match Output]: Conlliga el grup de vèrtexs egressiu segons el nomConlliga les rutes amb aquest valorAssocia llums del món real amb documents de l'IES, que emmagatzemen la distribució d'intensitat direccional de les fonts de llum[By Name]: Conlliga les capes de dades referents a afectar segons el nom[By Order]: Conlliga les capes de dades de referents a afectar segons l'ordre (índexs)[Match Texture Space]: Ajusta l'espai de la textura a la capsa contenidora de l'objecte[Source Vertex Group]: Fa conlligar l'inici dels noms dels grups de vèrtexs d'objectes malla, els conlliga tots si es deixa buitFa correspondre la càmera en un 1:1 amb l'egressió del revelatConlligar amb la normal de superfície[Movie tracking camera data]: Dades de càmera conlligades per al rastreig de moviment[Movie tracking data]: Dades conlligades per al rastreig de movimentLes dades de guió tècnic conlligades per al rastreig de moviment[Movie tracking marker data]: Les dades de marcador conlligades per al rastreig de moviment[Movie tracking object data]: El rastreig d'objectes de moviments conlligats i les dades de reconstruccióLes dades de marcador de pla conlligades per al rastreig de movimentLes dades de trajecte de pla conlligades per al rastreig de moviment[Movie tracking reconstructed camera data]: Dades conlligades de càmera reconstruïdes a partir del rastreigLes dades conlligades de reconstrucció per al rastreig de moviment[Movie tracking track data]: Dades conlligades de rastres per als rastretjosTipus de llum coincidentsMaterialFusió d'alfaSegat d'alfaAlfa aleatoritzatMode de fusióTelaCubAplanatFluidPèlNouOpacTipus de previsionat de revelatBola aspectivaEsferaGruixEl material %s no s'ha pogut convertir perquè el Mode fusió i el Mode ombra difereixen (cal ajustament manual)El material %s no s'ha pogut convertir degut a la fusió d'alfa no trivial (cal ajustament manual)No s'ha trobat el material '%s'Atribut materialLímits entre materialsLímits de materialsContorn de materialGrups materialsÍndex de materialsTipus de capa materialMaterial de dibuix linealVincle de material aMàscara de materialMode materialNom de materialConflicte amb nom de materialBorn de node de materialInterfície de born del node de materialDiferenciar materialEgressió de materialMaterial de sobreseïmentPassada de materialsPredefinit de materialPredefinits de materialPrevisionar materialPropietats de materialPropòsit de materialSelecció de materialNode selecció de materialEpígraf de materialEpígrafs de materialsEspecials de materialsPas de materialVariants de materialBloc de dades dels materials per definir l'aparença dels objectes geomètrics per al revelatBloc de dades de material utilitzat per aquest epígraf de materialBlocs de dades de materialsMaterial per a cares bisellades (-1 significa usar cares adjacents)Índex del material de les cares generades, -1 per automàticEl material s'assigna a les dades d'objecte, que està connectat/empaquetat i per tant no és editable. Canvieu per connectar en el seu lloc aquest epígraf de material a l'objecte o feu que les dades de l'objecte siguin locals.Tipus de capa material del nou epígraf de pintatMaterial de les corbes de pèl generades[Material Pass]: Passada dels materialsParàmetres de materials[Shader Node]: Node d'aspecte de materialEpígraf del material d'un objecteÍndex d'epígraf de material d'aquest caràcterÍndex d'epígraf de materials de la corbaÍndex dels epígrafs de material de la caraÍndex dels epígrafs de material d'aquest triangleNom de l'epígraf del material[Material Slot]: Epígraf del material emprat per a revelar les partícules[Material Slots]: Epígrafs amb els materials de l'objecteBorn de material d'un node[Material Override]: Material per sobreseure tots els altres materials d'aquesta capa de visionatMaterial emprat per al filtratge[Outline Material]: Material utilitzat per traços de contornMaterial per a usos secundaris d'aquest pinzellMaterial utilitzat per a traços dibuixats amb aquest pinzell[Midlevel]: Valor de material que no dona cap desplaçamentMaterial(s)Xarxa MaterialXMaterialsMaterials i texturesMatemàticaNode MatemàticaMatriuValor d'atribut de matriuDeterminant de matriuCamp de matriuBorn de node de matriuInterfície de born del node de matriuObjecte matriuOrientació de matriuMatriu SVDMatriu món[Input Matrix]: Accés de la matriu a la ubicació, rotació i escala (incloent-hi deltes), abans que s'apliquin les restriccions i les paternitats[Edit Bone Matrix]: Matriu que combina la ubicació i la rotació de l'os (posició del cap, direcció i gir), en l'espai d'esquelet (no inclou/processa la longitud/mida de l'os)Matriu que combina la ubicació i la rotació del cursorLa matriu té una transveccióMatriu que representa les propietats d'ubicació, rotació i escalat de l'osMatriu a descomposar, només afecta a la part de 3x3[Matrix Attribute Value]: Valor de matriu en l'atribut de geometriaBorn de valor de matriu d'un nodeMatroskaTrepaID de trepa:Node TrepaObjectes trepaObjectes trepa:[Cryptomatte]: TrepesMàximAngle màxim 2DLongitud màxima 2DAcceleració màxima de l'aireVelocitat angular màxima de l'aireRapidesa màxima de l'aireAngle màximMax Fotogrames-BMàx fotogrames BMàx doblegamentMàx difuminatMàxim de rebotsMàx partícules fillesMàx compressióMàx creació desviacionsCurvatura màxProfunditat màxDesplaçament màximDistància màxDistància màxima d'elementMarge d'error màxAngle de cara màximAlçada màxMàx impulsMàx acceleració terrestreMàx velocitat angular terrestreMàx rapidesa terrestreLatitud màximaMàx llumsLongitud màximaMàx veïnsTaxa MàximaDistància màxima de raigMàx de mostresMàx força de costuraAngle de forma màximEsqueixament màxMàx encongimentMida màxRapidesa màximaMàx longitud en la creació de tensorsMax tandesPassos màxSubdivisió màximaSubdivisions màxMàx tensióMàx memòria de textura per campGruix màximLlindar màxVelocitat màximaNombre màxim de vèrtexs per a la previsualització del moviment geodèsicMàx separació de vèrtexsMàx XMàx X:Y MàxMàx Y:Z MàxZenit màx[Shrink Factor Max]: Quantitat màxima en què una tela s'ha d'encongir[Link Limit]: Nombre màxim d'enllaços permesos per a aquest born[Max Size]: Mida màxima de la forma bokeh per a la profunditat del camp (més baix va més ràpid)MàximaMàxim # passos/fotograma del resolutorEscala màximaLongitud màxima dels tensors * Mida de la bola[CFL]: Velocitat màxima per cel·la (com més alts els nombres CFL menys passos de simulació i menys temps de càlcul)MaximitzarMaximitzar àreaÀrea maximitzadaMàximAngle màxim 2D perquè les cadenes es divideixinCurvatura màximaDistància màximaError màximLapse màximValor d'alçada màxim per a la lent central cilíndricaMàxim d'iteracionsPotencial màxim d'energia cinèticaMàxima longevitatValor de Longitud màxima per a la lent central cilíndricaMode màximDistància radial màximaRadi màximResolució màximaPotencial màxim d'aire atrapatValor màximVolum màximPotencial màxim de crestes d'onaMàxim d'XÍndex d'X màxim de la capsa contenidora retalladoraValor màxim X per a la regió de revelatValor d'X màxim per escapçar la imatgeMàxim d'YÍndex d'Y màxim de la capsa contenidora retalladoraValor Y màxim per a la regió de revelatValor d'Y màxim per escapçar la imatgeMàxim de ZÍndex de Z màxim de la capsa contenidora retalladora[Air Acceleration]: Acceleració màxima en l'aire (relativa a la màxima rapidesa)[Land acceleration]: L'acceleració màxima en terra (en relació amb la rapidesa màxima)Distància màxima permesa entre l'element d'origen i referència, per als mapejats no-topològicsQuantitat màxima de corbes de guia properes que es tenen en compte per a la interpolacióAngle màxim entre normals de cara que es consideraran suavitzadesAngle màxim entre la normal i el referent a incloure a la seleccióAngle màxim entre normals antigues i noves[Distort Max]: Angle màxim a mostrar[Max Angle]: Angle màxim per modificar el gruixAngle màxim per al límit de CI[Max Impulse]: Màxim impuls motriu angular[Air Angular Velociy]: Velocitat angular màxima en l'aire (relativa a 180 graus)La velocitat angular màxima en terra (relativa a 180 graus)[Bending Stiffness Maximum]: Valor màxim de rigidesa a ser doblegatDistància màxima de difuminat en què un píxel es pot disseminarLímit màxim de la graella (espai món)Contorn màxim del volum[Neighbor Rejection]: Brillantor màxima assumida quan es rebutgen els esquitxos de bokeh en base a veïnatge (més baix va més ràpid)[Strength]: Màxim dany causat en atac per segon[Compression Stiffness Maximum]: Valor màxim de rigidesa de compressió[Max 2D Length]: Longitud màxima curvilínia 2D per a la selecció de cadenesCoeficient màxim de resistència quan el valor singular és pròxim a 0 (els valors més alts produeixen resultats amb més estabilitat, menys reactivitat)[Target Density]: Densitat màxima de pèlDistància màxima permesa entre la nova corba Bézier i la geometria original del nerviDistància màxima entre els elements a fusionarDistància màxima entre el traç original i la seva aproximació poligonalDistància màxima entre vèrtexs soldatsDistància màxima d'acoblaments en píxelsDistància màxima perquè el camp funcioni[Volume outside the outer cone]: Distància màxima per al càlcul del volum, no importa quant de lluny estigui l'objecte[Proximity Distance]: Distància màxima des del pinzell a la superfície de la malla perquè afecti el pintar[Range]: Distància màxima des de la qual un eixam pot atacarDistància màxima de l'element al centre de la seleccióDistància màxima a què els objectes poden escampar-se en cada eix[Max Element Distance]: Distància màxima per a cercar parts soltes desconnectades a la mallaLongitud d'aresta màxima per esculpir topologia dinàmica (com a divisor de la unitat de Blender - un valor més alt significa una longitud d'aresta menor)[Detail Percentage]: Longitud d'aresta màxima per esculpir topologia dinàmica (en percentatge de pinzell)Longitud màxima d'aresta per a l'esculpir topologia dinàmica (en píxels)[Maximum Error]: Error màxim durant les subpassesAngle de cara màxim per a arestes suavitzades[Thickness Max]: Màxim en mesura de gruix[Slider Max]: Màxim per al lliscadorAlçada màxima d'un salt[Maximum Iterations]: Màxim d'iteracions durant eles subpassesVelocitat màxima d'articulació en radians/segonLa latitud màxima (angle vertical) per a la lent equirectangular[Color Maximum]: Longitud màxima del vector de color de la partícula[Max Displace]: Nivell màxim d'intersecció de profunditat en l'espai d'objectes (posar 0,0 per deshabilitar)[Clamp Waves]: Nivell màxim d'intersecció de superfície que s'utilitza per influir en les ones (usar 0.0 per deshabilitar-ho)Contribució màxima de llum, reduint el sorollMàxim impuls lineal motriuLongitud màxima (angle horitzontal) per a la lent equirectangularMemòria màxima per a una textura de camp de volum en Mb (llevat que la sobresegui un primitiu de camp)[Undo Memory Size]: Ús màxim de la memòria en megabytes (0 significa il·limitat )[Max B-Frames]: Nombre màxim de fotogrames-B entre fotogrames que no són B; impacta en la mida del document i la cercabilitatNombre màxim de nuclis de CPU per usar simultàniament mentre es revela (per a sistemes de CPU multinucli)[Additional]: Nombre màxim de cel·les addicionalsNombre màxim de rebots que la llum de rerefons aportarà al revelatNombre màxim de rebots que la llum aportarà al revelat[After Cycles]: Nombre màxim de cicles que es poden permetre després de l'última fotofita (0 = infinit)[Before Cycles]: Nombre màxim de cicles que es poden permetre abans de la primera fotofita (0 = infinit)Nombre màxim de deformadors de pesos[Diffuse Bounces]: Nombre màxim de rebots de reflex difusiu, delimitats pel màxim totalNombre màxim de partícules de fluid permeses en aquesta simulacióNombre màxim de fotogrames durant els quals pot executar-se l'efecte confegir (a menys que es produeixi una altra fotofita de LdG abans no hagi transcorregut aquest temps)[Frames After]: Nombre màxim de fotogrames per mostrar després del fotograma actualNombre màxim de fotogrames a mostrar després del fotograma actual (0 = no mostra cap fotograma després de l'actual)[Frames Before]: Nombre màxim de fotogrames a mostrar abans del fotograma actualNombre màxim de fotogrames a mostrar abans del fotograma actual (0 = no mostra cap fotograma abans de l'actual)[Glossy Bounces]: Nombre màxim de rebots de reflex de setinat, delimitats pel màxim totalNombre màxim d'iteracions per a la convergència en cas de reiteracióNombre màxim de línies d'emmagatzematge per a la memòria intermèdia de la consola[Level End]: Nombre màxim d'oclusions per als traços generats[Trapped Air Sampling]: Nombre màxim de partícules generades per cada cel·la d'aire atrapada per fotograma[Wave Crest Sampling]: Nombre màxim de partícules generades per cada cel·la de cresta d'ona per fotogramaNombre màxim de partícules per cel·la (s'assegura que cada cel·la té com a màxim aquesta quantitat de partícules)Nombre màxim de documents recents a recordarNombre màxim de passes de simulació a realitzar per a un fotogramaNombre màxim d'iteracions per resoldre[Max Steps]: Nombre màxim de passos per tot el volum abans de renunciar per evitar temps de revelat extremadament llargs amb objectes grans o mides de pas petitesNombre màxim de textures afegides %dNombre màxim de rebots de transmissió, delimitats pel màxim totalNombre màxim de rebots transparents. És independent del nombre màxim d'altres rebots[Max Vertex Count for Geodesic Move Preview]: Nombre màxim de vèrtexs de la malla per a usar decaïment geodèsic en moure l'origen de l'expansió. Si el nombre total de vèrtexs és més gran que aquest valor, el decaïment es definirà com a esfèric en moure'sNombre màxim d'episodis de dispersió volumètricaMàxims pesos del grup-v A i del grup-v BOpacitat màxima dels ossos en el mode de presentació de tramat[Value Max]: Valor màxim d'egressió del mapejat[Maximum Radial Distance]: Distància radial màxima perquè el camp funcioni[Parting Maximum]: Angle màxim de l'arrel a la punta (distància de punta/distància de l'arrel per a pèls llargs)Rotació màximaRotació màxima sobre cada eixMàxima rugositat per emprar per al traçat de la via de producció. Les superfícies de més rugositat empraran una aproximació d'IG ràpida. Un valor d'1 deshabilitarà l'aproximació d'IG ràpida.Aleatorització màxima de l'escalat sobre cada eix[Sewing Force Max]: Màxim de força de cosir[Shear Stiffness Maximum]: Valor màxim de l'escala d'esqueixamentMida màxima d'un píxel de mapa d'ombres. Els valors més alts ocupen menys memòria a canvi de menys qualitat d'ombra.[Jump Speed]: Rapidesa màxima per saltarRapidesa màxima en unitats d'IU per segon[Air Speed]: Rapidesa màxima en l'aireLa rapidesa màxima en terraMàxim factor d'escala admès per als ossos control de splineNombre màxim d'interseccions de superfície emprades pel mètode d'intersecció de volum precís. Crearà una tara en cas d'excés. Un nombre més alt incrementa l'ús de VRAM.Temperatura màxima de les flames (com més alt el valor més ràpid s'enlairen les flames)[Tension Stiffness Maximum]: Valor màxim de rigidesa de tensióGruix màxim[Max Thickness]: Gruix màxim en la direcció principalValor màximValor màxim per a segar[Maximum]: Valor màxim per a l'interval del canal de referència[Volume Variation Maximum]: Factor màxim d'estirament del volumVolum màxim, no importa com de prop estigui l'objectePot no rutlla gaire bé amb el revelat per tessel·lesMbolaMitjanaPes mitjà de bisell:Cairat mitjà:Radi mitjà X:Radi mitjà Y:Radi mitjà:Inclinació mitjana:Cairat de vèrtex mitjà:Pes mitjà:MedirMesura la mida del pinzell en relació amb l'escenaMesura la mida del pinzell en relació amb la vista[Radius Unit]: Mesura la mida del pinzell en relació amb la vista o l'escenaMesura distància i angles. • {:s} a qualsevol lloc per a una nova mesura. • Arrossega el segment de regle per a mesurar un angle. • {:s} per suprimir el regle actiu. • Ctrl mentre arrossega per acoblar. • Maj mentre s'arrossega per mesurar el gruix de la superfícieMesuramentTipus de mèdiaReproductor multimèdia per a vídeo i seqüències d'imatges PNG/JPEG/SGIMedianaCentre mediàPunt de medianaCentre de cara per medianaMediana:MitjanaContrast mitjàAlt contrast mitjàContrast mitjà baixQualitat mitjanaFormat mitjà (Hasselblad)MegawattsMelaninaConcentració de melaninaVermellor de melaninaMem:%dM, Pic : %dMMemòriaMemòria i límitsLímit de memòria cauLímit de memòria cau (en megabytes)Memòria: %sMenúNo s'ha trobat el menú "%s"Menú colors de pla de fonsFons del menúError de menúMenú expanditNom d'ID de menúElement del menúMenú colors d'elementsElements del menúFalta el menú:Nom del menúBorn de node menúInterfície de menú de born del nodeAlternar amb menúMenú no definitMenú colors de ginysSelecció d'os amb menúMenú selecció d'objectesBorn de menú d'un nodeMenú on cercar-hiEl valor de menú ha de ser un valor constantMenúsFusionarFusiona sumantFusionar animacióFusionar animacionsDistàn. de fusióFusiona vèrtexs extremsFactor fusióFusionar capesFusionar epígraf de material quan sigui possibleFusionar nodes (sumar)Fusionar nodes (Alfa per sobre)Fusionar nodes (automàtic)Fusionar nodes (color, sumar)Fusionar nodes (color, dividir)Fusionar nodes (color, multiplicar)Fusionar nodes (color, restar)Fusionar nodes (combinar profunditat)Fusionar nodes (dividir)Fusionar nodes (major que)Fusionar nodes (menor que)Fusionar nodes (matemàtica, sumar)Fusionar nodes (matemàtica, dividir)Fusionar nodes (matemàtica, major que)Fusionar nodes (matemàtica, menor que)Fusionar nodes (matemàtica, multiplicar)Fusionar nodes (matemàtica, restar)Fusionar nodes (multiplicar)Fusionar nodes (restar)Fusionar solapadesFusionar rotació i escala paresFusionar nodes seleccionatsFusionar els nodes seleccionats emprant Nodes de geometriaFusionar nodes seleccionats amb MatemàticaFusionar nodes seleccionats amb MesclarFusionar nodes seleccionats amb AspectorsFusionar restantLlindar de fusióTipus de fusióFusiona primitius d'USD amb el seu pare Xform si és possible: USD no permet UsdGeomGprim aniuats. El Xform intermediari es definirà perquè conservi el document USD vàlid.[Merge UVs]: Fusiona les coordenades UV que comparteixen un vèrtex per tenir en compte la imprecisió d'alguns modificadorsFusionar UVsFusiona els vèrtexs[Tool Property Init]: Fusiona les propietats de l'eina activa en el moment d'activar-se (no sobreescriu les existents)[Join Triangles]: Fusiona triangles adjacents en quadsFusiona vèrtexs adjacents (el desplaçament del cargolat ha de ser zero)Fusiona tots els punts seleccionats que estan a prop, tant si estan connectats com si noFusionar tota la geometria de la interseccióFusionar tots els canals de so en un de solFusionar per accionsFusionar per distànciaFusionar per noms de pista d'ANL[Merge Normals]: Fusiona les normals adaptades dels vèrtexs seleccionats[Auto Merge]: Fusiona primer/últim quan l'angle fa una revolució completaFusiona els epígrafs de materials si es potMètode de fusió escollitFusiona punts superposats segons la distància. (Ha d'estar habilitat Realitzar instàncies)Fusionar Xform pare[Merge by Distance]: Fusiona punts segons la distànciaFusionar preferiblement a crear caresFusiona els nodes d'ingressió de grup seleccionats en un de sol si és factibleFusiona els nodes seleccionatsFusionar els vèrtexs seleccionats a altres vèrtexs no seleccionats[Merge]: Fusiona els vèrtexs seleccionats[Join Geometry]: Fusiona les geometries generades per separat en una de solaFusiona l'animació dels objectes seccionats amb l'acció de l'objecte actiu. Això no esborra pas les accions, però poden acabar amb zero usadorsFusiona triangles en polígons de quatre costats on es potFusiona amb l'aspector Mesclar o AfegirFusionar amb nodes Alfa per sobre[Depth Combine Node]: Fusiona amb nodes de Combinar profunditatFusionar amb nodes MatemàticaFusionar amb node Malla booleana o Unir geometriaFusionar amb nodes MesclarFusionar els vèrtexs en funció de la seva proximitat[Merge Vertices]: Fusiona els vèrtexs de duplicats adjacents[Merge End Vertices]: Fusiona els vèrtexs del primer i últim duplicats[Merge by Distance]: Fusiona vèrtexs o punts dins d'una distància donadaFusiona vèrtexs dins del llindar de fusióFusionar:Fusionats %d IDs de '%s' Principal a '%s' principal; %d IDs i %d biblioteques ja existien com a part de la destinació Principal, i els %d IDs que faltaven a la destinació Principal, es van alliberar conjuntament amb el Principal d'origenNom d'animació fusionadaFusiona vèrtexs segons la distànciaMallaQuantitat de cares adjacentsQuantitat d'arestes connectadesQuantitat de cares al voltant d'una arestaQuantitat de cares a l'illaAngleAcoblament d'anglesÀreaÀrea 3DMitjanaBisellAmbdósForma del contornCercleSegatReplegarConCoplanarMotllura de cornisaCairatMotllura de coronaCubCilindreDireccióMostrar tipus d'estiramentDistànciaAngles de caresEmplenarColor d'emplenatAplanatAplanat/SuavitzatMarques d'aresta en FreestyleMarques de cara de FreestyleGraellaPolisferaLongitudLlargada 3DLíniaMaterialMesuresModeModificatNovaNo-capNormalObjecteÍndex d'objectePerímetreFixatsPlanarPlaCostats de polígonPredefinitRelatiusVoradaRodóPantallaCosturaAgudesaSuavitzarEsferaEspraiTramsBucles de suportSusannaTipusDe-subdividirCairat de vèrtexGrups de vèrtexsGiratoriLa malla %s té cares no vàlides, probablement causades per l'eina d'extrusió de polivalents de la versió 2.90.0. El problema s'hauria de resoldre obrint i desar el document en una versió anterior a la 5.1La malla '%s' no té dades de vèrtex de pellLa malla '%s' té polígons amb més de 4 vèrtexs, no pot calcular / exportar espai tangencial per a aixòLa malla '%s', atribut '%s' (domini %d, tipus %d) no es pot convertir a USDMalla 1Malla 2Anàlisi de mallaAtributs de mallaMalla booleanaLímit de mallaAutoemmascarament de límit de mallaMemòria cau de mallaMalla cercleDeformació de mallaAresta de mallaArestes de mallesMode edició de mallaSobreimpressions del mode edició de mallaGenerador de mallesMalles aïlladesMalla líniaBucle de mallaTriangle de bucle de mallaTriangles de bucle de mallaBucles de mallaMode mallaVector normal de mallaNormals de mallaPolígon de mallaPolígons de mallaEsculpir mallaMode selecció de mallaMode selecció de mallaMemòria cau de la seqüència de mallaRàtio de simplificació de mallaCapa de vèrtexs d'empellat de mallaOrigen de la mallaVisualització d'estadístiques de mallaPintar textura de mallaCapa UV de mallaMapa de malles UV requeritVèrtex de mallaColor del vèrtex de la mallaCapa de color de vèrtex de mallaPintar vèrtexs de mallaVèrtexs de mallaEstadístiques de visualització de la mallaVolum de mallaVolum de malla + proximitatPintar pesos de mallaComponent de malla que conté dades de punts, cantells, arestes i caresMalla consistent de triangles i prou, permetent interaccions més detallades que els cascs convexosBloc de dades de malla que defineix les superfícies geomètriques[Meshes]: Blocs de dades de malles[Laplacian Deform Modifier]: Modificador de deformació de malla[MeshDeform Modifier]: Modificador que deformació de malla que deforma amb altres mallesEl detall de la malla no canvia a cada traç, només quan s'utilitza Emplenat atapeïtEl detall de la malla és constant a l'espai món d'acord amb la mida del detallEl detall de la malla és relatiu la mida del pinzellEl detall de la malla és relatiu a la mida del pinzell i a la mida del detallLa malla no té un atribut de color actiu "%s"Cares i vèrtexs de malla reordenats espacialmentMalla des d'objectes Corba, Superfície, Metabola, Text o Núvol de puntsGenerador de mallaLa malla no té dades UVLa malla no té dades de ColVLa malla no té dades de caresLa malla no té cares per a l'assignació de material[Selection Domain]: Objecte malla al qual es poden adherir les corbesObjecte malla amb què es deformarà[Start Cap]: Objecte malla a usar com a tancament inicialObjecte malla que fa de tancament d'extremObjecte malla per a operació booleanaEls objectes malla no tenen cap vèrtex/aresta/cara actiusMalla amb les cares on cal distribuir els puntsMalla amb les cares on realitzar la dispersióMalla o núvol de punts on trobar el punt més pròximEscalat de mallaParàmetres de mallaLa malla s'ha de desembolcallar abans de precuinar les dades de multiresMalla referent cap a on es projectaMalla que se sostreu de la primera mallaMalla a corbaMalla a graella de densitatMalla a puntsMalla a quadrícula CDSMalla a volumModificador malla a volumMalla per calcular-ne el dualMalla per convertir el volum intern en una geometria de volum de boiraMalla per convertir en corbesMalla on s'han d'extrudir elementsMalla on trobar-hi el punt de superfícies més pròximMalla amb les cares per capgirarMalla a qui sobreseure l'atribut de joc de caresMalla a qui s'han de configurar les normals a midaMalla per subdividirMalla per triangularMalla que té el mapa UV en úsMalles amb les arestes a escindirMalla amb els elements que es converteixen en puntsMalla el volum intern de la qual es converteix en una graella de densitatMalla que té el volum intern per convertir a una graella de camp de distància signadaMalla/esLes malles no tenen morfofitesMalla: {} vèrtexs, {} arestes, {} caresCau de malla (MeshCache)Deformació de malla (MeshDeform)Modificador malla deformeCau de següència de malla (MeshSequenceCache)Bucle UV de malla (obsolet)MallesMalles per unir o intersecarMissatgeEl procés d'extracció de missatge ha fallat!MetaMetaestibaMetasegmentMetasegmentsMetasegments seleccionats[Meta Stack]: Metaestiba de segments, l'últim és el metasegment que està presentment en edicióMetaSegmentMetabolaNovaLa metabola '%s' no conté el spline indicatElement de metabolaElements de metabolaBloc de dades de metabola per definir superfícies globuloses[Metaballs]: Blocs de dades de metaboles[Update]: Comportament de l'actualització de metaboles durant l'edicióElements de metabolaTipus de metabolaMetabola/esMetabolesMetadadesMetadades rerefonsIngressió de metadadesMetadades textMetalMetaIRTEl MetalRT per a radiotraçat usa menys memòria per a escenes d'çus intensiu de corbes, i pot rendir millor en determinats casosMetàl·licFDDB Metàl·lic[Metallic BSDF]: Reflex metàl·lic per distribució de microfacetes, i fresnel metàl·licMostra de metaaparell escrit en el bloc de dades de text: {:s}Metaaparell escrit al bloc de dades textuals: {:s}MetreMetresMetres per unitatMetres / segonMetres per segon al quadratMètodeMètode QuadsMètode per a calcular els booleansMètoda per calcular la mida del plaMètode per a controlar com es combina el segment amb altres segmentsMètode de direcció del desplaçament al llarg del cantellMètode per a estendre la selecció de vèrtexs UVMètode per a fer que el text de la interfície d'usuari surti més contrastatMètode de lectura per les cronografies de les ingressions[Subsurface Method]: Mètode per revelar la dispersió de sota les superfíciesMètode per mostrejar ingressióMètode per al mostreig del flux d'alta resolució[Material Mode]: Mètode per a assignar els materials a les cares novesMètode de suavitzar valors entre píxels[N-gon Method]: Mètode per a dividir els n-gons en trianglesMètode per a dividir els quads en triangles[UV Map Parameter U]: Mètode de generar la coordenada X del mapa al llarg de la corba principal[UV Map Parameter V]: Mètode de generar la coordenada Y del mapa al llarg de la corba de perfilMètode per escollir les instàncies filles per elementMètode d'antialiàsing per al mirador en 3dMètode d'antialiàsing en revelar el mirador 3d[Render Anti-Aliasing]: Mètode d'antialiàsing en revelar la imatge final[Render Opacity]: Mètode de fusió de capes de màscaraMètode per connectar múltiples buclesMètode de càlcul de la interacció aerodinàmica[Position Mode]: Mètode de càlcul de la posició d'alineacióMètode per fusionar fites enganxades i existentsMètode de modificació de geometriaMètode de modificació de la corba-F existentMètode de projecció de profunditat[Dopesheet Sort Field]: Mètode per a ordenar els canals en la vista del guió tècnicMètode per calcular l'angle de rotacióMètode per escollir el nombre de duplicats[Time Mode]: Mètode per a controlar el temps de reproduccióMètode per definir el nombre d'instàncies dispersadesMètode per a mostrar/aspectar objectes en la vista 3D[Sensor Fit]: Mètode per a ajustar la imatge i l'angle del camp de visió dins del sensorMètode d'interpretació dels paràmetres de desplaçamentMètode per a projectar una imatge 2D sobre l'objecte amb un vector de textura 3DMètode per escalar el pla amb l'enquadrament de càmera[Rotation Origins]: Mètode per definir els orígens de rotació per als segments del pinzellMètode per espaiar els bucles d'arestes UVMètode per a assignar pesosMètode a usar per a dispersar puntsMètode per a escindirMètode a usar per al desplaçamentMètode a usar per a la tangentMètode emprat per endreçar els duplicats[Action Blending]: Mètode per combinar el resultat de l'Acció activa amb el resultat de l'estiba d'ANL (Animació No Lineal)[Blending]: Mètode utilitzat per combinar el resultat dels segment com a resultat acumulatMètode usat per a suprimir les dades de Llapis de greixMètode per suprimir dades de malla[XZ Scale Mode]: Mètode utilitzat per determinar l'escalat dels eixos X i Z dels ossos[Y Scale Mode]: Mètode utilitzat per a determinar l'escalat de l'eix Y dels ossos sobre la base de la forma i escalat de la pròpia corbaMètode utilitzat per mostrar imatges a la pantallaMètode utilitzat per dissoldre punts del traç[Extrapolation]: Mètode utilitzat per avaluar el valor de la corba-F fora de les fotofites primera i última[Depth Combine]: Mètode que s'empra per empaquetar illes UVMètode utilitzat per simplificar punts del traç[Smooth Type]: Mètode utilitzat per suavitzarMètode utilitzat per a confegir la geometria d'inici i final[Rounding Mode]: Mètode utilitzat per a convertir el número de coma flotant en un enter[Profile Mode]: Mètode emprat per definir la forma de perfilMètode utilitzat per definir quin nom de grup utilitzarMètode utilitzat per descriure la rotacióMètode per a determinar el color de la Corba-F a l'editor de gràfiquesMètode usat per determinar les nanses de controlMètode utilitzat per determinar el radi i la ubicació[Terminate Mode]: Mètode utilitzat per a determinar quan parar de propagar la posa a les fotofites[Edge Mapping]: Mètode utilitzat per mapejar les arestes d'origen a les de destinació[Face Mapping]: Mètode utilitzat per mapejar les cares d'origen sobre les de referència[Face Corner Mapping]: Mètode utilitzat per mapejar els cantells de cares d'origen a les de referència[Vertex Mapping]: Mètode utilitzat per mapejar els vèrtexs d'origen sobre els de referènciaMètode usat per a conlligar les propietats de referents i controladors[Path Mode]: Mètode per a les rutes de referència[Storage Type]: Mètode utilitzat per emmagatzemar les dadesMètricRugositat de microfaceta de la superfícia (0,0 és un reflex de mirall perfecte, 1,0 és completament rugós)MicrofibraModel basat en microflocs de dispersió múltiple entre fibres orientades a normalsMicròmetresMicrosegonsInstal·lació de Microsoft StoreMicrowattsNivell mitjàCentralPosició de control del punt migControls mitjansAcció d'enmig del ratolíNivell mitjàPunt mitjàAcoblament de punt mitjàPunts mitjansMigtonsMigtons FinalMigtons iniciMiePot semblar millor que Temprança, però també pot tenir errors. A un os amb un fill se li col·loca la punta a l'arrel del fill. No obstant això, els escalaments no uniformes poden desordenar-se, cal anar amb compteMillesMilles / horaMil·lígramsMil·límetresMil·lisegonsMil·liwattsMínimAngle mínim 2DLongitud mínima 2DRapidesa mínima de l'aireAngle mínimCurvatura mínDistància mínAlçada mínLatitud mínimaRebots de llum mínLongitud mínimaMínim màximTaxa mínimaMín de mostresMín tandesGruix mínimRebots transparents mínVòxel mínX mínMín X:Y MínMín Y:Z mínZenit mínEl valor mín i màx són iguals!Mín/màxMiniBrillantor dels minieixosMida dels minieixosTipus de minieixosMínimaMínim # passos/fotograma del resolutorInformació mínimaLongitud mínima dels tensors * mida de la bolaDistància mínima que s'accepta entre dos elements destacatsValor mínim de la correlació entre el patrons coincidents i la referència que encara es tracta com a rastreig exitósMinimitzaMinimitzar estirament. Fusionar %.2fMínimAngle mínim 2D perquè les cadenes es divideixinMostres mínimes d'AA del mostreig adaptatiu, per descobrir característiques de soroll abans d'aturar el mostreig. Zero per a la configuració automàtica basada en el llindar de sorollMostrejos mínims d'AA per al mostreig adaptatiu, per descobrir característiques sorolloses abans d'aturar el mostreig. Zero per a la configuració automàtica basada en el llindar de soroll, per a revelats de miradorCurvatura mínimaDistància mínimaError mínimEspaiat mínim de graellaValor mínim d'alçada de la lent cilíndrica centralMínim d'iteracionsPotencial mínim d'energia cinèticaLongitud mínimaMínima longevitatValor de Longitud mínima per a la lent central cilíndricaMode mínimDistància radial mínimaEstirament mínimPotencial mínim d'aire atrapatEnroscament mínimValor mínimVertices mínimsVolum mínimPotencial mínim de cresta d'onaMínim d'XÍndex d'X mínim de la capsa contenidora retalladoraValor mínim X per a la regió de revelatValor d'X mínim per escapçar la imatgeMínim d'YÍndex d'Y mínim de la capsa contenidora retalladoraValor Y mínim per a la regió de revelatValor d'Y mínim per escapçar la imatgeMínim de ZÍndex de Z mínim de la capsa contenidora retalladoraDistància mínima permesa entre els centres de dues instàncies dispersades. Augmenta el valor per a una distribució localment més uniforme.Quantitat mínima de valors de graella de fluid (densitat de fum, combustible, calor) que pot contenir una cel·la abans que no es consideri buidaValor d'amplitud mínima necessari per a influir en la funda[Distort Min]: Angle mínim per mostrar[Min Angle]: Angle mínim per modificar el gruixAngles mínims per al límit de CILímit mínim de la graella (espai món)Contorn mínim del volumCoordenada mínima en l'eix X (espai índex de graella)Coordenada mínima en l'eix Y (espai índex de graella)Coordenada mínima en l'eix Z (espai índex de graella)[Min 2D Length]: Longitud mínima curvilínia 2D per a la selecció de cadenesDensitat mínima d'una cel·la de volum per a contenir un punt de graellaDensitat mínima d'un vòxel per a contenir un punt de graella[Self Minimum Distance]: Distància mínima entre les cares de la tela abans que s'activi l'efecte de col·lisióDistància mínima entre els objectes que col·lideixen abans que s'activi l'efecte de col·lisió[Auto-offset Margin]: Distància mínima entre nodes per a separació automàtica entre nodesDistància mínima entre dues guiesDistància mínima entre dues guies en el nou mapa de guiesDistància mínima per a la dissipació del camp[Smooth Stroke Radius]: Distància mínima des de l'últim punt abans no continuï la selecció[Smooth Stroke Radius]: Distància mínima des de l'últim punt abans no continuï el traç[Minimum Error]: Error mínim durant les subpasses[Thickness Min]: Mínim per mesura de gruixMínim per al lliscadorIntensitat mínima per activar una lluïssor[Minimum Iterations]: Mínim d'Iteracions durant les subpassesLa latitud mínima (angle vertical) per a la lent equirectangular[Light Threshold]: Intensitat mínima d'una llum perquè contribueixi a la il·luminacióLongitud mínima (angle horitzontal) per a la lent equirectangularValor mínim de la màscara per considerar vàlid el vèrtex per extreure una cara de la malla originalNombre mínim de rebots de llum. Posant-ho més alt es redueix el soroll en els primers rebots, però també pot ser menys eficient per a geometries més complexes com les de corbes i volums[Level Start]: Nombre mínim d'oclusions per als traços generatsNombre mínim de partícules per cel·la (s'assegura que cada cel·la té almenys aquesta quantitat de partícules )[2D View Minimum Grid Spacing]: Nombre mínim de píxels entre cada línia de graella en miradors 2DNombre mínim de passes de simulació a realitzar per a un fotogramaNombre mínim de rebots transparents. Posant-ho més alt es redueix el soroll en els primers rebots, però també pot ser menys eficient per a geometries més complexes com corbes i volumsMínims pesos del grup-v A i del grup-v B[Value Min]: Valor mínim d'egressió del mapejatDistància radial mínima perquè el camp es dissipi[Radius Min]: Radi mínim quan s'aplica la pressió mínima (també el mínim quan es posa estrenyiment)[Parting Minimum]: Angle mínim de l'arrel a la punta (distància de punta/distància de l'arrel per a pèls llargs)Mida mínima d'un píxel de mapa d'ombres. Els valors més alts ocupen menys memòria a canvi de menys qualitat d'ombra.Rapidesa mínima en l'aire (relativa a la velocitat màxima)Temperatura mínima de les flames (com més alt el valor més ràpid s'enlairen les flames )Gruix mínim[Min Thickness]: Gruix mínim en la direcció perpendicular a la direcció principalValor mínimValor mínim per a segar[Minimum]: Valor mínim per a l'interval del canal de referènciaValor mínim per a la selecció aleatòriaValor mínim dels pesos de vèrtexsValor mínim per a considerar un cert atribut com a límit en crear els jocs de cares[Volume Variation Minimum]: Factor mínim d'estirament del volumVolum mínim, no importa com de lluny estigui l'objecteMinkowskiMinkowski 1/2Minkowski 4Exponent MinkowskiDistància MinkowskiExponent de MinkowskiRadi menorSegments menorsMinoriaMinutsEmmirallarEmmirallar com a nom d'osEix d'emmirallarBola mirallOs emmirallatEdició emmiralladaModificador emmirallarObjecte emmirallatEmmirallat de control[Copy Option To Selected Rigs]: Emmiralla en el costat oposat el tipus i els paràmetra d'Aparellar dels ossos seleccionats. Cal que els noms acabin en L/RTransformació mirallEmmirallar UEmirallar UDIMEmmirallar VEmmirallar sessió d'RVEmmirallar grups de vèrtexsEmmirallar vèrtexsEmmirallar pesosEmmirallar ginysEmmirallar amb paresMirall XMirall YEmmiralla tots els punts de control sense invertir la deformació de retículaEmmiralla tots els pesos dels grups de vèrtexsEmmiralla al llarg dels eixos X, Y i/o Z locals, sobre l'origen de l'objecte[Equiangular Cubemap Face]: Mapejat d'emmirallat de bola als mapes d'entornEmmirallar pinzell sobre l'eix XEmmirallar pinzell sobre l'eix YEmmirallar pinzell sobre l'eix ZEl grup a emmirallar està bloquejat, avortant[Transform from Gizmo]: Emmiralla els elements seleccionats al voltant d'un o més eixos[Mirror U]: Emmiralla la coordenada de la textura U al voltant del punt d'inversió desplaçat[Mirror V]: Emmiralla la coordenada de la textura V al voltant del punt d'inversió desplaçatEmmirallar en eix XEmmirallar en eix YEmmirallar en eix Z[Select Mirror]: Selecciona els ossos emmirallatsEmmiralla la morfofita actual seguint l'eix X local[Mirror X]: Emmiralla la repetició de la imatge en la direcció X[Mirror Y]: Emmiralla la repetició de la imatge en la direcció Y[Mirror Vertex Groups]: Emmiralla els grups de vèrtexs esquerre/dret mentre es pinta. L'eix de simetria es determina amb els paràmetres de simetria.Emmiralla el moviment d'una nansa sobre l'altraEmmiralla els nous valors de morfofita[Mirror UDIM]: Emmiralla la coordenada de la textura al voltant del centre de cada tessel·laEmmiralla el grup de vèrtexs, inverteix els pesos i/o els noms, editant només els vèrtexs seleccionats, capgirant quan ambdós costats estan seleccionats, en cas contrari copia des de no seleccionatsEmmirallar grups de vèrtexs (p. ex. .R->.L)Emmiralla els pesosEmmirallar%sDesplaçament d'UV emmirallat dins l'eix UDesplaçament d'UV emmirallat dins l'eix VParàmetres emmirallats de {:d} ossosModificador de mirallMiscel·làniaMiscel·lanisColor fallitFalta/en %s%s%s component(s) de rotació d'euler per ID='%s' i Camí-RNA='%s'Falta «window» en el contextFalten complementsFalten complements de fàbricaDades extraviadesGeometria extraviadaMaterials extraviatsFalta el menú: %sNo s'ha trobat la configuració d'OpenColorIOFalta un plafóPlantilla extraviadaTextura extraviadaManca un mapa UV per a adherir corbes en una superfície avaluadaManca un mapa UV per a adherir corbes a la superfície originalUVs extraviatsFalta el nom de l'ósNo hi ha encapçalamentFalta la bibliotecaNo es troba l'identificador de l'eina de node ({})Extraviat l'identificador de l'operadorEgressió extraviadaFalta la propietat per al born d'entrada "%s"Falten documents de protocolFalta la malla de superfícieS'ha detectat que falten%s%s%s%s!Falta: %sFalten: %s.%sBoirinaPassada de boira[World Mist]: Paràmetres de boira per a un bloc de dades de mónMitchAngle de tall de motlluraMotllura cap enforaForma de perfil de motlluraForma de motlluraMesclarMesclar (antiquat)Color de mesclaFactor de mesclaFactor de mescla a 1,0Ubicació de la combinacióMode de mesclaNode MesclarPosició de node mesclarRotació de la combinacióEscala de la combinacióAspector mesclaFactor de mescla de traçVector de mescla[Blur Attribute]: Mescla els valors dels atributs dels elements veïnsFactor mesclaFactor de mescla de les ubicacions dels vèrtexsMode combinatBarrejar el valor d'origen amb el de referència, usant el llindar donat com a factor[Mixdown]: Combina l'àudio de l'escena en un document de so[Vertex Weight Mix]: Combina els pesos de dos grups de vèrtexs[MixRGB]: Barreja dos colors d'ingressió[Mix Shader]: Combina dos aspectors. Típic per a capes de materialsMescla els valors per un factorCombinar so a monoVàlvula de mesclaModalitatEpisodis modalsTeclari modalOperadors modalsNo s'admeten els teclaris modals en el complement de configuració de teclatModeMode (Alt)Tipus de modeMode regla de fusió[Rotation Mode]: Mode per calcular els valors del canal de rotacióMode d'avaluació de normals de corbaMode per ajustar la imatge al llenç[Resolution Mode]: Mode de com s'especifica la mida desitjada del vòxel[Import As]: Mode per importar les imatges seleccionades[Auto Keying Mode]: Mode d'inserció automàtica de fotofites per als objectes i els ossos (opció predeterminada usada per a escenes noves)Mode de procés de color[Fill Mode]: Mode d'emplenar corbesMode d'operació per a pintura per projeccióMode de modificació de l'elevacióMode d'eines que agafen ingressió des de la interfícieMode per definir la longitudMode per mostrar fotogramesMode de dibuix de límits de contorn[Views Format]: Mode per a carregar les diverses vistes d'imatgesMode per a carregar visionats de pel·lícules[Stroke Mode]: El mode d'ús en la creació de traçosMode per aplicar a la textura[Blend Type]: Mode utilitzat per a mesclar amb el color de textura egressatModela els tres processos físics en un volum, representats pels seus coeficientsModesModificatData de modificacióArestes modificadesS'ha modificat l'animació de {:d} esqueletsModificats: {}{}{}ModificadorBlocsConstantModeSobtatSuavitzatEnversVòxelEl modificador "%s" no és a la llista del modificador de l'objecteEl modificador "%s" no és a la llista dels modificadors del segmentEl modificador '%s' no és a l'objecte '%s'El modificador '%s' no s'ha copiat a cap objecteFlòstic modificadorNom de modificadorOperació modificadoraPropietats del modificadorTipus de modificadorUID del modificadorModificador que afecta les dades de geometria d'un objecte[Normal Edit Modifier]: Modificador que afecta/genera normals adaptadesEl modificador només es pot afegir una vegada a l'objecte '%s'El modificador no es pot aplicar a una malla amb morfofitesDeshabilitat el modificador que conté el nodeNo s'ha pogut afegir el modificador (consulta la consola per detalls)No s'ha pogut afegir el modificador a (%s : %s) (consulta la consola per detalls)Modificador deshabilitatModificador per al segment de seqüència[F-modifier]: Modificador per als valors de Corba-FEl modificador té dades precuinadesEl modificador està deshabilitatEl modificador està deshabilitat o ha retornat un error, se n'omet l'aplicacióEl modificador està deshabilitat, se n'omet l'aplicacióNom del modificadorEls recursos de grups de nodes del modificador no estan assignats a un catàleg. Es poden fer assignacions a catàlegs en el Navegador de recursosNúmero de modificador a qui assignarNúmero de modificador a suprimirEl modificador requereix més de 3 cares d'ingressióEl modificador requereix dades originals,El modificador requereix dades originals, posició incorrecta en estibaEstat del modificador[Cast Modifier]: Modificador per a adaptar a altres formes[Data Transfer Modifier]: Modificador que transfereix algunes dades des d'una malla d'origenNo s'ha trobat el modificador a l'estibaModificadorsModificadors que afecten a totes les corbes-F en l'Acció referenciadaModificadors que afecten les dades geomètriques de l'objecte[Modifiers]: Modificadors que afecten la forma de la corba-FModificadors que afecten el segmentNo es poden afegir modificadors a l'objecte '%s'No es poden afegir modificadors a l'objecte: {:s}Els modificadors no es poden aplicar en mode d'edicióEls modificadors no es poden aplicar a les dades de sobreseïmentEls modificadors no es poden aplicar a dades multiusadorModifica tota la malla usant la deformació elàsticaModificarModificar actiuModificar arc de corbaModificar ocultsModificar màscara plantillaModificar etiquetes de nodeMdificar recurs de posaModificar nitidesa[Modify Mask Stencil]: Modifica la plantilla primària o de màscaraModifica els colors d'emplenat i de traçModifica només el color d'emplenatModifica les etiquetes de tots els nodes seleccionats[Vertex Weight Edit]: Modifica els pesos d'un grup de vèrtexsModifica propietats com ara el radi del vèrtex de la corba, la mida de la lletra i la funda de l''osModifica només el color del traç[Factor of stroke hardness]: Modifica la duresa del traçModifica el joc de cares actiu en lloc de crear-ne un de nou[Multires Apply Base]: Modifica la malla base per ajustar-se a la malla desplaçada[Edit Dyntopo Detail Size]: Modifica la mida del detall del dyntopo interactivament[Normal Edit]: Modifica la direcció de les normals de superfície[Weighted Normal]: Modifica la direcció de les normals de superfície usant un mètode de pesosModifica la intensitat de l'enllumenament capturat per aquesta sondaModifica la mida del vòxel de la malla que s'utilitza interactivament en el remallador de vòxelModifica la geometria del traç de manera que correspongui a la seva línia de direcció principalModifica la geometria del traç de manera que es vegi més «poligonal»ModularModula els colors dels rellums i espectres per a un efecte de dispersió espectralMòdulDepuració de mòdulNom del mòdulNom del mòdulNom de mòdul del complement a deshabilitarNom de mòdul del complement a habilitarNom de mòdul del complement a ampliarNom de mòdul del complement a suprimirMòduls instal·lats ({:s}) de {!r} a {!r}Mode residuResidu que és periòdic tant per a operands negatius com positiusResidu que és el romanent d'A/BMonoFont monoespaiadaAlgorisme més avançat basat en la fisiologia de l'ull, per Reinhard i DevlinS'ha seleccionat més d'una col·leccióS'ha seleccionat més d'un elementHi ha disponible més d'un motor de revelatResultat més desigual (varia amb la ubicació), més similar a un terreny realMés...Més/menysTransmutar-se en esferaMorterMida del morterSuavitzat de morterCàlcul de gruix més senzillLa representació més compacta, usa «+» com a separador per als nombres de fotogrames per sota del segon, amb truncament esquerre i dret de la cronografia si calMovimentBorra de movimentPosició borra de movimentPassos de borra movimentModel de movimentTrajecte de movimentPunt de la memòria cau de trajecte de movimentPunts de trajecte de movimentParàmetres dels trajectes de moviment[Motion Path]: Trajecte de moviment per a aquest element[Motion Path Settings]: Paràmetres dels trajectes de moviment per a la visualització de l'animació[Motion Paths]: Paràmetres de trajectes de moviment per a la visualitzacióTrajectes de movimentPassos de movimentLlindar de movimentRastreig de movimentNo s'ha trobat la restricció de rastreig de moviment a convertirNo s'ha trobat l'objecte rastreig de movimentLlargada invàlida de fotogrames del trajecte de moviment per a %s (%d a %d)%s[Bake to active Camera]: Els punts d'un trajecte de moviment es precuinaran en l'espai de càmera de la càmera activa. Això implica que només es veuran correctament en mirar a través d'aquesta càmera. El canvi de càmeres no és compatible amb l'ús de marcadors.Passos del movimentEines de rastreig de movimentMotorRatolíRestricció direccional del ratolíLlindar d'arrossegament del ratolíEpisodi de ratolíPosició del ratolíPosició de ratolí XPosició de ratolí YSelecció amb ratolíSensibilitat del ratolíRatolí XRatolí YEl botó del ratolí utilitzat per a seleccionarEstil de cursor de ratolí per a l'operador modalUbicació de ratolíLa ubicació del ratolí en coordenades normalitzades, de 0,0 a 1,0 es troba dins dels límits de la imatgeUbicació de ratolí per seleccionar canalUbicació del ratolí per seleccionar l'entitat més properaValors de trajectòria del ratolí per als operadors que enregistren aquestes trajectòriesMoureMoure nansa en cursDirecció de movimentMoure punt sencerMoure puntMoure segmentMoure segmentsTipus de movimentMou UVs segons la fusióMou els UVs en un dels eixos[Detach]: Mou un node per deslligar enllaçosMou un punt o les seves nansesMou l'element actiuMoure després de la col·leccióMoure tots els elements seleccionats a primers llocs, preservant el seu ordre relatiu. Avís: això també afectarà els índexs dels elements no seleccionats[Separate Slots]: Mou tots els epígrafs de l'acció de l'objecte actiu a noves accions separades. Tots els usadors d'aquests epígrafs seran reassignats a les noves accions. L'acció actual no s'eliminarà, però restarà buida i podria acabar tenint zero usadorsMoure seguint l'eix XMoure seguint l'eix Y[Controller Forward]: Es mou seguint l'eix endavant del controladorMoure's seguint l'eix enrere de navegacióMoure's seguint l'eix en avall de navegacióMoure's seguint l'eix endavant de navegacióMoure's seguint l'eix esquerre de navegacióMoure's seguint l'eix dret de navegacióMoure's seguint l'eix en amunt de navegació[Viewer Back]: Es mou seguint l'eix enrere del visor[Viewer Forward]: Es mou seguint l'eix endavant del visorEs mou seguint l'eix esquerre del visorEs mou seguint l'eix dret del visorMou una entrada amunt o avall de la llistaMou un segment de corba existentMoure i lligarTraslladar l'àrea fins aquíMoure recurs des de qualsevol catàlegMoure recurs al catàlegMoure recursos des de qualsevol catàlegMoure recursos al catàlegMoure abans de la col·leccióMoure entre col·leccions[Move Down Boid Rule]: Mou la regla d'eixam més avall de la llista[Move Up Boid Rule]: Mou la regla d'eixam cap amunt de la llistaMou l'estat d'eixam cap avall en la llistaMou l'estat d'eixam cap amunt de la llistaMou els ossos a una col·leccióMoure per UDIMMoure per graella dinàmicaMoure per píxelMoure catàleg {} a {}Moure catàleg {} al nivell més alt de l'arbreMou la restricció cap avall en l'estiba de restriccionsMou la restricció cap amunt en la l'estiba de restriccionsMou el fotograma actual cap endavant/cap enrere en un nombre donatMoure cursor pel textMou la posició del cursorMou cursor a tipus de posició[Snap Curves to Surface]: Mou les corbes de manera que el primer punt quedi exactament a la superfície de mallaDirecció de movimentMou l'efecte avall de l'estibaMou l'efecte amunt en l'estibaMoure exportador amunt i avall de la llista d'exportadorsEs mou més ràpid (caminar o volar)Mou endavant unes poques unitats alhora[Jump to Strip]: Mou el fotograma al punt d'edició posterior o anterior[Advect Grid]: Mou els valors de graella per un camp de velocitat que fa servir una integració numèrica. Admet diversos esquemes d'integració segons l'equilibri entre exactitud i rendimentMou lliurement la nansa del nou punt afegit[On Press]: Mou les nanses després de tancar l'splineMou entrades i sortides de l'interior del modificador a un nou grup de nodesMoure dins de la col·lecció (Ctrl per vincular)Moure dins de la col·lecció (Ctrl per vincular, Maj per assignar pare)Mou avall de la llista l'objecte instànciaMou amunt de la llista l'objecte instància[Use Snap for Translation]: La configuració de l'acoblament afecta el moviment[Move layer]: Mou la capa de la llista, les capes inferiors de la llista sobreescriuran les dades de les capes superiorsMou el modificador avall de l'estiba[Move Strip Modifier]: Mou el modificador amunt i avall de l'estibaMou el modificador cap amunt de l'estibaMoure pla de fons dels nodesMou els nodes i lliga'ls a fotogramaMou la geometria de l'objecte a l'origen de l'objecteMou l'origen de l'objecte a la posició del cursor 3DMou els objectes a una col·leccióMoure els objectes a una col·lecció novaMou avall de la llista el referent de la partículaMou amunt de la llista el referent de la partículaTreu del mig dels punts, com si els pentinés[Move Area Edges]: Mou les arestes de l'àrea seleccionadaMou els documents seleccionats a la paperera[Move]: Mou els elements seleccionatsMou els elements seleccionats cap a l'exterior en una forma esfèrica al voltant del centre geomètric[Breakdown]: Mou les fotofites seleccionades a una posició intermitja relativa a les fites adjacentsMou els nodes seleccionats al centre de l'editor de nodesMou els objectes seleccionats fora de la vista local[Make Markers Local]: Mou els marcadors d'escena seleccionats a l'Acció activa com a marques locals de «posa»Mou les morfofites seleccionades amunt/avall de la llista[Move Strips Down]: Mou una pista més avall els segments seleccionats si hi ha espaiMou una pista més amunt els segments seleccionats si hi ha espaiMou els traços seleccionats a una altra capa[Move Time Marker]: Mou le(s) marca(ques) de temps seleccionada(es)Mou la selecció a una nova capaEs mou més lent (caminar o volar)[Snap Strips]: Mou l'inici dels segments a un temps especificatMoure els segments de forma que els segments transformats encaixin[Stroke Depth Offset]: Mou els traços lleugerament envers la càmera per evitar el segat alhora que es preserva la profunditat en el mirador[Move Texture Slot]: Mou els epígrafs textura amunt i avallMou el cursor 3D fins al Punt d'orientació d'RV seleccionatMou la capa d'anotació activa amunt/avall de la llistaMou el color actiu amunt/avall de la llistaMou la capa activa o Grup de Llapis de greixMou el conjunt de selecció actiu amunt/avall dins la llista de conjuntsMou la drecera activa amunt/avall de la llista[Move Dash Segment]: Mou el segment de guionet actiu amunt o avallMou cap avall l'entrada activaMou cap amunt l'entrada activaMou la capa activa amunt/avall de la llistaMou el material actiu amunt/avall de la llista[Move Time Segment]: Mou el segment de temps actiu amunt o avallMou el grup de vèrtexs actiu amunt/avall de la llistaMou la càmera perquè els objectes seleccionats hi quedin enquadrats[Grab Clone]: Mou la imatge origen del clonMou la nansa més pròxima del vèrtex adjacentMou lliurement la present nansa del punt de control[Move Lines]: Mou les línies seleccionades amunt/avallMou el cursor mentre seleccionaMou el punt sencer usant-ne les nansesMou la nansa al llarg del seu angle actualMou les instàncies envers el centre de la cara[Slip Keyframes]: Mou les fotofites conjuntament amb els mèdiaMou el modificador dins de la llista de modificadorsMou el ratolí per a canviar la mida del detall del dyntopo. BER: confirmar la mida, ESC/BDR: cancel·lar, MAJ: mode precisió, CTRL: mida de detall de mostraTrasllada els epígrafs seleccionats a una Acció de nova creacióMou la vista[Frame Selected]: Mou la visualització per enquadrar els objectes seleccionats[Go to Current Frame]: Mou la vista al fotograma actualMoure la vista al centre de la seleccióMoure a col·leccióMoure recursivament a col·leccióMoure al primerMoure al darrerMou a la capaMoure a nova col·lecció d'ossosMoure a col·lecció novaMou a la nova capa[Flock]: Mou cap al centre dels veïns i iguala llur velocitatMou a la carpeta següentMou al directori superiorMoure a l'arbre del node pare, suprimir del grupMou a la carpeta anterior[Translate Instances]: Mou instàncies de geometria de nivell superior dins l'espai local o globalMou els segments transformats a l'espai disponible més proper per resoldre el solapamentMou els vèrtexs en l'eix XMou els vèrtexs en l'eix Y[Centroid Merge]: Mou vèrtexs cap al centroide del clúster duplicat o alternativament agafa el vèrtex més pròxim al centroide.Moure {} per damunt de {}Moure {} per sota de {}Moure {} a dins {}Moure {} {} per damunt de {}Moure {} {} per sota de {}Moure {} {} a dins de {}Àrea per moure/unir/entrefixarMoure/Dividir àrea[XR Navigation Fly]: Mou/gira en relació amb el visor o controlador de realitat estesaS'ha(n) introduït %i epígraf(s) a l'acció de l'objecte actiuEl segment mogut ja és dins el metasegment proporcionatEl segment mogut és el pare del metasegment proporcionatMoviment[Version Bone Hide Property]: En els esquelets seleccionats, trasllada a l'acció de l'objecte qualssevol Corbes-F que hi hagi amb la propietat `ocultar`Mou punts de captura allunyant-los de superfícies per evitar taresVídeoVideoclipEditor de vídeoClip de vídeo supletoriUsador de videoclip[Movie Clips]: Blocs de dades de segments de vídeoVideoclip d'on s'extrauran dades de rastreigClips de vídeoDistorsió de filmacióDocument de vídeoDocuments de vídeoFormat de vídeoObjectes de laa filmacióRastres de pla de vídeoSegment de filmacióGuió tècnic de rastreig de vídeoMarcadors de rastreig de filmacióDades de marcador de rastreig de plaMarcadors per a rastreig de plaRastres de la filmació[MovieClip]: Videoclip visualitzat i editat en aquest espaiNo s'ha trobat el videoclipClip de vídeo que fa servir aquest segmentEl videoclip d'on extreure les dades de rastreig no està fixat[Movie]: Document de filmacióSegment de filmacióDades de rastreig de càmeraDades de rastreigDades dels marcadors de rastreig de filmacióDades d'objecte de rastreig de vídeoObjecte a seguir en el rastreig de vídeoObjecte de rastreig que se seguirà (si no està definit, s'utilitza l'objecte càmera)Dades de rastres de pla de rastreig de vídeoDades reconstruïdes de rastreig de càmeraDades de reconstrucció del rastreig de vídeoParàmetres de rastreig vídeoDades d'estabilització de rastreig de filmacióDades de rastres per al rastreig de vídeo[Track]: Rastre que ha de seguir el moviment de càmeraVideoclipRastre actiuFont de l'anotacióAgregatClipGuió tècnicGràficaMantenir originalsMarcadorMarcadorsMàscaraModeRastreig de plaPotènciaRastreRastreigVistaSegment de videoclipBloc de dades de vídeo que referencia un document de vídeo externEl vídeorastreig '%s' no es pot suprimirNo és pot empaquetar pel·lícules ni seqüències d'imatgesAguantat en movimentFotofita d'aguantat mòbilSelecció de fotofita d'aguantat mòbil[Release Confirms]: En arrossegar les coses amb el ratolí, es confirma quan s'amolla el botóRaMovRaEscRaRotRaZoomIntRaMovSubRaZoomNo s'ha trobat Mtex per a aquest tipusMultifotogramaMultiingressióID d'ordenació de multiingressionsMultimodificadorMultireaccióSistema de càmera múltiple, ajusta les càmeres individualmentResolutor de CI endoprocessador i de restricció múltipleEXR multi-capaMultipintatMultivistesFiltrar vague multimotCerca multimotEdició MultifotogramaModel multiescalar de dispersió de pèl de Huang et al. 2022, adient per a visionar tant de prop com de lluny, admet seccions el·líptiques i té ressaltat més precís en direccions de dispersió endavant.Gestos multitàctilsSegment selector de multicàmeraCanal d'origen multicàmeraMultifractalMultifotogramaMulticapaEl grup de multi-pintat està bloquejat, avortantMúltiples memòries cauMotors múltiplesMúltiples caresImportància múltipleMostreig d'importància múltipleMostreig d'importància múltipleDispersió múltipleMúltiples tensorsTraços múltiplesVistes múltiplesS'han trobat múltiples complements amb el mateix nom!Es poden utilitzar diversos gestors de documents, deposeu per decidir quin trieuMúltiples documents d'imatge, com a seqüènciaNo es poden desar múltiples imatges en una ruta idèntica: "%s"[Multiple Importance Sampling]: El mostreig d'importància múltiple s'utilitza per combinar aportacions de llum directa des de l'estimació d'episodi següent i des del traçat endavant de trajectes[Multiple Scattering]: Model de dispersió múltiple celesteMúltiples traços apareixen/desapareixen alhoraFactor de multiplicació en els modificadors de rapidesa o lentitudSobreseïment multiplicatiu[Point Density]: Multiplicada per l'inici/final del recompte total de punts afegitsMultiplicador[Offscreen Dicing Scale]: Multiplicador per a la taxa de fraccionament de la geometria fora de l'abast de la càmera. La taxa de fragmentació dels objectes augmenta gradualment com més lluny estan de l'angle de visió de la càmera. Els valors més baixos proporcionen reflexos de major qualitat i ombres per als objectes fora de pantalla, mentre que els valors més alts utilitzen menys memòriaMultiplicador per a la mida de subdivisió adaptativa per objecteMultiplicador per a la mida de subdivisió adaptativa per objecte al miradorMultiplicador per a escalar el camp seleccionat al mapa de colorMultiplicador per a escalar els vectorsMultiplicador per a la distància entre línies de graella de vista 3DMultiplicador per al valor de l'alçada per controlar la distància total al mapa de relleuMultiplicador per a la intensitat dels traços nousMultiplicador per al gruix dels traços nousMultiplicador per a la influència d'ona d'aquest pinzell[Diameter Scale]: Multiplicador de les propietats del diàmetreMultiplicador de la velocitat d'obstacleMultiplicador de la velocitat d'origen que es traspassa al fluid (la velocitat d'origen només és desigual a zero si l'objecte està en moviment)Multiplicador utilitzat per controlar la magnitud dels vectors de velocitat per als efectes de tempsMultiplicarMode multiplicar i sumarMultiplicar alfa[Start Handle Scale]: Multiplica l'Escalat inicial dels canals de l'os-D pels valors d'escala locals de la nansa inicial. Això es fa després de l'opció de Gradualitzat d'escala, per la qual cosa no l'afecta.[End Handle Scale]: Multiplica els canals l'Escalat final de l'os-D pels valors d'escala locals de la nansa final. Això es fa després de l'opció de Gradualitzat d'escala, per la qual cosa no l'afecta.Multiplicar colorsMultiplicar profunditatFactor multiplicacióMultiplicar massa per midaMultiplicar matriusMode multiplicarModificador MultiplicacióMultiplicar normalMultiplicar RSegment multiplicadorMultiplica els pesos del grup-v A pels del grup-v BMultiplicar el grup de vèrtexs per la fundaMultiplicar pesosMultiplicar l'alfa alhora que els canals de color[Multiply Alpha]: Multiplica la influència del pinzell per la velocitat definida a la gradació de color alfa[Multiply Depth]: Multiplica la profunditat d'intersecció del pinzell (desplaçament, ones) segons la velocitat definida a la gradació alfa[Premultiply Alpha]: Multiplica el color per alfa (recomanat per a ingressió en Blender)Multiplica els canals de color a partir de dos vídeosMultiplicar tots els valors del component[Gravity Falloff]: Multiplica la força per 1/distància²Multiplica la longitud de la línia per la rapidesa de partícula[Mass from Size]: Multiplica la massa per la mida de la partículaMultiplica el vector de normal amb selecció[Position, Outline, and Intensity]: Multiplica la posició i el contorn per intensitat[Speed Factor]: Multiplica la rapidesa de dibuix gravada per un factorMultiplicar el valor d'origen al de referència, usant el llindar donat com a factor[Start Handle Ease]: Multiplica el canal de gradualitzat inicial de l'os-D pel valor d'escala local de Y de la nansa inicial. Es fa després de què l'opció de Gradualitzat d'escala, per la qual cosa no l'afecta.[End Handle Ease]: Multiplica el canal de gradualitzat final de l'os-D pel valor d'escala local en Y de la nansa del final. Es fa després de què l'opció del Gradualitzat d'escala, per la qual cosa no l'afecta.[Multiply Weights]: Multiplica els pesos calculats pels valors existents al grup de vèrtexsMultiplica el fotograma de l'escena en curs per aquest factorMultiplica la velocitat actual del segment per aquest número o torna a mapejar el fotograma actual sobre aquest fotograma[Filter Size]: Multiplica la mida del filtre utilitzat pel la Interpolació[Scale Easing]: Multiplica els valors finals de la gradualitat per l'escala de factors Y Inicial/Final[Apply Mask]: Multiplica els canals RGBA de la imatge d'ingressió pel valor d'ingressió d'alfaMultiplica l'escala d'instància per un factor per a calibrar l'àrea de cara en consideracióMultiplicar la intensitat de cada píxelMultiplica la longitud original per un factorMultiplicar el radi del punt del spline pel radi transverserMultiplicar matrius de transformació[Use Envelopes]: Multiplica els pesos per funda per a tots els ossos, enlloc d'actuar com una fusió basada en Grup de vèrtexs. Els pesos definits encara s'usen, i només es tenen en compte els ossos llistats.Multiplicar pel factor rapidesaMultiresModificador MultiresEl precuinat de dades de multires requereix un objecte de resolució múltipleS'ha produït un error en el modificador de Multires, se n'omet l'aplicacióMultiresolució[Multires Modifier]: Modificador de malla multiresolucióMultidispersió GGXMusgraveMúsicaHa d'estar en mode de selecció de vèrtexHa de tenir un os actiu per afegir-l'hi una restricció CICalen més punts de control que l'ordreSilenciarSilencia segments (des)seleccionatsSilenciar metratgeSilenciar canalSilenciar la configuració ampliada per al modificador[Mute Footage]: Silenciar metratge i mostrar fons negre[Toggle Muting]: Silencia o dessilencia els segments seleccionats[Mute]: Silencia l'altaveuSilenciar aquest modificadorSilencia els segments no seleccionats preferiblement als seleccionatsSilenciatSegments silenciatsMida de paquet multiplexorTaxa de multiplexor[Mux Packet Size]: Mida del paquet multiplexat (byte)[Mux Rate]: Taxa de multiplexació (bits/segon)N-GonRadi d'esfera NMètode N-gonN-gonsLa tecla N obre una rotonda per a passar les regionsNDOFBloquejar horitzó amb NDOFDades de moviment NDOFNavegar amb vista NDOF[NDOF Motion Data]: Dades de molviment de NDOF per a episodis del gestor de finestresCara NgonalVèrtex de cara de ngonANLAvaluació d'ANL habilitadaSegment d'ANLTransicions de segment d'ANL entre segment adjacentsControls de segment d'ANLNom de segment d'ANLSegment d'ANL que fa de contenidor de segments adjacentsEl segment ANL està actiuEl segment ANL es reprodueix en ordre invers (només quan es determina automàticament la cronologia)El segment ANL està seleccionat[Action Clip]: Segment d'ANL que referencia alguna Acció[Sound Clip]: Segment d'ANL que representa un episodi sonor per altaveusSegments d'ANLSegments ANL de la pista d'ANL[NLA Strips]: Segments d'ANL a qui aquest segment fa de contenidor (si és de tipus Meta)Pista d'ANLNoms de pistes d'ANLLa pista d'ANL està activa[Solo]: La pista d'ANL s'avalua en si mateixa (és a dir, l'Acció activa i tots els altres pistes d'ANL NLA del mateix bloc AnimData es deshabiliten)La pista d'ANL està bloquejadaLa pista d'ANL està seleccionadaLa pista d'ANL és l'única avaluada en aquest bloc de dades d'animació, i totes les altres estan silenciadesPistes d'ANL[NLA Tracks]: Pistes d'Animació No Lineal (és a dir, capes d'animació)Mode de retocar ANLDades de l'espai de l'editor ANL[NLA Evaluation Enabled]: L'estiba d'ANL s'avalua en avaluar el blocEl segment d'ANL '%s' no s'ha trobat a la pista '%s'Corbes F de segment ANLNURBSNURBS - Línies U activesNURBS - Línies V activesNURBS - Línies UNURBS - Línies V[Order U]: Ordre NURBS en la direcció U. Els valors més alts fan que cada punt influeixi en una àrea més gran, però tenen un rendiment pitjor.Ordre NURBS en la direcció V. Els valors més alts fan que cada punt influeixi en una àrea més gran, però tenen un rendiment pitjor.Pes NURBSNablaNomNom (id) de l'operador a invocarNom desprésCol·lisió de nomsFiltre de nomsAnomenar a partir de l'objecte origen amb un sufixAnomena col·lisions: Anomenar el filtre usant els comodins d'estil unix «*», «?» i «[abc]»Nom del nou objecte i material de mallaNom per al nou origen de l'epígraf de pintat[Preset Name]: Nom per al nou element predefinitNom per al recurs pinzell nouNom per al nou recurs posaNom de la imatge carregadaNom ja en ús. L'altre bloca de dades s'ha reanomenat com a '%s'Nom del grup d'accions al qual aquest d'assignarà()nparàmetre(s) per aquest camíNom del bloc d'IDs a desempaquetarNom de l'os pare per al ganxo (si és aplicable), també recalcula i retira el desplaçament[Bone Name]: Nom de l'os de posa a usar com a referentNom de la morfofitaNom del mapa UV[Anchor Weights]: Nom del grup de vèrtexs que determina les ancoratgesNom del grup de vèrtexs que determina la influència del modificador per cada puntNom de la capa de color de vèrtexNom d'un document o directori dins d'una llista de documentsNom d'una col·lecció d'ossos que s'ha d'afegir. Passeu-ho només si voleu crear una nova col·lecció d'ossos i assignar-li els ossos seleccionats. Per assignar a una col·lecció existent, no inclogueu aquest paràmetre i utilitzeu collection_indexNom d'una col·lecció d'ossos per afegir. Passeu-ho només si voleu crear una nova col·lecció d'ossos i moure-hi els ossos seleccionats. Per passar-ne a una col·lecció existent, no inclogueu aquest paràmetre i utilitzeu collection_indexNom de l'atribut de colorNom del modificador a redefinirNom del modificador a suprimirNom de l'atribut nouNom de l'atribut de color nouNom del nou directoriNom de la nova màscaraNom de la nova capa de màscaraNom del nou grup creatNom del grup de llum nou creatNom de l'operador (traduït) per a cridar l'episodi d'accióNom de l'operador (traduït) a invocar en l'episodi ingressat[Parent Bone]: Nom de l'os pare en cas que hi hagi una relació de paternitat òssia[Parent Bone]: Nom de l'os pare. Només usat quan l'objecte pare és un esquelet.[ID Type]: Nom de l'objecte pare al bloc de dades especificat que està subjecte a la relació[Sub Parent]: Nom del subobjecte pare al bloc de dades especificat que està subjecte a la relacióNom de l'animació glTF única a exportarNom de la capa d'empellatNom de l'AOVNom de l'AOV on escriu aquest born de sortida[Velocity Attribute]: Nom de l'atribut d'Alembic utilitzat per generar dades de borra de movimentNom de l'atribut[Light Group]: Nom del grup de llumsNom de la paleta[UV Map Name]: Nom de l'atribut de mapa UV a generarNom del grup de vèrtexs que determina la influència del modificador punt per puntNom del mapa d'accióNom de l'associació del mapa d'accióNom de l'element del mapa d'acció[Shader AOV Name]: Nom de l'aspector actiu d'AOVNom de l'atribut a partir del qual s'extreu la transformacióNom de la col·lecció d'ossos a on s'ha d'assignar l'os; buit per assignar-lo a la col·lecció activaNom de la col·lecció d'ossos per crearNom de la col·lecció d'ossos d'on desassignar aquest os; buit per desassignar de la col·lecció activaNom de l'os d'on s'ha d'extreureNom de l'os a desassignar de la col·lecció; buit si és per l'os actiuNom de la col·lecció a seleccionarNom de la restricció a editarNom del creador del recursNom de l'orientació de transformació adaptadaNom del segment guionetNom del bloc de dades a usar per l'operadorNom del dispositiuNom del document[Velocity X Grid]: Nom de la graella per al component de l'eix X del camp de velocitat si s'ha dividit en múltiples graelles[Velocity X Grid]: Nom de la graella per al component de l'eix Y del camp de velocitat si s'ha dividit en múltiples graelles[Velocity X Grid]: Nom de la graella per al component de l'eix Z del camp de velocitat si s'ha dividit en múltiples graellesNom de l'acció hàptica a aplicar en executar aquesta accióNom de la configuració de teclesNom del teclariNom de la capaNom del materialNom del menú[Modifier Name]: EL nom del modificadorNom del modificacor que conté el nodeNom del modificador a editarNom del modificador a configurarNom de la nova col·leccióNom de la nova orientació adaptadaNom de la nova capaNom del nou grup de capesNom de la nova col·lecció afegidaNom del nou os creatNom del menú rotondaNom del predefinit, usat per a donar nom al trajecteNom de la col·lecció d'ossos referenciadaNom del tipus d'aparell a partir del qual generar la mostraNom del l'aspector d'efectes especials a editarNom de l'epígraf[Slot Display Name]: Nom de l'epígraf per a la visualització a la interfície d'usuària. El nom combinat amb el tipus de bloc de dades de l'epígraf és únic d'aquesta AccióNom del bornNom del tipus de bornNom del document d'origenNom del modificador de segment a editarNom del temaNom del camp de velocitat o el nom base, si la velocitat es divideix en múltiples graelles[Foam Layer Name]: Nom de la capa de color de vèrtex usada per l'escuma[Spray Map]: Nom de la capa de color de vèrtex usada per al mapa de direcció de l'espraiNom de l'obrador per incorporar i activarNom d'aquesta col·lecció de capes (igual que la seva col·lecció u)Nom del de color de vèrtex a exportar[Vertex Group]: Nom del grup de vèrtexs que determina la taxa d'emissió de superfícieFiltre de noms o d'etiquetesNom d'aquest element que es pot mostrar a la IUNom mapejat en el bloc de dades referenciatNom que cal utilitzar en la redacció de protocols/funcions (no es permet espais ni punts i cal començar amb una lletra)[Output Name]: Nom utilitzat per desar l'egressió de la superfícieNom: {:s}Atribut anomenatAtributs anomenatsGrup anomenatSelecció de capa anomenadaNode capa anomenadaNomsEspai denominatiuComponents de nomenclatura de mapes d'OAComponents de nomenclatura de mapes alfaComponents de nomenclatura de mapes de color baseComponents de nomenclatura de mapes de relleuComponents de nomenclatura de mapes de desplaçamentComponents de nomenclatura de mapes d'emissióComponents de nomenclatura de mapes de setinatComponents de nomenclatura de mapes de metàl·lismeComponents de nomenclatura de mapes de normalComponents de nomenclatura de mapes de rugositatComponents de nomenclatura de mapes especularsComponents de nomenclatura de mapes de transmissióNanòmetresNanowattsAmplitud de banda estretaEstretorNaturalRapidesa natural de dibuixLogaritme naturalDirecció de ròdol naturalNavegarFlòstic de navegacióMida del flòstic de navegacióNavega per carpetes fent-hi clic una sola vegada en lloc de dues[XR Navigation Grab]: Navega per l'escena de realitat estesa agafat als controlsNavegacióDarrereControlador endavantAvallEndavantEsquerraModeDretaGirar a l'esquerraGirar a la dretaAmuntVisor enrereVisor endavantVisor esquerreVisor dretBarra de navegacióControls de navegacióUbicació de navegacióMode de navegacióRotació de navegacióEscala de navegacióRerefons de navegació/pestanyesNdof+Ndof-NdofB1NdofB10NdofB11NdofB12NdofB2NdofB3NdofB4NdofB5NdofB6NdofB7NdofB8NdofB9NdofRereNdofDomNdofAjtNdofFrontalNdofIso1NdofIso2NdofMenuNdofMovNdofEscZoomNdofRSAHNdofRSHNdofRotNdofGSAHNdofGSHNdofDesarVista1NdofDesarVista2NdofDesarVista3NdofTSAHNdofTSHNdofVista1NdofVista2NdofVista3Ndof←Ndof↑Ndof→Ndof↓De proximitatPla properGruix pròxim[Shadow Camera Near]: Distància mínima a partir de la qual opera la càmera d'ombraModel de dispersió de camp de proximitat de pèl de Chiang et al. 2016, adient per a vistes de proximitat, però de més soroll quan es visiona des d'una distància.Més properCantell més proper i normal de cara més coincidentCantell més proper i normal més coincidentCantell més pròxim de cara més pròximaAresta més properaAresta més propera interpoladaVèrtex d'aresta més properaCara més properaAresta de cara més properaCara més propera interpoladaVèrtex de cara més properaVeí més pròximPíxel més pròximPunt més proper de la superfícieVèrtex més properVèrtexs més propersPosició de collPosició inicial del collEs necessiten com a mínim 4 punts de rastre seleccionats per crear un plaRequerit/daAgullaCalen almenys un parell de segments seleccionats adjacents amb un espai entre ellsNegar volum[Negate Volume]: Exclou la influència dins del volumNegar l'eix d'alineació[Vertex Group Clump Negate]: Nega l'efecte de grup de vèrtexs d'aglomeratNega l'efecte del grup de vèrtexs en densitatNega l'efecte del grup de vèrtexs en campNega l'efecte del grup de vèrtexs en torsióNega l'efecte del grup de vèrtexs en longitudNega l'efecte del grup de vèrtexs en rotacióNega l'efecte del grup de vèrtexs en rugositat 1Nega l'efecte del grup de vèrtexs en rugositat 2Nega l'efecte del grup de vèrtexs en rugositat de puntesNega l'efecte del grup de vèrtexs en midaNega l'efecte del grup de vèrtexs en tangentNega l'efecte del grup de vèrtexs en roscaNega l'efecte del grup de vèrtexs en velocitatNegacióNegatiuEix negatiuFotogrames negatius[Negative Frames]: Els fotogrames negatius es desplacen o retallenCostats negatiusEix X negatiuEix Y negatiuEix Z negatiu[Viscosity Exponent]: Exponent negatiu per al valor de viscositat (per simplificar la introducció de valors petits, p. ex. 5*10^-6)[Smoothen Neg]: Suavitza negativament la mallaÍndex de vèrtex negatiu al vertex_indices_setÍndex de contiguRebuig de veïnsLlindar de veïnatCap dels nodes no té sortidesAniuatID de node aniuat del nodeNo es permet aniuar un grup de nodes dins d'ell mateixXarxaLímit de connexions de xarxaExpiració en xarxaNeutralValor de desplaçament neutre que no provoca gens de desplaçament. Els valors més baixos fan que la superfície es mogui endins, els més alts l'empenyen enforaMaiMai no-capNo canviar mai les pestanyes en fer clic a una icona d'un contornNo replegar els nous nodes de fusióNouNou catàlegMode suavitzat de nova corbaEines de noves corbesDades novesNous nous de corba-F - d'XYZ a RGBFuncionalitats novesNou docNou grupTipus de nanses nousNou IDNou uid de l'ID de sessió per remapejar tots els usadors d'ID seleccionatsNova imatgeNou elementTipus de fotofita nouNova capaObjecte nouObjectes nousNova rutaNou predefinitNou mapa UVNova finestraEl nou nom de l'os entra en conflicte amb el nom d'un grup de vèrtexs existent, no s'han canviat els noms del grup de vèrtexs. (%s::%s)[Incremental]: Tot nou desplaçament s'afegeix acumulativament a sobre de l'existentEl nou efecte requereix més o menus ingressionsNova implementació disponible des del 2.8Les noves fites seran BéziersLes noves fites seran constantsLes noves fites seran linealsNoves línies no compatibles, invoquen l'operador molts copsNou nom de la marcaNou valor de mostreig a utilitzar per als modificadors posteriorsNova rapidesa del segment retemporitzatTraç nou a partir de els traços/punts seleccionats[Draw Strokes on Back]: Els traços nous es dibuixen sota de tots els traços de la capaS'està fent lliscar el vèrtex creat de nouNewtonianaSegüentCaràcter següentÍndex de l'aresta següentFallat següentSegüent fotofitaLínia següentMarcador següentNode següentPàgina següentSegment següentÍndex del vèrtex següentParaula següentTipus de fusió o operació següentL'element següent està ocultSegüent o seleccióEl següent caràcter teclejat cobrirà l'anterior, per a la ingressió de caràcters especialsEstimació d'episodi següentSegment ANLPista ANLNo es pot suprimir la PistaANL '%s'No s'ha trobat «Connections» al document %rNo s'ha trobat «ConfiguracióGlobal» al document %rNo s'ha trobat «Objects» al document %rNo s'ha trobat objecte 'Relatiu a', cal definir-ne un d'explícit per assegurar que hi ha un objecte actiuNo s'ha trobat cap editor de propietats (sense fixar) a on mostrar la texturaNo s'ha trobat cap mirador 3D des de la qual crear la imatgeNo hi ha cap epígraf d'Acció assignat, no hi ha res que es pugui desassignarNo hi ha accions en el document .blendSense acció activaSense context actiuNo hi ha blocs AnimData en mode retocar per sortir-neNo hi ha cap bloc AnimData per entrar al mode retocarSense antialiàsingEls recursos no s'arrosseguenNo s'indexen recursosSense àudioCap os actiuSense canvisConnectar regions noSense convergènciaNo hi ha corbes seleccionadesSense ciclesNo hi ha cap bloc de dadesSense empaquetat de blocs de dadesDissolució noNo hi ha corbes-F de rotació euler per a repararNo s'ha pogut corregir cap rotació d'eulerNo es poden corregir rotacions euler, assegureu-vos que cada rotació té fites per a tots els components, i que les corbes-F per a aquests estan en ordre XYZ consecutiu i seleccionadesNo hi ha cap Corba-F on afegir fotofitesNo hi ha disponibles modificadors-F per copiarNo hi ha modificadors-F per enganxarNo invertirSense bloqueig de CardanNo hi ha dades de Llapis de greixNo hi ha quadre de Llapis de greix on treballarNo hi ha quadre de Llapis de greix on dibuixar pesL'escena no conté nodes d'Egressió de grup ni d'Egressió de documentSense bloc d'IDs i/o AnimData des d'on eliminar la fotofitaSense interseccionsNo hi ha elementsNo hi ha elements disponiblesNo hi ha cap joc de fitoatributs actiuNo hi ha sobreseïments de bibliotecaSense límitSense MaterialsNo fusionarNo a noves restriccionsSense desfasatNo hi ha egressióSense auto-resinc de sobreseïmentsSense propietatsSense indicador RNA disponible per a extreure els valors de fotofitesSense indicador RNA disponible per extreure valors per a aquesta corba-FNo hi ha documents recentsSense reprojeccióNo hi ha cap Món de cos rígid per afegir a la Restricció del cos rígidNo hi ha cap Món de cos rígid per exportarNo hi ha cap Món del cos rígid per suprimirSense texturesNo s'ha creat cap mosaic UDIMNo hi ha dades UV al llençNo s'ha trobat cap capa UV anomenada "%s" en l'objecte "%s"No hi ha capes UVNo s'ha trobat cap mapa IV cares en l'objecte avaluat "%s"Sense vídeoSense acció des d'on eliminar fotofites per a ID = %sNo hi ha cap bloc actiu d'AnimData per usar (selecciona primer un expansor de blocs de dades o defineix els indicadors apropiats en un bloc d'AnimData)No hi ha cap objecte corba actiuNo hi ha cap corba-F activa per a afegir-hi una fotofita. Selecciona primer una corba-F editableNo hi ha cap capa activa de Llapis de greixNo hi ha cap capa activa de Llapis de greix a on enganxar-hoSense joc de fitoatributs actiuNo hi ha cap camí actiu de Joc de fitoatributs a suprimirNo hi ha cap Joc de fitoatributs actiu a què afegir una ruta buidaNo hi ha cap Joc de fitoatributs actiu a suprimirNo hi ha cap Joc de fitoatributs actiu d'on suprimir-ne un camíNo hi ha cap Joc de fitoatributs actiu per suprimir-ne la propietatSense Joc de fitoatributs actiu per utilitzarNo s'ha trobat cap capa UV activa en l'objecte "%s"No hi ha cap acció activa on operarNo hi ha cap acció activa per davallarNo s'ha trobat cap node d'imatge textura actiu i seleccionat al material "%s" (%d) de l'objecte "%s"Sense recurs actiuSense atribut actiuCap os actiuNo hi ha cap col·lecció activa d'ossosSense joc d'ossos actiuNo hi ha os actiu des d'on copiarNo hi ha cap os actiu amb restriccions per copiarNo hi ha pinzell actiuNo hi ha cap càmera activaNo hi ha càmera activa a l'escenaNo hi ha joc de càmeres actiuNo hi ha cap col·lecció activaNo hi ha cap atribut de color actiu a on precuinarNo hi ha cap objecte editable actiuNo s'ha trobat cap element actiu!No hi ha cap cara activaNo hi ha fotograma actiu per eliminarNo hi grups actiusNo s'ha trobat cap imatge activa en l'epígraf de material (%d) per a l'objecte "%s"No s'ha trobat cap imatge activa, afegeix un material o precuina a un document externNo s'ha trobat cap imatge activa, afegiu-hi un material o precuina sense l'opció de Separar materialsNo hi ha cap element actiuNo hi ha cap element actiu per canviar-ne el nomNo hi ha cap fotofita activa a la corba-FNo hi ha capes activesSense capa activa per duplicarNo hi ha cap lineament actiu en l'escena actualNo hi ha cap joc de línies actiu i lineament associat per manipular el modificadorNo hi ha cap joc de línies actiu per afegir-hi un nou lineamentNo hi ha cap marcador actiuNo hi ha cap objecte malla actiuNo hi ha cap videoclip actiuCap node actiu.No hi ha cap objecte actiuNo s'ha trobat cap objecte actiuNo hi ha cap objecte actiu a qui afegir una restriccióNo hi ha objecte actiu o el que hi ha no és un objecte de Llapis de greixNo hi ha cap objecte actiu, no s'ha pogut aplicar l'acció abans del revelatNo hi ha cap rastreig sobre pla actiuNo hi ha cap os de posa actiu a qui afegir una restriccióNo hi ha segment actiu!No hi ha segment(s) actiu(s) per entrar en el mode retocarNo hi ha cap rastre actiuNo hi ha cap rastre actiu a què unir-seNo hi ha pista/es activa/es per afegir-hi un segment, seleccioneu-ne una d'existent o afegiu-n'hi una abans de tornar-ho a provarNo hi ha cap grup de vèrtexs actiuNo hi ha cap grup de vèrtexs actiu per a pintar, avortantNo s'ha trobat cap vista activa a l'escena "%s"No hi ha finestra activa en el context!No s'ha donat cap mòdul de complement!No hi ha malles seleccionades addicionals amb el mateix nombre de vèrtexs per unirNo acobla a angleaBloc de dades no animable, sisplau informeu de la incidènciaNo hi ha seleccionat cap esquelet animatNo s'ha trobat cap dada d'animació per a crear-ne el recursNo hi ha dades d'animació per convertir a l'objecte: {!r}No s'ha trobat cap pista d'animació a l'índex %dNo hi ha font d'anotacionsNo s'ha modificat cap animació d'esqueletNo hi ha catàlegs de recursosNo hi ha blocs de dades de recursos des del document seleccionat (els recursos s'han d'emmagatzemar al document actual per a poder-los editar o retirar)No hi ha blocs de dades de recursos seleccionats/enfocatsNo s'ha trobat cap recurs a a la ruta "%s"Sense recurs en el contextNo s'ha seleccionat cap recursNo hi ha atributs als objectes d'aquest materialNo hi ha cap canal disponible per al fotograma en curs.No hi ha cap col·lecció d'ossos de nom '%s'No hi ha col·leccions d'ossos amb botons d'IU assignats - sisplau reviseu el subplafó d'IU a les Col·leccions d'ossosNo hi ha ossos seleccionats i no hi ha res a assignar a la col·lecció d'ossosNo hi ha ossos seleccionats i no hi ha res a desassignar de la col·lecció d'ossosNo s'ha seleccionat cap àrea de seccióNo hi cap pinzell seleccionatNo s'ha trobat signatura de farcellNo s'ha trobat cap càmeraNo s'ha trobat cap càmera a l'escena "%s"No s'ha trobat cap càmera a l'escena "%s" (s'utilitza en la compositació de l'escena "%s")No hi ha canvis per desarNo hi ha canals per afegir-hi fotofitesNo hi ha canals sobre els quals operarNo hi ha capes fill per fusionarNo hi ha escena al porta-retalls des d'on enganxar dades del seqüenciador de vídeoNo s'han trobat signatures de closaNo hi ha cap col·lecció seleccionadaNo consten paràmetres de col·lisióSense sobreimpressió de colorNo s'han trobat GPUs compatibles per a CyclesNo hi ha imatges compatibles al porta-retallsSense compressióNo hi ha restriccions per copiarNo s'ha seleccionat cap punt de controlNo s'ha seleccionat cap punt de controlNo esporgarIngressió sense dades de corbaNo hi ha dades de corba per unirNo s'han configurat HDRIs adaptablesNo s'han configurat MatCaps adaptablesNo s'han configurat llums d'estudi personalitzatsNo s'ha configurat cap {:s} personalitzatEl porta-retalls intern no té dades a enganxarNo hi ha dades per enganxarSense dades, màscara booleana de vòxels actiusNo hi ha cap bloc de dades ni seleccionat ni actiuNo s'ha seleccionat cap bloc de dades que estigui marcat com a recursNo hi ha seleccionat cap bloc de dades que admeti operacions amb recursos - seleccioneu almenys un Pinzell, Col·lecció, Grup de nodes, Objecte, Acció de posa, Escena o MónNo es troben blocs de dades per a crear recursos (o no admeten l'ús com a recursos)Sense dispositiu - no hi haurà egressió d'àudioSense visualitzacióSense atenuació de distànciaNo hi ha controlador des d'on copiar variablesNo hi ha variables de controlador per enganxar al porta-retalls internNo s'ha eliminat cap controladorNo s'han trobat anelles d'arestaNo s'ha seleccionat cap arestaNo s'ha seleccionat cap arestaNo hi ha cap capa editable de Llapis de greixNo hi ha cap biblioteca no editable de recursos on desar-hoNo hi ha objectes editables per convertirNo exportarNo s'ha seleccionat cap regió de caresNo s'ha seleccionat cap caraNo s'han omplert caresNo s'han trobat cares en l'objecte "%s"No s'ha escollit cap documentSense gestors disponibles de documentsNo hi ha ruta de document per a "%s"No s'ha aportat cap nom de documentNo s'ha aportat cap adreça de documentNo s'ha seleccionat cap documentNo s'ha seleccionat cap document per obrirNo invertirNo s'ha seleccionat cap carpetaNo s'ha revelat cap fotograma, s'ha omès per a no sobreescriureNo s'han seleccionat fotogrames de l'objecte Llapis de greixSense fotogrames per precuinarEl node {} no té entrades lliuresNo s'ha trobat cap àrea de pantalla completaSense animació glTFNo hi ha cap pèl connectat (no es pot connectar pèl si el modificador del sistema de partícules està deshabilitat)No s'ha seleccionat cap imatge buidaSense imatges disponiblesNo s'ha convertit cap imatgeNo s'han trobat imatges per recarregar arbre de nodesNo s'ha canviat cap imatgeNo s'ha trobat cap graella d'ingressió que pugui determinar la topologiaNo hi ha paquets instal·lables marcatsNo hi ha paquets instal·lats marcatsNo hi ha paquets instal·lats per actualitzar[Closest]: Sense interpolacióSense interpolació (mostreja el tèxel més pròxim)Sense interpolació entre fotofitesSense interpolació, usar el píxel veí més properSense interpolació, el valor d'A es reté fins que es troba BNo s'ha trobat cap interseccióNo s'ha activat cap correcció inversa i no hi ha res a retirarNo s'han detectat problemesNo hi ha cap elementCap element seleccionatSense articulacions seleccionadesSense poses fotofitades cap a on propagarNo s'han copiat fotofites al porta-retalls internNo s'ha suprimit tret cap fotofita de %d objecte(s)No s'ha suprimit cap fotofita de {} segment(s)No hi ha fotofites on focalitzarSense fotofites entre les quals lliscarNo s'ha inserit cap fita i no consta cap error.No hi ha ni fites ni segments seleccionatsNo s'ha trobat cap capaSense capes a afegirNo s'aplica cap limitació. Més ràpid, però pot produir tares en procediments ordre elevatNo s'ha seleccionat cap marcadorNo s'han trobat regions de cares coincidentsNo s'han trobat imatges coincidentsNo hi ha material a suprimirNo s'ha trobat cap element de menúNo hi ha dades de malla per unirNo hi ha malla a l'objecte actiuNo hi ha cap objecte mallaNo s'ha trobat cap malla amb cap grup de vèrtexsNo falten documentsNo hi ha més fotofites a on saltar en aquesta direccióNo hi ha més marcadors a on saltar en aquesta direccióNo més de 16 vistes localsNo hi ha noms coincidents entre els objectes seleccionats i les morfofitesNo té el nom posatNo s'han utilitzat atributs anomenatsNo s'han empaquetat documents nousNo s'ha creat cap operació de sobreseïment nova, l'operació ja existeixNo s'ha creat cap propietat nova de sobreseïment, la propietat ja existeixNo s'ha trobat cap arbre de nodes a l'editor de nodes actual.No hi ha nodes seleccionats.No s'ha trobat cap objecte amb què operarNo s'ha seleccionat cap objecteSense objecte seleccionat, s'usarà el cursorNo hi ha cap objecte on aplicar l'orientacióNo hi ha cap objecte o no està exclusivament en mode posaNo s'ha trobat cap objecte des d'on precuinarNo s'ha seleccionat cap objecteNo s'ha seleccionat cap objecte per copiarNo hi ha objectes per enganxarNo hi ha cap objecte seleccionat amb la capsa contenidoraNo s'ha trobat cap finestra d'Editor de gràfiquesSense operador en el contextNo hi ha opcionsNo hi ha blocs de dades orfes per purgarNo hi ha altres ossos seleccionatsNo s'ha seleccionat cap altre objecteNo hi ha altres objectes seleccionatsNo hi ha cap altre objecte seleccionat que tingui trama o arestes limítrofes per a la projeccióSense node d'egressióNo hi ha cap document empaquetatNo hi ha documents empaquetats per desempaquetarNo s'ha donat cap directori pareSense permisos especificatsNo hi ha dades de núvols de punts a unirNo s'ha seleccionat cap puntNo s'ha seleccionat cap puntSense posa per copiarSense prefiltrat, usar quan les passades guia no tinguin sorollNo hi ha previsionat disponible per suprimir[Back]: No hi ha projecció estant per darrere de la cara[Front]: No es projecta quan queda per davant de la caraSense referència disponible {!r}, actualitzeu la info a 'rna_manual_reference.py' o reinvoqueu a bpy.utils.manual_map()Sense regió de vista3d disponibleNo hi ha repositoris disponiblesNo s'han trobat resultatsSense resultats que coincideixin amb el filtre de cercaNo s'ha usat cap efecte rolling shutterNo hi ha recursos d'escena.No hi ha cap fila F seleccionada per a afegir-hi fotofitesNo hi ha corbes-F seleccionades a on enganxar-hoNo hi ha cap recurs seleccionatNo hi ha ossos seleccionats des d'on copiarNo hi ha blocs de dades seleccionats per copiarNo hi has objectes editables sobre els quals operarNo hi ha cares seleccionadesNo s'han trobat fotogrames seleccionatsNo hi ha fites seleccionades, s'enganxa sobre l'interval de previsionatNo hi ha fites seleccionades, s'enganxa sobre l'interval d'escenaNo hi ha cap objecte seleccionat que sigui actiuNo hi ha cap objecte seleccionat des d'on copiarNo hi ha cap recurs posa seleccionatCap vèrtex seleccionatNo hi ha cap escena de seqüenciador amb segments de vídeo per revelarSense correcció de formaNo s'ha trobat cap element següentEls epígrafs d'aquesta Acció.No hi ha objectes malla d'origen seleccionatsNo hi ha segments seleccionatsNo hi ha segments per enganxarNo hi ha subtítols (segments de text) per exportarSense informació adequada de context per al joc de fitoatributs actiuNo hi ha ossos seleccionats adequats a on copiarNo s'han seleccionat objectes compatiblesNo s'han afegit ossos referentsNo hi ha cap objecte referent a què transferir el modeNo s'ha especificat cap text ni document al node, no hi ha res a compilarSense límit de mida de texturaNo s'ha trobat cap usador de texturaSense textures en el contextNo hi ha rastres usables seleccionatsNo hi ha repositoris d'usuàriaNo hi ha cap acció vàlida per afegirNo hi ha cap objecte gàbia vàlidSense dades vàlides per llegir!No hi ha dades vàlides del controlador per crear-ne una còpiaNo s'ha aportat cap ID vinculat existent vàlid a reubicarNo s'han trobat formats vàlidsNo s'ha seleccionat cap format d'imatge vàlidLa selecció no conté nodes vàlidsNo s'ha trobat cap vèrtex arrel vàlid (se'n necessita un per illa de malla que es vulgui empellar)No hi ha objectes seleccionats vàlidsNo s'han trobat subdivisions vàlides per reconstruir un nivell inferiorNo s'han trobat subdivisions vàlides per reconstruir els nivells inferiorsReferent malla no vàlidNo hi ha cap grup de vèrtexs entre els vèrtexs seleccionatsNo hi ha dades de grup de vèrtexNo hi ha grups de vèrtex assignats a la mallaNo s'ha trobat el grup de vèrtexsNo hi ha grups de vèrtexs per operarNo s'ha seleccionat cap vèrtexNo s'han lligat vèrtexsNo hi ha etiquetes visibles.No hi ha grups de pesos/vèrtexs en l'objecteObjecte(s) sense pesos/grups de vèrtexsNo s'han trobat modificadors {:s}InoperacióNodePla de fons dels nodesEspecials de color de nodeEditor de nodesSobreimpressions d'editor de nodesEditors de nodesFormat de nodeGrup de nodesGrups de nodesID de nodeIdentificador del nodeBorns d'entrada a nodesTransxifrat d'instància de nodeEtiqueta de nodeEnllaços de nodeNom del nodeContorn de nodeBorn de sortidaSortides de nodesResolució de previsionat de nodesNode seleccionatBorn de nodeIdentificador d'eina de nodeArbre nodalInterfície d'arbre de nodeElement de la interfície de l'arbre de nodesBorn d'interfície d'arbre de nodesEspecials d'interfície d'arbreCamí de l'arbre de nodesSubtipus d'arbre de nodesTipus d'arbre de nodes (obsolet, bl_idname és l'identificador actual de tipus d'arbre de nodes)Arbres de nodesTipus de nodeNode(s) No compatible(s)Amplada de nodeNode WranglerNode Wrangler (menú)Dades de l'espai editor de nodesRecursos de grups de nodes no assignats a cap catàleg. Es poden fer assignacions a catàlegs en el Navegador de recursos[Node Groups]: Blocs de dades de grups de nodesEl grup de nodes té un tipus diferentEl grup de nodes ha de ser un arbre de nodes de geometriaEl grup de nodes ha de tenir un born de sortida de ColorEl grup de nodes ha de tenir una egressió de geometriaEl grup nodes ha de tenir un node de sortida de grupEl grup de nodes ha de tenir un born de sortidaGrup de nodes que controla què fa aquest modificadorGrup de nodes per editarL'entrada de màscara del grup de nodes hauria de ser d'un tipus de ColorLa primera egressió del grup de nodes ha de ser una sortida de colorLa primera egressió del grup de nodes ha de ser una geometriaL'entrada de geometria del grup de nodes ha de ser la primeraL'entrada d'imatge principal del grup de nodes hauria de ser d'un tipus de ColorEls grups de nodes no admeten previsionats automàticsEl node no té atribut {:s}Etiqueta de color de capçals de nodeNode d'arbre de nodesEl node s'ha d'executar com a einaEl node només funciona per als objectes corbesNode propietari d'aquest bornEstat de selecció del nodeNode aspector que s'empraràTipus de dada born de nodeL'arbre de nodes '%s' té el tipus no definit %sL'arbre de nodes '%s' no és un grup de nodes de compositació.Arbre de nodes que s'està mostrant i editant[Compositor Node Tree]: Arbre de nodes que consisteix en nodes enllaçats utilitzats per a compositar[Geometry Node Tree]: Arbre de nodes que consisteix en nodes enllaçats utilitzats per a geometries[Shader Node Tree]: Arbre de nodes que consisteix en nodes enllaçats utilitzats per a materials (i altres blocs de dades d'aspecte)Arbre de nodes que consisteix en nodes enllaçats utilitzats per a l'aspecte, textures i compositació[Texture Node Tree]: Arbre de nodes que consisteix en nodes enllaçats utilitzats per a texturesArbre de nodes per a llums basats en nodesArbre de nodes per a materials basats en nodesArbre de nodes per a mons basats en nodes[Node Tree]: Arbre de nodes per als aspectors basats en nodesArbre de nodes per a textures de nodeTipus d'arbre de nodes %s sense definirTipus d'arbre de nodes a mostrar i editarNo s'ha trobat l'arbre de nodes a l'editor de nodes actiu.Tipus de nodeTipus de node %s no definitNode {} eliminatNode(s)Grup de nodesAAbsolutSumarArccosinusArcsinusArctan2ArctangentFletxaBA baix de totCapsaSostreSostreClosaTintat de vernísColorCremar colorBloquejar colorComparaComparacióConstantConversióCosinusCreuProducte vectorialActualEnfosquirDiferènciaDistànciaDividirDividir arrodonit per daltDividir arrodonit per baixDividir arrodonitProducte escalarEstil de dibuixExponentMirar endavantArrodonit per baixResidu arrodonitPer a cada elementFraccióEmmarcarFuncionsMajor queMàxim comú divisorTonalitatCosinus hiperbòlicSinus hiperbòlicTangent hiperbòlicaInterseccióArrel quadrada inversaUnir geometriaCromaMínim comú múltipleLlargadaMenor queAclarirLlum linealLogaritmeMàximMedianaMínimEl bloc de dades es troba a faltarMesclarModeResiduMultiplicarMultiplicació-agregacióNegarNouSegüentNormalitzarOperacióSuperposicióPing-PongPingpongPlanarPotènciaAnteriorProjeccióReflectirRefraccióRepeticióRotacionsArrodonitArrodonimentMode d'arrodonimentSaturacióEscalarPantallaTintat de llustreSigneSimulacióSinusMàxim regularitzatMínim regularitzatAcoblarLlum febleTintat especularArrel quadradaRestarTangentTintatA grausA radiansSuperiorTrigonomètricaTruncatResidu truncatUnióDesconegutValorEncloureNodesModificador NodesPrecuinat de nodes modificadorsPlafó de modificador de nodesAvís de modificador de nodesSorollQuantitat de sorollBase de sorollBase de soroll 2Profunditat del sorollDistorsió del sorollModificador-F de sorollIntensitat de sorollVariació del sorollEscalat de sorollLlavor de sorollMida del sorollTextura de sorollLlindar de sorollTipus de sorollAlgorisme de soroll - Original del Blender: soroll interpolat suauAlgorisme de soroll - Soroll cel·lular: tessel·lació de cel·la quadradaAlgorisme de soroll - Perlin millorat: soroll interpolat suauAlgorisme de soroll - Perlin Original: soroll interpolat suauAlgorisme de soroll - Voronoi crepitat: Tessel·lació de Voronoi amb cantells agutsAlgorisme de soroll - Voronoi F1-F2Algorisme de soroll - Voronoi F1: Retorna la distància al punt destacat més properAlgorisme de soroll - Voronoi F2: Retorna la distància al punt destacat 2on més properAlgorisme de soroll - Voronoi F3: Retorna la distància al punt destacat 3er més properAlgorisme de soroll - Voronoi F4: Retorna la distància al punt destacat 4rt més proper[Noise Distortion]: Base de soroll per a la distorsió[Noise Basis]: Base del soroll utilitzat per a la turbulència[Noise Modifier]: Modificador amb efectes de sorollGrau del nivell de soroll a partir del qual s'abandona el mostreig, els valors més baixos redueixen el soroll a costa del temps de revelat. Zero per a la configuració automàtica basada en el nombre de mostres d'AAGrau de nivell de soroll per aturar el mostreig, els valors més baixos redueixen el soroll a costa del temps de revelat. Zero per a la configuració automàtica basada en el nombre de mostres d'AA, per a revelats de miradorNo contigüesValor no booleà trobat: {:s}[ ].{:s}No-recursosNo-colorL'objecte no buit '%s' ja no pot duplicar la col·lecció '%s' a Blender 2.80 i posterior, instanciació suprimidaNo és drecera de teclatNo-aspectorNo uniformeNo-zeroLes corbes que no són instàncies s'ignorenEditor no lineal per organitzar i barrejar escenes, vídeo, àudio i efectesValor no negatiu d'A, abs(A)[Unitless]: Il·luminació no física, sense unitats. Útil quan els controls d'exposició no estan disponiblesNo-capCap ni un (antic)Cap per a Enum/BooleàCap de les col·leccions d'ossos porta la marca "en solitari"Cap dels objectes és compatible amb una conversió a "%s"Cap dels ossos seleccionats s'han assignat a la col·leccióCap dels canals seleccionats no és un epígraf d'accióCap dels blocs de dades seleccionats admet previsionatsNo-cap, revelat completAnimació no linealCorbar cordillNiNormalBiaix de normalsDomini de normalsEdició de normalsModificador edició normalsDecaïment de normalsCamp de normalMapa de normalsDecalatge de normalsBits de quantificació de normalsRadi normalMida de normals en pantallaSelecció de normalsMida de normalsSuavitzat de normalEspai de normalsVector de normalPes de normalDirecció de normal de la superfície de malla en el punt d'adhesióVector de direcció normal. • Clicar i arrossegar el BER sobre l'esfera per determinar la direcció de la normal. • Mantenir pitjada la tecla Ctrl mentre s'arrossega acobla els increments de rotació a 45 grausFotofita normal, p. ex. per a poses clau[DirectX]: El mapa de normals se serveix de la convenció de DirectX amb l'eix Y del canal verd apuntant cap avall[OpenGL or DirectX]: El mapa de normals se serveix de la convenció d'OpenGL amb l'eix Y del canal verd apuntant enlairePassada de normals usada pel dessorolladorNormal a superfícieVector de normal per copiar, sumar o multiplicarNormal-TangentQuantificació de normal/tangentEdició de normals (NormalEdit)NormalitzacióNormalitzarNormalitzar ANormalitzar nucliNormalitzar pesos[Normalize Active]: Normalitza els pesos de vèrtexs actiusNormalitza tots els pesos de tots els grups de vèrtexs, de manera que per a cada vèrtex, la suma de tots els pesos sigui 1.0Normalitza la intensitat per àrea de llum perquè l'egressió totak de llum sigui constant independentment de la mida i la forma[Normalize]: Normalitza intensitats de llum en rastrejar (més lent)Normalitzar distància d'egressió dins l'interval 0,0 a 0,1Normalitzar egressions dins l'interval 0,0 a 0,1Normalitza la coordenada X de l'egressió de Coordenades de segment a un interval [0, 1] i desplaça la coordenada Y en un interval [0, infinit). Quan està marcat, les textures s'estiren per ajustar-se a cada segment angular. Quan no està marcat, es retallen les parts de les textures que no s'ajusten a cada segment angularNormalitzar els colors, augmentant el contrast[Normalize Weights]: Normalitza els pesos resultants (en cas contrari només s'estrenyen dins de l'interval 0,0 a 1,0)Normalitza tots els pesos de tots els grups de vèrtexs, de manera que per a cada vèrtex, la suma de tots els pesos faci 1.0Normalitzar els pesos del vèrtex actiu (si els grups afectats estan desbloquejats)[Normalize Weights]: Normalitza els pesos de tots els ossos de referènciaNormalitzar pesos del grup de vèrtexs actiuNormalitzar pesos del grup de vèrtexs actiu, de manera que els més alts siguin ara 1.0NormalitzadaSinus normalitzatCoordenades normalitzades amb desplaçaments de mig píxelRotació normalitzada de quaternions[Normalize Kernel]: normalitza el nucli de forma que s'integri en unNormalment sempre 1, però es pot utilitzar com un control extra per alterar la corba de brillantorNormals[Directional]: Les normals «segueixen» (apunten a) l'objecte referentNomés normalsNordNord-estNord-oestNoruec (Bokmål) - Norsk bokmålNoNo INo igualNo és igual aNo establertNo compatible(s)No és un arbre de nodes de compositadorNo és un arbre de nodes de geometriaNo és un arbre de nodes de geometria o compositacióNo és una bibliotecaNo és un teclari modalNo és un teclari no modalNo és un arbre de nodes aspectorNo és un arbre de nodes de geometria ni d'aspeccióNo és un arbre de nodes d'aspecció, geometria o compositacióNo és un arbre de nodes de texturaNo és una selecció vàlida per a l'extrusióNo tots els objectes esquelets tenen assignats una acció i un epígrafNo és un nom editableNo s'ha assignat a cap col·lecció d'ossos.No disponible per a instal·lacions de Microsoft StoreNo se suprimeix la fotofita per a la corba-F bloquejada '%s', objecte '%s'No se suprimeix la fotofita de la corba-F bloquejada '%s', escena '%s'No se suprimeix la fotofita per a la corba-F bloquejada per influència del Segment d'ANL en %s - %s '%s'No hi ha prou memòria de vídeo per precuinar "{}" ({}/{} MBytes). Intenteu reduir la resolució del superfel o la distància de captura per reduir la mida de l'assignació.No hi ha prou contingut com per retenir el/s segment/sFalta memòria disponibleNo hi ha prou vèrtexs per al vèrtex-pareNo es filtra cap línia basada en la regió d'il·luminacióNo implementatNo està implementat per a màscaresNo està dins del grup de nodesNo s'està executant amb «--enable-event-simulate» habilitatNo admès en el mode topologia dinàmicaNo admès en l'esculpit de topologia dinàmicaNo compatible amb el dyntopoNo admès en mode multiresolucióNo admès en mode esculpirPer definir encaraNo funcional per araEncara no està implementat[Unspecified]: Encara no s'ha especificat. Quan s'assigna aquest epígraf a un bloc de dades per primer cop, quedarà assignat al tipus del bloc de dades en qüestióNotaTingueu en compte que el motor/visor glTF 2.0 totalment compatible l'utilitzarà com a factor multiplicador per al color base.[Active Note]: Nota/Capa a la qual afegir traços d'anotacióNota:Nota: aquest aparell combinat és obsolet.NotesNo-resNo s'ha indicat resNo hi ha res seleccionatNo hi ha res seleccionat per a fitarRes a precuinarRes a eliminarNo hi ha res a esborrarNo hi ha res sobre què operar: {:s}[ ].{:s}Res a mostrar de moment...Sota el cursor no hi ha resAraLes dades de Llapis de greix no tenen lloc on anarNuke[Nuke]: Model de distorsió NukeNulAcció nul·laObjecte tela nulN passesNombreCamp numèricNombre colors de ginysNombre de segment d'Os-DNombre de mostres de difuminatNombre de mostres de difuminat (zero, deshabilita el difuminat)Nombre de tallsNombre de caresNombre de fotogramesNombre de fitesNombre de pecesNombre de puntsNombre de projectorsNombre de vèrtexs[Subframes]: Nombre de mostres addicionals a obtenir entre fotogrames per millorar la qualitat dels objectes efectors de moviment ràpidNombre de mostres addicionals a prendre entre fotogrames per millorar la qualitat dels fluxos que es mouen ràpidNombre de segments angulars del tessel·lat. Un valor no enter produeix un segment irregular[Blades]: Nombre de làmines en obertura per a bokeh poligonal (almenys 3)Nombre de canals de la vàlvula de píxelsNombre de canals a la vàlvula de píxels del mosaic[Children per parent]: Nombre de filles per mareNombre de filles revelades per cada mareNombre de punts calculats en la direcció U entre cada parell de punts de controlNombre d'anells concèntrics utilitzats per omplir la cara rodonaNombre d'iteracions del resolutor de restriccions fetes per cada pas de simulació (els valors més alts són més precisos però més lents)[Points per Curve]: Nombre de punts de control d'una corba afegida de nouNombre de punts de control a la corbaNombre de corbes afegides pel pinzell d'afegirEl nombre de normals adaptades no és el nombre de bucles (%f / %d)El nombre de normals adaptades no és el nombre de vèrtexs (%f / %d)Nombre de repeticions de cicle[Deselected]: Nombre d'elements desseleccionats en la seqüència repetitivaNombre de dimensions del tipus de dades de graellaNombre de dimensions per a les que s'egressa el sorollNombre de duplicats a crearNombre d'arestes o punts de la caraNombre d'elements que s'agruparanNombre d'extensions amb actualitzacions disponibles[Extra controls de final]: Nombre de punts de control de spline extra associats al control finalNombre de punts extra de control de spline associats al control d'iniciNombre de cares que contenen el vèrtexNombre de cares que comparteixen una aresta amb la cara[Delay]: Nombre de fotogrames després de cada fotofita de LdG abans que el modificador no tingui cap efecteNombre de fotogrames a l'inici del segment que van perdent influència[Cache Step]: Nombre de fotogrames entre fotogrames guardats en memòria cauNombre de fotogrames entre els fotogrames interpolats generats[Frame Step]: Nombre de fotogrames entre trajectes a visualitzar (no apte per al mètode de pell de ceba «en fotofites» )[Noise Seed]: Nombre de fotogrames entre tandes d'aleatoritzacióNombre de fotogrames a la memòria cau[Auto Blend In/Out]: El nombre de fotogrames per la fusió d'entrada/sortida es determina automàticament a partir del solapament de segments[Blend Out]: Quantitat de fotogrames des del fotograma final perquè una influència s'esvaeixi[Blend In]: Nombre de fotogrames necessaris des del fotograma inicial perquè una influència tingui efecte[Damping Time]: Nombre de fotogrames durant els quals l'ona s'esvaeix després de morirNombre de fotogrames de la seqüència a utilitzar[Time Jump Delta]: Nombre de fotogrames o segons que se salta cap endavant o endarrereNombre de fotogrames que ha de prendre l'animació del trajecteNombre de fotogrames que cal ciclitzar. No afectat per la Velocitat[Step Size]: Nombre de fotogrames que aguanten cada valor[Content Trim End]: Nombre de fotogrames a ignorar des del final de la font subjacent. És retalla el contingut font i els fotogrames futurs queden travats[Content Trim Start]: Nombre de fotogrames a ignorar des de l'inici de la font subjacent. És retalla el contingut font i els fotogrames previs queden travats[Overlay Offset]: Nombre de fotogrames a desfasar[Frame Offset]: Nombre de fotogrames per desplaçar el fotograma o número de fotofita a corregir[After Current]: Nombre de fotogrames a mostrar després del fotograma actual (només per al mètode de pell de ceba 'entorn del fotograma')[Before Current]: Nombre de fotogrames a mostrar abans del fotograma actual (només per al mètode de pell de ceba 'entorn del fotograma')Nombre de fotogrames a saltar-se mentre es precuina cada fotogramaNombre de fotogrames a saltar-se mentre es revela/reprodueix cada fotograma[Octaves]: Nombre de freqüències usades[Graphs]: Nombre de gràfiques[Span]: Nombre de columnes de la graella[Grid Lines]: Nombre de línies de graella a mostrar en vista de perspectivaEl nombre d'unitats de graella a l'espai UV que fan una unitat UVNombre de segments de pèlNombre de píxels horitzontals en la imatge reveldaNombre d'imatges d'una filmació a utilitzarMitjana de mostres d'ingressió per fer-ne la mitjana en suavitzar la pinzelladaNombre d'extensions instal·lades que estan blocadesNombre d'elementsNombre d'iteracions d'aplicació del filtreNombre d'iteracions a passar-hi el resolutor de SLIMNombre d'iteracions a executar, 0 és il·limitat quan s'executa interactivamentNombre d'iteracions per a suavitzar la mallaNombre d'interacions quan es fa servir el mètode "Estirament mínim"Nombre de nivells d'instàncies aniuades que es faran reals per cada instància de nivell superiorNombre de segments d'extremitat[Scroll]: Nombre de línies a rodolar[Loop Total]: Nombre de bucles que hi ha en la caraNombre de regions emmirallades al voltant d'un eix centralNombre de mostres de la borra de movimentNombre d'octaves (és a dir, la quantitat de detall del soroll de Perlin)Nombre d'octaves (és a dir, quantitat de detall del soroll espacial)Nombre de píxels per a la vora borrosa (posar a 0 per a deshabilitar)Nombre de píxels per a l'ombra borrosa (posar a 0 per a deshabilitar)Nombre de píxels per polzada o unitat Blender[Motion Threshold]: Nombre de píxels abans que es consideri que s'ha mogut el cursor (utilitzat per a ciclitzar els elements seleccionats en clics successius)Nombre de píxels a retallar des de la part inferiorNombre de píxels a retallar des del costat esquerreNombre de píxels a retallar des del costat dretNombre de píxels a retallar des de la part superior[Drag Threshold]: Nombre de píxels a arrossegar abans que s'activi un episodi d'arrossegament per al teclat i altres ingressions de ratolí/tauleta(en cas contrari es detecten episodis de clic)Nombre de píxels a arrossegar abans que s'activi un episodi d'arrossegament per a la ingressió de ratolí/estora tàctil (altrament es detecten episodis de clic)[Tablet Drag Threshold]: Nombre de píxels a arrossegar abans que s'activi un episodi d'arrossegament per a la ingressió de tauleta (en cas contrari es detecten episodis de clic)[Dilate/Contract]: Nombre de píxels per expandir o contraure l'àrea d'emplenamentNombre de punts en una rotació de l'espiralNombre de punts a cada cercleNombre de punts del cercleNombre de punts del cercle a la part superior i inferiorNombre de punts del perfil cercle. Defineix també la resolució del tancament arrodonitNombre de punts per considerar el traç com a aïllatNombre de punts per mostrejar per unitat de volumNombre de punts a seleccionar de la banda posteriorNombre de punts a seleccionar del finalNombre de punts per seleccionar de la banda anteriorNombre de punts a seleccionar de l'inici[Number of Projectors]: Nombre de projectors a utilitzarNombres direccions de rajos a avaluar en precuinarNombre de rajos a traçar per avaluar l'aspectorNombre de rondes en un gargot de múltiples tocsNombre de tandes en traços de contornNombre de punts de mostreig de la corbaNombre de mostresNombre de mostres seguint l'eix x del volumNombre de mostres seguint l'eix Y del volumNombre de mostres seguint l'eix z del volumNombre de mostres per píxel per al revelatNombre de mostres per píxel que s'agafen, dividit pel máxim nombre de mostres. És per analitzar el mostratge adaptatiuNombre de mostres per calcular l'ombra volumètricaNombre de mostres a revelar per a cada píxel[Viewport Samples]: Nombre de mostres en el revelat del mirador, sense límit si 0Nombre de mostres a comprovar per cara[Audio Mixing Buffer]: Nombre de mostres usades per la vàlvula de mescla d'àudio[Viewport Samples]: Nombre de mostres, il·limitat si 0[Texture Collection Rate]: Nombre de segons entre cada execució del recol·lector d'escombraries de textures de la GL[VBO Collection Rate]: Nombre de segons entre cada execució del recol·lector d'escombraries d'objectes de la memòria intermèdia de vèrtexs de GLNombre de segments per a arestes/vèrtexs arrodonitsNombre de segments per a l'anella principal del torNombre de segments per a l'anella menor del tor[Pose IK Segments]: Nombre de segments de cinemàtica inversa que deformaran la mallaNombre d'elements seleccionats en la seqüència repetitivaNombre de semitons a modificar l'elevació.[Shader Compilation Workers]: el nombre de fils o subprocessos, retingut al màxim de fils que pot gestionar la CPU (requereix el reinici de Blender perquè els canvis facin efecte). Un nombre més alt fa incrementar l'ús de la RAM i redueix temps de compilació. Un valor de zero farà ús de la configuració automàtica. (només OpenGL)Nombre de costats del forat que cal omplir (zero omple tots els forats)[Simplify]: Nombre de passos de simplificació (valors grans redueixen la precisió d'emplenament)[Substeps Per Frame]: Nombre de passos de simulació per fotograma (els valors més alts són més precisos però més lents)Nombre d'iteracions de suavitzat per pas del pinzellNombre d'espais que ocupen les tabulacionsNombre de punts de control spline al punt migNombre de passos entre 0 i 1[Render Steps]: Nombre de passos de l'enroscament[Face Nearest Steps]: Nombre de passos per a intervenir en la transformació amb l'acoblament de cares pròximesNombre de passos per calcular efectes volumètrics. Un major nombre de passos augmenta l'ús i la qualitat de la VRAM.Nombre de passes en què dividir el desplaçament complet. Els camps, incloent-hi la normal i la posició, es reavaluen abans de cada passa.Nombre de subdivisionsNombre de subdivisions entre línies de graellaNombre de subdivisions per a la graella de punts que es mostra al fons[Total Levels]: Nombre de subdivisions per guardar-ne les separacions[B-Bone Segments]: Nombre de subdivisions d'un os (només per a ossos-D)Nombre de subdivisions a la part superior de l'icosàedre bàsicNombre de subdivisions per segment[Subdivision Levels]: Nombre de subdivisions que s'han de realitzar abans d'extreure les posic ions i normals dels vèrtexs[Levels]: Nombre de subdivisions a realitzar en el miradorNombre de subdivisions a realitzar en revelar[Sculpt Levels]: Nombre de subdivisions a utilitzar en el mode esculpir[Levels]: Nombre de subdivisions a usar en el miradorNombre de subdivisions utilitzades en la intersecció de corbes cardinals (potència de 2)Nombre de mostres d'antialiàsing del supermostrejat per píxels del revelat finalNombre de superfels a escampar-se en una unitat de distància local (els valors més alts milloren la qualitat)[Cascade Count]: Número de la textura usada pel mapa d'ombres en cascadaNúmero de la posició que cobreix aquesta tessel·la[Geometry Samples]: Nombre de cops per fotograma que es mostregen dades d'objecteNombre de vegades per fotograma que es mostregen transformacionsNombre de vegades que es redueix la geometria (només de-subdividir)Nombre de vegades que s'aplicarà el filtre[Loop Count]: Nombre de vegades que les fites es repeteixenNombre de vegades que la llum es reinjecta dins de les graelles de llum, 0 deshabilita la llum difusiva indirectaNombre de vegades que l'espiral fa una rotació completa[Users]: Nombre de vegades en què aquest bloc de dades està referenciatNombre de tandes a aplicar la simplificacióNombre de vegades a aplicar suavització (els nombres alts poden reduir els FPS)Nombre de tandes a aplicar la suavització (els nombres alts poden reduir fps)Nombre de vegades a aplicar l'operació de cargolarNombre de tandes per a difuminar els colors (quantes més, més difumina)Nombre de vegades que cal dilatar o erosionar els vòxels actiusNombre de cops a repassarNombre de vegades a repetir l'interval d'acció[Iterations]: Nombre de vegades que s'han de suavitzar els traços nousNombre de vegades per a suavitzar la malla[Subdivision Steps]: Nombre de vegades a subdividir els nous traços, per als traços menys irregularsNombre de vegades a desubdividir[Trail Count]: Nombre de partícules del rastreNombre de girs al voltant de la mare al llarg del floc[Undo Steps]: Nombre de passos per desfer disponibles (els valors més petits estalvien memòria)Nombre d'usadorsNombre de píxels verticals en la imatge reveladaNombre de vèrtexs per al costat X de la formaNombre de vèrtexs per al costat Y de la formaNombre de vèrtexs per al costat Z de la formaNombre de vèrtexs en la direcció XNombre de vèrtexs en la direcció YNombre de vèrtexs en el cercleNombre de vèrtexs en la líniaNombre de vòxels a l'eix XNombre de vòxels en la direcció en X de la tessel·la o 1 si el camp s'avalua sobre un vòxelNombre de vòxels a l'eix YNombre de vòxels en la direcció en Y de la tessel·la o 1 si el camp s'avalua sobre un vòxelNombre de vòxels a l'eix ZNombre de vòxels en la direcció en Z de la tessel·la o 1 si el camp s'avalua sobre un vòxel[Slot Handle]: Número específic d'aquest Epígraf, únic dins de l'Acció. S'utilitza, per exemple, en un ActionKeyframeStrip [SegmentdeFotofitadAccio] per a consultar la ActionChannelBag [BossadeCanaldAccio] d'aquest epígrafNombre amb el qual augmentar o disminuir el codi de caràcter[Recursion]: Nombre de nivells d'arbre de directoris que es mostren simultàniamentID numèricID numèric (només de lectura!)Fletxes d'ingressió numèricaAvaluació de la ingressió numèricaProblema numèricMètode d'integració numèrica de l'adveccióExportació OBJ: No es pot crear un document mtl per a '%s'Exportació OBJ: No es pot obrir el document '%s'Exportació d'OBJ: no hi ha informació per escriureExportació amb OBJ: la col·lecció '%s' no està localitzableImportació OBJ: No es pot obrir el document '%s'APAGArOKENGEGAROPEN_EXRSOTecla del SOBucle del SOTecla del SOLa consulta OSL no ha obert %sCompilació fallida del protocol OSL, consulta la consola per errorsCompilació exitosa de l'aspector OSLEl suport OSL està deshabilitat en aquesta versióObjecteEixamCàrregaGuiaCorbaRòssecCampCampFluidForçaHarmònicMantenir originalLennard-JonesImantNouCampTexturaTurbulènciaVòrtexVentL'objecte "%s" té una matriu de transformació no convertible i no s'aplicarà la transformacióL'objecte "%s" no és una mallaL'objecte "%s" no és una malla o no es pot convertir en una malla (corba, text, superfície o metabola)L'objecte "%s" no està habilitat per al revelatL'objecte "%s" no està en la capa de visionatNo s'ha trobat l'objecte "%s" en l'escena avaluada, pot estar ocultL'objecte %s no té posa, no s'ha pogut aplicar l'acció abans del revelatL'objecte %s ha perdut dadesL'objecte %s no és a la capa de visionat %sL'objecte '%s' ja té una Restricció de cos rígidL'objecte '%s' ja és a la col·lecció '%s'L'objecte '%s' no es pot ocultar perquè no és a la Capa de visionat '%s'!No es pot seleccionar l'objecte '%s' perquè no és a la Capa de visionat '%s'!L'objecte '%s' no ha pogut crear dades internes per trobar el punt més properL'objecte '%s' no admet modificadors de %sL'objecte '%s' no admet formesL'objecte '%s' no té dades de Corba o Llapis de greix avaluadesL'objecte '%s' no té dades de Corbes o Llapis de greix avaluadesL'objecte '%s' no té dades de corbes avaluadesL'objecte '%s' no té dades de malla avaluadesL'objecte '%s' no té dades de corbes o malles avaluadesL'objecte '%s' no és a la col·lecció '%s'Objecte (Adherir corbes a superfície)Objecte (mantenir transformacions sense invers)Objecte (Mantenir transformacions)Objecte (sense invers)Objecte 1Objecte 2Acció d'objecteAlineació d'objecteAnimació d'objecteBase d'objecteCentre de l'objecteFills d'objectesCol·lisions d'objectesColor d'objecte[Constraints]: Propietats de restricció d'objectesRestriccions de l'objecteContingut d'objectesDades d'objecteAnimació de dades d'objectePropietats de les dades de l'objecteVisualització d'objectesEstat d'avaluació d'objecteOpcions extraObjecte fontObjecte des deObjectes flòsticGrups d'objectesÍndex d'objecteInformació d'objecteInstàncies d'objecteObjecte endoil·luminacióObjecte lineament[Object Line Art]: Paràmetres d'objecte de dibuix linealUbicació d'objecteMode objecteModificadors d'objectesNom d'objecteBorn de node d'objectesInterfície de born del node d'objectesDesplaçament d'objecteOperació d'objecteMida d'origen d'objecteOrígens d'objectesRuta de l'objecteRutes dels objectesObjecte pivotPropietats de l'objecteRotació d'objecteEscala d'objecteCargolar amb objecteObjecte seleccionatEfectes d'aspector de l'objecteResolutor d'objectesRestricció de resolutor d'objectesEspai d'objectesFiltre d'estat d'objecteObjecte enversTransformació objecteTipus d'objecteVelocitat de l'objecteObjecte XObjecte YObjecte ZObjecte com a càmeraEstat de selecció de la base d'objecte[Display Bounds Type]: Tipus de visualització de contorn d'objecteL'objecte irradia ombres al mirador 3D[Relative Parenting]: Els fills de l'objecte utilitzaran una transformació relativa, com ara la deformacióColor d'objecteColor i alfa de l'objecte, utilitzats quan està habilitat el mode Color d'objecte[Base from Set]: L'objecte prové d'un muntatge de rerefons[Base from Instancer]: L'objecte prové d'un instanciadorNo s'ha pogut duplicar l'objecte[Data]: Dades de l'objecteBloc de dades d'objecte que defineix un objecte d'una escenaBlocs de dades d'objecteObjecte definidor de desplaçamentDetalls d'objecte, incloent-hi trama buida, càmeres i altres guies visuals[Object Display]: Configuració de visionat d'objectes per al mirador 3DL'objecte no té dades de geometriaFormat del document d'objecte (.obj)Objecte per a espai personalitzat[Pol Target]: Objecte per a la rotació de polLa geometria de l'objecte s'ha actualitzatL'objecte té una escala negativa, l'escultura pot ser impredictibleL'objecte té una escala negativa, el desembolcallat operarà sobre una versió no invertida de la mallaL'objecte no té Restricció de cos rígid per suprimirL'objecte no té cap configuració del Cos rígid per suprimirL'objecte no té cap posaL'objecte no té grups de vèrtexsL'objecte té una escala no uniforme, l'escultura pot ser impredictibleL'objecte té una escala no uniforme, el desembolcallat operarà sobre una versió no escalada de la mallaMode d'interacció d'objectesL'objecte és un sobreseïment de biblioteca localL'objecte està controlat directament pel sistema d'animació[Rigid Body Type]: L'objecte controlat directament pels resultats de la simulacióL'objecte no és una corba o un textL'objecte no és una mallaL'objecte no és un esqueletL'objecte no està al davant[Curve Radius]: L'objecte s'escala pel radi de la corbaL'objecte es mostra al davantL'objecte està en ús per a un seguiment de càmeraL'objecte ha d'estar en mode objecteNom de l'objecte a col·locar (empra l'objecte actiu quan aquest i 'session_uuid' no estan definits)No s'ha trobat l'objecteObjecte d'una col·lecció amb els paràmetres derivats de la col·lecció[Path]: Ruta de l'objecteObjecte que aporta la geometria d'instància utilitzada per a la dispersióParàmetres d'objecte[Shading]: S'ha actualitzat l'aspecte de l'objecteL'objecte ha de ser de tipus mallaBorn d'objectes d'un nodeMapejat de normals de l'espai d'objectesMapejat de normal d'espai d'objectes, compatible amb el precuinat de revelat del BlenderMapejat de desplaçament vectorial d'espai d'objecteObjecte que defineix una forma de visualització personalitzada per a aquest osObjecte que té el sistema de partículesObjecte a què enllaça aquesta baseObjecte a evitarObjecte des del qual calcular les distàncies dels vèrtexsObjecte per definir l'eix de cargolObjecte per a determinar la ubicació del centreObjecte per determinar el centre de rotacióObjecte a usar per la duplicació-mirall. Deixar buit i anomenar un os per a què sempre emmiralli aquell os de l'esquelet actiu[Texture Coordinate Object]: Objecte per a definir les coordenades de la textura[Base Pose Object]: Objecte d'on agafar la ubicació i rotació a què s'aplicaran les deltes de translació i rotació del visor d'RV[Source Object]: Objecte des d'on transferir les dadesObjecte des del qual transformarObjecte envers el qual transformar[Cage Object]: Objecte a emprar com a gàbia contenidora en l'extrusió en lloc de calcular-ho a partir de l'objecte actiuObjecte que fa de gàbia, enlloc de calcular la gàbia des de l'objecte actiu amb l'extrusió de la gàbia[Mirror Object]: Objecte a usar com a mirallObjecte per a transformació de la projeccióObjecte a utilitzar com a geometria d'ingressióObjecte per a mapejar amb coordenades de textura d'objecteObjecte a usar per mapejar texturesObjecte que fa de referència a les matrius[Transform]: La transformació de l'objecte s'ha actualitzatEl tipus d'objecte "%s" no té dades editablesEl tipus d'objecte no admet previsionats automàticsEl tipus d'objecte no admet grups de vèrtexsEl tipus d'objecte no està admèsNo casen els tipus d'objecte, el camí de l'objecte Alembic apuntava a la càmera en la importació, però ja noNo casen els tipus d'objecte, el camí de l'objecte Alembic apuntava a Corbes en la importació, però ja no.No casen els tipus d'objecte, el camí de l'objecte Alembic apuntava a NURBS en la importació, però ja noNo casen els tipus d'objecte, el camí de l'objecte Alembic apuntava a Punts en la importació, però ja noNo casen els tipus d'objecte, el camí de l'objecte Alembic apuntava a la Polimalla en la importació, però ja noNo casen els tipus d'objecte, el camí de l'objecte Alembic apuntava a la SubD en la importació, però ja noNo casen els tipus d'objecte, el camí de l'objecte Alembic apuntava a la XForm en la importació, però ja noNo casen els tipus d'objecte, el camí de l'objecte Alembic apunta a la càmeraNo casen els tipus d'objecte, el camí de l'objecte Alembic apunta a Corbes.No casen els tipus d'objecte, el camí de l'objecte Alembic apunta a NURBSNo casen els tipus d'objecte, el camí de l'objecte Alembic apunta a Punts.No casen els tipus d'objecte, el camí de l'objecte Alembic apunta a la PolimallaNo casen els tipus d'objecte, el camí de l'objecte Alembic apunta a SubDNo casen els tipus d'objecte, el camí de l'objecte Alembic apunta a XFormNo admet el tipus d'objecte de l'objecte origenObjecte utilitzat com a posició inicial de confegirObjecte usat com a centreObjecte utilitzat com a referència de distànciaNo es pot eliminar l'objecte utilitzat per al seguiment de càmeraObjecte utilitzat com a punt de referènciaObjecte emprat per a la direcció del degradatObjecte emprat per a la instància de lligacua de pèl[Depth Object]: Objecte utilitzat per definir la profunditat de camp a l'espai de càmera en base a projectar sobre la superfície d'aquest objecteObjecte emprat per definir l'espai de desplaçament[Camera Visibility]: Visibilitat de l'objecte als raigs de la càmera[Diffuse Visibility]: Visibilitat de l'objecte als raigs difusius[Glossy Visibility]: Visibilitat de l'objecte a rajos de setinat[Shadow Visibility]: Visibilitat de l'objecte als raigs d'ombra[Transmission Visibility]: Visibilitat de l'objecte als raigs de transmissió[Volume Scatter Visibility]: Visibilitat de l'objecte als raigs de dispersió del volumL'objecte encara no s'ha avaluat[Start Position Object]: Objecte que defineix el centre d'onaObjecte l'eix Z del qual defineix l'orientació de la gravetat[Follow Curve]: L'objecte seguirà la direcció i el decantament de la corba[Fixed Position]: L'objecte romandrà fixat en algun dels punts al llarg de la corba independentment del tempsL'objecte {!r} ja té un sistema de partículesL'objecte {!r} ja té {!r} corba/es-F. Suprimiu-los abans de tornar-ho a provar[Bounding Box]: La capsa contenidora de l'objecte en les coordinades de l'espai objectual, tots els valors són -1.0 quan no estan disponiblesObjecte(s)Distància en espai-objecte a desplaçar la superfície CDSObjecte: {:s}, Malla: '{:s}' no té UVsObjecte: {:s}, Malla: '{:s}' té %d bucles (per a {:d} cares), se n'esperava {:d}ObjectesObjectes i col·leccionsRecompte d'objectes seleccionatsEls objectes es poden actualitzar individualment, a costa d'un temps de revelat més lentEls objectes no tenen el mateix nombre de vèrtexsEls objectes no tenen dades a transformar[Indirect Only]: Els objectes de la col·lecció només contribueixen indirectament (a través d'ombres i reflexos) a la capa de visionatEls objectes de la col·lecció només contribueixen indirectament (a través d'ombres i reflexos) a la capa de visionat * Ctrl per a aïllar la col·lecció * Majúscula per consignar dins de les col·leccionsObjectes inclosos en el joc de fitoatributs actiuObjectes vinculats a %sObjectes moguts a %sObjectes de la col·lecció amb els paràmetres específics de la respectiva col·lecció mare[Share Texture Space]: Els objectes comparteixen espai de textura, es mapegen tots els objectes en un sol mapa UVObjectes que estan directament en aquesta col·leccióObjectes que són en aquesta col·lecció i en les seves col·leccions fillesObstacleDistància d'obstacleJoc de nivells d'obstacleLlindar d'obstacleOcloureEsborrador d'oclusióOcloure geometria[Use Mist]: Oclou objectes amb el color de l'entorn com més lluny quedenOclusióDistància d'oclusióNomés oclusióOceàModificador oceàOceà és en memòria cauOctagonalOctaèdricOctavesProfunditat d'octreeSenars[Checker Odd]: Caselles senars de l'escacatDesactivadaFora d'eix[Off-Axis]: Frustums fora d'eix que convergeixen en un plaOficialOficialment admèsEscala de fraccionament fora de pantallaEscala fora de pantallaDesplaçamentDesviació (antiquat)Factor de desplaçamentAngle de desviacióSeguir cantell de caraDirecció de la separacióDistància de desplaçamentDesplaçar blucle d'arestesSobresortit regularFactor desfasamentFreqüència de desplaçamentMatriu de desplaçamentsMètode de desplaçamentObjecte per desplaçamentsSeparar plansSeguir punt de corbaSobresortit relatiuEscala de desplaçamentInici de desfasamentDesplaçament envers càmera expressaDesplaçament en UDesplaçament vàlidVector de la variacióDesplaçar en XDesplaçament en Y[Offset Point in Curve]: Es desplaça un índex de punt de control dins la pròpia corba[SDF Grid Offset]: Desvia una superfície de camp de distància signat en l'espai món. Dilata (positiu) o erosiona (negatiu) alhora que manté la propietat de distància signadaDesviar al llarg de la normal en dibuixar sobre superfíciesDesplaçar una imatgeAngle de desviació de l'arcReté el gruix d'acord amb l'escala de la geometria[Offset Edge Slide]: Fa bucles d'arestes adjacentsDesplaçar cada N files[Motion Blur Position]: Variació per a l'interval de temps de l'obturador, permet canviar les pistes de borra del movimentDesplaçament del centre de l'objecteDesfasament en fotogrames des del final del segmentDistància del pla de terra[Instance Offset]: Desplaçament des de l'origen que s'usa quan s'instanciaDesfasament respecte de la posició en el temps del fotograma actualDesfasament en fotogrames des de l'inici del segmentDesplaçar des del punt inicialDesplaçament en unitats de coma flotant, 1,0 és l'amplada i l'alçada de la imatgeDiferencial en la taula de nombres aleatoris per a les partícules filles, per a obtenir un resultat aleatori diferentDiferencial en la taula de nombres aleatoris, per a obtenir un resultat aleatori variatÍndexs del primer punt de cada corbaDistància des de l'inici de cada traç abans que comenci el segment guionet[Time Offset]: Desfasa les fotofitesDesvia les capes pel mateix factor[Material Offset]: Diferencia l'índex del material de les cares generades[Rim Material Offset]: Diferencia l'índex del material de les cares de vorada generadesDesplaça materials pel mateix factorDistància dels duplicats, -1 a 1 (interior a exterior)Desplaçament de cada aglomerat en una direcció aleatòriaDistància entre la solera i l'origen de l'objecteDesfasament del primer fotograma d'imatge en relació al seu nom de document (afecta només com es carrega el metratge, no canvia les dades associades a un videoclip)Distància entre els nodes i el cursor en afegir-losDesplaçament del pivot respecte del referent (quan està definit) o respecte de la ubicació del propietari (quan la posició fixa està desactivada), o respecte del punt de pivot absolut[Boundary Origin Offset]: Desplaçament de l'origen del contorn en relació amb el radi del pinzellDesplaçament de les corbes per arrodonir la punta[Pose Origin Offset]: Separació de l'origen de la posa en relació al radi del pinzellAmplitud de l'haloDesplaçament de l'ombraDistància del rastre des del punt pareDesviació per corbaSepara plans l'un de l'altre. Si es deshabilita, el crearan múltiples plans en la mateixa ubicació[Shadow Terminator Normal Offset]: Desvia els rajos de la superfície per reduir tares d'anul·lació d'ombres en geometria de baixa poligonació. Només afecta els triangles afectats pel desplaçament de geometria[Shadow Terminator Geometry Offset]: Desvia els rajos de superfície per reduir tares d'anul·lació d'ombres en geometria de baixa poligonació. Només afecta els triangles en angles rasants de llum[Normal Bias]: Mostratge desplaçat de la quadrícula d'irradiància en la direcció de la normal de superfície per reduir el sobreeiximent de llum[View Bias]: Mostratge desplaçat de la quadrícula d'irradiància en la direcció de visionat per reduir el sobreeiximent de llum[Start Offset]: Punt d'inici de la desviació[Offset layers by the same factor]: Desvcia els traços pel mateix factor en base a l'ordre de dibuix dels traçosSepara els traços de l'emplenat[Offset Towards Custom Camera]: Els traços es desplacen cap a la càmera seleccionada enlloc de la càmera activaDesplaça aleatòriament les còpies[Chain Offset]: Desplaça la cadena sencera en relació la baula baseDesplaça del traç sencer en lloc de només els punts seleccionatsDesplaça les instàncies de sobre cantells de cara envers les cares respectivesDesplaça aleatòriament les instàncies[Noise Offset]: Variació dels soroll al llarg dels traçosDesplaçar el número de fotograma a usar en l'animació[Origin]: Desplaça l'origen i orientació de la deformacióDesplaçar la revolució seguint el seu eixDesplaçar el rull seguint la corba original per mantenir la formaSeparar el traç respecte de la superfícieDesplaçar el gruix des del centreDesplaça per afegir-ho al fotograma d'escena en curs. També pot ser negatiu[Animation Offset]: Retard a aplicar a l'animació durant la importació, en fotogrames[Animation Offset]: Retard a aplicar a les llegendes de temps de l'animació, en fotogramesDesfasar el contingut dins del segment[Retopology Offset]: Espai que sobresurt per mostrar la malla editada per davant de l'altra geometria[UV Offset]: Valor de desplaçament que cal afegir als UVs dels traçosVector de variació[Displace]: Desplaça vèrtexs en base a una textura[Use Relative Offset]: El desplaçament serà un punt absolut en l'espai enlloc d'un de relatiu al referentDesplaçament amb transformació de referentDecalatge/Potència/Pendent (ASC-CDL)Decalatge:Desplaçament: %.3fDesplaçamentsOggOgg TheoraOliVellAcció antiga[Old Action]: L'uid de la sessió d'Acció anterior a substituirID anticL'ID antic '%s' està vinculat des d'una biblioteca, no es remapejaran els usos indirectes d'aquest bloc de dadesUid de sessió d'ID antiga a partir del qual es remapegen les dadesÀrea de cara d'objecte anticValor de mapejat antic en fotogramesS'està ometent l'accessor espars si les dades són buidesOmetent l'accessor espars si les dades estan buidesLlum de punt omnidireccional[Point]: Font de llum consistent en un punt omnidireccionalActivadaA la gàbiaEn fer clicEn fotograma actualEn terraEn prémerEn fotofites seleccionadesSobre marcadors seleccionatsNomés en la seleccióSobre superfície[Separate Images]: Als segments de seqüència d'imatges, retorna un segment per imatgeUna caraUn nivellUn dels nodes no té sortidesUn dels tres punts del cercle. L'ordre dels punts determina la direcció del cercleUna o més corbes-F estan visibles degut als paràmetres de filtratUn o més objectes utilitzats com a prototips en els nodes 'Instanciar sobre punts' o bé no tenen 'Com instància' habilitat en els seus nodes d' 'Info d'objecte' o el prototip és la pròpia ingressió de geometria base. Ambdós casos impedeixen l'exportació vàlida d'instanciadors de punts. Si és el primer, habiliteu 'Com instància' per evitar autoreferències incorrectes.[Unique]: Una única definició gràficaOneDriveOpacitat de la cebaPell de cebaPells de cebaPells de cebaAccés en líneaExtensions en líniaCal accés a internet per buscar actualitzacions.Per instal·lar-ho o actualitzar-ho, cal accés a internet .Es requereix accés en línia per instal·lar o actualitzar. Habiliteu l'accés en línia a les preferències del sistemaEs requereix accés en línia per instal·lar o actualitzar. Inicieu Blender sense el --mode-foradeliniaCal accés a internet per instal·lar actualitzacions.Directori en línia de complements de codi obert gratuïtsNomés es permeten rotacions de 90ºActivar només si està seleccionatNomés activesSols corba-F activaSols joc de fitoatributs actiuNomés recursosSols alineat a eixNomés reforçNomés s'admeten corbes BézierNomés es poden afegir splines BézierNomés canalNomés corbesNomés els ossos deformantsSols arestes i caresNomés extremsNomés caresNomés emplenatsNomés el primerNomés es pot inserirNomés cal inserirSols interns exteriorsSols localNomés ubicacionsSols arestes aïlladesNomés geometria adjacentNomés voradaNomés segonsSelecciona només no seleccionatsNomés seleccionatsNomés ossos seleccionatsSols canals seleccionatsNomés fotofites seleccionadesNomés nanses de fotofites seleccionadesEnsenyar només errorsEnsenyar només seleccionatsMostrar sols fotofites de corba-F seleccionadesMostrar només l'epígraf de l'objecte actiuSuavitzat i prouNomés traçosNomés no utilitzatsUsar només l'alfaNomés queden afectades les transformacions de l'eix XNomés queden afectades les transformacions de l'eix YNomés queden afectades les transformacions de l'eix ZNomés s'admenten ingressions d'Imatge principal i màscara, la resta no s'admet i retornaran zeroNomés s'admet un sol caràcterActivar només quan el ratolí no estigui sobre un node (útil per a un gest de retoc)Només la capa activaAfegir només el modificador-F a la corba-F activaNomés afegeix al segment actiu un modificador-F del tipus especificatAfegiu només cantells aguts enlloc de retirar primer les etiquetes[Only Rim]: Afegeix només la vorada a les dades originalsAfectar només elements seleccionatsNomés afecta els vèrtexs que no estan oclosos per altres cares (rendiment més lent)[Absolute Density: Permet només el valor definit de densitat dins l'àrea d'emissió i no n'hi sumaPermet només que els objectes seleccionables influeixin en el resultat de la irradiacióNomés permet ingressions de valor únic i no un camp. Obsolet. S'eliminarà al 5.0.Aplica només els ossos seleccionats (amb propagació als fills)Només s'admeten objectes esqueletNomés els recursos del present document es poden moure entre catàlegsNomés disponible en mode de selecció de puntsNomés disponible amb tensors de flexió o doblec angular.[Limit Frame Range]: Precuina només les fotofites dins un interval de fotogrames donatPrecuina només les sondes de llum volumètrica seleccionadesPrecuinar només la sonda de llum volumètrica activaNomés bisella les arestes amb angles suficientment aguts entre caresNomés s'admeten borns d'entrada booleansNomés s'admeten propietats booleanes, d'enter, de flotant i d'enumeracióNomés s'admeten propietats booleanes, d'enter, de flotant i d'enumeracióNomés calcula la intensitatNomés retirar trajectes de moviment dels ossos seleccionatsNomés retira els trajectes de moviment dels objectes seleccionats[Same Channel]: Només té en compte els segments del mateix canal que l'actiu[Only Local]: Només té en compte l'objecte en si en calcular l'OATallar sols geometria seleccionadaTallar sols geometria de davant de totDeformar només els vèrtexs dins d'aquesta distància des del centre de l'efecte (deixar 0 per infinit.)Només es poden aplicar modificadors deformants a les formesNomés eliminar les fotofites seleccionadesEliminar només les dades precuinades d'il·luminació de les sondes de llum seleccionadesEliminar només les dades precuinades d'il·luminació de la sonda de llum activaNomés els directores es poden escollir per a l'operació en curs.Només mostra i té en compte els vèrtexs exteriors[Strobe]: Mostra només cada n fotogrames[Display Only Axis Aligned]: Només mostra la imatge quan està alineada amb l'eix de visió[Angle Limit]: Dissol sols els angles inferiors a aquest (només planar)Només es tindran en compte les vores de la màscara interior que queden per dins de la màscara exterior. Altrament es tindran en compte totes les vores de la màscara interior[Active Layer]: Edita només la capa activa de l'objecteNomés els objectes fantasma admeten instàncies de col·leccióExporta només els ossos deformants i llurs paresExportar només els objectes seleccionats. Els pares no seleccionats dels objectes seleccionats s'exporten com a transformació buidaNomés compten els elements que estan enllà dels píxels de marge de les vores de la imatgeInverteix només les normals de bucle adaptades dels elements seleccionats[Intersection Only]: Genera línies d'intersecció només per a aquesta col·lecció[Hold Forward]: Aguanta sols l'últim fotogramaNomés en multifotograma[Only Show Errors]: Inclou només les corbes-F i els controladors que estan deshabilitats o que contenen errors[ViewLayer]: Inclou només la capa dins d'aquesta Capa de visionat en el revelat finalment egressat (deixa en blanc perquè sempre s'hi inclogui)[Only Show Selected]: Inclou només els canals lligats a objectes i dades seleccionadesInclou només les files que corresponen als elements seleccionats[Absolute Alpha]: Augmenta només el valor d'alfa si l'alfa de pintura ja és superior a l'existent[Insert Keyframes - Only Needed]: Insereix només fotofites allà on són necessaris per a les corresponents corbes-FPer a precisió dinàmica només es poden emprar ingressions enteres: "{}"Per a amplada dinàmica només es poden emprar ingressions enteres: "{}"[Only Selected Bones]: Només fita ossos seleccionats (només precuinat de posa)D'aquesta manera només són les dreceres de teclat que es poden editar, sisplau usa les preferències d'usuària en cas contrari[Only Show Selected F-Curve Keyframes]: Només les fotofites de les corbes-F seleccionades són visibles i editablesNomés l'última regió pot estar dividida en 4Sols vincular dades enlloc d'incorporar-lesNomés es poden empaquetar els IDs enllaçatsMostrar sols la llista el contingut del directori actual, sense recursivitatFusiona només seguint les arestesNomés fusiona els vèrtexs de malla seguint les arestes existents. Aquest mètode pot ser força més ràpid[Match Type]: Només emmiralla els paràmetres d'aparellar als ossos seleccionats que tenen el mateix tipus d'aparellat que l'os actiuNomés modifica els traços durant l'interval de fotogrames especificat[Ease Out]: Només a l'extrem més proper a la primera fotofita[Ease In]: Només a l'extrem més proper a la fotofita següentNomés s'admet un * en aquest patróNomés es permet un efecte d'aquest tipusNomés es permet un modificador d'aquest tipusNomés opera en l'os actiu[Occlude]: Pinta només a les cares que són directament sota el pinzell (més lent)Pintar només els punts del traç seleccionatsPinta només els punts de traç seleccionats entre altres traçosPintar només traços seleccionatsNomés enganxa el(s) modificador(s)-F de la corba-F activaNomés enganxa els modificadors-F al segment actiuNomés enganxa la posa emmagatzemada als ossos seleccionats de la posa actualNomés radiotraça contra el propi objecte[Only Use Alpha]: Llegeix només la gradació de color alfa[Sparse Bind]: Enregistra només les dades de fixació per als vèrtexs que coincideixen amb el grup de vèrtexs en el moment de fixacióRefrescar sols el repositori actiu[Shadow Catcher]: Només revela ombres i reflexos damunt d'aquest objecte, per a revelats de compositació amb fotometratge real. Els objectes amb aquesta funcionalitat es considera que ja són dins el fotometratge i, els que no ho són, són objectes sintètics que s'hi afegeixen amb el compositat.Només revela la capa activa. Només afecta el revelat des de la interfície, s'ignora per al revelat des de la línia d'ordres.[Above Threshold]: Substitueix només els elements de referència on les dades estiguin per sobre del llindar donat (el comportament exacte depèn del tipus de dades)[Below Threshold]: Substitueix només els elements de referència on les dades estiguin per sota del llindar donat (el comportament exacte depèn del tipus de dades)Esculpeix només els punts del traç seleccionatEsculpeix només els punts de traç seleccionats entre altres traçosEsculpir només traços seleccionatsSelecciona només els triangles que han quedat sense fusionarNomés les arestes seleccionadesNomés les fotofites seleccionades[Illuminated]: Selecciona només les línies de les regions il·luminades[Shaded]: Selecciona només les línies de les regions ombrejadesMostrar sols complementsMostra i edita només les nanses de les fotofites seleccionadesMostra només els pinzells en què és aplicable l'eina presentment activa a l'àlbum de recursos. Guardat a les Preferències, que pot ser que s'hagi de desar manualment si està deshabilitat l'Autodesat de PreferènciesMostra només els complements habilitats. Desmarcar per veure tots els complements instal·lats.Només mostra les extensions d'aquest repositoriMostra només els elements que coincideixen amb aquest nom (usar «*» com a comodí)Només mostra la morfofita activa a tota potència[Only Show Slot of Active Object]: Mostra sols l'epígraf de l'Objecte actiu. Altrament mostra tots els Epígrafs d'AccióMostrar sols temesNomés compatible per a regions (emergents) de tipus "TEMPORAL"Només admès en mode multiresolucióNomés admès en mode objecteSincronitza només la longitud activa del segment actiuSincronitzar sols repositori actiuNomés es té en compte la primera sortida i les altres s'ignorenNomés es resumeixen les diferències positives de les amplituds de la funda a l'hora de produir l'egressióTransfereix només la capa de dades activaTransforma només les ubicacions dels objectes, sense afectar la rotació o l'escala[Only Unused]: Només es tenen en compte les accions no usades (sols d'usador fals)Només actualitza el repositori actiu[Brush Collection]: Utilitza només els objectes pinzell d'aquesta col·leccióUsa només en la cadena de cerca les coincidències sensibles a majúscules i minúsculesUsa només les coincidències completes de cadena de cercaUtilitza per al fluid només la geometria assignada[Occlusion Only]: Utilitza la col·lecció només per a produir oclusió[Only Endpoints]: Utilitza només la primera i última part del traç per a acoblarUsar les dades de l'objecte només per a produir oclusióNomés s'utilitza per a precuinar. Pas=1 crea una fita en cada fotograma, pas=2 precuina en 2s, etcAmb aquests paràmetres només es pot editar la transformació de vista i l'aspecteSols visible a la càmera i als reflexosNomés ossos visibles/seleccionatsNomés la regió de la finestra pot estar dividida en 4[Only Deform Bones]: Només actua sobre ossos deformants (i els no deformants quan tenen fills deformants)[Root Translation Only]: Consigna només els canals de translació per a l'os arrelOpacitat[Volume Alpha]: Opacitat (alfa) del frustum de les càmeres[Plane Alpha]: Opacitat (alfa) del pla de convergència[Passepartout Alpha]: Opacitat (alfa) de la superposició enfosquida des de la vista de càmeraFactor opacitatNivell d'opacitatOpacitat dels vèrtex en edicióOpacitat per a les línies de guionets en ratllesOpacitat de les sobreimpressions UV[Clone Alpha]: Opacitat de la imatge clonada[UV Edge Opacity]: Opacitat de les arestes en les sobreimpressions d'UVOpacitat de les cares en les sobreimpressions d'UVOpacitat de la sobreimpressió d'estirament UVOpacitat de l'atribut que es visualitza actualment[Grid Lines]: Opacitat de la sobreimpressió de gàbia en el mode d'esculpir amb corbesOpacitat de la sobreimpressió enfosquida exterior a la regió de revelatOpacitat de les arestes que es mostren (1.0 és opac)Opacitat de la imatgeOpacitat dels puntsOpacitat de la sobreimpressió de la plantilla màscara en mode pintat de texturaOpacitat de la sobreimpressió del mode pintat de pesosOpacitat en la selecció d'ossosOpacitat: %3fOpacitat: %sObrirObrir-ho totFletxa obertaVores obertesObrir la carpetaObrir carpetes d'un sol clicBucle obertObrir recentLlenguatge Obert d'AspeccióObre un document BlenderObre aquí l'indicador d'ordresObre un navegador de directoris, mantén premuda la tecla Maj per obrir el document, Alt per navegar pel contingut del directoriObrir un directori en seleccionar-loObre un navegador, mantén premuda la tecla Maj per obrir el document, Alt per navegar pel contingut del directori[Open Text]: Obre un nou bloc de dades de textObrir una ruta al navegadorObre un menú emergent per definir el nivell de depuracióObre un àlbum de recursos predefinit en una finestra emergentObre un menú predefinitObre un plafó predefinitObre una rotonda predefinidaObre un lloc web predefinit al navegador web[Open Style Module File]: Obre un document de mòdul d'estilObre una vista per a usar-la amb visors de realitat virtual o la tanca, si ja és obertaObre lloc web al navegador webObrir una finestra per gestionar les dades sobreresObre una finestra amb informació sobre el BlenderObre totes les entrades d'objectes i tanca totes les altres[Recover Auto Save]: Obre un document desat automàticament per recuperar-lo[Browse Image]: Obre un navegador de documents d'imatge, mantenir premuda la tecla Maj per obrir el document, Alt per navegar pel directori on ésObrir documents blend amb aquesta versió de BlenderObrir preferències d'extensionsObre una imatgeObrir imatgesObre botons del menú i desplegables automàticament quan el ratolí hi sobrerondaObre un directori nouObrir en passar el ratolíObre els documents de referència en línia en un navegador webReproductor de fotogrames de codi obertObre el document blend que conté el recurs actiuObrir el document predefinitObrir el documentObre la carpetaObre l'últim document tancat («quit.blend»)Obre la finestra emergent de cerca de l'operadorObre barra d'eines emergent o recurs de pinzell emergent Quan es manté 'espai' pitjat perquè emergeixi la barra de l'ena: • Pitjant la tecla-drecera de les eines hi canvia immediatament. • Arrossegant i amollant el cursor sobre una eina l'activa (com ara una rotonda). Per a reproduir usar 'Maj-Espaiat'[Splash Screen]: Obre la pantalla de presentació amb informació sobre la distribucióObre l'editor temporal en una pantalla maximitzadaObre l'editor temporal en una finestra novaObre l'arbre i ajusta la vista de manera que l'objecte actiu es mostri centratObrir finestraObre finestresOpenEXROpenEXR (.exr)OpenEXR multicapa (.exr)OpenGLOpenGL o DirectXOpenVDBOpenVDB (.vdb)Document OpenVDBError d'OpenVDB : {}Format de document OpenVDB (.vdb)Volum OpenVDB[XR Component Path]: Camí del component d'OpenXR[Component Paths]: Camins dels components OpenXRCamí del perfil d'interacció OpenXR[XR User Path]: Trajecte d'usuària d'OpenXRTrajectes d'usuària d'OpenXRRadi d'obertura de la floració de la punta de la trenaTipus d'operadorConfiguració del sistema operatiuTecla de sistema operatiu pitjadaTecla de sistema operatiu pitjada, -1 per a qualsevol estatOperacióMode operacióL'operació no es pot realitzar en mode edicióL'operació no està permesa en mode d'edicióL'operació requereix un os actiuL'operació requereix un joc de fitoatributs actiu[Filter strength]: Operació que s'aplicarà a la mallaOperació a executar en el document o ruta seleccionatsOperacionsOperacions per a dividir i fusionarOperador(Des)seleccionar tot(Des)seleccionar tot els documents(Des)selecciona tots els marcadors(Des)seleccionar tots els traços(Des)seleccionar primer(Des)seleccionar últim(Des)seleccionar tots els marcadorsMarcadors 3D a mallaQuant al BlenderAcceptarAccióActivar recurs pinzellActiva configuració de teclatActivar següent de mateix tipusActivar mateix tipus següent/previActivar anterior de mateix tipusActivar punt d'orientació d'RVActivar node visorCàmera activaGrup de capes actiu del Llapis de greixCapa activa de Llapis de greixAfegirSumar (amb referents)...Afegir AOVAfegir damunt dels seleccionatsAfegir segment d'accióAfegir actiuAfegir totes a Joc de fitoatributsAfegir modificador de transparència alfaAfegir esqueletAfegir biblioteca de recursosAfegir etiqueta al recursAfegir atributAfegir ruta d'autoexecucióAfegir humà bàsic (metaaparell)Afegir quadrúped bàsic (metaaparell)Afegir ocell (metaaparell)Afegir regla d'eixamAfegir estat d'eixamAfegir osAfegir col·lecció d'ossosAfegir referència de col·lecció d'ossosAfegir restricció d'osAfegir ossos a conjunt de seleccióAfegir dreceraAfegir pinzellAfegir BézierAfegir cercle BézierAfegir càmeraAfegir imatge rerefons de càmeraAfegir predefinits de càmeraAfegir càmera i punt d'orientació d'RV des de sessióAfegir llençAfegir gat (metaaparell)Afegir cercleAfegir zona de closaAfegir predefinit de robaAfegir col·leccióAfegir instància de col·leccióAfegir colorAfegir atribut de colorAfegir tascó de gradació de colorAfegir conAfegir restriccióAfegir restricció (amb referents)Afegir born de CriptotrepaAfegir CubAfegir punt de corba i escórrerAfegir configuració personal de teclariAfegir dades de normals personalitzadesAfegir cilindreAfegir controladorAfegir variable al controladorAfegir controlador...Afegir controladors per a seleccióAfegir duplicatAfegir marques d'aresta a joc de fitoatributsAfegir efecteAfegir segment efecteAfegir efectorAfegir fantasmaAfegir corbes buidesAfegir grup buitAfegir imatge fantasma/deposar imatge a un jalóAfegir joc de fitoatributs buitAfegir ruta de joc de fitoatributs buitAfegir entradaAfegir exportadorAfegir respositori d'extensionsAfegir joc de funcionalitats externesAfegir modificador de Corba-FAfegir modificador-FAfegir senyals de cares al joc de fitoatributsAfegir fosesAfegir usador falsAfegir vèrtex de vora difusaAfegir i escórrer vèrtex de vora difusaAfegir predefinit de fluidAfegir zona per cada element de geometriaAfegir mòdul de FreestyleAfegir congelació d'imatgeAfegir congelació d'imatge i lliscarAfegir des de temaAfegir llapis de greixAfegir predefinit de pinzell llapis de greixAfegir material de llapis de greixAfegir predefinit de material de llapis de greixAfegir graellaAfegir node d'ingressió de grupAfegir predefinit de dinàmica dels pèlsAfegir cavall (metaaparell)Afegir humà (metaaparell)Afegir CI a l'osAfegir polisferaAfegir imatgeAfegir segment imatgeAfegir imatge com a nodeAfegir node importacióAfegir predefinit d'integracióAfegir elementAfegir element de teclariAfegir deformador de retículaAfegir llumAfegir sonda de llumAfegir grup d'il·luminacióAfegir modificador de color de líniaAfegir joc de líniesAfegeir modificador de gruix de líniaAfegir marcadorAfegir marcador i moureAfegir marcador i lliscarAfegir marcador al clicAfegir capa de màscaraAfegir node màscaraAfegir segment màscaraAfegir materialAfegir epígraf de materialAfegir variant de materialAfegir metasegmentsAfegir metabolaAfegir mostra d'AparellarAfegir modificadorAfegir monaAfegir segment de filmacióAfegir segment de videoclipAfegir nova capa d'anotacióAfegir nova memòria cauAfegir nou grupAfegir nova capaAfegir nou grup de capesAfegir nova capa de màscaraAfegir nova corba de pinturaAfegir nou punt de corba de pinturaAfegir nova paletaAfegir nodeAfegir col·lecció de nodesAfegir predefinit de color de nodeAfegir grup de nodesAfegir recurs a grup de nodesAfegir objecte nodeAfeir cercle NURBSAfegir corba NURBSAfegir objecteAfegir restricció d'objecteAfegir instància de dades d'objecteAfegir sobreseïmentAfegir sobreseïmentsAfegir epígraf de pintatAfegir epígraf de sistema de partículesAfegir passiuAfegir trajecteAfegir predefinit de rendimentAfegir plaAfegir núvol de puntsAfegir objecte primitiuAfegir disposició de textura postuladaAfegir propietatAfegir directori de protocols de pythonAfegir corbes aleatòriesAfegir valor predefinit de ràdiotraçatAfegir predefinit de revelatAfegir epígraf de revelatAfegir visualització de revelatAfegir zona de repeticióAfegir repositori...Afegir redireccionarAfegir redireccionamentsAfegir fita de retemporitzacióAfegir cossos rígidsAfegir cos rígidAfegir restricció de cos rígidAfegir món de cos rígidAfegir filtre de filesAfegir predefinit d'àrea seguraAfegir predefinit de mostreigAfegir recurs d'escenaAfegir segment d'escenaAfegir segmentAfegir ossos seleccionatsAfegir ossos seleccionats a col·leccióAfegir ossos seleccionats a nova col·leccióAfegir selecció a Col·lecció d'objectes actiusAfegir morfofitaAfegir tauró (metaaparell)Afegir UVs simplesAfegir zona de simulacióAfegir un únic sobreseïmentAfegir única a joc de fitoatributsAfegir dades d'empellatAfegir segment de soAfegir segment de soAfegir altaveuAfegir transició de rapidesaAfegir transició de rapidesa i lliscarAfegir quadratAfegir rastres d'estabilització rotacionalAfegir rastres estabilitzadorsAfegir estàndardAfegir modificador de segmentAfegir segment amb escena novaAfegir modificador de geometria de traçAfegir cercle de superfícieAfegir corba de superfícieAfegir cilindre de superfícieAfegir pedaç de superfícieAfegir epígraf de superfícieAfegir esfera de superfícieAfegir tor de superfícieAfegir referentAfegir os referentAfegir textAfegir quadre de textAfegir predefinit d'editor de textAfegir configuració de texturaAfegir temaAfegir tessel·laAfegir marca de tempsAfegir torAfegir pistaAfegeix pistes sobre les seleccionadesAfegir predefinit de color de rastreAfegir objecte rastrejadorAfegir predefinit de paràmetres de rastreigAfegir pistesAfegir transicióAfegir mapa UVAfegir esfera UVAfegir UVsAfegir grups d'il·luminació usatsAfegir punt d'orientació d'RVAfegir punt d'orientació d'RV des de càmeraAfegir punt d'orientació d'RV des de sessióAfegir vèrtexAfegir grup de vèrtexsAfegir vèrtex i escórrerAfegir capa de visionatAfegir predefinit de mostreig en miradorAfegir volumAfegir predeterminat d'equilibri de blancsAfegir llop (metaaparell)Afegir obradorAfegir zonaAfegir nou epígraf de variantAfegir capaAfegir mostraAfegir a col·leccióAfegir a joc de fitoatributsAfegir a preferits ràpidsAfegir a col·lecció d'endoil·luminacióComplement habilitatAfegir/suprimir files d'IUAjustar mida de llum d'àreaAjustar mida de llum d'àrea XAjustar mida de llum d'àrea YAjustar mida de representació de fantasmesAjustar extrusióAjustar longitud focalAjustar distància d'enfocamentAjustar última operació...Ajustar potència de llumAjustar radi de llumAjustar desplaçamentAjustar recurs de posaAjustar angle de feix de llum de focusAjustar fusió de llum de focusAjustar angle de llum solarCapa d'ajustamentAfinsDesprésDesprés de fotograma actualAlembic (.abc)Importació d'Alembic enllestidaAlinearAlinear la càmera activa a seleccionatAlinear la càmera activa a la vistaAlinear ossosAlinear càmera a vistaAlinear nodesAlinear objectesAlinear rotacióAlinear a orientació de transformacióTotsTotes les transformacionsAutoritzar accés en líneaAlfa per sobreAlfa per sotaAnimar trajecteTransformacions animades a deltesPas d'animacióAnotarEsborrador d'anotacionsLínia d'anotacionsPolígon d'anotacionsAnotació - Afegir novaAnotació - DibuixarAnotació - DesvincularIncorporarIncorporar i activar obradorIncorporar...AplicarAplicar (fotofita activa)Aplicar-les totesAplicar imatge de càmeraAplicar restriccióAplicar configuració predeterminadaAplicar modificadorAplicar modificador com a morfofitaAplicar transformació d'objecteAplicar pare inversAplicar posaAplicar recurs de posaAplicar posa invertidaPosar com a repòsAplicar escalaAplicar col·locació d'ossos seleccionats com a posa de repòsAplica escala de solucióAplicar transformacióAplicar transformació visualAplicar transformació visual a posaAplicar com a morfofitaAplicar a baseAplicar a fita baseArcOpcions d'àreaEsqueletRedisposarDisposar/alinear illesFletxesAssignarAssignar accióAssignar catàleg de recursosAssignar nom d'atributAssignar automàticament des d'ossosAssignar valors de propietats a mida com a predefinitsAssignar nom de graellaAssignar nom de capaAssignar materialAssignar a epígraf de materialAssignar nou grup de nodes de geometriaAssignar ossos seleccionatsAssignar drecera...Assignar a variantAssignar valor per defecteAssignar com a originalAssignar des de fundes d'osAssignar a grup actiuAssignar a col·leccióAssignar a ganxoAssignar a nova col·leccióAssignar a nou grupAssignar a grup de vèrtexsAl centreAl cursorLligar nodesAutoAutoanimar trajecteAutodesar...Autoanomenar anterior/posteriorAutoanomenar esquerre/dretAutoanomenar dalt/baixAutoanomenar per eixAutocompletarEmpaquetar recursos automàticamentDisponiblePromigEscalar illes per mitjanaNormals mitjanesMitjana de rastresEnrereTornar a anteriorTornar a pantalla anteriorMoure pla de fonsAproximar pla de fonsAllunyar pla de fonsAjustar imatge de rerefonsMoure imatge de rerefonsZoom d'imatge de fonsRerefons...Pescar en imatge de rerefonsEnrere en l'historialEnrerePrecuinarPrecuinar (obligatori el Cache a disc)Precuinar accióPrecuinar acció...Precuinar totPrecuinar totes les dinàmiquesPrecuinar totes les sondes de llum volumètriquesPrecuinar tot el físicPrecuinar canalsDades de precuinatPrecuinar node de geometriaPrecuinar guiesPrecuinar seqüència d'imatgesPrecuinar fotofitesPrecuinar memòria cau de llumPrecuinar dibuix linealPrecuinar mallaPrecuinar sorollPrecuinar Transformació d'objecte sobre Llapis de greixPrecuinar Transformació d'objecte a llapis de greix...Precuinar oceàPrecuinar PartículesPrecuinar físicaPrecuinar simulacióPrecuinar des de memòria cauPrecuinar a fotofitesPrecuinant-ho tot - ESC per pausarPrecuinant dades - ESC per pausarPrecuinant guies - ESC per pausarPrecuinant malla - ESC per pausarPrecuinant soroll - ESC per pausarPrecuinant partícules - ESC per pausarCanviar en seqüènciaReanomenar en seqüènciaReanomenar en seqüència...Retirar previsionats seqüencialmentRetirar previsionats seqüencialment...Generar previsionats seqüencialmentGenerar previsionats seqüencialment...Embellir caresAbansAbans de fotograma actualDoblegarEntre marcadors seleccionatsBisellarBisellar arestesBisellar vèrtexsVincular càmera a marcadorsBiseccionarCisallarEn blancFusióFusionar diferènciaFusionar fotofites de desfasamentFusionar posaFusionar recurs de posaFusionar posa invertidaFusionar posa amb la de repòsFusionar des de morfFusionar a valor predeterminatFusionar a gradualitzacióFusionar fotofites de gradualitzatFusionar a veïnaBotiga de BlenderLloc web del BlenderDifuminarNegretaFunda d'osMida d'osOperació d'osOssosSecció de vista desplaçadaAmbdósAmbdós veïnsAmbdós costatsBaix de totCaixaAfegir amb caixaCisalla de caixaJoc de cares de caixaOcultar amb caixaMàscara de caixaSelecció de caixaSelecció del caixa (interval d'eix)Selecció de caixa ( amb nanses )Selecció de caixa fixadaMostrar capsaRetallat de caixaPartionarPartionadorPontar bucles d'arestesPontar caresBrillantor/ContrastNavegar per imatgesPinzellEdició de pinzellConfegir suplecióConfegir supleció / cronografiaSuavitzat de ButterworthSegons atributPer distànciaPer pes de bisell d'arestaPer Cairats d'arestaPer límits de joc de caresPer parts aïlladesPer materialsPer normalsPer cantells agutsPer tipus de traçPer costures UVBézierCalcularCalcular trajectes d'ossosCalcular massaCalcular trajectes de movimentCalcular trajectes d'objectesCalcular simulació fins a fotogramaCalcular fins a fotogramaCalcular...Invocar menú emergent d'àlbum de recursosCridar menúCridar plafóCridar rotondaCàmeraEnquadrar càmera a seleccióEscala de lent de càmeraCancel·lar animacióCancel·lar operació de documentCancel·lar visualització de revelatPrevisionat de captura de pantallaCentrar fotograma actualCentrar el cursor i enquadrar totCentrar últim traçCentrar nodesCentrar vista al cursorCentrar vista a ratolíCanviar actiuCanviar la col·lecció activa d'ossos d'esqueletCanviar caràcterCanviar forma de col·lisióCanviar dades/documentsCanviar tipus d'efecteFactor de canviCanviar fotogramaCanviar joc de fitoatributs...Canviar ruta/documentsCanviar escenaCanviar escena...Canviar formaCanviar drecera...Canviar espaiatCanviar font de dades visibleCanviar blocatge de morfofitesCanviar el bloqueig de grups de vèrtexsDesselecció d'escaquerFillCercleSelecció de cercleSelecció de cercle (desseleccionar)Selecció de cercle (estendre)Cercle •NetejarNetejar canalsNetejar fotofitesNetejar punts aïllatsNetejar punts aïllats...Netejar rastresNetejar predefinits d'operadorNetejar espai de dadesNetejar pesos de grups de vèrtexNetejar repositori de treball I18nNetejar repositori de treballNetejarNetejar dreceresRetirarRetirar grup actiuRetirar totRetirar tots els paquets marcatsRetirar totes les restriccions de revelatRetirar animacióRetirar dades d'animacióRetirar recursRetirar recurs (establir usador fals)Retira dibuix lineal precuinatRetirar trajectes d'ossosRetirar cadena del botóRetirar dades de normals personalitzadesRetirar previsionats de blocs de dadesRetirar previsionats de blocs de dades...Retirar controladorsRetirar editatRetirar acció CORetirar fosaRetirar fosesRetirar usador falsRetirar pesos de vora difusaRetirar filtreRetirar aresta en FreestyleRetirar cara en FreestyleRetirar corbes espectreRetirar embargamentRetirar acció CIRetirar només indirectaRetirar inversióRetirar fitaRetirar fotofita (botons)Retirar fotofitesRetirar fotofites...Retirar etiquetesRetirar sobreseïment de bibliotecaRetirar líniaRetirar ubicacióRetirar paquet parcatRetirar màscaraRetirar trajectes de movimentRetirar restriccions d'objecteRetirar modificadors de l'objecteRetirar trajectes d'objectesRetirar origenRetirar dades sobresegudesRetirar paternitatTransformació inversa de retirar paternitatRetirar restriccions de posaRetirar ubicació de posaRetirar rotació de posaRetirar escala de posaRetirar transformacions de posaRetirar interval de previsionatRetirar llista de documents recentsRetirar elements recentsRetirar revelat de regióRetirar epígraf de revelatRetirar restricció de vistaRetirar girRetirar rotacióRetirar escalaRetirar dades de màscara d'esculturaRetirar costuraRetirar morfofitaRetirar morfofitesRetirar agudesaRetirar agudesa dels vèrtexsRetirar recurs únicRetirar fotofites simplesRetirar dades d'empellatRetirar solucióRetirar estatRetirar desfasament de segmentRetirar transformació de segmentRetirar temaRetirar inclinacióRetirar trajectòriaRetirar trajecte de rastreigRetirar accions inútilsRetirar transformacions d'usadorRetirar visorRetirar regió de visorClicarInsereix fotofites fent clicSegarClip...Regió de segatRegió de segat...ClonarTancarTancar àreaTancar finestraFiltre de telaReplegarCloure els canalsAglutinar arestes i caresReplegar i ocultar borns no usatsInstància de col·leccióInstància de col·lecció...Dibuix lineal de col·leccióColorFiltre de colorMescla de colorColumna en fotograma actualColumnes en fites seleccionadesColumnes en marcadors seleccionatsPentinarConConnectarConnectar totsConnectar pèlConnectar cossos rígidsConnectar segmentsConnectar parells de vèrtexConnectar camí de vèrtexConnectar a sortidaAutocompletar consolaFalca de consolaExecutar consolaIdioma de consolaReferent de restriccióOperació de restriccióRestringir a corba-FCicle sèrie de contextosConjunt booleà de col·lecció de contextCicle d'enumeració de contextMenú d'enumeració de contextCercle d'enumeració de contextCicle d'enter de contextMenú contextualRatolí modal de contextFlotant d'escalat de contextEnter d'escala de contextFixar contextDefinir booleà de contextEspecificar enumeració de contextDefinir flotant per contextDefinir cadena de contextEspecificar valor de contextPermutador de contextPermuta valors de contextContinuarSeguir fora de líniaFilera de punts de controlConvertir atributConvertir atribut de colorConvertir tipus de corbaConvertir corbes a sistema de partículesConvertir Fantasma d'imatge en Malla plaConvertir sistema de partícules en corbesConvertir partícules en mallaConvertir modes de rotacióConvertir enConvertir tipusConvertir volumConvertir espais en blancConvertir a corbesConvertir a mallaConvertir a malla plaConvertir a sistema de partículesCasc convexCopiarCopiar d'actiusCopiar actiu a objectes seleccionatsCopia tots els controladors a seleccióCopiar totes les capes a seleccióCopiar tots els materials a seleccióCopiar-ho tot a la seleccióCopiar-ho tot a objectes seleccionatsCopiar colorCopiar colors a seleccióCopiar restricció a seleccióCopiar restriccions als ossos seleccionatsCopiar restriccions a objectes seleccionatsCopiar camí de dadesCopiar controladorCopiar variables de controladorCopiar controlador a seleccióCopiar controladors a seleccióCopiar efecteCopiar modificadors-FCopiar camí de dades completCopiar transformació globalCopiar imatgeCopiar fotofitesCopiar etiquetaCopiar capa a seleccióCopiar joc de líniesCopiar marques a escenaCopiar materialCopiar material a seleccióCopiar materials a l'objecte seleccionatCopiar les coordenades UV emmiralladesCopiar modificadorCopia el modificador a la seleccióCopiar modificadors a objectes seleccionatsCopiar objectesCopiar només paràmetresCopiar opció a Aparells seleccionatsCopiar objecte instància de partículaCopiar sistemes de partículesCopiar posaCopiar posa com a recursCopiar paràmetres anteriorsCopiar ordre pythonCopiar transformació relativaCopiar informes al porta-retallsCopiar configuració de cos rígidCopiar paràmetres d'Aparellar a seleccióCopiar conjunt(s) de seleccióCopiar paràmetresCopiar configuració a predeterminatsCopiar-ne un de sol a la seleccióCopiar splinesCopiar traçosCopiar paràmetres d'Il·luminació d'estudiCopiar textCopiar configuració dels epígrafs de texturaCopiar paràmetres de rastreCopiar rastresCopiar tipus i ParàmetresCopiar mapes UVCopiar UVsCopiar vectorCopia el grup de vèrtexs a la seleccióCopiar com a controlador nouCopiar com a protocolCopiar des d'actiuCopiar de pista activaCopiar des d'objectesCopia a la biblioteca de recursosCopiar a porta-retallsCopiar a porta-retalls (com a protocol)Copiar a seleccióCopiar als segments seleccionatsCopiar a segments seleccionats...Copyright ©Angle cantonerFixació amb Suavitzat correctiuCrear joc de caresCrea material de traç FreestyleCrear corbes espectreCrear màscaraCrear nova col·leccióCrear directori nouCrear orientacióCrear rastreig de plaCrear recurs de posa...Crear Conjunt de seleccióCrea i afegeix ossos al conjunt de seleccióCrèditsInterfosaInterfondre sonsCubProjecció de cubCau actual a precuinarCursorCursor al centre de visióValor del cursor a seleccióCursor a actiuCursor a la graellaCursor a origenCursor a píxelsCursor a seleccióCursor a seleccióCursor a punt d'orientació d'RVCursor a origen de mónCorbaRotulador de corbesPermutar mode esculpir amb corbesEines de mapes corbaPen de corbesActualització de càmera expressaNormal adaptadaPersonalitzat...TallarTallar enllaçosRetallar textRecórrer el cicle d'epígrafs de revelatCiclar context d'espaiCicle per fixar tipus d'espaiCiclitzar obradorsCilindreProjecció de cilindreDistància PDC (triar)Deposar dades d'estibaDesactivar node visorLlista de canals de depuracióMenú depuracióDelmar (canvi permès)Delmar (taxa)Delmar corbaDelmar geometriaDelmar fotofitesDisminuir contrastDisminuir carteraDisminuir nombreDissoldre degeneratsGraus °Desentrellaçar pel·lículesEliminarEliminar fotograma actiuEliminar fotograma(es) actiu(s)Eliminar fotofita activa (capa activa)Eliminar fotofita activa (totes les capes)Eliminar fotofites actives (totes les capes)Eliminar-les totesEliminar tots els precuinatsEliminar tots els grupsEliminar tots els precuinats físicsEliminar tots els conjuntsElimina tots els grups desbloquejatsEliminar recursEliminar catàleg de recursosEliminar precuinatEliminar la col·lecció d'ossosEliminar dreceraEliminar fotogrames de partionamentEliminar recurs pinzellEliminar simulació de la cauEliminar canalsEliminar tascó de gradació de colorEliminar restriccióEliminar memòria cau actualEliminar corbaEliminar bloc de dadesEliminar controladorEliminar variable del controladorEliminar controladorsEliminar controladors per a seleccióEliminar fotogrames duplicatsEliminar bucle d'arestesEliminar arestesEliminar edicióEliminar el modificador de corba-FEliminar caresSuprimir fotogramaEliminar les fites generadesEliminar precuinat de node geometriaEliminar globalEliminar grup de Llapis de greixEliminar la capa del Llapis de greixEliminar grupEliminar jerarquiaEliminar nivells superiorsEliminar controladors no vàlidsEliminar fotofitaEliminar fotofita (botons)Eliminar fotofitesEliminar fotofites...Eliminar fotofites de joc de fitoatributsEliminar la fotofita del joc de fitoatributs (per nom)Eliminar nusEliminar bibliotecaEliminar memòria cau de llumEliminar aïllatsEliminar marcadorEliminar marquesEliminar paraula següentEliminar element d'interfície de nodeEliminar orientacióEliminar altres obradorsEliminar jerarquia de dades sobresegudesEliminar color de la paletaEliminar precuinat de físicaEliminar puntEliminar recurs de posaEliminar paraula anteriorEliminar suplecióEliminar informesEliminar fites de retemporitzacióEliminar escenaEliminar escena/esEliminar pantallaEliminar segmentEliminar os(sos) seleccionat(s)Eliminar documents seleccionatsEliminar conjunt de seleccióEliminar morfofitaEliminar un sol controladorEliminar una sola fotofitaEliminar dades i segmentEliminar segmentsEliminar textEliminar rastreEliminar pistesEliminar nodes en desúsEliminar vèrtexsEliminar pesosEliminar obradorEliminar amb copiar i reconnectarEliminar amb reconnexióDessorollar animacióDensitatMode densitatDesseleccionarDesseleccionar (Llista)Desseleccionar totDesseleccionar col·lecció d'ossosDesseleccionar ossosDeseleccionar epígraf de materialDeseleccionar objecteDeseleccionar objectesDesseleccionar ossos de posaDesseleccionar conjunt de seleccióDesseleccionar grup de vèrtexsDeslligarDeslligar enllaçosDeslligar nodesDeslligar sortidesDeslligar i moureEmplenat atapeït amb detallDetectar elements destacatsComunitat de desenvolupadorsDocumentació per a desenvolupadorsColors de vèrtexs ronyososDeshabilitar complementDeshabilitar paràmetre de canalDeshabilitar col·leccióDeshabilitar col·lecció en revelatDeshabilitar marcadorsDeshabilitar i mantenir transformacióDeshabilita l'extensióDeshabilitar des de la capa de visionatDeshabilitar en revelatDeshabilitar en miradorsDeshabilita l'extensió de temesDesconnectar totsDesconnectar pèlDesconnectar segmentsFiltre de discontinuïtat (euler)Mostrar variantDissoldreDissoldre ossosDissoldre arestesDissoldre caresDissol os(sos) seleccionat(s)Dissoldre seleccióDissoldre vèrtexsDistribuir tascons uniformementDistribuir tascons des de l'esquerraNo substituir connexionsDocumentacióVisió de dollyVista de Dolly...DonarFeu donacions a BlenderArrossegarArrossegar i deposarDibuixarDibuixar corbaDibuixar corbesDibuixar jocs de caresAbandonar morfofita activaDeposar col·leccióDeposar colorExclou l'extensió URLDeposar grup de nodes de geometria sobre objecteDeposar material en epígrafs de materialsDeposar material sobre l'objecteDeposar nomDeposar material anomenat sobre objecteDeposar objecte a escenaDeposar escenaDeposar mónDeposar per Retirar paternitat (mantenir Alt per no conservar les transformacions)Deposar per importar documentDeposar per Afillar (mantenir Alt per no conservar les transformacions)DuplicarDuplicar fotograma(es) actiu(s)Duplicar fotofita activa (capa activa)Duplicar fotofita activa (totes les capes)Duplicar àrea en una finestra novaDuplicar Recurs...Duplicar col·leccióDuplucar atribut de colorDuplicar restriccióDuplicar actualDuplicar corbaDuplicar fotofites buidesDuplicar elementDuplicar fotofitesDuplicar capaDuplicar la capa a un objecte nouDuplicar líniaDuplicar vinculatsDuplicar col·lecció vinculadaDuplicar marcadorDuplicar marcador a l'escenaDuplicar marcador a escena...Duplicar màscaraDuplicar elements de metabolaDuplicar nodesDuplicar objectesDuplicar sistema de partículesDuplicar os(sos) seleccionat(s)Duplicar morfofitaDuplicar segmentsDuplicar traçosDuplicar marca de tempsDuplicar grup de vèrtexsPrecuinat de pintat dinàmicTopologia dinàmicaPermutar topologia dinàmicaGradualitzarFotofites de gradualitzatMode de gradualitatTipus de gradualitatArestaPes de bisell d'arestaAresta cairadaBucles d'arestaSelecció d'anella d'arestesAnelles d'arestaEscórrer arestesEscissió d'arestesEditar ruta del directoriEditar controladorEditar controlador...Editar mida de detall del DyntopoEditar externamentEditar joc de caresEditar grupEditar metadadesEditar metadades...Editar distància mínimaMode edicióEditar imatge de previsionat...Editar propietatEditar valor de propietatEditar origenEditar textEditar valorEditar mida de vòxelOperació en os editableBuitPèl buitImatge fantasmaHabilitar complementHabilitar paràmetre de canalHabilitar col·leccióHabilitar col·lecció en revelarHabilitar marcadorsHabilitar repositori des de DeposicióHabilitar en revelatHabilitar a capa de visionatHabilitar en miradorsHabilita l'extensió de temesCodificar giny de malla a pythonCodificar metaaparellCodificar mostra de metaaparellCodificar metaaparell amb pythonCodificar mostra a pythonPunts finalsAfinar detallsEntrar en mode ajustamentEntrar/sortir del grupEqualitzar nansesEsborrarEsborrar desplaçamentFiltre de discontinuació d'eulerEuro €Executar documentFinestra d'execució de documentsExecutar predefinit en pythonSortir del grupSortir de mode retocarExpandirExpandir joc de cares actiuDeplegar canalsExpandir joc de cares per topologiaExpandir màscara per normalsExpandir màscara per topologiaDesplegar/replegar-ho totDesplegar/replegar els menús de capçaleraRefrescar explosióExportarExportar AlembicExportar totsExportar totes les col·leccionsExportar BVHExportar FBXExportar configuració de teclat...Exportar joc de fitoatributs...Exportar PLYExportar PO...Exportar STLExportar subtítolsExportar USDExportar disposició d'UVExporta a OBJ WavefrontExportar glTF 2.0Exportar a documentExportar a PDFExportar a SVGExportar...Instal·lació de paquet extern marcadaDesinstal·lació de paquet d'extDesinstal·lació marcada de paquet extSinc repositori d'extEstendreEstendre al fillEstendre al pareEstendre vèrtexsOperació de document externExtreure joc de caresExtreure paletaExtreure paleta de la imatgeMode d'extrapolacióExtrusióExtrudir seguint normalsContext d'extrusióExtrudir corba i moureExtrudir arestesExtrudir caresExtrudir cares seguint normalsExtrusió bifurcadaExtrudir individualmentExtrudir cares individualsExtrudir cares individuals i moure-lesExtrudir individu i moure'lExtrudir polivalentmentExtrudir polivalents seguint normalsExtrudir només arestesExtrudir només arestes i moure-lesExtrudir només vèrtexsExtrudir només vèrtexs i moure'lsExtrudir regióExtrudir regió i moure-laExtrudir regió i encongir/inflarExtrudir repetidamentExtrudir punts de traçExtrudir vèrtexsExtrudir i moure en normals individualsExtrudir i moure en normalsExtrusió en moure cursorExtrudir a cursorExtrudir a cursor o afegirPipetaOs pipetaBanda de color amb pipetaBanda de color amb pipeta (punts)Bloc de dades de pipetaProfunditat de pipetaControlador de pipetaFBX (.fbx)FBX (.fbx) (Antic)COaCIAcció CO-a-CIPosa CO-a-CICaraÀrea de caraIntensitat de normals de caresRegions de caresOcultar selecció de caresJoc de cares amb gest de capsaExtreure joc de caresJoc de cares amb el gest de llaçGest de línia de joc de caresJoc de cares des de selecció de mode edicióJoc de cares des de màscaraJoc de cares des de visibleVisibilitat dels jocs de caresCara en moure el cursorCares per costatsFosaPosicions de mitigacióTangència de mitigacióUsador falsRotonda d'eines de segona opcióPrevisionat exprésRestablir animació de vora difusaDesplegable selector de documentsEmplenarEmplenar entre articulacionsTapar foratsEmplenar màscaraEmplenar interval per seleccióEmplenar tessel·laFiltrarFiltrar canalsTela filtreFiltrar colorFiltrar mallaFiltrar rastresTipus de filtreBuscarCercar i reemplaçar...Buscar i definir la seleccióCercar documents que faltenCercar documents extraviats...Seguir buscantTrobar nodeTrobar node...Trobar...PrimerEncabirAjustar pla de fons a espai disponibleAjustar columnaAjustar previsionat a finestraAjustar a càmera d'escenaAplanatAplanar caresAplanar nansesInvertirInvertir (sense distorsions)Capgirar (topologia)Invertir gradació de colorInvertir horitzontalmentInvertir imatgeInvertir matcapInvertir nomsInvertir normalsInvertir tessel·lació de quadsInvertir quaternionsInvertir regióInvertir verticalmentSoleraFlorí ƒEdicions d'interlletratgeNavegació de volMode focusSeguir quads actiusSeguir quads actius...Camp de forçaForçar desblocatge de repositori actiuForçar desblocatge de repositori...EndavantEndavant en l'historialEndavantEnquadrar totEncabir-ho totFotograma enrereEnquadrar marges de càmeraEnquadrar el canal de sota el cursorFotograma endavantMoure fotogramaEnquadrar l'interval de previsionatInterval de fotogrames d'escenaEnquadrar escena/interval de previsionatEnquadrar seleccióEnquadrar selecció (vista quarterada)Enquadrar canals seleccionatsAlliberarAlliberar totAlliberar dadesAlliberar guiesAlliberar mallaAlliberar sorollAlliberar partículesDes d'etiqueta de Node actiuDes d'etiqueta de node connectatDes de nom de Sortida connectadaPelatgeInterfosa de gammaDifuminat gaussiàSuavitzat gaussiàGeneralGenerar previsionatGenerar previsionat des de l'objecteGenerar aparellEssa-zeta alemanya ßExtreure interval de fotogramesImpliqueu-vosFlòsticSelecció de flòsticRetoc de flòsticFlosticariClarorAnar a fotograma actualAnar al superiorCapturarCapturar clonCapturar UVsDegradatDegradat (lineal)Degradat (radial)GravetatLlapis de greix - Forma d'arcEsborrat de caixa amb Llapis de greixForma de capsa de llapis de greixLlapis de greix - Forma de cercleLlapis de greix - Forma de corbaDibuix de llapis de greixEsborrat de llaç amb Llapis de greixPipeta de llapis de greixEmplenar amb llapis de greixLlapis de greix - Etiqueta de color de grupInterpolació de llapis de greixOperació de capa de Llapis de greixLlapis de greix - Forma de líniaOperació del node Llapis de greixLlapis de greix - Pintat de vèrtexsLlapis de greix- Pes de pintatPen del Llapis de greixLlapis de greix - Forma de polilíniaEsculpir amb Llapis de greixRetallat de Llapis de greixLlapis de greix com a PDFLlapis de greix com a SVGGraellaEmplenar per quadretsAgrupar canalsAgrupar canals...Inserció en grupEngrandir joc de caresEngrandir màscaraEngrandir seleccióEngrandir visibilitatCometa «Cometa »Gestionar zones d'acció d'àreaTipus de nansaGestiona document .blend deposatOcultarOcultar jocs de cares actiusAmagar capa activaOcultar-ho tot dinsOcultar col·leccióOcultar corbesAmagar capes inactivesOcultar dins la col·leccióOcultar capa/esOcultar emmascaratOcultar materialsOcultar objectesOcultar un nivellOcultar altres col·leccionsAmagar les altresOcultar seleccionatsOcultar corbes seleccionadesOcultar rastresRetirar ocultació de rastresOcultar no seleccionatsOcultar corbes no seleccionadesOcultar/mostrarOcultar/mostrar totOcultar/Mostrar amb llaçOcultar/mostrar líniaOcultar/Mostrar emmascaratOcultar/mostrar polilíniaRessaltar documentHistorial d'incorporacionsCicle d'historialEnganxar a objecte nouEnganxar a objecte seleccionatEnganxar a l'objecte os seleccionatDivisió horitzontalTo/saturació/valorExportació de complement i18nImportar complement i18nConfiguració de càrrega d'i18nConfiguració de desat d'i18nCIaCOAcció CI-a-COPosa CI-a-COPolisferaAspecte d'imatgeEditar imatge externamentPintat d'imatgeSeqüència d'imatgesImatge des de visualitzacióImatge/seqüència...Importar AlembicImportar BVHImportar preferències de Blender {:d}.{:d}Importar FBXImportar seqüència d'imatgesImportar imatges com a PlansImportar configuració de teclat...Importar volum OpenVDBImportar OpenVDB...Importar PLYImportar PO...Importar STLImportar SVGImportar SVG com a llapis de greixImportar USDImportar OBJ WavefrontImportar glTF 2.0Importar...Incloure objectes seleccionatsAugmentar contrastAugmentar carteraAugmentar nombreIncrementar el número al nom del documentSagnarSagnar o autocompletarInflarInicialitzar jocs de caresIniciar actualització d'i18n en llengües seleccionadesConfiguració d'actualització d'i18n d'iniciInicialitzar màscaraConfiguració d'iniciPermutar ingressió d'atributInserirInserir fotograma en blancInserir fotofita en blanc (capa activa)Inserir fotofita en blanc (totes les capes)Inserir espaisInserir al grupInserir fitaInserir fotofitaInserir fotofita (botons)Inserir fotofita (per nom)Inserir menú de fotofitesInserir fotofita amb joc de fitoatributs...Inserir fotofitesInserir salt de líniaApartar inseritInserir morfofitaInserir una sola fotofitaInserir textInserir UnicodeInsereix un element de grup de nodesIncisar caresInstal·larInstal·lar complementInstal·lar plantilla d'aplicació...Instal·lar actualitzacions disponiblesInstal·lar extensióInstal·lar joc de funcionalitats des del document...Instal·lar il·luminacióInstal·lar marcadesInstal·lar plantilla des del document...Instal·la el tema...Instal·lar des de discInstal·lar des de disc...Instal·lar...Instanciar col·leccióInstància a escenaDireccionament de llum interactiu a cursorMirall interactiuCares interiorsInterpolarInterpolar seqüènciaMode d'interpolacióIntersecar (booleà)Intersecar (Ganivet)Nom de variable no vàlidInversInvertirInvertir canal alfaInvertir canal blauInvertir canalsInvertir canal verdInvertir colors d'imatgeInvertir blocatgesInvertir màscaraInvertir fixacionsInvertir canal vermellInvertir seleccióInvertir grup de vèrtexsInvertir visibilitatInvertir el visibleInvertir pesExclamació invertida ¡Interrogant invertit ¿AïllarAïlla la col·leccióAïllar capesAïllar materialCursivaUnirUnir àreaUnir emplenatsUnir entrades de grupUnir nodesUnir nodes del marcUnir mostres de paletaUnir la seleccióUnir rastresUnir com a formesUnir-se a Marc anomenatUnir-se en fotograma nou[Jump]: SaltarSalt temporal per deltaSaltar a...Saltar a epígraf d'accióSaltar a inici/finalSaltar al document en el puntSaltar a fotogramaSaltar a fotofitaSaltar a fotofitesSaltar a marcadorSaltar al marcador següentSaltar a segment posteriorSaltar a segment posterior (center)Saltar al marcador anteriorSaltar a segment anteriorSaltar a segment anterior (centre)Saltar a seleccióSalta al segmentSaltar a referentTipus de fotofitaAfegir selecció a joc de fitoatributsSuprimir selecció a Joc de fitoatributsFites a mostresNavallaProjecció de ganivetEina topologia de ganivetFixació amb deformació laplacianaSuavitzador de vèrtexs laplaciàAfegir amb llaçLlaç amb joc de caresOcultar amb llaçMàscara de llaçSelecció de llaçLlaç de selecció UVMostrar per llaçRetallat de llaçÚltimÚltima sessióRetículaDeformar retícula de seleccióConnexió gandulaPer saber-ne mésEsquerraVeí esquerreLlargadaMenysNivellsLlicènciaEmpacar luminogramaEmpacar luminograma...Limitar nombre de pesos per vèrtexLímitar el totalLimitar el totl de grups de vèrtexsDissolució limitadaLíniaInici de líniaSalt de líniaFinal de líniaJoc de cares per líniaOcultar per líniaMàscara de líniaNúmero de líniaProjecció de líniaMostrar per líniaRetallat de líniaVincleConnectar el node actiu a la seleccióAssociar blocadors a emissorVincular col·leccionsProva d'operació d'arrossegar per connectarVincular jaló a rastreEnllaçar nodesVincular objectes a 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bucle i escórrerSelecció del bucleGeometria aïlladaCrearFer baseFer col·lecció activaProduir aresta / caraFer-ne grupFer instància caraFer reals les instànciesInternalitzarFer sobreseïment de bibliotecaFer enllaçFer enllaçosFer localFer locals els marcadorsCrear metaCrear metasegmentFer permutador de plafóAssignar pareAssignar pare sense inversAssignar pare sense inversió (mantenir transformació)Fer rutes absolutesFer rutes relativesProduir cares planarsFer regularFer segmentFer Morfofita baseFer usador únicFer trajectòriaFer vèrtex pareCrear i substituir vinclesGestionar dades sobreresGestionar dades sobreres...ManualMarcar totsMarcar tots els paquetsMarcar aresta com a FreestyleMarcar cara com a FreestyleMarcar paquetMarcar costuraMarcar agutMarcar agudesa des de vèrtexsMarca com a recursMarcar com a recurs únicSelecció del caixa de marquesEmmascararGest amb màscara de caixaExtraure màscaraFiltre de màscaraMàscara emplenat atapeïtMàscara des del LímitMàscara des de cavitatMàscara de gest de llaçMàscara de gest de líniaMàscara gest de líniaLlescar màscaraLlescar màscara i Tapar foratsFragmentar amb màscara a nou objecteEmmascarar per colorMàscara des de la cavitatMàscara des del Límit de Jocs de caresMàscara des de Límit de MallaEmmascarar amb la capa superiorEmmascarar amb capa superior/inferiorEmmascarar amb la capa inferiorMàscara...Cercar fotofitaConlligar durada de filmacióCoincidir amb anteriorConlligar pendentConlligar espai de texturaMaterialsMaximitzar àreaMedirMitjàEstadístiques de memòriaCerca amb menú...FusionarFusionar-ho totFusionar animacióFusionar cap avallFusionar grupFusionar imatgesFusionar nodesFusionar normalsFusionar UVs segons distànciaFusió per distància[Mesh Deform Bind]: Fixació amb deformació de mallaFiltre de mallaMalla pla...Minimitzar estiramentEmmirallarEmmirallar fitesEmmirallar paràmetres d'AparellarEmmirallar morfofitaEmmirallar tipus i paràmetresEmmirallar grup de vèrtexsEmmirallar grup de vèrtexs (topologia)Emmirallar XEmmirallar YEmmirallatNodes mesclaCombinat descendentModeOperació de modificadorModificar etiquetesModificar recurs de posaMonaMésMés...Captura de moviment (.bvh)Els canals i el clic del el ratolíClicar amb ratolí les pistes d'ANLMoureMou modificador actiu a l'índexMoure modificador de segment actiu a índexMoure envers la baseMoure capa d'anotacióMoure arestes d'àreaMoure entre files d'IUMoure os a col·leccióMoure dreceraMou canalsMoure avall restriccióMoure amunt restriccióMoure restricció a índexMoure cursorMoure segment guionetAbaixarAbaixar regla d'eixamMou en avall l'estat d'eixamAbaixar efecteMoure avall l'objecte instànciaAbaixar modificadorAbaixar referentMoure efecte a índexMoure entradaMoure exportadorMoure mòdul de FreestyleMoure l'elementMoure capaMoure joc de líniesMoure línia/es avallMoure línia/es amuntMoure líniesMoure marcadorMoure materialMoure modificadorMoure origenMoure color de paletaMoure segmentMoure la seleccióMoure conjunt de selecció en la llistaMoure morfofitaTraslladar els epígrafs a una Acció novaMoure modificador de segmentMoure segments cap avallMoure segments cap amuntMoure epígraf de texturaMoure espai de texturaMoure marques de tempsElevarElevar la regla d'eixamMou amunt estat d'eixamElevar efecteElevar objecte instànciaElevar modificadorElevar referentMoure grup de vèrtexsMoure i lligarMoure capaMoure seguint eixMoure a col·lecció d'ossosMoure al capdavallMoure a col·leccióMoure al finalMoure a capaMoure a principi de líniaMoure a final de líniaMoure a paraula següentMoure a nodesMoure a paraula anteriorMoure al capdamuntMoure/allargar des del fotograma actualFilmació...Multiselecció de bucles d'arestaMultiseleccionar anelles d'arestaSelector multicàmeraMúltiples imatgesSigne de multiplicació ×MultiplicarMultires- Aplicar a baseMultires - Esborrador de desplaçamentsEscampar desplaçaments multiresMultires - Empaquetar externMultires - RecompondreMultires - Desar externMultires - SubdividirSilenciarSilenciar canalsSilenciar enllaçosSilenciar segmentsSilenciar segments no seleccionatsVisionat orbital NDOFVisionat orbital i zoom NDOFVisionat d'escombratge NDOFNDOF escombratge/zoomTransformació de vista NDOFNovaAcció novaNou catàleg de recursosNova col·lecció d'ossosCàmera nova des de Punt d'orientació d'RVNova col·leccióNova combinadaNou grup de nodes de compositacióNou grup de nodes de compositació del seqüenciadorNova aresta/cara des de vèrtexsNova cara des d'arestesCarpeta novaNou grup de nodes de geometriaNou modificador de node de geometriaNou grup d'eina de nodes de geometriaNova imatgeImatge nova des del marcador de plaNou elementCapa novaNova col·lecció d'endoil·luminacióLineament nouNova finestra principalNova màscaraNou materialNou arbre de nodesNou color de paletaPermutador de plafó nouNous paràmetres de partículesNou referent de partículaNova escenaNova pantallaNou conjunt de seleccióNova escena de seqüenciadorNou epígrafNou textNova texturaNova finestraNou obradorNou mónNou(s) des d'ObjectesNou des d'objectes capgiratsActiu següentBloc següentCaràcter posteriorCarpeta següentLínia posteriorParaula posteriorObrador posteriorInstància sense col·leccióOpcions de nodePrevisionat del nodeNode modificar ingressióNo polivalentNo-capNormalitzarNormalitzar actiusNormalitzar-los totsNormalitzar tots els grups de vèrtexsNormalitzar grup de vèrtexsNormalitzar pesosEines de vectors de normalsCercle NurbsCorba NurbsCilindre NurbsEsfera NurbsSuperfície NurbsTor NurbsObjecteObjecte i dadesObjecte i dades i materialsAnimació d'objecteDades d'animació d'objecteObjecte lineamentMenú del Mode objecteMarcada com a obsoletaExtreure'n bucle d'arestesDesplaçar inserció de bucle d'arestaBucles d'arestes extraSobre fotofites seleccionadesSobre marcadors seleccionatsUn objecteUn objecte per líniaManual en líniaReferència de python en líniaNomés emplenatsNomés traçosOpacitatObrirObrir document blendObrir document de memòria cauObrir revelat de memòria cauObrir vídeoObrir editor de controladorsObrir document externamentObrir ubicació de documentObrir fontObrir imatgeObrir imatgesObrir ubicació externamentObrir preferències...Obrir web predefinitObrir soObrir so monoObrir document de mòdul d'estilObrir textObrir...Obrir/TancarXuleta d'operadorsOperador Cercle d'enumeracióPredefinit d'operadorCerca d'operador...Orbitar a l'inrevésOrigenContornOperació de dades d'animació en inventariOperació de restricció en inventariOperació de dades en inventariPermutador de mode edició a l'inventariCòpiar dades d'ID en inventariOperació de dades d'ID en inventariEnganxar les dades d'IDE en inventariRemapejar dades d'ID en inventariOperació de biblioteca en inventariOperació de sobreseïment de biblioteca en inventariOperació pal·liativa del sobreseïment de biblioteca en inventariOperació de modificació en inventariOperació d'objecte en inventariPermutador de mode posa a l'inventariOperació d'escena en inventariConsignar acció a l'inventariJerarquia de dades sobresegudesEmpaquetarEmpaquetar precuinat de node de geometriaEmpaquetar imatgeEmpacar illesEmpaquetar biblioteques vinculadesEmpaquetar recursosEmpaquetar soPintatEscombratge de vistaDirecció de l'escombratge de visionatPermutador de plafóPaternitzarDirectori superiorArbre de node parePermutar edició de partículesSistema de partículesEnganxarEnganxar blocs de dadesEnganxar controladorEnganxar variables del controladorEnganxar modificador-FEnganxar documentEnganxar invertitEnganxar transformació globalEnganxar imatgeEnganxar fotofitesEnganxar joc de líniesEnganxar materialEnganxar objectesEnganxar posaEnganxar posa invertidaEnganxar conjunt(s) de seleccióEnganxar SplinesEnganxar traçosEnganxar textEnganxar configuració d'epígraf de texturaEnganxar rastresEnganxar UVsEnganxar vectorEnganxar pesos a la seleccióEnganxar posa invertida en XEnganxar i precuinarEnganxar com a nou recursEnganxar per capaEnganxar des de porta-retallsEnganxar a fites seleccionadesCamíRuta/documentsPausar precuinatPenPer joc de caresPer part aïlladaPer milla ‰Per vèrtexPerspectiva/OrtogràficAgafar el camí més curtFixarFixar escena a obradorPinçarPinçar UVsPivotar a vèrtex actiuPivotar a marge de màscaraPivotar a origenPivotar a superfície sota el cursorPivotar a no-emmascaratCol·locar cursorCol·locar objecte sota el ratolíEixos senzillsPlaReproduir animacióReproduir animació reveladaNúvol de puntsApuntar normal a referentApuntar a referent..PuntsPorcionar caresPols per nombrePolígonPolimuntatgePolimuntatge - Eliminar al cursorPolimuntatge - Dissoldre al cursorPolimuntatge - cara al cursorPolimuntatge - Dividir al cursorPolimuntatge - Transformació al cursorPolilíniaAfegir polilíniaJoc de cares per polilíniaOcultar per polilíniaMàscara polilíniaMostrar per polilíniaRetallat de polilíniaPartionador de posesOperació de canal posaLliura £Preferències...PrecarregarPrecarregar fotogramesPitjar botóActiu anteriorBloc anteriorCaràcter anteriorCarpeta anteriorLínia anteriorParaula anteriorObrador anteriorProjectar aplicacióProjectar edicióProjectar imatgeProjectar a línia amb el gestProjectar des de visualitzacióProjectar des de la vista (delimitat)Propagar posaPropagar a formesProtegir canalsVoluminarPurgarPurgar totPurgar dades sobreres...ReforçarAcció davallarEmpènyer posa des de partióReforçar / afluixarReforçar/afluixar fotofitesReforçar/afluixarReferència de l'API de pythonRedimensionar vista quarteradaRemallar quadrifluxQuantificacióQuantificar pesos de vèrtexsEdició ràpidaExplosió ràpidaPelatge ràpidLiquid ràpidFum ràpidPlegarPlegar de BlenderControl radialRadiAleatoriAleatoritzarAleatoritzar colorsAleatoritzar colors de jocs de caresAleatoritzar transfornacióAleatoritzar vèrtexsRegenerar aparellRe-fitar punts de les formes seleccionadesRefitar punts de formaRe-sincronitzar morfofitesLlegir capes de visionatReassignar ingressionsRecompondreRecompondre BVHReconstruir subdivisions inferiorsRecompon els índexs de vídeos supletoris i cronogràficsRecalcular nansesRecalcular interiorRecalcular normalsRecalcular exteriorRecalcular girRecentrar ganxoRecuperar autodesatRecuperar última sessióRedefinir gràfiques d'equalitzadorReferRefer edicions del catàlegRefer últimaReaplicar temporitzacióReferència...Afinar marcadorsRefrescarRefrescar-ho totRefrescar arxiuRefresca biblioteca de recursosRefrescar previsionats de blocs de dadesRefrescar controladorsRefrescar llista de documentsRefrescar dades de l'I18n...Refrescar objectes instànciaRefrescar localRefrescar remotRefrescar seqüenciadorActualitzar llista d'accionsRegióRegió alfaRegistrarRegistrar associació de documentMarca registrada ®RegularRenodularDestensarDestensar jocs de caresRelaxar posa a partióDestensar UVsNotes de la distribucióRecarregarRecarregar vídeoRecarregar document d'historialRecarregar imatgeRecarregar imatgesRecarregar bibliotecaRecarregar protocolsRecarregar document d'iniciRecarregar segmentsRecarregar segments i ajustar longitudRecarregar traduccióReubicarReubicar bibliotecaReubicar ID vinculatRemallarSuprimirSuprimir AOVSuprimir grup actiuSuprimir joc de fitoatributs actiuSuprimir camí del joc de fitoatributs actiuSuprimir complementSuprimir tots els grupsSuprimir tots els materialsSuprimir tots els sistemes de partículesSuprimir animacióSuprimir capa d'anotacióSuprimir biblioteca de recursosSuprimir l'etiqueta del recursSuprimir atributSuprimir ruta d'autoexecucióSuprimir regla d'eixamSuprimir estat d'eixamSuprimir col·lecció d'ossosSuprimir referència de col·lecció d'ossosSuprimir os de la Col·lecció d'ossosSuprimir ossos del Conjunt de seleccióSuprimir pinzellSuprimir imatge de rerefons de càmeraSuprimir llençSuprimir col·leccióSuprimir atribut de colorSuprimir born de CriptotrepaSuprimir segment guionetSuprimir duplicadesSuprimir controladorSuprimir dades d'animació buidesSuprimir exportadorSuprimir repositori d'extensionsSuprimir joc de funcionalitats externesSuprimir associació de documentSuprimir guies d'emplenatSuprimir mòdul de FreestyleSuprimir de la col·lecció d'endoil·luminacióSuprimir espaisSuprimir espais (Tots)Suprimir efecte llapis de greixSuprimir ganxoSuprimir CISuprimir ítemSuprimir configuració de teclatSuprimir element de teclariSuprimir configuració del teclatSuprimir capaSuprimir grup de capesSuprimir grup de llumSuprimir joc de líniesSuprimir capa de màscaraSuprimir epígraf de materialDesconjuntar metaDesconjuntar metasegmentsSuprimir modificadorSuprimir sobreseïmentSuprimir sobreseïmentsSuprimir punt de corba de pinturaSuprimir objecte instància de partículesSuprimir epígraf de sistema de partículesSuprimir referent de partículaEliminar previsionatSuprimir propietatSuprimir directori de protocols de pythonSuprimir epígraf de revelatSuprimir visualització de revelatSuprimir repositoriSuprimir repositori i documentsSuprimir cossos rígidsSuprimir cos rígidSuprimir restricció del cos rígidSuprimir món de cos rígidSuprimir filtre de filesSuprimir segmentSuprimir ossos seleccionatsSuprimeix els ossos seleccionats de tots els conjuntsSuprimir entrada seleccionadaSuprimir elements seleccionatsSuprimir selecció de la col·lecció activaSuprimir la selecció de la col·lecció activa d'ossosSuprimir morfofitaSuprimir dreceraSuprimir un sol sobreseïmentSuprimir rastre d'estabilització rotacionalSuprimir rastre estabilitzadorSuprimir modificador de segmentSuprimir epígraf de superfícieSuprimir referentSuprimir quadre de textSuprimir temaSuprimir tessel·laSuprimir objecte rastrejadorSuprimir mapa UVSuprimir en desúsSuprimir col·lecció d'ossos en desúsSuprimir col·leccions en desúsSuprimir grups de llum en desúsSuprimir epígrafs de material no usatsSuprimir epígrafs en desúsSuprimir punt d'orientació d'RVSuprimir grup de vèrtexsSuprimir capa de visionatSuprimir de grup actiuSuprimir des de totSuprimir de totes les col·leccionsSuprimir de tots els grupsSuprimir de la col·leccióSuprimir del fotogramaSuprimir del Joc de fitoatributsSuprimeix de la vista localSuprimir preferits ràpidsSuprimir del grup de vèrtexsRebatejarReanomenar epígraf d'accióRebatejar os actiu...Reanomenar element actiu...Reanomenar objecte actiu...Reanomenar capa d'anotacióReanomenar la col·lecció d'ossos d'esqueletReanomenar osReanomenar col·lecció d'ossosRebatejar canalReanomenar bloc de dadesReanomenar os editableCanviar nom de document o directoriReanomenar dibuix de Llapis de greixReanomenar la capa del Llapis de greixReanomenar grup de capes del Llapis de greixRebatejar marcaReanomenar modificadorReanomenar pista d'ANLReanomenar objecteReanomenar os de posaReanomenar grup de vèrtexsRebatejar element de visualitzacióReanomenar capa de visionatReanomenar morfofitaReanomenar...RevelarRevelar objecte actiuRevelar animacióRevelar àudio...Revelar capa canviadaRevelar imatgeRevelat efímerRevelar instantànies de fotofitesRevelar regióRevelar regió...Previsionar seqüència de revelatRevelar animació de seqüenciador[Render Sequencer Animation]: Revela l'animació del seqüenciadorEpígraf de revelat següentEpígraf de revelat anteriorPrevisionar revelat d'instantàniaRevelar previsionat del miradorReordenarReordenar les col·leccions d'ossos d'esqueletReordenar columnesReordenar el modificador de Corba-FReordenar la màscara de capa del Llapis de greixReordenar capaReordenar capesReordenar espacialment la mallaReordenar al darrereReordenar a capdavantRepetir historialRepetir l'historial...Repetir últimaSubstituirSubstituir i definir seleccióSubstituir accióReemplaçar totSubstituir imatgeSubstituir fotofitaSubstituir fotofitesSubstituir connexionsSubstituir una sola fotofitaSubstituir per nova accióSubstituir...Rellançar operadorsInformar de documents que faltenInformar d'incidènciaRepositoriReprojectar traçosReprojectar traços...ReiniciarRestablir-ho tot als valors predeterminatsReajustar fonsReiniciar gradació de colorReiniciar perfil de corbaRestrablir distànciaRestablir animació de vora difusaReiniciar ganxoRestablir carteraRestablir sobreseïment de bibliotecaRedisposar nodeRecarregar nodesRedisposar nodes dins el marcRestablir longitud originalReiniciar dades sobresegudesReiniciar perfilReinicialitzar recentsReiniciar retemporitzacióRestablir configuracióRestablir-ne un de sol a valor per defecteRestableix a originalReiniciar transformacióReiniciar UVsRestablir no fitatsRestablir vectorsRestablir color de vèrtexRedisposar vistaRestablir a tema predeterminatRestablir a valor predeterminatRedimensionarRedimensionar columnaRedimensionar imatgeRedimensionar nodeResoldre conflicteRestablirRestaurar àreesRestablir element de teclariRestablir teclari(s)Restablir predeterminats d'operadorRestaurar acció prèviaEvitar revelat de no seleccionatsReprendreResincronitzar jerarquia de dades sobresegudesForçar la resincronització de la jerarquia de dades sobresegudesRetemporitzar segmentsRetemporitzacióEvidenciarEvidenciar corbesEvidenciar cares/vèrtexsEvidenciar ocultsEvidenciar seleccionatsInvertir colorsCapgirar UVsRevertirRevertir recurs pinzellRevertir a recursRevertir a preferències desadesReactivar Corbes-F deshabilitadesDretaVeí dretAparellar - Afegir joc de colors[Rigify Add Color Set]: Aparellar - Afegeix un joc de colors del TemaAparellar - Afegir jocs de color stàndardAparellar - Aplicar colors actius/seleccionats per la usuàriaAparellar - Cofificar metaaparellAparellar - Codificar mostra de metaaparellatAparellar - Codificar ginyAparellar - Generar aparellAparellar - Agafar colors actius/seleccionats des del tema actualAparellar - Suprimir tots els jocs de colorsAparellar - Suprimir joc de colorsAparellar - Actualitzar capes de metaaparellAparellar - Actualitzar tipus de metaaparellatArrencarArrencar arestaRegió d'arrencarArrencar vèrtexsArrencar vèrtexs i estendreArrencar vèrtexs i emplenarGiravoltarGiravoltar a l'esquerraGiravoltar a la dretaArrelsRotarRotar 180°Rotar 90° en sentit horariRotar 90º en sentit antihorariRotar colorsRotar aresta en sentit antihorariRotar aresta en sentit horariRotar imatge ortogonalRotar normalsRotar aresta seleccionadaRotar UVsRotar visionatRotar...RotacióRotació - Permuta de polAfegir regleSuprimir regleExecutar document pythonExecutar protocolStl (.stl)SVG com a llapis de greixMostrejarPiscar colorRecollir mida del detallMostrejar grupPescar líniaMostrejar grup de vèrtexsMostrejar pesosMostres a fitesDesarDesar totes les imatgesDesar modificadesAnomenar i desarAnomenar com a recurs...Desar com a imatgeAnomenar i desar...Desar catàlegs de recursosDesar document BlenderDesar Recurs PinzellDesar canvis del RecursDesar còpia...Desar Il·luminació d'estudi personalitzadaDesar imatgeDesat incrementalDesar noves preferènciesDesar persistent a...Preferències de desarDesar pantalladaDesar pantallada (editor)Desar pantallada (editor)...Desar pantallada...Desar seqüènciaDesar com a document d'iniciDesar informació del sistema...Desar temaDesar imatge de visorDesar còpia...Desar com a Recurs PinzellDesar com a morfofitaDesar com a il·luminació d'estudiGràfica vectorial escalable (.svg)EscalarEscalar a mitjanaEscalar fotofites a mitjanaEscalar os-DEscalar os-DEscalar gàbiaEscalar distància de fundaEscalar vora difusaEscalar radiEscalar mida de regióEscalar mida de pinzell d'esculpir/pintarEscalar espai de texturaEscalar per encabirEscalar des de veïnaEscalar per emplenarCàmera d'escena a Punt d'orientació d'RVDibuix lineal d'escenaCargolarActualització node de protocolRodolarRodolar avallRodolar a esquerraRodolar pàginaRodolar a dretaRodolar amuntIncorporar retropaginatBarra ròdolActivar rodoladorEsculpirMode esculpirCostures d'illesMenú de cercaOperador de cercaMenú de cerca únicaCercar...SeleccionarSeleccionar (Nanses vinculades)Seleccionar (Temps vinculat)Seleccionar (Llista)Seleccionar (vora del fotograma)Seleccionar (no connectats)Seleccionar càmera activaSeleccionar totSeleccionar tot per tipusSeleccionar alternsSeleccionar eixSeleccionar ossosSeleccionar ossos de la col·lecció d'ossosSeleccionar bucle de contornSelecció de caixaSeleccionar per nombre de polsTipus de selecció per traçSeleccionar càmeraSeleccionar canalSeleccionar fotofites del canalSelecció de cercleSeleccionar connectatsSeleccionar referent de restriccióSelecciona fila de punt de controlSeleccionar directoriSeleccionar extremsEstendre seleccióEstendre selecció (Llista)Seleccionar cares per costatsSeleccionar emplenatSeleccionar fills de marcSelecció grupalSelecció grupal...Engrandir seleccióSeleccionar nansaSeleccionar nansesSeleccionar jerarquiaSeleccionar ganxoSeleccionar cares interiorsSeleccionar fitaSeleccionar fites / nansesSeleccionar fotofitesSelecció de llaçSeleccionar esq/dreSeleccionar menysSeleccionar blocadors de l'endoil·luminacióSeleccionar receptors d'endoil·luminacióSelecció per líniaSeleccionar connectatsSeleccionar connectats totsSeleccionar connectats - cares aplanadesSeleccionar connectats des deSeleccionar connectats amb cursorSeleccionar connectats aSeleccionar connectats - vèrtexsSeleccionar vèrtexs connectats amb cursorSeleccionar bucleSeleccionar la regió interior del bucleSeleccionar geometria aïlladaSeleccionar marques abans/després del fotograma actualSeleccionar materialSeleccionar epígraf de materialMenú de seleccióSelecció mirallMode de seleccióSeleccionar mésSeleccionar següentSeleccionar element següentSeleccionar no polivalentsSeleccionar objecteSeleccionar jerarquia d'objecteSeleccionar objectesSeleccionar objectes de col·leccióSeleccionar orientació[Select Overlap]: Seleccionar solapamentSeleccionar punt de corba de pinturaSeleccionar os pareSeleccionar marc pareSeleccionar pares o fillsSeleccionar patróSeleccionar patró...Seleccionó de connectats amb cursorSeleccionar fixatsSeleccionar ossos de posaSeleccionar anteriorSeleccionar element anteriorSelecció aleatòriaSeleccionar informeSeleccionar arrelsSeleccionar mateixa col·leccióSeleccionar conjunt de seleccióSeleccionar cantells agutsSeleccionar camí màxim de curtSeleccionar costatSeleccionar costat de fotogramaSeleccionar similarSeleccionar regions similarsDivisió de seleccióSeleccionar rastres d'estabilització rotacionalSeleccionar rastres estabilitzadorsSeleccionar textSelecció escacadaSeleccionar marca de tempsSeleccionar puntesPermutar seleccióPermutar selecció (Llista)Seleccionar desagrupatSeleccionar grup de vèrtexSeleccionar element de vistaSeleccionar un motSeleccionar segons atributSeleccionar per tipusObjectes seleccionatsFixats seleccionatsSeleccionats a desseleccionats adjacentsSeleccionat(s) a cursorSeleccionat(s) a cursor (desplaçat)Seleccionat(s) a píxelsSeleccióPintat de seleccióSelecció a actiuSelecció a fotograma actualSelecció a cursorSelecció a cursor (mantenir separació)Selecció a valor de cursorSelecció a graellaSelecció al fotograma més pròximSelecció al marcador més pròximSelecció al segon més pròximSepararSeparar ossosSeparar emplenatsSeparar imatgesSeparar epígrafsLliscar seqüènciaDades d'intercanvi de seqüenciadorRàtio d'enquadrament de la vista del seqüenciadorOperació del seqüenciadorSituar cursor 2DUbicar cursor 3DConsignar càmera activaConsignar vídeo actiuConsignar grup actiuDetermina el joc de fitoatributs actiuConsignar capa activaConsignar material actiuConsignar modificador actiuConsignar objecte actiu com a càmeraDefinir morfofita activaConsignar modificador de segment actiuConsignar grup de vèrtexs actiuDeterminar atributDefinir eixDeterminar l'espai de color de treball del document de blenderDefinir extremsDeterminar maj/minEspecificar mode de videoclipDefinir atribut de colorDefinir etiqueta de colorDefinir tipus de cantellDefinir cursorSituar el cursor al desplaçamentDefinir extrems de corbesDefinir radi de corbaDefinir resolució de corbaDefinir tipus de corbaDeterminar punt de corbesDefinir objecte superfície de corbaDeterminar estat cíclicConsignar amplada per defecte de node grupalDef. fotograma finalAssignar etiquetes d'extensióDefinir l'extrapolació de Corba FDefinir soleraDefinir fotograma (Previsionat de segment)Fixar visionat a segmentsDefinir 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pantallaEspecificar mode de seleccióDefinir segments seleccionats com simulacionsDefinir seleccióDefinir l'agudesa segons l'angleEspecificar escala resolutivaDefinir fotofita de resolutorDefinir rapidesaDefinir tipus de splineDef. fotograma iniciDefinir punt inicialAplicar estèreo 3DDefinir tipus de traçDeterminar estilTriar temaDeterminar eina per a tipus de pinzellArranjar eines per índexArranjar eines per nomDefinir opacitat com a uniformeDeterminar gruix com a uniformeDefinir regió d'usuàriaDefinir colors de vèrtexConfigurar fons de miradorDefinir com a murDefinir pesosDefinir eix XDefinir eix YAplicar accióAplicar acció activaConsignar com a material actiuDefinir com a rerefonsDefinir a partir de caresParàmetres des d'actiuConfiguracióConfigurar rastreig d'escenaAspecció d'autosuavitzatAspecció aplanadaAspecció suavitzadaAspecció suavitzada segons angleActualització d'aspectorRetallar formaPropagar formaCantells agutsVèrtexs agutsFer agut/desContrastar màscaraEsqueixarEsqueixar fotofitesEsqueixar fitesCamí més curtMostrarMostrar actiusMostrar-ho totMostra-ho tot dinsMostrar totes les capesMostrar tots els materialsMostrar col·leccióMostrar editor de controladorsMostrar objectes ocultsMostrar segments ocultsMostrar jerarquiaMostrar registre d'informacióMostrar dins la col·leccióMostrar jerarquia d'objectesMostrar un nivellMostrar paquet (retirar)Mostrar paquet (aplicar)Mostrar fites de retemporitzacióMostrar paràmetresMostrar rastresMostrar/ocultar un nivellMostrar/ocultar visualització de revelatEncongir joc de caresEncongir màscaraEncongir visibilitatEncongir/inflarPredefinit de corba d'obturadorCostat de l'actiuCostat del fotogramaSimplificarSimplificar traçFletxa solaOs únicAcció d'usador únicMón d'usador únicCrear empellat d'esqueletMarcar/retirar empellats soltsIgualar radis d'empellatRedimensionar empellatMarcar arrel d'empellatLliscarLliscar marcadorLliscar punt de corba de pintatMarcador de lliscament de plaLliscar puntLliscar curvatura de SplineEscórrer vèrtexsMoureTraslladar contingut de segmentTraslladar segmentsVersaletesAutoprojecció d'UVsProjecció d'UVs intuïda...EscamparSuavitzarSuavitzar (gaussià)Suavitzar (antic)Radi de corba suauSuavitzar inclinació de corbaSuavitzar pesos de corbaSuavitzar cantellsSuavitzar caresSuavitzar fitesSuavitzat laplaciàSuavitzar màscaraSuavitzar vectors de normalsSuavitzar puntsRodolar suauSuavitzar traçSuavitzar vectorsSuavitzar colors de vèrtexsSuavitzar grup de vèrtexsSuavitzar pesos de vèrtexsSuavitzar vèrtexsSuavitzar vèrtexs (laplacià)Suavitzar visionatSuavitzar vista 2DAcoblarAcoblar cursorCoblar el valor del cursor a la seleccióAcoblar cursor a actiuAcoblar cursor a graellaAcoblar cursor a seleccióAcoblar cursor als punts seleccionatsAcoblar cursor a origen mundialAcoblar corbes a superfícieAcoblar fitesAcoblar seleccióAcoblar selecció a actiuAcoblar selecció al cursorAcoblar selecció a graellaAcoblar segmentsAcoblar segments al fotograma actualAcoblar a superfície deformadaAcoblar a superfície més pròximaAcoblar a simestriaSolidificarSolidificar caresSolucióResolutiva de càmeraResoldre moviment de càmeraResoldre moviment d'objecteOrdenar elementsOrdenar elements de mallaOrdenar paletaOrdenar grups de vèrtexOrdenar jerarquia d'ossosOrdenar per nomOrdenar des de columnaSoInterfosa de sonsSo a mostresSo...AltaveuControl de velocitatEsferaProjecció esfèricaGiravoltarCareta d'iniciDespartirDividir àreaDespartir cares còncavesDespartir multicamDespartir cares no planarsEscindir normals[Split Strips]: Dividir segmentsDividir amb el moviment del cursorTraç despartitQuadratRastres d'estabilització rotacionalRastres estabilitzadorsStanford PLY (.ply)Iniciar l'edició de l'acció dipositadaIniciar el retocat d'accions de segment (estiba completa)Iniciar el retocat d'accions de segment (estiba inferior)Dipositar accióEstadístiquesControl de pinzell plantillaCosirDeixar l'edició de l'acció dipositadaDeixar de retocar accions de segmentEmmagatzemar instantània de rectificació per a les edicions del catàleg de recursosEstirarEstirar per EmplenarTransformació de segment a encaixarTraçTraçar corbes esculpidesMode traçTraçosPermutar mode pintat de traçPermutar mode esculpir de traçPermutar mode vèrtex de traçosPermutar mode de pesos de traçFortSubdividirSubdividir anella d'arestesSubdividir traçSubdividir i suavitzarDeterminar subdivisionsRestarSuperíndex ²Superíndex ³Superíndex ¹SuportFixació de deformar superfícieSuavitzar superfícieIntercanviarIntercanviar àreesIntercanviar colorsIntercanviar dadesIntercanviar grup buitIntercanviar ingressionsAlternar connexionsNode intercanviarIntercanviar recurs de grup de nodesIntercanviar segmentIntercanviar segmentsIntercanviar zonaDirecció contràriaCanviar a polCanviar a rotacióSimetritzarSincronitzar longitud d'accióSincronitzar bornsEstrènyerTipus de permutador de pinzell temporalProvar els nodes aspectors internsFer proves de configuració de teclat per als conflictesTextAutocompletar textDegradat de texturaMode pintat de texturaInclinarDesfasament temporalTemps de desplaçament de fotofitesPistesA l'objecte 3DA totes les sortidesA última fotofita (fer cíclic)A les sortides connectadesA les egressions aïlladesA minúsculesA fotofita següentA esferaA majúsculesPermutar negretaPermutar caixaPermutar editabilitat de canalPermutar paràmetre de canalPermutar comentarisPermutar cíclicPermutar guió tècnicPermutar usador falsPermutar camp de forçaPermutar editor de gràfiquesPermutar borns de node ocultsPermutar l'ocultació de documents de puntsPermutar cursivaPermutar editabilitat del sobreseïment de bibliotecaPermutar vista localPermutar selecció travadaPermutar maximitzar àreaPermutar metaPermutar segment metaPermutar silenciarPermutar node silenciarPermutar opcions de nodePermutar previsionat de nodePermutar selecció d'objectePermutar capa d'egressióPermutar sobreescriurePermutar fixacióPermutar ID de fixacióPermutar mode posaPermutar Vista quarteradaPermutar de regióPermutar seleccionatsPermutar seleccióPermutar seqüenciador/previsionatPermutar tipus d'aspectorPermutar versaletaPermutar estilPermuta la consola del sistemaPermutar tipus actiuPermutar subratllatPermutar sessió de RVPermutar node visorPermutar la visibilitatPermutar finestra de pantalla completaPermutar raigs-XEinaBarra d'einesCrida de la barra d'einesDalt de totTorTraç imatge per llapis de greixRastrejar marcadorsOrdre de rastresTrajectòria de rastreParàmetres de rastres predeterminatsRatolí de bolaTransferir anim CO a CITransferir anim CI a COTransferir dades de mallaTransferir disposició de dades de mallaMode transferènciaMode esculpir per transferènciaTransferir morfofitaTransferir mapes UVTransferir pesosTransformarConfigurar transformació amb flòsticTransformar al moviment del cursorTransformar des de flòsticPropietats de transformacióTransformar a deltesTransicióTriangles a quadsTriangular caresRetallarGest de retallat de caixaGest de retallat de llaçGest de retallat de líniaGest de retallat de polilíniaPrevisió d'incidènciesRetocarRoscarTipusImportació d'USD enllestidaArrencar UVMore UV arrencatMode de selecció UVEsfera UVDesubdividirDesmarcar "en solitari" a totsDes-metar segmentDesassignar epígrafBorns no connectatsSubratllatDesferDesfer edicions del catàlegHistorial de desferBotó desferDesfer i referDesagruparDesagrupar canalsVèrtexs no agrupatsDesocultar totUnificar longitudDessagnarDesinstal·larDesinstal·lar marcadesDesinstal·lar Il·luminació d'estudiDescripció de l'Escena Universal (.usd, .usdc, .usda)DesvincularDesvincular accióDesvincular col·leccióDesenllaçar bloc de dadesDesvincular objecteDesvincular permutador de plafóDesvincular accióDesvincular materialDesvincular texturaDesvincular mónDestravar-ho totDesbloca tots els materialsDesblocar tots els repositoris (en proves)Desblocar seleccionatsDesblocar segmentsDesblocar rastresDesblocar no seleccionatsDesmarcar totsDessilenciar canalsDessilenciar segments desseleccionatsDessilenciar segmentsDesempaquetarDesempaquetar precuinat de node de geometriaDesempaquetar imatgeDesempaquetar elementDesempaquetar biblioteques vinculadesDesempaquetar recursosDesempaquetar soDesfixarDesprotegir canalsDesregistrarRectificar propietatDe-subdividirDesembocallarDesembolcallat basat en angleDesembolcallat conformeDesembolcallat d'estirament mínimActualitzarActualitzar tots els trajectes de movimentActualitzar tots els trajectes d'objectesActualitzar tots els trajectesActualitzar-ho tot fins al fotogramaActualitzar restriccions de transformació d'animacióActualitzar animacióActualitzar memòria cau d'animacióActualitzar trajectes de moviment d'esqueletActualitzar repositori de BlenderActualitzar trajectes d'ossosActualitzar punts d'orientació personalitzats d'RVActualitzar ressaltatActualitzar complement i18nActualitzar el repositori I18n de BlenderActualitzar estadístiques d'i18nActualitzar repositori de treball I18nActualitzar imatge des de marcador de plaActualitzar trajectes d'objectesActualitzar trajecteActualitzar interval des d'escenaActualitzar visualització d'informesActualitzar interval de fotogrames de l'escenaActualitzar repositori de treballActualitzar des d'objectesActualització des d'objectes capgiratsActualitzar aparell de caraActualitzar metaaparellUsar nodes Alfa a sobreUsar nodes de combinar profunditatUsar nodesComunitats d'usuàriesValidar cadenes .blendValidar referències de col·leccionsVersionar propietat d'ocultació d'osVèrtexColor de vèrtexs des del pesConnexió de vèrtexsCamí de connexió de vèrtexsCairat de vèrtexNivells de grups de vèrtexsPintura de vèrtexsBrillantor/Contrast de pintura de vèrtexsTo/Saturació/Valor de pintura de vèrtexsInvertir pintura de vèrtexsNivells de pintura de vèrtexsMode pintat de vèrtexsDefinir color de pintat de vèrtexsOcultar selecció de vèrtexsEscórrer vèrtexsDivisió verticalVisionar tots a l'Editor de gràfiquesVisionar animacióEix de vistaVisionar càmeraCentre de visióVeure detallsConsultar documentacióDeposar a la vistaVista amb escombratge de margeVisionar filtreVisionar en l'Editor de gràfiquesCentre de bloqueig de vistaRetirar bloqueig de visionatBloqueig de visionat a actiuConsultar manualNavegació visual (caminant/volant)Consultar manual en líniaVisió orbitalVista perspectiva/ortogràficaVisionar revelatGiravoltar la visióRodolar la vistaVeure seleccionatsVisionar en solitari a l'Editor de gràfiquesVista de ZoomVeure ràtio de zoomVisionar a l'Editor de gràfiquesRegió visorRevelat de miradorFiltre de visibilitatVisitar plataforma d'extensionsVisitar lloc webGeometria visual a objectesRemallar vòxelNavegació a peuSelecció de caminarAnar Seleccionant/Deseleccionant documentsMurDeformarWavefront (.obj)FeblePesDegradat de pesosPintura de pesosMode pintat de pesosMostrejar grup en pintura de pesosMostreig de pesos de pintura de pesosPermutar direcció de pintura de pesosAssignar pesosPesos des d'ossosSoldarSoldar arestes en caresNovetatsFregarTramatParaulaReordenar obrador al darrereReordenar l'obrador al davantEix XVol de navegació en RXNavegació d'RX a màRestablir navegació RXCanvi de mans en la navegació d'RXTeleport de navegació RXEix YIen ¥Zoom 1:1Acostar vista 2DZoom de càmera 1:1AproximarAllunyarZoom a regió...Vista de zoomZoom a seccióZoom a midaglTF 2.0 (.glb/.gltf)Egressió de material glTFL'operador '%s' no té el registre habilitat, la funció d'invocació és incorrectaL'operador '%s' no té habilitat el desfer, la funció d'invocació és incorrectaNo s'ha trobat l'operador '%s'!Element de llista de documents d'operadorFons d'icona operadorFrontal d'icona d'operadorMode operadorOperador: trajectòria del ratolíNom de l'operadorOpcions d'operadorPredefinits d'operadorPropietats de l'operadorElement de traç per a operadorsL'operador no pot refer[Operator Mode]: Mode d'execució d'operadorL'operador s'ha activat mitjançant un episodi de clicar-i-arrossegarL'operador ja està registratL'operador està congelat, els canvis a la seva configuració no tindran efecte fins que no el desbloquegeuOperador sense srna[Operator Enum Pie]: Nom de l'operador (a python com a cadena)Operador no trobat: bpy.ops.{:s}L'operador refer '%s' no té el registre habilitat, la funció d'invocació és incorrectaL'operador refer '%s': context erroniRegistre d'operadors[Drop to Import File]: Operador que permet que els gestors de documents rebin deposicions de document[Operator]: Operador que pot gestionar l'exportació per documents amb les extensions que es donen a bl_file_extensionsOperador que pot gestionar la importació per als documents amb les extensions que es donen a bl_file_extensions[Activate Operator]: Operador que s'invoca en activar un element amb propietats de referència de recurs[Drag Operator]: Operador que s'invoca en arrossegar un element amb propietats de referència de recursOperadorsEl contrari de la ingressióOptiXDepuració del mòdul OptiXCentre òpticCentre òptic de la lentCentre òptic de la lent en píxelsVisualització òptimaOptimitzar mida d'animacióOptimitzar animacionsOptimitzar morfofites[Full]: Optimitza totes les matrius de convolució. Revelat al màxim de ràpid i pot provocar un ús extra de la CPU en segon pla[Intersection only]: Optimitza només les matrius de convolució d'interseccions. Revelat més ràpid, amb ús extra negligible de la CPU en segon plaAccés optimitzat a les dades de punts de morfofites, quan s'usen accessors foreach_get/foreach_set. Avís: no admet les morfofites de corbes antiquades.Optimitzant aspectors ({} pendents)OpcióOpció colors de ginys[Bounds Clamp]: Opció de deformació de corba: usa els límits de malla per a retenir la deformacióOpció per a deformació de corba: fa que el fill deformat s'estengui al llarg de tot el trajecteOpció per a trajectòries i deformació de corba: aplica el radi de la corba als objectes el segueixen i als objectes deformatsArgument opcionalEtiqueta opcionalCompatibilitat opcional retrospectiva per a motors de revelat no estàndard. S'aplica als llumsEtiqueta de node personalitzada opcionalFactor opcional per modular el component que es transmet a dins del pèl, que es reflecteix a la part posterior del pèl i després es transmet fora del pèl. Aquest component s'orienta aproximadament al voltant de la direcció d'entrada i recull el color del pigment de dins del pèl. Mantingueu a 1.0 per a la correcció físicaFactor opcional per modular el primer rebot de llum a la superfície del pèl. El color d'aquest component és sempre blanc. Mantingueu-loa 1.0 per a la correcció físicaFactor opcional per modular el component de transmissió. Recull el color del pigment dins del pèl. Mantingueu-lo a 1.0 per a la correcció físicaIdentificador opcional del node on operar[Parent Path]: Ruta opcional que defineix la ubicació on s'ha de posar el catàleg nouTipus de regió opcional a què està associat el teclariTipus d'espai opcional a què el teclat està associatEtiqueta de tessel·la opcionalVector ascendent opcional que típicament és una normal de superfícieOpcional. Si s'especifica, aquest nom s'emprarà per un protocol, col·lecció de ginys i aparell generats de nou. En cas contrari, es genera un nom basat en el nom de l'objecte metaaparell tot substituint 'metaaparell' per 'aparell, 'META' per 'APAR' o prefixant amb 'APAR-'. Quan s'actualitza un aparell ja generat, el nom no es canvia maiSobreseu opcionalment el context amb un mòdulOpcionsLes opcions estan deshabilitades fins que es desi el documentOpcions per aquesta mena d'àlbum de recursosOpcions d'aquesta operació d'importació de document blendOpcions d'aquest tipus d'operadorOpcions:OpusOOrbitacióOrbitar i escombrarOrbitar entorn de la seleccióEix d'òrbitaCentre d'òrbitaOrbitar cap avallOrbitar a esquerraMètode d'orbitarOrbitar a dretaSensibilitat d'orbitacióOrbitar cap amuntMoviment orbital i de zoom amb el ratolí 3D[Orbit Method]: Manera d'orbitar en el miradorOrbita la vistaOrbita la vista cap a l'esquerraOblida la vista cap a la dretaOrbita la vista cap avallOrbita la vista cap amuntOrbita la vista amb el ratolí 3DOrdreOrdre d'UOrdre de VOrdre de les illesOrienta una rotació en la direcció donadaOrienta una rotació Euler en la direcció donadaOrienta al paràmetre de transformació actualOrientar al miradorOrientar amb normalsOrientar eix Y enversOrientacióEix d'orientacióOs d'orientacióPosella d'orientacióPes d'orientacióOrientació de l'eix per a limitar el desplaçament del filtreOrientació de l'eix per limitar la força de filtre[Faceforward]: Orienta un vector A perquè apunti allunyant-se d'una superfície B tal i com es defineix per la seva normal C. Retorna (punt(B, C) < 0) ? A : -AFPS origAlçada origAmplada origOrigenDistància de l'origenOrigen de la imatge per a la transformacióOrigen de l'escalat per a cada element. Si hi ha diversos elements connectats, es fa la mitjana del seu centre[Origin Offset]: Distància de separació en relació a l'origenOrigen a cursor 3DOrigen a centre de massa (superfície)Origen a centre de massa (Volum)Origen a geometriaOriginalBase originalCoordenades originalsID originalResolutor CI originalLongitud originalMode originalNormal originalOriginal PerlinPla originalCapsa contenidora originalInterval de fotogrames original: {:d}-{:d} ({:d})[Orig FPS]: Fotogrames per segon originalsAlçada de la imatge originalAmplada de la imatge originalLlargada original de l'os[Scene]: Escena original per a la qual es va crear la gràfica de dependènciesLa malla de la superfície original està buidaMapa UV que falta a la superfície original: "%s"Transformació original de l'os en espai esquelet, definida en mode edició[Point in the lattice grid]: Ubicació no deformada original usada per calcular la intensitat de l'efecte deformació (editar/animar la ubicació deformada en el seu lloc)El recompte original de vèrtexs no quadra: %u a %u[View Layer]: Capa de visionat original per a la qual es va crear la gràfica de dependènciesOrígensOrígens (tots)Orfe S'han afegit objectes de la biblioteca Orphan a l'escena actual per evitar pèrduesOrtogràfica[Orthographic Scale]: Escala de la càmera ortogràfica (similar al zoom)Escala ortogràficaEscala de la càmera ortogràfica (similar al zoom)AltresAltra interpolacióAltres segmentsAltres tipus de geometria, com una corba, metabola, etc. (convertits en malles)L'altre objecte no té cap morfofita[Effect/Linked]: Altres segments afectats per l'actiu (compartint algun temps, i a sota o assignats a efecte)[Deformation Bridge]: A banda d'afegir les restriccions d'adhesió al control, l'aparellat actua com una cadena de deformació bàsica de segment[User Path Other]: Trajecte de l'altra usuària per a accions bimanuals. P. ex. «/usuari/mà/dreta»AltresUncesEnforaError de falta de memòriaX enforaZ finalMemòria exhauridaFalta memòria per assignar objecte robaS'ha exhaurit la memòria tot assignant trianglesFalta memòria per assignar vèrtexsEnforaAngle del con externVolum del con externCantells exteriorsCaires externsMàscara exteriorMotllura enforaPunts externsRadi exteriorDensitat exterior[Outer Thickness]: Densitat de la cara exterior[Shape Object]: Forma exterior a usar per a les einesExfluxJoc de nivells d'exfluxContornColor de contornMaterial de contornModificador contornContorn seleccionatAmplada de contornColor de contorn dels ossos de posa actiusColor de contorn dels ossos de posa seleccionats[Outline Modifier]: Modificador del contorn dels traços des de la vista de càmeraEl contorn requereix una càmera activaInventariSincronització d'inventari[Space Outliner]: Dades de l'espai inventariEgressióEgressió AAtributs de sortidaEgressió BAdreça d'egressióElement d'egressióElements d'egressióNom de l'egressióNode de sortidaRuta d'egressionsRutes d'egressions[Output]: Propietats de l'egressióQualitat d'egressióPermutar egressióGrups de vèrtex d'egressióGrup de vèrtexs egressatPunt blanc de sortida[Blocks]: Egressa una superfície cantelluda sense suavitzarEgressa un valor de color piscat amb el giny del selector de colorEgressa una malla polivalent fins i tot si la malla base és no-polivalent, on les arestes tenen 3 o més cares que es toquen. Aquest mètode és més lent.Egressa una malla corresponent al volum de la malla originalEgressa un valor aleatoritzatEgressa una selecció d'una capa de Llapis de greixEgressa una selecció d'arestes a partir de camins que travessen les arestes de mallaEgressar una única col·leccióEgressa un sol materialEgressar un únic objecteEgressa una superfície llisa sense la detecció d'elements cantellutsEgressa una versió solidificada d'una malla per simple extrusióEgressa una superfície que reprodueix cantells aguts i cantells de la malla ingressadaParàmetres d'espai de color egressatEgressa corbes que segueixen camins que travessen arestes de malla[Group Output]: Dades egressades de l'interior d'un grup de nodesDades d'egressió des de la zona de simulació[Separate Children]: Egressa cada fill de la col·lecció com una instància separada, ordenada alfabèticament[Smooth Shading]: Egressa cares d'aspecte suavitzat preferiblement a no aplanat[Container]: Contenidor de document d'egressióFormat d'egressió per a les imatges. PNG és sense pèrdua i generalment preferible, però JPEG podria ser preferible per a aplicacions web a causa de la mida menor dels documents. Alternativament, es poden ometre si no són necessarisFormat d'egressió. El més eficient és el binari, però el JSON pot ser més fàcil d'editar posteriormentGraella d'egressió amb els valors de camp avaluatsImatge egressada en format AVIFImatge egressada en format CineonImatge egressada en format DPXImatge egressada en format JPEG 2000Imatge egressada en format JPEGImatge egressada en format OpenEXRImatge egressada en format PNGImatge egressada en format Radiance HDR o RGBEImatge egressada en format SGI IRISImatge egressada en format TIFFImatge egressada en format TargaImatge egressada en format WebPImatge egressada en format de mapa de bitsImatge egressada en format OpenEXR multicapaImatge egressada en format Targa sense comprimirResolució de la imatge egressadaEgressa la informació de color de llum al món de l'escena[Light Output]: Egressa la informació de llum a un objecte llumLlista d'egressió amb els valors de camp avaluatsEl node d'egressió no pot estar en aquesta zona[Generate Normals]: Normals egressades per a mapejar relleu - deshabilitant-ho pot millorar el rendiment si no és necessariEls borns de sortida no poden ser de multientradaEgressa caràcters de cadena que no es poden teclejar directament amb el teclat[Material Output]: Egressa la informació del material de cara al revelatEgressa la posa d'os relativa a la transformació de l'objecte esqueletMostra l'objecte sencer com una única instància. Això permet instanciar tipus d'objectes no geomètricsEgressa la geometria en relació al propi desplaçament de la col·leccióEgressa la geometria relativa a la transformació de l'objecte ingressat, i la ubicació, rotació i escala relativa a l'origen del mónEgressió de posicions de nansa relatives al punt de control corresponent en lloc de dins l'espai local de la geometriaEgressa els punts avaluats del spline d'ingressió sobre la base de l'atribut de resolució per splines NURBS i Bézier. No afecta els splines Poly[Legacy Normal]: Egressa els valors de normal i rotació que s'havien emès abans que el node comencés a tenir en compte les normals de suavitzatEgressa el nombre de caràcters de la cadena donadaSortidesSortides:A l'exterior[Outset]: Excisar preferiblement incisarExteriorFora de l'àrea anotadaParacops exteriorSuperfície exterior[Outside Padding]: Distància exterior en unitats d'IU des del límit de la regió dins la qual s'atura l'escombratgeLa motllura enfora fa un arcLa motllura que surt és aguda[Patch]: La motllura enfora fa tot de tetraedresVelocitat enforaPer sobreSobre la imatge[Selection Set]: Sobre quina part dels elements de l'arbre s'aplicarà l'operacióSobredifuminarLa qualitat general del desorollat quan s'empra OpenImageDenoiseFactor de distància global per a la deformacióFactor global per a la deformacióIntensitat mínima global de l'efecte boiraRadi global de les trenesRadi global dels rínxolsSensibilitat genèrica del ratolí 3D per la rotacióSensibilitat genèrica del ratolí 3D per la translacióEscala de textura globalEscala de textura global. L'escala és un factor de la capsa contenidora de la cara dividida pel valor de l'escalaSobredifuminatDesbordamentProtrusióProtrusió màxProtrusió mínSolapatMode solapamentLlindar de solapamentTipus d'arestes solapadesArestes solapades com a contornLes corbes superposades amb la mateixa direcció giratòria s'emplenen com una unióLes illes solapades s'ajunten[Overlap]: Temps de solapamentSuperposicióBloquejar superposicióMode de superposicióDesfasament de superposicióConfiguració de sobreimpressionsSuavitzar trames en sobreimpressióTipus de sobreimpressióSuperposar una imatge de primer pla sobre una de rerefonsFactor de fusió de la sobreimpressió de la màscara tramadaColor de sobreimpressió de fila sí fila no[Overlay Type]: Mètode de visualització de sobreimpressionsSuperposar fites existents amb les noves[Overlay Mode]: Mode de sobreimpressió de la màscara tramadaSobreimpressionsSobreseïbleSobresegut(s)Sobreseguts seleccionatsEls blocs de dades sobreseguts no són editablesSobreseureSobreseure la imatge del rerefonsSobreseure col·leccióSobreseure la restriccióSobreseure cairatSobreseure quadreSobreseure inserció de cites per defecte- VisualSobreseure inserció de fites per defecte- només les necessàriesSobreseure iteracionsCapes de sobreseïmentSobreseure ubicacióSobreseure modificadorSobreseure format de nodeSobreseure normalsOperacions de sobreseïmentSobreseure mètode de reordenament de solapatSobreseure sobreimpressióPropietats de sobreseïmentSobreseure paràmetres d'escenaSobreseure iteracions de resolutorSobreseure pistaTransformació sobreseïmentSobreseu també tots els valors emmagatzemats per als vòxels inactiusParàmetre de sobreseïment per defecte perquè només s'insereixin fotofites basades en «transformacions visuals»Paràmetre de sobreseïment per defecte perquè només s'insereixin fotofites on calen per a les corresponents corbes-FSobreseu el nombre de mostres de revelat per a aquesta capa de visionat, amb 0 s'usarà la configuració d'escenaSobreseure el valor prioritari d'intersecció d'objectes i col·leccionsNo es pot suprimir l'operació de sobreseïmentNo es pot suprimir la propietat de sobreseïmentSobreseu la matriu de "ubicació" donada recalculant les posicions en l'espai d'objecte des de les posicions aportades per "mouse_event"Sobreseu el nombre d'iteracions del resolutor per a aquesta restriccióSobreseure el radi del punt spline amb el radi transverser[Camera override]: Sobreseu la càmera activa de l'escenaSobreseure l'interval de fotogrames de simulació d'aquesta escena[World Override]: Sobreseu el món d'aquesta capa de visionatSobreseïments d'alguns dels paràmetres de pinzell actiuMargenarMida de margenacióSobretensióSobretensió deshabilitadaSobretensió deshabilitada[Outliner]: Vista global de totes les gràfiques i blocs de dades d'una escenaSobreescriureSobreescriure %sSobreescriure-les totesSobreescriure acció actualSobreescriure tot l'intervalSobreescriure existents:Sobreescriure materialMode de sobreescripturaSobreescriure anteriorSobreescriure intervalSobreescriure document d'iniciSobreescriure el document d'inici plantillaSobrescriure texturesSobreescriure malles ginySobreescriu dades de tots els elementsSobreescriure els caràcters en teclejar en lloc d'inserir-losSobreescriure les dades de precuinat que ja hi ha?Sobreescriure documents existentsSobreescriu els documents existents quan s'exporten texturesSobreescriure documents existents mentre es revelaSobreescriu el material existent amb el mateix nomSobreescriu els documents de supleció existents en confegir els nousSobreescriure el document amb una versió anterior de Blender?Vols sobreescriure el document amb la configuració actual d'OpenColorIO?El sobreseïment no està comprovat per a %s, s'ometrà[Overwrite Range]: Sobreescriu les fites de l'interval enganxat[Overwrite Entire Range]: Sobreescriu les fites de l'interval enganxat, usant l'interval de totes les fites copiades[Overwrite Previous]: Sobreescriu l'orientació creada prèviament amb el mateix nomPropietariEspai del propietariOzóP1P2Extensions PBRPC2PCM[FLIP Ratio]: Ràtio PIC/FLIP. Un valor d'1,0 donarà com a resultat una simulació basada totalment en FLIP. Useu un valor inferior per a les simulacions que han de produir esquitxos més petits.PIZExportació PLY: No es pot obrir el document '%s'Exportació de PLY: la col·lecció '%s' no està localitzableImportador PLY: %s: %sImportador PLY: ha fallat la importació, no hi ha vèrtexsImportador PLY: ha fallat la importació, error desconegutPNGPNG (.png)Imatge PNG (.png)Ruta del document PO de BlenderRuta al document PO de treballRuta al document POTBase PPMFactor PPMEmpaquetarEmpaquetar bitsEmpaquetar externamentEmpaquetar imatgesEmpacar illesQualitat d'empacatEmpaquetar illes UVCamp empaquetar illes UVEmpaqueta totes les cares de la mallaEmpaqueta totes les imatges ins el document .blendEmpaqueta tots els documents externs usats en aquest .blendEmpaqueta tots els documents externs usats en aquest document .blendEmpaqueta una imatge com a dades incrustades al document .blendEmpaqueta les dades precuinades des del disc al document .blend[Multires Pack External]: Empaqueta els desplaçaments des d'un document extern[Lightmap Pack]: Empaqueta cada cara d'UV dins els límits d'UV[Active UDIM]: Empaca les illes a la imatge mosaic UDIM o al mosaic de graella UDIM on està situat el cursor 2DEmpaca les illes a l'UDIM més proper[Custom Region]: Apilona les illes a la regió personalitzadaEmpaqueta només les cares seleccionadesEmpaqueta les dades precuinades en un document .blend[Pack Sound]: Empaqueta el so dins document Blender actualEmpacar enEmpaquetar a la capsa contenidora inicial d'illesEmpaquetar {}ID del paquetID del paquet no definitEmpaquetadesDocument(s) %d empaquetat(s)Fitxer empaquetatDocument empaquetat, clicar per desempaquetarDocuments empaquetatsNo es poden pintar els documents multicapa empaquetatsNo es poden pintar els documents de multicapa empaquetats: %sNo es poden reanomenar els blocs de dades empaquetatsBloc de dades empaquetat d'una biblioteca, cliqueu per desempaquetar i fer localNo es pot desar la imatge de la biblioteca empaquetada: "%s" des de "%s"Empaquetat a la imatge de memòria "%s"Empaquetant UVs...Num*Num+Num-Num.Num/Num0Num1Num2Num3Num4Num5Num6Num7Num8Num9NumIntroPàginaPintarPintar alfaPintar colorPintar gradació de colorCorba de pinturaCorbes de pintura[Paint Curves]: Blocs de dades de corbes de pinturaDepuració de pintatPintar traços de llapis de greixMàscara de pintatMode pintatFont de pinturaSuperfície de pintatLlista de superfícies de pintatImpregnabilitat de pinturaPinta un color sobre punts de traç[Vertex Paint]: Pinta un traç a la capa activa de l'atribut de color[Weight Paint]: Pinta un traç en els pesos del grup de vèrtexs present[Image Paint]: Pinta un traç a la imatgePinta en tots els pesos de tots els ossos seleccionats, mantenint la seva influència relativa[Paint Alpha]: Pinta amb alfaPintar imatges de 2DPintar la majoria de cares orientades cap a la vista[Falloff Angle]: Pinta la majoria de cares apuntant envers la visió d'acord amb aquest angleIcona d'epígraf de pintat[Paint surface list]: Llista de superfícies de pintatPintar el material amb un atribut de colorPintar usant el color base del material actiuPintar pesos en el grup de vèrtexs actiu[Paint Wetness]: Intensitat de la impregnació del pintat, visible en la impregnografia (alguns efectes només afecten a la impregnació de pintura)Pintar amb un degradatPinta amb un sol colorCorba de pinturaNovaCapa mapa de pinturaMapes de pinturaSortida aparelladaPaletaNovaLa paleta '%s' no conté el color indicatColor de paletaSplines de paletaS'ha creat la paleta[Palettes]: Blocs de dades de paletesPaleta. Clicar amb l'esquerra per pescar més colorsPaletesEix de rotació de la palmaEscombrarPanoramitzar/ampliar vista de càmeraAngle d'escombratgeEscombrar cap avallEscombrar a esquerraEscombrar a dretaSensibilitat d'escombratgeEscombrar cap amuntEscombrar la vista[NDOF Transform View]: Escombra i rota la vista amb el ratolí 3DEscombratge de la vistaVista en forma d'escombratge cap avall[Pan View Direction]: Escombra la vista en una direcció donadaVista en forma d'escombratge cap a l'esquerraVista en forma d'escombratge a la dretaVista en forma d'escombratge cap amuntEscombratge de l'escena quan el ratolí es manté en un marge[NDOF Pan View]: Escombratge de la vista amb el ratolí 3DEscombratge/zoom la vista de la càmera en lloc de deixar-la en òrbitaPlafóNo s'ha trobat el plafó "%s"Rerefons de plafóCapçalera de plafóIdentificador de plafóContorn de plafóArrodoniment de plafóText de plafóTítol del plafóFont del títol del plafóPermutador de plafóEl plafó ja té permutadorPlafó que conté elements de la IUDescripció de plafóPlafó des del qual afegir borns al node afegit d'ingressió/egressió de grupEl plafó està tancat per defecte en nodes nousEl plafó està seleccionat a la interfícieNom del plafóPlafó que conté l'elementIntensitat d'ombra de plafó/menúAmplada d'ombra de plafó/menúPlafonsEscombratgeTipus de panoramaPanoràmicaPaperDesfiladaParàgrafParal·laxiRadi de paral·laxiGMV amb paral·laxiParaŀlelNormals paral·leles[Parallel]: Càmeres paral·leles sense convergènciaLínies paral·lelesParallelogramaEditor de paràmetresParàmetre de 0 a 1 al llarg de la floracióParàmetresParàmetres i configuració del navegadorParàmetres de com un bloc de dades de videoclip és usat per un altre bloc de dadesParàmetres que defineixen com un bloc de dades d'imatge és utilitzat per un altre bloc de dades[Curve Time]: Paràmetres que defineixen la durada de la imatge, el desfasat i paràmetres associatsParàmetres que defineixen l'epígraf de revelat[Clip User]: Paràmetres que defineixen quin fotograma del videoclip es visualitza[Image User]: Paràmetres que defineixen quina capa, passada i fotograma de la imatge es visualitzen[IK Param]: Paràmetres per al resolutor de cinemàtica inversaParàmetres de càmeres personalitzades (basades en OSL)Paràmetres per al resolutor de CI iTaSCParamètricPosició paramètrica al llarg de la longitud de la corba on caldria trobar-hi els objectes que la «segueixen» (la posició s'avalua dividint pel valor de «Longitud de trajectòria»)PaternitzarLlibreria d'arxiu pareOs pareÍndex del pareInversió de paternitatMatriu paternitat inversaTransformació de paternitat inversaGrup de capes pareObjecte pare per al ganxo, també recalcula i retira el desplaçamentPartícules mareRuta del pareEtiquetes de paresTipus de pareVèrtex pareVèrtexs pareFinestra mare[Parent]: Assigna os pare (dins el mateix esquelet)Col·lecció d'osssos pare. Tingueu en compte que per accedir-hi cal pentinar totes les col·leccions d'ossos fins a trobar el pare.Assigna pare a l'os editable (dins el mateix esquelet)Índex del pare en la ruta de contextEl pare no és part de la interfícieFer objectes recentment creats pares de l'instanciador originalObjecte parePare d'aquest os posa[Local Matrix]: Matriu de transformació relativa a un pare. Avís: només té en compte la paternitat dels objectes, així que, per exemple, en el cas de la paternitat amb ossos obtens una matriu relativa a l'objecte esquelet, no a l'os pare en qüestió[Make Vertex Parent]: Fa que els vèrtexs seleccionats siguin pares dels objectes seleccionatsPare a què està lligat aquest node[Undistort]: Afilla a la posició no distorsionada del rastre 2DPare:[Mask Parent]: Paràmetres de paternitat per a l'element emmascaradorPaternitat:ParesError d'anàlisi de programació a %sSeparar per illes de mallaPart de la geometria des de la qual es mostraran les dadesPart de la malla que es simularà quan el traç estigui actiuParcial[Show Overlay]: Superposició parcial a la part superior del seqüenciador amb un desfasament de fotogramaPartículaAmple de banda (estret) de partícules (els valors més alts donen una banda més espessa i més partícules)Quantitat de partículesPinzell de partículesEditar partículesFita de partícula pèlInformació de partículaInstància de partículaPesos d'objecte en instància de partículesFita de partículaMàxima longevitat de partículesUbicació de partículesDesplaçament de partículesPropietats de partículesRadi de partículesRevelat de partículesParàmetres de partículesEpígraf de textura per a paràmetres de partículesEspecials de partículesSistema de partículesNúmero de sistema de partículesSistema de partícules controlat per aquest modificadorSistemes de partículesReferent de partículaEina de partículesUV de partículaRadi d'actualització de partículesVelocitat de les partículesNombre de partícules[Particles]: Blocs de dades de partículesPinzell d'edició de partícules[Self Effect]: Els efectors de partícules s'afecten a si mateixosPartícula en un sistema de partículesNom d'objecte de la instància de partícula[Particle Hair Key]: Fita de partícules per a un sistema de partícules de pèlFactor de nombre de partícules (un valor més alt dona més partícules)[Orientation Axis]: Eix d'orientació de partícules (no afecta els resultats del modificador d'explosió)[Physics Type]: Tipus de física de les partículesEl factor de radi de partícules (els valors més alts donen partícules (en malla) més grans). Cal ajustar-ho després de canviar l'escalat de la malla.Factor de radi de partícules. Augmenteu aquest valor si la simulació sembla que perdi volum, disminuïu-lo si la simulació sembla guanyar volum.Les rotacions de partícules es veuen afectades per col·lisions i efectorsEscalat de partículesMode de selecció i visualització de partícules[Particle Settings]: Paràmetres de partícules, reutilitzable per a múltiples sistemes de partículesMida de les partícules dins les cel·les de simulacióEl sistema de partícules es pot editar en mode partículaEl sistema de partícules s'ha editat en mode de partícula[Multiple Caches]: El sistema de partícules té memòries cau de punts múltiplesSistema de partícules en un objecte[ParticleInstance Modifier]: Modificador de la instanciació del sistema de partículesNom del sistema de partículesParàmetres de sistema de partícules[ParticleSystem Modifier]: Modificador de la simulació d'un sistema de partículesSistemes de partícules emesos des de l'objecteNom del referent de partículaTipus de partículaInstància de partículaModificador instància de partículaParàmetresPartículesEixTrenaFillesCercleCreusRínxolEmissióTorsióNousNo-capNo-resMaresVisualització de partículesPuntPotènciaRadialRevelatGirarRotacióRugositatEspiralOnaSistemaPartículesModificador sistema de partículesPartículesMàxim de partículesParàmetres de partículesPartícules i instanciació[Die on Hit]: Les partícules moren quan topen amb un objecte deflectorPartícules generades pel sistema de partículesPartícules en contorn[Show Particles]: La part de l'objecte que constitueix partícules ha de ser visible en el revelatLes partícules es van crear mitjançant una simulació de fluidPartícules/CaraClenxaFactor clenxaMàxim de clenxaMínim de clenxaLa clenxa no és possible amb mares virtualsPassadaFiltre de passadesÍndex de passadaTransitarAccedir a nanses de segmentPassada amb ombres i llum que es multiplicarà en el pla de fonsPassada en imatge multicapa[Open Borders]: Deixa passar les ones a través de les vores de la mallaPassepartoutAlfa del passepartoutPassadesPassades no compatibles[Pass filter]: Passades a incloure en la passada de precuinat activa[Denoising Input Passes]: Passades que fa el dessorollador per a distingir la pols de l'aspector del detall de la geometriaPassiuTransitarTransitació no disponibleEnganxarEnganxar punts de Llapis de greix des del portaretalls intern a la capa activaMètode d'enganxarEnganxar normalEnganxar per capaEnganxa contingut des d'un documentEnganxa còpies dels traços emmagatzemades al porta-retalls internEnganxa blocs de dades des del porta-retalls internEnganxar controlador: cap controlador per enganxarEnganxeu els 3 números esperats, amb format: '[n, n, n]'Enganxeu els 4 números esperats, amb format: '[n, n, n, n]'[Flipped]: Enganxa les fotofites d'ossos emmirallats, si n'hi ha[Paste Keyframes]: Enganxa fotofites des del porta-retalls interns en els canals seleccionats, començant pel fotograma present[Frame End]: Enganxa les fites que acaben en el fotograma actual[No Offset]: Enganxa fites des del moment originalEnganxa fites en relació a la posició Y del cursor[Frame Relative]: Enganxa fites relatives al fotograma present en copiarEnganxa fites en relació al valor de la corba de sota del cursorEnganxar fites des del fotograma actualEnganxar fites amb valor de desfasatEnganxa fites de forma que la primera conlligui amb la fita que està a l'esquerra del cursorEnganxa fites de forma que l'última conlligui amb la fita que està a la dreta del cursorEnganxa fites de valor igual a com es copiarenEnganxa la imatge des del porta-retallsEnganxar els nodes des del porta-retalls intern a l'arbre de nodes actiuEnganxa la normal del porta-retalls internEnganxar objectes des del porta-retalls internEnganxar al darrere[Bake on Key Range]: Enganxa a tots els fotogrames entre la primera i l'última fita seleccionades, creant fotofites noves si calEnganxar en fotogrames que tinguin una fita seleccionada, potencialment creant fites noves en aquests fotogrames[Current Transform]: Enganxa només als valors actuals, manipulant només les dades de l'animació quan la creació automàtica de fites està habilitadaEnganxa els vèrtexs UV seleccionatsEnganxa splines del porta-retalls internEnganxa els segments des del porta-retalls internEnganxa el text del porta-retallsEnganxar el text seleccionat en un altre lloc enlloc del copiat (només X11/Wayland)Enganxa el recurs que prèviament s'hagi copiat amb Copiar com a recurs[Paste Driver]: Enganxa el controlador del porta-retalls al botó ressaltatEnganxa el contingut del porta-retalls intern al joc de línies actiuEnganxa els paràmetres del material i els nodes[Flipped on X-Axis]: Enganxa la posa emmagatzemada invertida a la posa actualAplica la posa emmagatzemada a la posa actual[Paste Texture Slot Settings]: Enganxa els paràmetres de textura i els nodesEnganxar desfasat de fitesEnganxar a actiuEnganxa els rastres des del porta-retalls internEnganxats %d recursosS'han enganxat %d ossos i ignorat %d ossos no seleccionatsS'han enganxat tots %d ossosS'han enganxat només %d ossos dels %d copiatsS'han enganxat només %d ossos dels %d copiats i ignorat %d ossos no seleccionatsEnganxa la matriu des del porta-retalls a l'objecte o os de posar actualment actiu. Utilitza matrius de l'espai mónTetraTrajecteLa ruta '%s' no es pot fer absolutaLa ruta '%s' no es pot fer absoluta per a %s '%s'La ruta '%s' no es pot fer relativa per a %s '%s'No s'ha trobat la ruta '%s' (no hi ha bloc de dades propietari conegut)No s'ha trobat la ruta '%s', des del bloc de dades vinculat '%s' (des de la biblioteca '%s')No s'ha trobat la ruta '%s', des del bloc de dades local '%s'Trajecte posteriorAnimació de trajecteTrajecte anteriorComparar trajecteRestricció de trajectòriaDurada del trajecteFinal de trajectòriaGuiatge de trajectesTrajecte de fotofites posteriorsTrajecte de fotofites anteriorsLongitud de trajecteMàscara de rutaMode de rutesEgressió de rutaRuta relativaSeparador de rutaInici de trajecteTrams de trajecteConflicte de ruta: %d cau establerta a ruta %sMode edició de trajectòriesCamí des del bloc de dades a l'arbre de nodes en edicióInterpolació de trajecte en aquest puntEl trajecte ja està animatEl trajecte s'està editantLa ruta és buida, no es pot desarCamí de l'identificador que s'utilitza per a generar una imatge per al controlRuta d'un objecte dins d'un arxiu d'AlembicCamí de la propietat a definir mitjançant la profunditatCamí de la propietat per seleccionar entre els camins de dades primari i secundariCamí de la propietat utilitzada per a rotar la visualització de la texturaCamí de la propietat utilitzada per a definir el color del controlCamí de la propietat utilitzada per a determinar el color d'emplenat del controlCamí de la propietat utilitzada per a determinar el nivell de zoom per al controlPunt de trajectòria seleccionat per a l'edició[Relative Path]: Ruta relativa al directori que es mostra al navegador (inclou el nom del document)La selecció del camí requereix que se seleccionin dos elements coincidents[Absolute Path Time]: Cronologia de la trajectòria en fotogrames absolutsRuta al document CSVRuta al document OBJRuta al document OpenVDBRuta a un document PLYRuta al document STLCamí cap a un reproductor personalitzat de seqüències d'animació/fotogramesRuta a un directori amb documents .blend per a usar-los com a biblioteca de recursos[Cache Path]: Ruta a la carpeta que guarda imatges externes precuinades[Keying Set Path]: Ruta a un paràmetre per a usar en un joc d'atributs de fitesRuta a un document de textRuta a un document d'inici alternatiuRuta a un editor d'imatgesLa ruta a la biblioteca de recursos no existeix:Camí a les dades que es visualitzenRuta al document de desplaçaments externsRuta al documentRuta a gltfpackRuta a binari glTFpackRuta al document d'imatgeRuta on instal·lar-hi els paquets de complements antiquatsCamí a la font de la interfícieCamí a la font monoespaiada de la interfícieRuta a la configuració de la propietatRuta cap al document .blendRuta a l'arxiuRuta a les dades que es visualitzen[Viewer Path]: Camí a les dades que es mostren al quadriculat[Textures Directory]: Ruta al directori on es copiaran les textures importadesRuta a la bibliotecaRuta al document .blend de la bibliotecaRuta cap a l'objecte del document d'Alembic usat per consultar dades geomètriques[Cache File]: Ruta vers l'objecte en l'arxiu d'Alembic utilitzat per a consultar la matriu de transformacióRuta al document de plantilla potRuta al document PO corresponent al repositori font del BlenderRuta al document PO corresponent del repositori de treballRuta al document de configuració desatRuta a l'aspector que defineix la càmera expressaLa ruta és massa llarga, no es pot desarCamí: {!r}Ruta: {:s}CaminsComparar trajectesInterval dels trajectesTipus de trajectesRutes dels objectes dins l'arxiu AlembicCamins:PatróÀrea de patró:Capsa contenidora de patronsCantonades de patronsPatró conlligatMode de patróMida de patró[Pattern Bounding Box]: Capsa contenidora d'àrees de patrons en coordenades normalitzades[Inner Miter]: Patró que s'utilitza amb les motllures cap a l'interior[Outer Mitter]: Patró que s'adopta per a les motllures cap enfora[Connection Pattern]: Patró utilitzat per connectar objectesPatronsPausa[Pause Bake]: Pausa el precuinatPausar previsionatPosa en pausa tots els revelats de previsualització de miradorPota[Sharpen Peak]: Agudització del pics per als models «JONSWAP» i «TMA»Cacauets (Sense clova)Cacauets (Amb clova)Inversió del pen[Mask Pressure Mode]: La pressió del llapis fa disminuir la influència de la texturaInclinació del Pen des d'enrrera (-1,0) a endavant (+1,0)Inclinació del Pen des d'esquerra (-1,0) a dreta (+1,0)PentagonalPer corbaPer dimensióPer separació de vèrtexsPer factor de componentEl nombre de mostres per capa de revelat sobreseu les mostres d'escenaNombre de mostres per píxel[Skin Vertex]: Dades d'empellat vèrtex a vèrtex per al seu ús amb el modificador d'empellatPercentatgePercentatgeFactor percentatgePercentatge al llarg de cada corba per fusionar la deformació des de l'arrelPercentatge de la quantitat emprada per al mirador[Blend Opacity]: Percentatge de quant afecten els colors del segment a altres segmentsPercentatge de longitud de segment ingressat[Speed]: Percentatge de la rapidesa màximaPercentatge de partícules a mostrar en vista 3D[Overscan Size]: Percentatge de la mida de revelat que s'afegeix com a margenació a les vàlvules de memòria internesPercentatge de la longitud de segment ingressadaEscala de percentatge per a la resolució de revelat[Offset Factor]: Percentatge que defineix la posició triada al llarg de la corbaPerceptiu[Lossless]: Sense pèrdua perceptibleEls valors percebuts com a uniformes i es corresponen amb el selector de colorExecuta el mostreig MER al guiat basat en el producte de la distribució de llum entrant i l'FDDBRealitza una operació de comparació sobre les dues entrades donadesRealitza una operació lògica sobre les ingressions booleanes donadesRealitza una multiplicació matricial sobre dues matrius d'entrada[Slice]: Realitza un sol llescat de l'objecte dominiRealitza operacions amb bits sobre enters de 32 bitsAplica tant el croma (per eliminar el pla de fons) com el dessobreeixit (per corregir el color emès des del pla de fons)[Use White Balance]: Realitza adaptacions cromàtiques des d'un punt blanc diferentExecuta el desorollat en dispositius GPU configurats a la pestanya del sistema a les preferències d'usuàrai. Així és significativament més ràpid que amb la CPU, però requereix memòria GPU addicional. Quan les escenes grans necessiten més memòria GPU, aquesta opció es pot deshabilitarExecuta una operació externa en un document o carpeta[Multi-Word Fuzzy Filter]: Executa la detecció de mots vagues/multimot. Avís: pot ser lentEfectua ajustaments de nivell en cada canal de color d'una imatgeRealitza càlculs matemàticsRealitza les operacions de cada element de geometria per separat (p. ex. vèrtexs, arestes, etc.)Realitza l'acció d'execució present per al document de sota el cursor (p. ex., obre el document)Realitza diverses operacions matemàtiques sobre les entrades d'enters donats[Vector Math]: Realitza l'operació de càlcul del vectorRendimentPredefinits de rendimentPeríodePeríode de l'onaPeríode del sorollSoroll Perlin 1DSoroll Perlin 2DDeformació permanentPermet permanentment l'execució de protocolsElimina permanentment el document blend amb el recurs pinzell. Això no es pot desfer.Elimina el pinzell permanentment. Això no es pot desfer.¿Voleu eliminar permanentment el document blend amb el recurs de posa? L'acció no es pot desfer.Col·leccions ocultades permanentment:PermeabilitatPermisosPersa - ﯽﺳﺭﺎﻓPersistentDades persistentsRuta de dades persistentID persistentIdentificador persistentUID persistent[Spreadsheet Column]: Dades persistents associades a una columna de quadriculat[Spreadsheet Table]: Dades persistents associades a una taulaDades persistents de les taules que es veuen a l'editor de quadriculatIdentificador persistent per a conlligar objectes entre fotogrames en la borra de movimentTiquet d'accés personal, alguns repositoris poden exigir-loPerspectiva[Focal Length]: Valor de la distància focal de la càmera de perspectiva, en mil·límetresMatriu de perspectivaLongitud focal de la càmera de perspectivaAvPàgRePàgFaseMúltiple de faseDesfasamentCanvi de fase de l'onaFunció de fase de la llum dispersadaFase del desplaçament del sinusFiSimulació física per a robaConductor físicPropietats físiquesFonts de llum física[Bending Model]: Model físic per a simular forces de flexió o doblegatUnitats d'il·luminació glTF de base física (cd, lx, nt)[Principled Hair BSDF]: Aspector d'ús senzill basat en la física per revelar cabell i pelatge[Principled BSDF]: Aspector d'ús senzill basat en la física per revelar materials de superfícies, basat en el model OpenPBRFísicaPropietats de físicaTipus de físicaSimulació de física per a fluids, com ara aigua, oli i fumTriarEscollir instànciaHi ha Escollir instància activat, però no hi ha instàncies per escollir. Es recorre a agafar la ingressió com a distància.Tria aleatòriaTria una propietat per utilitzar-la com a referent del controlador[Pick Random]: Tria els objectes de la col·lecció aleatòriamentL'os escollit no pertany a l'esquelet ja escollitHa fallat la tria d'osPicòmetresImatgesMenú rotondaRotonda de colorsMenú rotonda en arrossegarMenús rotonda[Tap Key Timeout]: El botó de la rotonda que es mantingui més temps que això descartarà el menú en amollar (en 1/100ens de segon)Mida de la rotonda en píxelsLes rotondes agafaran la posició inicial del ratolí com a centre per durant aquesta quantitat de temps (en 1/100ens seg)Fixar[Pin Stiffness]: Rigidesa dels tensors de la fixació (posició de referència del vèrtex)Fixar contornFixar flòsticFixar potència del destíGrup de fixadorsFixar IDFixar materialMètode de fixacióFixar modeFixar escenaFixar contorn de simulacióRigidesa de fixacióGrup de vèrtexs fixadorsFixar a paràmetreFixa cada corba en un punt determinat per a l'operacióFixar a l'editor de gràfiques[Pin mode]: Fixa el mode al pinzellFixar fins l'últimPinçarPinçar UVsVaivéMode pingpongFixatsL'esquelet fixat no està actiu al mirador 3DLes illes fixades estan bloquejades a llocLes illes fixades només faran translacióLes illes fixades no es reescalaranLes illes fixades no rotaranNomés es poden seleccionar vèrtexs fixats en només mode vèrtexVia de produccióPistóCapcineig[Doppler Factor]: Factor d'elevació sònica (to) per al càlcul de l'efecte DopplerPivotEix de translacióRestricció pivotControl de pivotDesplaçament de pivotPunt de pivotPivot XPivot YPivota entorn de l'objecte actiuPivota al voltant de la capsa contenidora dels objectes seleccionatsPivota al voltant del propi origen de cada objectePivota al voltant del punt de mediana de cada illa seleccionadaPivotar al voltant del cursor 2DPivota entorn del cursor 3DPivota al voltant del punt de mediana dels objectes seleccionatsCentre d'on pivotar retació/escalaPivot en termes del paràmetre del punt del traç u (0 <= u <= 1)La ubicació pivot es troba a la posició de l'objecte actiuLa ubicació pivot es troba a la posició de l'objecte seleccionatLa ubicació pivot és entre els cossos rígids restringitsPivot d'operacions d'escalat i rotacióPíxelPixel·lat artísticAspecte de píxelsRàtio d'aspecte de píxelsAspecte de píxel XAspecte de píxel YCoordenades de píxelsDensitat de píxelsPredeterminats de densitat de pixelatgeFiltre de píxelsMida de píxelRàtio d'aspecte de píxelsTipus de filtre de píxels[Filter Width]: Amplada del filtre de píxelsMida de píxelMida de píxel per al revelat de mirador[Fixed/Scene]: Mida del píxel per percentatge d'escenaPixelar[Pixelate Effect]: Efecte pixelacióEfecte de pixelat[Pixelate]: Pixela la imatgePíxelsEs tenen en compte els píxels de l'àrea de difuminat si la diferència mitjana entre el seu determinador i el determinador del píxel central és menor que aquest llindarEls píxels es consideren part de les vores si més del 10% dels píxels veïns tenen valors de trepa que difereixen del valor de trepa del píxel segons aquesta tolerànciaEls píxels només es desgranellen si el nombre de píxels del seu veïnat que són diferents excedeix aquest llindar de ràtio en relació amb el nombre total de veïns. Els veïns es consideren diferents si superen a ingressió del llindar de colorEls píxels només es desgranellen si la seva diferència de color del color mitjà dels seus veïns excedeix aquest llindarPíxels en què es mou el ratolí per eix quan es dibuixa el traçPíxels x unitat de BlenderPíxels x polzadaEls píxels que tenen uns valors de luminància més alts que aquest màxim no són cromaEls píxels que tenen uns valors de luminància més baixos que aquest mínim són cromaPíxels/centímetrePíxels/polzadaPíxels/metrePíxels/{:s}Col·locar marcadorCol·locar vèrtex del traç següentCol·loca el cursor[Whole Frame]: Col·loca els marcadors per tot el fotograma[Inside Annotated Area]: Col·loca els marcadors només dins de les àrees consignades amb l'eina d'anotacionsCol·loca els marcadors només fora de les àrees consignades amb l'eina d'anotació[Add Marker]: Afegir un marcador nou a la ubicació especificada[Add Marker at Click]: Col·loca un marcador nou a la posició desitjada (clicada)Ubica el Node mesclar a la mateixa alçada que el node de més avallUbica el Node mesclar entre tots dos nodesCol·locar el cursor al punt mitjà de les fotofites seleccionadesCol·loca el valor del cursor al valor mitjà de les fotofites seleccionadesCol·loca el cursor sense «salts» a la nova ubicació (quan s'usa travar-a-cursor)[Use Limit Surface]: Col·loca els vèrtexs a la superfície que es produirien amb nivells infinits de subdivisió (forma més suavitzada possible)Lloc-tinentLloc-tinentsCol·locació[Placement]: Col·locació per als elements detectatesSimpleEixos senzills[Plain]: Encadenament simplePlanarSonda planarPlaPla alfaAngle dels plansEix de plaNormal de plaPla de separacióPressió al pla de separacióPunt de plaRastreig de plaDeformació rastreig de plaEspecials d'imatge en rastreig de plaRastres de plaRetallat de pla[Plane]: Pla per al traç que es pretén realitzarPla disponible per a l'orientacióNo s'ha trobat el rastre de pla '%s' a l'objecte de rastreig %sEl rastre de pla està seleccionatTransformació de Deformació de pla emprant valors de cantell explícitsEnguixatPlàsticPlasticitatReproduirReproduir àudioRep. cada fotogramaInici reprodMode de reproducció[Play animation]: Reprodueix l'animacióReproduir a velocitat normal independentment dels FPS de l'escena[Audio Scrubbing]: Reprodueix l'àudio des de l'editor de seqüències mentre es refrega endavant i enrereFa sonar l'àudio des de l'Editor de seqüències, altrament el silenciaReprodueix els fotogrames/vídeos revelats usant un programa externReproduir enrereReprodueix aquest documentReproduirControls de reproduccióTaxa de repr. de fotogrames (FPS)Només reproduirEscala de reproduccióReproducció panoràmica del so (només per a fonts mono)[Pitch]: Elevació de reproducció del soVolum de reproducció del soReproductorBrocaDesfasament de la broca reproductoraSisplau crea primer una variantSisplau deshabiliteu/habiliteu 'filtre d'acció' per a refrescar la llistaEditar preferències del compl. de traducció de la IUSisplau habiliteu l'Accés en línia a la Configuració del sistema.Sisplau, informeu d'aquesta incidència.Seleccioneu sisplau almenys una imatgeSisplau seleccioneu un sol marc per redisposarSelecciona dos segmentsNítidPuntPunt 1Punt 2Punt 3Punt 4Punt de memòria cauLlista de memòria cau de puntsMemòria cau de puntsNúvol de puntsNúvol de punts des d'objectes MallaNúvol de punts: {} puntsNúvols de puntsNombre de puntsÍndex de punt de corbaDensitat de puntsID de grup de puntsÍndex de puntsÍndex de punt a la corbaInformació de puntLlum de puntRastreig de puntPunts amuntMemòria cau de punts per a simulacions físiquesS'ha de precuinar memòria cau dels puntsComponent de núvol de punts que conté només dades de punts[Point Cloud]: Bloc de dades de núvol de punts[Point Clouds]: Blocs de dades de núvols de puntsL'objecte núvol de punts no admet aquesta operació de definir origenNúvol de punts o malla on es volen fusionar puntsEls núvols de punts només admeten un únic material; la ingressió de la selecció no pot ser un campCoordenades de puntPunt en un núvol de puntsPunt en una morfofitaPunt d'una morfofita per a corbes BézierPunt en una morfofita per a les corbesPunt de la graella de la retículaNo s'ha trobat el punt al spline donatPunt de corba[Points]: Punt d'una corba utilitzat per a un mapejat de corbesPunt d'un trajecte utilitzat per a definir un perfilPunt de l'origen que s'acoblarà al referentMode selecció de puntsPunt seleccionat[Point Normals to Target]: Apunta les normals adaptades seleccionades al referent especificat[Pivot Axis]: Punt al voltant del qual es rota[Damped Track Constraint]: Apunta envers el referent tot agafant la trajectòria de rotació més curta[Locked Track Constraint]: Apunta envers el referent al llarg de l'eix de trajectòria, alhora que bloqueja l'altre eix[Damped Track]: Apunta envers un referent a base de realitzar la rotació mínima necessàriaPesca amb punts una banda de colorPunt:NúvPuntsNouIndicadorEl punter del camí «image_id» no és un IDPunxegudesaPuntsPunts (no s'admet)Punts UPunts V[Feather Points]: Els punts que defineixen la vora difusaGraella de punts, actualment no admesa per objectes de volumPunts en direcció U (no es pot canviar quan hi ha morfofites)Punts en direcció V (no es pot canviar quan hi ha morfofites)Punts en direcció W (no es pot canviar quan hi ha morfofites)Punts de corbaPunts de la retículaPunts per corbaPunts que es converteixen en vèrtexs d'una mallaPunts a corbaPunts a quadrícula CDSPunts a vèrtexsPunts a volumPunts amb què calcular el casc convexPunts per generar les corbesPunts a instanciarPunts a qui cal modificar la posicióPunts a qui definir el radiPunts que es converteixen en un volumPunts el volum dels quals es converteix en una graella de camp de distància signadaPunts:%sPunts:%s/%sDisc Poisson[Tri-Scale Grab]: Ràtio de Poisson per a la deformació elàstica. Els valors més alts preserven més el volum, però també ocasionen més protuberàncies.Centre del porcionamentDesplaçament del porcionamentCàlcul del centre de porcionament de la caraLa polar 0 és XLa polar 0 és YPolar ZXZY polarPolAngle del polNombre de polsInici de l'angle de fusió de polAngle final de fusió de polAngle d'inici de fusió de polSubreferent del polReferent del polEix del pol de rotació[Pole Angle]: Grau de rotació del polPolonès - PolskiPolígonPolimuntatge - Cara al cursor[Split at Cursor Move]: Polimuntatge - Divideix amb cursorPolimuntatge - Transformació al cursorTipus de dades poligonalsPolígonÀrea del polígonCentre de polígonNormal del polígonNormals de polígonPolígon en un bloc de dades de mallaPoligonalitzacióPoligonització[Render Size]: Resolució de la poligonització en el revelatResolució de poligonització al mirador 3DPolígonsPolígons de la mallaPolilíniaPolinòmicOrdre polinòmicPoliestirèFinestra emergent que cerca un menú en el context presentFinestra emergent de cerca sobre tots els operadors disponibles en el context presentFinestra emergent de cerca dins tots els menús del context presentPortalProfunditat de portalPorció dels elements a seleccionar aleatòriamentPortuguès (Brasil) - Portuguès brasilerPortuguès (Portugal) - Portuguès europeuUbiPosarS'ha copiat el recurs de posa, per enganxar-lo usa Enganxar com a nou recurs en qualsevol Navegador de recursosOs de posaColor de posaOssos de posaPosició del cap en la posaSegments de posa ICBiblioteca de posesBiblioteca de poses basada en el sistema de recursos.Desplaçament d'ubicació de posaMarques de posaMatriu de posaMode posaNom de posaOpcions de posatSeparació d'origen de posaPosició de posa[Pose Location Offset]: Desplaçament de rotació de posaEspai de posaPosició de la punta de posaEls recursos de posa només es poden modificar des del Mode posaLa bib de poses només és per a esquelets en mode posaRestriccions d'os de posaPosicióPosició 1Posició 2Factor de posicióCamp de posicióMode de posicióQuantificació de posicióBits de quantificació de posicióPosició XPosició en el trajectePosició i contorn[Bundle]: Posició de l'agregat reconstruït a partir d'aquest rastre[Mask Stencil Position]: Posició de la plantilla màscara al miradorPosició de la fita de retemporització dins el cronograma[Stencil Position]: Posició de plantilla dins el miradorPosició del punt de control final de la corbaPosició de la nansa final usada per definir la forma de la corba. En mode de desplaçament, relatiu al punt finalPosició del primer punt de controlPosició del primer vèrtexPosició de l'element dins el plafó parePosició de l'últim punt de controlPosició del punt de control mitjà[Middle Control Position]: Posició del punt de control del mig, deshabilitat si és zeroPosició del ratolí usada per al mode «Superfície» i "Vèrtex actiu"Posició del punt arrel d'una corbaPosició del segon punt de controlPosició de la llescaPosició del punt de control inicial de la corbaPosició de la nansa inicial usada per a definir la forma de la corba. En mode de desplaçament, relatiu al punt d'iniciPosició de la punta de la corbaPosició del control del tors i del punt de pivotPosició de l'ona al llarg de la Direcció de les aigües. Es pot utilitzar com a entrada per a més control sobre la distorsióCol·loca la càmera de l'escena al punt d'orientació seleccionatPosició a on saltarPosició, contorn i intensitatPosició:PosicionalRastreig posicionalPositiuEix positiuCostats positiusEix X positiuEix Y positiuEix Z positiu[Smoothen Pos]: Suavitza positivament la mallaPossible pèrdua de dades en desar aquest document! El modificador %s està obsolet (objecte: %s)PostprocessamentProcés post-subpassosPostprocessamentPosteritzarAjorna l'execució fins que s'executi l'operador d'eina (quan s'utilitza amb una eina)PostprocessamentRadi potencialLliuresPotènciaMode potènciaPrecisióMode de precisió[Rotation Precision Increment]: Angle de precisió emprat per a la rotació d'increments en editors 2DAngle de precisió emprat per als increments de rotació en editors 3DMode de precisióPrecisió de la convergència en cas de reiteracióPrecisió del generador de traç. Els valors baixos donen un resultat més precís, i zero deshabilita la generacióPrecisió de la marxa ràpida de raigs IGPrecisió del radiotraçat en quadre de pantallaTransicions inercials predefinides, útils per a gràfiques de moviment (amb «dramatisme» de mínim a màxim)Color del node predefinitColor de rastreig predefinitIntrínsecs predefinits de seguiment de càmeraConfiguració predefinida de rastreigPredir[Predict]: Prediu el moviment del referentPreethamPreetham 1999 (Antiquat)Preferir paternitat de DEFPrefereix fer el corriment per les arestes que no les amplades regulars[Loop slide]: Prefereix fer el corriment seguint les arestes que no tenir amplades uniformesPreferènciesVista 3DAccessibilitatAfegir corbaAfegir mallaTotAnimacióPrecuinarCàmeraAcoloritCompositacióCoreFoscDesenvolupamentExtensióRetroferènciaMotor de jocsNodes de geometriaLlapis de greixAlt contrastImportació-ExportacióInspirat perAntiquat (altre)Antiquat (usador)ClarIl·luminacióMaterialMallaModelatgeNodeObjectePintatFísicaVia de produccióImpressióRevelatAparellatEscenaEsculpirSeqüenciadorSistemaEditor de textRastreigTraslladarUVInterfície d'usuàriaTipus de visualització de les preferènciesNavegació de preferènciesLes preferències han canviatPreferències relacionades amb el visionat de dadesPreferències desadesPreferències que només funcionen per a aplicacionsDispositiu preferit per seleccionar durant la detecció (Requereix reiniciar el Blender perquè els canvis tinguin efecte)Prefereix connectar components de rerefonsPrefereix connectar components de primer termePrefereix connectar el color que es produeix amb menys freqüència en el veïnat local de la posició actualPrefereix de connectar el color que es produeix més freqüentment en el veïnat local de la posició actualPrecarregar fotogramesPrecarrega fotogrames des del disc per a una reproducció/rastreig més ràpidsPrecapturant...PrefiltarPrefiltra de passades guia (d'albedo i normal) sorolloses per millorar la qualitat del dessorollat del OpenImageDenoiserPrefiltrar passades guia de soroll abans de dessorollar el color. Millora la qualitat quan les passades guies duen soroll i ho fa amb un temps de processament extraPrefiltra passades guia sorolloses abans de dessorollar la imatge. Millora la qualitat quan les passades guia són sorolloses amb un temps de processament extra.PrefixPremultiplicatPremultiplicar alfaPreparar animacions extraPreparar textures no usades[Setup Tracking Scene]: Prepara l'escena per a compositar objectes 3D en aquest metratgePrepassadaPreprocessamentMode preseleccionat en usar aquest pinzellConservarPreservar atributsConservar colorsConservar detallsPreservar llargadaConservar límit de mallaPreservar elevacióConservar l'anteriorConservar la màscara anteriorConservar costuresConservar agudesaConserva els caràcters codificats amb UTF-8 en escriure noms de propietats i de primaris USD (requereix programari que empri USD 24. 03USD o superior quan s'obren els documents resultants)Conservar formants vocàlicsConservar volum[Keep Contour]: El filtratge no afecta que es mantinguin les línies de contorn[Sharp Threshold]: Conserva els cantells que tenen un angle més agut que el llindar consignatConserva la llargada de cada corba durant la deformacióConserva rutes de document de les textures provinents de documents USD ja importats. Exporta les textures restants a una carpeta "textures" al costat del document USDConserva l'alineament de l'illaManté l'ordre de les illes[Mark Seams]: Conserva les costures al llarg de les arestes biselladesConserva els cantells aguts al llarg de les arestes biselladesPreserva la longitud de les corbes per segments[Preserve Previous Mask]: Conserva la màscara anterior i suma o resta la nova generada pels colorsConserva l'estat anterior de les dades de referènciaConserva la transformació del món a través de tota la paternitatConservar el volum quan s'usen rotacionsConserva la geometria existent al llarg del pla de tallPredefinitNom del predefinitConfiguracions predefinides per als reproductors d'animació externsPunt de vista predefinit a usarPredefinitsPitjarPitjar 'Intro' per mostrejar fora d'una finestra de Blender[Minimize Stretch: Pitjar + i - o la roda de desplaçament per a ajustar la fusióPitjar i amollarPitja una teclaPitjar causa l'activació immediata, impedint que es transfereixi el clic a l'einaPitja el botó actiuPressióMapejat de pressió de trontollMàscara pressióPressió aleatòriaEscala de pressióMapejat de mida per pressióMapejat d'intensitat per pressióGrup de vèrtexs de pressióCamp de pressió del domini del fluid[Freeze Operator]: Evita els canvis de configuració per tornar a executar l'operador, útil per canviar diverses coses alhora amb geometria pesadaEvita els canvis a l'elevació del visorEvitar canvis d'ubicació del visorEvitar canvis de rotació del visorEvitar els canvis d'escala del visorEvita els canvis d'orientació cap amunt del visorEvita que la vora difusa faci autointerseccionsPreveu el capgirament d'UVs, si es capgiren pot disminuir la distorsió depenent d'on sigui les fixacionsEvita l'edició de marcadorsEvita que els vèrtexs travessin el mirall durant la transformacióEvita el capgirament d'UVsEvita que la usuària modifiqui aquesta operació de sobreseïment (NO S'USA)PrevisionatVista prèvia de rerefonsPrevisionar durant transformacióConfiguració de sobreimpressió de previsionatSobreimpressions de previsionatQualitat de previsionatInterval de previsionatFotograma final de l'interval de previsionatFotograma inicial de l'interval de previsionatResolució de previsionatPrevisualitzar morfMida de previsionatPrevisualitzar estampitPrevisionar el mónPrevisionat de ZoomPrevisiona tots els canals de valor igual o menor. El 0 mostra tots els canals i els valors negatius s'enfilen pels nivells de metasegments si és factible i mostren tots els canals que hi troben.[Image Preview]: Vista prèvia de la imatge i la iconaPrevisiona imatge i icona del bloc de dades (sempre no-cap a menys que sigui compatible amb aquest tipus de dades)Previsionat de materials amb llums d'entorn predefinitsPrevisualitza la forma usada en les previsualitzacions del nodePrevisionat de l'escena final amb el motor de revelat actiuPrevisiona plans de raspat al cursor durant el traçPrevisionar aquest documentPrevisionatsHa fallat el procés de retirar previsionat per al document '{:s}'!Ha fallat el procés de generació de previsionats per al document '{:s}'!AnteriorVelocitat angular anteriorCaràcter anteriorÍndex de l'aresta anteriorFallat anteriorAnterior fotofitaLínia anteriorNode anteriorPàgina anteriorUbicació anterior de partículaVelocitat anterior de partículaRotació anteriorParaula anteriorTipus de fusió o operació anteriorFotograma anteriorAnterior o seleccióPrewittPrimàriaEix primariEix d'os primariColor primariCapes de control primàriesCamí de dades primariEix de rotació primariColor primari del patró d'escaquer que indica àrees transparents[Primary Data Path]: Camí primari de la propietat a determinar pel control radialEix primari de rotació:PrimitivaBooleà primitiuFlotant primitiuEnter primitiuPrimitiusLa primvar '%s' (interpolació %s, tipus %s) no es pot convertir a BlenderPunt principalPostuladaFDDB postuladaFDDB pèl postulatVolum postulatAspector postulatImprimirImprimir rendiment a consola[Console Banner]: Compon un missatge en iniciar-se el terminalImprimeix les estadístiques de memòria a la consolaImprimir aquest documentPrioritzar color actiuPrioritzar la coherència en els canvis dinàmics d'elevacióPrioritzar processament d'elevació d'alta qualitatPrioritzar la velocitat sobre la qualitat de l'àudioPrioritatProResProRes 422ProRes 422 HQProRes 422 LTSupletori de ProRes 442ProRes 4444ProRes 4444 XQ[Profile]: Perfil de ProRes[Light Sampling Threshold]: Elimina probabilísticament les mostres de llum quan l'aportació de llum està per sota d'aquest llindar (més soroll, però revelat més ràpid). El zero deshabilita la prova i mai no ignora llumsProbabilitatDensitat probabilística per canal de color de què tingui lloc un episodi de dispersió exterior per unitat de distànciaDensitat probabilística per canal de color que la llum s'absorbeixi per unitat de distància recorreguda en el mediSondaSegat final de la sonda, punt més enllà del qual els objectes no apareixeran en reflexosSegat inicial de la sonda, punt per sota del qual els objectes no apareixeran en reflexosS'ha produït un problema en precuinar l'objecte "%s"S'ha produït un problema en desar el mapa de precuinat a "%s"S'ha produït un problema en desar internament el mapa de precuinat per a l'objecte "%s"Procedimental - textura de color basada en funcions trigonomètriquesProcedimental - crea una textura de soroll fractal semblant a núvolsProcedimental - crea una textura de soroll fractalProcedimental - crea una textura de gradacióProcedimental - crea patrons semblants a cel·les basats en el soroll de WorleyProcedimental - textura de soroll fractal molt flexibleProcedimental - textura de soroll semblant al marbre amb aigües generades per onesProcedimental - textura de soroll distorsionada per dos algoritmes de sorollProcedimental - soroll aleatori, dona un resultat diferent cada vegada, per a cada fotograma, per a cada píxelProcedimental - aigües o anells generats per ones, amb soroll opcionalTextura procedimental que fusiona colorsTextura de soroll distorsionada procedimentalmentTextura procedimental MusgraveTextura procedimental de sorollTextura voronoi procedimentalProcessar propietats d'ossosProcessar propietats de dades[Use Drip]: Processa l'efecte degoteig (La pintura d'impregnació degota en la direcció de la gravetat)[Use Shrink]: Processa efecte d'encongiment (redueix les àrees de pintat)[Use Spread]: Processa l'efecte de disseminació (escampant la pintura d'impregnació per la superfície)Processa el resultat de revelat (i compositació) per la via de l'editor de seqüències de vídeo, si hi ha segments al seqüenciadorProcessa el resultat del revelat per la via de la via de producció del compositat, si hi ha un grup de nodes de compositat assignat a l'escenaProdueix un factor de fusió que depèn de l'angle entre la normal de la superfície i la direcció de visió segons equacions de Fresnel. Usat típicament per a barrejar reflexos en angles rasants[Layer Weight]: Produeix un factor de fusió que depèn de l'angle entre la normal de superfície i la direcció de visió. Típicament usat per a capes aspectores amb el node aspector mesclaProdueix un esquema en base a traços de formes circulars, el·líptiques i quadradesProduir una trepa que aïlla contingut de primer pla comparant-lo amb una imatge de rerefons de referència[Fix Poles]: Fa que es generin menys pols i que hi hagi un millor flux de la topologiaPerfilPerfil de corbaFactor perfilGeometria de perfilIngressió de perfilMode de perfilObjecte de perfilEditor de perfils de trajectes usat per a crear un perfil de trajectePunt de perfilResolució de perfilForma del perfilTipus de perfilPunts de control de perfilProgramaError de programació: manca la funció de retirar transformació o el nom del joc de fitoatributsFasesBarra de progrésColors dels ginys de Barra de progrésProgressióProjeccióProjecció d'A sobre BEix de projecteDistància de projeccióProjectar elements individualsLímit de projecteMode projeccióProjectar sobre seleccióProjecció oposadaProjectar puntProjecta un punt en base a una matriu, tot emprant ubicació, rotació, escala i divisió de perspectiva[Project Image]: Projecta un revelat editat des de la càmera activa de retorn a l'objecte[Use Shadow]: Les línies de contorn del projecte es generen mitjançant un objecte que fa de font de llum[Project Apply]: Projecta la imatge editada de retorn a l'objecte[Project Opposite]: Realitza la projecció en totes dues direccions, l'especificada i l'oposadaProjecció a la superfície[Side (Y-Z)]: Projecta els traços del vers el pla travat en X[Front (X-Z)]: Projecta els traços al pla travat en Y[Top (X-Y)]: Projecta els traços vers el pla travat en Z[UV Project]: Projecta les coordenades del mapa UV des de l'eix Z negatiu d'un altre objecte[Project from View]: Projecta els vèrtexs UV de la malla com es veu a la vista 3D actualProjecta els vèrtexs UV de la malla sobre la superfície corba d'una esferaProjecta els vèrtexs UV de la malla sobre la paret corba d'un cilindreProjecta els vèrtexs UV de la malla sobre les sis cares d'un cub[Project to Sculpt]: Projecta la malla extreta a l'escultura original[Project Line Gesture]: Projecta la geometria sobre un pla definit per una líniaProjecta la forma sobre un altre objecte[Project Onto Selected]: Projecta els traços sobre els objectes seleccionatsProjectar a esculturaProjectatProjectat (2D)Interpolació d'aresta projectadaCara projectada interpoladaX projectadaY projectadaProjectat des de la visualitzacióProjeccióProjecció de fusióMatriu de projeccióMode de projeccióTipus de projeccióProjecció X[Mirror Ball]: Projecció a partir d'una fotografia ortogràfica d'una bola de mirallProjecció de la imatge d'entradaProjecció sobre un cilindre virtual des del seu centre, semblant a una càmera panoràmica en rotació[Smart UV Project]: La projecció desembolcalla les cares seleccionades dels objectes mallaProjectorsProjecta la malla per a preservar el volum i els detalls de la malla originalLínia d'ordres[Confirm]: Requesta de confirmacióProp:PropagarPropagar escalaPropagar a controlsPropagar girPropaga en retrogradació cada missatge d'info, error i avís[Realize to Point Domain]: Propaga atributs d'instàncies al domini de punts preferiblement al domini de corbes. La propietat està present per mantenir la compatibilitat amb 5.0 o anteriors.Propaga en retrogradació només els missatges d'avísPropaga en retrogradació només els missatges d'error[Before Frame]: Propaga posa a totes les fotofites entre el fotograma actual i la propietat «Fotograma»Propaga posa a totes les fotofites des del fotograma actual fins que se'n troben mésPropagar posa a totes les fotofites que ocorren en fotogrames amb els Marcadors d'escena després del fotograma actualPropagar la posa a totes les fotofites seleccionades[To Next Keyframe]: Propaga la posa a la primera fotofita que segueix del fotograma actualPropaga posa només a la darrera fotofita (és a dir, fent l'acció cíclica)Propaga l'escala dels controls principals a tota la cadena[Propagate Twist]: Propaga el gir dels controls principals a tota la cadenaPropagar:Tandes de propagacióPropietatsEspai propietats[Variables]: Propietats que actuen com a ingressions per aquest controladorPropietats i barres laterials[Export Properties]: Propietats associades a l'exportador configuratNo es pot editar les propietats de les dades de sobreseïmentPropietats del mode pintat d'imatge i texturaPropietats del mode pintatPropietats del mode d'edició de partícules[UDIM Tile]: Propietats del mosaic UDIMPropietats del mode pintat de vèrtexs i pesosDades d'espai de propietatsPropietats a especificar quan es crida l'operadorPropietatNo s'ha trobat la propietat '%s.%s'Definició de propietatEditar propietatEditors de propietatsFons d'icona de propietatFrontal d'icona de propietatNom de propietatPesos de propietatsPropietat afegida al Joc de fitoatributs: '%s'La propietat no pot ser alhora booleana i flotantEdició de propietat data_pathLa propietat del camí '%s' té longitud %d en lloc de %dLa propietat del camí '%s' no és un flotantLa propietat s'ha creat dinàmicament en el temps d'execucióLa propietat és una agressió de nom de document, adreça o directoriLa propietat és una ruta que admet el prefix "//", volent dir que la ubicació és relativa al directori de documents ".blend"La propietat és una ruta compatible amb la sintaxi d'expressió de variable "{variable_name}", que substitueix el valor de la variable referenciada en el lloc de l'expressióPropietat animable mitjançant RNALa propietat es pot editar des d'instàncies vinculades (els canvis no es guarden)La propietat és editable mitjançant RNAPropietat no editableLa propietat no és editable: %sLa propietat es registra opcionalment com a part d'un registre de tipusPropietat sobreseïble mitjançant RNALa propietat està registrada com a part d'un registre de tipusLa propietat ha de ser distància, factor, percentatge, angle, píxel o no-capLa propietat ha de ser un enter o un flotantNom de propietat (com a cadena)Edita el nom de la propietatNo s'ha trobat la propietat anomenada '%s'Propietat suprimida del joc de fitoatributsPropietat que es guarda propietats arbitràries, definides per la usuàriaEl tipus de propietat no coincideix amb el born d'entrada «(%s)»El valor de la propietat no és a l'enumeracióProporció de les línies de píxel de la imatge font original per mostrejarEdició proporcionalEdició proporcional - accionsEdició proporcional de corbes-FDecaïment a l'edició proporcionalEdició proporcional - objectesEdició proporcional només amb geometria connectadaEdició proporcional mitjançant les ubicacions de quadre de pantallaMida proporcionalMode edició proporcionalEdició proporcional a l'editor de corbes-FEdició proporcional a l'editor d'accionsEdició proporcional en mode màscaraEdició proporcional en mode objecteProtegirProtegeix el color dels canvis i/o d'edicions addicionals de fotogramesProtegeix la capa de canvis addicionals d'edició i/o de canvis de fotograma[Lock Shape]: Protegeix la morfofita de les edicions i esculpits accidentalsProtegir node d'arbre d'edicionsProtegit del sobreseïmentPrototipsProporciona un valor VER/FALS que es pot connectar a altres nodes de l'arbreDoneu un ID de grup personalitzat a cada capa i totes les capes amb el mateix ID es fusionaran en una de solaProporciona un valor de rotació que es pot connectar a altres nodes de l'arbre[Handle Type Selection]: Aporta una selecció basada en els tipus de nanses dels punts de control Bézier[Endpoint Selection]: Aporta una selecció per a un nombre arbitrari de caps de cada spline[Material Selection]: Proporciona una selecció de les cares que usen el material especificatProporciona un valor de cadena que es pot connectar a altres nodes de l'arbreProporciona un valor vectorial que es pot connectar a altres nodes de l'arbreProporciona un valor enter que es pot connectar a altres nodes de l'arbreProporciona informació sobre els punts de rastreig de moviment, com ara els valors x i yAporta ubicació, rotació i escala per separatS'han suprimit les simulacions del Blender (%d simulacions s'han convertit automàticament a sobreseïments de biblioteca, %d simulacions no s'han pogut convertir i s'han retirat). Considera de tornar a desar qualsevol document de biblioteca .blend amb la versió més recent del BlenderProximitatDistància de proximitatGeometria de proximitatMode proximitat[Inner Proximity]: El decaïment de proximitat s'aplica a l'interior del volum[Falloff]: Tipus de decaïment de proximitatSuplecióDirectori personalitzat de suplecionsDocument de supleció a midaDirectori de suplecionsMida de revelat de la suplecióParàmetres de la suplecióConfiguració de suplecióMida de suplecióSupleció no habilitada per a %s, s'ometSupleció extraviada de l'objecte %s bib %sSupleció extraviada de l'objecte %s bib [Movie Clip Proxy]: Paràmetres de supleció d'un videoclipParàmetres de supleció per a un segment de seqüènciaSupleció/cronografiaPodar graellaMode VoluminarVoluminat del pèlEstiramentEstira els punts envers el punt mitjà del pinzellDesplegableColors de ginys desplegables[Sew Cloth]: Recull les arestes soltesEstirar la tela fins a la posició inicial del cursorModulació de codi de pols (RAW)PujatLlums puntualsAleatorietat puraPorgar dades sobreres d'aquest documentEmpentaRedimirExtremar posa[Push Down Action]: Fa davallar l'acció fins a l'estiba ANL com a nou segmentAcció de fer davallar sobre el capdamunt de l'estiba d'ANL com a nou segment[Use Undo]: Efectua un pas de desfer després de cada ús del flòstic[Push Out]: Fa retornar al domini les partícules secundàries que han abandonat el dominiEmpeny l'anul·lador d'ombres envers la llum per amagar les tares de la geometria de baixa poligonacióAugmentar/reduir[Push/Pull]: Reforça/afluixa els elements seleccionatsReforçar/afluixar: %.4f%s %sReforçar/afluixar: %s%s %sPosar al rerefonsPosar objectes nous a la col·lecció activaPosar objectes enganxats dins la col·lecció activa[UnMeta Strip]: Retorna el contingut d'un metasegment al seqüenciadorPxr24 (pèrdua)PythonReferència de l'API de pythonConsola de PythonProtocols de pythonDirectoris de protocols en pythonDirectori de protocols en pythonPistes de funcionament de python[Add-on]: Complements de Python que es carreguen automàticamentIdiomaPython deshabilitat en aquesta versióAvaluació de python fallida: Avaluació de python fallida: {:s}Expressió python per avaluar com a paràmetre inicial del nodeS'ha restringit python per seguretatProtocol de python per a definir un mòdul d'estilValor de python per als tipus de propietats a mida no compatiblesPython: {}Python: {}.{}QuadTipus de cantell de quadMètode quadDivisió en quatreVista quarteradaRegions de la vista quarteradaEl sistema no admet la memòria-quadS'ha creat correctament la finestra de memòria-quadQuadràticBézier quadràticRòssec quadràticEsfera quadràticaGradualitzat quadràticRemallar amb quadriflux la malla seleccionadaQuadriFlux: s'ha cancel·lat el remallamentQuadriFlux: remallament completatQuadriFlux: remallament fallitQuadriFlux: La malla ha de ser polivalent i tenir normals de cara que apuntin en una direcció coherentQuadrilàterQualitatPassos de qualitat[Output color space settings]: Qualitat per als formats d'imatge que admeten compressió amb pèrduaExporta en qualitat JPEGQualitat del filtratge anisotròpicQualitat d'exportació d'imatgeQualitat dels supletoris a confegir[Pack Quality]: Qualitat de l'empaquetat. Els valors més alts seran més lents, però malgastaran menys espaiQualitat de la modificació d'elevació[Quality]: Qualitat de la simulació en passos per fotograma (més alt és millor qualitat però més lent)Opcions de qualitat per a la via de producció de radiotraçatInvisibilitat quantitativaQuantitat de sutge en el fluid[Color quantization bits]: Bits de quantificació per als valors de color (0 = sense quantificació)[Generic quantization bits]: Bits de quantificació per a valors genèrics com pesos o articulacions (0 = sense quantificació)Bits de quantificació per a valors normals (0 = sense quantificació)Bits de quantificació per als valors de posició (0 = sense quantificació)Bits de quantificació per als valors de coordenada de textures (0 = sense quantificació)Quantificar posicióQuartGradualitzat quàrticQuaternióQuaternió (WXYZ)Atribut de quaternióValor d'atribut de quaternióRotació de quaternionsTipus de dades de quaternió, afecta la rotacióRotació de quaternióRotació de quaternió (afecta la fusió d'ANL)Quaternió a rotacióConsulta per inserir al camp de cercaMida de la cuaEfectes ràpidsPreferits ràpidsInstal·lació ràpidaQuickTimeAnimació de QuickTimeConfigura ràpidament el dibuix lineal per a la col·lecció activaConfigurar ràpidament el dibuix lineal per a l'objecte actiu[Scene Line Art]: Configura ràpidament el dibuix lineal per a tota l'escenaTradualitzat quínticSurt del BlenderRFotoreceptor R/DRED Dragon 5KRED Dragon 6KRED Helium 8KRED Monstro 8KRGBEspai de color RGB (Vermell, Verd i Blau en anglès)Corbes RGBLimitar canal RGBParada RGBEls canals RGB en píxels transparents es multipliquen pel canal alfaEls canals RGB en píxels transparents no es veuen afectats pel canal alfaEspai de color RGBModificador de corbes RGB per al segment de seqüènciaRGB a BNRGB a XYZValors RGBRGBAValors de flotant de color RGBA de 32 bitsColor RGBA en espai cromàtic sRGBColor RGBA en espai cromàtic d'escena lineal[Color Node Socket]: Born de color RGBA d'un nodeColor RGBA amb valors de coma flotant de 32 bits[Byte Color]: Color RGBA amb valors enters positius de 8 bitsRK4RLEBDRÍndex de sèrie d'RNARuta d'RNA[Data Path]: Camí d'RNA (del bloc d'IDs) vers la propietat empradaRuta d'RNA envers la propietat afectada per la Corba-FSols col·leccions d'IDs RNA, la referència a l'element també usa el mateix indicador d'ID, no només el nom[RNA Path]: La ruta d'RNA que porta vers aquesta propietat, des del propietari de l'IDDefinició de propietat RNA[Any Type]: Tipus d'RNA utilitzat per a indicadors de qualsevol dada possibleBooleà enclós amb RNANúmero de coma flotant enclòs en RNAEnter enclòs en RNACadena enclosa en RNARVRadialDistorsió radialPotència de decaïment radialRugositat radialRecompte de simetria radialTessel·lat radialModel de distorsió radial que s'ajusta a les càmeres habituals[Radial Falloff Power]: Potència de decaïment radial (decaïment gravitacional real = 2)Camp radial cap al centre de l'objecteTangent radial al voltant de l'eix X, Y o ZDistorsiona la imatge de manera radial per tal de crear un barril o una distorsió de buirac de sastreRadiància HDR (.hdr)RadiansRadians: {}Botons disjuntiusGiny disjuntiu de colorsRadiRadi (pare)Radi - Longitud del vectorRadi 1Radi 2Radi de capdavallDissipació de radiCap del radiInterpolació de radiRadi màxRadi mínimDesplaçament de radiEscala del radiEscalat de radiRadi del capdamuntRadi X:Radi Y:Canvi en el radi per aplicar als traços actuals[Bevel Radius]: Radi del bisellatRadi des de l'origen fins al centre de les seccions del tubRadi en la mostra de quadrícula per cercar mostres de quadrícula vàlides per copiar-les sobre les mostres de quadrícula invàlidesRadi en què les corbes duplicades es desvien de les guies[Air Personal Space]: Radi d'espai personal dels eixams en l'aire (% de mida de partícula)[Land Persona Space]: El radi d'espai personal dels eixams en terra (% de mida de partícula)[Child Radius]: Radi poblat per filles al voltant de la mareRadi dels punts de control de la corbaRadi del «pinzell» esborradorRadi de l'efecte lluentor[Envelope Head Radius]: Radi del cap de l’os (només per a deformacions de funda)[Kernel Radius]: Radi de la matriu de convolució usada per suavitzar i contrastar els píxelsRadi de l'esfera limitadora[Curve Radius]: Radi de les corbes afegides de nou quan no està interpolat des d'altres corbes[Envelope Tail Radius]: Radi de la cua de l'os (només per a deformació de funda)[Bevel Depth]: Radi de la geometria del bisellat, sense incloure l'extrusióRadi del cercle inferior del conRadi del pinzell en píxelsEl radi del cercle interior; pot ser més gran que el radi exteriorEl radi del cercle exterior; pot ser més petit que el radi interiorRadi dels rullsRadi de la pellRadi de l'esfera o del cilindreRadi del cercle superior del conRadi de la secció transversal del torRadi del cilindre virtual[Solid Radius]: Radi que es pintarà sòlidRadi d'aplicació[Update Radius]: Radi per a calcular la posició actualitzada per a cada partícula (els valors més alts són més lents però les partícules es mouen menys caòticament)[Potential Radius]: Radi per a calcular el potencial per a cada cel·la (els valors més alts són més lents, però creen graelles de potencial més suaus)Radi de selecció de veïnes per fusionar[Radius Max]: Radi a utilitzar quan s'aplica la pressió màxima (o quan no s'utilitza una tauleta)Radi utilitzat per calcular l'àrea normal al primer clic, en percentatge del radi del pinzellRadi:[Power]: Augmenta l'escala del referent a la potència especificadaRasclarGradacióAleatoriAngle aleatoriNervi aleatoriRigidesa de doblegat aleatòriaCentre aleatoriMida de filles aleatòriaColor aleatoriCorba aleatòriaResistència aleatòriaFactor final aleatoriFricció aleatòriaLlargada aleatòriaMàscara aleatòriaVariació aleatòria de sorollDesplaçament aleatoriOrdre aleatoriOrientació aleatòriaAleatori per illaFase aleatòriaPosició aleatòriaRadi aleatoriRotació aleatòriaRugositat aleatòriaLlavor aleatòriaLlavor aleatòria de l'operacióParàmetres aleatorisMida aleatòriaFactor d'inici aleatoriValor aleatoriCaminar aleatoriCaminar aleatori (Pell)[Randon Settings]: Configuració aleatòria del pinzell[UV Random]: Factor aleatori per a la rotació UV autogenerada[Hue]: Factor aleatori per a modificar la tonalitat d'origen[Saturation]: Factor aleatori per a modificar la saturació originalFactor aleatori per a modificar el valor originalDecaïment aleatori[Instance Random ID]: Identificador aleatori per a aquesta instància, normalment per a una aspecció aleatòriaDesviació aleatòria de la textura soroll per a cada corbaDesviació aleatòria de l'angle de rotació per corbaAleatòria per joc de caresAleatòria per part aïlladaAleatòria per vèrtexRotacions aleatòries que donen com a resultat direccions uniformement distribuïdes. La rotació al voltant de l'eix Z és totalment aleatòria.Patró de mostreig aleatori utilitzat per l'integradorLlavor aleatòriaLlavor aleatòria per a l'operacióLlavor aleatòria per al resolutor. Diferents llavors faran que el remallador presenti diferents disposicions de quads a la malla[Random Bending Stiffness]: rigidesa aleatòria dels pèls[Random Damping]: Variació aleatòria de la resistènciaVariació aleatòria de la fricció[Amplitude Random]: Variació aleatòria de l'amplitud[Axis Random]: Variació aleatòria de l'orientació[Random Child Size]: Variació aleatòria de la mida de les partícules fillesVector aleatori per a cada corbaAleatoritzarAleatoritzar amplitudAleatoritzar eixAleatoritzar colorAleatoritzar capgiramentAleatoritzar ubicacióAleatoritzar desplaçamentAleatoritzar faseAleatoritzar rotacióAleatoritzar escalatAleatoritzar eixos d'escalatLlavor d'aleatoritzacióAleatoritzar midaAleatoritzar transformacionsAleatoritza els valors de transformació delta enlloc de la transformació regularAleatoritza cada nombre de fotogrames[Select Random]: Aleatoritza la selecció existent o crea una nova selecció aleatòriaAleatoritza les transformacions d'instàncies en el seu espai local individual[Randomize Transform]: Aleatoritza la ubicació, rotació i escala dels objectesAleatoritza només a les fotofitesOrdre aleatori dels elements seleccionats[Random Orientation]: Aleatoritza l'orientació de les partícules[Random Position]: Posició aleatòria al llarg del trajecteFer rotar aleatòriament al voltant d'un trajecte[Random Phase]: Aleatoritza la rotació al voltant de l'eix d'orientació triatAleatoritza la desviació de traçAleatoritzar ubicació, rotació i escala de l'illa UVAleatoritza les cares o arestes durant el confegitAleatoritza els valors d'ubicacióAleatoritzar l'ordre dels elements de geometria (per exemple, vèrtexs o arestes) després d'algunes operacions on no hi ha garanties sobre l'ordre. Això evita dependre accidentalment d'alguna cosa que pot canviar en el futurAleatoritzar el valor de rotacióAleatoritza els valors de rotacióAleatoritza els valors d'escala[Randomize Transforms]: Aleatoritza la transformació d'instànciesAleatoritza les transformacions entre totes les còpiesAleatoritza les transformacions entre totes les instàncies dispersadesAleatoritzar posicions dels vèrtexsAleatoritza vèrtexs[Select Random]: Aleatoritza la selecció existent o en crea una de nova aleatòriaSeleccionar aleatòriament els punts de control UVWSeleccionar aleatòriament els elements de metabolaSeleccionar aleatòriament alguns punts de controlSeleccionar vèrtexs aleatòriamentAleatorietat[Randomness]: Factor aleatori per a generar partícules[Pressure Randomness]: Factor aleatori de pressió en traços nous[Strength Randomness]: Factor aleatori per a la intensitat de traços nous[Randon Backbone]: Aleatorietat de l'estirament del nervi d'un traç[Random Center]: Aleatorietat del centre[Random Radius]: Aleatorietat del radiAbastInterval màximInterval mínimSelecció d'intervalEl ressaltat d'interval no està disponible per a indicadors!Ritme[Buffersize]: Control de tràfic: mida de la vàlvula de memòria intermèdia (kb)[Max Rate]: Control de la taxa: taxa màxima de bits (kbit/s)Control de la taxa: taxa mínima de bits (kbit/s)Ràtio[Area Radius]: Ràtio entre el radi del pinzell i el radi que s'utilitzarà per mostrejar l'àrea central[Wet Paint Radius]: Ràtio entre el radi del pinzell i el radi que s'utilitzarà per a mostrejar el color per gradualitzar la pintura d'impregnació[Normal Radius]: Ràtio entre el radi del pinzell i el radi que s'utilitzarà per a mostrejar la normal[Fly Speed Factor]: Relació entre la velocitat de vol mínima i màxima[Turn Speed Factor]: Relació entre la velocitat de gir mínima i màximaRàtio de l'alçada de filera dels maons en relació a l'escala de la texturaRàtio de gruix dels maons en relació a l'escala de la texturaRàtio d'impactes en superfície d'encarament frontal per sota de la qual la mostra de quadrícula no serà considerada per a la il·luminacióRàtio d'impactes en superfície d'orientació frontal sota de la qual una mostra de quadrícula reutilitzarà la il·luminació de mostres de quadrícula de veïnes[Dash Ratio]: Ràtio de mostres dins un cicle en el qual el pinzell està habilitat[Spherize Strength]: Ràtio de normal esferitzada per normal originalRàtio de triangles a reduir a (només aglutinar)En brutCru (obsolet)Memòria cau en brutMida de cau en brutImatges en brutDades en brut (bytes, contingut exacte del document incrustat)Format de document en brut (.raw)[Max Threshold]: Valor brut de pressió d'ingressió que Blender interpreta com a 100%Recompte de raigsProfunditat de raigDirecció de raigsLongitud de raigGruix de línia del raigFDDB de Portal de raigsRadi de raigVisibilitat de raigs[Ray Direction]: La direcció del raig que s'utilitzarà per a la projecció (si l'objecte del pinzell està ubicat en aquesta direcció, aleshores està pintat)IrradiarRayleighFunció de fase de Rayleigh, emprat sobretot per a partícules més petites que la longitud d'ona de la llum, com ara la dispersió de la llum del sol en l'atmosfera de la terraRaigsRugositat màxima de radiotraçatTransmissió de ràdiotraçatRadiotraça contra la vàlvula de profunditat. En segona opció recórrer a sondes de llum per a raigs no vàlids.Transmissió ràdiotraçadaRadiotraçatPredefinits de ràdiotraçatReutilitzar dades localsTorna a adherir les corbes a una superfície deformada usant la informació d'adhesió existent. Només funciona quan la topologia de superfície de malla no ha canviat[Sample]: Es repobla el traç amb segments de la longitud especificadaRe-mostreig del mostreig d'importànciaReacció envers[Multi React]: Reacciona múltiples vegadesRapidesa de reaccióReactorObjecte referent del reactorSistema de partícules de referent de reactorLecturaDades per llegirNomés lecturaLlegeix variables primitives d'USD com a atributs de mallaLlegeix què hi ha de nou en aquesta versió de Blender[Read View Layers]: Llegeix totes les capes de revelat de totes les escenes utilitzades[Open Cached Render]: Llegeix totes les capes de visionat de l'escena present des de la memòria cau, segons sigui necessariLlegir memòria cau des d'una ubicació externaLlegir biblioteca: '%s', '%s', pare '%s'Llegir coordenades UV de mallaLlegir atributs de color de mallaÀrea de només lectura d'aquesta caraLlegir biblioteca empaquetada: '%s', pare '%s 'Llegeix els atributs de les dades volumètriques a partir de les cubícules de volumVector sols de lecturaEnter de sols-lecturaReferència externa de només lectura a un bloc de dades vinculat i el seu document de bibliotecaIndicador de només lectura que indica que hi ha almenys una col·lecció d'ossos marcada com a "en solitari"Indicacions no editables d'operacions admesesIndicacions no editables de quines operacions de pinzell són admeses per l'eina actual d'esculpirRepositori només de lectura proporcionat pel sistemaLlegint resultat de revelat: les dimensions no quadren, s'esperava %dx%dLlegint resultat de revelat: no es troba el canal esperat "%s.%s"Llegint resultat de revelat: no es troba el canal esperat "%s.%s" o "%s"Llegeix la informació d'adhesió relativa a una superfície de mallaLlegeix informació sobre cada corbaLlegeix informació sobre cada punt d'arrel de corbaLlegeix informació sobre cada punt de la punta de la corbaLlegeix la informació de cada segment de corba anterior a cada puntPart real de l'índex de refracció del conductor, sovint anomenat nFer-ho tot realRealitzar instànciesFa reals totes les instàncies aniuades d'entre les de nivell superior. Sobreseu el valor de la Ingressió de profunditatRealitzar a domini de puntsLes dades de corba realitzades tenen massa elements.S'ignoren les dades realitzades en la geometria d'ingressióLa geometria realitzada no s'utilitza quan escollir instàncies és VEREl llapis de greix realitzat té massa capes.La malla realitzada té massa elements.El núvol de punts realitzat té massa punts.Temps realActualitzacions en temps realReaplicar i actualitzar el predefinit, suprimint els canvisReordena els elements de geometria, canviant-ne els índexs[Move Channels]: Reordena els canals d'animació seleccionatsReorganitzar algunes cares per provar d'obtenir una geometria menys degenerada[Reassign Inputs]: Reassigna les ingressions per al segment efecteReconstruir subdivisions[Unsubdivide]: Reconstrueix un nivell de subdivisió inferior de la malla base actualRecompon tots els vídeos simulats i índexs cronogràficsRecompon tots els vídeos simulats i índexs cronogràfics en segon pla[Resync]: Reconstrueix els sobreseïments locals seleccionats a partir de les seves referències vinculades, així com les seves jerarquies de dependències[Resync Enforce]: Reconstrueix els sobreseïments locals seleccionats a partir de les seves referències vinculades, així com les jerarquies de dependències, obligant aquestes jerarquies a conlligar les dades vinculades (és a dir, ignorant els sobreseïments existents en les propietats de l'indicador de blocs de dades)Reconstrueix tots els nivells de subdivisions possibles per generar una malla base de resolució inferiorProjecció de gravacióRec.1886Rec.2020Rec.2100-HLGVisionat de pic Rec.2100-HLG de 1000 nits amb blanc de referència a 100 nitsRec.2100-PQVisionat de pic Rec.2100-PQ de 10000 nits amb blanc de referència a 100 nitsRecalcula tots els trajectes de moviment visibles per als objectes i poses[Reset Hook]: Recalcula i retira la transformació de desplaçament[Re-Key Points of Selected Shapes]: Recalcula les dades d'animació en els punts seleccionats per als fotogrames seleccionats en el guió tècnicRecalcular longitud de nansaRecalcula els trajectes de moviment per als objectes seleccionatsRecalcula els trajectes per als ossos que ja els tenen[Recalculate Handles]: Recalcula la direcció de les nanses seleccionades[Rebuild BVH]: Recalcula l'escultura BVH per millorar el rendimentRefondreCàustica de recepció d'ombraRep càustiques aproximades de materials refractius en les ombres d'aquest objecte. Els objectes llum, irradiadors i receptors han de tenir les opcions de càustica d'ombra definides per poder activar-hoCol·lecció de receptorsRecentsDocuments recentsCarpetes recentsEspecials d'elements recentsCerques recentsRecentrarRecentrar expiració[Realtime]: Recomanat per a una codificació ràpida[Slowest]: Recomanat si tens molt de temps i vols la millor eficiència de compressióRecalcular recompte d'usadors d'IDs en desar[Recompute ID Usercount On Save]: Recalcula tots els recomptes d'usadors d'IDs abans de desar el document blend. Permet de donar la volta a la gestió de recomptes d'usadors incorrectes del codi que poden ocasionar pèrdues de dades degudes a una detecció errònia de blocs de dades no utilitzats[The grid size for binding]: Recalcula dinàmicament les fixacions per damunt d'altres deformadors (més lentitud i consum de memòria)ReconstruïtCàmeres reconstruïdesReconstruccióOrdre de gravacióEn ordre de gravació sense buitsRecuperarRecrear documentRectangleRecursivamentRecursivitatS'ha detectat recursivitat en el Videoseqüenciador. No es revelarà el segment %s al fotograma %dS'ha detectat recursivitat, no es pot utilitzar aquest segmentRecursionsEliminar recursiuNo està permès fer closes recursivesNo estan permeses les closes recursives[Recursive Delete]: Comprova recursivament si hi ha blocs de dades no utilitzats indirectament, assegurant que no quedin blocs de dades orfes després de l'execucióDuplica recursivament la col·lecció, tots els seus fills i objectes, amb dades d'objecte vinculadesDuplica recursivament la col·lecció, tots els seus fills, objectes i dades d'objecteVermell (R)Canal vermellVermell verd blauCanal vermellComponent vermell del camp de colorVermell-cianVermell:[Redefine Equalizer Graphs]: Redefineix les gràfiques de l'equalitzadorRedistribuir punts de corba[Make Uniform]: Redistribueix el canvi copiat del volum per igual entre els tres eixos del propietariRedistribueix els punts de control existents uniformement al llarg de cada corbaRefer[Redo]: Torna a fer l'acció anterior[Redo Catalog Edits]: Refà l'última edició retificada als catàlegs de recursosReduir factor de mescla de 0,01Reduir factor de mescla de 0,1Reduir moviment[Minimize Stretch]: Redueix l'estirament d'UV destensant els angles[Angle Factor]: Redueix el gruix del pinzell per aquest factor quan el traç és perpendicular a la direcció de l'angleReduir detall en una imatge fent que els píxels individuals siguin més destacats i així obtenir un aspecte de blocs o de mosaicRedueix la mida del document exportat en base a suprimir fotofites duplicadesRedueix la velocitat extra que es pot acumular quan xoquen objectes (abaixa una mica l'estabilitat de la simulació, usar només quan es faci necessari)Redueix el nombre de colors d'una imatge, tot convertint degradats suaus en transicions nítidesRedueix l'aleatorietat entre píxels per a millorar el rendiment del revelat amb GPU, a costa de possibles tares de revelat si es posa massa baixReduir esqueixament dins les illes[Decimate]: Redueix la densitat de la geometria[Smooth Laplacian]: Redueix el soroll d'una superfície de malla amb canvis mínims a la seva forma[Symmetry Feathering]: Redueix la força del pinzell on se solapi a pinzellades simètriques[Volume to Mesh Modifier]: Redueix el recompte final de cares simplificant la geometria on no es necessita el detall[Adaptativity]: Redueix el recompte final de cares a base de simplificar la geometria on hi ha detall que no és necessari, tot generant triangles. Un valor més gran que 0 deshabilita la Rectificació de pols.[Secondary Influence Falloff]: Factor de reducció per a cada nivell de bucle bucal secundariReferènciaDimensió de referènciaDistància de referènciaReferenciar existentsCompressió de gamma de referènciaID de referènciaFites de referènciaPunt de referènciaPosició de referènciaConjunt de referènciaMida de l'esfera de referènciaEsferes de referènciaValor de referènciaObjecte corba referenciat per a la corruaDistància de referència a la qual el volum és 100%Referència des d'un camp de ParametresAparellar a una col·lecció d'ossos.Ubicació de referència a la qual alinearNombre de referència dels fotogrames abans que els fotogrames restin retinguts (usar per retenir per a patrons de retenció «1-3» en contrast amb «5-7»)Objecte de referència per definir la transformació acumulada[Anchor Frame]: Punt de referència per ancorar l'estabilització (altres fotogrames s'ajustaran en relació amb la posició d'aquest fotograma)Posició de referència abans de la deformacióRefinarRefinar distància focalMètode de refinacióRefinar punt principalRefinar radialRefinar tangencial[Refine Focal Length]: Ajusta la distància focal durant la resolució de la càmera[Refine Principal Point]: Refina el punt principal durant la resolució de la càmera[Refine Radial]: Refina els coeficients radials del model de distorsió durant la resolució de la càmera[Refine Markers]: Repassa les posicions dels marcadors seleccionats executant el rastreig des de la referència del rastre fins al fotograma actual[Refine Tangential]: Refina els coeficients tangencials del model de distorsió durant la resolució de la càmeraRefinar:Reajustar[Reflect]: Reflecteix A al voltant de la normal B. B no necessita ser normalitzada.ReflexióOpcions de traçat de reflexos[Hair BSDF]: Aspectors de reflexió i transmissió optimitzats per a revelar pèl o cabell[Sheen BSDF]: Reflex per a materials tipus tela. Típicament barrejat amb altres aspectors (com ara un de difusiu), perquè per si sol no és particularment útil[Glossy BSDF]: Reflex amb distribució de microfacetes, usada per a materials com metall o mirallsReflectiuCàustica reflectivaFDDB refraccióProfunditat refraccióRefractiuCàustica refractivaRefrescarRefrescar controladors[Explode Refresh]: Refresca les dades del modificador d'explosióRefresca extensions i complements antiquats, tot recarregant mòduls i metadades (similar a un reinici)Refrescar llista d'accionsRefresca la llista d'objectes instàncies i els pesosActualitza la llista de documentsRefresca el llistat d'extensions per a tots els repositoris remotsRefresca el llistat d'extensions per al repositori actiuRefresca l'editor del seqüenciadorDades de regióAlçada de la regióMàxim X de regióMàxim Y de regióMínim X de regióMínim Y de regióSolapat de regióPosició de regió XPosició de regió YPermutar regióRotonda de permuta de regióTipus de regióAmplada de la regióCoordenades de la regió de mostreigNo s'ha pogut estirar la regió!Flotants de regió en pantalla, no s'usa cap alineació fixaAlçada de regióRegió en una àrea de pantalla dividida[Quad Split]: La regió es divideix horitzontalment i verticalmentNo s'ha trobat la regió en el tipus d'espaiDades específiques de la regió (el tipus depèn del tipus de regió)Amplada de regióRegionsPermutar visibilitat de regions[Asset Shelf]: Regions d'accés ràpid a recursosRegions en què l'àrea està subdivididaRegistrarRegistrar pareRegistre per a totes les usuàries[Register Parent]: Registra el control com a candidat a paternitat alternableRegistradaRegistrada opcionalment[Key Configuractions]: Configuracions de tecles registradesRegistrant classe d'àlbum de recursos: '%s', ha estat anteriorment registrat, s'està desregistrant l'anteriorRegistrant classe d'àlbum de recursos: '%s' és massa llarg, la longitud màxima és de %dRegistrant la classe de gestors de documents: '%s' és massa llarg, la longitud màxima és de %dS'està registrant la classe de propietat id: '%s' és massa llarg, la longitud màxima és %dRegistrant la classe de nodes: '%s' és massa llarg, la longitud màxima és de %dS'està registrant la classe de nodes: '%s', de bl_idname '%s' no se n'ha pogut anul·lar el registreRegistrant classe de nodes: '%s', bl_idname '%s' ha estat anteriorment registrat, s'està desregistrant l'anteriorRegistre de classe de node: '%s', el bl_idname '%s' és un node de fàbricaRegistrant classe de borns de node: '%s' és massa llarg, la longitud màxima és de %dRegistrant classe d'arbre de nodes: '%s' és massa llarg, la longitud màxima és de %dS'està registrant la classe d'arbre de nodes: '%s', de bl_idname '%s' no se n'ha pogut anul·lar el registreRegistrant classe d'arbre de nodes: '%s', bl_idname '%s' ha estat anteriorment registrat, s'està desregistrant l'anteriorRegistrant classe de plafó:No es pot fer registre des d'instal·lacions de Microsoft StoreFer recréixer[Regrow]: Fa tornar a créixer el pèl a cada fotogramaRegularTrobar expressió regularSubstitir amb expressió regularColors de giny normal[Key Modifier]: Tecla normal pitjada com a modificadorReiteracióPosició de línia relacionalRelacionsRelacióLínies de relacionsRelatiuIdentificador de recursos relatiuDetall relatiuAresta relativaCara relativaFotograma relatiuFita relativaMirall relatiuObjecte relatiuSeparació relativaDesplaçament de separació relativaPaternitat relativaRuta relativaRutes relativesEspai relatiuInici relatiuRelativa aRelatius a píxel[Virtual Parents]: Quantitat relativa de mares virtualsForça relativa del ganxoPes de mescla relatiu dels elements veïnsNombre relatiu de cares comparat amb la malla actual[Particle Offset]: Desplaçament relatiu de les partícules per la instanciació, per evitar el solapament de múltiples instànciesPosicions relatives de les formes respecte del nou mètode de formaMida relativa de l'àrea a enfosquirTemps relatiu de la fita sobre la longitud del pèlTranslació relativa de l'àrea a enfosquirAmplada relativa de cada segment angular. Es pot fer servir per escalar textures que encaixin en cada segmentDestensar jocs de caresMètode de distensióDestensar posaDestensar topologiaDestensar UVsDestensar mallaAmollarConfirmacions d'amollarNotes de la distribucióTemps d'extincióRevincular restriccionsRecarregarRecarregar imatgesRecarregar document d'inici per restaurar la configuració[Reload]: Torna a carregar el bloc de dades de text actiu des del seu documentRecarregar el document de text actiu?[Reload]: Torna a carregar totes les dades d'aquesta bibliotecaRecarrega el vídeoTorna a carregar la imatge actual des del discRecarregar el document amb execució dels protocols de python habilitatsRecarregar des del discRecarregar des del disc (ignorar canvis locals)[Revert to Saved Preferences]: Recarrega les preferències a partir de l'últim estat desat[Reload Scripts]: Recarrega els protocols[Reload Strips]: Torna a carregar els segments al seqüenciadorTorna a carregar la biblioteca indicada[Revert]: Torna a carregar el document desatS'ha(n) recarregat {:d} imatge(s)Torna a carregar l'historial i les dreceresReubicarReubica un ID vinculat, p. ex. seleccionat un altre ID a vincular i en remapeja els usos locals al nou bloc de dades vinculat. Ara mateix està dissenyat només com un operador intern i no està directament exposat a la usuàriaReubica la biblioteca indicada a una o diverses altresReubica la biblioteca de sota el cursorRomanentEls vèrtexs que queden i que separen parelles d'arestes es conserven si el seu angle de vora supera aquest llindar.RemapejarRemapejar dades d'IDRemapejar relatiusRemapejar usadorsRemapeja un valor d'un interval envers un interval de referència[Remap Relative]: Reassigna les rutes relatives en desar a un directori diferentRecordar configuració d'exportacióRecorda l'última escena usada per a l'obrador present i se n'hi va quansevulgui que l'obrador sigui activat[Pin Scene]: Recorda l'última escena usada a l'obrador i s'hi recol·loca quan es torna a activar el dit obradorRemallarMode remallarModificador RemallarRemallant amb QuadriFlow...URL remota al repositori d'extensions, el sistema de documents es pot referenciar mitjançant el sistema IUR: "file://"Suprimir[Remove AOV]: Suprimeix l'AOV activaSuprimeix el grup de llum actiuVols suprimir el complement: {!r}?Suprimir objecte esqueletSuprimeix l'objecte esquelet si es pot. Si l'esquelet té diversos ossos arrel, l'objecte no se suprimiràSuprimir criptocapaSuprimir personalització[Clear Cyclic (F-modifier)]: Suprimeix el modificador-F de cicles si ja no calSuprimir desconnectatsSuprimir duplicatsSuprimir repositori d'extensionsSuprimir els modificadors-F de la corba-F per afegir fotofitesSuprimir documentsSuprimir espaisSuprimeix el grup de capes de Llapis de greix de l'objecte actiuSuprimir entrades[Remove Mask Layer]: Suprimeix la màscara de capaSuprimir punts aïllatsSuprimir atribut anomenatSuprimir sortidesSuprimir a fora de l'intervalSuprimir paquetSuprimeix el punt de corba de pinturaSuprimir repositoriSuprimir repositori amb documentsSuprimeix la restricció de cos rígid de l'objecteSuprimeix la configuració del cos rígid de l'objecteSuprimeix el món de simulació de cos rígid de l'escena actualSuprimir ossos seleccionatsSuprimeix els ossos del Conjunt de selecció des de la selecció actualSuprimir partícules referentsSuprimir esqueixament del referentLlindar de supressióSuprimeix el mapa UVSuprimir pesosSuprimeix un Conjunt de selecció de l'esqueletSuprimeix una imatge de fons de la càmeraSuperimeix la configuració d'un telcari personalitzat a la llista de predefinitsSuprimeix un tema personalitzat de la llista de predefinitsSuprimeix un efecte de l'objecte Llapis de greix actiuSuprimeix un ganxo de l'objecte actiuSuprimeix un modificador de l'objecte actiu[Remove Strip Modifier]: Suprimeix un modificador del segmentSuprimeix una ruta a un document .blend, de manera que el navegador d'actius ja no intenti mostrar-la mésSuprimeix un tros de traç al començament i al final del nervi del traçSuprimir una part de la malla a una banda de la línia[Remove Row Filter]: Suprimeix un filtre de files d'entre les regles[Unlink Data-Block]: Suprimeix un ús d'un bloc de dades, tot retirant-ne l'assignacióSuprimeix la capa d'anotació activa[Remove Active Keying Set Path]: Suprimeix el camí actiu del joc d'atributs de fites actiuSuprimir color actiu de la paletaSuprimir element actiuSuprimeix totes les restriccions CI dels ossos seleccionatsSuprimeix els conjunts seleccionats d'aquest esqueletElimina tots els atributs que conlliguen amb el patró que està autoritzat a contenir un únic comodí (*)[Back Face Culling]: Suprimeix totes les cares posteriors per a accelerar el càlcul, cosa que crearà arestes en diferents nivells d'oclusió que quan estigui deshabilitatSuprimeix totes les col·leccions d'ossos que no tinguin ni ossos ni fills. Això es fa de manera recursiva, de forma que també s'eliminen les col·leccions d'ossos que només tenen fills en desúsElimina totes les restriccions dels objectes/ossos fitats. Per aconseguir un precuinat correcte amb aquest paràmetre, caldria habilitar Fitació visualSuprimir tots els documents dins:[Remove Animation]: Suprimeix tota l'animació de fotofites per als objectes seleccionats[Remove Animation]: Suprimeix tota l'animació de fotofites dels objectes seleccionatsSuprimeix tots els enllaços als nodes seleccionats i intenta connectar els nodes veïnsSuprimeix tots els materialsSuprimeix tots els sistemes de partícules de l'objecte actiu[Delete Keyframes]: Suprimeix totes els fotofites seleccionadesSuprimir totes les morfofites[Remove Fill Guides]: Suprimeix tots els traços creats com a guia per a l'eina d'emplenatSuprimir tots els grups de vèrtexs desbloquejatsSuprimeix tots els grups d'il·luminació no utilitzatsSuprimeix tots els grups de vèrtexs[Delete Asset Catalog]: Suprimeix un catàleg de recursos de la biblioteca de recursos (els recursos que conté no es veuran afectats i es mostraran com a no assignats)[Remove Asset Tag]: Suprimeix una etiqueta amb paraula clau existent del recurs actiuSuprimeix un repositori d'extensionsSuprimeix un element de l'alternador d'índexsSuprimir una capa de sobreseïment de l'arxiuSuprimeix una operació de sobreseïmentSuprimir l'animació dels objectes seleccionats?Suprimim l'animació dels segments seleccionats?Suprimeix qualsevol fotofita que sigui un duplicat d'una de prèviaSuprimeix l'atribut de la geometriaElimina els fotogrames de partionament gent una interpolació entre dos fotogrames de Llapis de greixSuprimeix els canals de la selecció des del recurs de posaSuprimeix l'atribut de color de la geometriaSuprimeix colors d'una pantalla blava o verda en base a reduir un canal RGB en comparació amb els altresSuprimeix la restricció de l'estiba de restriccions[Remove from Keying Set]: Suprimeix la propietat presentment activa a la IU del joc d'atributs de fites actual[Remove]: Suprimeix les corbes amb punts d'arrel massa propersSuprimeix els elements duplicats de l'historial[Remove on Cancel]: Suprimeix els elements en cancel·larSuprimeix els complements existents amb el mateix IDSuprimir la plantilla existent amb el mateix IDSuprimir el document de tema existent si existeixSuprimeix exportador de la llista d'exportadorsSuprimir exportador?Suprimeix els documents amb extensió en suprimir el repositori[Remove External Feature Set]: Suprimeix un joc de funcionalitats externes (aparells, metaaparells, plantilles d'IU)Suprimir camps de les pel·lícules de vídeoSuprimir des de tots els grupsSuprimir de la seleccióSuprimir del mode actualSuprimir de la seleccióSuprimeix l'espai del fotograma actual fins al primer segment a la dreta, independentment de la selecció o l'estat de bloqueig dels segments[Clear Inner]: Suprimeix la geometria de darrere del pla[Clear Outer]: Suprimeix la geometria per davant del plaSuprimeix la configuració del teclatSuprimeix l'element del teclari[Delete Keyframe]: Suprimeix les fotofites del fotograma actual per als objectes i ossos seleccionats[Delete Keyframe]: Suprimeix les fotofites del fotograma actual per als segments seleccionats[Remove Cryptomatte Socket]: Suprimeix la capa d'un node de CriptotrepaEliminar la distorsió de lent del metratge mitjançant la configuració de la lent de càmera de seguiment de movimentSuprimir arestes aïlladesSuprimir cares aïllades[Clean Loose Points]: Suprimeix els punts soltsSuprimir vèrtexs aïllatsSuprimir capa de màscara[Clear Shape Key]: Suprimeix la fotofita amb la forma de la màscara de la capa de màscara activa en el fotograma actual[Delete with Reconnect]: Suprimeix nodes i reconnecta nodes com si l'eliminació estigués silenciadaSuprimir els nodes connectats a l'entrada[Remove Tracking Object]: Suprimeix l'objecte usat per al rastreigSuprimir objecte de totes les escenesSuprimeix l'objecte o el material de la trepa, tit piscant un color des de l'egressió del SelectorSuprimir en cancel·larSuprimir cares originalsSuprimir geometria originalSuprimeix les propietats antiquades d'operador de configuracions que poden causar problemesSuprimeix els sistemes de partícules dels objectes de referènciaSuprimeix la ruta d'exclusió d'execucions automàtiques[Ungroup Channels]: Suprimeix les corbes-F seleccionades dels seus grups actualsSuprimeix del conjunt de selecció els ossos seleccionats[Remove from Collection]: Suprimeix els ossos seleccionats de la col·lecció activaSuprimeix els ossos seleccionats de l'esqueletSuprimir punts de control o corbes seleccionats[Delete Geometry]: Suprimeix els elements seleccionats d'una geometriaSuprimeix els elements seleccionats (files gris-blau) del Joc d'atributs de fites actiuSuprimeix els elements seleccionats de la interfícieSuprimir nodes seleccionatsSuprimeix els objectes seleccionats de la simulació de cos rigid[Remove from Collection]: Suprimeix de la col·lecció els objectes seleccionatsSuprimeix els objectes seleccionats de totes les col·leccions[Remove Doubles]: Suprimeix les partícules seleccionades que són prou a prop d'altresSuprimir punts seleccionats[Remove Stabilization Rotation Track]: Suprimeix el rastre seleccionat de l'estabilització de rotació[Remove Stabilization Track]: Suprimeix el rastre seleccionat de l'estabilització de la translacióSuprimeix la morfofita de l'objecte[Remove Target Shear]: Suprimeix l'esqueixament de la transformació del referent abans de combinar[Voxelize Grid]: Suprimeix l'esporadicitat d'una graella volumètrica per la via de convertir les tessel·les actives en vòxelsSuprimir la capa activa de Llapis de greixSuprimeix la col·lecció activa d'ossos[Remove Active Keying Set]: Suprimeix el joc actiu d'atributs fites[Remove Line Set]: Suprimeix el joc de línies actiu de la llista de jocs de líniesSuprimeix l'objecte actiu d'aquesta col·leccióSuprimeix el segment actiu del modificador guionetsSuprimeix el segment actiu del modificador de tempsSuprimir el color de sota d'aquest traç utilitzant-lo com a màscara[Remove Render Slot]: Suprimeix l'epígraf de revelat actualSuprimeix la capa de normals personalitzades, si existeix[Remove Driver]: Suprimeix el(s) controlador(s) per a la/es propietat(s) connectada/es representada/es pel botó ressaltat[Auto Remove]: Suprimeix l'element automàticament quan queda desempalmatSuprimir el modificador de la llista de modificadorsSuprimeix l'objecte d'una col·lecció d'objectes que conté l'objecte actiuElimina l'únic atribut amb el nom donat[Clear Parent]: Suprimeix la relació pare-fill entre els ossos seleccionats i els seus paresSuprimir el previsionat d'aquest bloc de dadesSuprimeix el bloqueig de sistema de documents del repositoriSuprimeix els objectes seleccionats de tots els conjunts de seleccióSuprimeix l'entrada seleccionada de la llistaSuprimeix l'objecte d'instància seleccionatSuprimeix l'epígraf de material seleccionatSuprimeix el sistema de partícules seleccionatSuprimeix el referent de la partícula seleccionadaSuprimeix la vista de revelat seleccionadaSuprimeix l'epígraf de superfície seleccionatSuprimeix els vèrtexs seleccionats del grup actiu o de tots els grups de vèrtexsSuprimeix la capa de visionat seleccionadaSuprimeix el mòdul d'estil de l'estiba[Remove Target]: Suprimeix el referent de la restriccióSuprimeix el quadre de text[Clear Animation Data]: Suprimeix aquest contenidor de dades d'animacióSuprimeix les associacions d'aquesta instal·lació amb els documents .blendSuprimeix aquest objecte o col·lecció de la col·lecció d'endoil·luminacióSuprimeix la fila de la llist de referències de col·leccions d'ossosSuprimeix els epígrafs de materials no utilitzatsSuprimeix paràmetres en desús d'editors invisibles[Clean Vertex Group Weights]: Suprimeix les assignacions de grups de vèrtexs que no són necessàriesSuprimeix els vèrtexs des de grups que tenen pes zero després de capgirarSuprimeix els vèrtexs els pesos dels quals estiguin per sota o igual a aquest límit[Group Remove]: Suprimeix vèrtexs de pesos inferiors al llindar del grup-vSuprimir, mantenint el document locals.Suprimir, no s'han trobat els documents locals.S'han suprimit %d partícules doblesSuprimits %d materialsS'han suprimit %d epígrafsVèrtex %d suprimitVèrtexs %d suprimitsS'ha suprimir la quantitat dels editors: %dRestricció suprimida: %sEfecte suprimit: %sModificador suprimit: %sS'han suprimit {:d} accions buides i/o accions amb només usadors falsosSuprimits {:d} de {:d} col·leccions d'ossosSuprimits; %d vèrtexs, %d arestes, %d caresSuprimeix una tessel·la de la imatge[Clear Fades]: Suprimeix foses d'animació dels segments seleccionatsSuprimeix les fites de fora de l'interval, deixant només les precuinades de nouSuprimir el lot de la geometria pot ser beneficiós a l'hora d'evitar còpies de dades innecessàriesRebatejarRebatejar element actiuRebatejar marcadorReanomenar marcador de temps seleccionatReanomenar mapes UV[Rename UV Maps]: Reanomena el mapa de revelat d'UVs actiu com "st" per adaptar-se a les convencions d'USD[Rename Channels]: Canvia el nom del canal d'animació de sota el ratolíCanvia el nom del document o del directoriReanomena la primera marca de temps seleccionada[Batch Rename]: Reanomena diversos elements alhora[Rename]: Reanomena l'element actiuReanomena l'element actiu en la visualització de conjunt de dadesCanvia el nom de l'element actiu, preferiblement al que té el ratolí al damuntReanomenar {:d} {:s}Atribut reanomenat de '%s' a '%s' a l'objecte '%s' de la capa '%s' del fotograma %d!Reanomenat {:d} de {:d} {:s}RevelatRevelar oclusió ambiental en aquesta capaQuantitat de reveladesRevelar antialiàsingRevelar com aRebots en revelatCache de revelatRuta a cache de revelatDades de revelatTipus de visualització de revelatMotor de revelatRevelar Llapis de greix d'aquesta capaEn revelatInstanciador de revelatRevelar només fotofitesCapa de revelatAOVOclusió ambientalCombinatCriptorecursCriptomaterialCryptoobjecteDadesColor difusiuLlum difusivaEmissióEntornGeneralClarBoirinaNormalPosicióPassada de revelatAspector d'AOVOmbraColor especularLlum especularTransparentLlum de volumCapes de revelatNivells de revelatRevelar objectes líquidsMètode de revelatOpacitat de revelatEgressió de revelatDirectori d'egressió de revelatPassada de revelatPassada de revelat per al miradorPassades de revelatPrevisionat de revelatPropietats de revelatRevelar regióResolució de revelatResolució de revelat UResolució de revelat VResultat de revelatNo és pot empaquetar Resultats de revelat ni Nodes visorMostres de revelatRevelar una sola capaMida de revelatRevela el cel en aquesta capaEpígraf de revelatEpígrafs de revelatRevelar objectes fumejantsRevela cares sòlides en aquesta capaPassos de revelatRevela flocs en aquesta capaLímit de revelat de texturaTemps de revelatRevelat URevelar sense distorsióVisionat de revelatVisionats de revelat[Grid Display]: Revela un camp de simulació mentre mapeja els seus valors de vòxel als colors d'una gradació o bé en base a un codi de color predefinitRevela un subconjunt de les mostres màx especificades. Típicament utilitzat per al revelat distribuït per múltiples dispositiusRevela una regió definida per la usuària, dins de la mida del fotograma[Render]: Revela l'escena activa[Render]: Revela l'escena activa del seqüenciador[Time Sequential]: Revela per a cada ull alternativament (també coneguts com de girar pàgina, es requereix suport de vàlvula de quads a la targeta gràfica)Revelar i mostrar les cares suavitzades, usant normals de vèrtexs interpoladesRevelar i mostrar les cares uniformement, usant normals de caraRevelar a resolució del 12,5%Revelar a resolució del 25%Revelar a resolució del 50%Revela a resolució completaRevela la passada de recurs Criptotrepa, per a aïllar grups d'objectes amb el mateix pareRevela la passada de material de Criptotrepa, per a aïllar materials en compositarRevela la passada d'objecte Criptotrepa, per a aïllar els objectes en compositar[Render Changed Layer]: Revela l'escena actual, quan s'ha canviat la capa del node d'entradaRevela les corbes com a geometria circular 3D, per a obtenir resultats precisos vist de propRevela les corbes com geometria circular en 3D, amb interpolació entre punts de control per agilitar el revelatRevela les corbes com a llacets plans amb normals arrodonides, per a una representació ràpidaError de revelat (%s) no es pot desar: '%s'[Spherical Stereo]: Revela cada píxel rotant la càmera des del centre de la distància interocularRevelar documents de l'interval d'animació d'aquesta escenaRevela fotogrames per davant del fotograma actual en segon pla per a una reproducció més ràpidaL'alçada de revelat ha de ser de 480 píxels per a VD-NTSC!L'alçada de revelat ha de ser de 576 píxels per a VD-PAL!Revela imatges d'alta resolució en les tessel·les d'aquesta mida per a reduir l'ús de la memòria. Les tessel·les s'emmagatzemen a la memòria cau del disc durant el revelat per estalviar memòriaRevela llums i sondes de llum de l’escena[Show Missing Media]: Revela vídeos/imatges extraviades en sòlid magentaRevelar borra de moviment en aquesta capa, si està habilitat en l'escenaRevela múltiples capes transparents (pot crear problemes d'ordenació de transparència)Revela múltiples capes transparents (pot crear problemes d'ordenació de transparència) (obsolet: emprar 'use_tranparency_overlap')[Holdout]: Revela els objectes com a embargat o trepa, tot creant un forat a la imatge amb alfa zero, que després amb el compòsit es pot omplir amb metratge real o amb un altre revelat[Render Keyframes Only]: Revela sols els fotogrames on els objectes seleccionats tenen una fita en les dades d'animació. Només s'utilitza per revelar animacions[Parents]: Revela les partícules mareÍndex de passada de revelatPassada de revelat a mostrar al mirador 3DLes passades de revelat del compositador del Mirador només són compatibles amb EEVEE[Alfa Blend]: Revela el polígon transparent, depenent del canal alfa de la textura[Render Undistorted]: Previsionat de revelat en base a una supleció no distorsionadaParàmetres de revelatMida de revelat excessiva per a la GPU, en lloc d'això, feu servir el compositador de CPUNom de l'epígraf de revelat[Render Slots]: Capes amb què es va revelant la imatge[Specular Highlights]: Revela els ressaltats especularsRevela traços estilitzats en aquesta capa[Opaque]: Revela la superfície sense transparènciaRevelar text per a posicionar-lo horitzontalment de forma òptimaRevela la col·leccióRevela l'escena del seqüenciador en lloc de l'escena activa[Stamp Output]: Revela el text informatiu de la llegenda en la imatgeRevela el mirador per a l'interval d'animació d'aquesta escenaRevela al mirador l'interval d'animació de l'escena, però només revela les fotofites dels objectes seleccionatsRevelar aquest efecte al 12,5% de la resolució de revelatRevelar aquest efecte al 25% de la resolució de revelatRevelar aquest efecte al 50% de la resolució de revelatRevelar aquest efecte al 6,25% de la resolució de revelat[Transparent Glass]: Revela superfícies transmissives com a transparents, per a compositar vidre sobre un fons diferentRevela usant la visualització OpenGL del seqüenciadorNo s'ha pogut suprimir el visionat de revelat '%s' de l'escena '%s'Nom de visionat de revelat[Scene Render View]: Punt de vista per al revelat estèreo 3D i multivista[Anaglyph]: Revela la visió dels ulls esquerre i dret en base a dos colors filtrats de manera diferent en una sola imatge (es requereixen ulleres d'anàglif)[Interlace]: Revela la visió dels ulls esquerre i dret entrellaçada en una sola imatge (cal un monitor 3D-ready)Revela la visió dels ulls esquerre i dret un sobre l'altre[Side-by-Side]: Revela la visió dels ulls esquerre i dret un al costat de l'altreRevelar volums en aquesta capaL'amplada de revelat ha de ser de 720 píxels per a VD!VisRevelatObjectes revelablesRevelatFilles reveladesRevelat de seqüència...Paràmetres de revelat per a un bloc de dades d'escenaRevelant el mirador...Revelant...Revelats[As Render Pass]: Revela l'egressió del Freestyle en una passada per separat en lloc de superposar-lo en la passada combinadaReordenarReordenar entradesReordenar sortidesEls índexs de reordenació han de ser vàlidsEls índexs de reordenació no han de tenir duplicats[Reorder Mesh Spatially]: Reordena les cares i vèrtexs de la malla d'acord amb la seva posició espacial per a millorar confegit del BVH i el rendiment de l'esculpit.Reordenar capa activa de màscara de Llapis de greix amunt/avall de la llistaReordena l'obrador perquè sigui el primer de la llistaReordena l'obrador perquè sigui l'últim de la llistaRepetirRepetir demandaRepetir imatgeRepetir entradaElement de repeticióElements de repeticióRepetir emmirallatRepetir movimentRepetir sortidaID del node d'egressió repetidaRepetir XRepetir YZona de repetició[Repeat Motion]: Repeteix l'interval de fotofites tal com està[Repeat with Offset]: Repeteix l'interval de fotofites, però amb un desfasament basat en un gradient entre els valors inicial i final[Repeat Last]: Repeteix l'última accióRepeteix els fotogrames, revertint la direcció de la reproducció cada dos ciclesRepeteix el fotograma inicial abans i el fotograma final després de l'interval de fotogrames definit[Cycles F-Modifier]: Repeteix els valors de la corba-F modificadaRepeteix amb desfasament[Mirror]: Inverteix repetidament la imatge horitzontalment i verticalment[Repeat X]: Multiplicador de repetició en la direcció XMultiplicador de repetició en la direcció YRepeticions de la superfície generada en XRepeticions de la superfície generada en YSubstituirSubstituir accióSubstituir totsSubstituir alfaSubstituir colorSubstituir existents[Toggle Free/Align]: Substitueix nanses Lliures per Alineades i nanses Alineades per LliuresSubstitueix els efectes del llapis de greixSubstituir llargadaSubstituir materialSubstitueix els modificadorsSubstituir originalSubstituir radiSubstituir seleccióSubstituir cadenaSubstituir textSubstitueix les fonts de l'objecte textSubstitueix els pesos del grup A pels del grup-v BSubstitueix un segment de cadena donat per un altreSubstitueix el node actiu per un grup buit[Overwrite All]: Substitueix totes les fites[Replace All]: Substitueix totes les ocurrènciesSubstitueix les dades d'animació assignadesSubstitueix la instància de col·lecció assignadaSubstitueix les col·leccions assignades[Link Materials]: Substitueix els materials assignatsSubstituir les dades de l'objecte assignat[Replace Color]: Substitueix el color del pinzell pel d'una gradació de color segons la velocitatReemplaçar valors del component[Replace image]: Canvia la imatge actual per una altra del discSubstitueix el segment efecte per un altre que agafa el mateix nombre d'ingressionsSubstitueix els modificadors-F existents, en lloc d'incorporar-los al final de la llista existent[Replace Existing]: Substitueix les variables existents del controlador, en lloc de simplement incorporar-les al final de la llista existentSubstitueix els plans llisos del metratge per una altra imatge, detectada pels rastreigs de plans des del rastreig de movimentSubstituir la il·luminació global per l'oclusió ambiental després d'un nombre especificat de rebots[SDF]: Substitueix les tessel·les inactives per nodes inactius. Més ràpid que la poda basada en tolerància i útil per a casos com les graelles de CDS de banda estreta amb només valors de rerefons interns o externs.Substituir modificadors a destinacióSubstituir els borns connectats amb els enllaços nousSubstitueix la geometria del nervi del traç per una aproximació de la corba de Bézier de la geometria del nervi originalSubstituir el text en el nom[Replace & Set Selection]: Substitueix el text pel text especificat i el deixa seleccionatSubstitueix el text pel text especificatSubstitueix l'ID vinculat actiu (i les seves dependències, si en té) per un altre des de la mateixa biblioteca o des d'una de diferentSubstituir el color de punts de traç que ja tenen un color aplicatSubstitueix la geometria entrant per la geometria d'ingressió seleccionada[Replace Alpha]: Substitueix el canal alfa de la imatge d'ingressió pel valor d'ingressió alfaSubstituir radi originalSubstitueix la rotació original per la copiadaSubstituir la transformació original per la copiadaSubstitueix la transformació original pels canals d'accióSubstitueix la transformació original per la transformació provinent de l'atributSubstitueix el pare per un os diferent després de crear tots els ossos. Usant simplement CTRL, DEF o MCH se substituirà el prefixSubstitueix els nodes seleccionats pel tipus especificatSubstituir opacitat del traç en lloc de modular cada puntSubstitueix el gruix del traçSubstituir l'àreaSubstitueix el valor de la referència pel de sobreseïment[Overwrite]: Substitueix les coordenades dels vèrtexs pels valors en memòria cauSubstitueix els grups de vèrtex dels objectes seleccionats pels grups de vèrtexs de l'objecte actiuSubstituir ambSubstituir per seleccióAcció de substitucióReemetreRepeteix els informes seleccionatsDirectori de repositoriÍndex del repositoriInformar[Bug]: Informa d'una incidència amb la informació preomplerta de la versióInforma de tots els documents externs que faltenInformesInforma del temps per píxel en mil·lisegons. Només admès en dispositius de revelat per CPUReposicionar pivot[Reposition Pivot]: Reposiciona el pivot de la transformació d'escultura al contorn de l'àrea activa d'expansióRepositorisRepositoriRepositori "{:s}": {:s}{:s}Alerta de repositori:URL del repositoriRepositori gestionat per la usuària, emmagatzemat en directoris de la usuàriaRepositori no configuratEl repositori exigeix un tiquet d'accésRepositori: {:s}[Alpha Mode]: Representació de l'alfa en el document d'imatge, per a convertir-lo al que sigui o del que sigui quan es guarda o s'obre la imatgeRepresentació de la informació alfa en els píxels RGBARepresenta l'«Escala ortogràfica» d'una càmera ortogràfica. Si la càmera es posiciona en la ubicació del llum amb aquesta escala, representarà la cobertura de la "càmera" d'ombra.Reprojectar atributs sobre la nova mallaReprojecta els traços seleccionats des del punt de visió actual com si s'haguessin dibuixat recentment (p. ex. per a solucionar problemes des del moviment accidental del cursor 3D o canvis accidentals del mirador o per conlligar amb geometria deformada)Reprojecta els traços a la geometria de l'escena, com si fossin dibuixats amb col·locació de «Superfície»Reprojectar els traços per a acabar en el mateix pla, com si es dibuixessin des del punt de vista actual usant la ubicació del traç «Cursor»Reprojectar els traços usant el pla X-YReprojectar els traços usant el pla X-ZReprojectar els traços usant el pla Y-ZReprojectar els traços usant l'orientació del cursor 3DError de reprojeccióFactor de repulsió[Factor Repulsion]: La repulsió és un factor de la rigidesa[Match Intersection]: Requereix la coincidència amb totes les màscares d'interseccions en lloc de només amb una[Match Masks]: Requereix conlligar amb totes les màscares de material en lloc de només una[Check Internal Spring Normals]: Requereix que els punts connectats pels tensors interns tinguin direccions normals oposadesObligatòriaLa Mida de revelat requerida de ({}px) és més gran que el límit de mida de textura informat ({}px).Requereix GPU AMD amb arquitectura RDNACal un tiquet d'accésRequereix Apple Silicon amb macOS %s o més recentRequereix GPU d'Intel amb arquitectura Xe-HPGRequereix GPU d'Intel amb arquitectura Xe-HPG iRequereix una GPU NVIDIA amb capacitat computacional %sRequereix com a mínim tres vèrtexsRequereix vèrtexs seleccionats o grup de vèrtexs actiu[Refresh Asset Library]: Rellegeix els recursos i catàlegs de recursos de la biblioteca de recursos del discRedireccionarRedireccionar autoetiquetesRemostrejarRecompte de remostreigsRemostrejar corbaLlargada de remostreigMode de remostreigEscala de remostreigRemostreja la corba d'ingressió abans de fer mallaReserva fotogrames de la seqüència d'imatges que fan de lloc-tinents per fotogrames que faltenRestituirReiniciar zoom d'imatge de fonsReiniciar fillsRestablir gradació de colorRestablir corbaReiniciar nodesRestablir normalReiniciar ossos de posa entre accionsReiniciar morfofites entre accionsReiniciar transformacióRestableix la projecció UVRestableix la transformació d'UVs als valors per defecte[Reiniciar navegació RS]: Restableix les deltes de navegació de realitat virtual relatives a la posat base de la sessióRestablir valorsRedisposar vistaRestablir etiqueta de colorReinicia corbes i punt negre/blanc[Feather Reset Animation]: Restableix el pes de la vora difusa en tots els valors d'animació de punts seleccionats[Clear Strip Transform]: Restableix la transformació d'imatge al valor per defecte[Reset Distance]: Restableix la distància límit predeterminada de la Restricció distància límitRestablir deltes d'ubicacióRestableix la ubicació, la rotació i l'escalat dels ossos seleccionats als seus valors predeterminatsRestableix les ubicacions dels ossos seleccionats als seus valors predeterminatsRestableix les normals a les inicialsRestablir valors predeterminats de l'operadorRestableix la longitud original de l'os per a la Restricció d'estirament direccionatRestableix les transformacions de poses d'os a l'estat fotofitatReestableix la posa dels ossos entre cada acció exportada. Es fa necessari quan alguns ossos no tenen fites en algunes animacionsReinicia els documents recentsRestableix deltes de rotacióRestableix les rotacions dels ossos seleccionats als valors predeterminatsRestablir deltes d'escalaRestableix l'escalat dels ossos seleccionats als valors predeterminats[Clear Scale]: Restableix l'escalat dels segments seleccionatsReestableix la morfofites entre cada acció exportada. Es fa necessari quan alguns canals de MF no tinguin fites en algunes animacionsReinicia la retemporització del segmentRestablir ubicació de transformació del segmentRestablir ubicació, escala i rotació de transformació del segmentRestablir rotació de transformació del segmentRestablir escala de transformació del segment[Set Persistent Base]: Reinicia la còpia de la malla sobre la que s'esculpeix[Clear Feather Weight]: Restableix el pes de la vora difusa a zero[Frame Scene/Preview Range]: Reinicia la vista horitzontal de l'interval de fotogrames de l'escena actual, tenint en compte l'interval de previsionat si està actiuRestableix el porta-retalls intern i/o la normal de l'element seleccionatRestablir sobreseïment local seleccionat a valors de referència vinculats[Reset Library Override]: Restableix els sobreseïments locals seleccionats als seus valors de referència vinculats[Reset Transform]: Restableix a predeterminat la transformació de la plantilla[Clear Parent Inverse]: Restableix les correccions de transformació aplicades a la relació de paternitat, no suprimeix la paternitat en siReinicia les transformacions de cada instància filla individual[Reset Children]: Restableix les transformacions de cada instància filla a la sortida. Només s'utilitza quan s'habilita Separar fillsRestableix la visualitzacióRestableix els pesos de totes les morfofites a 0 o al valor més pròxim que respecti els límits[Reset Backdrop]: Reajusta el zoom i la posició de la imatge de rerefonsRestableix el valor d'aquesta propietat al seu valor predeterminatRestablir a valors predeterminats tots els elements de la corruaRestableix als colors de tema predeterminatsReinicia al tema per defecte quan aquest està actiuRestableix el color de vèrtex per als traços seleccionats o per a tots[Frame All]: Redisposa l'àrea visible perquè es vegi l'interval complet de fotofitesRestablir àrea visible per mostrar tot l'abast dels segmentsRestablir àrea visible per a mostrar l'interval de fotofites seleccionades[Frame Selected]: Redisposa l'àrea visible perquè es vegi l'interval de fotofites seleccionadesRestableix l'àrea visible per a mostrar l'abast dels segments seleccionats[Frame Channel Under Cursor]: Redisposa l'àrea visible perquè mostri el canal que està dessota el cursorRedisposa l'àrea visible per a mostrar els canals seleccionatsRestableix els temps per a les morfofites absolutesRecompondre[Envelope]: Remodela els valors de corba-F, p. ex. canvia l'amplitud dels movimentsLa remodelació només pot funcionar amb nivells més alts de subdivisionsResistència de l'objecte al movimentRedimensionarRedimensiona les àrees de la Vista quarteradaRedimensionar quadrantsRedimensionar regió[Resize Node]: Redimensiona un node[Resize Column]: Redimensiona una columna de la quadrícula[Fit Column]: Redimensiona una columna de quadriculat a l'amplada de les dades[Edge Resize]: Redimensiona els editors arrossegant-los des de les vores[Fit to Selected]: Redimensiona la retícula perquè s'ajusti als objectes deformables seleccionats[Resize the image]: Canvia la mida de la imatgeRedimensiona els objectes per a mantenir la capsa contenidora per sota d'aquest valor. El valor 0 deshabilita l'estrenyimentRedimensionar a un màxim de 1024 píxelsRedimensionar a un màxim de 2048 píxelsRedimensionar a un màxim de 256 píxelsRedimensionar a un màxim de 4096 píxelsRedimensionar a un màxim de 512 píxelsRedimensiona la vista perquè es puguin veure tots els nodesRedimensiona la vista perquè es puguin veure els nodes seleccionatsResolucióDivisions de resolucióLímit de resolucióMode resolucióResolució de previsionat UEscala de resolucióResolució UResolució VResolució de miradorResolució XResolució YResolució ZLa resolució no coincideixLa resolució no està seleccionada per a %s, s'ometLa resolució ha de ser superior a 1La resolució cal que sigui positivaResolució dels traços generatsResolució de la superfície generada per a revelar i precuinar[Octree Depth]: Resolució de l'octree; els valors més alts donen detalls més finsPercentatge de resolució de mapes d'ombres[Simplify Volumes]: Percentatge de resolució d'objectes de volum al miradorResolució emprada per a previsionar nodes d'aspecció (cal canviar-la d'acord amb les necessitats de processament)Resolució usada per al domini de fluid. El valor correspon al costat de domini més llarg (la resolució per a altres costats de domini es calcula automàticament).Resolució en precuinar sobre texturaResolucionsRepòs i intèrvalsDensitat de repòsLlargada en repòsPosa de repòsPosició de repòsMorfofita de repòsOrigen de repòs[Rest Length]: Llargada en repòs de la força harmònicaReinicia des del fotograma inicial quan s'arriba a la Longitud del cicleRestitucióRestaurar àreesRestituir longitud de segment de corbaRestablir fotogramaRestituir selecció de nansaRestituir dades empaquetades vinculades a les seves ubicacions originalsRestablir tots els teclaris als valors predeterminatsRestitueix tots els blocs de dades empaquetats vinculats a les seves ubicacions originals[Restore Handle Selection]: Restableix la selecció de nansa després de toquerejarRestablir l'element del mapa de tecles[Restore Key Map(s)]: Restableix mapes de teclesRestableix el fotograma de quan s'inicialitzà l'animacióRestableix la longitud de cada segment de corba utilitzant un estat anterior després de la deformacióRestringirRestringir interval de fotogramesRestringir revelatRestringir seleccióRestringir visionatRestringeix punts visiblesEvitar l'edició de traços i fotofites en aquesta capa[Limits]: Restringeix els valors màxims i mínims de la Corba-F[Use Strart Frame]: Restringeix el modificador perquè actuï només després del seu fotograma «inicial»[Use End Frame]: Restringeix el modificador perquè actuï només abans del seu fotograma «final»[Limit Location]: Restringeix el moviment seguint els eixos dins uns intervals donats[Clamp To]: Restringeix els moviments perquè s'ajustin a tota una corba en base al remapejat de la ubicació seguint l'eix més llarg de la corba[Shrinkwrap]: Restringeix els moviments a la superfície de la malla de referència[Limit Distance]: Restringeix els moviments dins una certa distància en un referent (només en el moment d'avaluar restriccions)Restringeix els objectes que són visibles per aquesta sonda (obsolet)Restringeix la pintura a vèrtexs del grup[Restrict Render]: En restringeix la revelaritat[Hinge]: Restringeix la rotació del cos rígid a un eix[Piston]: Restringeix a un eix la translació i rotació de cos rígid[Slider]: Restringeix la translació de cos rígid a un eix[Limit Rotation]: Restringeix la rotació seguint cada eix dins uns intervals donats[Limit Scale]: Restringeix l'escalat seguint cada eix dins uns intervals donatsRestringir la selecció a la vista 3D * Majúscula per consignar fills[Restrict Select]: En restringeix la selecció en el miradorRestringeix la selecció a objectes que estiguin en el mateix mode que l'objecte actiu, per evitar canvis accidentals de mode en seleccionarRestringeix alguna optimització per mantenir els nodes amb nom i les malles connectats als nodes amb nom de manera que els nodes anomenats es puguin transformar externamentRestringeix la llista d'aparells a un conjunt de funcionalitats personalitzades concretesRestringir la translació i rotació als eixos especificats[Generic Spring]: Restringeix la translació i rotació a eixos especificats amb mollesRestringir la visibilitat a la vista 3DRestringir la visibilitat a la vista 3D * Majúscula per consignar fills[Restrict View]: En restringeix la visibilitat al miradorPermutadors de restriccionsRestriccionsResultat[Solver Result]: Resultat de la iteració del resolutor de telaResultat d'unir geometries generades per a cada iteracióResultat del revelat, incloent-hi totes les capes i passadesProsseguibleReprèn la velocitat normalResincronitzarForçar resincronitzacióRetenir la forma globalRetemporitzarRetemporitzacióFita de retemporitzacióEstatus de selecció de la fita de retemporitzacióFites de retemporització[Keep Loop]: Redefinir la temporització dels fotogrames finals i desplaçar-se cap a l'inici de l'animació per tal de mantenir el bucleLa fita de retemporització s'ha de seleccionarRetopologiaSobresortit de retopologiaExtreu un mapa UV de la geometria o es recorre al predeterminat quan no se n'especifica cap[Get Bundle Item]: Extreu l'element d'un agregat a través de la ruta.[Color Attribute]: Extreu un atribut de color o es recorre al predeterminat si no se n'especifica cap[Points of Curve]: Extreu un índex de punts dins d'una corbaExtreu un valor estable d'identificador aleatori a partir de l'atribut «id» al domini de punts o índex, si l'atribut no existeixExtreu un vector d'unitat de longitud que indica l'orientació en direcció contrària a la geometria a cada elementRecuperar un valor de la llistaExtreu un vector que indica la ubicació de cada element[Input image]: Extreu un valor enter que indica la posició de cada element de la llista, començant per zeroExtreu atributs associats a objectes o geometria[Offset Corner in Face]: Extreu els cantells de la mateixa cara d'una altra[Corners of Face]: Extreu els cantells que conformen una cara[Sample Curve]: Extreu dades des d'un punt d'una corba a una certa distància des del seu inici[Evaluate at Index]: Extreu dades d'altres elements en la geometria del context[Corners of Edge]: Extreu els cantells de cara connectats a vores[Corners of Vertex]: Extreu els cantells de cara connectats a vèrtexsExtreu informació geomètrica sobre el punt d'aspecció actualExtreu instàncies de geometria d'una col·leccióExtreu informació de la corba pèl[Spline Parameter]: Extreu com de lluny està el punt de control de cada splineRecobrar informació sobre una graella de volumExtreu informació sobre una imatgeExtreu informació sobre els punts en un núvol de puntsExtreu informació sobre les regions connectades separades d'una mallaExtreu informació sobre la càmera i com es relaciona amb la posició actual del punt d'aspeccióExtreu informació sobre la instància de l'objecteExtreu la informació d'un objecte càmeraExtreu la informació d'un objecte[Bone Info]: Extrau informació dels ossos d'esquelet[Texture Coordinate]: Extreu diversos tipus de coordenades de textura. S'utilitza normalment com a entrades per a nodes textura[Curve Tilt]: Extreu l'angle de cada punt de control utilitzat per roscar la normal de la corba al voltant de la seva tangentExtreu la dada temporal en l'animació de l'escena en unitats de segons o fotogrames[Curve of Point]: Extreu la corba de la qual forma part un punt de controlExtreu les dades d'un atribut especificatExtreu les dades de la partícula que va generar l'objecte instància, per exemple per a donar variació a múltiples instàncies d'un objecteExtreu la direcció de les corbes en cada punt de control[Edges of Vertex]: Extreu les arestes connectades a cada vèrtexExtraure les arestes d'un objecte tal com s'apareix a Cycles. Nota: com que les malles són triangulades abans de ser processades per Cycles, la topologia sempre apareixerà triangulada[Edges of Corner]: Extreu les arestes a banda i banda d'un cantell de cares[Face of Corner]: Extreu la cara de cada cantell de què forma part[Instance Transform]: Extreu la transformació completa de cada instància en la geometria[Output a single material]: Extreu l'índex del material utilitzat per a cada element de la llista de materials de la geometria[Voxel Index]: Recupera les coordenades enteres del vòxel segons el qual s'avalua el campExtreu la longitud de tots els splines sumats[Domain Size]: Extreu el nombre d'elements d'una geometria per a cada domini d'atribut[Spline Resolution]: Extreu el nombre de punts avaluats que es generaran per a cada punt de control de corbes[Edge Neighbors]: Extreu el nombre de cares que utilitzen cada aresta com un dels seus costats[Self Object]: Extreu l'objecte que conté el modificador de nodes de geometria en execució[Curve Handle Positions]: Extreu la posició de cada nansa de cada punt de control de BézierExtreure la posició del cursor del ratolíExtreu els components del quaternió que representen una rotacióExtreu el radi a cada punt en corba o geometria de núvol de punts[Instance Rotation]: Extreu la rotació de cada instància en la geometria[Instance Scale]: Extreu l'escala de cada instància en la geometria[Camera override]: Recupera la càmera activa de l'escena[Spline Length]: Extreu la longitud total de cada spline, com a distància o com a nombre de puntsExtreu el tipus de raig entrant per al qual s'està executant l'aspector. D'ús típic en trucs no basats en física[Vertex of Corner]: Extreu el vèrtex a què està lligat cada cantell de caraExtreu la direcció de la vista i la ubicació del mirador 3D[Edge Vertices]: Extreu la informació topològica relativa a cada aresta d'una malla[Face Neighbors]: Extreu la informació topològica relativa a cada cara d'una malla[Vertex Neighbors]: Extreu informació de topologia relacionada amb cada vèrtex d'una malla[Geometry Attribute]: Recupera una transformació de les dades d'atribut de la geometria de referència[Evaluate on Domain]: Extreu els valors d'un camp en un domini diferent a més del domini del context[Sample Index]: Extreu valors d'elements de geometria específicsExtreu els valors de la graella de volum especificadaExtreu els valors de graella en vòxels concrets[Is Face Planar]: Extreu si tots els triangles d'una cara estan en el mateix pla, és a dir, si tenen la mateixa normal[Is Edge Smooth]: Extreu si cada cantell està assenyalat per a normals suavitzades o escindides[Is Shade Smooth]: Extreu si cada cara està assenyalada com de normals suavitzades o agudes[Is Spline Cyclic]: Extreu si cada cap de spline es connecta amb la seva cua[Is Viewport]: Extreu si els nodes s'estan avaluant per al mirador preferiblement al revelat finalRetornRetorna el signe d'A, sign(A)Tornar al mode anteriorTorna al mode anteriorRetorna si l'Acció està o no per capes. En aquest punt, totes les accions estan per capes amb el versionament i aquesta funció sempre retorna VERRetorna si l'Acció és antiquada. Les Accions antiquades no tenen capes ni epígrafs. Des de Blender 4.4. les accions s'actualitzen automàticament com a accions en capes. Només retornarà VER amb accions buides[Is Edge Boundary]: Retorna una selecció d'arestes limítrofes[Is UV Split] Retorna una selecció d'arestes que conformen una costura en les dades UV aportades. La costura es defineix com una discontinuïtat de les dades entre cantells de cares connectades[Is Edge Loose]: Retorna una selecció d'arestes soltes[Is Edge Manifold]: Retorna una selecció d'arestes polivalentsRetorna una rotació aleatòria uniformement distribuïdaRetorna un valor en què només estan definits un bit d'A i de BRetorna un valor en què els bits d'A i B ja estan definitsRetorna un valor en què els bits d'A o B ja estan definitsRetorna informació sobre una imatge[Sequencer Strip Info]: Retorna informació sobre el segment actiu del modificador[Face Corner Angle]: Retorna l'angle entre les dues arestes que flanquegen un cantell de cara dins la caraRetorna les coordinades dels píxels d'una imatgeRetorna la llargada d'una arestaRetorna el valor contrari de bits d'A, que en decimal equival a A = -A - 1[Relative Start]: Retorna la posició i velocitat del marcador en el fotograma d'escena en curs en relació amb la posició del primer marcador no desactivat del rastreig[Relative Frame]: Retorna la posició i velocitat del marcador en el fotograma d'escena en curs en relació amb la posició del marcador en el fotograma de l'escena en curs més el fotograma relatiu aportat per la usuàriaRetorna la posició i la velocitat del marcador en el fotograma d'escena en curs en relació amb l'origen zero de l'espai de rastreig[Absolute Frame]: Retorna la posició i velocitat del marcador al fotograma absolut donatRetorna el signe d'AID local reutilitzable[Spatial Reuse]: Reutilitza els raigs dels pixels veïns[Reveal Hidde]: Evidencia tots els ossos ocults en el mode d'edicióEvidenciar tots els ossos ocults en el Mode posaEvidenciar tots els vèrtexs UV ocultsEvidenciar tots els elements de metabola ocultsEvidencia tots els vèrtexs, arestes i cares ocults[Clear All Restrict Render]: Evidencia tots els objectes de revelat mitjançant l'indicador d'ocultar revelatEvidenciar punts de control ocultsEvidencia cares i vèrtexs ocultsEvidenciar capes màscara temporalment ocultesEvidenciar els objectes ocults temporalmentInversCorba inversaDe reculesInvertir el ratolíInvertir camíInvertir ordreTransferència inversaInvertir l'ordre actual dels elements seleccionatsInverteix cicle d'historial[Reverse Frames]: Inverteix l'ordre dels fotogramesOrdre inversInvertir la direcció de les corbes seleccionadesInvertir ordre dels elements mostrats[Flip Faces]: Inverteix l'ordre dels vèrtexs i arestes de les cares seleccionades, invertint-ne la direcció de la normalInvertir l'efecte ordenacióInverteix la transformació entre aquest objecte i el seu referentInverteix el moviment vertical del ratolíRecularInverteix la direcció de la ingressió de la rotacióRevertirTorna a la disposició de pantalla original, abans de superposar l'àrea de pantalla completaReverteix els nodes al seu estat per defecte però mantenint les connexionsReverteix la configuració del recurs pinzell als valors per defecte des de la biblioteca d'actiusReverteix a la integració de primer ordre quan s'hauria d'aplicar la retenció. Més conservador que retenirRevertir a preferències desadesRetornar al document desat[Screw Modifier]: Regirar arestesRh SimpleCrestaCresta i vallMultifractal escarpatCrestes i vallsNom d'aparellProtocol d'IU d'aparell[Rigify Owner Rig]: Engranatge a què pertany aquest objecte i que pot eliminar-lo o sobre-escriure'l amb la regeneracióTipus d'aparellTipus d'aparell d'aquest osAparellatDretaUll dretNansa dretaCamp de nansa dretaDesfasament de nansa dretaNansa deta seleccionadaTipus de nansa dretaFita dretaAcció de selecció de ratolí dretVeí dretDreta ortogràficDreta perspectivaClicar amb la dreta sobre els botons per a afegir-los a aquest menú[Cross-Eyed]: L'ull dret ha de veure la imatge esquerra i viceversaEstatus de selecció de la nansa dreta[Select & Tweak]: El ratolí dret sempre retocaEl ratolí dret utilitza l'eina de seleccióVectors singulars drets[Search Max]: Cantonada inferior dreta de l'àrea de cerca en coordenades normalitzades relatives a la posició del marcador[Left Handle Offset]: Desplaçament cap a la dreta de la nansa esquerra des de l'inici del contingut del segmentCos rígidRestricció de cos rígidTipus de restricció de cos rígidObjecte de cos rígidParàmetres de cos rígidForma de cos rígidTipus de cos rígidMón de cossos rígidsEl Món de cos rígid no té dades de física associades per exportarEl cos rígid participa activament en la simulacióDeforma el cos rígid durant la simulacióCos rígidEl món de cos rígid no s'ha inicialitzat correctament, primer cal general els passos de la simulacióAparellarAparellar - Col·lecció activaTipus actiu d'engranadorAparellar - Eines d'animacióAparellar - Especials de jocs de colorsAparellar - Eines de desenvolupamentAparellar metaaparellsEngranar d'engranatge de propietariNom d'engranatge d'engranadorEngranatge referent de l'engranadorIU d'engranatge referent d'engranadorTipus d'AparellarHaloColor de l'haloCaire de voradaEfecte haloDiferenciació de material de la voradaGrup de vèrtexs de vorada[Rim Effect]: Efecte de voraAnellsDirecció dels anellsAnells seguint l'eix XAnells seguint l'eix YAnells seguint l'eix ZAnells seguint la distància esfèricaEls anells han de ser com a mínim 3ArrencarArrencar fallitArrencar no és compatible amb la, selección de vèrtexs enganxosaArrencar és només compatible amb selecció síncrona en el cas de la selecció de vèrtexs/arestesArrencar polígons i moure resultat[UV Rip]: Arrenca els vèrtexs seleccionats o una regió seleccionadaRotació de l'àrea que s'enfosquiràRol de l'objecte en simulacions de cos rígidGirAngle de girFont d'angle de girProfunditat del rullDirecció del rullRullar corbes de pèlGir inicialGiravoltar a l'esquerraLongitud del rullGir finalRadi del rullGiravoltar a la dretaEstrenyiment de rull[Roll out]: Desplaçament del gir del final de l'os-D, n'ajusta el roscat[Roll In]: Desplaçament del gir de l'inici de l'os-D, n'ajusta el roscat[View Roll]: Fa voltar el visionatFa voltar la vista cap a l'esquerraFa voltar la vista cap a la dreta[Roll Angle]: Fa voltar la vista en base a un valor angularGir: %.2fGir: %sRolling shutterDurada del Rolling ShutterArrissa corbes de pèl començant per les puntesRomanès - RomânArrelDiàmetre arrelDirecció de l'arrelÍndex de l'arrelNodes arrelPosició d'arrelPosicions d'arrelsPrim arrelSelecció d'arrelCoordenades de textura d'arrelNomés translació d'arrelDissipació d'arrelArrel de la jerarwuia de col·leccions d'aquesta capa de visionat, essent la propietat del seu indicador 'col·lecció' la mateixa que la col·lecció mestra de l'escenaRuta arrel de tots els documents llistats a la col·lecció ``files``Predefinit d'arrelRotarRotar 180 graus en sentit horariRotar 270 graus en sentit horariRotar 90 graus en sentit horariRotar perRotar EulerRotar corbes de pèlRotar instànciesRotar rotacióRotar fontGira les coordenades UV dins de les caresRotar vectorFa girar un punt usant l'eix XFa girar un punt usant l'ordre XYZFa girar un punt usant l'eix YFa girar un punt usant l'eix ZFa girar un punt usant l'angle amb l'eix[Vector Rotate]: Fa rotar un vector al voltant d'un punt de pivot (centre)[Pivot Constraint]: Fa gira al voltant d'un punt diferentRotar al voltant d'un eix en un angleRotar al voltant del centre de la imatgeFa la rotació voltant de la X local, i després la ZFa la rotació al voltant de la Z local, i després l'XRotar al voltant dels eixos X, Y i ZRota entorn de l'eix Z de l'espai modificadorRotar al voltant de l'eix X localRotar al voltant de l'eix Y localRotar al voltant de l'eix Z local[Locked Track]: Gira entorn d'un eix donat (travat) per apuntar envers un referent[Align Rotation]: Fa rotar les instàncies a partir de la forma de la corrua[Rotate Normals]: Fa girar les normals a mida dels elements seleccionatsFa girar l'atribut de color del cantell de cara dins de les cares[Rotate Instances]: Fa rotar les instàncies de geometria en l'espai local o globalRotar imatge en l'angle especificatFa rotar la selecció inicial donant una forma millor[Orient with Normals]: Fa rotar la instància segons la normal del vèrtexFa rotar les instàncies basant-se en la forma de la geometria entrantFa rotar les instàncies en funció de la forma de la geometria de superfície[Use Snap for Rotation]: L'acoblament afecta a la rotacióRotar illes per a millor ajust[Axis-aligned (Horizontal)]: Rota illes perquè s'alineïn horitzontalmentFa rotar illes perquè s'alineïn verticalmentRotar illes per millorar disposicióRotar l'escalat de pare no uniforme per a alinear-se amb el fill, aplicant l'escala X de pare a l'eix X de fill, i així successivamentGira els punts al voltant del punt mitjà del pinzellRotar en relació a l'orientació actualFa girar l'aresta seleccionada o les cares adjacents[Rotate]: Fa girar els elements seleccionatsFa rotar les còpies aleatòriamentFa rotar la imatgeRota la rotació d'ingressió en l'espai globalRotació de la rotació d'ingressió en el seu espai localRotació de la rotació d'ingressió dins l'espai local de l'objecteFa rotar aleatòriament les instànciesRotar tangent de la superfícieFa rotar la vistaRotació/Rosca[Toe-in]: Càmeres rotades que miren cap al mateix punt en la distància de convergènciaRotades a un angle mínim o bé vertical o horitzontalFa rotar cada corba de pèl al voltant d'un eixFa rotar els valors de bits d'A per la quantitat de Desplaçament especificat. Els valors positius roten a l'esquerra, els valors negatius roten a la dreta.Fa rotar la direcció de l'anisotropia, amb el 1,0 fent una volta senceraRotacióRotació i escalaAngle de rotacióEix de rotacióCamp de rotacióIncrement de rotacióInfluència de rotacióMatriu de rotacióMode de rotacióMode de combinació de rotacióMode de rotacióBorn de node de rotacióInterfície de born del node de rotacióOrigen de rotacióCamí de rotacióPrecisió d'increment de rotacióInterval de rotacióEspecials de rastreig de rotacióRastres de rotacióUnitats de rotacióW de rotacióRotació XRotació YRotació ZRotació acumulada per cada còpia[Scale trackball orbit sensitivity]: Quantitat de rotació per píxel per a controlar la rapidesa de les orbitacions del miradorRotació i escalaAngle de rotacióAngle de rotació al voltant de l'eix Z per a aplicar els deltes de rotació des del visor d'RVRotació entorn del centre o objecteRotació al voltant d'un trajecteRotació al voltant de l'eix d'orientació triatEix de rotació (per defecte: tangent a arrel)Conversió de rotacióError de rotacióRotació per cada pas[Rotation]: Rotació per a la imatge del rerefons (només vista ortogonal)Rotació per a l'objecte afegit de nouRotació en EulersRotació en quaternionsRotació en quaternions (mantenir normalitzada)Rotació no admesa a l'editor de guió tècnicMode de rotation. Sols afecta com es mostra la rotació, la rotació en si no canvia.Rotació de làmines en l'obertura[Sun Rotation]: Rotació del sol al voltant del zenitRotació de l'apuntament del controlador en l'acció corresponent dins l'espai mónRotació de l'efecteRotació de les instànciesRotació de la llum d'estudi al voltant de l'eix ZDesplaçament de rotació que s'aplicarà al posat base en determinar la rotació del visorNomés RotacióPivot de rotació o escalatLa rotació present en la captura original, serà compensada (p. ex. per inclinació deliberada)[Enabled Rotation Range]: Distància de rotació en què s'hauria de pivotarGrau de rotació per a teclat numèric (2 4 6 8)Angle de rotació a eixRotació a deltesRotació a EulerRotació a quaternió[Quaternion Attribute Value]: Valor de rotació en l'atribut de geometriaBorn de valors de rotació d'un nodeEls valors de rotació només es poden mostrar amb la sobreimpressió de text de la vista 3DPivot de rotació/escalaRotació: %.2f%s %sRotació: %s %s %sDiferència rotacionalRotacionsIrregularFactor irregularRugositatRugositat 1Rugositat 2Corba de rugositatRugositat de puntaRugositat d'extremLlindar de rugositatRugositat del materialRugositat de la capa de llustre. Els valors de rugositat baixa i alta produeixen un aspecte borrós o polsós, respectivamentBasat en rugositatRugositat URugositat VRodóArrodoneix A al múltiple enter més gran de B menor o igual a A[Round]: Arrodoneix A a l'enter més proper. Arrodoneix cap amunt si la fracció és 0,5Mode arrodonirAtrau UVs cap a píxels mentre s'editaTancament rodó (mig cercle)[Fillet Curve]: Arrodoneix els cantells tot generant arcs circulars a cada punt de control[SDF Grid Fillet]: Arrodoneix els cantells internes còncaves en un camp de distància signat. Només afecta les àrees amb curvatura principal negativa, tot creant transicions més suaus entre superfíciesForma perimetral oberta rodonaPredefinit d'arrodonirArrodonir el flotant per baix a l'enter menor més pròximArrodonir el flotant a l'enter més proper en direcció al zero (a basament si és positiu; a sostre si és negatiu)Arrodonir el flotant per dalt o per baix a l'enter més properArrodonir el flotant per dalt a l'enter major més pròximAtraure cap als píxelsAtrau cap als centres de píxelsAtrau cap a les cantonades dels píxelsArrodonitLlacets arrodonitsRodonesa[Child Roundness]: Rodonesa de la zona de filles entorn de la mare[Tip Roundness]: Arrodoniment de la punta del pinzellArrodoniment de les cantonades dels plafons i subplafonsRodonesa dels sistemes de coordenades del segmentRondesFilaFiltres de filaAlçada de la filaFiles intercaladesFiles:GomaAvaluació de reglesVaguetat de reglaRegla emprada per innat quines regions són dins o foraRegle[Fuzzy]: Les regles s'apliquen de dalt a baix (només s'avalua la primera regla que té un efecte per sobre del llindar de vaguetat)Executar com a usuàriaExecuta el document python[Live Edit]: Executa python mentre s'editaExecutar protocol[Link Drag Operation Test]: Executa una operació de prova de connexió per arrossegament[Run Script]: Executa el protocol actiuExecuta com a tasca en segon plaExecutar com a usuària concretaExecutar a editor de nodes de geometria[Finalize Script]: Executa el protocol després de la generació per a aplicar canvis específics de la usuària[Register]: Executa aquest text com a protocol python en carregarRunge-Kutta 3Runge-Kutta 4S'està executant en mode fora de líniaTemps d'execucióDades en temps d'execucióOpcions del temps d'execucióInformació d'estat del temps d'execució sobre la sessió de RVRus - РусскийSCDSQuadrícula CDSGraella de CDS booleanaGraella CDS de cadenatGraella de CDS laplacianaMitjana de graella de CDSCurvatura mitjana de graella de CDSMediana de Graella de CDSDecalatge de graella de CDSSDLSLlindar SMAARevelat de llindar d'SMAAMirador de llindar d'SMAASMPTE (compacta)SMPTE (completa)Cronografia SMPTE que mostra només minuts, segons i fotogrames - les hores també es mostren si cal, però no per defecteParàmetres de fluid HPSResolutor SPHMostres de SSAAParàmetres de SSAOSSE42STL (.stl)Exportació STL: No es pot obrir el document '%s'Exportació de STL: la col·lecció '%s' no està localitzableImportació STL: No es pot obrir el document '%s'Importació STL: No es pot importar malles del document '%s'Importació STL: No es pot llegir el document '%s'SVG com corbesEl SVG té gradients, el color del Llapis de greix s'hi aproximaràÀrees segures[Action Safe Margins]: Àrea segura per a elements en generalÀrea segura per a elements generals amb una ràtio d'aspecte diferent[Title Safe Margins]: Àrea segura per a text i gràficsÀrea segura per a text i gràfics amb una ràtio d'aspecte diferent[Safe Areas]: Àrees segures utilitzades en la vista 3D i el seqüenciadorEl mateix canalMateix objecteEl mateix que frame_end, excepte que es pot establir qualsevol valor, inclús els que creen un estat invàlidEl mateix que frame_start, excepte que es pot establir qualsevol valor, inclús els que creen un estat invàlidMateix os seleccionat...Mateixes col·leccions que les de la zona activaMateix color que la zona activaLa mateixa direcció d'entrada/sortida dels bornsMostreigMostrejar UV d'adhesióBiaix de mostraRecompte mostralMostrejar corbaGenerar longituds uniformesFormat de mostreigMostrejar quadrículaMostrejar índex de quadrículaID de mostreig de grupMostrejar índexLlargada de mostresLínia de mostreigPescar fusionatsMode mostreigMostrejar més pròximsMostrejar superfície més pròximaPosició de la mostraRadi de mostreigTaxa de mostreigMida de mostraGenerar arestes rectilíniesSubconjunt de mostresLlargada del subconjunt mostresDesviació del subconjunt de mostresMostrejar UVMostrejar superfície UVPesca un os des de la Vista 3D o l'Inventari per a emmagatzemar en una propietatPesca una banda de colorPesca un color des de la finestra del Blender i crea material amb Llapis de greix[Eyedropper]: Pesca un color des de la finestra del Blender per a emmagatzemar-lo en una propietatPesca un bloc de dades des de la vista 3D per a emmagatzemar en una propietat[Sample Line]: Recull una línia i la mostra als plafons gràficsPrecisió de la mostra, important per a les dades d'animació (quan menor sigui el valor, més precissió)Mostrejar document d'imatge com a textura[Environment Texture]: Mostrejar document d'imatge com a textura d'entorn. D'ús típic per il·luminar l'escena amb el node de rerefonsPisca color per a %sRecull profunditat des de la vista 3DRecollir detalls del dyntopoGenerar cada spline en base a distribuir uniformement el nombre especificat de puntsGenera cada spline en base a dividir-lo en segments de la longitud especificada[Sample Even Lengths]: Mostreja arestes de longituds uniformesMostrejar arestes amb nanses vectorialsMostrejar cada píxel de la imatgeFormat de mostra[All Curves]: Mostrejar les longituds basades en la longitud total de totes les corbes, preferiblement a usar una longitud dins de cada corba seleccionadaRecollir mida de vòxel de malla[Light Tree]: Mostreja múltiples llums de forma més eficient en funció de la contribució estimada en cada punt d'aspeccióPesca valors dels píxels sota el cursor[F-Curve Sample]: Punt de mostreig per a la corba-FTaxa de mostreig en mostresTaxa de mostreig d'àudio en Hz[Sample Detail Size]: Mostreja el detall de la malla en el punt clicatTreu mostra del color de visualització egressatMostreja el nombre especificat de punts al llarg de cada splineTreu mostres del mapa de superfície UV en el punt d'adhesió[Start Denoising]: Mostreig d'inici de dessorollament de la vista prèviaMostrejar valors a partir d'una imatge texturaPunts mostrejats[Sampled points]: Dades mostrejades d'animació[Line Sample]: Colors mostrats al llarg de la líniaMostresTransformació de mostresMostres per fotogramaMostreigMostreigs d'animacionsAlternativa a la interpolació de mostratgeMètode de mostreigPatró de mostreigPredefinits de mostreigTaxa de mostreigSubpassos de mostreigPinçar color per a la paleta[Volume Sampling]: Mètode de mostreig a usar per als volumsEstratègia de mostreig per a superfícies d'emissióSatura la imatgeSaturacióTrontoll de saturacióMode saturacióNivell de saturacióSaturació de les icones a la interfícieSaturació, valor, toSaturació:DesarDesa %u imatge/s modificada/esDesar i carregarDesar com a revelatAnomenar i desar...Desar còpies de seguretatDesar còpiaDesar externament...Mode de desarDesa els PNGs com a PNG, els JPEGs com a JPEGs i els WebPs com a WebPs. Si no n'és cap, usa PNGDesar preferènciesAvís de desarVersions de seguretatDesa un document de captura de moviment BVH des d'un esqueletDesa una còpia del recurs pinzell actiu dins la biblioteca d'actius per defecte, i el fa pinzell actiuDesa una còpia de l'estat operatiu real, però no activa pas el document desatDesa un tema personalitzat a la llista de predefinitsDesa una seqüència d'imatges[Save]: Desa el bloc de dades de text actiu[Save As]: Desa el document de text actiu amb opcionsDesa totes les imatges modificadesDesa una imatge empaquetada del document .blend al discDesa com a revelatDesa els documents de la memòria cau al disc (cal desar el document .blend en primer lloc)Desar els canvis abans de tancar?Desa una il·luminació d'estudi personalitzada des de la configuració de l'editor d'il·luminació d'estudi[Multires Save External]: Desa els desplaçaments a un document externDesa la imatge amb la gestió del color de revelat. Per a formats d'imatge com PNG, aplicar la transformació de la vista en pantalla. Per als formats d'imatge intermedis com l'OpenEXR, usar l'espai de color d'egressió de revelat predeterminatDesa les imatges com a JPEG. (Però les imatges que requereixen alfa es desen com a PNG.) Atenció a la possible pèrdua de qualitatDesar les imatges en WebP com a imatge principal (sense alternativa)Desa els canals de luminància-crominància-crominància en lloc dels colors RGBDesar en sortirDesa les preferències en sortir quan es modifiquen (llevat que s'hagi carregat la configuració de fàbrica)[Cache Result]: Desa el chache del revelat en documents EXR (útil per a compositació intensa, Nota: afecta indirectament les escenes revelades)Desa el mapa de precuinat en un document externDesa el mapa de precuinat en un bloc de dades intern d'imatgeDesa el document del Blender actualDesa el document Blender actual amb un nom incrementat numèricament que no sobreescrigui cap document existentDesa el document actual a la ubicació desitjadaDesa el document actual en la ubicació desitjada, però no activa el document desatDesa el node visor actual en un document d'imatgeDesa la imatge amb un altre nom i/o paràmetresDesa la imatge amb el nom i paràmetres actuals[Write Image]: Desa la imatge revelada a la ruta d'egressió (només s'empra quan l'animació està deshabilitada)Desar l'escena en un document PLYDesa l'escena en un document OBJ WavefrontDesar l'escena en un document STL[Fake User]: Desa aquest bloc de dades encara que no tingui usador[Use Output]: Desa aquesta capa d'egressióDesar a disc (ignorar els canvis externs)Desa la configuració de les traduccions en un document JSON persistent"%s" s'ha desatS'ha desat %sDesat com a "%s"Còpia desada com a "%s"S'ha desat la imatge "%s"Incremental desat com a "%s"S'ha desat el document empaquetat a: %sText desat "%s"DesantHa fallat el desatDesar això amb aquest Blender (%s) pot provocar la pèrdua de dades.Desar això amb aquesta configuració d'OpenColorIO pot provocar pèrdues de dades.Ha fallat el desat de preferènciesSerGràfica vectorial escalable (.svg)Format de gràfics vectorials escalables (SVG) 1.1EscalarEscalar[Resize]: Escala (canvia la mida de) els elements seleccionatsEixos d'escalatBase d'escalatGradualitzat d'escalaEscalar elementsEscalar regularmentEscalar FPSFactor d'escalaFactor escala de la texturaEscalar imatge a nova midaEscala endinsInfluència d'escalaEscalar instànciesMatriua d'escalaMode de mescla d'escalatMode d'escalatEscalar desplaçamentEscala finalAleatorietat d'escalaRigidesa d'escalaEscalar el gruix del traçEscalar gruixEscalar U i V independentmentEscala les coordenades UV als límits després de desembolcallarEscalat uniformeEscala XEscala X: %s Y: %s Z: %s%s %sEscala X: %s Y: %s%s %sEscala YEscala ZEscala un valor de context de flotantEscala acumulada per cada còpiaEscalar totes les dades (alguns importadors no admeten esquelets escalats!)Escalar totes les tessel·les UDIM de la imatgeEscalar seguint la corbaEscalar seguint l'eix XEscalar seguint l'eix YEscala un valor enter de contextEscala basada en els píxels per unitat de BlenderEscala basada en els píxels per polzadaEscala per àrea de caraEscala per multiplicador d'àrea de caraEscala per mida de cares[Scale to Fit]: Escala el text més petit per encabir-lo dins dels quadres de textEscala cada corba de manera uniforme per assolir la longitud buscadaEscala els elements pel mateix factor en totes direccionsEscala elements en una única direccióFactor d'escala aplicat a la longitud de remostrejat derivada automàticamentFactor d'escala que determina la «rapidesa» de la funció[Amplitude]: Factor d'escala que determina els valors màxim/minimFactor d'escala per a ajustar l'alçada de les fotofitesFactor d'escala per a formes d'osFactor d'escalat del radi de dispersió de subsuperfície[Scale Out]: Factors d'escala per al final de l'os-D, ajusta el gruix (per a efectes d'estrenyiment)[Scale In]: Factors d'escala per a l'inici de l'os-D, ajusta el gruix (per a efectes d'estrenyiment)Mètode d'ajust d'escalaEscala per a la intensitat de les llums importadesEscala per a l'objecte afegit de nou[Scale Instances]: Escala instàncies de geometria en l'espai local o global[Scale Elements]: Escala els grups d'arestes i cares connectadesEscala les arestes individuals o d'illes adjacents[Element type to transform]: Escala cares individuals o illes de cares veïnes[Scale to Face Sizes]: Escala la instància en base a la mida de les caresL'escala és 0L'acoblament afecta a l'escala[Pack UV Islands]: Escala les illes d'un mapa UV i les mou perquè omplin l'espai UV al màxim possibleEscalar illes per omplir una unitat de quadratEscalar mallaEscala del soroll de distorsióEscalat de soroll (els valors més alts donen vòrtexs més grans)Escala la textura soroll al llarg de cada corbaEscala de la resolutiva de l'objecte en l'espai de la càmera[Small Caps]: Escalat de les versaletes[Volume Preservation]: L'escala dels eixos X i Z s'ajusta per tal de preservar el volum dels ossos[Inverse Scale]: L'escala dels eixos X i Z és inversa a la d'YEscala de l'octava del soroll base[Tip Scale X]: Escala de la punta del pinzell en l'eix X[Wave Scale]: Escala de l'efecte de desplaçamentEscala dels traços finalsEscala de la instància del lligacua de pèlEscala de les instànciesEscala de les instàncies en cada eix localEscala de la capaEscala de la textura de soroll segons posició de l'arrelEscala del perfil en cada puntEscala de l'ombraEscala del soroll espacialEscala de la texturaNomés escala[Scale Region Size]: Escala l'àrea seleccionada[Scale B-Bone]: Escala la mida de visualització dels ossos doblegables seleccionatsEscalar les valors de fita seleccionats per la seva mitjana combinada[Skin Resize]: Escala els radis de l'empellat de vèrtexs seleccionats[Scale Stiffness]: Escala de la rigidesa en lloc del radiEscalar el BVH per aquest valor[Escala Z]: Escala la ingressió de Z quan no s'usa la vàlvula-Z , controla el difuminat màxim designat pel color blanc o el valor d'entrada 1[Scale]: Escala la imatge del rerefons[Fit Curve]: Escala els ossos per ajustar-los a tota la longitud de la corba[Direct Light Strength]: Escala la contribució de la il·luminació directa[Indirect Light Strength]: Escala la contribució de la il·luminació indirectaEscala aleatòriament les còpiesEscala les còpies aleatòriament per eixEscala l'objecte personalitzat per la longitud de l'osEscala la distància entre les mostres de l'aspecció de volum en revelar el volum (els valors més baixos donen resultats més precisos i detallats, però també incrementen el temps de revelat)[Instance Faces Scale]: Escala les objectes cara instanciatsEscala la ràtio de fotogrames des del BVH a les escenes actuals, en cas contrari cada fotograma BVH es mapeja directament sobre un fotograma de BlenderEscala la imatge de manera que s'ajusti completament al marc, sense deixar espais buits a les cantonadesEscala les instàncies en funció de l'àrea de la cara de la geometria entrantEscala reduint les instàncies aleatòriamentEscala reduint les instàncies aleatòriament per eixEscala les distàncies en cada eix localEscala aleatòriament les instànciesEscala aleatòriament les instàncies per eixEscalar el moviment del ratolí per aquest valor abans d'aplicar el deltaEscalar freqüència de sorollEscalar el sobresortit segons la geometria circumdant[Scale Offset]: Escala la matriu de desplaçaments (utilitzeu-ho per aplicar desplaçaments al quadre de pantalla)[Offset Even]: Escala el sobresortit per a un gruix més regularEscala els objectes d'escena pel valor de metres per unitat de l'escenari USD. Aquest escalat s'aplica a més del valor especificat a l'opció Escalar[Scale Stroke Thickness]: Escala el gruix del traç quan es transformen els traços[Stroke Length]: Escala la textura per ajustar la longitud de cada traç[Envelope F-modifier]: Escala els valors de la corba-F modificadaEscalar a la longitud d'osEscalar a límitsEscalar a enquadrament de càmeraEscalar a deltesEscalar a mida de les caresEscalar per emplenarEscalar fins encaixarEscalar per encabir o emplenar l'enquadrament de càmeraEscala per respectar el zoom (en cas contrari, executa el zoom independentment de la mida de visualització)Escala a usar en convertir entre unitats de Blender i dimensions. Quan es treballa a escala microscòpica o astronòmica, es pot utilitzar una escala petita o gran, respectivament, per evitar problemes de precisió numèricaEscalar sensibilitat d'orbitació amb ratolí de bola[Magnitude]: Escala els vectors amb les seves magnitudsEscalar, traslladar i rotar una imatgeEscala/TranslacióEscala: %s : %s : %s%s %sEscala: %s : %s%s %sEscala: %s%s %sEscalaB X: %s Y: %s Z: %s%s %sEscalaB: %s : %s : %s%s %sEscalaB: %s%s %sEscalaX: %sEscalatEscala la imatge de manera que s'ajusti completament al marc, sense deixar espais buits a les cantonadesEscala la intensitat del sorollEscalar la malla com un cos tou usant l'origen de l'objecte com a escalaEscala exponencialment la potència de la llum, tot multiplicant la intensitat per l'exponent 2^EscalarEscalat (en el temps) del soroll[View Scale]: Factor d'escalat aplicat per damunt de l'escala d'escena per ajustar la vista de RV. En la mesura del possible, és millor modificar l'escala d'escenaFactor escalat per a l'accióFactor d'escala que s'aplica al llarg de l'eix XFactor d'escala que s'aplica al llarg de l'eix YEscalat per a la ingressió de sorollEscalat de l'objectePentinar els directoris de complements a la recerca de nous mòduls[Rolling Shutter Duration]: Temps de "exposició" de l' :abbr:`escombratge (scanline)` en l'efecte d'obturació "rolling shutter"DispersarCoeficients de dispersió[Volume Scatter]: Dispersa la llum en travessar el volum, usat sovint per afegir boira a una escenaDispersió sobre instànciesDispersió sobre superfície[Scatter on Surface]: Geometria referenciada de dispersió sobre una superfície de mallaModel de dispersióRadi de dispersió per canal de color (RGB), multiplicat per l'EscalaEscenaCopiar configuracióCòpia completaCòpia vinculadaNovaÍndex d'objecteEspaiTipusL'escena '%s' té una col·lecció arrel no vàlida, que no s'ha llegitL'escena '%s' està vinculada, la instanciació dels objectes està deshabilitadaL'escena '%s' és l'última local, no es pot suprimirCàmera d'escenaCol·lecció d'escenesCol·leccions d'escenesVisualització d'escenaDurada d'escenaInterval de fotogrames de l'escenaGràfica d'escenaGravetat de l'escenaEscena HydraParàmetres del motor de revelat Hydra per a l'escenaInstanciació d'escenaLlums d'escenaBorn de node escenaInterfície del Born del node escenaObjectes d'escenaOperació d'escenaOpcions d'escenaOrigen d'escenaPropietats d'escenaVista de revelat d'escenaConfiguració d'escenaMida d'escenaEstadístiques d'escenaSegment d'escenaVisualització de segment d'escenaInterval del segment d'escenaSegment d'escena...Duració d'escenaUnitat escenaEscena del mónRecursos d'escena no assignats a cap catàleg. Es poden assignar catàlegs al Navegador de recursosEscena en el seu estat d'avaluacióBlocs de dades d'escena que consisteix en objectes i en definir els paràmetres que defineixen temps i revelatBlocs de dades d'escenes[Scene Display]: Configuració de visionat de l'escena per al mirador de 3DLa ràtio de fotogrames de l'escena s'ha posat a %.4g (estava per defecte a %.4g)Escena des de la qual seleccionar la càmera activa (escena de revelat si no està definida)l'escena no té ni dades d'animació ni cap acció activaL'escena no té càmeraL'escena no té càmera i no s'ha pogut previsionar el revelat %s sense ella.[Keying Sets]: Jocs d'atributs de fites de l'escenaValors lineals d'escena en l'espai de color de treballMetres per unitat d'escena per 0,001Metres per unitat d'escena per 0,01Metres per unitat d'escena per 0,0254Metres per unitat d'escena per 0,3048Metres per unitat d'escena per 0,9144Metres per unitat d'escena per 1,0Metres per unitat d'escena per 1.000,0El mode escena usa mode precuinat sencer:No s'ha trobat l'escenaCol·lecció arrel de l'escena que posseeix tots els objectes i altres col·leccions instanciades dins l'escenaMida d'escena[Scene Node Socket]: Born d'escena d'un nodeEscena que fa servir aquest segmentEscena a revelar, escena actual si no s'especificaL'escena es revelarà usant 11 mostres d'antialiàsingL'escena es revelarà usant 16 mostres d'antialiàsingL'escena es revelarà usant 32 mostres d'antialiàsingL'escena es revelarà usant 5 mostres d'antialiàsingL'escena es revelarà usant 8 mostres d'antialiàsing[Single Pass Anti-Aliasing]: L'escena es revelarà utilitzant una únic passada de mètode d'antialiàsing (FXAA)L'escena es revelarà sense cap antialiàsingEscena(es)EscenesLes escenes sense càmera no admeten previsionatsEsquema = Catmull-Clark, si és possible. Reverteix a l'exportació de malla subdividida per al tipus de Subdivisió simpleEsquema = No-cap. Exporta la malla base sense subdivisióEsquema = No-cap. Exporta la malla subdivididaCartograma del fons de la regióCartogramesCartogrames estadístics del videoclipCartogrames d'estadístiques d'imatgeCartogrames d'estadístiques d'imatgeCartogrames d'estadístiques de videoclipDistància d'esbarriatEsbarriat de distància en el miradorFiltrarNovaPrecisióPantallaMida captura de pantallaMode pantallaQuadre de pantallaTraçat de pantallaCoordenades de pantalla del mostreigBloc de dades de pantalla que defineix la disposició de les àrees d'una finestra[Screens]: Blocs de dades de pantalles[UI Tags]: Disposicions de pantalla d'un obrador[Normal Screen Size]: Mida de pantalla per a les normals a la vista 3D[Screen]: Els angles s'acoblen respecte de l'enquadrament de pantallaTraçat de pantallaPrecisió de traçat de pantallaGruix de traçat de pantallaPantallesPantalladaLa pantallada no pot ser més reduïda de %i pixels d'un costaCargolarModificador cargolarEix de cargolProtocolDirectoris de protocolsDocuments de protocolsNode de protocolFont del protocolNo s'ha trobat el directori de protocolsExpressió d'un protocolProtocolsBarra de rodolarDirecció del ròdolColors de giny de ròdolRòdol i zoom per a una regió 2DDirecció de ròdol (Només Wayland)Rodola avall una pàgina[Scroll Page]: Desplaça la pàgina amunt o avallRodolar fins a visionar els documents seleccionatsRodola la visió cap avallRodola la visió cap a l'esquerraRodola la visió cap a la dretaRodola la visió cap amuntRodolar amunt una pàginaVisió de rodolat amb clic i arrossegament de ratolí[Center Current Frame]: Visionat rodolable per arribar a centrar el fotograma actualRetropaginatRefregarParàmetre de la regió de refregar i de marcadorsRefregat / marcadorsEsculturaEsculpeix totes les illesMalla base d'esculturaPotencialitats d'esculpitEsculpir corbesGàbia d'esculpir amb corbesOpacitat dels jocs de cares en l'esculturaEsculpir amb llapis de greixEsculpir traços de llapis de greixNivells d'esculpirOpacitat de màscara d'esculturaMode esculpirSobreimpressions del mode esculpirColor de sobreimpressions d'esculpirPla d'esculpirPivot de conjunt escultòricEsculpir: mostrar jocs de caresEsculpir: mostrar màscaraEsculpir pintant textura[Sculpt]: Esculpeix un traç en la geometria[Stroke Curves Sculpt]: Esculpeix corbes usant un pinzellEsculpeix en una capa persistent de la malla[Grease Pencil Sculpt]: Esculpeix traços en l'objecte actiu del Llapis de greixColor de sobreimpressió d'esculpir/pintarEsculturaCosturaMarge de costura[Seam]: Aresta que fa de costura en el desembolcallat en UVCosturesCercaCercar complementsÀrea de cerca:Distància de cercaCercar extensionsResultat de cercaCerca màximCerca mínimMida de cerca[Find Wrap]: Cerca de nou des de l'inici del document en arribar al finalCercar per tecles activesCercar per nomCerca un node per nom, l'enfoca i el seleccionaCerca documents d'aquest tipusCerca element en aquesta carpeta[Affine]: Cerca marcadors amb deformació afí (t, r, k i biaix) entre fotogramesCerca marcadors que es deformen en perspectiva (homografia) entre fotogramesCercar marcadors translacionats i rotats entre fotogramesCercar marcadors traslladats i escalats entre fotogramesCercar marcadors translacionats entre fotogramesCercar marcadors traslladats, rotats i escalats entre fotogramesCercar en tots els blocs de dades de text, en lloc de només en l'actiu[Match Case]: La cadena de cerca és sensible a les lletres majúscules i minúsculesCerca als subdirectoris qualsevol imatge associada (AVÍS: pot ser lent)Terme de cerca per al filtratge de la IUSegonSegona baseSegon tipus de nansaSegon objecte de cos rígid a restringirPas de segonsSegon coeficient de distorsió radial de quart ordre Brown-ConradySegon coeficient de distorsió tangencial de segon ordre Brown-ConradySegon coeficient de distorsió Nuke de segon ordreSegon coeficient de distorsió de divisió de segon ordreSegon coeficient de distorsió Nuke tangencialSegon coeficient de distorsió radial polinòmica de tercer ordreSegon color utilitzat per a l'efecteSegon punt de control de spline cúbic entre rapideses mínimes i màximesSegona ingressió per al segment efecte[Keyframe B]: Segona fotofita usada per a la inicialització de la reconstruccióSegon punt de la pantallada en l'espai de pantallaEs requereix un segon objecte malla seleccionat des d'on copiar la formaNom del segon grup de vèrtexsSecundàriaEix secundariEix d'os secundariColor secundariCapes de control secundàriesCamí de dades secundariDecaïment d'influència secundàriaReflex secundariTextura secundàriaColor secundari del patró d'escaquer que indica àrees transparentsCamí secundari de la propietat a determinar pel control radialSegonsSegons al voltant del cursor que queden enquadratsSegons per executar la prova (sobreseu iteracions)SecretSecció a activar en les preferènciesConsulteu '%s' en l'editor externConsulta '%s' en l'editor de textConsulta el plafó Modificadors més avallConsulta bloc de text OperatorList.txtLlavorLlavor per a l'aleatorietat si s'utilitzaLlavor per a la generació aleatòria de nombres (si és negatiu, s'utilitza en el seu lloc el temps com a llavor)Llavor per a operacions de base aleatòriaLlavor per a la generació de sorollLlavor per al generador de nombres aleatoris[Seed]: Llavor del soroll[Random Seed]: Llavor del generador aleatoriLlavor utilitzada pel generador de nombres aleatoris per a generar punts aleatorisValor llavor perquè l'integrador obtingui diferents patrons de sorollValor de llavor d'aleatoritzacióValor de llavor per al generador aleatoriBusca sobre la base de llegendes de temps llegides des de la seqüència de vídeo, tot donant lloc a la millor correspondència entre temps d'escena i de vídeoSegmentCoordenades de segmentDirecció del segmentID de SegmentInfluència de segmentLongitud del segmentRotació de segmentAmplada de segment[Ease In and Out]: Segment entre les dues fotofitesCoordenades de segment per a mapejat de textura dins cada segment angularSegmentsSegments per a vora corbadaEls segments han de ser com a mínim 3[Segments]: Segments generats a partir de punts de control[Image Threshold]: Encadena junts els segments amb una distància d'imatge més reduïda que la consignadaSeleccionarSeleccionar i retocarSeleccionar 2 segments de soSeleccionar tipus de corba 2D o 3DSelecció de nansa única alineadaSeleccionar totPermutadors de seleccionar totSeleccionar tot per tretsSeleccionar àncoraSeleccionar àreaSeleccionar rerefonsSelecció de biaixSeleccionar més granCanal de seleccióSeleccionar fillSeleccionar fillsSelecciona només fillesSeleccionar col·leccióSelecció de colorSelecció de punt de controlSeleccionar corbesSeleccionar índex de línia finalSeleccionar cares connectades a la selecció actualSelecció grupalNansa de seleccióSeleccionar nansesSeleccionar jerarquiaSeleccionar objectes importatsSeleccionar capaSelecció de nansa esquerraSeleccionar connectatsSelecciona element de la llistaSeleccionar element de la llista (doble clicar per reanomenar)Seleccionar ubicacióSeleccionar buclesMode de seleccióSeleccionar més/menysSelecció de ratolíSeleccionar exteriorSeleccionar pareSeleccionar passadaSelecciona patróSeleccionar puntSelecció de nansa dretaSeleccionar anellaSeleccionar cercaSeleccionar conjunt de seleccióSeleccionar similarSeleccionar epígrafSeleccionar separacióSeleccionar textSelecció de vèrtexs UVSelecciona vèrtexs UV amb la selecció de caixaSeleccionar vèrtexs UV amb selecció de cercle[Select Tile]: Selecciona els UVs en forma d'una quadrícula determinadaSelecciona UVs que estiguin a la mateixa ubicació i comparteixin un vèrtex de mallaSelecciona UVs que comparteixin un vèrtex de malla, estiguin o no en la mateixa ubicació[Lasso Select UV]: Selecciona UVs amb la selecció per llaçSeleccionar vèrtexs connectats a la selecció existentSeleccionar vista[Control Bone]: Selecciona un os de l'aparell generat i que impulsarà l'accióSelecciona un directori amb dreceraSeleccionar una càmera per a vincular a un marcador d'aquest fotograma[Select Pick Linked]: Selecciona una cadena de segments connectats més propera al punter del ratolíSelecciona una aresta destacada si té assenyalades totes dues cares adjacentsSelecciona una aresta destacada si té assenyalada qualsevol de les cares adjacentsSeleccionar un bucle de vèrtexs UV connectats[Loop Select]: Selecciona un bucle d'arestes connectadesSeleccionar un eix de mirall (X, Y)Seleccionar un eix de mirall (X, Y, Z)[Relocate]: Selecciona una nova ruta per a aquesta biblioteca, i torna a carregar totes les seves dadesSelecciona un node per assignar-lo a una dreceraSelecciona un punt de corba de pinturaSelecciona un punt o les seves nansesSeleccionar un joc aleatòriament distribuït de pèl o puntsSelecciona un interval des d'un element actiuSelecciona una filera de punts de control incloent-hi l'actiu. L'ús successiu sobre el mateix va canviant entre les direccions U/VSeleccionar un segment (l'últim seleccionat esdevé «segment actiu»)Selecciona els vèrtexs afectats de la mallaSelecciona totes les cares UV que se solapin entre ellesSelecciona tot els vèrtexs UV connectats al mapa UV actiuSelecciona tot els vèrtexs UV connectats sota el ratolíSelecciona tots els canals d'animació dins la regió especificada[Range Select]: Selecciona tot el que hi ha entre els elements cliclats i els actius[Select Linked All]: Selecciona tots els ossos vinculats per relacions pare/fill connectades des de la selecció en curs[Select Linked All]: Selecciona tots els ossos connectats per connexions pare/fill a la selecció actualSelecciona tots els ossos amb el mateix pare que els ossos actualment seleccionatsSelecciona tot els caràctersSelecciona tots els fills dels ossos presentment seleccionatsSeleccionar tot els punts de control lligats als ja seleccionatsSeleccionar tot els punts de control lligats a la selecció actualSelecciona tots els punts de corba connectats als ja seleccionats[Select Fill]: Selecciona totes les corbes d'un emplenat[Select Axis]: Selecciona totes les dades de malla en un sol eix[Disabled Tracks]: Selecciona tots els rastres deshabilitatsSelecciona tots els elements[Estimated Tracks]: Selecciona tots els rastres estimatsHo selecciona tot si és VER, en cas contrari ho desselecciona tot[Keyframed Tracks]: Selecciona totes els rastres associats a una fotofita[Select Channel Keyframes]: Selecciona totes les fotofites del canal que hi ha sota el ratolíSelecciona totes les fotofites del(s) fotograma(es) especificat(s)[Column Select]: Selecciona totes les fotofites que ocorren en el mateix fotograma que hi ha sota el ratolí[Box Select]: Selecciona totes les fotofites dins de la regió especificadaSelecciona totes les fites connectades a d'altres ja seleccionades[Locked Tracks]: Selecciona tots els rastres amb blocatges[Select Non-Manifold]: Selecciona tots els vèrtexs o arestes no polivalentsSelecciona tots els objectes de la col·lecció[Select Light Linking Blockers]: Selecciona tots els objectes amb endoil·luminació de bloqueig d'aquest emissorSelecciona tots els objectes que reben llum d'aquest emissor[Fill Region]: Selecciona tots els camins entre els elements d'origen/destinacióSelecciona tots els vèrtexs UV fixatsSeleccionar tot els punts de curves amb la selecció de qualsevol puntSelecciona tots els punts de la corba de sota del cursorSelecciona totes les arestes de cantells prou agutsSelecciona tots els segments adjacents a la selecció actualSelecciona tots els segments agrupats per diverses propietats[Side of Frame]: En el fotograma en curs, selecciona tots els segments que estan al mateix costat que el cursor del ratolíSelecciona tots els punts del traçSelecciona tot els punts del traç entre altres traçosSelecciona tots els traços de característiques similarsSelecciona tot el text[Only Channel]: Selecciona totes les fotofites del de sota el ratolíSelecciona totes les fotofites de la corbaSeleccionar tot el textSelecciona tots els vèrtexs assignats al grup de vèrtexs actiu[Marker Box Select]: Selecciona totes les marques de temps usant la selecció de caixa[Tracked Tracks]: Selecciona tots els rastres de rastretjos[Select Grouped]: Selecciona tots els rastres del grup especificat[Failed Tracks]: Selecciona tots els rastres que no s'han pogut reconstruirSelecciona tots els rastres que tenen el mateix color que el rastre actiuSelecciona tots els vèrtexs connectats a la selecció actualSelecciona tot els ossos visibles agrupats per propietats similarsSelecciona tot els objectes visibles agrupats per diverses propietatsSelecciona tots els objectes visibles vinculatsSelecciona tots els objectes visibles d'un tipus[Select Alternated]: Selecciona punts alternatius en traços amb punts ja seleccionats[Edge Ring Select]: Selecciona una anella d'arestesSeleccionar un anella d'arestes de vèrtexs UV connectatsSeleccionar un nombre parell de bucles per a pontar parellsSeleccionar primer una ANL existent o una línia d'acció buidaSeleccionar un objecte o os de posaSeleccionar i activar element(s)Seleccionar i escórrer punt de corba de pintatSeleccionar i usar l'element de mallaSelecciona línies antisiluetaSeleccionar almenys un objecte mallaSeleccionar almenys dos bucles d'arestesSelecciona les regions més grans en lloc de les petitesSelecciona els ossos de la col·lecció activa d'ossosSelecciona ossos vinculats per relacions pare/fill connectades de sota el cursor del ratolí[Select Parent Bone]: Selecciona els ossos que són pares dels ossos actualment seleccionats[Select Constraint Target]: Selecciona els ossos que fan de referents per als ossos seleccionatsSeleccionar arestes exteriors (arestes d'una sola cara)Selecciona arestes limítrofes al voltant de les cares seleccionadesSeleccionar perSeleccionar segons força de caraSelecciona per epígraf de material actiuSeleccionar els objectes pare/fill connectats[Silhouette Filtering]: Selecciona el contorn o la siluetaSeleccionar contorns (les siluetes exteriors de cada objecte)Seleccionar punts de control al límit de cada regió de selecció[Select Next]: Selecciona els punts de control que segueixen els ja seleccionats al llarg de les corbes[Select Previous]: Selecciona punts de control que precedeixen els ja seleccionats al llarg de les corbesSeleccionar arestes cairades (els que estan entre dues cares que fan un angle menor que l'Angle de caire)Seleccionar objectes creats en acabar la importacióSelecciona els punts de corba mitjançant la selecció de caixaSeleccionar els punts de corba usant la selecció de cercleSeleccionar els punts de corba usant la selecció de llaç[Select Grow]: Selecciona corbes que ja estan properes a les corbes seleccionadesSeleccionar el tipus de dades de l'atributSelecciona fills immediats dels ossos seleccionats[Domain Object]: Seleccionar l'objecte domini de la simulació de fumSeleccionar marques d'aresta (arestes anotades com a marques d'aresta en Freestyle)Seleccionar arestes als límits de materialsSeleccionar els parells d'arestes o cares per als bucles d'arestes entorn dels quals rotarSeleccionar 1 o 3 vèrtexs a qui afillarSeleccionar o pèl o els puntsSeleccionar elementSelecciona elements en base a l'atribut booleà actiuSelecciona els punts extrems de les corbesSelecciona els punts extrems del traçosSeleccionar-ho tot començant per l'última selecció[Invert Collection Filtering]: Ho Selecciona tot excepte les línies de la col·lecció especificadaSeleccionar contorns externs (les siluetes exteriors d'objectes que tapen o són tapats)Seleccionar bucle de cares de sota el cursorSelecciona cares on totes les arestes tinguin més de 2 cares usadores[Selection by Collection]: Selecciona arestes destacades en base a una col·lecció d'objectes[Selection by Edge Types]: Selecciona les arestes destacades en base a tipus d'aresta[Selection by Visibility]: Selecciona arestes destacades en base a la visibilitat[Inclusive]: Selecciona arestes destacades que pertanyen a algun objecte del grup[Selection by Face Marks]: Selecciona les arestes destacades en base als senyals de cara[Selection by Image Border]: Selecciona arestes destacades en base al marge d'imatge (menys consum de memòria)[Exclusive]: Selecciona arestes destacades que no pertanyen a cap objecte del grupSelecciona arestes destacades que no satisfan les condicions del tipus d'aresta definidaSelecciona arestes destacades que no satisfan les condicions de determinats senyals de cara[Logical AND]: Selecciona arestes destacades que satisfacin totes les condicions de tipus d'aresta[Logical OR]: Selecciona arestes destacades que satisfan almenys una de les condicions de tipus d'arestaSelecciona arestes destacades que satisfan les condicions del tipus d'aresta definitSelecciona arestes destacades que satisfan unes determinades condicions de senyals de cares[Quantitative Invisibility]: Selecciona arestes destacades dins d'un rang de valors d'invisibilitat quantitativa (IQ)[Shadow Region Filtering]: Selecciona línies destacades a partir de regions il·luminades o ombrejades. No afecta a la irradiació d'ombres i el contorn de llum pel fet de què estiguin en el límit.Selecciona el marc que conté els nodes seleccionatsSeleccionar entre el model de Chiang o de HuangSeleccionar de diverses ingressions per nom[Select Handles]: Selecciona nanses de flòstic als costats del segment seleccionatSelecciona corbes de la gràfica[Linked Handle]: Selecciona nanses adjacents al segment actiu[Hidden]: Selecciona arestes destacades ocultes[Snap Mode]: Selecciona de quina manera l'objecte es força vers la superfície del referentSelecciona com es força els vèrtexs envers la superfície del referentSelecciona si el repositori es troba en un directori gestionat per la usuària o proporcionat pel sistema[Select Hierarchy]: Seleccionar pares/fills immediats dels ossos seleccionatsSeleccionar el que intersecciona amb el fotograma actualSelecciona elements usant selecció de caixaSeleccionar elements usant selecció de cercleSeleccionar elements usant selecció de llaç[Circle Select]: Selecciona les fotofites amb la selecció de cercle[Lasso Select]: Seleccionar els punts de fotofita amb la selecció de llaç[Select More]: Selecciona fotofites adjacents a les seleccionades[Select Keyframes]: Selecciona fotofites clicant-hi[Select Linked]: Selecciona fotofites que ocorren en les mateixes corbes-F que les seleccionades[Select Left/Right]: Selecciona les fotofites a esquerra o dreta del fotograma presentSeleccionar fites connectades a fites seleccionades de contorn de cada partícula[Line Type]: Selecciona el tipus de línia per als traçosSeleccionar connectats - caresSeleccionar connectats - cares per angle[Select Linked Pick]: Selecciona les cares connectades sota del cursorSelecciona els vèrtexs connectats[Select Linked Vertices Pick]: Selecciona els vèrtexs connectats sota el cursorSelecciona bucles d'arestes connectatdes des de cada aresta seleccionada[Select Loose Geometry]: Selecciona geometria solta en base al mode de seleccióSelecciona les marques al i a l'esquerra/dreta del fotograma actualSelecciona els marcadors mitjançant la selecció de caixaSelecciona els marcadors usant la selecció de caixaSeleccionar marcadors usant la selecció de llaçSelecciona els membres del marc seleccionatSeleccionar elements de malla a les ubicacions emmiralladesSeleccionar els punts de reticle emmirallatsSeleccionar més vèrtexs UV connectats a la selecció inicialSeleccionar més punts de spline connectats a la selecció inicialSeleccionar més segments adjacents a la selecció actualSeleccionar més vèrtexs, arestes o cares connectades a la selecció inicialSelecciona segments de filmació o imatge[Select Channel]: Selecciona el canal de rastreig de vídeoSeleccionar la partícula més propera al punter del ratolíSelecciona un nou element actiu de malla i usa la seva ubicacióSeleccionar objectes nous[Link Viewer]: Selecciona un node i l'enllaça a un node visor[Select Linked From]: Selecciona els nodes connectats des dels seleccionats[Select Linked To]: Selecciona nodes enllaçats als seleccionatsSeleccionar nodes amb selecció de llaçSeleccionar nodes amb propietats similarsSelecciona un objecte dins la mateixa col·leccióSeleccionar un objecte relatiu a la posició de l'objecte actiu en la jerarquiaSelecciona objectes de la col·lecció[Select Pattern]: Selecciona els objectes que conlliguen amb un patró de nomenclatura[Recurse]: Selecciona objectes recursivament a partir d'un element actiuSelecciona un dels grups de vèrtexs disponibles sota la posició actual del ratolíSeleccionar un o més segmentsSelecciona només les cares completament seleccionadesSeleccionar només puntsSelecciona o desselecciona tots els segments d'ANLSelecciona o desselecciona tots els documentsSelecciona o desselecciona tots els segmentsSelecciona o desselecciona objectes visibles aleatòriament[Use After Creation]: Selecciona l'orientació després de la seva creació[Linked Time]: Selecciona altres segments o nanses alhora o totes les fites de retemporització després del corrent en mode retemporitzarSeleccionar objectes enganxatsSeleccionar la regió de les cares interior d'un bucle d'arestes seleccionatSelecciona informes per l'índexSeleccionar objectes descobertsSeleccionar crestes i valls (línies de separació entre àrees de superfície convexes i còncaves)Selecciona anelles d'arestes connectades des de cada aresta seleccionada[Select Roots]: Seleccionar les arrels de totes les partícules visibles[Pick Shortest Path]: Selecciona el camí més curt entre dos ossosSeleccionar el camí més curt entre dues seleccions[Select Shortest Path]: Selecciona el camí més curt entre dos vèrtexs/arestes/caresSelecciona siluetes (arestes al límit entre cares visibles i ocultes)Seleccionar UVs similars per tipus de propietatSelecciona ossos similars per tipus de propietatsSeleccionar punts de corba similars per tipus de propietatSelecciona regions de cara similars a la selecció actualSeleccionar metaboles similars per tipus de propietatSeleccionar vèrtexs, arestes o cares similars per tipus de propietatsSeleccionar punts de spline[Select Handle]: Seleccionar nansa del segmentSeleccionar segments individuals estiguin connectats o no[Select Side]: Selecciona segments del costat especificat d'entre els segments seleccionades[Select Side of Frame]: Selecciona segments relatius al fotograma actualSeleccionar segments a l'esquerra o dreta del fotograma actualSelecciona segments mitjançant la selecció de caixaSelecciona segments amb la selecció de cercleSelecciona segments amb la selecció de llaç[Stroke Style]: Selecciona l'estil utilitzat per dibuixar els traços[Fill Style]: Selecciona l'estil utilitzat per emplenar els traçosSeleccionar els contorns suggestius (aproximacions d'arestes de siluetes/contorn)[Select Line]: Selecciona el text per línies[Select Text]: Selecciona text en moure el cursor[Control Mode]: Selecciona el mode de control del FreestyleSelecciona la càmera activaSeleccionar biblioteca de recursos i els catàlegs que conté per mostrar a l'àlbum de recursosSeleccionar eix amb què comparar cada vèrtexSelecciona els ossos d'aquest conjunt de seleccióSeleccionar càmera[Auto Axis]: Selecciona l'eix més proper en col·locar objectes (sobreseïments de superfície)[Gizmo Select]: Selecciona el flòstic ressaltatSelecciona el format de documents per a la memòria cau de dades de sorollSelecciona el format de documents per a la memòria cau de dades de partículesSelecciona el format de document per a la memòria cau de dades de superfícieSeleccionar el format de document de memòria cau de dades volumètriquesSeleccionar el document relatiu al document blend[Hair Tie Input Type]: Selecciona el tipus d'ingressió de la geometria de la lligacua dels cabells.[Surface Input Type]: Selecciona el tipus d'ingressió de la geometria de superfície.Seleccionar les capes a convertirSeleccionar el tipus de majeatSelecciona els objectes emmirallats de l'objecte seleccionat, p. ex. «L.espasa» i «R.espasa»Seleccionar les noves cares incises[Select Next Element]: Selecciona l'element següent (usant l'ordre de selecció)Seleccionar el node de sota el cursor[Parents]: Selecciona els ossos que són pares dels ossos actualment seleccionats[Select Previous Element]: Selecciona l'element anterior (usant ordre de selecció)[Panel]: Selecciona el plafó de propietats que s'haurà de mostrar[Color Parametrization]: Seleccionar la parametrització del color de l'aspectorSeleccionar la forma dels traços de contorn tipus esquema[Caps]: Selecciona la forma dels dos extrems dels traços[Sort Key]: Selecciona el criteri que determina l'ordre d'acumulació de les cadenes[Sort Order]: Selecciona l'ordre en què es vol posar[Rest Source]: Seleccionar l'origen de les posicions de repòs[Select Handles]: Selecciona els segments i les seves nansesSelecciona l'API de la tauleta que gestiona la sensibilitat a la pressió (pot requerir reiniciar el Blender perquè els canvis tinguin efecte)[Tracing Method]: Selecciona el mètode de traçat que s'usa per trobar les interseccions de raigs de l'escena[Chaining Method]: Selecciona la manera com les arestes destacades s'enllacen per formar cadenes[Integration Type]: Selecciona la manera com es calcula el criteri d'ordenació per a cada cadenaSeleccionar els ossos connectats a la selecció inicialSelecciona els ossos implicats en aquesta posaSelecciona la(es) marca(ques) de temps[Select Tips]: Selecciona les puntes de totes les partícules visiblesSeleccionar cap a l'esquerra del fotograma actualSeleccionar cap a la dreta del fotograma actualSeleccionar marcadors de rastreigSelecciona les pistes per grup[Select Stabilization Rotation Tracks]: Selecciona els rastres usats per a l'estabilització de la rotació[Select Stabilization Tracks]: Selecciona els rastres usats per a l'estabilització de la translació[Select Orientation]: Selecciona l'orientació de la transformacióSeleccionar dos bucles d'aresta o un únic bucle d'aresta tancat des d'on es puguin calcular dos bucles d'arestaSeleccionar dos objectes malla[Gradient Type]: Selecciona el tipus de degradat utilitzat per a emplenar els traços[Shrinkwrap Type]: Seleccionar el tipus d'algorisme de sobrecobriment per a la posició del referentSelecciona tipus d'algorisme de subdivisióSeleccionar rastres no politsSeleccionar bucle de vèrtexs de sota el cursorSelecciona vèrtexs als pols segons el nombre d'arestes connectades. En els modes aresta i cara se selecciona la geometria connectada als vèrtexsSelecciona vèrtexs directament connectats als ja seleccionats[Select Faces by Sides]: Selecciona vèrtexs o cares pel nombre de costats de cara[Select Ungrouped]: Selecciona vèrtexs sense grupSelecciona arestes destacades visiblesSelecciona el punt que fa d'inici de la corbaSeleccionar amb botó del ratolíSelecciona la paraula a la posició del cursorSeleccionar paraula de sota el cursorSelecciona/Desselecciona tots els traços de Llapis de greix que fan ús del material en cursSelecciona/desselecciona tots els traços o emplenatsSelecciona/Deselecciona l'element en aquesta direccióSelecciona/Deselecciona documents tot passant-hiSeleccionabilitat i visibilitatSeleccionablesSeleccionables i prouSeleccionatsSelecció i contingutMapa d'acció seleccionatSegment de vídeoacció seleccionatAssociació seleccionadaSelecció negretaCanal seleccionatCanals seleccionats al cursorTotal d'arestes seleccionadesTotal de cares seleccionadesCares seleccionadesDocument seleccionatRessaltat seleccionatL'ID seleccionat '%s' és un %s, no es pot utilitzar per a reubicar l'ID enllaçat existent '%s', que és un %sL'ID seleccionat '%s' sembla que és el mateix que l'ID reubicat '%s', useu en el seu lloc l'operació 'Recarregar'Selecció cursivaElement seleccionat[Selected Items]: L'element seleccionat força el centre d'òrbita a tenir en compte només els objectes seleccionats en el moment present.Elements seleccionatsFites seleccionades[Landmark]: Punt d'orientació seleccionatFons de línia seleccionadaColor de text de línia seleccionadaMarcador seleccionatMetasegment seleccionat (per a agrupar segments relacionats)Grup de nodes seleccionatObjecte seleccionatObjectes seleccionatsNomés objectes seleccionatsObjectes i dades seleccionadesObjectes, dades i materials seleccionatsNomés seleccionadesPunts seleccionatsOssos d'una posa seleccionatsSelecció en versaletaSegment de so seleccionat (per a temporitzar els sons de l'altaveu)Segments seleccionatsLlum d'estudi seleccionadaText seleccionatSegment de transició seleccionatElement UV seleccionat[Merge UVs by Distance]: Se'ls solden junts els vèrtexs UV seleccionats que estan dins d'un radi l'un de l'altreSelecció subratllatTotal de vèrtexs seleccionatsEl recurs %s seleccionat no s'ha pogut trobar a la biblioteca de recursosEl recurs seleccionat %s no és una AccióEl recurs seleccionat el conté un document que gestiona el sistema de recursos, millor evitar les edicions manualsEl recurs seleccionat es troba dins el document presentOssos seleccionats des de %sEls blocs de dades seleccionats ja són recursos (o no admeten l'ús com a recursos)[Selected Edge Total]: Recompte de les arestes seleccionades en mode d'edicióEs requereixen arestes/cares seleccionades[Selected Face Total]: Recompte de les cares seleccionades en el mode d'edicióEs requereixen cares seleccionadesEls bucles seleccionats han de tenir el mateix nombre d'arestesLes malles seleccionades han de tenir el mateix nombre de vèrtexsEls nodes seleccionats no son del mateix tipus que {}No es poden unir els nodes seleccionatsEls noms dels objectes seleccionats han d'utilitzar el sufix .L o .RLa ruta seleccionada és fora de la biblioteca de recursos seleccionadaSelecció a actiu[Selected Vertex Total]: Recompte de vèrtexs seleccionats en el mode d'edicióSeleccionades/desseleccionades[Illuminated (Enclosed Shapes)]: Se seleccionen línies de les regions il·luminades i es fa la combinació de contorn, contorn de llum i línies d'ombra dins de formes delimitadesLa selecció de la càmera només és compatible amb el mode objecteSeleccióDomini de seleccióCaràcter final de la seleccióLínia final de seleccióMàscara de seleccióMode seleccióEl Mode de selecció ha de ser de PuntsNomés seleccióOpacitat de seleccióConjunt de seleccióIdentificador de conjunt de seleccióConjunts de seleccióEspecials de conjunts de seleccióEina de seleccióTipus de seleccióAcció de selecció a executarSelecció per col·leccióSelecció per tipus d'arestaSelecció per senyals de caresSelecció per marge de la imatgeSelecció per visibilitatLa selecció no és cap osLa selecció no és un os. L'esquelet ha d'estar en Mode posa i Mode edició per clicar-lo en el Mirador 3D[Smooth Stroke]: La selecció es ressaga respecte del ratolí i segueix un trajecte més suauNo s'admet la selecció en mode objecteSelecció del resolutor CI per a la cadena CISelecció de canals actius a canal clicatSelecció d'arestes que no estan connectades a una caraSelecció d'arestes que formen part del límit d'una superfície de mallaSelecció d'arestes que connecten dues cares d'una superfície de mallaSelecció d'arestes que signifiquen una discontinuïtat en els vectors d'entradaSelecció d'elements amb normals que coincideixin amb una direcció de referència. (La normal s'avalua en el mateix domini que aquesta egressió de selecció)Selecció d'elements dins una esferaSelecció d'instàncies a aleatoritzarSelecció de punts que s'hauria de desplaçarSelección en el domini d'iteracióNo s'ha trobat parell de seleccióEstat de selecció del punt de corbaEstat de selecció del punt de trajecteEstat de selecció de l'epígrafEstatus de seleccióEstatus de selecció de la Nansa única alineadaEstatus de selecció del punt de controlEstatus de selecció del punt de control. (Obsolet: utilitzeu en el seu lloc Selecció de punt de control)Estatus de selecció de la nansa esquerraEstatus de selecció de la nansa dretaSelecció a fotograma actualSelecció al valor del cursorSelecció al fotograma més properSelecció a marcador més properSelecció al segon més propera[Selective Damped Least Square]: Selecció de quadrat de resistència mínima[B-Bone End Handle Type]: Selecciona la manera de calcular la nansa final de l'os-D[B-Bone Start Handle Type]: Selecciona com es calcula la nansa inicial de l'os-D[B-Bone Vertex Mapping Mode]: Selecciona la manera de mapejar els vèrtexs en segments d'os-D basats en la posicióSeleccionar punts aleatòriament des de la selecció actual de traços[Boundary Shape]: Selecciona l'algorisme d'ajust de contornSelecciona l'algorisme utilitzat[Thickness Mode]: Selecciona l'algorisme de gruix utilitzatAutocol·lisióAutocol·lisionsAutoefecteAutofriccióAutoimpacteAutointersecarAutointerseccióComprovació d'autointerseccióDistància mínima d'autocol·lisióObjecte propiAutosolapament[Self Intersect]: Interseca cares pròpies seleccionadesEntorn i paràmetres de la simulació de cos rígid autocontingutGrup de vèrtexs d'auto-col·lisióInterpretació semàntica de la propietatSemi-LagrangiàSemitonsEnvia cap enrereEnviar al darrereSensibilitatSensorAjustament en sensorAlçada de sensorSoroll de sensorAmplada de sensorS'està pentinant el sensor de dalt a baixSeparableSepararSeparar agregatElement de separació d'agregatSeparar fillsSeparar colorSeparar componentsSeparar cilíndricamentSeparar geometriaDit CI separatSeparar matriuMode separacióSeparar imatges de seqüènciaSeparar esfèricamentSeparar transformacióUnitats diferentsSeparar XYZ[Separate Mode]: Separa tota la geometria de les interseccionsSepara per capaSeparar per materialSepara els segments inclosos en els metasegments seleccionats[Preserve Seams]: Separa projeccions per illes separades per costuresSeparar geometria seleccionadaSeparar la geometria seleccionada en una malla novaSepara la geometria seleccionada fent-ne un nou objecteSeparar la geometria seleccionada en un nou núvol de puntsSeparar els nodes seleccionats del grup de nodes[Separate]: Separa punts seleccionats dels punts no seleccionats connectats en un objecte nouSepara la geometria seleccionada i en fa un nou objecte de Llapis de greix[Separate Fills]: Separa els traços seleccionats de l'emplenat actualS'ha separat %s en %i accionsOssos separatsSèpiaSeqüènciaSumarAjustamentCapa d'ajustamentAlfa per sobreAlfa per sotaÀudioQuadreBrillantor/ContrastClipRellotgeColorEquilibri de colorMescla de colorCompositadorInterfosaCorbesDireccióDobleEcoEqualitzadorInterfosa de gammaDifuminat gaussiàClarorTravar divisióCorrecció de tonalitatImatgeEndinsIrisMàscaraMetaVídeoMulticàmeraSelector multicàmeraMultiplicarNo-capEnforaPer segmentElevacióProjecteEmmagatzematge de suplecionsEscenaÚnicaSoEqualitzador de soRapidesaDividirRestarTextMapa de tonsMapa dels tonsTipus de transicióTipusEquilibri de blancsFregarEditor de seqüènciesLliscament de seqüènciaSeqüència - Lliscar: %s%sSeqüència - nom de segmentData d'edició de seqüència per a un bloc de dades d'escenaDades de l'espai editor de seqüènciesMode reproducció de seqüènciaSegment de seqüència que aplica un efecte a les imatges creades per altres segments[Gaussian Blur Sequence]: Segment de seqüència que crea un difuminat gaussiàSegment de seqüències que crea un efecte de lluentorSegment de seqüència que crea una transició de fregatSegment de seqüència que crea una imatge plena d'un únic colorSegment de seqüència de creació de textDades de segment de seqüència per a un sol fotogramaSegment de seqüència que defineix un so que es reproduirà durant un període de temps[SpeedControl Sequence]: Segment de seqüència per a controlar la velocitat d'altres segments[Meta Sequence]: Segment de seqüència que agrupa altres segments com un de sol[Movie Sequence]: Segment de seqüències per a carregar un vídeo[Mask Sequence]: Segment de seqüència que carrega un vídeo des d'una màscara[MovieClip Sequence]: Segment de seqüència on carregar un vídeo des de l'editor de clipsSegment de seqüència per carregar una o més imatges[Adjustment Layer Sequence]: Segment de seqüència que serveix per aplicar ajustaments de filtre a les capes inferiorsSegment de seqüència per a l'edició multicàmeraSegment de seqüència que usa la imatge revelada d'una escenaSeqüenciadorSeqüenciador i previsionatConfiguració de seqüenciador d'espai de colorNodes de compositador del seqüenciadorEditors de seqüenciadorsSuperposicions de seqüenciadorPrevisionat del seqüenciadorAspecció de previsionat del seqüenciadorEscena de seqüenciadorEstampit de seqüenciadorInfo del segment del seqüenciadorSegments del seqüenciadorParàmetres de l'eina del seqüenciadorSeqüenciador del tipus d'efecteL'escena del seqüenciador no és editableSegment actiu del seqüenciadorSerbi (Ciríl·lic) - СрпскиSerbi (Llatí) - Srpski latinicaEstat de sessióUID de sessió[Collection UID]: UID de sessió de la col·lecció a la qual enllaçarUID de sessió de la col·lecció a on moure-hoUID de la sessió del bloc de dades per a l'operadorUID de la sessió de la col·lecció vinculada directament que conté l'objecte seleccionat, per a fer-ne el sobreseïmentUID de sessió del grup de nodes de geometria que es deposaUUID de la sessióUUID de sessió d'objecte a col·locar (usa l'objecte actiu quan aquest i el «nom» no estan definits)DefinirAssigna «usador fals» als elements incorporats (excepte en objectes i col·leccions)Defineix la ubicació del cursor 2D[Cursor To Center View]: Col·loca el cursor 2D a la ubicació del centre de la vistaDefinir acció[Jump to Action Slot]: Defineix l'índex de l'epígraf de l'acció activaPosar tota l'animació gTIF que s'iniciï a 0Definir l'alfaAssignar etiqueta de colorDefinir tema en cursDeterminar normal de corbaDefinir radi de corbaDefinir inclinació de corbaDefinir valor de depuracióDefinir icona per defecteDefinir joc de caresDefinir força de caraConsignar usador falsDefinir segona opcióEspecificar interval de fotogramesDefinir lot de geometriaDonar nom a GeometriaDeterminar color de Llapis de greixDeterminar profunditat de Llapis de greixDefinir suavitzat de Llapis de greixDefinir rerefons de graellaDefinir transformació de graellaDefinir perfil de corba de pèlDefinir posicions de nansaDeterminar tipus de nansaDefinir IDDefinir transformació d'instànciaDeterminar inversa pendentDefinir materialDefinir fusió de materialDefineix índex de materialDeterminar normal de mallaPosar la variable Minkowski a 0,5Posar la variable Minkowski a 4Consignar factor de mescla a 0,0Consignar factor de mescla a 1,0Posar nomDeterminar origen no és compatible amb objectes %sDeterminar origen no és compatible amb objectes FantasmaAfillar aDefinir pivotDefinir radi de puntDefinir posició[Set Preview Range to Selected]: Especifica l'Interval de previsionat en base a les duracions de les Fites seleccionadesEspecifica l'interval de previsionat en funció de l'extensió dels segments seleccionatsEspecifica l'interval de previsionat basant-se en l'interval de fotofites seleccionadesDefinir taxa de fotogrames d'escenaAssignar segments de simulació seleccionatsDefinir seleccióDefinir com d'aspecció suavitzadaEspecificar midaDefinir base d'acoblamentDefinir spline com a cíclicDefinir resolució de splineDefinir tipus de splineAplicar estèreo 3DSitua els punts de control UVW a distàncies uniformes[XR Navigation Teleport]: Situa la ubicació del visor de RV al controlador de la ubicació on impacta la irradiacióEspecificar valorDefinir transformació de visualització[Set Color Tag]: Defineix una etiqueta de color per a les col·leccions seleccionadesDefineix una etiqueta de color per als segments seleccionatsEspecifica un valor de la sèrie de contextos (útil per a ciclitzar el mode d'edició de malla activa)Especifica un valor de contextEspecifica un valor de context (útil per a ciclitzar material actiu, morfofites, grups, etc.)Especifica un valor de context per a un bloc de dades ID[Custom Quality]: Determina un Factor de ràtio constant (FRC) a mida.[Number of Frames]: Especifica un nombre fix de fotogrames per a totes les animacions amb confegit[Percentage Factor]: Defineix un percentatge manual pel confegit[Use Max B-Frames]: Especifica un nombre màxim de fotogrames-B[Set Active Keying Set]: Consigna un nou joc de fitoatributs actiu[Set Name]: Estableix un nom o prefixa/sufixa l'existent[Set]: Defineix una nova seleccióConsigna l'índex de la disposició de l'acció activa com {}.[Vertex Paint Set Color]: Assigna el color actiu a tots els vèrtexs seleccionatsConsigna el marcador actiu com a origen movent la càmera (o el seu pare si està present) en l'espai 3D[Set Material]: Consigna el material actiuPosar que tota l'animació gTIF comenci a 0,0s. Pot ser útil per animacions en buclePosar tots els punts de traç a la mateixa opacitatPosa tots els punts de traç al mateix gruixDeterminar totes les normals del vèrtex per angle de cantellDeterminar totes les normals de vèrtex per àrea de cara[Alpha]: Defineix l'alfa del tascó de color seleccionatEspecificar la quantitat d'opacitat per a la disposició UV exportadaConfigurar i usar cursor 3DDeterminar visibilitat d'anotació[Set View Transform]: Defineix la transformació adequada del visionat en base a l'espai de color del mèdiaConsignar com a grup de vèrtexs actiuEspecificar per defecte com a arrodonitDeterminar els canals d'àudio com de 4 canals[Surround 5.1]: Determina els canals d'àudio com a so encerclant 5.1[Surround 7.1]: Determina els canals d'àudio a so encerclant 7.1Determinar els canals d'àudio com a monoDeterminar els canals d'àudio com a estèreoFixa la mida de la vàlvula de mescla d'àudio a 1024 mostresFixa la mida de la memòria intermèdia de mescla d'àudio a 16384 mostresFixa la mida de la vàlvula de mescla d'àudio a 2048 mostres[256 Samples]: Especifica la mida de la vàlvula de mescla d'àudio a 256 mostresFixa la mida de la memòria intermèdia de mescla d'àudio a 32768 mostresFixa la mida de la vàlvula de mescla d'àudio a 4096 mostresFixa la mida de la vàlvula de mescla d'àudio a 512 mostresFixa la mida de la vàlvula de mescla d'àudio a 8192 mostresFixa el format de mostreig d'àudio a enter amb signe de 16 bitsFixa el format de mostreig d'àudio a enter amb signe de 24 bitsFixa el format de mostreig d'àudio a flotant de 32 bitsFixa el format de mostreig d'àudio a enter amb signe de 32 bitsFixa el format de mostreig d'àudio a flotant de 64 bitsFixa el format de mostreig d'àudio a un enter de 8 bits sense signeFixa la freqüència de mostreig de l'àudio a 192000 mostres per segonFixa la freqüència de mostreig de l'àudio a 44100 mostres per segonFixa la freqüència de mostreig de l'àudio a 44800 mostres per segonFixa la freqüència de mostreig de l'àudio a 96000 mostres per segon[Set Curves Point]: Determina o bé punt negre o punt blanc per a les corbesEspecifica els valors booleans per a una col·lecció d'elementsConsigna la visió de la càmera com a visió activa[Set Indirect Only]: Determina que la col·lecció només contribueixi indirectament (a través d'ombres i reflexos) a la capa de visionatDeterminar visibilitat del colorDetermina els atributs de color i l'opacitat de geometria de Llapis de greixDefineix color com a totalment opac enlloc de reutilitzar l'alfa existentDefinir interpolació del color[Color Mode]: Especifica el mode de color per usar en la interpolacióDefineix el color del tascó de color seleccionat[Set as Background]: Defineix el videoclip com a rerefons de càmera al mirador 3D (només funciona quan hi ha un mirador 3D visible)Definir posició del cursorSituar posició del cursor en el text[Set Cursor to Offset]: Marcar amb la posició del cursor al desplaçament usat per a les instàncies de la col·leccióDefinir selecció per cursor[Set Render Color]: Defineix l'atribut predeterminat de color que s'usa per al revelatDefinir distància entra cada pla[Set Keyframe Easing Type]: Especifica el tipus de gradualitat dels segments de corba-F començant per les fites seleccionadesDefineix l'agudesa de les arestes en base a l'angle entre cares veïnesEstableix l'expansió de l'efecte a la interfície d'usuariEspecifica el mode d'extrapolació per a les corbes-F seleccionadesDefineix la força de cara a totes les cares[Affected]: Defineix la força de cara només en les cares noves i afectadesDeterminar la força de cara només en les cares noves i modificades[New]: Defineix la força de cara només en les cares novesConsignar usadors falsos per als IDs incorporatsDefinir pla de solera[Set Case]: Determina la capitalització de la fontDetermina l'estil de fontAssimila els fotogrames per segon de l'escena actual a la taxa del vídeo[Recenter Hook]: Situa el centre del ganxo a la posició del cursor[Execution Mode]: Especifica com s'executa la compositació[Toggle Library Override Editable]: Determina si es pot editar aquest bloc de dades de sobreseïment de la bibliotecaAssigna la imatge per al pintat de textura de manera directa[Interpolation]: Defineix la interpolació entre tascons de color[Set Keyframe Interpolation]: Especifica el mode d'interpolació per als segments de Corba F començant per les fotofites seleccionades[Set Inverse]: Determina la correcció inversa per a la restricció dita Fill-deDeterminar correcció inversa per a la restricció del Resolutor d'objectes[Set Solver Keyframe]: Defineix la fotofita usada pel resolutorDeterminar visibilitat de màscaraPosar la màscara al nivell especificat per la propietat «valor»[Value Inverted]: Posa la màscara al nivell especificat per la propietat «valor» invertidaDefineix les costures de malla segons la configuració de l'illa a l'editor UVDeterminar la metabola com a negativaDefineix el modificador expandit a la interfície d'usuàriaPosa a zero els valors negatius de textura RGB i d'intensitat, per a alguns usos com el desplaçament, aquesta opció es pot deshabilitar per a poder fer ús de l'interval completDefineix la nova posició del cursor 3D i la utilitza[Set Solution Scale]: Especifica l'escala resolutiva de l'objecte usant la distància entre dos rastres seleccionatsJoc de propietats afectades[Set Offset from Cursor]: Defineix el desplaçament usat per a instàncies de col·lecció en base a la posició del cursorEstableix el desplaçament usat per a instàncies de col·lecció en base a la posició activa de l'objecte[Use]: Definir l'origen com a punt de mediana dels agregats seleccionats[Set Size]: Especifica la mida de les partícules en cel·les de simulació o empra la de la cel·la més properaDefineix el radi per punt que s'utilitza per estrènyer bisells[Set Plane]: Defineix un pla basat en 3 agregats seleccionats movent la càmera (o el seu pare si està present) en l'espai 3DDefineix la posició del tascó de color seleccionat[Set Render Size]: Especifica la mida i l'aspecte des del segment actiuDefineix la resolució de les corbes seleccionades[Set Scale]: Especifica l'escala de l'escena escalant la càmera (o el seu pare si està present)Especificar escalat per a les mides X, Y i Z de la textura[Set Scene Frames]: Defineix el fotograma inicial i final de l'escena perquè coincideixi amb el fotograma inicial i la longitud del videoclipEspecifica els valors de cara del jocs de cares d'esculturaDefinir els vèrtexs seleccionats com a no aïllatsDefineix la selecció de la geometria editada, per a l'execució d'una eina[Shade Flat]: Especifica l'aspecte com a aplanat[Shade Smooth]: Especificar l'aspecció com a suavitzada[Shutter Curve Preset]: Defineix la corba de l'obturador[Set Goal Weight]: Defineix el pes del destí del cos tou per als punts seleccionatsDetermina els atributs de suavitzat de la geometria de Llapis de greix[Radial Control]: Especifica alguna propietat de mida (p. ex. mida del pinzell) amb la roda del ratolíDefineix la rapidesa del segment retemporitzat[Copy Option To Selected Rigs]: Defineix els fotogrames inicial i final de l'escenaDeterminar selecció de textDetermina l'ordre de profunditat de Llapis de greix a utilitzarConsigna els metres per unitat de l'Escenari USD al mesurament escollit o un valor personalitzatConsigna el mapa UV com a actiu per al revelatDetermina la descripció d'accessibilitat per al prim per defecte de la fase exportadaDetermina l'etiqueta d'accessibilitat per al prim per defecte de la fase exportadaConsignar la capa activa de Llapis de greix[Make Parent]: Consigna l'os actiu com a pare dels ossos seleccionatsConsigna l'objecte actiu com a càmera activa per a aquesta vista o escenaPosa l'operador actiu en els seus valors predeterminats[Sync Active Scene]: Determina l'escena i temps actius basant-se en el segment d'escena en cursConsigna el grup de vèrtexs actiu[Set Grid Background]: Determina el valor del rerefons que es fa servir per als vòxels i tessel·les inactiusDefineix els límits per a les operacions de visors (no implantada)[Set Render Region]: Defineix els límits del revelat de secció i habilita el revelat de secció[Border Offset View]: Estableix els límits de la secció usada per a visionat desplaçat[Render Region]: Defineix els límits de la regió de revelat i habilita la regió de revelat[Set User Region]: Defineix els límits de la regió de la usuària[Set Geometry Bundle]: Disposa el lot d'una geometria[Set Clip Mode]: Especifica el mode d'interacció entre videoclipsDetermina el color i l'opacitat dels punts del traçDetermina el color i l'opacitat dels emplenats de traçosDefineix la selecció de la consola[Set Corner Type]: Determina el tipus de cantell dels punts seleccionats[Set End Frame]: Defineix el fotograma actual com l'últim del previsionat o escena[Set Start Frame]: Defineix el fotograma actual com a fotograma de previsionat o d'inici d'escena[Jump to Keyframes]: Posa el fotograma actual al valor mitjà de fotograma de les fotofites seleccionadesDeterminar l'idioma actual de la consola[Transform Gizmo Set]: Configura l'actual flòstic de transformacióSitua la ubicació del cursor, arrossegar per a transformar[Set Normals from Faces]: Determina les normals personalitzades des de les de cares seleccionades[Set Axis]: Defineix la direcció de l'eix d'escena tot fent rotar la càmera (o el seu pare si està present). Això assumeix que el rastre seleccionat es troba en un eix real connectat amb l'origen[Set Point Radius]: Especifica la mida de visualització dels punts en núvol[Interocular Distance]: Determina la distància entre els ulls: la distància en el pla estèreo / 30 hauria d’anar bé[Set Curve Normal]: Especifica el mode d'avaluació per a les normals de la corbaDefineix l'eina de segona opció en lloc de la primària[Set Fallback]: Especifica l'eina de segona opció en lloc de l'eina primàriaDefineix la ruta relativa del document blend, si es pot[Set Range to Strips]: Especifica l'interval de fotogrames de l'inici al final dels segments seleccionatsDetermina el tipus de nansa de les corbes BézierEspecifica el tipus de nansa de les corbes Bézier[Set Handle Type]: Especifica el tipus de nansa per als punts de control d'una corba de Bézier[Set ID]: Defineix l'atribut id de la geometria ingressada, usat sobretot internament per a aleatoritzarDisposa l'interval de fotogrames de la imatge perquè coincideixi amb la durada del vídeo[Disable and Keep Transform]: Posa la influència d'aquesta restricció a zero alhora que intenta mantenir la transformació de l'objecte. Altres restriccions actives encara poden influir en la transformació final[Set Position]: Defineix la ubicació de cada puntSitua la ubicació del cursor 3D[Active Clone]: Consigna el mapa com a actiu per a la clonacióConsigna el mapa com a actiu per a mostrar i editarEspecifica la capa de màscara des dels botons del mapa UVEspecificar la paternitat de la màscara[Set Material Index]: Defineix l'índex del material per a cada element de geometria seleccionat[Index Based]: Assigna el material a noves cares en base a l'ordre de les llistes dels epígrafs de materials. Si un material no existeix en l'objecte modificador, la cara utilitzarà el mateix epígraf de material o bé el primer en cas que l'objecte no tingui prou epígrafs.Defineix el nom d'una geometria per millorar la depuracióDefineix l'origen de l'objecte, o bé movent les dades, o bé posant-lo al centre de les dades, o bé usant el cursor 3DEspecificar la paternitat de l'objecte[Make Parent without Inverse]: Consigna la paternitat de l'objecte sense determinar la correcció de paternitat inversa[Smooth Normals]: Determina les normals egressades de la malla com a suavitzades[Set Handle Positions]: Defineix les posicions per a les nanses de les corbes de BézierEspecifica en lloc d'això l'interval de previsionat[[Set Curve Radius]: ]: Defineix el radi de la corba a cada punt de controlEspecifica la representació de rotació per als ossos seleccionats[Update Scene FPS]: Defineix la ràtio de fotogrames de l'escena a la del document BVH (cal tenir en present que això anul·la l'opció «Escalar FPS», ja que l'escala serà 1:1)Consigna el material del traç seleccionat com a material actiuDefineix l'agudesa de les arestes de malla en base a l'angle entre cares veïnes[Cycle Space Type Set]: Especifica el tipus d'espai o va ciclant pels subtipus[Separate Fills]: Determina el tipus de traç (traç, emplenat o tots dos) dels traços seleccionatsCol·loca la malla superficial a la seva posició de repòs abans de l'adhesió[Set Curve Tilt]: Defineix l'angle d'inclinació a cada punt de control de la corbaArranja les eines per índex (per a teclaris)[Set Tool by Name]: Organitza eines per nom (per a teclaris)[Set Grid Transform]: Determina la transformació de la graella des d'espai d'índex a espai d'objecte.[Set Instance Transform]: Defineix la matriu de transformació de cada instància[Set Extension Tags]: Determina el valor de totes les etiquetesDefineix els pesos del grup de vèrtexs en funció de la distància a un altre objecte referentArranja l'eix de visió de manera que cada direcció del ratolí sempre s'assigna al mateix eixArranja l'eix de vista de manera que cada direcció del ratolí s'assigna a un eix relatiu a l'orientació actual[Clipping Region]: Defineix la regió amb visualització segada[Weight Set]: Defineix els pesos de les fites seleccionadesDetermina el pes de l'eina de dibuixar segons el pes del vèrtex de sota el cursor del ratolíDefineix els pesos dels grups conlligats als ossos seleccionats de l'esquelet associat, utilitzant la distància entre els vèrtexs i els ossos[WeightVG Proximity Modifier]: Determina els pesos dels vèrtexs d'un grup a partir de la distància d'un objecte de referènciaDefineix l'amplada en base al node grupal pare en el present context[View Zoom Ratio]: Especifica la ràtio de zoom (basada en la mida del vídeo)Determina aquesta Acció de posa com a acció activa sobre l'objecte actiuEspecifica el valor actual d'aquesta propietat com a nou predeterminat[Close Tip]: Posa el radi de la punta a zeroPosa a 0 per a usar l'estimació de la imatge ingressadaPosar com a VER si la memòria cau està dividida en documents separats[Set Inverse Pending]: Determinar com a VER per tal de sol·licitar la recalculació de la matriu inversaDefinir visibilitat de node d'arbre[Set Spline Type]: Especifica el tipus de spline actiu[Set Keyframe Handle Type]: Especifica el tipus de nansa per a les fotofites seleccionades[Set Handle Type]: Especifica el tipus de nanses per als punts de control seleccionats[Set Keyframe Type]: Especifica el tipus de fotofita per a les seleccionadesDefinir el tipus de les corbes seleccionadesConfigura simulacions manualmentEspecifica el valor de les caresEspecifica els valors de fotofites seleccionades amb el valor del cursor (component Y/horizontal)Especificar els valors de l'atribut actiu per als elements seleccionatsDefinir pla de paretDefineix els pesos a un nombre fix de passosDefineix la ràtio de zoom de la vistaDefineix {} com actiu[Face Normals Strength]: Determina/Obté la força de la cara (usat en el Modificador de Normal ponderada)Estableix/retira els vèrtexs UV seleccionats en tant que ancorats entre múltiples operacions de desembolcallat[Subdivision Set]: Estableix un nivell de subdivisió de superfície (1 a 5)[Cryptomatte Levels]: Estableix quants objectes únics es poden distingir per píxelConsigna les àrees exteriors a la regió de retall siguin transparents en lloc de retallar realment la mida de la imatgeDetermina la capa com a activa per a mostrar i editarDetermina la capa com a activa per a revelarEspecifica el mode d'interacció de l'objecteEstableix la posició pivot a la posició del vèrtex actiu[Unmasked]: Estableix la posició pivot a la posició mitjana dels vèrtexs sense màscara[Mask Border]: Estableix la posició pivot al centre dels marges de la màscaraEstableix la posició pivot a la superfície de sota el cursorEstableix el pivot a l'origen de l'esculpirEstableix l'atribut del radi de les corbes de pèl ajustant-se a una forma de perfilEstableix l'origen de rotació usant automàticament com a guia la topologia i la forma de la malla[Set Pivot Position]: Estableix la posició pivot de transformació d'esculpirConsignar les Preferències > Sistema > Mètode de compilació d'aspectors a Subprocés pot millorar el temps de compilació.ParàmetresEls paràmetres són a la pestanya de partículaLa configuració està dins de la pestanya de FísicaParàmetres del pinzell de Llapis de greixParàmetres per a les eines d'interpolació del Llapis de greix[Boid Settings]: Paràmetres de física de l'eixamConfiguració per a mostrar sobreimpressionsConfiguració de com mostrar sobreimpressions al mirador 3DParàmetres per la visualització de les sobreimpressions a l'Editor de vídeoConfiguració per mostrar sobreimpressions en l'editor de nodesConfiguració per a mostrar les sobreimpressions a l'editor d'UV/imatgesParàmetres per a extensionsConfiguració de les funcionalitats que encara són en fase de desenvolupament inicialParàmetres per filtrar dades d'animacióConfiguració per filtrar els canals que es mostren als editors d'animacióParàmetres per a formats d'imatgeConfiguració per als dispositius d'ingressióConfiguració per a interactuar amb les dades del BlenderConfiguració per la navegació en RX[Rigid Body Object]: Paràmetres per a l'objecte que participa de la simulació de cos rigidParàmetres per física de fluids de partícules[Rigid Body Settings]: Paràmetres per a la simulació d'un cos rígidParàmetres d'aspecció del mirador 3D[Soft Body Settings]: Paràmetres de simulació de cos touConfiguració per a l'obradorParàmetres per a estèreo 3DConfiguració per a visionat estèreo 3DParàmetres per a estèreo 3dParàmetres per a l'egressió estèreoParàmetres per a les eines i els pinzells d'escultura per traç[Asset Select Parameters]: Paràmetres per a la selecció de documents en el mode navegador de recursosParàmetres per a la visualització del movimentParàmetres per utilitzar l'objecte com a col·lisionador en una simulació físicaParàmetres per a usar l'objecte com a camp en la simulació físicaConfiguració per al mode de navegació a peuAquí els paràmetres poden tenir un impacte significatiu[Sequencer Color Space Settings]: Configuració de l'espai de color en què treballa el seqüenciador[Display Settings]: La configuració del dispositiu amb que es pretén mostrar la imatge desada[Keying Set]: Paràmetres que s'han d'aplegar junts en associar-los a fotofitesConfiguració que s'aplicarà al nou node creatConfiguració per definir una biblioteca reutilitzable per als navegadors de recursosConfiguració per definir un repositori d'extensionsParàmetres per al fluidsConfiguració/informació d'una llenguaConfigurar mode estèreoCosir la telaCositForça de costura màximaBotons enfonsatsAspecció suavitzadaBotons sortintsAspecte dels ossos corresponents a un grup de pesos bloquejats mentre es pintaOmbrejatSense aspeccióAspectorAspector d'AOVNom de l'aspector d'AOVMètode de compilació d'aspectorsOperatius de compilació d'aspectorsGrup ad hoc d'aspectorsEditor d'aspectorsComplements d'editor d'aspecteEfectes aspectiusNode aspectorPrevisionats de nodes d'aspeccióBorn de node aspectorInterfície de born del node aspectorArbre de node aspector[Shader Ball]: Bola per testejar aspectesAspector que defineix la càmera expressa[Shader]: Nodes aspectiusRuta del protocol d'aspeccióBorn d'un node d'aspecteAspector a RGBAspeccióDesplaçament d'aspeccióParàmetres d'aspecció[Shading Settings]: Paràmetres d'aspecte per al motor de revelat OpenGLTipus d'aspector a permutarOmbraAlfa d'ombraAngle d'ombraEsporgar ombres de cares posteriorsDifuminat d'ombraBrillantor d'ombraInici de segat de la vàlvula d'ombraLlunyania càmera d'ombraProximitat càmera d'ombraMida de la càmera d'ombraCapturador d'ombresCàustica d'ombraColor d'ombraEfecte ombraRadi del filtre d'ombraFocus ombraIntensitat d'ombraTrontoll d'ombraSobredifumitat de trontoll d'ombraEndoombratgeEndoombratge especialEndoombradge de %sDesplaçament d'ombraDesplaçament d'ombra en XReserva d'ombresMida de reserva d'ombresNombre de raigs d'ombraParàmetres d'ombraTerminació d'ombraMida d'ombraMida d'ombra febleNombre de passos d'ombraAnul·lador d'ombraDesviació geomètrica de l'anul·lador d'ombresDesviació de normals de l'anul·lador d'ombresDesviació d'aspecció d'anul·lar ombresVisibilitat de l'ombraAmplada d'ombraMarge X de l'ombraMarge Y de l'ombraColor d'ombra en el valor de grisosEfecte d'ombra[Shadow Focus]: Duresa del factor ombra[Shadow Buffer Clip Start]: Punt d'inici del mapejat d'ombres, per sota del qual els objectes no generaran ombresMarge d'ombra en píxels[Shadow Shift]: Angle d'anul·lació de l'ombraTipus d'ombra (0 cap, 3, 5 difuminada, 6 contorn)OmbresLímit de resolució d'ombresEscala de resolució d'ombresAigua poc profundaFormaAsimetria de formaMorfofitaAnimacions de morfofitaPunt de Bézier de morfofitaPunt de corba de morfofitaMode edició de morfofitesEditor de morfofitesNormals de morfofitesPunt de morfofitaEspecials de morfofitesTangents de morfofitesMenú contextual de morfofita[Shape Keys]: Blocs de dades de fites de formesMorfofitesAnimació de morfofitesMètode de formaObjecte formaOrientació de formaParàmetres de siluetaConservació de formesAjustament de forma del gruix de floc de les trenesLímit d'angle de formaForma que defineix una secció del tub, amb el pla XYMorfofita en un bloc de dades de morfofitesEstat de selecció de la morfofitaMorfofita per a la fusió[Rest Shape Key]: Fita mòrfica d'on es treuen les llargades de tensors en repòsFites mòrfiquesBloc de dades de morfofites que contenen les diferents formes dels blocs de dades geomètricsForma de la quantitat al llarg de cada corba (0 = constant, 0,5 = lineal)[Shape]: Forma d'aglomeracióForma de distribució des del centre fins a la vora entorn de la guiaForma de la rugositat de l'extremForma del llum d'àreaForma del radi de la trena al llarg de cada corbaForma de la influència al llarg de les corbes (0=constant, 0,5=lineal)[Profile Shape]: Forma del perfilForma del radi al llarg de la corba[Relative Key]: Forma usada com a fita relativa[Force Falloff]: Forma utilitzada en el pinzell per a aplicar força a la telaMorfofitaLa morfofita %s té un indicador 'des de' no vàlid (%p), s'eliminaràNo s'ha trobat la morfofitaFormesCompartir espai de texturaAccessors compartitsUbicació compartidaPropietats compartides de regionsVèrtex compartitPropietats compartides d'animacions del temaCol·lecció compartidaPropietats compartides de tema de corbaDades compartides (escena, imatge, so, etc.)[Effect]: Efectes compartitsTipus d'objecte compartitPare compartitTipus compartit d'efecte de segment (si el segment actiu no és d'efecte, selecciona tots els de no-efecte)Tipus compartit de segmentSobtatCantells agutsLlindar d'agudesaCantell agut per aspectarS'han detectat cantells aguts o normals personalitzades, deshabilitant la subdivisió de GPUDissipació sobtadaPredefinit d'agudesaContrastarTancar cantellContrastar màscaraAguditzar picFa una imatge més contrastada per la via d'incrementar el contrast entre vores.Aguditza l'efecte del pinzell[Sharpen]: Aguditza les cavitats de la mallaFer agudes:AgudesaAgudesa màxAgudesa mínEsqueixamentEix d'esqueixamentFactor esqueixamentGrup d'esqueixamentResistència als tensors d'esqueixatRigidesa d'esqueixamentMàxima resistència a l'esqueixamentGrup de vèrtexs de rigidesa d'esqueixament[Shear]: Esqueixa els elements seleccionats al llarg de l'eix definitEsqueixar les fites en referència a la fita esquerraEsqueixar les fites en referència a la fita dretaEsqueixar: %.3f %sEsqueixar: %s %sLlustreFDDB LlustreRugositat de llustrePes de llustreModel d'aspecció de llustreCosGrup de vèrtexs del cosSeparacióMajúscula - Mantenir pitjat per a precisióModificar elevació d'àudioMajúscula ratolí esquerreDesplaça la textura en l'espai 2dMoviment XMoviment YTecla Maj pitjadaTecla Maj pitjada, -1 per a qualsevol estatModifica l'elevació directament per una ràtioModifica l'elevació amb semitons i cents[Blend Offset Keyframes]: Desplacem les fites seleccionades al valor de les fites veïnes com un sol bloc[Cast]: Altera la forma seguint un primitiu predefinit[Slip]: Desplaça el contingut subjacent del segment sense afectar les nansesMajEMajDFa desplaçar els valors de bits d'A en la quantitat especificada de Desplaçament. Els valors positius es desplacen cap a l'esquerra i els negatius cap a la dreta.Canvia el valor de temps de les fites seleccionadesLlista breuCicle de drecera: {}Configuració de dreceres de teclats i altres dispositius d'ingressióLa drecera {:d} encara no està assignada a un node VisorDrecera: {}[Trim Curve]: Escurça les corbes suprimint fragments de l'inici o finalDiagonal mínimaTrajectes d'aresta mínimsCamp de cost dels trajectes d'aresta mínimsCamp dels trajectes d'aresta mínims del vèrtex següentLa rotació més curta[Smallest Wave]: Longitud d'ona més curta permesaMostrar[Filter Blender]: Mostra els documents .blend[Filter Blender IDs]: Mostra els elements dels documents .blend (objectes, materials, etc.)Mostra documents .blend1, .blend2, etcMostra el cursor 2DMostrar cursor 3DMostrar noms de rastres 3D[Filter Volume]: Mostra els documents de volum 3DMostrar blocs de dades d'accionsMostrar l'actiuMostrar joc de cares actiuMostrar píxels actiusMostrar-ho totMostrar totes les capes de visionatMostrar alfa[Show Alpha]: Mostra l'alfa en el visionat de revelatMostrar anotacióMostrar blocs de dades d'anotacionsMostra les anotacions als previsionats d'OpenGLMostrar blocs de dades d'esquelet[Posició neutra]: Mostra l'esquelet en estat de posa de fixació (no es pot crear cap posa)Mostrar esqueletsMostrar avís d'AutofotofitaMostrar extensions disponiblesMostrar nodes BHVMostrar cara posteriorMostrar la imatge del rerefonsMostrar posa fusionadaMostrar documents Blender al navegadorMostra l'ús de memòria del BlenderMostra la cadena de versió del BlenderMostrar canal blauMostrar raig-X d'osMostrar ossosMostrar pinzellMostra el pinzell a la superfícieMostrar blocs de dades de pinzellsMostrar agregatsMostrar cauMostrar blocs de dades de documents de memòria cauMostrar distància d'enfocament de càmeraMostrar guies de càmeraMostrar lent de càmeraMostrar trajecte de càmeraMostrar blocs de dades de càmeresMostrar càmeres[Canvas X-Ray]: Mostra la quadrícula de la graella per davantMostrar cavitatMostrar marges de seguretat d'àrea centralMostrar blocs de dades de col·leccionsMostrar col·leccionsMostrar etiquetes de colorMostrar conMostrar corbes-F de controlMostrar controladorsMostrar cursorMostrar previsionat del cursorMostrar extrems de corbaMostrar blocs de dades de corbesMostrar sobreimpressions personalitzadesPresentar els filtres de blocs de dadesMostrar depuracióMostrar deshabilitatsMostrar duradaMostrar línies d'edicióMostra les línies d'edició només en multifotogramaMostra les línies d'edició quan s'editen traçosMostrar emissorMostrar fantasmesMostrar camp de força buitMostrar imatge fantasmaMostrar errorMostrar expanditMostrar recompte actualitzat d'extensionsMostra extrapolacióMostrar corbes-FMostrar emplenatMostrar color d'emplenat en dibuixarMostrar filtreMostrar filtres[Fonts]: Mostra blocs de dades de fontsMostrar peuMostrar números de fotogramaMostrar fotogrames[Freestyle Linestyles]: Mostra els blocs de dades de lineaments FreestyleMostra l'ús de la memòria de vídeo de la GPUMostrar flòsticMostrar flòsticsMostrar llapis de greixMostrar blocs de dades de Llapis de greixMostrar objectes Llapis de greixMostrar canal verdMostrar graellaMostrar nansesMostrar nanses i interpolacióMostrar capçaleraMostrar ocultsMostrar documents/blocs de dades ocultsMostrar regió ocultaMostrar llista de metateclesMostrar en sobrerondarMostrar blocs de dades d'imatgesMostrar dinsMostrar davant de totMostrar informacióMostrar extensions instal·ladesMostrar instanciadorMostrar atributs internsMostrar corba de trontollMostrar números de fotofitaMostrar punts d'orientacióMostrar llaçMostrar blocs de dades de retículesMostrar direcció de llumMostrar blocs de dades de sondes de llumMostrar mida de llumMostrar blocs de dades de llumsMostrar llumsMostrar límitsMostrar línia[Show In Front]: Mostra Dibuix lineal de Llapis de greix per davant de totMostrar líniesMostrar marcadors localsMostrar ubicacionsMostrar gestió de plafóMostrar margeMostrar patró de marcadorMostrar cerca de marcadorMostrar marcadorsMostrar editor de màscaresMostrar sobreimpressió de màscaraMostrar màscara splineMostrar blocs de dades de màscaresMostra les propietats relacionades amb l'edició de la màscaraMostrar blocs de dades de materialsMostrar memòriaMostrar menúsMostrar blocs de dades de mallesMostrar mallesMostrar blocs de dades de metabolesMostrar metadadesMostrar els mèdia que faltenMostrar boirinaMostrar modal universalMostrar columna de modeMostrar blocs de dades de videoclipsMostrar nomMostrar atributs anomenatsMostrar nomsMostrar grup de nodesMostrar previsualitzacions de nodes[Node Trees]: Mostra els blocs de dades d'arbre de nodesMostrar fletxes d'ingressió numèricaMostrar propietats de SO per aquest elementMostrar fills d'objecteMostrar contingut d'objecteMostrar opcions extraMostrar ubicació d'objecteMostrar contorn d'objecteMostrar rotació d'objecteMostrar escala d'objecteMostrar blocs de dades d'objectesMostrar omissionsMostrar en primer plaMostrar només seleccionatsMostrar operadorMostrar opcionsMostrar guia de l'eix de l'òrbitaMostrar guia del centre de l'òrbitaMostrar posa originalMostrar altres objectesMostrar sobreexposatMostrar superposicióMostrar sobreimpressionsMostrar pinturaMostrar blocs de dades de corbes de pinturaMostrar blocs de dades de paletes[Particles Settings]: Mostra els blocs de dades dels paràmetres de partículesPartícules visiblesMostrar passepartoutMostar transitacióMostrar rendimentMostrar marcadors de posaMostrar previsionatMostrar etiquetes de nomenclatura postuladaMostra les referències de Python a les pistes de funcionamentMostrar ubicacions recentsMostra la llista d'ubicacions recents al navegadorMostrar reconstruccióMostrar canal vermellMostrar revelatMostrar autoetiquetes de redireccionamentMostrar fites de retemporitzacióMostrar àrees seguresMostrar el mateix materialMostrar durada d'escenaMostrar l'interval de segments de l'escenaMostrar blocs de dades d'escenesMostrar seleccióMostrar-seMostrar mida del sensorMostrar escena del seqüenciadorMostrar paràmetresMostrar ombraMostrar corba de grandàriaMostrar lliscadorsMostrar blocs de dades de sonsMostrar fontMostrar blocs de dades d'altaveusMostrar caretaMostrar l'estableMostrar fotograma d'iniciMostrar estadístiquesMostrar barra d’estatMostrar estèreoMostrar corba de forçaMostrar traçMostrar subfotogramaMostrar ubicacions del sistemaMostrar sobreseïments del sistemaMostra la llista d'ubicacions del sistema al navegador[Show Safe Areas]: Mostra les àrees de títol segur i d'acció segura en TV dins la vista de càmeraMostra en el previsionat els marges de títol segur i d'acció segura en TVMostrar valors de depuració de tauletaMostrar etiquetesMostrar textMostrar blocs de dades de textMostrar texturaMostrar blocs de dades de texturaMostrar micronesMostrar tempsMostrar marcadors diminutsMostrar paràmetres d'einaMostrar trajecte de rastreMostrar rastresMostrar error de rastresMostrar moviment de rastresMostrar camí d'arbreMostrar configuració de teclari de la IU[Show Tracks]: Mostra en la IU la llista de rastres que participen en l'estabilitzacióMostrar editor UVMostra les propietats relacionades amb l'edició UVMostrar càmera d'RVMostrar controladors d'RV[Show Controllers]: Mostra els controladors dRV (requereix accions d'RV per als posats de controlador)Mostrar VRAMMostrar valorMostrar versióMostrar visorMostrar avisosMostrar avísMostrar contorns de pesosMostrar pesosExposar la tramaMostrar colors de cablesMostrar blocs de dades de monsMostrar raigs XMostrar component X de la graella de MACMostrar component Y de la graella de MACMostrar component Z de la graella de MACMostra una columna que llista la data i l'hora de modificació de cada document[File Size]: Mostra una columna que llista la mida de cada documentMostra una superposició fosca per fora de l'àrea de la imatge en la vista de càmeraMostra un flòstic dial al mirador com a valorMostra un flòstic lineal al mirador com a valor[Text Auto Complete]: Mostra una llista de text usat al document obertMostra un previsionat del fotograma inicial o final d'un segment alhora que transforma la nansa respectivaMostra un flòstic de transformació al miradorMostra els marcadors d'acció local en els segments, útil en sincronitzar el temps entre segmentsMostrar atribut de color actiuMostrar preferències del complement[Extra Shading Pie Menu Items]: Mostra opcions addicionals al menú d'aspecció ('Z')Mostrar totes les capes de Llapis de greixMostra totes les col·leccions d'ossos[Exclude Modal]: Mostra-ho tot excepte aquest grup mentre s'interactuaMostrar tots els tipus d'extensionsMostrar totes les fotofites durant la reproducció de l'animació i habilita tots els fotogrames per a l'edició (desmarca per a utilitzar només la fotofita actual durant la reproducció i l'edició de l'animació)Mostra tots els objectes de la capa de visionatMostra tots els objectes i col·leccions dins de la col·leccióMostra totes les capes de visionat[Show Modal All]: Mostra-ho tot mentre s'interactua, així com aquest grup quan un altre estigui en interaccióMostra el canal alfa de la màscara[Show Value]: Mostra un indicador del valor actual mentre s'arrossegaMostra un ressaltat de contorn al voltant dels objectes seleccionats[Animations]: Mostra dades de l'animacióMostra el bloc de dades d'anotacions que pertany al rastre actiuMostra el bloc de dades d'anotacions que pertany al videoclipMostra les anotacions per a aquesta vista[Pose Position]: Mostra l'esquelet o bé en posa de fixació o en l'estat de posa finalMostrar esquelet en estat de posa[Show Armatures]: Mostra objectes esqueletMostrar esqueletsMostrar recursos des de totes les biblioteques de recursosMostra els recursos de les biblioteques de recursos configurades a les PreferènciesMostra sobreimpressió d'atributs per al node visor actiuMostra els valors de l'atribut com a text dins el miradorMostra el canal blau al fotogramaMostrar distàncies i anglesMostra les guies de composició de la càmeraMostrar objectes càmeraMostrar passepartout de càmeraMostrar càmeresMostra els fillsMostra les col·leccions[Compact List]: Mostra una llista compacta de colors en lloc de micronesMostra les línies de contorn formades per punts amb el mateix pes interpolatMostra només el fotograma actual[Use Cursor Overlay]: Mostra el cursor al miradorMostra la corba per a l'error mitjà per fotograma (el moviment de la càmera s'ha de resoldre primer)Mostrar corbesMostra corbes, retícules, sondes de llum, fonts, ...[Show Custom Overlays]: Mostra les sobreimpressions d'RV personalitzades[X-Ray]: Mostrar talls ocults per la geometriaMostra les línies de guionets que indiquen relacions de paternitat o restriccióMostra en els menús de cerca blocs de dades amb noms prefixats de punts[Show Disabled]: Mostra els rastres deshabilitats del metratgeMostra l'editor de controladors en una finestra separadaMostrar previsionat del videoclip en edicióMostrar els fantasmesMostrar objectes fantasmaMostrar extensions per tipus[All Repositories]: Mostra les extensions de tots els repositorisMostra la trama de les vores de caraMostra els documents i blocs de dades que normalment estan ocultsMostra les opcions de filtratgeMostra els filtres per a l'editor de gràfiquesMostra carpetesMostrar carpetes al navegador[Filter Fonts]: Mostrar documents de fonts[Show Keyframe Numbers]: Mostra els números de fotogrames de les fotofites en els Trajectes de moviment[Show Frame Numbers]: Mostra els números dels fotogrames en Trajectes de movimentMostrra part frontal/reversa[Onion Skins]: Mostra els espectres de les fotofites abans i després del fotogrames actual[Show Gizmo]: Mostra els flòstics de totes les menes[Graph]: Mostra vista de gràfica per a l'element actiuMostra el canal verd al fotogramaMostra la graella en vista lateral ortogràficaMostrar graella mostrant la distorsió de lentMostra les línies de graella[Guide Hairs]: Mostra els pèls guiaMostrar corbes de pèlMostra la graella de simulació de pèl[Show Handles]: Mostra les nanses dels punts de control Bézier[Show Lines]: Mostra les línies d'ajuda d'emplenat per veure'n el contorn[Visual Aids]: Mostra les línies d'ajuda d'extensió del traçMostrar documents ocults amb un punt[Reveal]: Mostra les partícules ocultesMostrar documents d'imatgeMostra imatges, videoclips, sons i màscaresMostrar en editor de controladorsMostrar en espectresMostrar al registre d'info[Show Control F-Curves]: Mostra corbes-F d'influència en els segments[Show Info Log]: Mostra el registre d'informació en una finestra separadaMostrar instàncies quan les partícules siguin vivesMostrar instàncies quan les partícules siguin mortesMostrar instàncies quan les partícules siguin nonadesMostrar sols mesures d'angleMostra sols mesures de distànciaMostra l'episodi del teclari i els detalls de propietats a la interfície d'usuàriaMostrar retículesMostra els colors de llumMostra objectes llumMostrar sondes de llumMostrar llumsMostra els números de línia al costat del textMostra els marcadors que pertanyen a l'acció activa en lloc dels marcadors d'escena (només per a editors d'acció i de morfofites)Mostra els marcadors d'una manera més compacta[Mask]: Mostra eines d'edició de màscaraMostrar color de materialMostra el nom del material assignat a cada traçMostra materials, arbres de nodes, textures i lineaments Freestyle[Show Menus]: Mostra els menús a la capçaleraMostra objectes malla[Alive]: Mostra la malla quan les partícules estan vives[Dead]: Mostra la malla quan les partícules estan mortesMostra la malla quan les partícules son nonadesMostrar les dades de malles, corbes, retícules, esquelets i metabolesMostrar metabolesMostrar metadades del clip[Show Metadata]: Mostra les metadades del primer segment visibleMostra els documents de vídeo[Show 3D Marker Names]: Mostra els noms dels objectes rastre reconstruïtsMostra els controls de navegació en vistes 2D i 3D que no tenen rodoladorsNo mostrar mesuresMostra els punts centrals dels objectesMostrar color d'objecteMostrar el color de l'objecte en el tramat[Show Object Extras]: Mostra objectes extra, inclosos els fantasmes, els llums i les càmeresMostrar objectesMostra objectes i col·leccionsMostrar els objectes d'aquesta col·lecció en lloc de les partículesMostrar només blocs de dades d'un tipus[Filter by Name]: Mostra només les metatecles que tenen aquest text al seu nom[Hide Collection]: Mostra només els objectes de la col·lecció (Maj per a estendre)Mostrar només objectes seleccionablesMostrar només objecte actiuMostre només les pells de ceba de l'objecte actiu[Solo]: Mostra només aquesta col·lecció d'ossos i altres també marcades com a "en solitari"Mostrar opcions d'editor de propietats[Show Data-Block Filters]: Mostra opcions de si s'inclouen canals associats a determinats tipus de dadesMostrar les corbes originals que s'estan editant actualment[Miscellaneous]: Mostra altres tipus de dadesMostra les àrees sobreexposades amb ratlles de zebraMostra les propietats relacionades amb pintarMostra nombre de partículesMostrar mida de partículesMostrar velocitat de partícules[Died]: Mostra les partícules després de morirMostra partícules abans d'emetre[Show Track Path]: Mostra el trajecte en què es mou el rastre[Show Marker Pattern]: Mostra contenidor de patrons per als marcadorsMostrar núvols de punts[Grow]: Va mostrant els punts en l'ordre en què es materialitzen en cada traç (p. ex. per a les línies animades com a dibuixant-se)[Show Tablet Debug Values]: Mostra els valors de pressió quan es fa servir un operador de pintar[Show Bundles]: Mostra la projecció dels marcadors 3D en el metratgeMostrar objecte amb color aleatoriMostrar color aleatori amb objecte en tramat[Show Camera Path]: Mostra una reconstrucció del trajecte de la càmeraMostrar sobreimpressió d'àrea rectangularMostra el canal vermell al fotogramaMostra només fotograma de referència[Reference Spheres]: Mostra les esferes de referència amb aspecció neutral que reaccionen a la il·luminació per assistir en el desenvolupament de l'aspecteMostra les propietats relacionades amb el revelatMostrar fites de retemporització en els segments seleccionatsMostra les fites de retemporització, de forma que es puguin fer moureMostra el marge dret[Show Center-Cut Safe Areas]: Mostra les àrees segures per ajustar el contingut a una ràtio d'aspecte diferentMostrar la durada de l'escenaMostrar escena en un sol color personalitzatMostra les estadístiques de l'escenaMostra els tramats de l'escena amb el color de cables del temaMostrar escenes[Filter Script]: Mostra els documents de protocolsMostra capsa contenidora de cerques de marcadorsMostra objectes seleccionatsMostra els contorns de la selecció[Show Sensor Size]: Mostra la mida del sensor (espai de filmació) a en vista de càmera[Show Sliders]: Mostra els controls de lliscar al costat dels canals de la Corba FMostra petits eixos 3D giratoris al racó superior dret del mirador 3D[Filter Sound]: Mostra els documents de soMostrar altaveusMostra el metratge estable a l'editor (si l'estabilització està habilitada)[Show Status Bar]: Mostra la barra d’estatMostra les micrones del segment[Stroke Direction]: Mostra la direcció de dibuix del traç amb un punt verd més gran (inici) i un punt vermell més petit (final)Mostrar els emplenaments de traç en material[Show Stroke]: Mostra les línies de traç d'aquest materialMostrar superfíciesMostra el plafó de preferències de "Xarxa" del sistema per permetre l'accés en líniaMostra els documents de textMostra objectes textMostrar textura a la pestanya de textura[Use Texture Overlay]: Mostra la textura al miradorMostrar la passada de revelat d'oclusió ambientalMostrar la passada de revelat de rerefonsMostrar la passada de revelat combinadaMostra la passada de revelat de color difusiuMostra la passada de revelat de difusió directaMostra la passada de revelat de difusió indirectaMostrar la passada de revelat d'emissióMostra la sobreimpressió de l'orientació de caraMostra la passada de revelat de color setinatMostra la passada de revelat de setinat directeMostra la passada de revelat de setinat indirecteMostrar la passada de revelat de la boiraMostrar la sobreimpressió dels trajectes de movimentMostrar la passada de revelat de normalMostrar sobreimpressió de pells de cebaMostrar la passada de revelat de posicióMostrar la passada de revelat del capturador d'ombresMostra la passada de revelat de color de transmissióMostra la passada de revelat de transmissió directaMostra la passada de revelat de transmissió indirectaMostrar el passada de revelat d'UVMostrar la passada de revelat de volum directeMostrar la passada de revelat de volum indirecteMostra la línia de l'eix XMostra la línia de l'eix YMostra la línia de l'eix ZMostra el nom de la càmera activa dins la vista de càmeraMostra el joc de cares actiuMostrar memòria cau de Pintat dinàmic de l'objecte actiuMostrar memòria cau de cos rígid de l'objecte actiuMostrar memòria cau del punt de tela de l'objecte actiuMostrar memòria cau de punts de partícula de l'objecte actiuMostrar memòria cau i dades de precuinat de nodes de simulació de l'objecte actiuMostrar memòria cau de fum de l'objecte actiu[Softbody]: Mostra la memòria cau dels punts de cos tou de l'objecte actiuMostra el nom del recurs juntament amb la previsualització. Altrament només serà visible la previsualització.Mostra els recursos actualment disponibles en aquesta sessió de BlenderMostra el plafó d'extensions disponiblesMostra els components bàsics i utensilis que venen amb BlenderMostra la sobreimpressió de selecció de l'osMostrar distàncies de segat a la vista 3DMostra la col·lecció en aquesta capa de visionatMostra el selector de blocs de dades del modificadorMostra el sector de blocs de dades del nodeMostra els detalls a la interfície d'usuàriaMostrar només la vàlvula de clarorMostra el fons i marges de la graella[Grid Over Image]: Mostra la graella sobre la imatgeMostra el pla del terra de la graellaMostrar el volum d'influència en la vista 3DMostra el plafó d'extensions instal·ladesMostrar càmeres esquerra i dretaMostra la columna de mode per a activar i permutar el modeMostra el punt d'origen central d'objecte de tots els objectes (seleccionats i no seleccionats)Mostrar el plafó per a les opcions de transparència alfaMostrar el plafó per a les opcions de color de líniaMostrar el plafó per a les opcions de gruix de líniaMostrar el plafó per a la construcció de traçosMostrar el plafó per a les opcions de geometria del traçMostrar el plafó per a les opcions de textura del traç[Parallax]: Mostra el volum de correcció de la paral·laxi en la vista 3DMostra la vista del trànsitMostrar l'estat dels fotogrames de la cau al cronogramaMostra el pla de convergència estèreo 3DMostrar el volum del frustum 3D estèreoMostrar la llum d'estudi al rerefonsMostra la textura des del node d'imatge textura actiu a partir de les coordenades actives del mapa UV[Show BVH Nodes]: Mostra els nodes BVH subjacents com cares de colors diferentsMostra aquest documentMostra aquesta imatge com a rerefons[Show On Foreground]: Mostra aquesta imatge davant dels objectes del miradorMostrar aquest objecte en lloc de les partícules[Use Timecode]: Mostra el temps com a cronograma i no en fotogramesMostra els noms i l'estat dels rastresMostra les eines de rastreig i resolució[Show Fill]: Mostra línies transparents a usar com a contorn d'emplenatMostra les línies verticals de la graellaMostrar vèrtexsMostrar vèrtexs sense pesos en cap grupMostra els vèrtexs sense pesos del grup actiu[Corner Handles]: Manté visible les nanses de cantell de l'àrea de mantenimentMostrar objectes visiblesMostrar volumsMostra indicadors d'avís en transformar objectes i ossos si hi ha la fotofita automàtica habilitada[Show Object Contents]: Mostra què hi ha dins dels elements dels objectesMostra quan els nodes usen atributs anomenatsMostrar mentre s'arrossega[Show X-Ray]: Mostra tota l'escena transparentMostrar blocs de dades d'obrador[Environment]: Mostra mons, llums, càmeres i altaveusMostrar {} preferènciesMostrar/amagarMostrar/ocultar caresMostrar/amagar blocs de dades de corbesMostrar/ocultar blocs de dades de núvols de puntsMostrar/ocultar blocs de dades de volumsEncongimentEncongir joc de caresFactor d'encongimentMàxim factor d'encongimentEncongir màscaraRapidesa d'encongimentGrup de vèrtexs d'encongimentEncongir visibilitatEncongir la selecció actual de segments adjacents seleccionatsEncongir l'emmarcament a la capsa contenidora mínima[Nearest Surface Point]: Acosta la ubicació a la superfície del referent que està més a prop[Project]: Acosta la ubicació a la superfície més propera del referent al llarg d'un eix definit[Target Normal Project]: Acosta la ubicació a la superfície del referent que és més a prop seguint les normals de vèrtex interpolades del referent[Nearest Vertex]: Acosta la ubicació al vèrtex del referent que és més a prop[Wrap Method]: Ajusta la malla cap a la superfície del referent més properaAjusta la malla cap a la superfície del referent més propera seguint un eix donatAjusta la malla cap a la superfície del referent més propera seguint les normals de vèrtexs interpolades del referentProjecta la malla cap al vèrtex més pròxim del referentEncongir la selecció d'un punt[Shrink Visibility]: Redueix la visibilitat per una cara en base a la topologia de malla[Shrinkwrap Modifier]: Modificador de sobrecobriment que cobreix un referent amb un objecte[Shrinkwrap Modifier]: Modificador de sobrecobriment per a projectar un objecte damunt d'un referentEncongir/inflarEncongir/inflar: Encongir/inflar: %3fEncongir/inflar: %sEncongir/inflar els vèrtexs seleccionats seguint les normalsFactor d'encongimentGrup d'encongiment[Shrink Face Set]: Redueix d'una cara el límit del joc de cares basant-se en la topologia de mallaSobrecobrirRestricció de sobrecobrirSobrecobrir corbes del pèlModificador SobrecobrirTipus de sobrecobrimentSobrecobreix les corbes de pèl a una superfície de malla des de baix i opcionalment des de daltRedistribuirObturadorObturador tancatCorba d'obturadorObturador obertTipus d'obturadorGermansCaraLateral (Y-Z)Segments lateralsEls segments laterals han de ser com a mínim 1De costat vers l'esquerraDe costat vers la dretaDe costat cap avallDe costat cap amuntLongitud lateral al llarg de cada eixLongitud lateral del pla en la direcció XLongitud lateral del pla en la direcció YCostat del fotogramaCostat de l'objecte a usar per a l'alineacióCostat que s'afectarà de les nanses de Bézier de fotofitesCostat del segment a intercanviarCostat a seleccionarDe costatBarra lateralParàmetres de la regió de la Barra lateral i de la Barra d'einesCostatsSigmaMode signe[Bitangent Sign]: Signe del vector bitangent d'aquest vèrtex per a aquesta cara (s'ha de calcular abans amb calc_tangents, bitangent = bitangent_sign * cross(normal, tangent))Angle amb signeCamp d'angle amb signeMètode significativament més ràpid que aproxima tangents interpolades per tots els cantells amb UVs conlligants. Per a un valor realment tangencial a la superfície, utilitzeu el producte vectorial amb la normal.SiluetaFiltre de siluetaLes siluetes i les arestes exteriors estan centrades al llarg de la geometria del traçLes siluetes i les arestes exteriors es troben de la banda interna de la geometria del traçLes siluetes i les arestes exteriors es troben del costat extern de la geometria del traçLes siluetes i les arestes exteriors es desplacen per una ràtio definida per la usuàriaSedaArgentSimilar a la multifractal híbrida, crea un terreny heterogeni, però que sembla tenir canals de riusSemblant a SMPTE (compacte), excepte que es mostra la part decimal del segon enlloc dels fotogramesSimilar a la majoria de les lents modernes d'ull de peix, té en compte les dimensions del sensor[Hetero Terrain]: Similar al multifractalSimilar al node FDDB de postulats, però utilitza la procedimentació de l'especular en lloc de la del metàl·lic, el qual funciona especificant el color de reflexió de cara (al llarg de la normal). L'energia no es conserva, de manera que el resultat pot no ser exacte físicamentSenzillJalóFusió simpleDeformació simpleExpressió simpleNom simpleEstrella simple[SimpleDeform Modifier]: Modificador de deformació simple per a aplicar efectes com ara roscar o doblegar[Bilinear]: Interpolació simple entre píxels adjacents[Catalog Simple Name]: Nom senzill del catàleg del recurs per a depuracions i rescats de dadesEfectes simples de gradualitat inspirats en la física[Redraw Timer]: Simple reaplicació del temporitzador per comprovar la rapidesa d'actualització de la interfícieResolutor simple de bon rendiment, no compatible amb geometria superposadaVista simple del cronograma amb els controls de reproducció a la capçalera, sense llista de canals, panell lateral o peu de pàginaDeformació simple (SimpleDeform)Modificador deformació simpleAlgorisme fotogràfic més simple de ReinhardSimplificacióSimplificarSimplificar partícules fillesSimplifica corbes-F i suprimeix canals buits o redundants.Simplificar les corbes-F suprimint fotofites molt pròximesSimplificar dibuix de Llapis de greix[Playback Only]: Simplifica el Llapis de greix només mentre reprodueix l'animacióModificador simplificarTraç de simplificar[Simplify Modifier]: Modificador que simplifica el traçSimplificar subdivisióSimplificar volums[Decimate Geometry]: Simplifica la geometria aglutinant arestesSimplifica les malles recorrent a la ràtio de nombres de triangles[Decimate Curve]: Simplifica les corbes seleccionadesSimplificar traços seleccionatsSimplifica el traç reduint el nombre de punts[Merge]: Simplifica el traç tot fusionant els vèrtexs que estan a una distància menor que la definidaSimplifica el joc de traçosSimula una capa brillant reduint la rugositat al factor donat només per al primer rebot de llum (difusiu). El rang [0, 1] equival a una reducció del [0%, 100%] de la rugositat original[Create Internal Springs]: Simula una estructura interna de volum mitjançant la creació de tensors que connecten els costats oposats de la malla[Ocean Modifier]: Simula una superfície oceànicaSimular la distorsió i dispersió de les lentes de càmera[Use Viscosity]: Simular fluids d'alta viscositat amb un resolutor especialSimula pressió dins d'una malla tancada de telaSimular objectes deformables tousSimula l'execució de nodes per un període de tempsFotogrames simulats[Face Sets FK]: Simula una deformació de CO (cinemàtica obversa) usant com a control el joc de cares que està sota el cursor[Chromatic Aberation]: Simula un enfaixat de color provocat per una aberració cromàtica de la lentSimula només una àrea específica al voltant del pinzell limitada per un radi fixSimula tota la malla[Sensor Noise]: Simula el soroll de pixelat aleatori causat pel sensor de la càmera.Simulant un oceà...SimulacióPinzellMemòria cauLlençCanvi de profunditatDissolucióForçaObstacleNomés reflectirInfluència d'escalaTipusTipus d'onaÀrea de simulacióDirectori de precuinat de simulacióDecaïment de simulacióFotograma final de la simulacióPrimer fotograma de simulacióEntrada de simulacióElement de simulacióLímit de simulacióMètode de simulacióNodes de simulacióSortida de simulacióID de node d'egressió de simulacióInterval de simulacióInici de simulacióEstat de simulacióZona de simulacióÚltim fotograma de la simulació[Field]: Camp de simulació a mapa de color[Color Gridlines]: Camp de simulació per a mapa de color sobre les línies de graellaLa simulació no cal que estigui en un bucle o closaPrimer fotograma de la simulacióS'avaluarà la simulacióLa zona de simulació no és compatibleSinSinusMode sinusÚnicFletxa solaEix únicColor únicImatge únicaAntialiàsing de passada únicaPropietat únicaDispersió únicaCara únicaD'una caraValor únicCanal d'àudio monoCara única d'una cubografia equiangularDocument únic amb totes les vistesUn sol document amb un parell d'estèreos codificatsÚnic des del referent[Single image]: Document d'imatge únic[Mask Layer]: Capa única usada per a emmascarar píxelsPunt únic en el segment spline que defineix la vora difusa[Mask Spline Point]: Punt únic del spline utilitzat per definir la màscaraComa flotant de precisió única[Render Layer]: Capa única de revelat per al re-revelat (s'utilitza només quan l'animació està deshabilitada)[Single Scattering]: Model de dispersió única celeste[Mask spline]: Spline únic usat per definir la forma de la màscaraSistema d'única càmera, ajusta la configuració estèreo al plafó de la càmeraS'ha de seleccionar un únic rastre amb agregat per definir l'eixGeometria d'element únic per a la present iteració. Observeu que pot ser força ineficient dividir geometries molt grans en moltes geometries petitesValor singular sota el qual s'aplica progressivament una resistència (els valors més alts donen resultats amb més estabilitat, menys reactivitat)Valors singularsDesplaçament SinusGradualitzat sinusoïdal (el més feble, gairebé lineal però amb una lleugera curvatura)LlocMidaMida 1Mida 2Deflectir per midaFactor midaMode midaPressió de midaFont de la midaUnitat de midaMida XMida YMida ZMida des del radiMultiplicador de mida per quan es mostren elements adaptables de la interfície d'usuària, de manera que s'escalaran correctament en pantalles amb diferents PPP. Aquest valor es basa en la configuració de PPP del sistema operatiu i en l'escala de visualització del Blender.Mida del patró d'escaquer que indica àrees transparents[Clump Noise Size]: Mida del soroll d'aglomeratMida del desplaçament derivatiu utilitzat per calcular normals[Empty Display Size]: Mida en què es mostren els fantasmes al mirador[Size X]: Mida de l'element, l'ús de components depèn del tipus d'element[Cubemap Size]: Mida de cada cubografiaMida de la memòria cau final d'imatges revelades en megabytes[Size 1]: Mida de la rugositat dependent de la ubicacióMida del nou primitiuMida del document empaquetat en bytesMida de les partícules al mirador[Pattern Size]: Mida de l'àrea de patró per als rastres noucreatsMida de la forma de projecció (deixar 0 per auto)[Random End Factor]: Marge de la longitud aleatòria que s'afegeix al final de cada traç[Random Start Factor]: Mida de la longitud aleatòria que s'afegeix a l'inici de cada traçMida de la rugositat aleatòriaMida de la cau d'imatges d'origen en brut en megabytes[Search Size]: Mida de l'àrea de cerca per a rastres noucreatsMida del disc solarMida del mapejat de texturaMida de l'àrea del llum d'àrea en la direcció Y per a les formes de rectangleMida de l'àrea del llum d'àrea, mida de la direcció X per a les formes de rectangle[Preview Size]: Mida de previsionat de micrones de recursos en píxelsMida de difuminat en l'eix XMida de difuminat en l'eix YMida del sensor de la càmeraMida del cub a què es projectaràMida de l'efecteMida del ciment entre els maons (dit el "morter"). 0 vol dir gens de morterMida del font usat en revelar el text de llegenda[Irradiance Pool Size]: Mida de la reserva d'irradiància, una reserva més gran permet incloure més graella d'irradiància a l'escena però podrien no cabre a la memòria GPU i disminuir el rendimentMida del marge com a divisió de l'UVMida del marc de cada editor.Mida de la finestra de cerca utilitzada per a identificar les vores. La mida de cerca més alta correspon a vores menys sorolloses i de major qualitat, no necessàriament més grans. La tolerància de vores es pot utilitzar per gastar la mida de les vores[Irradiance Visibility Size]: Mida del mapa d'ombres aplicat a cada mostra d'irradiació[Shadow Pool Size]: Mida de la reserva d'ombres, una reserva més gran permet incloure més ombres a l'escena però podrien no cabre a la memòria GPU[Spatial Size]: Mida del domini de simulació (en metres) i de la geometria generada (en BU)Mida de text[Size]: Mida de la turbulència[Voxel Grid Cell Size]: Mida de les cel·les de la quadrícula tridimensional de vòxels (píxels tridimensionals) per a efectes d'interacció[Voxel Size]: Mida del vòxel en espai d'objecte que s'usa per a l'avaluació de volum. Els valors inferiors conserven els detalls més subtils.[Screen Grab Size]: Mida per a capturar la imatge per a la reprojeccióMida:Mida: {:s}Mida: {}Mida: {} ({} bytes)Les mides han d'estar per sobre de zeroEsbossos per a aquesta capa en fotogrames diferentsGargotar[Sketchy]: Encadenament de gargots amb tocs múltiplesEmpellarModificador empellarRedimensionar empellatArrel de pellVèrtex d'empellatVèrtexs d'empellatSkin_LightOmbra_pellEmpellatOmetreOmetre els sabaixatsOmetre canals bloquejats o silenciatsOmetre POT[Skip POT]: Omet la generació de documents POTSaltar-se configuracióOmetre desarSaltar-se segmentsOmetre el càlcul de les normals personalitzades i les normals dels cantells de cares quan mostra malles al miradorOmet la visualització de les arestes interiors subdividides[Optimal Display]: Omet el dibuix/revelat d'arestes interiors subdividides[Use Existing Faces]: Omet els triangles del casc que estan coberts per una cara preexistentOmet l'element de la visualització de la llistaS'han omès %d morfofites blocadesOmès/eses %d of %d illa/es, la geometria era massa complicada per detectar-ne coincidènciesS'ha omès l'edició de les dades de l'objecte bibliotecaS'han omès algunes col·leccions per haver-se detectat un cicleS'ha omès de versionar els materials de l'objecte «%s» perquè «%s» ja estava convertit. Pot ser necessària una intervenció manual!S'omet '{:s}', no és una mallaS'omet '{:s}', el nombre de vèrtexs difereixS'està ometent el present fotograma "%s"Ometent l'objecte '%s', les dades '%s' ja s'han processat amb un objecte anteriorOmetent l'objecte '%s', les dades vinculades o sobresegudes '%s' no es poden modificarOmetent el camí del joc de fitoatributs, ja que no té ID (KS = '%s', camí = '%s[%d]')CelTextura celTipus de celLlosaLlescarLlescar per vòxelLlescar cadenaLlescar seguint eix XLlescar seguint eix YLlescar seguint eix ZLlescar en nou objecte[Mask Slice]: Fragmenta la màscara de pintat des de la mallaLliscarDirecció de lliscatLliscar vora difusaLlisca el nou puntLliscar punt de corba de pinturaPunt de lliscamentFa lliscar un punt al spline per definir la seva curvaturaDesplaçar en el temps el segment de seqüència[Vertex Slide]: Fa lliscar un vèrtex al llarg d'una mallaEscorrer un bucle d'arestes seguint una malla[Slide]: Desplaça l'animació perquè comenci en el fotograma 0Punts de control de lliscament[Slide Marker]: Lliscar àrees de marcadors[Slide Plane Marker]: Àrees marcades de seplaçament d'un plaLliscadorMàx lliscadorMín lliscadorLliscador colors de ginysEina de lliscarLleugerFer córrer fotofitesFer córrer desfasament: Fotogrames: %dFer córrer desfasament: Fotogrames: %d Desfasament de so: %.3fFer córrer desfasament: fotogrames: %sFa moure els segments de sota del cursor del ratolí en lloc de tots els seleccionats[Slip Strips]: Desplaça el contingut dels segments seleccionatsPendentEpígrafEpígraf %dNom de visualització de l'epígrafSenya d'epígrafIdentificador de l'epígrafTipus d'epigrafUn epígraf no pot ser No-capL'epígraf té una imatge i un mapa UV vàlidsEpígraf de l'Acció que es vol fer servir per a les Restriccions de l'acció[Texture Paint Slot]: Epígraf que conté informació sobre el pintat de texturaEpígraf {:d}EpígrafsEslovac - SlovenčinaEslovè - SlovenščinaLentExpressió de python lenta[Curved]: Mapejat més lent que dona una millor deformació dels ossos-D que tenen una posa de repòs molt corbadaResolutor més lent amb millors resultats en cares coplanarsMàxima lentitudPetitVersaletesEscala de versaletesMenor[8-Bit Integer]: Nombre enter més petit amb un interval de -128 a 127Els valors més petits egressen en una resolució més alta[Texture Sample Radius]: Els valors petits donen millor rendiment, però poden tallar el volumOna més petitaPetita a granIntel·ligentAutoprojecció d'UVsEscamparEscampar pesos en el grup de vèrtexs actiuFumFum i focColor del fumDomini de fumMaterial de domini de fumResolució de la graella de fumEstil de fum[Effector Settings]: Paràmetres de la col·lisió del fum[Color Grid]: Graella de colors del fum[Density Grid]: Graella de densitat de fumGraella de flama de fum[Heat Grid]: Graella de calor de fum[Temperature Grid]: Graella de temperatura del fum, l'interval de 0 a 1 representa de 0 a 1000K[Velocity Grid]: Graella de velocitat del fumSuavitzarSuavització correctivaSuavitzar extremsSuavitzar extremsModificador-F de suavitzatF1 suavitzatFactor suavitzarSuavitzar geometriaSuavitzar traços de Llapis de greixSemàfors de grups suavitzatsSuavitzar grupsSuavitzar corbes de pèl[Smooth Step]: Suavitza amb la interpolació d'Hermite d'una vora entre els valors Des de mínim i Des de màximTandes de suavitzarSuavització laplacianaSuavitzar màscaraMode màxim suavitzatMode mínim suavitzatModificador suavitzarSuavitzar normalsRadi suauRàtio de suavitzatSuavitzar aspectePassa de suavitzatTraç suavitzatFactor suavitzar del traçRadi de traç suauTolerància suauTipus de suavitzatSuavitzar vistaSuavitzar tramesSuavitzar eix XSuavitzar eix YSuavitzar eix ZSuavitzar seguint eix XSuavitzar seguint eix YSuavitzar seguint eix ZSuavitzar una corba-F tot mantenint la forma general de la corvaSuavitza àrees d'una imatge en què s'hi nota el soroll, mentre que no toca les àrees complicadesLlimar les vores dentades[Keep Corners]: Suavitza els límits, però els cantells es mantenen agutsSuavitzar límits, cantells inclososSuavitzar segons angleSuavitzar colorsSuavitza els colors per tots els vèrtexs[Branch Smoothing]: Suavitza la geometria complexa al voltant de les branques[Smooth Geometry]: Suavitza les parts connectades d'una geometriaSuavitza la corba amb un suavitzat gaussià[Smooth Normals Vectors]: Suavitza les normals adaptades basades en les normals de vèrtex adjacents[Smooth Modifier]: Factor d'efecte suavitzador[Smooth Modifier]: Modificador amb efecte suavitzadorSuavitza els extrems dels traçosDissipació suavitzada[Smooth Radius]: Decaïment suau que s'afegeix al radi sòlidSuavitzar pèlsSuavitzar intensitat de llum a prop de fonts de llum. D'aquesta manera, es pot evitar enlluernaments i reduir el soroll de la il·luminació global. 0,0 correspon a cap suavització; els valors més alts suavitzen mésInterpolació suau entre A i B, amb un cert control sobre la forma de la corba[Smooth Iterations]: Iteracions de la suavització que s'apliquen després de calcular el factor de posa de cada vèrtexSuavitzar les iteracions aplicades a la malla extretaSuavitza les vores irregulars del text de la interfície d'usuàriaSuavitzar mallaSuavitzar objecte al llarg de l'eix XSuavitzar objecte al llarg de l'eix YSuavitzar objecte al llarg de l'eix ZSuavitzar només els punts seleccionats del traçSuavitzar els colors amb el color de mitjana sota el pinzellSuavitzar els colors de punts de traç adjacentsPredefinit de suavitzar[Smooth Scroll]: Fa el desplaçament suau per a fer visible el document editable[Smooth Stroke]: Suavitza els traços seleccionatsSuavitzar punts del traçSuavitza la corba amb un filtre gaussiàSuavitza els detalls, però manté la forma generalSuavitza els cantells de tots els jocs de caresSuavitzar la il·luminació d'aquesta llumSuavitza la malla tot aplanant els angles entre les cares adjacents[Smooth Corrective]: Suavitza la malla alhora que manté el volumSuavitzar les normals de la superfície o de la corba biselladaSuavitza la superfície[Surface Smooth]: Suavitza la superfície de la malla, preservant el volum[Smooth Vertex Group]: Suavitzar pesos del grup de vèrtexs actiu[Smooth Vertex Weights]: Suavitzar pesos per als vèrtexs seleccionatsInterpolació suavitzada d'alta qualitat, però més lentaVersió suavitzada d'F1. Suma ponderada de les cel·les Voronoi adjacents.Suavitzar NegSuavitzar Pos[Smoother Step]: Interpolació d'Hermite més suavitzada de la vora entre els valors Des de mínim i Des de màximPassa de més suavitzat[Facing Bias]: Suavitza la interpolació d'irradiació però introdueix sobreeiximent de llumSuavitza la forma de les corbes de pèlSuavitzatGrups de suavitzatSuavitzat positiuTandes de suavitzat[Laplacian Smooth Modifier]: Modificador d'efecte suavitzadorFactor de suavitzat[Twist Smooth]: Iteració de suavitzat per a tangents[Random Noise Offset]: Assigna un valor aleatori a cada traç que varia suaumentSuavitzacióFactor suavitzatSuavitzat de la transició entre regions brillants i fosquesSuavitza les vores dels traços[Laplacian]: Suavitza la superfície i el volumSuavitza la superfície de la malla, tot preservant el volumEsborrallarForça d'esborrallEsborrallar colors en agafar i arrossegar-los[Smudge Strength]: Força de l'efecte esborrallarAcoblamentAcobla el cursor 3D a l'element actiuAcobla el cursor 3D al centre dels elements seleccionatsAcobla el cursor 3D a la divisió de quadrícula més pròximaAcobla el cursor 3D a l'origen del mónAngle d'acoblamentBase d'acoblamentAcoblar fotograma actual a segmentsDistància d'acoblamentElement d'acoblatgeAcoblar a incrementInvertir acoblamentAcoblar illesMode acoblarAcoblar node durant transformacióAcoblar instal·lació d'aplicacióAcoblar objecte clovaAcoblar costatReferent d'acoblamentReferent d'acoblament per a elements individualsAcoblar aGir sobtatLlindar de gir sobtatAcoblar element UVAcobla UVs durant la transformacióAcoblar vèrtexsAcoblar actiu a referènciaAcoblar a punt mitjà[Face Project]: S'acobla projectant-se sobre caresAcoblar punt més proper a referència[Snap Current Frame to Strips]: Estampeix el fotograma actual per a l'inici o final d'un segmentAjusta el cursor al centre dels punts seleccionatsAcoblae cursor a tipus de referènciaAcoblar durant transformació[Snap Islands]: Ajunta les illes (en el mode de cosir arestes, també rota les illes)Acoblar mediana a referènciaFa convergir els vèrtexs del mig al centre de l'eixAcobla només a objectes que siguin seleccionablesAcoblar només al referent a què la font estava inicialment pròxima (només per a "Cares més pròximes")Acoblar a actiu(s)Acoblar a editatAcobla a no editatsAcoblar sols a seleccionablesAcoblar sols a si mateix només si està habilitat (només en mode edició)S'acobla a objectes no actius en el mode d'edició (sols en mode d'edició)Acobla a objectes que no estan en mode edició (només en mode d'edició)Acoblar broca en refregarAcobla el fotograma d'escena a increments[Snap Selection]: Atrapa els vèrtexs UV seleccionats al tipus de referènciaAcoblar els elements seleccionats al cursor 3DAcobla els elements seleccionats a l'element actiuForça els elements seleccionats a la ubicació del ratolíAcoblar els elements seleccionats a la seva divisió de quadrícula més pròximaAcoblar les fotofites seleccionades als temps/valors seleccionats[Selection to Current Frame]: Acobla les fotofites seleccionades al fotograma actual[Selection to Nearest Frame]: Acobla les fotofites seleccionades al fotograma (sencer) més pròxim (és per a corregir desfasats accidentals de subfotogrames)[Selection to Nearest Marker]: Acobla les fotofites seleccionades al marcador més proper[Selection to Nearest Second]: Acobla les fotofites seleccionades al segon més proper[Snap Keys]: Ajusta les fotofites seleccionades als temps especificats[Snap Selection to Grid]: Ajusta els punts seleccionats als punts de graella més propersAjusta els punts/traços seleccionats al cursorAcoblar segments durant transformacióAcobla segments al fotograma en curs agafant com a àncora el segment actiu i el cursor del ratolí en relació amb el capçal reproductor per determinar el costat del capçal on acoblar-seAcobla l'angle de la nansa a 45 grausAcobla l'arrel de cada corba al punt més pròxim de la superfícieAcoblar aAcoblar als elementsAcoblar al mateix referentAcoblar a segmentsAcoblar a superfícieAcoblar a tota la geometriaAcobla a tots els puntsAcobla a les vores i orígens de segments visibles desseleccionatsAcoblar a fotograma actualAcoblar a arestesAcoblar als punts primer i últim i interpolarAcobla al primer puntAcoblar a fotogramaAcoblar a increments de fotogramaAcoblar a valors complets[Snap Node Element]: Acobla a la graellaAcoblar a l'increment, snap(A,B)Acoblar a incrementsAcobla als increments de la graellaAcoblar a fotofitesAcoblar a marcadorsAcobla al marcador més properAcobla al punt més proper de les caresAcobla a les vores del previsionatAcobla al centre del previsionatAcoblar per previsionar o fotograma inicial i finalAcoblar a fites de retemporitzacióAcoblar a increments de segonsAcoblar a segonsAcobla al mig de les arestes[Face Center]: S'acobla al mig de les caresAcobla al punt més proper en una aresta[Holds]: Acobla a l'inici i final del contingut subjacent en els casos en què el segment s'allarga enllà d'aquest interval, cosa que produeix travatsAcoblar als vèrtexsAcoblar a volumAcoblar centre de transformació a referència[Stepped Interpolation]: Fixa els valors al grau de la graella més proper, p. ex. per a aparentar un efecte de stop-motion[Snap to Symmetry]: Acobla parells de vèrtexs a les seves ubicacions emmiralladesAcoblamentDistància d'acoblament[FK2IK]: Acobla extremitat de CO a CIAcobla l'extremitat en CO amb l'extremitat en CI en el fotograma en curs[IK2FK]: Acobla extremitat de CI a COAcobla l'extremitat en CI sobre CO en el fotograma en cursSobelSobol-BurleyBornIdentificador del bornSelecció de bornsPlantilla de bornTipus de bornNom de tipus de bornEl born pot operar en estructures de menes diversesDescripció del bornEl born espera un campEl born espera una graellaEl born espera una llistaEl born espera un únic valor[Icon Visible]: El born surt com una icona interactiva a l'editor de nodesEl born està agrisat perquè s'ha detectat que no tenia cap efecte en l'egressióEl born està seleccionat a la interfícieExpansió dels enllaços de born a la interfície d'usuàriaEL born ha d'estar en un plafóNom del bornForma del bornBorn a incloure al node afegit d'ingressió/egressió de grupPista del bornBorn_2Born_3FebleCos touModificador cos touPlasticitat de cos touCache de punts de cos touParàmetres de cos touDecaïment suauLlum febleMode llum febleLímits suavitatMàx. suavitatMín. suavitat[Soft Body Modifier]: Modificador de simulació de cos touParàmetres de simulació de cos tou per a un objecteCos touCos tou i tela[Weight]: Pesos del destí del cos touAfeblirSuavitza detalls seguint els eixosSuavitatSòlidLlum sòlidaLlums sòlidesRadi sòlidSolidificarModificador solidesaEn solitariEn solitari actiuMorfofita activa en solitariResolució[Solve Camera]: Resol el moviment de la càmera a partir dels rastresError de resolutiva: {:.2f} pxResolutorIteracions del resolutorOpcions del resolutorResultat del resolutorEl resolutor requereix una malla polivalentResolutivaResolent la càmera...[Solver]: Selecció del mètode de solució: resistència automàtica o manualS'han perdut algunes connexions per les diferències en el nombre de borns de sortidaAlgunes corbes no s'han pogut convertir perquè no estaven adherides a la superfícieAlgunes dades no s'han pogut reconstruir (consulta la consola per més detalls)S'han omès alguns fotogrames mentre es precuinava/desava aquesta cauS'han corregit algunes cadenes, no oblidis de desar el document .blend per a mantenir aquests canvisOrdenarOrdenar alfabèticamentOrdenar perOrdenar segons:Ordenar els fills per nomOrdenar blocs de dadesOrdenar elementsOrdenar índexCriteri d'ordenamentOrdre de classificació[Sort Palette]: Ordena els colors de la paletaTipus d'ordenacióPes de l'ordreOrdenar per més recentOrdenar per nom[2D Length]: Ordena per longitud curvilínia 2D (les línies més llargues queden per sobre de les més curtes)[Distance from Camera]: Ordena segons la distància des de la càmera (les línies més pròximes queden per damunt de les més llunyanes)[Projected X]: Ordena pel valor X projectat en el sistema de coordenades de la imatgeOrdena pel valor Y projectat al sistema en el sistema de coordenades de la imatgeOrdena els canals segons l'error mitjà de reprojecció dels rastres després de la resolutivaOrdena els canals pel primer número de fotogramaOrdena els canals per l'últim número de fotograma[Longest]: Ordena els canals pel segment de rastreig més llargOrdena els canals per la quantitat global de segments de rastreigOrdena els canals pels noms[Modified Date]: Ordena els documents per data de modificacióOrdena els documents per mida[Largest to Smallest]: Ordena les illes de la més gran a la més petita[Smallest to Largest]: Ordena les illes de la més petita a la més granOrdena els elements alfabèticamentOrdena els elements pel seu nom[Reverse sorting]: Ordena els elements en sentit descendent, des del valor més alt fins al més baixOrdena els elements seleccionats del més llunyà al més pròxim en la vista actualOrdena els elements seleccionats d'esquerra a dreta en la vista actualOrdena els elements seleccionats des del més proper al més llunyà del cursor 3DOrdenar les cares seleccionades a partir de l'índex de material més petit a més gran[Sort]: Ordenar alfabèticament la llista de documents[Asset Catalog]: Ordena la llista de recursos de manera que els recursos del mateix catàleg es mantinguin junts. Dins d'un únic catàleg, els recursos s'ordenen per nom. Els catàlegs estan en ordre de jerarquia aplanada de catàlegs.[Sort Children By Name]: Ordena alfabèticament els fills de cada os[Sort]: Ordena la llista de documents alfabèticament[Extension]: Ordena la llista de documents per l'extensió/tipusOrdena els elements cercats al capdamunt[Sort Type]: Tipus d'ordenacióOrdena els grups de vèrtexOrdenacióSoSilenciarNouEscombratgeElevacióDesfasament de soVolum de segmentVolumDocuments de soNom del soBorn de node soInterfície del Born de node soSegment de soSegments de soSegments de so seleccionats[Sound Name]: Nom del bloc de dades de so a desempaquetarBloc de dades de so que fa referència a un document de so extern o empaquetatBloc de dades de so utilitzat per aquest altaveuBloc de dades de so utilitzat en aquest segment[Sounds]: Blocs de dades de sonsL'àudio no és editableEl so no està empaquetatDocument de mostra de so utilitzat per aquest bloc de dades de soBorn de so d'un nodeSegment de soBanda sonoraSonsDirectori de sonsFontCanal d'origenImatge d'origen de clonacióPosella d'origen de clonacióMapa UV d'origen de clonacióCol·lecció d'origenImatge d'origenSelecció de capes d'origenBiblioteques d'origenBiblioteca d'origenLlista d'orígensParàmetres de la regió de llista de fontsObjecte origenPosició de la fontArrel del codi fontBorn d'origen!Arbre d'origenTipus d'origenGrup de vèrtexs d'origenOrigen i destinació de l'operador de simetritzacióLes malles d'origen i destinació no tenen la mateixa quantitat d'arestes, en aquest cas no es pot utilitzar el mapejat de «Topologia»Les malles d'origen i destinació no tenen la mateixa quantitat de cantells de cares, en aquest cas no es pot utilitzar el mapejat de «topologia»Les malles d'origen i destinació no tenen la mateixa quantitat de cares, en aquest cas no es pot utilitzar el mapejat de «topologia»Les malles d'origen i destinació no tenen la mateixa quantitat de vèrtexs, en aquest cas no es pot utilitzar el mapejat de «topologia»Color d'origen[Only Neighbor Geometry]: Els elements origen han d'estar més a prop que la distància donada del de la referènciaEl document d'origen és al camí de cerca de complements: {!r}[Parent Archive Library]: Biblioteca d'origen des de la qual s'ha generat aquest arxiu d'UDs empaquetatsBiblioteca d'origen: {} {}Ubicació d'origenLa malla d'origen no té cap aresta, en aquest cas no es pot utilitzar cap mapejat de «Arestes»La malla d'origen no té cap cara, en aquest cas no es pot utilitzar cap mapejat de «cara»[Driver Target]: Font dels valors d'ingressió per a les variables del controladorOrigen de nom d'etiquetaFont d'aleatorietat[View From]: Font de les direccions dels rajos reflectantsOrigen de la malla utilitzada per a crear la forma de col·lisióLes malles d'origen o destinació no tenen arestes, no es poden transferir dades d'arestesLes malles d'origen o destinació no tenen cap cara, no es poden transferir les dades de cantellsLes malles d'origen o destinació no tenen cap cara, no es poden transferir les dades de caresLes malles d'origen o destinació no tenen vèrtexs, no es poden transferir dades de vèrtexsFont d'on seleccionar el llençFonts de les dades d'ingressió per avaluar aquesta variableSudSud-estSud-oestEspaiEspai editor de clipsConsola de l'espaiEspai editor de guió tècnicNavegador de documents de l'espaiEspai d'editor de gràfiquesEspai editor d'imatgesEspai informacióMatriu d'espaiEspai editor d'ANLEspai editor de nodesEspai inventariEspai preferènciesEspai editor de seqüènciesEspai de quadriculatEspai editor de textTipus d'espaiEspai editor d'UVEspaiar totes les UVs equillibradamentEspai entre illes[Active Space]: L'espai que ara es visualitza dins l'àreaDades de l'espai per a una àrea de pantallaTipus de dades d'espai[Adaptive Spacing]: La pinzellada agafa l'orientació de la superfície en lloc del quadre de pantalla[Axis Space]: Espai per a l'eix de projecció[Transform Space]: Espai dins el qual operen transformacionsEspai de l'alçada de la ingressióEspai de la normal ingressada[Owner Space]: Espai on s'avalua el propietari[Target Space]: Espai dins el qual s'avalua el referent[Convert From]: Espai des d'on convertir[Convert To]: Espai a què convertirEspai a usar per a copiar dades de mallaTransformar espai per a copiar d'un objecte a un altreBarra espaiatAcció barra d'espaiEspais[Spaces]: Espais dins aquesta àrea, el primer dels quals és l'espai actiu (NOTA: útil per exemple per restaurar un quadre de vista 3D utilitzat anteriorment en una àrea determinada per tal d'obtenir l'orientació visual antiga)EspaiatEspaiat al llarg del traçDistància d'espaiatPressió espaiat[Gradient Spacing]: Espaiat abans que el degradat del pinzell faci un període completL'espaiat entre les enllefernades del pinzell com a percentatge del diàmetre del pinzellEspaiat entre caràctersEspaiat entre els punts de la graellaEspaiat entre paraules[Texture Spacing]: Espaiat per a les textures al llarg del traçEspaiat: {:g}AbastEspanyol - EspañolFixació dispersaSoroll espacialReutilització espacialMida espacial[Particle Instance]: Engendra partícules a partir de la formaAltaveuNouMín volumBloc de dades d'altaveu per a objectes altaveu d'àudio 3D[Speakers]: Blocs de dades d'altaveusAltaveu(s)AltaveusCaràcters especialsEspecifica l'absorció d'energia per unitat de llargada en passar la llum a través del pèl. Un valor més alt resulta en un color més fosc[Corner Rounding]: Especifica quant s'arrodoniran els cantells agutsEspecifica com de rodó és el bokeh, la rodonesa màxima produeix un bokeh circular[Inherit Scale]: Especifica com l'os hereta l'escalat de l'os pare[Glue Mode]: Especifica com s'aparella l'os adjerent al control en la ubicació del cap de l'osEspecifica si el mapejat de tons opera sobre tota la imatge o per píxel, 0 significa tota la imatge, 1 significa que és per píxel i els valors intermedis combinen les dues cosesEspecifica si el mapejat de tons opera sobre la luminància o sobre cada canal de forma independent, 0 significa que utilitza la luminància, 1 vol dir que és per canal i els valors intermedis una fusió de tots dosEspecifica la rugositat de microfaceta en la base difusiva(0,0 és un reflex lambertià perfecte, 1,0 és completament rugós)Especifica la rugositat de microfaceta en la superfície per al reflex i transmissió especulars (0,0 és un reflex de mirall perfecte, 1,0 és completament rugós)Especifica la quantitat de corriment de color. 1 vol dir corriment màxim cap al blau mentre que -1 vol dir corriment màxim cap al vermellEspecifica el node d'ingressió emprat per la zona creadaEspecífica la intensitat de limitació del canal limitadorEspecifica la luminància amb la qual acaben els migtons de la imatge i comencen els ressaltatsEspecifica la luminància amb la qual comencen els migtons de la imatge i acaben les ombresEspecifica el node d'egressió emprat per la zona creadaEspecifica la mida de l'iris catadiòptric, el zero vol dir sense irisEspecífica el suavitzat de la pantalla de cromaEspecífica la intensitat de sobreeixit de cada canal de colorEspecifica la intensitat del dessobreixitEspecifica el llindar o la sensibilitat a les vores. Abaixant aquest valor podreu detectar més vores a costa del rendiment[IK Local Location]: Especifica el valor de l'opció d'Ubicació local per als controls CI, cosa que decideix si els canals d'ubicació queden alineats a l'orientació de control local o al mónEspecificar el pes de la normal suavitzada en contrast amb l'originalEspecifica si s'ha de seleccionar la geometria exposada de nouEspecifica un valor d'escena personalitzat en metres per unitatEspecificar una mida personalitzada[Face Mark Condition]: Especifica una condició de selecció d'arestes destacades en base a senyals de cares[Edge Type Combination]: Especifica una combinació lògica de condicions de selecció de tipus de d'arestes destacadesEspecifica un nou valor de mostreig que determini la resolució de les polilínies de traçEspecifica una ruta on caldria guardar manualment les dades precuinadesEspecificar una fracció precisa de l'egressió final d'UV[Collection Negation]: Especifica o bé la inclusió o bé l'exclusió d'arestes destacades incloses en una col·lecció d'objectes[Edge Type Negation]: Especifica la inclusió o l'exclusió d'arestes destacades seleccionades en base al tipus d'aresta[Face Mark Negation]: Especifica la inclusió o l'exclusió de les arestes destacades seleccionades segons els senyals de caresEspecifica que la distància focal de la lent es mesura en mil·límetres[Mix Mode]: Especifica com les transformacions i els canals d'accions es combinenEspecifica com es combinen les rotacions existents i les copiadesEspecifica com es combinen les transformacions existents i les copiadesEspecifica com es fusiona el valor modificador amb el valor base[Location Mix Mode]: Especifica com combinar la nova ubicació amb l'original[Rotation Mix Mode]: Especifica com combinar la nova rotació amb l'original[Scale Mix Mode]: Especifica com combinar la nova escala amb l'originalEspecifica l'orientació i l'escala, en lloc d'utilitzar dades incrustades al document FBX[Grid Shape Source]: Especifica la font per a la forma de la graellaEspecificar el nombre volgut de cares en relació amb la malla actualEspecifica el nombre aproximat de vòxels seguint la diagonalEspecifica la distància entre vèrtexsEspecifica la lent en l'angle del camp de visió[End Points]: Especifica els punts d'inici i final de la líniaEspecifica el nombre de còpies de cada corba per separatEspecifica la distància d'un vèrtex a un altre[Count Mode]: Especifica el nombre total de vèrtexs[From Mode]: Especifica el tipus de canals de rotació a utilitzarEspecifica la longitud lateral del vòxelEspecificar la unitat de gruix de línia en píxelsEspecifica precisió de dades de volum. Els valors baixos redueixen el consum de memòria a costa de detalls.Especificar densitat del volum i mida de passos en els espais d'objectes o mónEspecificar la mida i la densitat dels passos de volum en l'espai mónEspecifiqueu quins elements s'han d'utilitzar en la instanciació. (Els valors de coma flotant donen com a resultat una selecció aleatòria)[Material Atribute]: Especifica quin atribut s'utilitza en un materialEspecifica quines parts del recurs de posa se sobreescriuenEspectre[Spectrum]: Espectre a usarEspecularFDDB especularColor especularColor especular blauColor especular verdColor especular vermellFactor especularDuresa especularRessaltats especularsNivells d'IDR especularIl·luminació especularColor especular del materialMultiplicador de reflex especularRapidesaControl de velocitatFactor rapidesaRapidesa d'interpolació 0Rapidesa d'interpolació 1Multiplicador rapidesaGradació de rapidesaVectors de rapidesaMètode de control de velocitatFactor rapidesa en mira al voltant, els valors alts signifiquen un moviment del ratolí més ràpidVelocitat del so[Speed of Sound]: Rapidesa del so per al càlcul de l'efecte DopplerRapidesa de la reacció d'inflamació (com més alt el valor més petites són les flames)Rapidesa de l'ona, va envers el punt de partida quan és negativaSegment de control de velocitatMemòria cau d'ortografiaEsferaRadi d'esferaSelecció d'esfera[Sphere Radius]: Radi d'esfera per calcular les curvaturesResolució d'esferesEsfèricaDecaïment esfèricSonda esfèricaEstèreo esfèricCàmera esfèrica per a mapes d'entorn, també coneguda com a panorama Lat LongDissipació esfèricaCamp de força esfèric basat en la càrrega de les partícules, només pot influir en altres camps de força que tinguin càrregaEsferitzarForça d'esferitzacióIntensitat de sobreeixitEspiralForça en espiral que fa rosca per l'eix Z local de l'objecte de forçaCaretaCareta d'iniciSplinePunts de Bézier splineRecompte de splinesSpline CIRestricció de Spline de CIÍndex de splineLongitud de splineNode longitud de splineParàmetre splineNode de paràmetre splineRecompte de punts de splinesPunts de splineResolució spline[On Cliclk]: El spline es tanca en amollar si no s'arrossegaPunt spline sense nansesTipus de splineSpline:SplinesDespartirAngle d'escissióSeparar animació per objecte[BVH Time Steps]: Divideix els primitius BVH per aquest nombre de cronolapses per accelerar el temps de revelat a cost de la memòriaSeparar per grupSeparar per objectePartir guionet 1Partir guionet 2Partir guionet 3Escindir arestesEscindir arestes i caresLLiscador de seguir parpelles separadesEspaiat de partició 1Espaiat de partició 2Espaiat de partició 3Dividir impulsLlargada de particióDividir líniesSeparar materialsPatró de divisióDivisió tonalSepara una matriu de 4x4 en els seus valors individualsParteix un agregat en múltiples borns.Separa un color en els seus components individuals usant múltiples modelsDivideix un color en canals separats, basats en un model de color particular[Poke Faces]: Divideix una cara com un pastís[Separate Components]: Divideix una geometria egressant-la separadament per a cada tipus de dada de la mateixa[Separate Geometry]: Divideix una geometria en dues egressions de geometria basades en una seleccióDivideix una matriu de transformació en un vector de translació, una rotació i un vector d'escalaSeparar un vector en els seus components X, Y i ZDivideix tots els punts a corba pel seu ID de grup i els reordena per pesosDividir una imatge en els seus canals de color de compositacióSeparar i copiar[Corner Splitting]: Divideix i ajunta editors arrossegant-los per les cantonadesDivideix a la posició del cursor en lloc del fotograma actual[Edge Split]: Escindeix les cares unides per les arestesSeparar els mapes precuinats per material, usant el nom del material al document egressat (només extern)[Use Max 2D Angle]: Divideix les cadenes en punts amb angles menors que l'angle 2D màximDivideix les cadenes en punts amb angles majors que l'angle 2D mínimSeparar canals[Split Concave Faces]: Divideix cares còncaves connectant vèrtexs que les faci convexes[Split Normals]: Escindeix les normals personalitzades dels vèrtexs seleccionats[Use Sharp Edges]: Desparteix les arestes marcades com a cantells aguts[Use Edge Angle]: Desparteix les arestes amb un angle tancat entre les cares[Split Materials]: Multiplica imatges externes i les assigna a cada material (només externs)Dividir les cares al llarg de les arestes seleccionadesDividir les cares i arestes connectades als vèrtexs seleccionats[Split Multicam]: Desparteix el segment multicam i selecciona la càmera[Split Non-Planar Faces]: Separa les cares no planars que excedeixen l'angle llindar[Tear Boundary]: Desparteix els cantells de cares en lloc de fusionar les cares[Face Split]: Separa els cantells de les cares per mantenir la geometria circumdant[Split]: Separa els ossos seleccionats dels ossos no seleccionats connectatsSeparar la geometria seleccionada de la geometria no seleccionada connectadaSepara els punts seleccionats dels punts no seleccionats connectatsDivideix l'àrea seleccionada en vistes de càmera, frontal, dreta i superiorDivideix l'àrea seleccionada en finestres noves[Edge Split]: Divideix les arestes seleccionades per tal que cada cara adjacent obtingui la seva pròpia còpiaSeparar punts seleccionatsSepara els punts seleccionats en un nou traç[Split Strips]: Dividir els segments seleccionats en els punts mitjans[Split]: Divideix la corba-fins que s'assoleix la tolerància (ràpid)[Subdivision Surface]: Divideix les cares en parts més petites, donant-li una aparença més suauDivideix els polígons amb un algorisme "ear clipping"[Longest Diagonal]: Dividir els quads per la diagonal més llarga[Shortest Diagonal]: Dividir els quads per la diagonal més curtaDividir quads en triangles bonics, mètode més lent[Fixed Alternate]: Divideix els quads en els vèrtexs 2n i 4tDividir quads en els vèrtexs primer i tercer[SPLIT]: Separa el punt seleccionat en un nou traçEscindir en dos els segments seleccionatsDividir en instànciesDesfixar/EntrefixarSepara les guies en grups separats. Les corbes noves interpolen les corbes existents des d'un sol grupSepara els elements de la geometria d'entrada en grups que es poden mostrejar individualmentSepara les cares de la malla d'entrada en grups que es poden mostrejar individualmentDivisióFusió de focusFusió de focus: %.2fLlum de focusEspraiEsprai + bombollesEsprai + EscumaEsprai + escuma + bombollesMapa d'esprai[Spray + Bubbles]: Les partícules d'esprai i bombolles es desen dins mateix sistema de partícules[Spray + Foam]: Les partícules d'esprai i escuma es desen en el mateix sistema de partículesDisseminacióLongitud de desplegamentRapidesa de disseminacióDistància a què es disseminen els arcs de motllures endintreQuadriculatColumna de quadriculatID de columna de quadriculatEditors de quadriculatsFiltre de fila de quadriculatTaula de quadriculatID de taula de quadriculatTaules de quadriculatDades de l'espai de quadriculatTensió elàsticaForça de tensorFotogrames amb tensorsLongitud de tensorsTipus de tensorGrup de vèrtexs tensors[Spring Force]: Força del tensor[Spring]: Força elàstica que torna a baixar el nivell de l'aigua a zeroImplementació de tensor usada en el blender 2.7. La resistència està capada a 1,0Longitud de repòs del tensor (factor del radi de les partícules)[Factor Rest Length]: La longitud de repòs de molla és un factor de 2 * de la mida de la partículaTensorsLlindar d'esquitxQuadratQuadrat (HS + V)Quadrat (HV + S)Quadrat (SV + H)Centímetres quadratsCadenes quadradesDecímetres quadratsDecàmetres quadratsPeus quadratsFurlongs quadratsHectòmetres quadratsPolzades quadradesQuilòmetres quadratsMetres quadratsMicròmetres quadratsMilles quadradesMil·límetres quadratsArrel quadradaMode arrel quadradaMils quadratsLlindar quadratIardes quadrades[Square]: Tancament quadrat (aplanat i estès)[Square Threshold]: Només quadrat: tots els valors amb una amplitud absoluta inferior queden en 0Arrel quadrada d'AQuadrat amb punt interiorQuadratsXafarXafar i estirarNivell de xafamentFreqüència de xafamentAixafa cada N filesValor constrenyiment (antiquat)Fotograma encotillatPesos d'estabilitzacióEstabilitzacióEstabilitzar 2DEstabilitzar videoclip 2DEstabilitzar centreEstabilitzar normalEstabilitzar rotacióEstabilitzar escalaEstabilitzar traç[Stabilize Rotation]: Estabilitza la rotació detectada al voltant del centre del fotogramaEstabilitzar el metratge amb la configuració d'estabilització del rastreig de moviment 2DFactor estabilitzador de traçRadi del traç estabilitzadorEstibat cap a daltEstibat cap avallConsignar càmeraConsignar dataConsignar nom de documentConsignar fotogramaConsignar nom d'amfitrióConsignar etiquetesConsignar lentConsignar marcadorLlegendaText de llegendaEgressions de llegendesConsignar pic de memòriaConsignar temps de revelatConsignar escenaConsignar segment de seqüènciaConsignar tempsEstàndardDesviació estàndarTransicions estàndard entre fotofitesStanford PLY (.ply)EstrellaIniciMapejat d'inici i ficalInici (Factor)Inici (Longitud)Angle inicialEstil fletxa d'iniciaIniciar en el fotograma actualPunta inicialDesactivat en iniciComençar dessorollarFactor d'iniciFotograma inicialFotograma inicial (manipulat des de la IU)Fotograma final (valor brut)Fotograma inicial (quan està habilitat Restringir interval de fotogrames)Nansa inicialGradualitzat de nansa d'iniciEscala de la nansa inicialUbicació inicialTipus de mapejat d'iniciInici de desviacióPosició d'iniciObjecte de posició inicialPosició Inicial XPosició Inicial YRadi inicialMostreig inicialMida inicialIniciar sessió d'RVVèrtexs inicialsEls fotogrames inicial i final no poden ser el mateix!Distància inicial de l'efecte volumètricInicia l'edició del camp del directoriComença a entrar el text per filtrarComença a introduir el text de filtre per a les dades en focusComença a introduir el text de filtre per a la llista indicada[Filter Channels]: Comença a introduir text que filtri el joc de canals mostrats fins que inclogui només aquells amb noms coincidentsFotograma inicial retingut a un interval de revelat vàlidFotograma inicial visible en l'editor de seqüències després d'aplicar els desfasaments, establir això és equivalent a moure la nansa, no pas el fotograma inicial en siFotograma inicial per a precuinatEl número de fotograma inicial supera el del finalFotograma inicial del segment d'ANL. Noteu: en canviar aquest valor també s'actualitza el valor del fotograma final del segment. Si només s'ha de canviar el fotograma inicial, millor que considereu la propietat "frame_start" .Fotograma inicial de l'efecteFotograma inicial de l'exportació, usar el valor predeterminat per a agafar el fotograma inicial de l'escena actual[Bake Start]: Fotograma inicial del precuinat de l'oceàFotograma inicial del segmentIniciar al fotogramaComença la col·locació a partir d'un punt projectat sobre l'eix d'orientació en la posició del cursor 3DComença la col·locació a partir d'un punt projectat al pla de vista en la posició del cursor 3DComençar tot col·locant a la superfície, usant la posició del cursor 3D com a segona opcióComença a col·locar la posició centralComença a col·locar la posició d'arestaPunt d'inici[Find]: Start searching textInicia l'operador de transformació després d'inserir el nodeInici / FinalIniciantEngegant ratolíAngle inicial de l'arcDistància inicial de la boira, mesurada des de la càmeraFotograma inicial per a l'animació[Start Frame]: Fotograma inicial de l'interval de trajectes a mostrar/calcular (no apte per al mètode de pell de ceba 'Entorn del fotograma')Fotograma inicial de l'interval desatFotograma inicial a exportar[Path Start]: Temps d'inici de la trajectòriaEngega ambS'ha desat el document d'iniciEstatColors d'estatEstat altreEstat de tots els plafons definits pel grup de nodesEstat de l'endoil·luminació[State Other]: Estat de l'altre trajecte d'usuària en accions bimanualsEstat de l'endoombratgeResolutor endoprocessant que s'executa en context de temps real i ignorant les accions i les restriccions de no-CIPosa de computació de resolutor exoprocessant que s'inicia amb l'acció en curs i restriccions de no-CIBVH estàticIlla estàticaTipus estàticVista estadística dels nivells de color en una imatgeEstadístiquesEstatBarra d'estatIndicadors d'estat[Status]: Estat de la iteració del resolutorEstat:AcerPlantillaColor de plantillaDimensions de plantillaImatge plantillaCapa plantillaMàscara plantillaOpacitat de la plantilla màscaraPosició de plantillaColor de la plantilla al miradorPasRecompte de passosRàtio del passosRàtio de pas del revelatMida de lapseIl·luminació per mida del pasMín mida de pasEspai entre els fotogrames generatsMida dels passos en el radiodistanciat d'un volumMida dels passos en radiodistanciar volum per a calcular il·luminació[Animation Step]: Pas dins l'animació per posicióModificador-F d'interpolació esglaonadaLineal esglaonada[Stepped Linear]: Interpolació lineal esglaonada entre els valors des de mínim i des de màximTandesPassos mínPassos en miradorEstèreo3D EstèreoVisualització estèreo 3DFormat estèreo 3DEl mode estèreo 3D requereix que la finestra sigui a pantalla completaUll estèreoEstèreo FXStereo LFEMode estèreoEgressió estèreoCanals d'àudio estèreoEstèreo amb canal LFEEstereoscòpia[Stereo]: Paràmetres de l'estereoscòpia per a un bloc de dades de la càmeraBastóAdherir el traç a altres traçosAdherir traç a superfíciesEnganxar traç a imatgeEnganxar traç a la visualitzacióAdherènciaMode de selecció enganxosaS'ha deshabilitat la selecció de vèrtexs enganxosaQuads rígidsViscositat rígida[Factor Stiff Viscosity]: La viscositat rígida és un factor de la viscositat normalRigidesaRigidesa XLa rigidesa defineix la quantitat de l'element a emplenarRigidesa en l'eix XRigidesa de l'eix de rotació XRigidesa en l'eix YRigidesa de l'eix de rotació YRigidesa en l'eix ZRigidesa de l'eix de rotació ZEstàticPrevisionar cosit d'illa activaPrevisionar cosit d'arestaPrevisionar cosit de caraPrevisionar cosit de cosiblePrevisionar cosit d'incosiblePrevisionar cosit de vèrtex[Use Limit]: Cus UVs dins d'una distància límit especificada[Stitch]: Cus els vèrtexs UV seleccionats per proximitatEl cosit només funciona amb menys de %i objectes seleccionats (%i seleccionats)PedraPedra (Trencada)StonesAturarAturar sessió d'RVAturar reproducció d'animacióAtura la selecció de contorn amb els n-gonsAtura la selecció de contorn amb els vèrtexs que tenen més de tres arestesAtura la selecció de contorn amb els vèrtexs que tinguin dues arestes quan comparteixin una cara que no és un n-gonDeixar de reforçar salt[Max Subdivisions]: Atura la subdivisió quan s'assoleix aquest nivell encara que la taxa de fraccionament produís una tessel·lació més finaAturar aquesta tasca[Face Cull]: Evita que els vèrtexs formin una cara en el referent segons s'encarin enllà o ençàEmmagatzematgeMode d'emmagatzematge de les dades de normals personalitzades[GizmoGroup]: Magatzem d'un operador que està en execució o que ha estat registrat després d'executar-se[Tweak Mode Action Slot Storage]: Emmagatzematge per a mantenir temporalment l'epígraf d'acció principal mentre s'està en mode retocar[Tweak Mode Action Storage]: Emmagatzematge per a mantenir temporalment l'acció principal mentre s'està en mode retocarEmmagatzemar element d'agregatGuardar passades de dessorollEmmagatzemar catàlegs habilitats a preferènciesGuardar atribut anomenatGuardar graella anomenada[Straight]: Emmagatzema els canals RGB i alfa per separat amb l'alfa actuant com a màscara, també coneguda com a alfa no associada. La utilitzen habitualment les aplicacions d’edició d’imatges i formats de document com el PNG.[Premultiplied]: Emmagatzema els canals RGB amb alfa inclosa ja multiplicada, també conegut com a alfa associada. És el format natural per a revelats i s'usa en formats de document com OpenEXR.[Store Bundle Item]: Emmagatzema un element d'un agregat basant-se en la ruta i el tipus de dada.Es guarda un vector de normal per cada element de la mallaEmmagatzemar un únic valor per al domini sencerEmmagatzemar un valor per elementEmmagatzema tots els blocs de dades vinculats des d'altres documents .blend al document .blend actual. Les referències de la biblioteca es conserven de manera que els blocs de dades vinculats es puguin desempaquetar de nouEs guarda normals personalitzades com a simples vectors de l'espai local de la malla. Els valors no s'actualitzen pas automàticament més tard o mentre la malla es deforma.Emmagatzema els valors d'enumeració personalitzats com a cadenesEmmagatzemar els valors d'enumeració com a cadenesEmmagatzema els valors de com flotant de selecció. Per a la geometria de malla, emmagatzemat invertit com a màscara de mode esculpirEmmagatzema els paràmetres d'exportació glTF al projecte BlenderGuarda dades de quadriculat d'una geometria volumètrica amb el nom especificatEmmagatzemar els sparacions multires fora del document .blend, per estalviar memòriaEs guarda les normals en un espai de transformació personalitzat que és dependent de transformacions. És un mètode més lent, però pot funcionar millor quan operacions subsegüents canviïn la malla sense gestionar específicament les normals.Emmagatzema les simulacions usant la configuració per segmentEmmagatzema les simulacions al directori del projecteEmmagatzema les dades precuinades en un directori del discEmmagatzema l'estat actual dels catàlegs de recursos a la vàlvula de memòria intermèdia de desfer[Store Denoising Passes]: Emmagatzema les passades de la funcionalitat de dessorollar i de la imatge sorollosa. Les passades s'adapten al dessorollador escollit per al revelatEmmagatzema les transformacions estimades a la configuració del cos tou[Capture Attribute]: Guarda el resultat d'un camp en una geometria i egressa les dades com a born de node. Permet recordar o interpolar dades a mesura que canvia la geometria, com ara posicions abans d'una deformació[Store Named Attribute]: Es guarda com a atribut el resultat d'un camp en una geometria amb el nom especificatEs guarda l'angulositat de cada cara o aresta. Similar als operadors "Aspecció suavitzada" i "Aspecció aplanada".[Store Enabled Catalogs in Preferences]: Guarda els catàlegs habilitats de l'àlbum a les preferències preferiblement als paràmetres de l'àlbum local de recursos[Stash Action]: Emmagatzema aquesta acció a l'estiba d'ANL com a segment per a un ús posteriorEmmagatzema aquesta acció a l'estiba d'ANL com a segment no contribuïdor per a un ús posterior, i crea una nova accióEmmagatzema els valors de selecció VER i FALS en mode edicióMode operació emmagatzemadaEmmagatzemat com valor únic[Differential]: Guarda i aplica la diferència entre la referència i el valor local (NO S'USA)Guarda i aplica el factor de multiplicació entre la referència i el valor local (NO S'USA)[Character info]: Emmagatzema l'estil de cada caràcterGuionatge gràficDirectaAlfa directaTall recte[Linear]: Interpolació en línia recta entre A i B (és a dir, sense gradualitzat inicial / final)[Linear Extrapolation]: El pendent en línia recta dels segments finals s'estén més enllà de les fotofites d'extremRedreçarRedreçar corbes de pèlRedreçar XRedreçar YRedreça les corbes de pèl entre l'arrel i la puntaFlocÍndex de flocLongituds de flocsRevelar flocForma del flocTrams de floc[Root Diameter]: Amplada del diàmetre del floc a l'arrel[Tip Diameter]: Amplada del diàmetre del floc a la puntaParàmetre de la forma del flocFactor de fosa de les ratxesRellumsAngle de rellumsÍndex d'estrímingLínies de fluxForçaFactor intensitatPressió de forçaForça aleatòriaIntensitat del sol[Displace Factor]: Intensitat del desplaçament quan s'aplica a la mallaForça d'emissióIntensitat del camp de forçaIntensitat de modificacions de deformacióIntensitat de l'efecte modificadorIntensitat de soroll[Smooth Tolerance]: Intensitat del suavitzat aplicat en cadenes irregularsIntensitat de l'efecte de mapa de relleu, interpolant entre mapejat de gens de relleu i mapejat de relleu completIntensitat del desplaçamentIntensitat de la llum emesaForça de la llum emesa. Un valor d'1,0 garanteix que l'objecte de la imatge tingui exactament el mateix color que el Color d'emissióIntensitat de l'efecte d'esvaïmentIntensitat de la font de llumIntensitat de l'efecte de mapejat de normalIntensitat de la llum d'estudi[Volume Variation Smoothness]: Intensitat de l'afebliment d'estirament del volumIntensitat a emprar per a assignar o seleccionar la influència de la cara per al modificador de normals ponderadaForcesEstirarOpacitat del tramEstirar direccionatRestricció Estirament direccionatEstirar fins encaixarEstira UEstirar UVsEstira V[Stretch To]: Estira seguint l'eix Y per apuntar envers un referent[Length Modifier]: Estira o encongeix els traços[Stretch U]: Estira les coordenades U entre 0 i 1 quan hi ha UVs presents[Stretch V]: Estira les coordenades V entre 0 i 1 quan hi ha UVs presentsEstira el principi i el final del nervi del traçEstira l'objecte seguint l'eix Z de l'espai modificadorEstirar per emplenar[Stretch To Constraint]: S'estira fins a tocar l'objecte referentEstira els límits de la imatge als del llenç sense conservar la relació d'aspecteEstricte[Tiling offset for the X Axis]: Distància a la que es copien el traços tessel·latsCadenaAtribut de cadenaValor d'atribut de cadenaCamp de cadenaLongitud de cadenaBorn de node de cadenaInterfície de born del node de cadenaValor de cadenaBorn de node d'una cadenaCadena a corbesCadena a valorCadena a inserir en la posició del cursor[String Attribute Value]: Valor de cadena en l'atribut de geometriaCadenesSegmentEl segment '%s' no és a l'escena '%s'Caràcters de la seccióColor de segmentEquilibri de color de segmentDades d'Equilibri de color de segmentColors d'etiquetes de segmentsSegat de segmentDuració del segmentElement de segmentSegment des deModificador de segmentPropietats del modificador de segmentModificadors de segmentNom de segmentSense segmentsEsborra els númerosSecció afectadaPrevisionat de segmentPropietats de segmentSupletori de segmentCronografia i supleció de segmentMoment del segmentTransformació de segmentLa segment no es pot moure cap a dins de si mateixTipus de segment d'efecteEl segment no té influència fora del seu àmbitText de la secció inicial/final del nomEls noms de segment no es poden editar des de l'InventariAl segment li calen dues ingressions a intercanviar[Animated Strip Time]: El temps del segment està controlat per una corba-F preferiblement a fixar-se automàticamentPropietat de transformació del segment a restablirEl tipus de segment no admet modificadorsNo s'ha consignat el tipus de segment.El tipus de segment ha de ser 'META'[Mask Strip]: Segment emprat com a ingressió de màscara per al modificadorSegment amb un conjunt de corbes-F per a cada epígraf d'accióSegment(s)StripElements.pop: no es pot projectar l'últim elementStripElements.pop: índex fora d'intervalSegmentsSegments seleccionatsEls segments han de tenir la mateixa longitudEls segments han de tenir el mateix nombre d'ingressionsSegments aniuats dins un metasegmentEls segments no eren compatiblesStrips.new_effect: l’efecte espera més de 2 ingressions (%d, no hauria de passar mai)Strips.new_effect: l'efecte ocupa 1 segment d'ingressióStrips.new_effect: l'efecte ocupa 2 segments d'ingressióStrips.new_effect: llargada invàlidaStrips.new_sound: no s'ha pogut obrir el document de soCentelleigTraçTraçar i emplenarTraç i emplenat són totalment transparentsCentre del traçColor de traçDesplaçament de traç per profunditatOrdre profunditat de traçDirecció de traçFinal del traçMètode encaix de traçLongitud de traçNom material de traçSeparació de traçNomés traçOpacitat de traçEmplaçament del traçUbicació de traç (vista 2D)Ubicació de traç (vista 3D)Ubicació de traç:Paràmetre de punt de traçPunts del traçTraç aleatoriAcoblament de traçInici del traçPas de traçGruix de traçTraçar i Emplenar[Stroke Points]: Punts de dades del traçEstil final de traçEl traç és totalment transparentDesplaçament de traç per al modificador de dibuix linealEstil inici del traçTraçosCol·lisió de traços[Sequential]: Els traços apareixen/desapareixen un darrere l'altre, però només un de sol canvia en cada moment[Closure Size]: Extensió final dels traços per a tancar buits, posar zero per a deshabilitarFortaDefinició d'estructe usada per a propietats assignades a aquest elementEstructe que recopila totes les dades necessàries per als IDs vinculats sobresegutsEstructesEstructuralGrup estructuralGrup de vèrtexs de rigidesa estructuralEstructuraTipus d'estructuraStucciTextura StucciEstudiIl·luminació d'estudiIl·luminació d'estudiIl·luminació d'estudi[Has Specular Highlight]: El document d'imatge d'il·luminació d'estudi té passos separats «difusiu» i «especular»[Studiolight]: Muntatge d'il·luminació d'estudiLa llum d'estudi ha instal·lat {!r} a {!r}Llum d'estudiRotació de la llum d'estudiEstilMòdul d'estilMòduls d'estilInici d'estilNo s'ha pogut suprimir el mòdul d'estil '%s'[Freestyle Module]: Configuració del mòdul d'estils per a especificar un mòdul d'estilNo s'ha pogut suprimir el mòdul d'estilEstil de la fusió de colorEstil per determinar a la selecció[Controller Draw Style]: Estil que s'usa en controladors de gest de RVEstilsRestaSubnivellRetard d'obertura de menú del nivell inferiorSubpareSubplafóRerefons de subplafóSubpassesSubreferentSubcanalsSubdividirSubdividir i aglutinarSubdividir corbaSubdividir arestesSubdividir mallaSubdividir traç[Subdivision Modifier]: Modificador de subdivisió del traçSubdivideix entre els punts seleccionats continus del traç afegint un punt a mig camí entre ellsSubdividir cares sense canviar la formaSubdivideix les arestes llargues per afegir detall a la malla on cal[Subdivide Edge-Ring]: Subdivideix les arestes perpendiculars a l'anella d'arestes seleccionadaSubdivideix polígons per tal d'assolir en pantalla la mida de píxel especificadaSubdividir els segments de corba seleccionatsSubdividir arestes seleccionadesSubdividir segments de les partícules seleccionades (afegeix fites)Subdividir els segments seleccionats[Subdivide and Smooth]: Sudivideix els traços i els suavitzaSubdivideix la malla d'una manera que permet editar els nivells de subdivisió més altsSubdivideix a fi d'assolir una longitud de vora especificada en espai d'objecte. Es requereix per poder utilitzar la subdivisió adaptativa amb malles instanciadesSubdivisióCairat de subdivisióDades de subdivisióNivells de subdivisióMode subdivisióModificador subdivisióTandes de subdivisióSubdivisió de superfícieModificador subdivisió superfíciesEl modificador de subdivisió de superfície ha de ser el primer a treballar amb desembolcallarTipus de subdivisióNivell de subdivisió aplicat abans de la deformació[Subdivision surface modifier]: Modificador de subdivisió de les superfíciesSubdivisionsDesplaçament en subfotogrames de l'inici de la font de so expressat en segonsSubfotogramesSubfotogrames per a simular una estabilitat millorada i simulacions de granularitat més afinada (dt = cronolapse / (subfotogrames + 1))Índex local del subítemÍndex local del subítemNom local del subítemID de referència del subítemÍndex de referència del subítemNom de referència del subítemAntialiàsing de subpíxelSubprocésSubprocessosSubconjuntSubconjunt de sondes a actualitzarSubconjunt d'etiquetes (definides en un estructe pare) que s'estableixen per a aquesta propietatSubpassesSubpassos <1 vol dir que no s'ha executat el procésSubpassos per fotogramaSubsuperfícieAnisotropia subsuperficialColor subsuperfícieSotsuperfície directaIDR subsuperfícieSotssuperfície indirectaMètode subsuperfícieRadi subsuperfícieEscala de subsuperfícieDispersió subsuperfícieTranslucidesa subsuperfíciePes de sotsuperfície[Subsurface Scattering]: Aspector de dispersió múltiple sotssuperficial per simular la llum que entra a la superfície i rebota internament. Usat típicament per a materials com la pell, la cera, el marbre o la lletRestarColor de sostreureMode restarSostreure segmentResta els pesos de grup-v B's dels del grup-v ARestar efecte de pinzellSostreu la selecció existentResta el color d'un segment a partir d'un altreSostreure valor d'origen al de referència, usant el llindar donat com a factorSe sostreu del fotograma actual per tal de consultar les dades de la memòria cau o per determinar quin document s'ha d'utilitzar en una seqüència de documents[Texture Mid Level]: Se sostreu del color de la textura per a treure'n un vector de desplaçamentSobreseïment subtractiuSubtipusEtiqueta de subtipusSubtipus de valor per defecteExitósS'han afegit %d fotofites amb èxit per al joc de fitoatributs '%s'S'han copiat amb èxit atributs des de {} fins a {}Generació assolida: "{:s}"S'han suprimit satisfactòriament %d fotofites per al joc de fitoatributs '%s'Restabliment de {} exitósSufixSufix afegit a les imatges revelades en aquesta vista[Camera Suffix]: Sufix per identificar les càmeres, i que s'afegeix a les imatges revelades en aquesta vistaGruix de línia suggerit i mida de punts en píxels, per a complements que mostren elements adaptables d'interfície d'usuària, basats en la configuració del sistema operatiu i l'escala de la IU del BlenderContorn suggeridorContorns suggestiusSumaValors de sumaResumSolAngle del solRaigs de solDirecció del solDisc solarElevació del SolIntensitat del SolLlum de solPosició del solRotació solarMida del SolLlindar del solAngle del Sol des de l'horitzóEl disc del sol no està disponible a EEVEEIntensitat de la llum de sol en watts per metre quadrat (W/m²)Superel·lipseSuportAdmetre emulacióAdmet colors HDRAdmetre escalat uniformeAdmet límits de caresAdmet l'emmagatzematge dels lots d'una geometria amb nodes de geometriaAdmet l'escalat uniforme de l'activitat en base al controlador d'engranatge de la baseAdmet previsionatsAdmet qualsevol combinació de capturar, rotar i escalar alhora[Depth 3D]: Admet que la profunditat es pugui esporgar per la via d'altres objectes a la vistaAdmet la seleccióNeutralitzar controlSuperfSuperfícieCorba de superfícieDeformar superfícieEmissió de superfícieFormat de superfícieGeometria de superfícieGuiatge de superfícieProbabilitat de guiatge en superfícieTipus d'ingressió de superfícieModificador superfícieNormal de superfície[Guide Map]: Distància de normal de superfícieObjecte superfície on adherir-se (cal tenir transformacions coincidents)Separació de superfíciePiscat de superfícieProjectar a superfícieMètode de revelat de superfícieResposta de superfíciePosició de repòs de superfícieSuavitzar superfícieTensió de superfícieGruix de superfícieTipus de superfícieUV de superfícieCoordenada UV de superfícieMapa UV de superfícieCoordenada UV superficial en el punt d'adhesióMapa UV de superfície no definitMapa UV superficial usat per a l'adhesióMapa UV de superfície emprat per mostrar la normal per al desplaçamentCoordenades UV d'adhesió de superfície guardades per a cada corbaDensitat de superfície de les corbes de pèl generadesGeometria de superfície per a la generacióGeometria de superfície de l'adhesió de corbaGeometria de la superfície on adherir-hi les corbes de pèlGeometria de superfície emprada per a sobrecobrirGeometria de superfície emprada per mostrar la normal per al desplaçamentLa superfície no té malla[Surface Modifier]: Modificador de superfície que defineix la posició en l'estiba de modificadors de camps superfícialsNom de superfícieNormal de superfície en el punt d'adhesióObjecte superfície per la generació (necessita transformacions coincidents)Objecte superfície emprat per a sobrecobrirObjecte superfície emprat per mostrejar la normal per al desplaçament[Render Resolution U]: Resolució de la superfície en la direcció U usada mentre es fa el revelat (el zero correspon a la resolució de previsionat)[Render Resolution V]: Resolució de la superfície en la direcció V usada mentre es fa el revelat (el zero correspon a la resolució de previsionat)Factor d'escala de superfície (no afecta l'alçada de les ones)Subdivisions de superfície per segmentLa tensió superficial del líquid (un valor més alt produeix un comportament hidròfob més gran)Gruix de superfície usat per detectar interseccions en el traçat de pantallaLa/es superfície(s) no té/tenen cap punt actiuDeformar superfície (SurfaceDeform)Modificador DeformarSuperfícieSuperfíciesResolució de superfelSuahili - KiswahiliIntercanviar[Sequencer Swap Data]: Intercanvia 2 segments de seqüenciadorIntercanviar àreesIntercanviar eixosIntercanvia l'Alçada i la Profunditat[Swap Left/Right]: Intercanviar esquerra/dretaAlternar connexions[XR Navigation Swap Hands]: Capgira els controls de navegació entre els controladors a dreta i esquerra[Swap Strip]: Intercanvia el segment actiu amb el segment de la dreta o esquerra[Replace with new Action]: Intercanvia tots els usadors d'una acció amb una nova acció. Això fa que s'ignorin les Restriccions d'acció de l'ANL[Replace Action]: Intercanvia tots els usadors d'una acció pels d'una altra. Segueix les regles d'assignació de l'epígraf d'acció de normals. Això fa que s'ignorin les Restriccions d'acció de l'ANL[Swap Left/Right]: Intercanvia els canals estèreo esquerre i dret[Replace Material]: Intercanviar un material per un altre[Swap Strips]: Intercanvia l'ordre dels segments seleccionats dins les pistes[Swap Colors]: Intercanvia els colors primari i secundari del pinzellIntercanvia les posicions en la pantalla de les àrees seleccionades[Swap Node Group Asset]: intercanvia els nodes seleccionats pel recurs de grup de nodes especificat[Wheel Invert Zoom]: Reverteix la direcció de zoom de la roda del ratolí[Swap Links]: Intercanvia les connexions de sortida dels dos nodes seleccionats o entre dues entrades similars d'un únic nodeIntercanvia els rols d'Alçada i Profunditat.[Swap Inputs]: Intercanvia les primeres dues ingressions del segment efecteSuec - SvenskaAngle de fregatLínia d'escombratPassa una línia de transició per tota la imatgeGronxatGronxar i roscar en XGronxar i roscar en YGronxar i roscar en zRemolíEfecte remolí[Swirl Effect]: Efecte de remolíCommutarAlternar illaCanviar a vista estèreoAlternar vistaTorna a l'acció anterior, després de crear un recurs de posa[Input Attribute Toggle]: Canvia entre un atribut i un valor únic per definir les dades de cada elementCanvia entre els pinzells actuals i els assignats en usos consecutius.Alterna entre dues imatges mitjançant una casella de seleccióAlterna entre dues ingressionsInverteix la direcció dels splines seleccionatsAlterna el visionat actual des de la projecció perspectiva/ortogràficaInverteix la direcció des del sentit horari al sentit antihorariCommutar a Mode posa o ObjecteAlterna a pinzell d'esborrar mentre dura el traçAlterna a pinzell màscara mentre dura el traçAlterna a pinzell suau per la durada del traçCanvia a l'objecte o os referentEs muda a aquest mode objecte quan s'activa l'obradorPaternitat alternableAlterna l'objecte actiu i assigna el mateix mode a un nou sota el cursor del ratolí, deixant el mode actiu en l'actualRemenar RSimètricaSimètric ({:s})SimetritzarSimmetritza les modificacions topològiquesSimetriaSimetria de vora difusaSimetria XSimetria YSimetria ZSincronitzarSincronitzar longitud d'accióSincronitzar longitudMarcadors de sincronitzacióSincronitza els marcadors amb edicions de fotofitesMode sincronitzacióSincronitzar selecció d'inventariSincronitzar temps d'escenaSincronitzar seleccióSincronitzar interval visibleSincronitzar zoom/escombratge[Sync Outliner Selection]: Sincronitza la selecció de l'inventari amb altres editorsSincronitzar amb l'àudio[Sync to Audio]: Sincronitza amb la reproducció d'àudio, excloent fotogrames[Sync Zoom/Pan]: Sincronitza la posició de la visionat entre vistes lateralsSincronitzar amb inventariSincronització[Sync Action Length]: Sincronitza la duració de l'Acció referenciada amb la duració utilitzada al segmentSincronitza el repositori amb una URL remota[Mirror VR Session]: Sincronitza la perspectiva del visor de sessions de realitat virtual amb aquest mirador 3DSincronitza l'interval de cronograma visible amb altres editors basats en el tempsSintaxi integradaComentari de sintaxiRessaltat de sintaxiNombres de sintaxiPreprocessador de sintaxiSintaxi reservadaSintaxi especialCadena de sintaxiSímbols de sintaxiRessaltat de sintaxi per a la redacció de protocolsSistemaSistema i OpenGLDreceres del sistemaCarpetes del sistemaInstal·lació del sistemaMàxim de sistemaMemòria del sistemaSobreseïments del sistemaLes extensions del sistema són només de lectura i no es poden desinstal·lar[System Bookmarks]: Les dreceres del sistemaCarpetes del sistema (normalment arrel, discs durs disponible, etc.)TARGATEMA01TEMA02TEMA03TEMA04TEMA05TEMA06TEMA07TEMA08TEMA09TEMA10TEMA11TEMA12TEMA13TEMA14TEMA15TEMA16TEMA17TEMA18TEMA19TEMA20TIFFTIFF (.tif)CONSELL: alternativament corbes-F per a l'animació procedimentalCONSELL: useu variables en lloc de camins de bpy.data (vegeu més avall)CONSELL: bpy.context no és segur per a l'ús de granjaderevelarTV NTSC 16:9TV NTSC 4:3TV PAL 16:9TV PAL 4:3PestanyaColors de pestanyesResultats de cerca en pestanyesAmplada de pestanyaTab per a menú rotondaLa taula conté dades de geometriaTaulesTauletaAPI de tauletaLlindar d'arrossegament de tauletaPressió a tauletaTabuladors com a espaisSobol tabulatEtiquetaL'etiqueta '%s' ja és present per a un recurs donatNo s'ha trobat l'etiqueta '%s' en el recurs donatEtiquetar bisellEtiquetar caireEtiquetar marca d'aresta amb FreestyleEtiquetar costuraEtiquetar agut[Hide Selected]: Etiqueta els ossos seleccionats perquè no es vegin en mode d'edicióEtiquetar els ossos seleccionats per a no ser visibles en el Mode posaEtiquetesCuaPosic ió de la cuaSelecció de cuaCuesAgafeu com a camp de selecció una capa de Llapis de greix o Grup de capes[Viewport Render]: Agafa una instantània del mirador actiu[Averaged]: Agafa la mitjana de les velocitats del fotograma anterior i de les noves del fotograma actualPrendre la mitjana de les normals del vèrtex[Face Smoothness]: Té en compte el suavitzat de cara en el càlcul del mapa de visionatTingueu present la informació sobre la nansa en la conversió[Correct Aspect]: Mapejat que inclou la ràtio d'aspecte de la imatge[Apply Unit]: Pren en consideració la configuració actual de les unitats del Blender (si no està definit, els valors de les unitats del Blender en brut s'usen tal i com estan)[Is Inspect Output]: S'emporta un enllaç d'un grups de nodes per connectar-lo al node de sortida de l'arbre arrel[Geometry Input]: Agafa com a ingressió la geometria referenciadaTàmil - தமிழ்TangentCamp de tangentMode tangentNormal de tangentFase tangencialEspai tangentTangent del mapa UVNode tangentL'espai tangencial només es pot calcular per a tris/quads, avortantEl càlcul d'espai tangencial requereix un mapa UV, no s'ha trobat "%s", avortant[Tangent Space]: Mapejat de normals de l'espai tangentMapejat de desplaçament vectorial d'espai tangentTangent a superfícieDistorsió tangencialTangentsExpiració de toc de teclaObjecte transverserRadi de transverserInici d'estrenyimentFactor d'estrenyiment per al radi de cada punt al llarg de la corbaTransverser del rull[Alt Click Tool Prompt]: En prémer Alt (sense pitjar cap altra tecla) emergeix un indicador a la barra d'estat que demana un segon tecleig per activar l'einaTarga (.tga)Targa en brut (.tga)Referent[Targets]: Ossos referentsObjecte referent de corbaLímit de densitatPotència de la densitat buscadaEl fotograma de referènciaGeometria de referènciaLlapis de greix referentCapa referent del Llapis de greixBloc d'IDs referentReferent local amb paresObjecte malla referentReferent: nou objecte fantasmaProjecció de normal de referentObjecte referentObjecte referent (només corbes)Objecte referent, que defineix la posició del pivot quan aquesta es consignaSistema de partícules de referentRuta del referentAparell referentReferent: os seleccionatReferent: objecte seleccionatSelecció de referentEspai del referentTransformació de referentVelocitat buscadaVolum buscatReferent en Z[Head/Tail]: Referent al llarg de tot l'os: el cap és 0, la cua és 1Velocitat angular motriu que es buscaEsquelet referentOs referent de l'esquelet[Constraint Target Bone]: Os referent per a restriccions multiobjectiuEl referent conté polígons còncausEl referent conté polígons no vàlidsEl referent conté vèrtexs solapatsDirecció de referència amb què comparar la normalLongitud d'aresta desitjada en la nova mallaObjecte de geometria de referènciaEl referent té arestes amb més de dos polígonsEl referent no té caresEl referent no és a la llista de referents de restriccióLongitud buscada en l'operacióVelocitat motriu lineal que es buscaUbicació de referentUbicació de referència a on apuntaran les normalsObjecte referent[Constraint Target]: Objecte referent per a restriccions multireferentObjecte de referència des del qual es mesura la distànciaDades d'objecte referent de la biblioteca, s'ignorarà!L'objecte referent no és de Llapis de greix, s'ignorarà!No s'ha especificat l'objecte referentForma de l'objecte referentLongitud buscada per a la vora de l'espai d'objecte en la subdivisió adaptativa[Target Object]: Objecte referent per a definir l'inici del traçObjecte referent usat per afectar normals[Particle Target]: Sistema de partícules de referentSistema de partícules de referentMida buscada del píxel del polígon en la subdivisió adaptativaEls polígons referents han canviat de %u a %uL'escena de referència té marcadors bloquejatsProcedimentació buscada d'escultura on es farà ús la mida recollidaReferència a què acoblar els UVs seleccionatsEls vèrtexs referents han canviat de %u a %u[Target Z]: L'eix Z del referent, no pas l'eix Z del món, restringirà la direcció AscendentReferent: exclou no seleccionablesReferent: inclou actiuReferent: inclou edicióReferent: inclou no editatsReferents[Capes de control primàries]: Apunta a tots els eixos Y dels constrols envers un eix definit (espai global)[Custom Widget orient]: Apunta gins personalitzats a un eix definit (espai global)Esquinçar contornTeletransportarDurada del teletransportMeta-tempTemprança (mitjana)TemperaturaAtribut de temperaturaTemperatura del colorDiferència de temperaturaGraella de temperaturaTemperatura màximaUnitat de temperatura[Temperature Difference]: Diferència de temperatura respecte de la temperatura ambient[Fuel field]: Temperatura del fluidLa plantilla "{}" s'iniciarà la pròxima vegada com està ara.Plantilla instal·lada ({:s}) de {!r} a {!r}PlantillesAcumulació temporalReprojecció temporalDeshabilitar temporalment l'avaluació de l'estiba d'ANL (és a dir, només s'avalua l'acció activa)[Hide in Viewport]: Oculta temporalment al miradorOcultar temporalment al mirador * Ctrl per a aïllar la col·lecció * Majúscula per consignar dins de col·leccions i objectesOculta temporalment al mirador * Majúscula per consignar fillsOcultar temporalment capes màscara[Hide Objects]: Oculta temporalment els objectes del miradorTemporalDirectori temporalEditors temporalsDocuments temporals[Bounciness]: Tendència de l'objecte de rebotar després de col·lidir amb un altre (0 = es manté estàtic, 1 = perfectament elàstic)TensióResistència a tensió de tensorsRigidesa de tensióMàxima rigidesa de tensióTendalMode terminacióTessel·lat[Mesh Loop Triangle]: Triangle tessel·lat en un bloc de dades de Malla[Loop Triangles]: Tesselació en forma de triangle dels polígons de la mallaProva la configuració de teclat per casos de conflicteCoordenada del textBits de quantificació de CoordTexTextCapitalitzacióDígitsSagniaLíniaLíniesMínusculesModificatNouPatróPuntuacióEspaisCaràcters del segmentTabuladorTabuladorsMajúsculesPesParaulaText '%s'Text (.txt)Antialiàsing del textInici de textQuadre de textAlçada del quadre de textAmplada del quadre de textQuadres de textFormat de caràcters de textColor del textCursor de textCorba de textEditor de textArgs d'editor de textPredeterminats de l'editor de textsFinal de textDocuments de textRessaltat de textDestacar textInfo de textSobreimpressió d'info de textIngressió de textLínia de textBorn de node textInterfície del Born del node de textRevelat de textText seleccionatSegment textCursor de segment de textEstil de textAntialiàsing de subpíxels de textValor de textColors de giny de textCapsa contenidora de text per a la paginacióParàmetres de formatació de caràcters de textColor de textColor del text de la línia seleccionadaBloc de dades de text que referencia un document de text extern o empaquetatBlocs de dades de textosEl text es mostra i s'edita en aquest espaiDades de l'espai de l'editor de textEl document de text ha estat editat des de l'última desadaEl document de text és a la memòria sense que hi hagi el corresponent document al disc[Modified]: El document de text del disc és diferent del de la memòria[Horizontal Alignment]: Alineació horitzontal des de l'objecte o text fins al centre de la caixa[Line]: Text de la líniaNo s'ha trobat el text: %sText no utilitzat per cap node o càmera, no s'hi ha fet cap actualitzacióAls objectes text només se'ls pot aplicar la seva escala: "%s"Text sobre corba[Text Node Socket]: Born de text d'un node[String]: Cadena de textCursor d'edició de segment de textSelecció d'edició de segment de textText que es mostraràObjecte text a 3DTexto a reemplazarText a mostrar a la capçalera durant l'escalatText a inserir a la posició del cursorText per substituir el text seleccionat amb l'eina de substitució[Find text]: Text a cercar amb l'eina de cercaText per emprar al botó del plafó d'IU (no edita pas el nom de la col·lecció)Text per al botó del plafó d'IU que va enlloc del nom de col·leccióText massa llargAlineació vertical del text des del centre de l'objecteText: externText: internAlçada del quadre de textDesbordament del quadre textAmplada del quadre de textDesplaçament en X de quadre de textDesplaçament en Y de quadre de textQuadres de textTextosTexturaSegueix el traçSoroll d'aigüesAigüesDimensionsGeneradesGlobalMapejatNovaObjectePatróPlàsticSoroll d'anellsAnellsContrastatMés contrastatProgressiuFloc / PartículaCoordenades de texturaUVParet endinsParet enforaFinestraTaxa de recol·lecció de texturesCoordenada de texturaOs de textura coordinadaObjecte coordenada de texturaQuantificació de coordenades de texturaCoordenades de texturaDistorsió de texturaQualitat de codificació de texturaCamp texturaLímit de texturaMapejat de texturaMode mapejat de texturaTextura màscaraMalla de texturaTextura nivell mitjàMode texturaNode texturaEditor de nodes de texturaBorn del node de texturaInterfície de born del node de texturaArbre de node de texturaOpacitat texturaAngle d'orientació de la texturaAlfa de superposició de texturaPintat de texturaSobreimpressions de pintura de texturaEpígraf de pintats de texturaUVs de pintat de textura/modificadorFactor de mida de píxel de la textura al llarg del traçPropietats de texturaBiaix de mostreig de texturaRadi de mostreig de texturaPosella de texturaImatges de les poselles de texturesEpígrafs de texturesEspai de texturaUbicació d'espai de texturaMalla de l'espai de texturaMida de l'espai de texturaEspaiat de texturaEspecials de texturaTemps d'expiració de texturaParàmetres del mapejat de coordenades de texturaCoordenades de textura de 0 a 1[Root Texture Coordinates]: Coordenades de textura provinents d'ubicacions de partícules arrelCoordenades de textura per a mapejar la imatge de la superfícieCoordenades de textura per a mapejar la textura al rerefonsBloc de dades de textura utilitzat per materials, llums, mons i pinzellsBloc de dades de textura usat per aquest epígraf de texturaBlocs de dades de texturesPes d'efector texturaQualitat de codificació de la texturaMètode d'exportació de texturaTipus de filtratge de textura[Texture Slot Images]: Imatges textura utilitzades per a pintar amb texturaInterpolació de texturaEl mapejat de textura no està posat a 3D, els resultats poden ser impredictibles[Mapping]: Tipus de mapejat de texturaNodes de texturaEpígraf de textura que defineix el mapejat i la influència d'una textura[Brush Texture Slot]: Epígraf de textura per a les textures s'un bloc de dades pinzellEpígraf de textura per a textures en un bloc de dades de lineamentEpígraf de textura per a les textures en un bloc de dades de la configuració de partículesNom d'epígraf de texturaEpígrafs de textura que defineixen el mapejat i la influència de les texturesBorn d'un node de texturaUbicació de l'espai de texturaMida de l'espai de texturaTextura que controla la intensitat de l'emissióTextura que s'ha d'utilitzar com a forçaMapejat_de_texturaTexturitzatTexturesDirectori de texturesTailandès - ภาษาไทยAquell element representa un ID també emprat com a dependència de sobreseïment de biblioteca (sigui directament, com a referència de sobreseïment de biblioteca, o indirectament, com a dades usades per una referència de sobreseïment de biblioteca). No s'hauria de convertir en local mai. Amb `LIBOVERRIDE_DEPENDENCY_ONLY`són mútuament excloentsAquell element representa un ID només emprat com a dependència de sobreseïment de biblioteca (sigui directament o indirecta, vegeu `LIBOVERRIDE_DEPENDENCY`si voleu més precissió). No s'hauria de tenir en compte durant el procés de (incorporació) 'convertir en local' i hauria de restar com a dades purament vinculades. Amb `LIBOVERRIDE_DEPENDENCY`són mútuament excloentsAquell element s'ha afegit com a ID indirectament importat, com a dependència d'un altre bloc de dadesL'atribut "id" si està disponible, i si no l'índexLa direcció de normal del «sec» del cantell entre cares, influïda per normals de vèrtexs, cares agudes, cantells aguts i normals adaptades. Pot restar buida.El «traç» no pot estar buitEl bloc de dades '%s' %s està vinculat i no és editable. Empreu "Fes local" per tornar-lo editable.El bloc de dades '%s' %s està empaquetat i no es pot editar. Utilitzeu "Fer local" per a fer-ho editable.La '' col·lecció '{:s}' s'afegirà amb la generacióLa ubicació en vista 2D del centre dels nous nodes o sense canvis si no està definidaEl manual de referència de l'API per a aquesta versió de BlenderEl document BVH no conté la durada del fotograma en la seva secció de MOVIMENT, suposant que l'escena BVH i Blender tenen la mateixa taxa de fotogrames[Source Root]: Ruta arrel del codi font de BlenderLa versió de Blender on l'element es preveu que sigui abandonatLa versió de Blender en què l'element esdevingué obsoletLes col·leccions d'ossos d'aquest esqueletLes col·leccions d'ossos que contenen aquest osEl node Criptotrepa en mode revelat només s'admet per al compositat d'escena[Drivers]: Els controladors / expressions d'aquest bloc de dadesEl node d'Egressió de documents només és compatible amb el compositat d'escena[Fribidi Library]: Biblioteca compilada FriBidi C ( .so a Linux, .dll a Windows ), que probablement et caldrà editar si vas amb Windows, p. ex. utilitzant la inclosa al repositori de biblioteques de BlenderEl valor del soroll de Gabor tant amb intensitat com amb fase aleatòries. És igual al sinus de la fase multiplicada per la intensitat[Match Reference]: L'indicador d'ID sobresegut per aquesta operació s'espera que coincideixi amb la jerarquia de referènciaL'índex de refracció (IDR) de la capa de vernís (n'afecta també la reflectivitat així com el decaïment del tintat de vernís)El joc de fitoatributs en qüestióLa mida del flòstic de navegacióEl color RGB del floc. S'usa només en colorejar directamentEl node Capes de revelat només s'admet per al compositat d'escenaResolutor de límit d'error d'EDO de Runge-Kutta, un valor baix dona més precisió, valors alts rapidesaL'escena requereix una càmera[Slot]: L'Epígraf a què estan destinades les dades d'animació de la Bossa de canalsEl node Info de segment només és compatible amb la compositació del seqüenciadorL'UUID del catàleg que es mostra al navegadorLes coordenades UV amb què s'ha de mostrejar la textura. El component Z es pressuposa que conté un canal alfaEl disseny Voronoi que el node calcularàLa mida de l'eix X de la formaLa posició en X de la cantonada inferior esquerra de la regió de retallLa mida de l'eix Y de la formaLa posició en Y de la cantonada inferior esquerra de la regió de retallL’acció %s no és editable[Bimanual]: L'acció depèn dels estats/posats d'ambdós trajectes d'usuària[Cyclic Animation]: L'acció pretén que sigui usada com un bucle cíclic en base a l'interval de fotogrames especificat manualment (en habilitar-lo, no es converteix pas automàticament en un bucle)[Is Controller Aim]: Els posats d'acció s'usaran quan el controlador apunti en RV[Is Controller Grip]: Els posats d'acció s'usaran quan el controlador subjecti quelcom en RVL'acció quan el ratolí del mig arrossega al mirador. Maj-Mig-Ratolí s'usa per a l'altra acció. Això també afecta a l'estora tàctilEl Grup de vèrtexs actiuL'atribut actiu conté un tipus no admèsL'atribut actiu ha de ser dins el domini del vèrtex, l'aresta o la caraL'atribut actiu ha de tenir un tipus booleàEl bloc de dades actiu '%s' no és un vinculat vàlidEl bloc de dades actiu '%s' s'utilitza per a altres dades vinculades[Active Polygon]: La cara activa per a aquesta mallaEl joc de línies actiu no té un lineament (indicant corrupció de dades)El modificador actiu de la llistaL'objecte actiu no es correspon amb l'esqueletL'objecte actiu cal que sigui un esqueletEl repositori actiu té una configuració no vàlidaLa morfofita activa de %s està bloquejadaL'àrea de simulació activa es mou amb el pinzellEl modificador de segments actiu de la llistaEl grup de vèrtexs actiu està bloquejatLa capa de visionat de l'obrador actiu que es mostra a la finestraL'alineació del nou objecteL'ID local ja existent que es pot reutilitzar en un cas d'incorporar i reutilitzar. No-cap fins que no se l'hagi trobatLa quantitat d'aberració cromàtica a afegir a la distorsió[Chroma Noise]: La quantitat de soroll del colorLa quantitat de còpies és massa alta, no podem generar la quantitat de geometria que es requeririaLa quantitat d'esmolat de diamantLa quantitat de distorsió. 0 vol dir sense distorsió, -1 vol dir distorsió completa de Buirac de sastre i 1 vol dir distorsió completa de BarrilLa quantitat de trontoll per introduir mentre es calculen els raigs, un trontoll més alt pot anar més ràpid, però pot produir resultats granelluts o sorollososLa quantitat de punts a seleccionar des del final de cada spline[Start Size]: La quantitat de punts a seleccionar des del començament de cada splineLa quantitat de rotació al llarg de cada eix, ordre XYZLa quantitat de rotació en cada eix, girant en X, Y i després Z en aquest ordreLa quantitat de rotació que abasta el difuminatLa quantitat d'escalat al llarg de cada eixLa quantitat d'escalat que abasta el difuminatQuantitat de contrastatQuantitat d'esqueixament a aplicarLa quantitat d'espai d'entre nodesLa quantitat de translació al llarg de cada eixLa quantitat de translació que abasta el difuminat en la direcció especificada relativa a la mida de la imatge. Els valors negatius indiquen translació en la direcció contrària[Luminance Noise]: La quantitat de soroll basat en un valorL'amplitud del desplaçamentLes amplituds de la funda es resumeixen (o, quan s'habilita Acumular, s'acumulen tant diferències positives com negatives)L'angle seguint l'arc de cercle entre còpiesL'angle entre les normals de les cares polivalents connectades[]Dynamic Mode: L'angle entre els plans canvia durant el traç per ajustar-se la superfície de sota el cursorL'angle del bokehIncrement de l'angle d'acoblament quan s'està en mode d'angle restringitL'angle que defineix la direcció de la translacióL'angle que fa le primer rellum amb l'eix horitzontalL'esquelet ha d'estar en mode Posa o mode EdicióEl recurs és local respecte del document. Si s'elimina només se li retirarà l'estatus de recurs.L'àlbum de recursos no està disponible en aquest context (proveu canviant el mode o eina actius)La ruta del catàleg de recursosEl domini de l'atribut que facilita suficient informació com per representar les normals de la mallaL'atribut està associat amb la Capa de visionat, Escena o Món que s'està revelant[Instancer]: L'atribut està associat amb el sistema de partícules o objecte de l'instanciador, i retorna al mode Objecte si no es troba l'atribut o si l'objecte no està instanciatL'atribut està associat a la geometria de l'objecte i el seu valor varia d'un vèrtex a l'altre o dins del volum de l'objecteL'atribut està associat a l'objecte o al bloc de dades de malla mateix, i el seu valor és uniforme[Is Internal]: L'atribut és per a ús intern de BlenderEl nom de l'atribut no pot estar buit[Default Attribute]: Nom de l'atribut usat per defecte quan un modificador de node de geometria usa el grup de nodesL'entrada d'atribut no es pot emprar sense la sortida de geometriaL'àudio es genera amb una ràtio de bits de 240kbit/s, la ràtio màxima admesa per Vorbis.L'àudio es genera amb una ràtio de bits aproximada de 250kbit/s per canal, la ràtio màxima admesa per Opus.L'àudio es genera amb una ràtio de bits de 320kbit/s, la ràtio màxima admesa per MP3.L'àudio es genera amb una ràtio de bits de 384kbit/s, la ràtio màxima admesa per MP2.L'àudio es genera amb una ràtio de bits de 640kbit/s, la ràtio màxima admesa per AC3.L'àudio es genera amb una ràtio de bits aproximada de 250kbit/s, la ràtio màxima admesa per AAC.La mida de la icona dels eixos[Deform Axis]: L'eix al llarg del qual es deforma la corbaL'eix utilitzat per a col·locar la regió baseEl nom base del document. El nom final pot incloure més informació dependent de les opcions del nodeLa unitat de base per als píxels per metre.[Translation Root]: El repositori de traducció bfEl factor de fusió on 0 és el fotograma actualEl nivell de brillantor en què els píxels comencen a considerar-se part dels ressaltats que produiran una resplendor[Affect UV]: El pinzell afecta la rotació UV del punt[Affect Strength]: El pinzell afecta la intensitat cromàtica del punt[Affect Position]: El pinzell afecta la posició del punt[Afect Thickness]: El pinzell afecta el gruix del puntEl pinzell és de la mena que es fa servir per dibuixar traçosEl pinzell és de la mena que es fa servir per emplenar àreesEl pinzell és del tipus utilitzat per a fer traços de tenyit[Erase]: El pinzell s'utilitza per a esborrar traçosLa memòria cau està precuinadaLa memòria cau s'està precuinantCàmera emprada per a revelar l'escenaEl centre del cercle descrit pels tres puntsEl porta-retalls no conté cap Conjunt de selecció[SPH Solver]: El codi utilitzat per calcular les forces internes en partículesLa col·lecció a la qual s'afegeixen altres objectes seleccionatsLa col·lecció on suprimir altres objectes seleccionatsCol·lecció on se suprimirà l'objecteEl color per a les coses després del fotograma actual (per a pell de ceba, trajectes de moviment, etc.)El color per a les coses abans del fotograma actual (per a pell de ceba, trajectes de moviment, etc.)La variació de color entre el color1 i el color2. Els valors de -1 i 1 només utilitzen un dels dos colors. Els valors intermitjos mesclen els colors[White Point]: El color que es mapeja com a blanc (automàticament convertit a/des de temporatura a tenyit)El color sobre el qual queda el blanc mapekat (convertit automàticament a/de la temporatura i el tint)[Curve Frame Range]: L'interval combinat de fotogrames de totes les corbes-F dins d'aquesta accióEl compositador sempre està habilitat independentment de la vistaEl compositador està deshabilitatEl compositador està habilitat només en vista de càmera[Close Spline Method]: Condició perquè s'activi el tancament de splineL'acció que restringeix[Pose Space]: La restricció s'aplica en l'espai de posa, s'ignora la transformació de l'objecte[Custom Space]: La restricció s'aplica a l'espai local d'un grup ad hoc d'objectes/ossos/vèrtexs[Local Space]: La restricció s'aplica en relació amb el sistema de coordenades local de l'objecte[Local With Parent]: La restricció s'aplica en relació al sistema local de coordenades de la posa de repòs de l'os, i per tant incloent-hi la transformació induïda pel pare[World Space]: La restricció s'aplica en relació amb el sistema de coordenades del mónEl contrast de la màscara de cavitatEl punt de control des del qual s'extrauran les dades[Convergence Plane Distance]: Punt de convergència per a les càmeres estèreo (sovint la distància entre un projector i la pantalla de projecció)Les coordenades a les quals s'avaluarà el soroll de Gabor. El component Z s'ignora en el cas del 2DLes coordenades a mostrejar dins del mapa UVCantell d'on extraure les dades. Per defecte al cantell des del contextLa rotació en sentit antihorari del joc de punts interiorLa categoria actual del plafó actiu, que pot ser nul·la si la regió no admet aquesta funció (NOTA: aquestes categories es generen en temps d'execució, de manera que la llista pot estar buida en la inicialització, abans no s'hagi dibuixat res)[Line Number]: El número la de línia actualLa ubicació actual (desplaçada) del visionat per a aquest arbre de nodes[Face Count]: El nombre actual de cares en la malla delmadaLa mida del cronolapse de l'actual simulació, com a fracció d'un fotogramaEl quadre de text presentEl grup de corbes a interpolar[Normals]: El valor normal de la corba en cadascun dels seus punts de controlLa corba de la qual forma part el punt de controlLa corba de la qual s'han d'extraure les dades. Per defecte a la corba des del contextTipus de corba a què es canviaran les corbes seleccionadesColors espressos d'ossos, usats quan la paleta és 'CUSTOM'L'interval personalitzat dins el qual es vol crear noves fites. Només es fa servir quan no està en ús l'interval d'escenaEl camí de dades de cada iterable al valor (enter o flotant)El camí de dades relatiu al context, ha d'apuntar a un iterableEl tipus de dades de la columna visible corresponent en el quadriculatEl tipus de dades al qual es converteix l'atribut abans de calcular els resultatsEl tipus de dades utilitzat per llegir els valors de l'atributEl bloc de dades %s no s'ha pogut sobreseureEl bloc de dades %s no es pot sobreseure[Align Object To]: L'alineació predeterminada per als objectes afegits des d'un menú del mirador 3D[Good]: El valor per defecte i recomanat per a la majoria d'aplicacionsEl directori predeterminat per a l'egressió del revelat, per a escenes novesEl directori predeterminat on cercar les fonts a carregarEl directori predeterminat per a cercar-hi sonsEl directori predeterminat per a cercar texturesEl retard de l'efecte en segonsEl dispositiu a utilitzar per processar els nodes de dessorollat del compositadorLa diferència entre l'escala de dues octaves consecutives. Els valors més grans corresponen a una escala més gran per a les octaves més altesLes dimensions de la imatge en píxels amb transformacions aplicadesEls fills directes d'aquest grup de capes. Ordenats segons l'estiba, que vol dir que el primer fill de baix de tot és el fill més baix de l'arbre de capes.La direcció (només s'aplica a episodis d'arrossegament)La direcció del soroll anisotròpic de GaborLa direcció dels punts del plaLa direccionalitat del soroll de Gabor. 1 significa que el soroll és completament direccional, mentre que 0 significa que el soroll és omnidireccionalDirectori per emmagatzamar documents guardats temporals. La ruta ha de referir-se a un directori concret o s'ignoraràEl directori on s'escriurà la imatgeLa transformació de vista i visualització admet l'emulació automàtica per a un altre dispositiu de visualització, tot emprant el mecanisme d'espais de color de visualització en les configuracions OpenColorIO v2La pantalla i la transformació de visionat admet colors d'alt rang dinàmic (HDR)La distància a què un punt pot estar des de la superfície abans que la cara ja no es consideri planarLa distància seguint la corba entre còpiesLa distància entre el punt inferior i l'eix XLa distància entre el punt superior i l'eix XDistància des de la qual les partícules es veuen afectades completamentLa distància en píxels fins al píxel més pròxim al límit de la màscara. Dins la màscara, la distància és negativaLa mesura de distància per a calcular la texturaLa distància que es permet als punts resultants d'acostar-sePrograma de donacions per donar suport a manteniment i milloresL'extensió deposada prové d'un repositori deshabilitat.L'extensió deposada prové d'un repositori desconegut.La geometria duplicada, sense incloure la geometria originalL'aresta després del cantell de la cara, en direcció ascendent d'índexsL'aresta d'abans del cantell de la cara, en direcció descendent d'índexs[Edge Tag]: L'indicador d'aresta que s'ha d'etiquetar quan se selecciona el camí més curtAresta d'on extraure les dades. Per defecte va a l'aresta des del context[Only Inside Outer]: Les vores de la imatge que interseca amb la màscara exterior es consideraran vores de la màscara exterior. Altrament, la màscara exterior es considerarà obertaLes arestes que es troben als límits entre els diferents jocs de cares[Editing hair]: L'objecte editatEl fotograma final de l'animacióEl fotograma final de l'interval de reproducció desitjat que ha estat especificat manualmentL'energia que aquest llum emetria sobre tota la seva àrea si no estigués limitat per l'angle de focus, en unitats de potència radiant (W)[Scene Frame Range]: L'Escena sencera/ interval de previsionatAra es pot accedir a la definició d'enum directament amb el node. Això hi és per permetre la compatibilitat retrospectiva.[React On]: L'episodi davant de la qual les partícules referents han de reaccionarLa ubicació exacta del punt a usarEl temps d'execució de l'última avaluació de l'arbre de nodes. Per als nodes de fotogrames i grupals, el temps per a tots els subnodesLa desviació al quadrat esperada a partir de la mitjana de cada grupL'opció experimental d'aquest node està deshabilitadaL'extensió és incompatible amb aquest sistema: {:s}[X Extension Mode]: El mode d'extensió que s'aplica a l'eix X[Y Extension Mode]: El mode d'extensió que s'aplica a l'eix YEls ressaltats extres des dels quals s'ha generat la resplendorÍndex de la cara de bucle triangularLa cara de la qual s'han d'extraure les dades. Predeterminat a la cara des del contextFactor a aplicar a l'opacitat del punt original per als nous puntsFactor a aplicar al radi del punt original per als nous puntsEl factor amb què escalar les fitesEl nom del directori base del joc de funcionalitats no és un identificador vàlid: '{:s}'L'arxiu de jocs de funcionalitats no té aparells ni metaaparells, o bé li falta __init__.pyL'arxiu del joc de funcionalitats ha de contenir un repositori baseLa retroferència de l'efecteExtensió dels documents en què es desen els revelats[Label]: L'etiqueta del gestor de documentsEl document no és un document de Blender vàlid.La ruta dels documents d'exportacióEl document s'ha guardat en una versió nova, caldrà obrir-lo amb blender %s o posteriorEl primer fotograma a exportarLa primera sortida ha de ser un born de geometriaJove xef, porti whisky amb quinze glaçons d'hidrogen, coi! 0123456789El peu pivota al voltant de la base del ditEls pivots de peus al turmellEls pivots dels peus al turmell, amb un pivot extra al dit[Over]: El primer pla queda per sobre del rerefons segons l'alfa del primer pla[Conjoint Over]: El primer pla queda per sobre del rerefons segons l'alfa del primer pla, però el primer pla cobreix del tot el rerefons si és més opac[Disjoint Over]: El primer pla queda per sobre del rerefons segons l'alfa del rerefons mentre s'assumeix que el rerefons queda obstaculitzat pel primer plaLa direcció endavant seguint la forma de la corruaLa variació fractalLa part fraccionària d'ALa part fraccionària d'A d'HadamardEl nombre de fotofites de l'escenaFotograma on apareix la marca del cronograma[Frame Number]: El fotograma on apareix aquest esbós[Evaluation Frame]: Fotograma a avaluar (començant per 0)[Free Axis]: L'eix d'escalat lliure de l'objecte[Frequency]: Freqüència del desplaçament (1/longitud total)[Gain]: El multiplicador de guanyLa resplendor generada[Constant per Curve]: El nombre aleatori generat és el mateix per a cada punt de control d'una corbaLa geometria no es pot extreure amb el dyntopo activatLa direcció de normal de la geometria[VR Redraws]: Els flòstics són per a fer-los servir en sessions de realitat virtual i exigeixen una gestió especial del redibuixat[Log Level]: El format glTF requereix normals discontínues, UVs i altres atributs de vèrtex que es guarden com a vèrtexs separats, com es requereix per a revelar en el típic maquinari gràfic. Aquesta opció intenta combinar vèrtexs co-locats quan es pot. Actualment no es poden combinar vèrtexs amb normals diferents[Child Of Control]: L'os adherent esdevé fill de l'os control[Mirror Of Control]: L'os adherent es convertexi en germà de l'os control amb Copiar transformacions[Mirror With Parents]: L'os adherent manté a son pare, però fa ús de Copiar tranformacions per agrupar tant el moviment local com l'induït pel pare del controls en l'espai localEl basament de gràfics es pot canviar a la secció de Sistema de les Preferències.La mida de graella per a fixacionsEl valor de tessel·la a cada vòxelL'ID de grup de cada instància de grupLa nansa es pot moure a qualsevol lloc i no influeix en l'altra nansa del puntL'alçada de la regió de retallL'alçada del cilindreL'alçada perpendicular a la base de l'espiralLa potència més alta de 'x' per a aquest polinomi (nombre de coeficients - 1)El valor més alt de cada grupL'identificador de l'epígraf d'acció assignat més recentment. L'epígraf identifica quin subconjunt de l'Acció es considera que és per a aquesta restricció, i el seu identificador s'utilitza per a trobar l'epígraf correcte quan s'assigna una Acció.L'identificador de l'epígraf d'acció assignat més recentment. L'epigraf identifica quin subconjunt de l'Acció es considera que és per a aquest bloc de dades, i el seu identificador s'utilitza per a trobar l'epígraf correcte quan s'assigna una acció.L'identificador de l'epígraf d'acció assignat més recentment. L'epígraf identifica quin subconjunt de l'Acció es considera que és per a aquest segment, i el seu identificador s'utilitza per a trobar l'epígraf correcte quan s'assigna una Acció.L'identificador que compon aquesta etiquetaLa imatge amb la resplendor generada afegidaL'ID importat. No n'hi ha cap fins que ha estat vinculat o incorporat. Quan s'incorpora pot ser el mateix que el `reusable_local_id`L'índex segons el context[Target Particle System]: L'índex del sistema de partícules en l'objecte referentL'índex de la col·lecció habilita d'ossos de l'esquelet; -1 quan no hi ha cap col·lecció activa. Fixeu-vos que així s'indexa la sèrie subjacent de col·leccions d'ossos, que pot ser que no estiguin en l'ordre que espereu. Les col·leccions arrel s'enumeren les primeres i les germanes venen després seqüencialment. A part d'això, les col·leccions d'ossos poden estar en qualsevol ordre i, per tant, augmentar o disminuir aquest índex pot fer que la col·lecció d'ossos habilita salti de lloc de maneres inesperades. Per a una interfície més predictible, utilitzeu ``habilite`` o bé ``habilite_name``.[Active Render Color Index]: L'índex de l'atribut de color utilitzat com a pla B per al revelatL'índex del punt de control més el desplaçament dins del bloc de dades sencer de corbesL'índex del punt de control a avaluar. Per defecte a l'índex actualL'índex del cantell començant des del primer cantell de la caraL'índex del cursorL'índex de l'illa de cada vèrtex. Els índexs es basen en l'índex de vèrtex més baix contingut en cada illaL'índex de la cara de què forma part el cantellL'índex del primer vèrtex de l'arestaL'índex del cantell de desplaçamentL'índex del segon vèrtex de l'aresta[First Point Index]: L'índex del primer punt de control d'aquesta corbaL'índex cap al qual moure la restriccióL'índex al qual moure l'efecteL'índex al qual moure el modificador[Duplicate Index]: Els índexs dels duplicats per a cada element[F-curves]: Les corbes-F individuals que animen l'epígrafInfluència d'una capa Voronoi relativa a la de la capa prèviaLa configuració inicial d'aspecteLa profunditat inicial usada en col·locar el cursorLa posició inicial per a la col·locacióLa graella d'ingressió ha de tenir una escala de vòxel uniforme per a ser advectada.[Invalid Input]: Les ingressions no són vàlides o l'algorisme s'ha invocat incorrectamentLes coordenades enteres del píxel més pròxim del límit de la màscaraLa part entera d'A, suprimint dígits fraccionaris[Frame Range]: L'interval de reproducció de fotogrames en què s'ha volgut projectar aquesta acció, tot agafant l'interval especificat manualment si està disponible o, si no, s'agafa l'interval combinat de fotogrames de totes les corbes-F dins d'aquesta acció (en fer l'assignació queda definit com a interval manual de fotogrames)La intensitat del soroll de Gabor, que no té fase aleatòriaLa intensitat de l'efecte d'aberracióEl tipus d'interpolació per a aquest element de corba[Intersection Priority]: La línia d'intersecció s'inclourà en l'objecte amb el valor prioritari d'intersecció més altLa matriu invertida o la matriu d'identitat si la ingressió no es pot invertirEl nucli és un color i cada canal del nucli s'entrelligarà amb cada canal d'ingressió respectiuEl nucli és un nombre de coma flotant i s'entrelligarà amb tots els canals d'ingressióEl tipus de repositori a afegirLa mena de rotació a aplicar, no es fan servir els valors d'altres modes de rotacióLa mena de traços o emplenats que es vol eliminarLes menes de missatge que s'haurien de propagar des d'aquest node al node grupal pare[Floor]: L'enter més gran menor o igual a AL'enter positiu més gran (Greates Common Divisor) que es divideix en tots els valors d'A i B, p.ex. GCD(8,12) = 4[Direct Tip Control]: L'últim os de la cadena està sota control directe, com la mà en un braç CI, i el punt mitjà s'estira per arribar-hiL'últim fotograma a exportarEl grup de capes s'expandeix en la IUEl node d'arbre de capes després (és a dir, per sobre) d'aquestEl node d'arbre de capes abans (és a dir, per damunt) d'aquestLa nansa esquerra del punt de control de Bézier a partir del contextLa longitud del contingut d'aquest segment després d'aplicar les nansesLa longitud del contingut d'aquest segment abans que s'apliquin les nansesLa longitud de la distància en direccions axialsLa longitud del desplaçament axial més llarg[Library Overridden ID]: El sobreseïment de biblioteca de l'ID vinculat. No-cap fins que no hagi estat creatLa llum que rebota de la superfície del pèlLa llum que travessa el pèl i surt per l'altre costatEl color de línia d'una prioritat més alta s'utilitza als límits dels materialsL'ID vinculat tenia altres usos no relacionats, per la qual cosa se l'ha duplicat en una còpia localEls enllaços formen un cicle que no està admèsEls enllaços han de ser germansLa llista d'epígrafs d'acció adequats per aquest segment d'ANLLa llista de capes que conformen aquesta AccióLa llista d'epígrafs d'aquesta AccióLa llista dels epígrafs d'aquest bloc de dades d'animació[Strips]: La llista de segments que hi ha en aquesta capa d'animacióEl bloc de dades local que representa aquest recurs; només vàlid si aquest és un bloc de dades en aquest documentEl directori local que conté les extensions[Affect Gizmo]: La ubicació i l'orientació de l'os de Transformació de forma personalitzada s'utilitzaran per a transformar flòstics i altres operadors de transformació del Mirador 3D. Quan està deshabilitat, el Mirador 3D utilitzarà igualment la transformació de l'os al mateix efecte, encara que se sobresegui la transformació personalitzada de la forma d'os.La ubicació es calcula automàticament perquè sigui suauEs calcula la ubicació perquè apunti al punt de control següent/anteriorLa ubicació està retinguda a apuntar en la direcció oposada a l'altra nansaUbicació del cursor de l'escena 3D, en l'espai local de l'objecte modificatEl valor més baix de cada grupLa luminància que es mapejarà sobre la luminància mitjana del registre, que típicament es posa al valor de gris mitjà[Vertex Mass]: La massa de cada vèrtex en el material de telaMaterial a usar per nous traçosLa trepa es remapeja de manera que els valors de trepa superiors al nivell de blanc esdevinguin blancs. Els píxels de les vores identificades s'exclouen del remapatge per conservar els detallsLa trepa es remapeja de manera que els valors de trepa inferiors al nivell de negre esdevinguin negres. Els píxels de les vores identificades s'exclouen del remapejat per conservar els detallsLa distància màxima a on es pot desplaçar un vèrtex. Els desplaçaments superiors a aquest llindar poden comportar problemes de visibilitat.La distància màxima sobre el pla per als vèrtexs afectats. L'augment de l'alçada afecta els vèrtexs que estan més elevats per sobre del pla.La distància màxima per sota del pla per als vèrtexs afectats. L'augment de la profunditat afecta els vèrtexs que estan més dessota del pla.El màxim entre A i B[Smooth Maximum]: El màxim entre A i B amb regularització C[Maximum Gap]: L'espaiat màxim entre traços en segons[Internal Spring Max Length]: La longitud màxima que pot tenir un tensor intern durant la creació. Si la distància entre els punts interns és superior, no es crearà cap tensor intern entre aquests punts. Una longitud de zero significa que no hi ha límit de longitud.[Training Samples]: El nombre màxim de mostres usades en l'entrenament de guiatge de trajectes. Els mostrejos més alts fan el guiatge més precís, però també poden alentir el revelat innecessàriament una cop el guiatge és prou precís. Un valor de 0 continuarà entrenament fins a l'última mostra[Max Ray Distance]: Distància màxima dels rajos per a punts conlligants entre els objectes actius i els seleccionats. Si és zero, no hi ha límit[Max Ray Distance]: Distància màxima dels rajos per a conlligar punts entre els objectes actius i els seleccionats. Si és zero, no hi ha límit.El valor màxim entre A i B, max(A,B)El mapa UV de malla a mostrejar. No hauria de tenir cares solapades[Missing Materials]: A la malla li falten materials[Mesh scale]: La simulació de malla s'escala a més gran per aquest factor (en comparació amb la resolució bàsica del domini). Per a millors malles, es recomana ajustar el radi de la malla de la partícula en paral·lel a aquest valor.[Target Volume]: El volum de malla on la pressió interior/exterior serà la mateixa. Si es posa a zero, el canvi de volum no afectarà la pressió.Mètode per a determinar la mida del bisellEl mètode de tecles per activar eines com moure, rotar i escala (G, R, S)El mètode per a crear malles en les interseccions[Vertex Mesh Method]: El mètode per a crear malla en interseccions[Feather Offset]: El mètode utilitzat per calcular el marge de la voraEl valor del mig de cada grup quan tots els valors s'ordenen del més petit al més granLa rugositat mínima d'un material per aplicar-l'hi guiatgeEl mínim entre A i B[Smooth Minimum]: El mínim entre A i B amb regularització CEl valor mínim entre A i B, min(A,B)El modificador afecta el factor de rotació UV del puntEl modificador afecta la intensitat de color del puntEl modificador afecta la posició del puntEl modificador afecta el gruix del puntEl modificador utilitzat no admet ubicacions deformadesEl nom '{:s}' no és permès per a jocs de funcionalitats[Persistent Data Path]: Nom de document json que es guarda aquestes configuracions (malauradament, el sistema del Blender aquí no funciona)L'índex de la col·lecció d'ossos activa de l'esquelet; buit quan no hi ha cap col·lecció activa[Bevel Object]: Nom de l'objecte corba que defineix la forma del bisellEl nom de l'atribut de color actiu per a visualitzar i editarEl nom de la configuració de teclari activa[Surface UV Map]: Nom de l'atribut a la malla de superfície que s'utilitza per definir l'adhesió de cada corba[Default Color Attribute]: El nom de l'atribut de color per defecte utilitzat com a pla B per al revelatEl nom del node d'abreLa nova transformació des d'espai d'índex de graella a espai d'objecte.La nova transformació és vàlida i s'ha aplicat a la graella amb èxit.L'ID recentment vinculat ha estat convertit en localEl grup de nodes és emprat com a modificador de geometriaEl grup de nodes és usat com a einaEl grup de nodes és usat per al Llapis de greixEl grup de nodes és usat per a corbesEl grup de nodes és usat per a mallesEl grup de nodes és usat per a núvols de puntsEl grup de nodes és usat en mode edicióEl grup de nodes s'usa en mode objecteEl grup de nodes s'usa en mode pintarEl grup de nodes és usat en mode esculpirEl grup de nodes ha de tenir un born de sortida de geometriaL'etiqueta del nodeValor per defecte del born del node[Label]: Etiqueta d'arbre de nodes[Noise Scale]: La simulació de soroll s'escala a més gran per aquest factor (en comparació amb la resolució bàsica del domini)[Polygon Normals]: La direcció de la normal de cada cara, definida per l'ordre giratori i posició dels seus vèrtexs[Vertex Normals]: La direcció normal de cada vèrtex, definida com la mitjana de les normals de les cares circumdantLa direcció de normal del cantell de cara, tenint en compte les cares cantelludes, cantells d'arestes i dades personalitzades de normalsLa direcció normal del pla descrit pels tres punts, apuntant cap a l'eix Z positiuNombre de capes Voronoi a sumar[Frame Count]: El nombre de fotogrames d'animació. Si una sola imatge, llavors 1El nombre de punts calculats en la direcció V entre cada parell de punts de controlEl nombre d'anells concèntrics utilitzats per omplir les cares rodones[Dash]: El nombre de punts consecutius del traç original a incloure en aquest segmentEl nombre de punts de control al llarg de la corba a recórrerEl nombre de punts de control a crear sobre segment que segueix cada puntEl nombre de còpies a generarEl nombre de cantells a la caraNombre de cantells al voltant de la cara abans de trobar el resultat, voltant entorn de l'inici de la cara si calEl nombre de duplicats a crear per a cada elementEl nombre d'arestes connectades a cada vèrtexEl nombre d'arestes de la corbaEl nombre d'arestes que s'executen verticalment al llarg del costat del conEl nombre d'elements de la llistaEl nombre de punts avaluats a la corbaEl nombre de cares o cantells connectats a cada arestaEl nombre de cares o cantells connectats a cada vèrtexEl nombre de cares que utilitza cada aresta com un dels seus costatsEl nombre de làmines del bokeh[Path Length]: El nombre de fotogrames necessaris per recórrer el trajecte, que defineix el valor màxim per al paràmetre «temps d'avaluació»El nombre de fotogrames de mitjana al voltant de cada fotofita. Els valors més alts permeten més suavitzat però disminuiran el rendiment.[FPS Average Samples]: El nombre de fotogrames a utilitzar per calcular la mitjana d'FPS. Zero per calcular-ho automàticament, on el nombre de mostres coincideix amb l'FPS volguda.[Skip Segments]: Nombre de segments generats que cal saltar-se per a reduir complexitatEl nombre d'espectres de la resplendor d'Espectres or la qualitat i propagació de la Resplendor en els Rellums i en l'Estrella simpleEl nombre d'anells horitzontalsEl nombre de fotogrames en què s'usa un dibuixEl nombre d'octaves de soroll. Els valors més alts donen un soroll més detallat però augmenten el temps de revelatEl nombre de versions antigues a mantenir en el directori actual, en desar manualmentEl nombre de píxels que corresponen al mateix píxel d'egressióEl nombre de punts de la corbaEl nombre de punts de l'arc[Gap]: Nombre de punts omesos després d'aquest segmentEl nombre de punts a crear[Spread Length]: Nombre de punts a saltar per a crear segments rectilinisEl nombre de segments rectangulars a cada costatEl nombre de mostres a revelar d'aquest subconjuntEl nombre de mostres emprat per aproximar la borra de movimentEl nombre de mostres utilitzades per calcular el difuminat. Com més mostres més suau és el resultat, a costa de més temps de càlcul. El nombre real de mostres és de dues a la potència d'aquesta entrada, de manera que augmenta exponencialmentEl nombre de mostres utilitzades per calcular el difuminat. Com més mostres més suau és el resultat, però a costa de més temps de càlcul. El nombre real de mostres és de dos a la potència d'aquesta ingressió, de manera que augmenta exponencialment[Bevel Resolution]: Nombre de segments de cada quarter de cercle del bisellatNombre de rellums[Blur Steps]: Nombre de vegades que es fa borrosa la màscara de cavitatEl nombre de vegades que aquest objecte es repeteix respecte d'altres objectesEl nombre de vèrtexs connectats a aquest vèrtex amb una aresta, igual al nombre d'arestes connectadesEl nombre de vèrtexs dels cercles superior i inferiorL'objecte %s té morfofites bloquejades[Show Self]: La pròpia geometria d'objecte ha de ser visible en el revelatL'objecte té una sola capaL'objecte té només un material[Inside]: L'objecte resta restringit a l'interior d'una esfera virtual al voltant de l'objecte referent, amb un radi definit per la distància límit[On Surface]: L'objecte resta restringit a la superfície d'una esfera virtual al voltant de l'objecte referent, amb un radi definit per la distància límit[Outside]: L'objecte resta restringit a l'exterior d'una esfera virtual al voltant de l'objecte referent, amb un radi definit per la distància límitL'objecte està afillat a un osL'objecte està afillat a una retículaL'objecte està afillat a un vèrtexL'objecte està afillat a un objecteL'objecte que té el sistema de partícules de referent (buit si és el mateix objecte)L'objecte al qual es refereix l'indicador de dades no és un modificador vàlidEl desplaçament és massa petit, no podem generar la quantitat de geometria que es requeriria[Unselected F-Curve Opacity]: L'opacitat de les corbes-F no seleccionades contra el fons de l'Editor de gràfiques[Sort Mesh Elements]: L'ordre dels vèrtexs/arestes/cares seleccionats es modifica, basant-se en un mètode donatLa geometria d'entrada original amb potencialment nous atributs que es fan egressar per part de la zonaLa resolució original de la imatge en píxels abans de cap transformacióL'egressió és una corba quadrada (els valors negatius sempre resulten en -1, i els positius en 1)El node de sortida %s ja està emparellat amb %sPropietari d'aquesta restriccióEl grup pare d'aquest node d'arbre de capes[Particle scale]: La simulació de partícules s'escala per aquest factor (en comparació amb la resolució bàsica del domini)[Particle Systems]: El sistema de partícules amb el que es pintaLes parts de la geometria en la seleccióLes parts de la geometria que no estan a la seleccióLes parts de la geometria que van a la primera egressióLes parts de la geometria a eliminar[Custom Profile Path]: Trajecte del perfil personalitzat de la corbaEl trajecte del perfil personalitzatLa ruta al directori '/branches' de la vostra còpia de la traducció SVN local, que permet traduir des de la IUEl camí cap al predefinit carregat en aquest tema (si n'hi ha)El UID persistent del modificadorLa fase del soroll de Gabor, que no té intensitat aleatòriaLes metadades de densitat de pixelat escrites en formats d'imatge compatibles. Aquest valor es multiplica per la base PPM que defineix la unitat (típicament polzades o metres)El radi en píxels de la màscara de contrastatEl punt es força vers l'interior de l'objecte referentEl punt es força vers l'exterior de l'objecte de referència[Outside Surface]: El punt es força vers la superfície de l'objecte referent, i la distància de separació va envers l'exterior, sigui apropant-se o allunyant-se de la ubicació originalEl punt es força vers la superfície de l'objecte referent, i la distància de separació segueix estrictament la normal del referentEl punt es força sobre la superfície de l'objecte referent, i la distància de separació s'orienta cap al punt d'ubicació originalEl punt representa un tessel·lat (múltiples vòxels) i no tant un únic vòxelLa posició al voltant de la qual giren les transformacions. Definit en coordenades normalitzades, de manera que 0 significa cantonada inferior esquerra i 1 significa cantonada superior dreta de la imatge[Axes Position]: La posició dels eixos de l'os. Augmentant el valor el desplaça més a prop de la punta; disminuint-lo es mou més cap a l'arrel.La posició segons el contextLa posició del primer vèrtex de l'arestaLa posició del cursor del ratolí a l'inici de l'operacióLa posició del segon vèrtex de l'arestaLa posició de la font dels rajos en coordenades normalitzades. 0 significa cantonada inferior esquerra i 1 significa cantonada superior dretaLa posició al voltant de la qual giren les transformacions, en coordenades normalitzades. 0 significa cantonada inferior esquerra i 1 significa cantonada superior dreta de la imatgeLes posicions dels nous puntsLa precisió del resultat intermedi del compositadorEls eixos primari i secundari han de ser diferentsLa probabilitat de guiar en una direcció dins d'un volum[Surface Guiding Probability]: La probabilitat d'orientar en una direcció en una superfícieEl perfil pot ser una corba còncava o convexaEl perfil pot ser qualsevol trajecte arbitrari entre els seus extremsLa forma del perfil (0.5 = rodó)La propietat és obsoleta[Numerical Issue]: Les dades proporcionades no satisfan els prerequisitsLa qualitat emprada per nodes de dessorollat durant la compositació de revelats finals si l'opció de qualitat dels nodes està posada a Seguir escenaLa qualitat emprada per nodes de dessorollat durant la compositació interactiva i de mirador si l'opció de qualitat dels nodes està posada a Seguir escenaEls radis dels nous puntsEl radi dels traços generatsEl radi del cercle descrit pels tres puntsEl radi del cilindre[Area Normal Limit]: L'interval d'angles que es veuran afectatsEl ritme amb què canvia el soroll de Gabor a través d'espai. És diferent que l'entrada Escala perquè aplica l'escala perpendicularment a la direcció del soroll GaborLa ràtio de fotofites a suprimirLa ràtio de la dimensió més gran del model sobre la mida de la graellaRàtio entre l'eix menor i l'eix major d'una secció transversal el·líptica. Els valors recomanats són 0,8~1 per als cabells asiàtics, 0,65~0,9 per als cabells caucàsics, 0,5~0,65 per al cabell africà. L'eix principal està alineat a normal de corba, que no és compatible amb les partícules pèlEl manual de referència per a aquesta versió de BlenderLa regió on s'enfosquirà la imatgeRegió dins la qual es farà ús del plafóLa ubicació X del ratolí de l'espai regió, en píxels, augmenta des de 0 a l'esquerraLa ubicació Y del ratolí de l'espai regió, en píxels, augmenta des de 0 a la part interior[Adaptive Subframe Threshold]: La distància relativa en què una partícula es pot moure abans de requerir més subfotogrames (nombre de Courant buscat); l'interval recomanat és de 0,01 a 0,3El romanent de la divisió arrodonidaEl romanent de la divisió truncada fent ús de fmod(A,B)El remallador no es pot executar des del mode edicióEl remallador no es pot executar amb un modificador Multires a l'estiba de modificadorsEl remallador no es pot executar amb el dyntopo activatEl remallador no pot funcionar amb dades vinculades o de sobreseïment[Replacement Action]: L'uid de la sessió de substitució d'Acció a on remapejar-hi tots els usadors de l'Acció seleccionadaLa resolució de la màscara seguint l'eix XLa resolució de la màscara seguint l'eix YResolució de la graella de partículesLa resolució per a cada segment de corbaLa nansa dreta del punt de control de Bézier a partir del context[Root Nodes]: Els nodes arrel de l'arbre de capes. Ordenats segons l'ordre de l'estiba, això és, el primer node és el més baix de l'arbre de capes.S'ha filtrat el canal de rotacióRotació del cursor de l'escena 3D, en l'espai local de l'objecte modificat[Keep Axis]: Tipus de rotació i ordre d'eixos a utilitzarLa rugositat de la capa de vernísEl total de valors en curs del grup corresponent, començant pel primer valorEl total de valors en curs del grup corresponent, començant per zeroEl factor d'escalat aplicat als segments corbaEscala d'una capa Voronoi relativa a la de la capa prèviaL'escala del soroll GaborUbicació i rotació del cursor de l'escena 3DL'expressió protocol·litzada es pot avaluar sense utilitzar tot l'interpretador de pythonLa col·lecció d'aparells seleccionada[Rigify Active Rig]: El tipus d'aparell seleccionatEls segments seleccionats no se solapenLa selecció des de l'inici i final dels splines basant-se en les mides d'ingressióLa selecció inclou %d tipus d'objecte que no admeten la conversió a "%s"La selecció de cada element com a valor de coma flotantLa selecció de cada element com a valor VER o FALS[File Browser Mode]: La configuració per al mode navegador per a carregar un document .blend, una biblioteca o un document especialEl perfil de la distribució gaussiana en fotogrames. Els valors menors incrementaran l'agudesa per tot el Gruix de filtre.La forma de la distribució gaussiana, els valors inferiors la fan més contrastada[Caps Type]: La forma del capdamunt o el capdavall del traç[Signed Angle]: Angle més curt en radians entre dues cares on es troben en una aresta. Les arestes planes i les arestes no-polivalents tenen un angle de zero. Calcular aquest valor és més ràpid que l'angle amb signeL'obturador es tanca al fotograma actualL'obturador està obert durant el fotograma actualL'obturador s'obre al fotograma actualEl costat de la nansa que se seleccionaEl costat que queda seleccionat després de dividirEl costat al qual s'aplica la seleccióL'angle amb signe arctan(A / B)Angle amb signe en radians entre dues cares on es troben en una aresta. Les arestes planes i les vores no polivalents tenen un angle de zero. Els angles còncaus són positius i els convexos són negatius. El càlcul d'aquest valor és més lent que l'angle sense signe[Timestep]: El lapse temporal de simulació per fotograma en una simulació (segons per fotograma)La mida de la dilatació/erosió en píxels. Els valors positius dilaten i els valors negatius erosionenLa mida del difuminat en píxelsLa mida del decaïment de les vores en píxels. Si són menys de dos píxels, les vores se sotmetran a antialiàsingLa mida del filtre en píxels[Relative Offset]: La mida de la geometria determinarà la distància entre els elements de la corruaLa mida de la resplendor relativa a la imatge. 1 significa que la resplendor cobreix tota la imatge, 0,5 significa que la resplendor cobreix la meitat de la imatge, i així anar fentLa mida de completar pintat en píxelsLa mida de les partículesLa mida de la tessel·la o vòxel. Per als vòxels individuals és 1, per als tessel·lats representa la mida cúbica de la tessel·la[Action Slot]: L'epígraf identifica quin subconjunt de l'Acció es considera que és per a aquest bloc de dades, i el seu nom s'utilitza per a trobar l'epígraf correcte en assignar una AccióL'epígraf identifica quin subconjunt de l'Acció es considera que és per a aquest segment, i el seu nom s'utilitza per a trobar l'epígraf correcte en assignar una altra Acció[Ceil]: L'enter més petit major o igual a AL'enter positiu més petit (Least Common Multiple) que és divisible tant per A com per B, p.ex. LCM(6,10) = 30El suavitzat dels ressaltats extrets[Spot Blend]: La suavitat de la vora del focusEl resolutor no reitera, ni tan sols en el primer fotograma (comença des de la posa de repòs)El resolutor reitera (convergeix) en tots els fotogramesEl resolutor reitera (convergeix) al primer fotograma, però no el fotograma següentEl document sonor està descodificat i carregat a la RAM[Map To X From]: Eix d'origen que usa l'eix X de l'objecte restringitEix d'origen que usa l'eix Y de l'objecte restringitEix d'origen que usa l'eix Z de l'objecte restringitEl color d'origen conté un component AlfaEl color d'origen té la gamma corregidaLa geometria original ha de contenir una malla o un núvol de puntsLa malla d'origen ha de tenir caresLa font d'aquest camp de força és el punt zero d'un oscil·lador harmònicLa font d'on es recupera la mida de la màscaraL'espai on apareixerà l'àlbum de recursos. S'ignora en els àlbums de recursos emergents que poden aparèixer en qualsevol espai.Espai en el qual es farà ús del plafóL'arrel quadrada de la variança de cada grupEl soroll fractal Perlin estàndardLes nanses inicial i final són posicions fixesLes nanses inicial i final estan desplaçades dels punts de control del splineEl fotograma inicialEl fotograma inicial de l'interval de reproducció manualment especificatPosició inicial de les línies de relació des d'ossos pare a fillEl valor d'intensitat dels traços generatsLa cadena a cercar a la cadena d'ingressióLa cadena amb què reemplaçar cada coincidènciaEl valor de la cadena que s'ha de deposar al botó[Combine]: Els valors del segment es combinen amb els resultats acumulats mitjançant el càlcul pertinent de suma, multiplicació o quartenió d'acord amb el tipus de canal[Replace]: Els valors del segment substitueixen els resultats acumulats per la quantitat especificada a la influènciaEn nivell de subdivisió és massa gran[Render Levels]: El nivell de subdivisió visible durant el revelatLa suma de tots els valors de cada grup dividida per la mida del grup en qüestióL'àrea de superfície de cadascuna de les cares de la mallaEl sistema no ha trobat una solucióLa malla de referència ha de tenir caresEl mode de rotació volgut[Snap to]: El referent emprat en l'acoblament[Manual Squash & Stretch]: L'escalat del tentacle es controla manualment mitjançant controls de rosca.[Stretch To Fit]: El tentacle s'estira per encaixar amb la corbaLa textura afecta el color bàsic del traçLa textura afecta el valor alfaL'angle d'inclinació de les escates de la cutícula (la part més externa del pèl). Sempre estan inclinades cap a l'arrel del pèl. El valor sol estar entre 2 i 4 per al pèl humà[Auto Save Time]: El temps (en minuts) d'espera entre desats temporals automàtics[Network Timeout]: El temps en segons que cal esperar perquè pugui fallar una connexió pel temps d'espera. El zero recorre al predeterminat del sistema.[Forward]: El temps necessari per a cercar les dades en la memòria cau o per a determinar quin document s'ha d'utilitzar dins una seqüència de documentsLa mida X total de la regió en píxelsLa mida Y total de la regió en píxelsEl nombre total d'illes de mallaEl total de valors en curs del grup corresponentLa transformació de les instàncies egressades. No afecta la geometria interna[Local Space (Owner Orientation)]: La transformació de l'os referent s'avalua en relació al seu sistema de coordenades local, seguit d'una correcció per a la diferència en les orientacions de posa en repòs entre referent i propietari. Quan s'aplica com a transformació local relativa al propietari produeix el mateix moviment global que el referent si els pares estan encara en la posa de repòs.La transformació de l'os referent s'avalua en relació amb el sistema de coordenades local de la seva posa de repòs, ergo incloent-hi la transformació induïda pel(s) pare(s)La transformació del referent s'avalua en relació amb un grup ad hoc d'objectes/ossos/vèrtexsLa transformació del referent s'avalua en relació al seu sistema de coordenades localLa transformació del referent s'avalua en relació amb el sistema de coordenades del mónLa transformació del referent només s'avalua en l'espai de posa, s'ignora la transformació d'objecte esquelet referentLa transformació de les egressions de vectors i geometries[Map To]: El tipus de transformació a afectar sobre l'objecte restringit[Map From]: El tipus de transformació a usar des del referentLa translació d'aquest episodi de moviment. L'interval de cada eix és de [-1 a 1], abans de multiplicar-se per la preferència de sensibilitat. S'escala típicament per la delta de temps abans de l'ús.El tipus de soroll Gabor per avaluarEl tipus de dadesAquest tipus de bloca de dades %s encara no està implantat[License]: El tipus de llicència sota la que es distribueix aquest recurs. Una llicència buida no indica necessàriament que estigui lliure de condicions de llicència. Contacteu l'autor per qualsevol aclariment.El tipus de mèdia per desarEl tipus d'interpolació de radi per a les corbes de Bézier[Profile Type]: El tipus de forma utilitzat per reconstruir una secció biselladaEl tipus d'operació de divisió a realitzar en els segments[Direct Light Sampling]: La mena d'estratègia per a mostreig de les aportacions de llum directa[Data-block Type]: La mena de bloc de dades, si és que el document en representa algun (altrament és 'NONE')El tipus d'identificador de la taula[Twist Method]: El tipus de càlcul d'inclinació per a corbes 3D[Tilt Interpolation]: El tipus d'interpolació d'inclinació per a corbes de Bézier 3DTipus d'operadors de transformació per escriure[Weight Interpolation]: El tipus d’interpolació de pesos pel spline[Pressure]: La pressió uniforme que s'aplica constantment a la malla, en unitats d'escala de pressió. Pot ser negativa.Sistema d'unitats dals controls de la interfície d'usuàriaLa direcció ascendent seguint la forma de la corruaLa direcció ascendent de la forma cercleS'ha mostrat a la usuària les opcions d\'"Accés en línia" amb un plafó emergent i ha escollit una opcióEl repositori local de la usuària a on instal·lar les extensions[Max]: El valor calculat per a la cadena és el màxim dels valors obtinguts per als vèrtexs de la cadena[Mean]: El valor calculat per a la cadena és la mitjana dels valors obtinguts per als vèrtexs de la cadena[Min]: El valor calculat per a la cadena és el mínim dels valors obtinguts per als vèrtexs de la cadena[First]: El valor calculat per a la cadena és el valor obtingut per al primer vèrtex de la cadena[Last]: El valor calculat per a la cadena és el valor obtingut per a l'últim vèrtex de la cadenaEl valor és relatiu a cadascuna de les dimensions de la imatge de manera independentEl valor és relatiu a la dimensió X de la imatgeEl valor és relatiu a la dimensió Y de la imatgeEl valor és relatiu a la diagonal de la imatgeEl valor és relatiu a la major dimensió de la imatgeEl valor és relatiu a la dimensió menor de la imatgeEl valor del semàfor reservat «FILTER_ITEM» (en els valors de filter_flag)El valor al qual es mapeja la luminància mitjana[Property Value]: El valor al qual es tradueix aques episodi en un teclari modal[Fallback]: El valor a emprar si no es pot resoldre la ruta de les dadesEl valor emprat per mapejar sobre el degradat de color. 0,0 dona el color de més a l'esquerra, mentre que 1,0 el de més a la dretaEls valors de l'atribut «id» sobre punts o l'índex, si tal atribut no existeixEls valors amb què es calcularan la mitjana i la medianaEls valors amb què es calcularà el mínim i el màximEls valors amb què es calcularan la variació estàndard i la variançaEls valors a acumularVector a transformarEl vèrtex al qual està lligat el cantellEl vèrtex del qual s'han d'extraure les dades. Per defecte va al vèrtex des del contextEl visor no funciona perquè el modificador està deshabilitat[Missing output]: El visor no funciona perquè el grup de nodes que fa servir el modificador no treu cap egressióLa visibilitat dels dibuixos d'aquest node d'arbre es veu afectada per les capes de la seva llista de màscaresManera com tracta la restricció l'escalat original d'eix no lliureLa mescla d'humit/sec en l'efecte[Color Dry]: Nivell d'impregnabilitat en què els colors comencen a desplaçar-se vers el rerefonsL'amplada dels nodes grupals que es creïn de nou[Columns Size]: L'amplada de les columnes en vistes de llistes horitzontalsL'amplada de la regió de retall[Support HDR Color]: La finestra consta d'una vàlvula o "buffer" de gràfics HDR on s'hi pot escriure una gamma molt àmplia i colors d'alt rang dinàmic en un espai de color sRGB ampliat.La ubicació horitzontal de l'àrea en relació a la finestraLa ubicació horitzontal relativa de la finestra de la regióLa ubicació vertical de l'àrea en relació amb la finestraLa ubicació vertical relativa de la finestra de la regióEl volum del món emprat per al revelat d'EEVEE antiquat. Caldrà una conversió perquè es reveli adequadament.TemaEl tema "{:s}" ja està instal·lat!Tema de mirador 3DColor de fons del temaJoc de colors d'os del temaEditor de clips de temaColor de col·lecció de temesConsola del temaTema del guió tècnicNavegador de documents de temaTema d'editor de gràfiquesTema d'editor d'imatgesInfo del temaEditor de nodes del temaTema animació no-linealTema d'inventariPreferències del temaPropietats del temaTema de l'editor de seqüènciesEspai de temaTema configuració d'obradorTema de quadriculatTema barra d'estatColor de segment del temaTema d'editor de textTema de barra superiorTema d'interfície d'usuàriaJoc de colors del giny de temaTema color d'estat del ginyColor del tema a color exprés d'un osPropietats del tema en les regions d'editor habitualsPropietats del tema que comparteixen editors diversosConfiguració de tema per la fontConfiguració de tema per a la informacióConfiguració del tema per als àlbums de recursosConfiguració del tema per als colors de fons i degradatConfiguració de tema per als jocs de colors d'ossosConfiguració de tema per als colors de la col·leccióParàmetres del tema per les regions més habituals entre els editorsConfiguració del tema per als colors de segmentConfiguració del tema per als jocs d'estilsConfiguració del tema per al mirador 3DConfiguració del tema per a les preferències del BlenderConfiguració del tema per a la consola[Theme Dope Sheet]: Configuració de tema per al guió tècnicConfiguració del tema per al navegadorConfiguració del tema per a l'editor d'imatgesConfiguració de tema per de l'Editor de vídeo[Theme Nonlinear Animation]: Configuració del tema per a l'editor d'ANLConfiguració del tema per a l'editor de nodesConfiguració del tema per a l'inventariConfiguració del tema per a les propietatsConfiguració del tema de l'editor de seqüènciesConfiguració de tema per al quadriculatConfiguració del tema per a la barra d'estatConfiguració del tema per a l'editor de textConfiguració del tema per a la barra superiorConfiguració del tema per a l'editor de gràfiquesConfiguració del tema per als elements de la interfície d'usuàriaConfiguració del tema per als jocs de colors de ginyConfiguració del tema per als colors d'estat de ginysTemesTheoraHi ha múltiples nodes d'egressió de grup i aquest no està actiuNo hi ha ingressions.No hi ha cap bloc de dades actiuNo hi ha dades d'animació per operar-hiNo hi ha cap biblioteca de recursos per suprimirNo hi ha cap repositori d'extensions per suprimirNo existeix cap capa '%s'No hi ha cap node grupal pare en aquest contextHi ha d'haver un atribut actiuCal que hi hagi definit almenys un repositori d'usuària configurat on instal·lar les extensionsHi ha hagut {:d} errors de fites per raons desconegudes.Aquests requereixen autofita:ThetaGruixudes[Thick]: Línies més gruixudes que les predeterminadesGruixRetenir gruixFactor gruixGruix des de l'ombraGruix màxGruix MínMode gruixModificadors de gruixGruix pròximGruix enforaPosició de gruixPerfil de gruixRàtio de gruixForma del gruixForça del gruixGruix basat en la direcció del traçCàlcul de gruix que inclou restriccions, més avançatFactor gruix[Vertex Group Factor]: Factor de gruix que representarà la influència zero del grup de vèrtexsNo s'ha pogut suprimir el modificador de gruix '%s'Tipus de modificador de gruixModificadors de gruix per canviar el gruix de líniaGruix dels traços d'anotacióGruix de cada floc de pèlEl gruix del fum es mostra al miradorGruix de la pel·lícula en nanòmetresGruix del traç del contorn relatiu al gruix del pinzell actualGruix del traç perimetralGruix de cosGruix de visualització de volum al mirador[Thickness Position]: Posició de gruix en les siluetes i arestes exteriors (aplicable quan s'utilitza una cadena senzilla amb l'opció de «Mateix objecte«)Gruix: %s, Profunditat: %sFinesPel·lícula primaIDR de pel·lícula primaGruix de pel·lícula prima[Fines]: Línies més primes que les predeterminadesTercerTercer coeficient de distorsió radial de quart ordre Brown-ConradyTercer coeficient de distorsió radial polinòmica de tercer ordreTercersAquest recurs s'emmagatzema al document blend actualL'atribut no està accessible en un context procedimentalAquesta col·lecció d'ossos s'amplia en la vista d'arbre de col·leccions d'ossosAquesta bossa de canals no pertany a aquest segment[Is Editable]: Aquesta col·lecció pertany a un esquelet local o prové d'un sobreseïment de biblioteca del document blend actual[Is Local Override]: Aquesta col·lecció prové d'un sobreseïment de biblioteca del document blend actualAquest color defineix el blanc en el segmentAquestes dades no admeten unir-se en mode d'edicióAquest bloc de dades no té epígraf d'acció assignatAquest bloc de dades és un lloc-tinent de dades vinculades extraviades (és a dir, són [un sobreseïment de] dades vinculades que ja no s'han pogut trobar)Aquest bloc de dades es pot editar a la interfície d'usuària. Els blocs de dades vinculats no són editables, a menys que s'hagin carregat com a recursos editables.[Linked Packed]: Aquest bloc de dades està vinculat i empaquetat fins el document .blend[Embedded Data]: Aquest bloc de dades no és independent, sinó que és en realitat una subdada d'un altre ID (exemple típic: arbres de nodes de l'arrel o col·leccions principals)[Runtime Data]: Aquest bloc de dades està fet de dades de temps d'execució, és a dir, no es desarà al document .blend. Tingueu en compte que, per exemple, els ID avaluats sempre són de temps d'execució, de manera que aquest valor només es pot editar per als blocs de dades a la base de dades principal.Aquest joc de funcionalitats depèn d'aquest joc de funcionalitats per rutllar com cal:Aquest joc de funcionalitats no s'ha carregat correctament.Aquest joc de funcionalitats requereix Blender {:s} o posterior per funcionar com cal.Document gestionat pel sistema de recursos de Blender i que no es pot sobreseureAquest document el gestiona el sistema de recursos de Blender. Només pot serEl document el gestiona el sistema de recursos, no el pots sobre escriure (empreu "Desar com" si és possible)Aquest document està fora de líniaAquest document és de només lecturaAquest document s'ha desat des d'una versió més recent de Blender (%s).Aquest document és dels restringits del sistema[Ruler]: Això és una capa especial que fa de regle[Fetch]: És la distància respecte a una costa de sotavent, anomenada abast, o la distància sobre la qual bufa el vent amb velocitat constant. Utilitzat pels models «JONSWAP» i «TMA».Aquesta és la forma menys eficient de les disponibles, i només s'hauria d'emprar quan cal.Aquesta capa no pertany a aquesta AccióAquesta biblioteca és un magatzem 'arxiu' per a IDs empaquetats i vinculats que originalment es vinculaven des de la bibliteca de l'arxiu pare.Això pot conduir a un comportament inesperatAquest metaaparell conté aparells antiquats que es poden actualitzar automàticament per accedir a noves funcionalitats d'Aparellar.Aquet metaaparell requereix l'actualització a col·leccions d'ossosAquest metaaparell fa ús de l'aparell de cara antic.Aquest mètode aporta una bona representació de la malla en 2D[3D Mouse Navigation Mode]: aquest mode és com arribar a la pantalla i mantenir el model a la mà. S'empeny la tapa del ratolí 3D a l'esquerra i el model es mou cap a l'esquerra. S'empeny a la dreta i el model es mou cap a la dretaAquest mode requereix que les tecles automàtiques funcionin correctamentAquest modificador només pot deformar punts de control, no la corba/superfície emplenadesAquest modificador només pot deformar la corbes/superfícies emplenades, no els punts de control[Is Bake]: Aquest modificador té dades de precuinatEl modificador està actiuAquesta operació modificadora no està permesa des del mode edicióAquest aparell de cara monolític està obsolet.Per això cal un esquelet local o un sobreseïmentAquest node defineix una signatura d'agregat que altres nodes haurien d'utilitzarAquest node defineix una signatura de closa que altres nodes haurien d'utilitzarAquest node no consta de connexions d'entrada per intercanviar-lesAquest node no té entrades per intercanviarAquest node s'hauria d'enllaçar al node d'egressió de grupAquest objecte forma part d'una forma compostaAquesta operació no està permesa en mode d'edicióAquest operador només funciona en mode posa i en mode edició d'esqueletAquest operador requereix un vèrtex actiu (l'últim seleccionat)Aquest bloc de dades de sobreseïment ja no és necessari, però s'ha detectat com editat per la usuàriaAquest bloc de dades de sobreseïment no s'utilitzaAquesta propietat de sobreseïment no existeix en les dades actuals, se suprimirà en el proper desament del document .blendAquest recurs posa està buit i per tant no té cap posaAquesta propietat no es pot animar perquè no s'actualitzarà correctamentAquesta propietat només és per a ús intern i no es pot editarAquesta propietat només s'utilitza per a emmagatzemar a la memòria cau l'àrea de l'objecte per a càlculs posteriorsAquesta regió no admet les categories de plafonsAquesta mena d'aparell no afegeix el prefix ORG.Aquest protocol es va escriure per a la versió del Blender {:d}.{:d}.{:d} i podria no funcionar (correctament), tot i que està habilitatAquest epígraf (%s) no pertany a l'Acció assignadaAquest epígraf (%s) no és adequat per aquest tipus de bloc de dades (%c%c)Aquesta epígraf no pertany a aquesta AccióAquest epígraf no és adequat per aquest tipus de bloc de (%c%c)Aquest born està pensat per fer de permutador de la capçalera d'aquest plafíAquest segment no pertanya a aquesta capaAquest segment no es pot retemportizarAquest text no s'ha desat[Define Signature]: Zona que defineix una signatura de closa que altres nodes haurien d'utilitzarMils (milipolzada)FilFilsMode de filsTres nivellsEs necessiten tres rastres amb agregats per orientar la soleraLlindar[Fill Threshold]: Llindar per sobre del qual no es propagarà l'emplenamentLlindar sota el qual no es fa més contrastatDistància llindar per a autofusióLlindar de distància dins de la qual se suprimeixen les partícules[Overlap threshold]: Llindar per comprovar la geometria que se solapaLlindar per a l'algorisme de detecció de vores (els valors més alts poden sobredifuminar alguna part de la imatge)Llindar per a l'algorisme de detecció de vores (els valors més alts poden sobredifuminar alguna part de la imatge). Només afecta al revelat finalMarge per a la intersecció de traçosLlindar a l'espai de pantalla utilitzat per a l'algorisme de simplificació. Els punts dins el llindar es tracten com si estiguessin en línia recta.Nivell llindar per considerar que un element és prou de bon rastrejarLlindar de ramificacióLlindar de distància prop de la superfície on encara es gestionen col·lisions (millor resultats quan no és zero)Llindar del moviment inicial necessari des de la posició de repòs del dispositiu[Threshdold]: Llindar per considerar la transparència de color per emplenarValor del llindar per considerar iguals diferents pesosMicronesAcció º (grau)Tessel·laForma de mosaicNúmero de tessel·laDesplaçat de tessel·lesMida de tessel·laX de tessel·laY de tessel·laZ de tessel·la[Tile X]: Tessel·la dins l'eix XTessel·la dins l'eix YTessel·la dins l'eix Z[Tile]: Tessel·la d'una imatge mosaicEtiqueta del mosaicUbicació de quadrícula on seleccionar els UVsMosaic[UDIM Tiles]: Imatge textura amb tessel·les UDIMTessel·les[Image Tiles]: Les tessel·les de la imatgeTessel·lacióDesplaçament de tessel·lat en l'eix XInclinacióInterpolació d'inclinacióIntensitat d'inclinacióInclinació XInclinació Y[Tilt]: Inclinació en la vista 3DInclinació dels punts de control de la corba[Tilt]: Inclina els vèrtexs de control seleccionats de la corba 3DInclinació:FustaTempsNouVellAlineat temporalCorba de tempsDelta de tempsEstendre tempsSalt temporalDelta de salt temporalLímit de tempsMode TempsSegment modificador de tempsDesfasament temporalTemps d'esperaTemps restant: {} Temps esmerçat: {}Remapejat de tempsEscala de tempsSeqüencial temporalLliscament de tempsLapse temporalEstirament de tempsTraduir tempsUnitat de temps[Shutter Close]: Moment en què l'obturador està tancatMoment en què l'obturador està obert[Period]: Temps entre rebots en el gradualitzat elàsticTemps en fotogrames entre l'obertura i el tancament de l'obturadorRetard de temps en 1/10 segons abans d'obrir automàticament els menús de subnivellRetard de temps en 1/10 segons abans d'obrir automàticament els menús de nivell superiorTemps en segons que li ha calgut al modificador per avaluar. Només es defineix en objectes avaluats. Si s'executen múltiples modificadors en paral·lel, el temps d'execució no constitueix cap mesura fiable.Temps necessari per a animar completament la rotonda fins que queda desplegada (en 1/100ens seg)Temps de la fita sobre la simulacióHora de la ubicació del ratolíDesfasat temporal per a l'efecte de soroll[Texture Time Out]: Temps des de l'últim accés d'una textura GL en segons després del qual s'allibera (posar a 0 per a mantenir les textures assignades)Temps des de l'últim accés d'un objecte de la memòria intermèdia de vèrtexs de GL en segons després del qual s'allibera (poar a 0 per mantenir VBO assignat)Temps des de l'últim lapse en segons[Time Delta]: Temps des de l'episodi de moviment anterior (en segons)Temps des de l'inici del temporitzador en segonsTemps especificat en fotogrames, convertit en segons en base als FPSTemps expressat en segonsTemps especificat en segons, independent de l'escenaCronolapse en segons per a l'adveccióInterval de cronolapses que controlen la paràbola d'arc de telemportacióTemps que es triga en fotogrames entre l'obrir i tancar de l'obturador[Smooth View]: Temps per animar la vista en mil·lisegons, zero per deshabilitar[Look Ahead]: Temps per a mirar endavant en segons[Mask Time]: Temps en què s'ha d'usar la màscara d'animació[Double Click Timeout]: Temps/retard (en ms) d'un doble clicTemps:Temps: %.3f %sTemps: %s %sTemps: +%.3f %sTemps: +%s %sDesfasament temporal (TimeOffset)Lliscament de temps: %sCronografiaÍndex cronogràficEstil de cronografiaCronogramaFotograma del cronogramaMarques de cronogramaConfiguració de la sobreimpressió del cronogramaFotograma del cronograma corresponent a la nansa esquerra i fotograma inicial del segmentFotograma del cronograma corresponent a la nansa dreta, que és el primer fotograma en què el segment deixa de contribuir a l'egressió[Content Start ]: El fotograma del cronograma on comença la font del segment[Content End]: Fotograma del cronograma on finalitza la font del segment subjacentNo s'ha trobat la marca de cronograma '%s' a l'acció '%s'La marca de cronograma '%s' no s'ha trobat en l'escena '%s'TemporitzadorTemporitzador (minuts)Escala temporalLlegenda de tempsHa fallat la lectura de la llegenda de tempsCronolapseMàxim de cronolapsesSegments de deformació temporal que modifiquen la velocitat de reproduccióCronologiaTempsTenyirColor de tenyitFactor de tenyitMode tenyirReflexió dielèctrica de tint a incidència normal per a control artístic, i reflex metàl·lic a incidència propera per simular un índex de refracció complexEeflex del tint amb la incidència quasi-grazing per simular un índex de refracció complexTenyeix el color dels traços[Split Toning]: Tenyeix ressaltats i ombres de colors diferents.Tenyeix la resplendor. Plantegeu-vos de dessaturar la resplendor per aconseguir a un tenyit més fiMinúsculEsporgar primitius ínfimsPuntaControl d'extremDiàmetre de puntaDirecció de la puntaÍndex de la puntaLlargada de puntesPosició de puntaSupressor de puntesArrodoniment de la puntaEscala de punta en XSelecció de puntaDispersió de puntes[Tip]: Mode selecció de puntesTítolCaixa de títolMarges de títol segur[Title]: Títol per al navegador de documentsTmrTmr0Tmr1Tmr2TmrTasqTmrRegTmrInformeTmrDesaDestíA cursor 3DA totesA tota la seleccióAl capdavallEnvers controlsCap al fotograma actualMode a grausA última fotofitaA enllaçadesA aïlladesAl màxEnvers l'X màximaEnvers l'Y màximaEnvers la Z màximaAl mínEnvers l'X mínimaEnvers l'Y mínimaEnvers la Z mínimaA següent fotofitaPer ordreA premultiplicadaMode a radiansAl bornAls espaisVers l'esferaA Esfera: %.4f %sA Esfera: %s %sA directaA tabuladorsAl capdamuntPer fer permanents el canvis a les preferències, empreu "Desar preferències"Per fer canvis permanents a les preferències, empreu "Desar preferències".Per fer que els canvis a les preferències siguin permanents, utilitzeu "Desar preferències". Avís: el vostre document no està desat! Si continueu, s'abandonaran els vostres canvis.Per a fer coincidir els revelats amb l'espai de treball anterior el més exacte possible, s'han de convertir els colors de tots els materials, llums i geometria. Algunes gràfiques de nodes poden no convertir-se amb precisió i poden requerir correccions manuals.Al nodeAl bornAvuiDitGir de punta de ditConvergènciaPermutarAlterna el suport a estèreo 3D dins finestra actual (o canvia el mode de presentació)Permutar sumar/restar en l'eina de dibuix de pintura de pesosPermutar totPermutar opcions d'osPermuta comentarisPermutar finalPermutar lliure/alineat[Toggle Lock Selection]: Permuta l'opció de selecció travada dins l'editor actual de clipsPermutar sobreimpressionsPermutar perfil de segatPermutar us de revelatPermutar la seleccióPermutar seleccióPermutar acoblamentPermutar iniciPermutar consola del sistemaPermutar vectorPermutar ús de miradorPermutar la visibilitatColors de giny permutadorPermutar un valor de contextAlterna un metasegment (per editar els segments continguts)Premuta un node visor específic amb les tecles 1, 2, .., 9Permutar reproducció d'animació ('Maj+Espai' per a les Eines o recurs de pinzell emergent)[Toggle Vector]: Permuta entre les nanses vectorials i automàtiquesPermutar selecció de caixaPermutar la visibilitat del catàleg en l'àlbum de recursosPermuta l'indicador de retenció de solapamentPermutar el replegament de nodes i ocultació dels borns no usats[Toggle]: Permuta el replegament dels nodes seleccionats[Use Color Ramp]: Permuta les operacions de gradació de colorPermuta la ciclicitat dels splines seleccionatsPermuta els indicadors de deshabilitació per als marcadors seleccionatsPermuta la visualització dels objectes seleccionats separadament i centrats a la vistaPermuta la presentació de l'àrea seleccionada com a pantalla completa/maximitzada[Toggle Channel Editability]: Permuta l'editabilitat dels canals seleccionatsPermutar enumeració[Fade Layers]: Permuta l'esvaïment de les capes de Llapis de greix excepte l'activa[Toggle Case]: Permuta majúscules i minúsculesAlterna l'estil de fontPermuta l'aleatorització de geometria per fer depuracionsCommuta l'efecte de gravetatPermuta l'indicador de normals enduridesPermuta l'ocultació dels documents de punts ocultsPermuta la inversió de les normals afectades[Extend Select]: Permuta la selecció de fotofites en lloc de deixar només les fotofites seleccionadesPermutar indicador de bloqueig per als rastres seleccionatsPermutar bloquetjos de tots i invertir els grups de vèrtexs no seleccionats de l'objecte actiuPermutar bloquetjos de tots els grups de vèrtexs de l'objecte actiuPermutar bloquetjos dels grups de vèrtexs seleccionats de l'objecte actiuPermutar bloquetjos dels grups de vèrtexs no seleccionats de l'objecte actiuPermuta l'indicador de marca de costuraPermuta l'indicador de marca d'agudesaPermuta el previsionat d'aspecció de material[Toggle Node Mute]: Alterna el silenciament dels nodes seleccionatsAlterna el mode d'edició d'objecte[Toggle Force Field]: Alterna el camp de força de l'objecte[Toggle All]: Alterna obrir/tancar jerarquia[Toggle Node Options]: Permuta la visualització dels botons d'opció per als nodes seleccionats[Toggle Overwrite]: Alterna la sobrescriptura en picar textAlterna el mode d'edició de partícules[Toggle Node Preview]: Permuta la previsualització per als nodes seleccionatsPermutar aspecció de revelatPermutar el mode esculpir en la vista 3D[Toggle Viewer Node]: Permuta el node visor al compositador i als nodes de geometria[Toggle]: Permuta la selecció per a tots els elementsPermuta la selecció de tots els canals d'animació[Select All]: Permuta la selecció de totes les fotofitesPermuta l'estatus de selecció de tots els ossosAlterna el tipus d'aspector al mirador 3D[Show/Hide Render View]: Permuta el visionat de la vista de revelatPermutar aspecció sòlida[Toggle Channel Setting]: Permuta el paràmetre especificat a tots els canals d'animació seleccionatsPermutar connexions de segments[Edit Text]: Permuta l'edició de text[Texture Paint Toggle]: Alterna el mode pintat de textura en la vista 3D[Toggle Selected]: Alterna la selecció dels elements en l'inventariPermutar vista de càmeraAlterna la pantalla completa de la finestraPermuta l'alineació de la regió (esquerra/dreta o superior/inferior)[Toggle Selection]: Permuta seleccionats i no seleccionatsPermuta el mode de seleccióAlterna el mode pintat de vèrtexs en la vista 3DPermutar aquesta morfofitaPermuta la visualització del born de node no utilitzatPermutar visibilitatPermutar visibilitat dels canals a l'editor de gràfiques per a editarAlterna el mode pintat de pesos en la vista 3D[Toggle Type Active]: Defineix alternativament si el tipus en qüestió està actiu o noAlterna si l'element de sota el cursor està obert o tancat[Is Active]: Permuta si la superfície s'ha de processar o ignorar[Isolate Material]: Alterna si el material actiu és l'únic que és editable i/o visible[Material Link To]: Alterna si el material està vinculat a dades de l'objecte o al bloc de l'objectePermutar aspecció de tramat[Rotation - Pole toggle]: Permuta la cadena de CI entre rotació i referent de polPermutar regions a la barra superior no està permèsTolerànciaTolerància per a trobar duplicats de vèrtex[Sharpness]: Tolerància per a valors atípics; els valors menors filtren soroll mentre valors majors reprodueixen les vores més semblantment a la ingressióInterval tonalToAlgorisme de mapejat de tonalitatModificador de mapejat de tonalitat[Tone]: Tonalitat de la corbaMapa dels tonsTipus de mapa de tonsTonesTones mètriquesMassa pocs aplecs de segments seleccionats a la pista d'ANL (%s): cal que se'n seleccionin exactament 2Massa poques seleccions per fusionarMassa aplecs de segments seleccionats a la pista d'ANL (%s): cal que se'n seleccionin exactament 2Massa punts seleccionats: %dExcés de col·leccions arrel potencials (%d) per a la jerarquia de sobreseïment, si us plau, feu servir l'InventariEinaEina flòsticCapçalera de l'einaEina InitTeclari d'eines:Tecles d'einaMode einaPropietats de l'einaPropietat de l'eina en iniciParàmetres d'einaColors de ginys d'einaL'eina no es pot configurar amb un espai buitEls recursos de grups de nodes de l'eina no estan assignats a un catàleg. Es poden fer assignacions a catàlegs en el Navegador de recursosNo s'ha trobat l'eina {!r} per a l'espai {!r}Barra d'einesBarra d'eines / Barra lateralElement de barra d'einesColors de giny d'element de barra d'einesDisposició de columna d'einesEines[Tag]: Les eines poden utilitzar-ho per etiquetar les dades per als seus propis propòsits (l'estat inicial no està definit)PistaColors de les pistesEstil de les pistes de funcionamentPistesFDDB ninotaireComponent FDDB ninotaire disponibleCapdamuntSuperior (X-Y)Barra superiorLínia de base superiorAlçada superiorNivell superiorRetard d'obertura del menú del nivell superiorLínia superiorCapdamunt ortogràficaCapdamunt perspectivaSuperior dretaAmplada superiorAlinear al capdamunt en carregarLínia superior visiblePrimera de la llista[To Maximum X]: Interval superior del moviment de referència de l'eix X[From Maximum X]: Interval superior del moviment original en l'eix XInterval superior del moviment de referència de l'eix YInterval superior del moviment original en l'eix YInterval superior del moviment de referència de l'eix ZInterval superior del moviment original en l'eix ZDe dalt a baixEditor 3D de dalt a l'esquerraNomés segments de nivell superiorCantonada superior dreta dels límits de l'empaquetatSuperior/InferiorTopologiaDiagonals de topologiaDistància de topologiaInfluència de topologiaMapejat de topologiaEmmirallar topologiaRasclet topològicPas topològicHa canviat la topologia, potser triangulant la malla. Només se'n llegiran els vèrtexs!TorTotalCost totalRadi exterior total del torRadi total interior del torTota nivellsAngle total utilitzat per desplegar les instàncies en un arc circularDocuments totals %d | Canviats %d| Errors %dNombre màxim de rebots totalsNombre total de partículesNombre total de punts per a la corba o superfície en la direcció UNombre total de punts per a la superfície en la direcció V[Build effect modifier]: Temps total que requereix l'efecte confegirEstora tàctilDirecció de ròdol amb estora tàctilVers a la càmera expressaTraçarTraçar fotogramaDelimita la imatge començant pel fotograma actual de la imatgePrecisió radiotraçatTraça la seqüència completaTraçar ratjos vers l'interior de l'objecteTraçar el fotograma actual de la imatgeTraçadoresTraçamentMètode de traçatTraçant imatge...RastrejarNo s'ha trobat el rastre '%s' en l'objecte de rastreig %sEix de trajectòriaSeguir la càmeraÍndex de pistaRastrejar movimentRastrejar posicióRastrejar seqüènciaLlindar de rastreigTrajectòria direccionadaRestricció Trajectòria direccionada[Fastest]: Rastreja tant ràpid com és possibleEl rastre està ocultRastre bloquejat[Track is hidden]: El rastre està bloquejat i tots els seus canvis deshabilitatsEl rastre està seleccionat[Track Sequence]: Rastreja marcadors al llarg de la seqüència d'imatges preferiblement a fer-ho amb una imatge únicaEl mode rastreig utilitza mode precuinat complet:[Previous frame]: Rastreja el patró des del fotograma actual al següent[Pattern Match]: Rastreja un patró des d'un fotograma concret quan rastreja el marcador al fotograma següentRastreja el patró des de la fotofita fins al fotograma següent[Track Markers]: Rastreja els marcadors seleccionatsSegueix el rastre dels marcadors seleccionats cap enrere un fotogramaSegueix el rastre dels marcadors seleccionats cap enrere per a tot el videoclipSegueix el rastre dels marcadors seleccionats endavant per un fotogramaSegueix el rastre dels marcadors seleccionats cap endavant per a tot el videoclipRestricció de Trajectòria direccionada[Double]: Rastreja a doble rapidesaRastrejar a la meitat de la rapidesa realRastrejar de la quarta part de la rapidesa realRastrejar a rapidesa real[Select Anchor]: El punt d'ancoratge del rastre està seleccionat[Select Pattern]: L'àrea de patró del rastre està seleccionada[Select Search]: L'àrea de cerca del rastre està seleccionadaPista:Ratolí de bolaEl ratolí de bola permet retombar la vista en qualsevol angle[Trackball]: Rotació de manera esfèrica dels elements seleccionatsRatolí de bola: %.2f %.2f %sRatolí de bola: %s %s %sFotogrames amb rastresRastres rastrejatsTrajectòriaEix de rastreigObjecte a rastrejar[Predefined tracking settings]: Predefinits de rastreigParàmetres de rastreigParàmetres extra de rastreig[Tracking Settings]: Paràmetres extra de rastreigRastrejant marcadors...RastresTipus de visualització de rastresMida dels rastresRastres per a ubicacióRastres per rotació/escalaRastres per a estabilitzacióRastres d'igual color[Encoding Speed]: Equilibri entre la rapidesa de codificació i la ràtio de compressióTradicionalDirecció tradicional de ròdolRecompte de rastresRastreigMostres d'entrenamentTransferirTransfereix animacions CO a ossos CI[Freestyle]: Transfereix marca d'aresta en Freestyle[Freestyle Mark]: Transfereix el senyal de cara en FreestyleTransfereix animacions CI a ossos COTransferir sols seleccióTransfereix els mapes UV d'objectes actius als seleccionats (requereix geometria conlligada)Transfereix capes UV[UV Seam]: Transfereix la marca de costura UVTransferir els grups de vèrtexs actius o tots plegatsTransferir tots els atributs a la nova malla[All Layers]: Transfereix totes les capes de dades[Deform Pose Bones]: Transfereix tots els grups de vèrtexs utilitzats pels ossos deformants[Selected Pose Bones]: Transfereix tots els grups de vèrtex utilitzats pels ossos d'una posa seleccionatsTransferir pesos de bisellsTransferir atributs de colorTransferir valors de cairat[Custom Normals]: Transfereix les normals adaptadesTransferir les dades de l'objecte actiu als objectes seleccionatsTransfereix les capes de dades (pesos, cantells d'arestes, etc.) des de les malles actives a les seleccionadesTransferir les capes de dades (pesos, cantells aguts, etc.) des de les malles seleccionades a l'activaTransferir marca aplanat/suavitzat[Reverse Transfer]: Transfereix dels objectes seleccionats a l'actiu[Transfer Mesh Data Layout]: Transfereix la disposició de les capes de dades des de les malles actives a les seleccionadesTransferir només les transformacions d'ubicacióTransfereix les transformacions d'ubicació, rotació i escala[Transfer]: Transfereix els materials dels epígrafs no buits a la malla resultant, tot afegint-hi nous materials si cal. Per a epígrafs buits, es recorre a l'ús del mateix índex de material que el de la malla de l'operand.[Surface Deform]: Transfereix el moviment des d'una altra mallaTransferir només les transformacions de rotacióTransferir només les transformacions d'escalatTransfereix només el ossos seleccionats[Data Transfer]: Transfereix diversos tipus de dades (grups de vèrtex, mapes UV, colors de vèrtex, normals adaptades) d'una malla a una altraTransferir marca d'agudesaTransferir valors de cairat per la subdivisióTransfereix animacions CO a CITransformacióTransformar memòria cauRestricció de transformació de cauCanal de transformació[Radial Tiling]: Sistema de coordenades de transformació per al Tessel·lat radialTransformar cursorTransformació deltaTransformar direccióTransformar geometriaFlòstic de transformacióMatriu de transformacióMode transformacióTransformar navegació amb AltObjecte de transformacióEpígrafs de transformació d'orientacionsOrientacions de transformacióTransformar orígensTransformar paresTransformar punt de girTransformar puntPosa de transformacióPrevisionar transformacióReferència de transformacióMostreigs de transformacionsEspai de transformacióTransformar un vector de direccióTransforma un vector de direcció (s'ignora la ubicació)[Transform a direction vector]: Transforma un vector de normal amb la longitud de la unitatTransforma un punt[Transform a point]: Transforma una textura amb el mapejat invers de la coordenada de texturaTransforma un vector de normal unitari (s'ignora la ubicació)[Pack Islands]: Transforma totes les illes de manera que omplin l'espai UV/UDIM al màxim possible[Axis Lock]: Eix de transformació a què es restringiran els efectesCanal de la transformació[Duplicated Keyframes]: Transforma les fotofites duplicadesTransformar d'espai d'índex de graella a espai d'objecteTransformació definida perquè afecti únicament la ubicacióTransformar tant marcadors com segments[Transform Origins]: Transforma els orígens dels objectes, mentre deixa la forma al llocParàmetres de transformació per a un segment de seqüènciaTransforma els ítems seleccionats segons el modeModificador transformatiu de les coordenades de la textura aplicada al traç[UV Warp]: Transforma el mapa UV usant la diferència entre dos objectes[Use As Pivot]: Transforma l'os com si fos fill de l'os de Transformació de forma a personalitzada. Pot ser útil per combinar deformacions d'esquelet i de morfofites.Transforma la ingressió en relació amb la geometria principalTransformar el vector d'ingressió aplicant-hi translació, la rotació i escalatTransforma els pares, deixant els fills al seu llocLes eines de transformació també es veuen afectades per aquesta restriccióTransformar:TransformacióRestricció de transformacióMode transformació[Transform Channel]: Canal de transformació des del referent que s'usa per a fitar l'AccióMatriu de transformació que conté la ubicació, la rotació i l'escala de l'objecteMatriu de transformació de l'índex del vòxel a l'espai d'objectes[Inverse Matrix]: Matriu de transformació per aplicar prèviamentTransformació de cada instància des del context de geometriaOrientació de transformacióTransformacions[Affect Transform]: Les transformacions també es veuen afectades per aquesta restriccióLes transformacions no inclouen restriccions ni paternitats/poses de repòsLes transformacions inclouen els efectes de restriccions però no els de paternitats/poses de repòsLes transformacions inclouen els efectes de restriccions i de paternitats/poses de repòsTransforma punts des de l'espai d'objecte a espai de visió fent ús de la ubicació i rotació del miradorTransforma punts de l'espai de visió en espai de regió ("espai de segat" o "coordenades de dispositiu normalitzat")TransicióSegment de transicióTransicionsTransicions seleccionadesTranslacióTrasllada instànciesInterfície de traduccióTraduir noms nousTraslladar origenTraslladar informesTraslladar arrelsTraduir pistes de funcionamentTraslladar XTraslladar YTrasllada informació addicional, com missatges d'errorTradueix totes les etiquetes en els menús, botons i plafons (en català, les pistes de molts controls inclouen la versió original anglesa per facilitar l'accés a tutorials, guies d'aprenentatge o el manual)[Deform Curves on Surface]: Trasllada i rota corbes basant-se en els canvis entre la malla de superfície original i avaluada de l'objecteTrasllada l'origen en lloc de la seleccióTrasllada els ossos arrel (és a dir, els que no tenen paternitat) a l'origen de l'esqueletTradueix les descripcions en sobrerondar els elements de la IU (recomanat)Tradueix els noms dels nous blocs de dades (objectes, materials...)Transposa el joc de punts que inicialment eren dins del cercle del pinzellTraslladar, orientar, escalarTraslladar, rotar, escalar[Transform Geometry]: Trasllada, rota o escala la geometriaTranslacióDirectori de ramificacions de traduccióContext de traduccióArrel de traduccióEspecials de rastreig de translacióRastres de translacióTranslació acumulada per cada còpiaContext de traducció per al nom de la propietatTranslació de la capaFDDB translúcidaTransmissióRebots de transmissióColor de transmissióProfunditat de transmissióTransmissió directaFactor de transmissióTransmissió indirectaVisibilitat de la transmissióPes de transmissióMultiplicador de llum de transmissióTransmitànciaTransparènciaSuperposició de transparènciesTransparència de les icones en la interfície, per reduir contrastosTransparència sense refracció, que travessa directament la superfície com si no hi hagués geometriaTransparentFDDB transparentFons transparentEscaquer transparentProfunditat de transparènciaVidre transparentRebots màxims transparentsLlindar de rugositat transparentOmbres transparentsVisualització d'escena transparent. Es pot seleccionar a través d'elementsTransposar matriuTrapezoideMostreig de partícules d'aire atrapatMàxim aire atrapat potencialMostreig d'aire atrapat[Face Stepping]: Travessa cares connectades (inclou les diagonals i anelles d'aresta)Tracta totes les línies com si fossin el mateix tipus de línia perquè es puguin encadenar totes plegades[Cyclic]: Tracta la corba com a corba cíclica (no limitable dins la capsa contenidora de corbes)[Is Data]: Tracta la imatge com a dades de no-color sense gestió del color, com els mapes de normals o de desplaçament[Intersection With Contour]: Tracta les línies d'intersecció i contorn com si fossin del mateix tipus per a poder-les encadenar plegades[Alpha Decals]: Tracta els materials amb alfa com a enganxines (no irradia ombres)Tracta només la part posterior de la superfície com a llum per al mostreigTracta només el costat frontal de la superfície com a llum, generalment per a malles tancades l'interior de les quals no és visible[Front and Back]: Tracta la superfície com una llum per al mostreig, emetent-se tant des del costat frontal com des del posteriorTracta aquest objecte com una malla planar i no tancada. El fluid només s'emetrà des de la superfície de malla i en base al valor d'emissió de la superfície.[Is Planar]: Tracta aquest objecte com una malla planar i sense tancarNode de l'arbreTipus d'arbreEl node d'arbre està seleccionatTriTriangleTriangle AÀrea del triangleTriangle BCares triangularsPartions triangularsNormal del triangleTriangles[Collision Vertex Group]: Els triangles que tenen tots els vèrtexs dins aquest grup no s'utilitzen durant les col·lisions d'objectes[Selfcollision Vertex Group]: Els triangles que tenen tots els vèrtexs dins d'aquest grup no s'utilitzen durant les autocol·lisionsTriangularTriangularTriangular cares[Triangulate Modifier]: Triangulador de mallaTriangular mallesModificador triangulacióTriangular malles en exportar[Minimum Vertices]: Triangula només polígons amb un nombre de vèrtex més gran o igual a aquest nombre[Triangulate Faces]: Triangula les cares seleccionadesMalla triangular[Fill Solver]: Resolutor de triangulació per a l'emplenat de corbes 2DDetonant ADetonant BTrilinealDespuntar corbaDespuntar corbes de pèlMode de retallatRetallar extrems del traç[Image Boundary Trimming]: Retalla totes les arestes just al contorn de la imatge (incloent-hi la regió margenera)Retalla les corbes del pèl aleatòriament fins a una certa quantitat[Trim Stroke Ends]: Retalla els extrems de traços que es creuenRetalla o divideix els segments per resoldre el solapamentRetallar/afegir[Trim Hair Curves]: Retalla o escala les corbes de pèl a una certa longitudTripletTrípodeMoviment trípodeResolutor de trípodeTriquadràticVERNormal veritableVER si hi ha un element actiu a la malla, FALS en cas contrariVER en cas que la corba no aporti cap animació a causa de la manca de fotofites o de modificadors útils, i s'hauria d'eliminarVER si el camp s'avalua en una tessel·la, és a dir, sobre múltiples vòxels alhora. Si és FALS, l'extensió sempre és 1[Has data]: VER si les dades de la imatge es carreguen a la memòriaVER si la matriu d'ingressió és invertibleVER si la pestanya de modificador està expandida[Multi Input]: VER si el born pot acceptar múltiples enllaços d'entrada ordenats[Is Output]: VER si el born és una sortida, altrament entrada[Linked]: VER si el born està connectat[Linked]: VER si el born està seleccionat[Unavailable]: VER si el born no està disponible[Has Custom Normals]: VER si hi ha dades de normals personalitzades en aquesta mallaVER si aquesta imatge té una capa amb nomVER si aquesta imatge té múltiples visionats[Is Float]: VER si la imatge es guarda en la vàlvula reguladora de memòria de coma flotantVER si l'element és l'escollit per la ingressió de menúVER si la biblioteca conté sobreseïments que estan enllaçats en el document blend actual, i que s'han hagut de resincronitzar recursivament en carregar-los (es recomana d'obrir i desar el document blend de la biblioteca, per tant)VER si aquest material conté dades de Llapis de greixVER si el node s'usa com l'egressió del grup actiuVER si aquest node s'usa com a egressió activaVER si la icona del previsionat ha estat modificada per un protocol py i ja no és l'autogenerada per BlenderVER si la imatge del previsionat ha estat modificada per un protocol py i ja no és l'autogenerada per Blender[Has Bundle]: VER si el rastre té un agregat vàlidVER o FALSVER llevat que la primera ingressió sigui vera i la segona FALSa[Ancestors Effectively Visible]: VER quan tot els ascendents d'aquesta col·lecció d'ossos estan marcats com a visibles; sempre és VER per a col·leccions d'ossos arrelVER quan almenys una ingressió és FALSaVER quan almenys una ingressió és veraVER quan ambdues ingressions són aproximadament igualsVER quan ambdues ingressions són diferents (o exclusiu)VER quan ambdues ingressions són iguals (ni exclusiu)VER quan ambdues ingressions són falsesVER quan ambdues ingressions no són aproximadament igualsVER quan totes dues ingressions són veres[Invoke]: VER quan s'invoqui (fins i tot si només hi ha disponibles les reinvocacions d'execució)VER amb enums. múltiples[Is Fill Visible]: És VER quan l'opacitat de l'emplenament està posada prou alta com perquè es vegi[Is Stroke Visible]: És VER quan l'opacitat del traç està posada prou alta com perquè sigui visibleVER quan s'executa des del plafó 'Ajustar última operació'[Repeat Call]: VER quan s'executa des de l'operador «Repetir últim»VER quan el cursor està capturat[Contains]: VER quan la primera ingressió conté la segona com a subcadena[Ends With]: VER quan la primera ingressió acaba amb la segona[Brighter]: VER quan la primera ingressió és més brillant[Darker]: VER quan la primera ingressió és més foscaVER quan la primera ingressió és major que la segonaVER quan la primera ingressió és major o igual que la segonaVER quan la primera ingressió és menor que la segonaVER quan la primera ingressió és menor or igual que la segonaVER quan la primera ingressió és vera i la segona és FALSa (no implicació)[Starts With]: VER quan la primera ingressió s'inicia amb la segonaVER quan la propietat és ocultaVER quan la propietat no està desada entre els predefinitsVER quan la propietat és opcional en una funció python que defineix una funció RNAVER quan la propietat empra valors espectre[User is Scrubbing]: VER quan la usuària està refregant en el tempsVER quan aquesta propietat és un valor d'egressió des d'una funció RNAVER quan en aquest valor no es pot posar a No-cap[Is Editmode]: Quan es marca com a VER, s'utilitza en mode d'edicióEscapçarMode truncat[Truncate]: Escapça el text que sortiria fora dels quadres de textDocs blend de confiançaFont fiableFont fiable [Ruta no fiable]Intenta alinear l'eix de l'os principal amb els ossos fills[Find Missing Files]: Intenta trobar els documents externs desapareguts[Flip Names]: Intenta invertir els noms dels ossos, si és possible, en lloc d'afegir-hi una extensió de números[Guess Original Bind Pose]: Prova d'endevinar la posa de fixació original per a les malles empellades des les matrius de fixació inverses. Quan està desactivat, usa la posa per defecte/repòs com a posa de fixació[Keep Shape]: Intenta mantenir la forma globalmentIntenta de preservar les normals personalitzades. Avís: En funció del mètode de triangulació escollit, l'aspecció podria no preservar-se del tot; el mètode "Fixat" sol donar els millors resultats en aquests casosIntenta preservar el límit de la malla[Preserve Sharp]: Intenta preservar les característiques cantelludes a la mallaProveu de reutilitzar els IDs coincidents anteriorment incorporats en el moment de tornar-los a incorporar en lloc de crear duplicats localsIntenta reutilitzar els blocs de dades incorporats que hagin conlligat prèviament en lloc d'incorporar-ne una còpia nova[Strip Numbers]: Intenta suprimir el nombre de punts més a la dreta dels noms invertits. Avís: en alguns casos pot resultar un nom incoherentProveu un accessor espars per si estalvia espaiS'està intentant de recarregar la biblioteca '%s' des d'una ruta no vàlida '%s'S'està intentant de recarregar o reubicar la biblioteca '%s' a una ruta no vàlida '%s'TubMalla tubRetocar imatgeTurbiditatTurbulència[Turbulence]: Pes d'efector de turbulènciaTurbulència dels tipus soroll d'aigües i soroll d'anellTurbulència del sorollOceà turbulentTurc - TürkçeQuantitat de girVirar a l'esquerraPolítica de girsVirar a la dretaVelocitat de girFactor rapidesa de girGira en sentit horari al voltant de l'eix de navegació en amuntGira en sentit antihorari al voltant de l'eix de navegació en amuntConverteix els vòxels i textures inactives en textures inactives de rerefonsConverteix objectes en llenços i pinzells per pintar, creant atributs de color, seqüències d'imatges o desplaçamentApagar aquest complementDesactivar l'extensióActiva les impressions de consola de diagnòstic de CT[Toggle Pin]: Activa o desactiva la fixacióActiva l'opció per a mostrar el plafó de gestió en crear un modificadorEngegar aquest complementActiva aquest temaConverteix en textures inactives de rerefons les regions on tots els vòxels tenen el mateix valor i estat actiu (dins un llindar de tolerància)[Turn Speed]: Velocitat del gir en graus per segonConverteix la sortida en una única geometria en preferència a instàncies (requerides per molts altres modificadors)VoltesTocadiscsEl tocadiscs manté l'eix Z vertical mentre orbitaRetocarIndicador de retocat duplicatMagatzem d'epígrafs d'acció en mode retocarMagatzem d'acció en mode retocarRetocar la textura secundària/màscara del pinzellRetoc gestual des d'espai buit per a la selecció de caixa[Gizmo Tweak]: Retoca el flòstic actiuAjustar el temps perquè la física controli la freqüència i rapidesaRoscarCorba de roscaFactor roscaMètode de roscaSuavitzar roscaDesplaçament de rosca en bucles tancatsDos nivellsCalen dos o més canals per sota d'aquest segmentS'han de seleccionar dos rastres amb agregats per especificar l'escalaInTxtTipusNo s'ha trobat el tipus "{:s}"No es pot formatar el tipus "{}"Tipus 1Tipus 2Informació del tipusEtiqueta de tipusTipus i valor predeterminat d'un born de nodeIdentificador del tipus del bloc de dades[ID Type]:Tipus de bloc d'IDs disponibleMena de fusió que es faTipus de segment ANLTipus de restricció de cos rígidTipus de bloc de dades context-dependent des d'on s'accedeix a la propietatTipus d'angle ingressat[Background Type]: Tipus de fons al mirador 3DTipus de funció integrada a usarTipus de comparació a ferTipus de corba que s'usarà en nous traçosTipus de dades emmagatzemades a l'atributTipus de dades que s'acumulenTipus de dades des de les quals es calculen les egressionsTipus de dades a rebatejar[Shader Type]: Tipus de dades des d'on s'ha d'agafar l'aspectorTipus de dades des d'on agafar la texturaTipus de dades a visualitzar/comprovar[Target ID Type]: Tipus de bloc de dades que es pretén animar amb aquest epígraf; es pot definir quan està ' NO ESPECIFICAT', però si no és de només lecturaTipus d'element per a on s'acoblen els elements individuals transformatsTipus d'element a què s'acobla la "Base d'acoblament"Tipus d'element on s'emmagatzema l'atribut[Snap Element]: Tipus d'element al qual s'acoblaràTipus d'episodiTipus de mapejat d'episodisTipus de campTipus de filtre per a la transformació d'imatgeTipus de restricció generadaTipus de generador a utilitzarTipus de dades de graellaTipus de volum d'influènciaTipus d'informació a mostrarTipus de dades d'ingressió emprades com a màscaraTipus d'element d'interfícieTipus de fotofita[Filter by Type]: Tipus de fotofita (per al filtratge)Tipus de fotofita (només per a ús visual)Tipus de fotofites a crear en inserir-ne de novesTipus de llumTipus de sondaTipus de material de què els objectes són fets (determina la densitat del material)[Slot Type]: Tipus del nou epígraf de pintat[Type]: El tipus d'objecteTipus d'objecte en què convertirTipus de volum en paral·laxi[Parent Type]: Tipus de relació paternalTipus de paternitat[Bake Type]: Tipus de passada a precuinarTipus de passada per al precuinat, algunes poden no ser compatibles amb el motor de revelat actual[Kink]: Tipus de desplaçament periòdic sobre la corba[Keys Step]: Tipus de desfasament periòdic del trajecte[Preview Render Type]: Tipus de previsionat del revelat[Paths Range]: Tipus d'interval per al càlcul de trajectes de moviment[Paths Type]: Tipus d'interval per mostrar a Trajectes de movimentTipus d'operació de reordenació a aplicar[Guiding Distribution Type]: Tipus de representació per a la distribució de guiatge[Shutter Type]: Tipus d'efecte d'obturació de rolling shutter corresponent al de les càmeres basades en CMOSTipus de formaEl tipus de bornTipus guia de rapidesaTipus d'estirament a mostrar[Browsing Mode]: Tipus de vista de l'editor de documents (navegació de documents normal o navegació de recursos)Tipus de textura de sorollTipus de vista del seqüenciador (seqüenciador, previsualització o tots dos)Tipus de vista de l'editor de clipsTipus de mostreig direccional utilitzat per al guiatge[Extrude Handle Type]: Tipus de la nansa extrudidaTipus d'element per crearEl tipus de modificadorTipus del modificador a configurarTipus d'element del camíTipus de regió a permutarTipus de born generat per aquest element d'interfícieTipus d'aquesta regióTipus de transició quan s'esvaeix la boiraTipus d'unitats per aquesta propietatTipus de vector que el mapejat transformaTipus d'espai en blanc al qual convertirTipus de visualització de tramatTipus de superposició en memòria cauTipus a emprar per als atributs de posició de vèrtexTipus no admès per a un atribut "%s"Tipus: farcellTipus: closaTipus: disposició de geometriaTipus: llistaTipus[Closure mode]: Tipus d'extensió de traç usat per tancar buitsUEix U (X)Desplaçament en UCoordenada U del punt al llarg del segment de splineEix UMosaic d'UDIMMosaic UDIMNúmero UDIM de tessel·laDisposició d'IUAmplada de línia de la IUNom de la IUFilera d'IUEscala de la IUEtiqueta d'IUEtiquetes de la IUTítol d'IULlista d'IU que conté els elements d'una col·lecció«,;=AZonAcció àreaZonAcció pantalla completaQuad de ZonAccióZonAcció regióAltAplicacióBDorsal (BK)RetrocésInferior (B)Botó 1Botó 10Botó 11Botó 12Botó 2Botó 3Botó 4Botó 5Botó 6Botó 7Botó 8Botó 9Botó4Botó4 del ratolíBotó5Botó5 del ratolíBotó6Botó6 del ratolíBotó7Botó7 del ratolíCCtrlDEliminarDominantFletxa avallEFinIntroEsborradorEscFF1F10F11F12F13F14F15F16F17F18F19F2F20F21F22F23F24F3F4F5F6F7F8F9EnquadrarFrontalGMajMenHIniciHiperIMoviment intermediInserirIsomètric 1Isomètric 2JKModificador de teclaLEsquerraAlt esquerraFletxa esquerraCtrl esquerraRatolí esquerreMaj esquerraSalt de líniaMInici reproduccióFinal reproduccióReproducció/PausaParar reproduccióMenúCentralRatolí enmigMenysMovimentMoviment de ratolíEscombratge amb ratolí/estoraRotació amb ratolí/estoraZoom intel·ligent amb ratolí/estoraZoom amb ratolí/estoraMoureNNDOF rereNDOF baixNDOF Botó 1NDOF Botó 10NDOF botó 11NDOF botó 12NDOF Botó 2NDOF Botó 3NDOF Botó 4NDOF Botó 5NDOF Botó 6NDOF Botó 7NDOF Botó 8NDOF Botó 9NDOF dominantNDOF ajustamentNDOF FrontalNDOF isomètric 1NDOF isomètric 2NDOF esquerraNDOF MenúNDOF MinusNDOF MovimentNDOF escombratge/zoomNDOF PlusNDOF dretaNDOF Roda SAHNDOF Roda SHNDOF RotNDOF Desar vista 1NDOF Desar vista 2NDOF Desar vista 3NDOF Girar SAHNDOF Girar SHInclinar NDOF SAHInclinar NDOF SHNDOF daltNDOF Vista 1NDOF Vista 2NDOF Vista 3Teclat numèric *Teclat num +Teclat numèric -Teclat numèric.Teclat numèric /Teclat num 0Teclat num 1Teclat num 2Teclat num 3Teclat num 4Teclat num 5Teclat num 6Teclat num 7Teclat num 8Teclat num 9Teclat num IntroOTecla SOPAvançar pàginaRecular pàginaEscombratge/zoomPausaLlapisMésQRRetornDretaAlt dretaFletxa dretaCtrl dretaRatolí dretMaj dretaGirar SAHGirar SHRotarSMajúsEspaiatBarra espaiatGiravoltar SAHGiravoltar SHTTabIngressió de textInclinar SAHInclinar SHTemporitzadorTemporitzador 0Temporitzador 1Temporitzador 2Temporitzador autodesaTasques del temporitzadorTemporitzador regióTemporitzador informeSuperior (T)TipusUFletxa amuntVVista 1Vista 2Vista 3WRòdol avallRòdol endinsRoda esquerraRòdol enforaRoda dretaRòdol amuntDesactiva finestraXAcció RXYZ[]`[Extension Filter]: Conlliga patrons de noms de document a la manera del Shell d'UNIX, admet comodins («*») i llista de patrons separats per «;»AMUNTURLURL per obrirURL: {:s}USDExportació USD: No s'ha pogut moure el document USDz nou de la ubicació temporal %s a %sExportació USD: no s'ha pogut eliminar el document usdz existent %sExportació amb USD: la col·lecció '%s' no està localitzableExportació USD: no s'ha pogut construir la ruta relativa per al document .vdb, s'utilitzarà la ruta absolutaExportació USD: no s'ha pogut resoldre el document .vdb per a l'objecte: %sExportació d'USD: cadena de ruta no vàlida '%s': %sExportació d'USD: la ruta '%s' no és una ruta absolutaExportació d'USD: la cadena de ruta '%s' no és una ruta primàriaExportació USD: no s'ha pogut trobar un connector USD adequat per a escriure %sGanxo USDImportació d'USD: el recompte d'atribut d'UV '%s' es contradiu amb el tipus d'interpolacióImportació d'USD: no s'ha pogut afegir atribut d'UV '%s'Importació USD: no s'ha pogut obrir l'escenari per a llegir %sPrevisionat USD de xarxa de superfícieFormes USDImportació d'esquelets en USD: s'han detectat matrius d'ossos amb determinants negatius en el prim %s. Aquestes matrius poden indicar escales negatives, possiblement a causa d'operacions d'emmirallament, i actualment no es poden convertir en la representació òssia de Blender. L'animació de l'esquelet no s'importaràUSD no admet el tipus de corbes d'animació. El tipus de corba canvia de %s a %s al fotograma %fExportació USD: No s'admeten les subdivisions simples, s'està exportant la malla subdivididaExportació USD: no s'ha pogut copiar la textura de %s a %sExportació USD: no s'ha pogut copiar el mosaic de textura de %s a %sExportació USD: no s'ha pogut exportar la textura en memòria a %sRevelador tramador d'alt rendiment d'USDMida de reducció personalitzada USDZSotamostreig de textura USDZUUIDUVUV seguint traçCentre UVCoordenades UVRegió d'UVs personalitzadaOpacitat d'arestes UVEditor UVOpacitat de cares d'UVFactor UVGraella UVSelecció d'illes UVCapa UVDisposició UVVista local UVCapes UV de bucleMapa UVCapes de mapa UVNom del mapa UVCal mapa UVParàmetre U del mapa UVParàmetre V del mapa UVMapa UV per a la tangent generada a partir de l'UVMapa UV per als mapes d'espai tangentMapejat UVMapes UVDesplaçament d'UVOpacitat d'UVFixació UVUV fixatProjecte UVModificador Projecció UVUV aleatoriArrencar UVEscala UVEsculpir UVsEsculpir UVsCostura UVMode de selecció UVMode selecció UVSuavitzar UVEsfera UVEstirar UVSelecció amb sincronització UVTangent UVComprovar UVsTextura UVDesembolcallar UVDesembolcallar cares UVCamp desembolcallar UVVèrtex UVDeformar UVsCoordenades UV entre 0 i 1 per a cada cantell de cares de les cares seleccionades[UV Coordinates]: Coordenades UV dins l'espai d'objectes pareCoordenades UV als cantells de caraCoordenades UV que mapegen una textura al llarg del traçCoordenades UV que s'utilitzaran per al mapejat[Space UV Editor]: Dades d'editor UV per a l'espai editor d'imatgesConfiguració de l'editor UVCapa UV per sobreseure l'activa[Clone UV Loop Layer]: Capa de bucle UV que s'utilitzarà com a font de clonatge[Mask UV Loop Layer]: Capa de bucle UV que fa de màscara sobre l'àrea pintadaMapa UV '%s' no trobatNom del mapa UVEl mapa UV o l'adhesió a la superfície no és vàlid/a[Particle UV]: Mapa UV de canvis amb l'edat de la partículaMapa UV per a mapejar amb coordenades de textura UV[UV Pin]: Estat de fixació de l'UV a l'editor d'UV[UV Project Modifier]: Modificador de projecció UV per a determinar UVs des d'un projectorProjector UV utilitzat pel modificador de projecció UVMode de selecció i visualització UVEditor d'imatges i UVMapaUVProjectar UV (UVProject)TESSEL·LA-UVDeformar UVs (UVWarp)Modificador deformació d'UVsUVsUVs i límits se suavitzenEls UVs s'aventallen als polsEls UVs no se suavitzen, els límits es mantenen ben contrastatsEls UVs s'escanyen als pols[Keep Boundaries]: Se suavitzen els UVs, es mantenen contrastats els límits[Keep Corners, Junctions]: Se suavitzen els UVs, mentre que es mantenen cantelluts els contorns discontinus i confluències de 3 o més regionsEls UVs se suavitzen, els cantells en els contorns discontinus es mantenen cantelluts[Keep Corners, Junctions, Concave]: Se suavitzen els UVs, els cantells en contorns discontinus, les confluències de 3 o més regions i les pinces i cantells còncaus es mantenen cantellutsEs cusen els UVs al punt mitjà en lloc d'a l'illa estàticaUcraïnès - УкраїнськаDescomentarDes-assigna l'epígraf de l'acció del seu segment d'ANL, fet que el deixa com a no-animatDes-assignar l'epígraf d'acció d'aquesta restruiccióDes-assigna l'epígraf de l'acció, fet que deixa el bloc de dades com a no-animatDesassignar l'Epígraf d'Acció assignat des d'una restricció d'Acció. Fixeu-vos que _which_ (quina) restricció hauria de deixar desassignat aquest epígraf s'ha de definir en el punter de context de la "restricció" per la via de: >>>layout.context_pointer_set("constraint", constraint)Desassignar l'Epígraf d'Acció assignat des d'un ID. Fixeu-vos que _which_ ID (quin ID) hauria de deixar desassignat aquest epígraf s'ha de definir en el punter de context 'animated_id' , emprant: >>> layout.context_pointer_set("animated_id", animated_id)Desassignar l'epígraf d'acció des d'un segment d'ANL. Fixeu-vos que _which_ ID (quin ID) hauria de deixar aquest epígraf desassignat s'ha de definir en el punter de context "nla_strip" per la via de: >>> layout.context_pointer_set("nla_strip", nla_strip)[Un-Subdivide]: Des-subdivideix les cares i arestes seleccionadesNo s'ha pogut carregar el documentNo s'ha accedir al mirador 3DNo s'ha pogut accedir a la memòria intermèdia de profunditat, usant el pla de vistaNo s'ha pogut accedir-ne a la mida, ruta de font '%s'No s'ha pogut activar el pinzell, mode objecte que no tocaNo s'ha pogut activar el recurs pinzell acaba de desarNo s'ha pogut afegir l'element a la banda de color (límit %d)No s'ha pogut afegir el segment (La pista la no té espai per acomodar aquest nou segment)No s'ha pogut aplicar modificador de "Generació"No s'ha pogut canviar el mode de l'objecte durant la transformacióNo s'ha pogut tancar l'àreaNo s'ha pogut copiar el lot a causa de %zu dependències externes; més detalls a la consolaNo s'ha pogut copiar el lot a causa d'una dependència externa: "%s"No es pot obrir l'elementNo s'ha pogut crear el camí «userpref» a la plantilla de l'appNo s'ha pogut crear l'atribut en mode edicióNo s'ha pogut crear el directori de configuració per a escriure les dreceresNo s'ha pogut crear element amb aquest tipus de bornNo s'ha pogut crear un nou objecteNo s'ha pogut crear un nou segmentNo s'ha pogut crear l'orientacióNo s'ha pogut crear el plafóNo s'ha pogut crear el bornNo s'ha pogut crear el camí de configuració de la usuàriaNo s'ha pogut crear el camí userprefNo s'ha pogut determinar la longitud de la seqüència ABCNo s'ha pogut duplicar %d de les col·leccions seleccionades. No s'ha pogut trobar una col·lecció pare vàlida per al nou duplicat, no s'enllaçaran a cap capa de visióNo s'ha pogut executar '%s', error en canviar els modesNo s'ha pogut exportar el PDFNo s'ha pogut allargar la durada de l'escena, ja que el document BVH no conté el nombre de fotogrames en la seva secció de MOVIMENTNo s'ha pogut emplenar les àrees no ben tancadesNo s'ha pogut trobar un nom de document incrementat disponibleNo s'ha pogut trobar cap procés en execucióNo s'ha pogut trobar la capa per afegirNo es troba cap grup de barra d'einesNo s'ha pogut trobar una àrea de vista 3D vàlidaNo es pot importar '%s'No s'ha pogut instal·lar un directoriNo s'ha pogut instal·lar des del disc, no s'han definit les rutesNo s'ha pogut instal·lar des de ruta relativaNo s'ha pogut carregar %s des de %sNo s'ha pogut localitzar l'element '%s' del nodeNo s'ha pogut localitzar l'element en el nodeNo s'ha pogut localitzar l'enllaç en l'arbre de nodesNo es pot localitzar el node '%s' en l'arbre de nodesNo s'ha pogut localitzar el born '%s' en el nodeNo s'ha pogut fer la còpia de seguretat de la versióNo s'ha pogut fer la còpia de seguretat de la versió: nom de document massa curtNo s'ha pogut fer la rèplica, no s'ha configurat cap objecte/os a emmirallarNo s'han pogut moure els borns en el node predefinitNo es pot obrirNo s'ha pogut obrir '%s': %sNo es pot obrir blend No s'ha pogut obrir o escriure el document de dreceres "%s"No s'ha pogut sobreescriure el predefinit: {:s}No es pot empaquetar el document, ruta d'origen '%s' il·localitzableNo s'ha pogut empaquetar documents superiors a 2gb, ruta de la font '%s'No s'ha pogut estructurar l'XML, %s:%s per al document %rNo es pot llegirNo s'ha pogut suprimir el punt de corbaNo s'han pogut suprimir els predefinits predeterminatsNo es pot suprimir el directori: %sNo s'han pogut suprimir els documents dels repositoris del "Sistema"No s'ha pogut suprimir l'epígraf de material en mode d'edicióNo s'ha pogut suprimir el punt del camíNo s'ha pogut suprimir el predefinit: {!r}No s'ha pogut suprimir el born del node predefinitNo s'han pogut suprimir els borns del node predefinitNo s'ha pogut fer rotar %d aresta/esNo s'ha pogut desar '%s': %sNo s'ha pogut desar un document sense desar amb una propietat buida o amb «filepath» no definitNo s'ha pogut crear drecera; el node seleccionat no és un node visor o no admet visionatNo es pot processar '%s': %sNo s'ha pogut transferir el mode, els objectes origen i/o referent no són editablesNo s'ha pogut actualitzar la taxa de fotogrames de l'escena, ja que el document BVH conté una durada de fotograma zero a la seva secció de MOVIMENTNo ha pogut escriure i copiar el contingut de la vàlvula al disc.Desassigna l'os d'aquest nom de la col·lecció d'ossosNo assignatsEines de node no assignadesNo disponibleDesfixarNonatNo definitTipus d'arbre de nodes no definitTipus de born no definitTipus no definit[Undefined]: Tipus de nodes no definit (pot ocórrer, per exemple, quan s'extravia un arbre de nodes enllaçat)Ubicació no deformadaSubratllatPosició del subratllatGruix del subratllatDesdistorsionarDesdistorsionar clipClip no distorsionatDesferHistorial de desferDesfer anticDesfer límit de memòriaDesfer mida de memòriaMissatge de desferTopall de desferDesfa tota edició realitzada en el sistema de partículesDesfa i refa[Undo and Redo]: Desfa i refa l'acció anteriorDesfer deshabilitat en iniciar el mode en segon pla (crida `ed.undo_push()` per a inicialitzar explícitament el sistema de desfer)Desfà o refà l'acció específica de l'historial[Undo]: Rectifica l'acció anterior[Undo Catalog Edits]: Desfà l'última edició als catàlegs de recursosDesfer/ReferError inesperat, no s'ha trobat la col·leccióTipus de biblioteca inesperada. No s'ha pogut crear el recurs de posaTipus de modificador inesperat: {:s}Recompte no-zero inesperat d'usadors pel recurs, sisplau informeu-ho com a incidènciaDesagrupa els nodes seleccionatsTipus de prim-G no gestionat: %s (%s)Desocultar tots els materials ocults de Llapis de greix[Unhide All]: Desoculta tots els objectes i col·leccions[Visible by Default]: Desoculta l'àlbum de recursos quan es fa disponible per primer cop, altrament restarà ocultMemòria cau d'uniFormat de document UniFormat de document uni (.uni)Valor hexadecimal del punt de codi UnicodeParàmetres de pintura unificadaColors de selecció/actius unificatsUniformeDecaïment uniformeOpacitat uniformeEscalat uniformeGruix uniformeAmplada uniformeEscala uniforme a aplicar a la vista d'RVUniformitatDessagnar text seleccionatLlista de documents no inicialitzadaImatge no inicialitzada "%s" de l'objecte "%s"Imatge %s sense inicialitzarUnióMode UnióÚnicaID únicaID únic per cada segment angular i començant per 0 i augmentant d'1 en sentit antihorariNom d'ID únic del bloc de dades (dins del mateix tipus i biblioteca)Nom d'ID únic del bloc de dades, incloent-hi el de la biblioteca, si n'hi haIdentificador únic per als espais de color habituals, tal com es defineixen al Color Interop Forum. Pot restar buit si no hi ha un ID interop per a l'espai de treball. Els valors habituals són lin_rec709_scene, lin_rec2020_scene i lin_ap1_scene (per ACEScg)Identificador únic per mapejar bornsIdentificador únic per aquest plafó dins d'aquest arbre de nodesIdentificador únic del dispositiu[Icon ID]: Nombre enter únic que identifica el previsionat d'aquest document com a icona (zero significa invàlid)Enter únic que identifica aquest previsionat com a icona (zero significa invàlid)Identificador únic de mòdulNom únic de la capaNom únic de l'objecteNom únic del rastreigNom únic utilitzat en el codi i en la creació de protocolsNom únic emprat en el codi i en els protocols i que es pot redefinir, si cal, amb les subclasses de PythonIdentificador únic de node[Node Tool Identifier]: Operador únic que identifica l'eina del nodeNom únic de repositoriIdentificador únic de temps d'execució per reubicar l'ID vinculatÚnic dins l'esqueletIdentifica de manera única el modificador dins l'estiba de modificadors de què forma partUnitatAcceleracióAngleÀreaAngle d'eixCadena de bytesCàmeraDistància de càmeraTemperatura de colorCoordenadesPer defecteDireccióRuta del directoriDistànciaAngles d'eulerFactorNom del documentRuta del documentFotogramaFotogramesFreqüènciaColor de Gamma corregidaFotofitesCapaMembre de capaLlargadaColor linealMarcadorsMassaMatriuMarcador més pròximNo-capContrasenyaPercentatgePíxelMida de píxelDades simplesPotènciaQuaternióRotació de quaternionsRotacióSegonSegonsAcoblar element d'animacióAcoblar element brocaSegmentsSubtipusTemperaturaTempsTemps (absolut)Temps (relatiu a escena)Unitat de salt temporalTranslacióUnitatSense signeVelocitatUnitat de velocitatVolumLongitud d'onaXYZLlargada XYZColor sRGBUnitat d'escalaParàmetres d'unitatSistema d'unitats[Unit Settings]: Configuració d'edició de la unitatLa unitat del gruix de línia s'escala per la proporció de la present resolució vertical de la imatge a 480 píxelsUnitat que s'utilitzarà per mostrar els valors de la longitudUnitat que s'utilitzarà per a mostrar valors de massaUnitat que s'utilitzarà per mostrar els valors de temperaturaUnitat que s'utilitzarà per a mostrar els valors temporals[Lens Unit]: Unitat que serveis editar la lent en la interfície d'usuàriaUnitat per a mostrar/editar valors de rotacióSense unitatsUnitatsUnitats utilitzades per a la distància focal de la càmeraDesconegutError booleà desconegutPropietat desconegudaComplements desconegutsTipus de modificador de transparència alfa desconegutError booleà desconegutError desconegut en carregar "%s"Error desconegut en obrir el documentTipus de document desconegut: {!r}Tipus de modificador de color de línia desconegutTipus de modificador de gruix de línia desconegutOperador desconegutTipus de born desconegutTipus de modificador de geometria de traç desconegutDesvincularDesvincular acció[Annotation Unlink]: Desenllaça el bloc de dades d'anotació actiuDesvincula el bloc de dades de font actiuDesvincular bloc de dades de text actiuDesvincular bloc de dades (Maj + clic per a posar els usadors a zero, les dades no es desaran)Desvincula els segments seleccionats perquè és puguin seleccionar individualment[Unlink Collection]: Desenllaça la col·lecció de tots els objectes[Unlink Action]: Desenllaça aquesta acció des de l'epígraf de l'acció activa (i/o surt del mode de retocat)DesbloquejarDesblocar ràtio d'aspecteDesbloca tots els materials de Llapis de greix perquè es puguin editarDebloquejar totes les morfofitesBloqueja totes les morfofites de l'objecte actiuDesbloquejar tots els grups de vèrtexsDesblocar tots els grups de vèrtexs si hi ha almenys un grup bloquejat, bloquejar-ho tot en cas contrariBloquejar tots els grups de vèrtexs de l'objecte actiuDebloca repositoris - per provar el desblocatgeDesbloquejar els grups de vèrtexs seleccionats i bloquejar els grups de vèrtexs no seleccionats de l'objecte actiu[Unlock]: Desbloqueja els rastres seleccionatsDesbloquejar els grups de vèrtexs seleccionats de l'objecte actiu[Unlock Strips]: Desbloca els segments perquè es puguin transformarDesbloquejar els grups de vèrtexs no seleccionats de l'objecte actiuDesblocatRepositori(s) desblocat(s) {:d}Desblocat: {:s}No-emmascarats[Unmute Strips]: Dessilencia els segments (no)seleccionatsDessilenciar els segments no seleccionats preferiblement als seleccionatsDesempaquetarDesempaquetar - Documents: {}, Precuinats: {}Desempaquetar documentDesempaqueta tots els documents empaquetats en aquest .blend als documents externsDesempaqueta les dades precuinades des del document .blend al disc[Unpack Sound]: Desempaqueta el so al nom de document de mostreigs[Unpack Item]: Desempaqueta aquest document a un document externNo admet desempaquetar pel·lícules o seqüències d'imatgesMida sense projeccióDocument de biblioteca Blender il·legible:Format de document no reconegut '%s'No es pot desregistrar des d'instal·lacions de Microsoft StoreNo desatDesseleccionar traçosOs no seleccionable a la cadenaNo seleccionatsSegment de vídeoacció no seleccionatOpacitat de la corba-F no seleccionadaMetasegment no seleccionat (per a agrupar segments relacionats)Opacitat no seleccSegment de so no seleccionat (per a temporitzar els sons de l'altaveu)Segment de transició no seleccionat[Clear Button String]: Anul·la el text del botó actiuMàscara desenfocadaAngle sense signeCamp d'angle sense signeDescus els UVs i mou el resultatDessubdividirIngressions no compatiblesFormat d'àudio no compatibleTipus de columna no admesaContext no admèsMode de context no compatibleTipus de dades no admèsMètode de desplaçament no compatibleUnsupported key: BloqMajTecla no admesa: desconegudaMode no admès: {!r}Tipus d'arbre de nodes no admèsTipus d'objecte no admès per a la transformació de l'espai de texturaSense títolDades sobreresImatges no usadesSortida no usadaImatges i textures no usadesEn desús però matingut per qüestions de compatibilitat. Fa ús de límits per a nodes visors i per al fons del compositadorDesembolcallarEl desembolcallat no ha pogut resoldre cap illa, és possible que calgui afegir costuresEl desembolcallat no s'ha pogut fer la resolució de %d de %d illes, és possible que calgui afegir costures[Unwrap]: Desplega la malla de l'objecte en edicióMètode de desembolcallat (el Basat en l'angle normalment dona millors resultats que el Conforme, tot i ser una mica més lent)AmuntEix amuntAmunt/AvallActualitzarActualitzar totsActualitzar automàticamentActualitzar dependènciesActualitzar existentActualització inactivaActualitzar radiActualitzar la durada de l'escenaActualitzar FPS d'escenaActualitza tots els nodes Imatge perquè coincideixin amb els propis documents del disc[Update Animation]: Actualitza els indicadors de l'animacióActualització basada en la signatura de compilació vinculadaActualització basada en la signatura de closa vinculada[Update Image from Plane Marker]: Actualitza la imatge actual usada pel marcador de pla des del contingut del marcador de plaActualitza la càmera expressa amb nous paràmetres des de l'aspectorActualitza els canals existents al recurs de posa però no elimina ni afegeix cap canalActualitza els documents PO existents, si n'hi ha, en lloc de sobreescriure'lsActualitza les morfofites existents amb les posic ions dels vèrtexs dels objectes seleccionats de noms coincidents[Update Animated Transform Constraints]: Actualitza les corbes-F/controladors que afecten les restriccions de transformació (usar amb documents de 2.7 i anteriors)Actualitza l'interval de fotogrames per als trajectes de moviment des de l'interval de fotogrames actual de l'escenaActualitza l'interval de fotogrames del segment de l'escenaActualitza les dades de traducció del complement referit (que es troben com a tupla de python al codi font del complement)Actualitzar les dades i18n (documents po) del repositori de codi font de BlenderActualitza el repositori en curs d'i18n (documents po)[Refresh Archive]: Actualitza la llista de rutes d'objectes amb dades noves des de l'arxiuActualitzar en editarActualitza automàticament altres espais finestra afectats per reflectir els canvis durant operacions interactives com ara la transformació[Sync Action Length]: Actualitza l'interval de fotogrames referenciats des de l'acció després de retocar el segment i les fotofites[Script Node Update]: Actualitza node de protocol aspector amb nous borns i opcions del protocol[Sync Sockets]: Actualitza els borns perquè quadrin amb el que està en úsActualitza el recurs pinzell actiu en la biblioteca de recursos amb la present configuració[Update Animation Cache]: Actualitza la memòria cau de l'animació d'àudioActualitza la transformació actual, les fotofites seleccionades, o fins i tot en crea de novesActualitza la visualització dels informes a la IU del Blender (ús intern)Actualitza la geometria quan es fa visible, proporcionant una navegació de visualització més ràpida[Update Highlight]: Actualitza el ressaltat de l'element en funció de la posició actual del ratolíActualitza els fotogrames d'inici i final de l'escena perquè coincideixin amb els de l'arxiu USD[Update Custom VR Landmark]: Actualitza el de punt d'orientació seleccionat des del posat de visionat en curs dins la sessió d'RVActualitza el recurs de posa seleccionat en la biblioteca de recursos des dels ossos presentment seleccionats. El mode defineix la manera d'actualitzar el recurs[Shader Update]: Actualitza els usadors de l'aspector, com els nodes de càmeres expresses i protocols, amb opcions i borns nous%d morfofita/es actualitzada/esBloc de dades actualitzatActualitzacions[Updates]: Actualitzacions dels blocs de dadesUna actualització dels controladors de la GPU podria solventar aquest problema.Actualitza totes les extensions a la seva última versió per al repositori actiuActualitza totes les extensions instal·lades a la seva última versió des de repositoris remotsL'actualització no és compatible amb els repositoris locals[Copy Option To Selected Rigs]: Actualitza els tipus d'aparellat de l'esquelet de metaaparellat actiuActualitzar el tipus d'aparell super_face antiquat a la nova cara modular[Rigify Upgrade Metarig Layers]: Actualitza el metaaparell des de les capes d'ossos a les col·leccions d'ossos[Copy Option To Selected Rigs]: Actualitza l'aparell antiquat de super_face a la nova cara modular. Així es conserva la compatibilitast amb el pinta de pesos actual, però no amb l'animacióActualitza el metaaparell des de les capes d'ossos a les col·leccions d'ossosSuperior[Remove Threshold]: Límit superior (inclusiu) perquè el pes d'un vèrtex se suprimeixi del grup-vLímit superiorMajúsculesConcavitat superiorSuperior esquerraSuperior dretaLímit superior de l'angle XLímit superior d'XLímit superior d'angle en XLímit superior de l'angle YLímit superior d'YLímit superior d'angle en YLímit superior de l'angle ZLímit superior de ZLímit superior d'angle en ZLímit superior de la funda en aquest punt de control[Upper Bound]: Límit superior de l'interval de ressaltat[Range Max]: Límit superior de l'interval d'ingressió que s'aplica al mapejat[Maximum Wave Crest Potential]: Límit superior de modulació per marcar les cèl·les de fluids com a crestes d'ona (un valor més alt resulta amb menys cel·les marcades)[Maximum Trapped Air Potential]: Límit superior de modulació per marcar les cel·les de fluid on l'aire està atrapat (un valor més alt dona menys cel·les marcades)[Maximum Kinetic Energy Potential]: Límit superior de modulació que indica la rapidesa del fluid quan les cel·les ja no emeten cap més partícula (el valor més alt dona en general menys partícules)[Default Maximum]: Distància més alta des del valor de referència per a la influència predeterminada 1:1Límit superior de la rotació de l'eix XLímit superior de la translació de l'eix XLímit superior de la rotació de l'eix YLímit superior de la translació de l'eix YLímit superior de la rotació de l'eix ZLímit superior de la translació de l'eix ZLímit superior de la inclinació que s'allunyi de la direcció +Z[Upper Concavity]: Límit superior de concavitat de malla (els valors elevats tendeixen a suavitzar i emplenar regions còncaves)Factor +resUrdú - وُدرُاManeigUsarUsar %s (difereix)Usar %s (idèntic)Usar el mode de transformació «TimeTranslate» enlloc del mode «Translació» per a traslladar fotofites en l'editor de guió tècnicUsa (importa) les normals de políedre (cal tenir en compte que això encara donarà aspecte aplanat)[Half Float Precision]: Usa 16 bits per canal per a reduir l'ús de la memòria durant el revelatUseu nombres de coma flotant de 16 bits per a totes les dadesEstabilització 2DEstabilització 2D del metratgeUseu nombres de coma flotant de 32 bits per a totes les dadesUsar mirador 3D[3D Position]: Usa la posició 3D del rastre al qual afillar-se[Anti-Aliasing]: Utilitza multimostratge 5x per suavitzar les vores de pinturaUseu nombres de coma flotant de 8 bits sempre que sigui possible i, si no, de 16 bitsUsa APIC com a mètode de simulació (comportament més energètic i estable)Usar actiuUsar mostreig adaptatiuUsar subdivisió adaptativaUsar l'afegiment del mode de fusió mentre es pintaUsar dibuix additiuUsar després de la creacióUsar alfaUsar llavor animadaUsa la interpolació AnisotròpicaUsar anotacionsUsa l'antialiàsing per a suavitzar les vores del traçUsar com pivotUsar capa de recursUsar autoempaquetat[Use Spatial Splits]: Usa divisions espacials de BVH: temps de composició més llarg, revelat més ràpidUsa la interpolació bilinealUsar canal blauUsar fundes d'osUsar els caps dels ossosUsar força brutaUsa la CPU per a la transformació de visualització i visualització d' imatge amb textura 2DUsar la CPU per al revelatUsar CUDA per a l'acceleració de GPUUsar memòria cauUsar esporgació de càmeraUsar nombre de cadenesUsar plans de segatUsar corba d'aglomeratUsar soroll d'aglomeratUsar col·lisions[Color Burn]: Usa en pintar el mode de fusió de l'antiga sobreexposició de revelat analògic que enfosqueix de color[Color Dodge]: Usa el mode de fusió de l'antiga subexposició de revelat analògic que aclaria el color en pintarUsar trontoll de colorUsar gradació de colorUsa el mode de saturació de color mentre es pintaUsar BVH compacteUsar contornUsar accions de controladorUsar coordenadesUsar recompteUsar cairatUsar cairatsUsar passades de Criptotrepa d'un revelatUsa les passades de Criptotrepa d'una imatgeUsa la interpolació de Spline-B cúbicaUsar fotograma actual com a transformacions de repòs de l'objecteUsar ubicació actualUsar sobreimpressió de cursorUsar posició del cursorUsar cursor per profunditatUsar curvaturaUsar corbaUsar radi de corbaUsar CorbesUsar corbes BVHUsar càmera expressaUsar colors espressosEmprar corba maniobreraUsar colors personalitzats en espectresUsar normals adaptadesUsar paral·laxi adaptableUsar volum personalitzatUsar mode de fusió d'enfosquit en pintarUsar fosa per defecteUsar sols deformacióUsar moviment de deformacióFer dessorollarUsar profunditat de campUsa el mode de fusió de diferència mentre es pintaUsar difusió[Directional Quad Tree]: Usa els Arbres de Quads direccionals com a distribució direccionalUsar esporgament per distànciaUsar degoteigUsar duplicatsUsar angle d'arestaUsar marca d'arestaUsar arestesUtilitza les arestes com a tensorsUsar efectorUsar fotograma finalUsar fundesUsar temps d'avaluacióUsa el mode de fusió d'exclusió mentre es pintaUsar l'existentUsar cares existentsUtilitza FLIP com a mètode de simulació (comportament més esquitxadís)Usar jocs de caresUsar esvaïtUsar segona opcióUsar dissipacióUsar filtreUsar índexs finalsUsar fluxUsar per fer créixer pèlUsar FreestyleUsar encarament frontalUsar decaïment de cara frontalUsa aspectors GLSL per a la transformació de visualització i visualització d'imatge amb textura 2DAmb la GPUEmprar dessorollament accelerat amb GPU si és compatible, ja que millora el rendiment. Prioritzar OpenImageDenoise sobre OptiXUsa el dispositiu de càlcul de la GPU per revelar, configurat a la pestanya del sistema en les preferències de la usuàriaUsar distensió de geometria (cotangent), fent que la UV segueixi la geometria 3D subjacentUsar nodes de geometriaUsar espai geomètricUsar coordenades globalsEmprar GltfpackUsar destíUsar canal verdUsar quadrículaUsar interfície de grupUsar guiesUsar guiatgeUsar mètode HC de distencióUsar HIP per a l'acceleració de GPUUsar processament de color TSL (Tonalitat, Salutació, Lluminositat)Usar processament de color TSV (Tonalitat, Salutació, Valor)Emprar escala de nansaUsa el mode de fusió llum intensa mentre es pintaEmprar el capUsa el mode de fusió del to mentre es pintaUsar influènciaUsar instanciacióUsar dessorollador d'IA OpenImageDenoise d'IntelUsar interseccióUsar màscares d'interseccióUsar prioritat d'interseccióUsar mètode laplacià de distensióEmprar passada de capaUsar camí de bibliotecaUsar llumUsar contorn de llumUsa el mode de fusió aclaridor mentre es va pintantUsar llumsUsar límitUsar superfície límit[Linear Burn]: Usa el mode de fusió de cremat lineal alhora que s'està pintantUsa el mode de fusió de llum lineal mentre es pintaUsar modificadors linealsUsar càmera localUsar document localFixació de càmera per ubicacióUsar aïlladesUsar pesos MIMUsar màscaraUsar màscaresUsar màscares en revelarUsar materialUsar màscara materialEmprar passada de materialsUsar capa de materialUsar nodes MatemàticaUsar màximUsar angle màx 2DUsar longitud màxima 2DUsar angle màxUs màxim de fotogrames-BUsar màximUsar medianaUsar mallaUsar simetria de mallaUsar metadadesUtilitza el basament MetalUsar Metal per a l'acceleració de GPUUsar mínimUsar angle mín 2DUsar la longitud mínima 2DUsar angle mínUsar mínimUsar boiraUsar nodes mesclaUsar el mode de fusió Mesclar en pintarUsar estiba de modificadorsUsar paràmetres de revelat de modificadorsUsar borra de movimentUsar posició del ratolíUsar multivista[Use Multiview]: Utilitza múltiples vistes (quan està disponible)Usas mode de fusió multiplicat en pintarUsa una quantificació per als colors de N bitsUsa una quantificació de N bits per a normals i tangentsUsar quantificació de N bits per a posic ionsUsar quantificació de N bits per a coordenades de texturaUsar mode retocar d'ANLUsa la interpolació més pròximaUsar etiqueta/nom de nodeUsar nodesUsar sorollUsar dades de normalsUsar normalitzacióUsar objecteUsa desplaçament d'objectesUsar capa d'objecteUsar interval d'oclusióUsar «Open Shading Language»Utilitza el basament OpenGLUsa el predefinit de Cinema OpenJPEGUsa el predefinit de Cinema OpenJPEG (48fps)Usar OptiX per a l'acceleració de GPUUsar document originalUsar escalat originalUsar mida originalUsar egressióUsar noms d'egressionsUsar el mode de fusió de superposició mentre es pintaUsar pintarUsar llenç de pintura[Parallax-Aware VMM]: Usa els models de von Mises-Fisher en base a paral·laxis com a distribució direccionalUsar radi de partículesUsar radi de partículaUsa el soroll Perlin com a baseUsa el soroll Perlin com a base, amb controls ampliatsUsa el soroll Perlin amb la inflexió com a base[Pin Light]: Usa el mode de fusió cromàtica de llum fixada mentre es pintaUsar pivotUsar lloc-tinentsUsar retallat de plaEmpra el mètode de distribució de disc de Poisson per mantenir una distància mínimaUsar fusió de polUsar paràmetres de postprocessamentUsar la rotació prèvia/posteriorUsar pressióUsar trontoll de pressióUsar força de pressióUsar pressió per a densitatUsar pressió per a densitatUsar pressió per duresaUsar pressió per a mescla d'impregnacióUsar pressió per a persistència d'impregnacióUsar interval de previsionatUsar simulacionsUsar Supleció / cronografiaUsar processament de color RGB (Vermell, Verd i Blau en anglès)[Use Curves]: Usa RGB corbat per a la transformació abans de la previsualitzacióUsar radiUsar ràdiotraçatUsar canal vermellUsar desplaçament relatiuEmprar enganxament relatiuEmprar remotUsar paràmetres de revelat per a visibilitat d'objecte, paràmetres de modificador, etcUsar repeticióUsar esquelet en posa de repòsUsar rotacióUsar rotació XUsar rotació YUsar rotació ZFixació de càmera per rotacióUtilitza la corba de rugositatUsar subconjunt de mostresUsa el mode de fusió de saturació mentre es pintaUsar l'escalaUsar escala XUsar escala YUsar escala ZFixació de càmera per escalatUsar escala:Emprar Interval d'escenaUsar esquema[Invert to Scrape or Fill]: Utilitza el pinzell de Raspar o d'Emplenar quan s'inverteix aquest pinzell en lloc d’invertir la seva direcció de desplaçamentUsa el mode de fusió de pantalla mentre es va pintantUsar esculpirUsar col·lisió amb esculpirUtilitza secundariUsar seleccióUsar autoUsar l'escena del seqüenciadorUsar configuració per aEmprar aspectorsUsar ombraUsar cantells agutsUsar encongimentUsar simplificarUsar cau de simulacióActivar acoblament per a rotacióActivar acoblament per a escalaUsar acoblament per a translacióUsar acoblarUsar opcions d'acoblamentUsar el mode de fusió de llum feble mentre es pintaUsar transformació d'espaiUsar accessor espars si va millorUsar divisions espacialsUsar estèreo esfèricUsar intensitat de sobreeixitUsar divisió per llargadaUsar divisió per patróUsar disseminacióUsar estabilitzadorUsar fotograma inicialUsar centre de segmentUsar esquema de subdivisióUsar subdivisió de superfícieUtilitza el mode de fusió de restar en pintarUsar cuaUsar referent de cuaUsar texturaUsar superposició de texturaUsar texturesUsa el perfil de gruixUsar cronografiaTemporitzarUsar puntesUsar pistesUsar transformacióUsar traslació XUsar traslació YUsar traslació ZEmprar superposició de transparènciesUsar corba de roscaEmprar detecció d'UDIMUsar etiquetes de IUUsar esculpir UVUsar coordenades UV per a les coordenades de texturaUsa les coordenades UV per a les coordenades de la textura[UV]: Utilitza la capa UV per a les coordenades de texturaUsar desferUsar color unificatEmprar mostres d'ingressió unificadesUsar mida unificadaUsar força unificadaUsar pes unificatUsa el mode de fusió de valor mentre es pintaUsar vèrtexEmprar color de vèrtexUsar grups de vèrtexsUsar visualitzacióUsar dessorollat al miradorUsar configuració de mirador per a visibilitat d'objecte, paràmetres de modificador, etcUsar viscositatUsar Fitació visual automàticament per a objectes restringits[Vivid Light]: Usa el mode de fusió de llum intensa mentre es pintaUsar variació màxima de volumUsar variació mínima de volumUtilitza el basament VulkanFa, servir els colors dels eixos WXYZ per a les rotacions de quaternions/angles d'eix, els colors d'eixos XYZ per a altres propietats de transformació i color, i per la resta l'arc de Sant Martí automàticUsar pesosUsar interval de pesos en colorsEmprar pesos com a factorUsar equilibri de blancsUsar comodíUsar "Aps predeterminades" de Windows per l'associació amb documents blendUsa el controlador Wintab per a tauletes i versions de Windows antigues[Location X]: Utilitza la ubicació X del pareUtilitza la rotació en X del pare[Scale X]: Usa l'escalat en X del pareUtilitza la ubicació Y del pareUtilitza la rotació en Y del pareUsa l'escalat en Y del pareUsar processament de color YCbCr (Y - luma, Cb - blau-croma de diferència, Cr - vermell-croma de diferència)Usar processament de color YUV (Y - Iuma, U V - croma)Utilitza la ubicació Z del pareUtilitza la rotació en Z del pareUsa l'escalat en Z del pareUsar vàlvula-Z[Z-Up]: Usa l'eix Z-amunt per a calcular la rosca que fa la corba a cada punt[NDOF Pan/Zoom]: Utilitza un dispositiu de ratolí 3D per a escombratge/zoom de la vistaUsar bloc de dades de Llapis de greix com a màscara per així restringir l'ús a àrees específiques d'un patró en rastrejar[Adaptatiu]: Usa un algorisme Ramer-Douglas-Peucker per a simplificar el traç tot preservant la forma principalPer a obtenir un mostreig aleatori, fa servir un patró de soroll blau per a la primera mostra i després se serveix del Sobol tabulat per a les mostres restantsPer a obtenir un mostreig aleatori, fa servir un patró de soroll blau que optimitza la distribució de freqüència del sorollFa servir un patró de mostreig de soroll blau que optimitza la distribució de freqüència del soroll per al mostreig aleatori. Per al revelat de mirador, optimitza la qualitat de la primera mostra a efectes d'oferir un previsionat interactiuPer a obtenir un mostreig aleatori, fa servir un patró de soroll blau d'una llargada arrodonida a la potència següent de 2Força un pre-rastreig de sols-translació amb força bruta abans del refinament[Prepass]: Usa una inicialització de sols-translació per força bruta en rastrejarAgafa un cercle per definir el perfilUsar una col·lecció d'objectes de malla com a operand per a l'operació booleanaUtilitza una disposició de columna per a la caixa d'eines[Use Clump Curve]: Utilitza una corba per definir l'estrenyiment de l'aglomerat[Use Roughness Curve]: Utilitza una corba maniobrera per definir la rugositatUtilitza una corba maniobrera per definir un enroscamentUsa un color personalitzat que es queda només en aquest mirador[Use Custom Curve]: Usa una corba maniobrera per definir un factor al llarg dels traçosS'usa un directori personalitzat per emmagatzemar dades[Proxy Custom File]: S'usa un document personalitzat per llegir les dades de la suplecióEmpra un objecte a mida per definir el perfil[Profile]: Utilitza un perfil adaptat en cada quarter de la geometria del bisellat de la corbaUsa una operació booleana de diferencialFa servir un format diferent en lloc del format del documentUsar un aspecte fix 1:1Utilitza un domini de fluid per al guiatge (el domini ha d'estar precuinat de manera que se'n puguin extraure les velocitats). El domini de guiatge pot ser de qualsevol tipus (és a dir, gas o líquid).Fa servir un semicercle per cada puntaUtilitza una càmera local en aquesta vista, preferiblement a la càmera activa de l'escena[Use Max]: Utilitza una distància màxima de funcionament del campUsar distància radial màxima perquè el camp funcioni[Operand Type]: Usa un objecte de malla com a operand per a l'operació booleana[Use Min]: Utilitza una distància mínima per la dissipació del campUsar distància radial mínima per a la dissipació del camp[Restrict Visible Points]: Utilitza un factor de percentatge per determinar els punts visiblesUsar un percentatge per a especificar quantes fotofites vols suprimirUtilitza un punt de vista predefinitUsa una supleció de previsionat o un índex de cronofites per aquest segment[Use Proxy / Timecode]: Usa un vídeo supletori per previsionat i /o un índex cronogràfic per a aquest videoclipUsa un degradat radial com a fons del miradorUsar una regió dins de la mida de fotograma per al mirador revelat (quan no es visualitza a través de la càmera)Utilitza una ona de serra per produir aigüesUsa un perfil dent de serra[Linear Gradient]: Usa un degradat lineal vertical en el quadre de pantalla com a fons del miradorUsa un interval de simulació diferent de l'interval d'escena per als nodes de simulació que no sobreseguin ells mateixos l'interval de fotogramesUsa una ona sinusoidal per produir aigüesEmpra per a les puntes un únic n-gonUtilitza un factor únic per a tots els components[Single Color]: Usa un únic color com a fons del mirador[Wave Profile]: Usa un perfil de sinus estàndard[Use Texture]: Utilitza una textura per a controlar la potència de l'emissióUsa una matriu de transformacióUtilitza un perfil de triangleUsa una ona de triangle per produir aigüesUsar operació booleana d'unionUsar mida absolutaUsar transformació precisaUsar la sortida del node visor actiu com a pla de fons per als nodes compositadors[Active Clip]: Usa el videoclip actiu definit a l'escenaUsar grup de vèrtexs actiu com a influència[Additive]: Utilitza la suma en lloc de la multiplicació per combinar escalat (compatibilitat 2.7)Usar passades d'albedo i de normals per a dessorollarUsar passada d'albedo per dessorollar[Use Alpha]: Usa la fusió d'alfa en lloc del test alfa (pot desencadenar tares d'ordenació)Usar canal alfa per a transparència[Vertex Color]: Usa sempre el mode de color de vèrtex[Material]: Utilitza sempre el mode materialEmprar oclusió ambiental enlloc de plena il·luminació global[Use Preview Range]: Usa un interval de fotogrames d'inici/final alternatiu per a la reproducció de l'animació i els visionats de revelatsUsa un nombre automàtic d'iteracions en base al nombre de vèrtexs de l'esculturaUsa un marge d'error per a especificar fins a quin punt es permet que la corba es desviï del trajecte originalUtilitza un objecte existent per definir la ubicació base i rotació de la vista d'RVUsar un objecte per a la secció del bisellat del segment de geometria de la corbaUsar un aspecte no restringit[Channel Group Colors]: Usa els colors del grup del canal d'animació; generalment s'utilitza per a mostrar els colors de grups d'ossosUsar un altre Joc de fitoatributs, ja que l'actiu depèn dels elements actualment seleccionats o no pot trobar referents a causa d'un context inadequatUsar un altre joc de fitoatributs, ja que l'actiu depèn dels objectes seleccionats o no pot trobar referents a causa d'un context inadequat[Clone Map]: Usa un altre mapa UV com a font de clonació, altrament utilitza el cursor 3D com a font[Texture Space Mesh]: Usa una altra malla per als índexs de textura (els índexs de vèrtex cal que estiguin alineats)Usa una altra forma per a tallar, combinar o realitzar una operació de diferènciaUsar qualsevol regió de l'eix per a l'execució de l'operadorUsar com a profunditat de camp[Auto XYZ to RGB]: Usa els colors de l'eix per a les propietats de transformació i color, i l'autoirisat per a la restaUsa capses contenidores alineades amb eixos per a l'empaquetat (més ràpid, menys eficient en espai)[Backface Culling]: Usa l'esporgament de cares posteriors per tal d'amagar el costat posterior de les caresUsa l'esporgament de cares posteriors en projectar ombres[Backface Culling]: Usa l'esporgament de cares posteriors per amagar el costat posterior de les caresUsar precuinat del directori actual (crear -lo quan calgui)Usar el precuinat a la ubicació original (crear quan calgui)[Original Coords]: Usa les coordenades de base dels vèrtexs de la malla com a posició de repòsUsar la millor divisió de triangulacióUsar pesos de bisells per a determinar quant de bisell aplicar en mode aresta[Bind Coords]: Usa les coordenades dels vèrtexs fixats per a la posició de repòsUsar temperatura de cosfosc per definir un color natural de la llum[Use Blue Channel]: Usa el canal blau del metratge per al rastreigUsa tots dos efectes simultàniament[All]: Utilitza tant traços visibles com línies d'edició com a límits de contorn per emplenarUsa la selecció de caixa per capturar segments d'ANLUsa selecció de caixa per seleccionar nodesUsa selecció de caixa per a seleccionar elements d'arbreUsa les dades de cau de l'escena des del primer modificador de dibuix lineal de l'estiba. Alguns paràmetres no estaran disponibles.Usar un cercle per al bisellat de geometria la corbaUsar selecció de cercle per seleccionar nodesUtilitza l'estil de fletxa tancadaUsa la gradació de color per a assignar la mitjana BN a un color RGBUsa una estructura BVH compacta (usa menys ram, però revela més lent)Usa pare i fills connectats per a calcular la nansa[Use Handle Scale]: fa ús de l'escalat del control per escalar l'os-DUsa el plantejament de casc convex per les illes (bon equilibri entre velocitat i eficiència espacial)Usar les coordenades d'una capa UVUsa les coordenades d'aquest objecte (per a l'egressió de les coordenades de l'objecte textura)Utilitza la ubicació de l'objecte actualment en edicióUsa mode actualUtilitza les coordenades del punt de rotació/escalat actualUsar cursor com a punt de referència[Use Cursor for Depth]: Usa la ubicació i el radi del cursor per a les dimensions i la posició de la forma retalladoraUsar mapejat de corbes[Use Curve]: Utilitza la corba per definir el gruix originari del traç[Weights]: Utilitza pesos de corba per influir en la influència de partícula al llarg de la corba[Custom Attenuation]: Usa una distància d'atenuació personalitzada en lloc d'un llindar de llum global[Use Custom Camera] Usa una càmera expressa en el lloc de la càmera activaUsar un marge de col·lisió personalitzat (algunes formes tindran un espai visible al seu voltant)Usa color personalitzat per al node[Custom Colors]: Usa un color personalitzat per a aquest trajecte de movimentUsa un color personalitzat en lloc del tema[Curve Editing]: Usa colors personalitzats en fotogrames espectre[Custom Onion Skin Colors]: Fa servir colors de pela de ceba personalitzats en lloc dels del tema[Custom Cavity Curve]: Usa corba maniobrera[User Defined]: S'usa un color personalitzat piscat manualment per a la Corba-F[Use Intersection Masks]: Usa una màscara d'intersecció personalitzada per a les cares d'aquesta col·leccióFa servir objectes a mida per definir les formes de les puntes[Custom]: Utilitza un punt de referència personalitzatUsar dades de l'objecte totalment o parcialment avaluatUsar dades de l'objecte original sense cap modificador aplicat[Use Deformation Motion]: Usa la borra de moviment de deformació per a aquest objecteUsar graus per a mesurar angles i rotacionsUsar profunditat de camp al mirador a partir dels valors de la càmera activaUsar dispositiu per a revelarUsa valors de llavor diferents (i, per tant, patrons de soroll) en fotogrames diferentsUsar FDDB difusiva[Armature Defined]: Usa el mode de visualització de l'esquelet (per defecte)Usar distància entre els objectes afectats i referentUsa la distància entre els vèrtexs de l'objecte afectat i l'objecte referent o la geometria de l'objecte referentUsar el mostreig de distància, el millor per a volums densos amb llums llunyanes[Timing]: Usa la rapidesa de dibuix, un nombre de fotogrames o un factor manual per confegir traços[Collapse]: Usa l'aglutinació d'arestes[Edit Lines]: Utilitza les línies d'edició per emplenar dins els límits de contornUsar efecte durant revelat[Use Global Coordinates]: Usa coordenades globals/d'efector per a la turbulènciaUsa mostreig equiangular, el millor per als volums amb baixa densitat amb llum dins o prop del volum[Even Distribution]: Usa una distribució uniforme de cares basada en àrees de cares o longituds d'arestes[Exact Shape]: Usa la geometria exacta per a un empaquetat més eficient (màxim de lent)Usa document existent ( en lloc de l'empaquetat ): %sEmprar els materials amb nom existents en lloc de crear-ne de nousUsa un document .ies externUsa document .osl o .oso externUsar document externUsar teclari d'eines alternatiu[Use Falloff]: Usa l'efecte de dissipació en editar en mode multifotograma per tal de calcular l'efecte de pinzell fotograma per fotogramaEmpra una aproximació més ràpida a base de difuminar en les direccions horitzontal i vertical de manera independentEmpra una tècnica més ràpida d'il·luminació global per a superfícies d'alta rugositatUsar informació de vora difusa des de màscara[Write Legacy Blend File Format]: Fa servir un format de document d'abans del Blender 5.0. És un format més limitat, però pot tenir una millor compatibilitat amb eines que no admeten encara el nou formatUsar document del directori actual (crear quan calgui)Usar el document a la ubicació original (crear quan calgui)Usar documents del directori actual (crear quan calgui)Usar documents en la ubicació original (crear quan calgui)Usar atributs de coma flotant per a les posic ions[Fly]: Utilitza una dinàmica de vol per navegar per l'escenaUsar per al revelat[Established Ocean]: usar per a un oceà establert de gran àrea (mètode Pierson-Moskowitz)Per a ús en oceans establerts (mètode 'JONSWAP', Pierson-Moskowitz) amb agudització de pics[Shallow Water]: Usar per a aigua poc profunda (mètode 'JONSWAP', 'TMA' - Texel-Marsen-Arsloe)Usar per a mars turbulents amb escuma[Use For Growing Hair]: Usa camps de força en fer créixer el pèl[Advanced]: Usa tots els càlculs de física per a fer créixer el cabell[Use Geometry Space]: Utilitza la distància geomètrica per a l'encadenament en lloc de l'espai d'imatgeUsar coordenades globalsUsar coordenades globals per a les coordenades de textura[Global Gravity]: Utilitza la gravetat global per a totes les dinàmiquesUsar FDDB setinadaEmpra gltfpack per simplificar la malla i/o comprimir-ne les texturesUsar el canal verd del metratge per al rastreig[Effector]: Utilitza objectes (efectors) guia per a crear un guiatge de fluid (cal animar i precuinar els objectes guia un cop configurats del tot)Usa el guiatge quan es mostregen les direccions dins d'un volum[Surface Guiding]: Usa el guiatge quan es mostregen direccions en una superfície[Handles]: Utilitza nanses per convertir corbes Bézier en polígonsUsar espai tangent d'alta qualitat a costa d'un menor rendiment[Normal Map]: Usa els valors RGB de la imatge per al mapejat de normalsUsar definició de nivell de partícules millorada (més lent però més precís i amb opcions de suavitzat de malla)Usar en mirador 3D[Face Influence]: Utilitza la influència de la cara per ponderarUsa la ingressió del gamepad (controlador d'Xbox de Microsoft) en lloc dels controladors de movimentUsa les instàncies contingudes en la geometria entrant com a base per a la dispersióUsar atributs enters per a les posic ions[Viewer Node]: Utilitza dades intermèdies des del node visorUsa el bloc de dades de text internUsa la progressió quadràtica inversaUsar temps de fites[Use Layer Pass]: Fa servir un filtre de passades de capaUsa el botó esquerre del ratolí per a la selecció. El comportament estàndard que funciona bé per als dispositius amb ratolí, estora tàctil i tauletaEmpra vistes d'emmagatzematge intercalat, capes i passades antiquades per mantenir la compatibilitat amb aplicacions que no admeten documents multipart OpenEXR més eficients.Usa el desfer d'abans (més lent que el predeterminat nou, però pot ser més estable en alguns casos)[Interpolate Length]: Usa la longitud de les corbes que estan molt pròximesUsar sondes de llum per trobar interseccions d'escenaUsar llums per a aquest objecte Llapis de greixUsar mapejat linealUsar progressió linealUsar coordenades de l'objecte vinculat per a les coordenades de texturaUsar coordenades generades localmentUsar coordenades generades localment per altre objecte[Slow]: Utilitzar la dissolució logarítmica (fa que els valors elevats s’esvaeixin més de pressa que els baixos)Usa l'assecat logarítmic (fa que els valors alts s'eixuguin més ràpid que els baixos)[Lossless Output]: Genera egressions de streaming de vídeo sense compressió ni pèrduaUsar límit inferior per a la variació del volumUtilitza controls de calibratge manualUsar ID de màscara com a ingressió de màscara[Use Material Mask]: Usa màscares de material per a excloure en el filtre els traços ocults[Use Material Pass]: Fa ús del filtre de passada de materials[Total Levels]: Utilitza la informació de cairats de malla per a fer més aguts els cantells o els vèrtexsFa servir per a la separació les illes de malla de la geometria de la superfícieUsar els objectes malla d'aquesta col·lecció enl'operació booleanaUsar metadades de l'escena actualUsa les metadades dels segments del seqüenciadorUsa mil·límetres com a unitats de distància focalUsar execució modal (només operadors modal)Fer servir el modificador en el revelatUsa marbre més definit[Use Motion Blur]: Usa la borra de moviment per a aquest objecteUsar ratolí[Sample Color]: Utilitza el ratolí per recollir un color de la imatge actual[Backimage Sample]: Usa el ratolí per recollir una mostra de la imatge de rerefonsUsar ratolí per a piscar un color en el fotograma actualUtilitza el videoclip des de la càmera activa de l'escenaUsar borra de moviment d'escena 3D multimostrejatUsa borra de moviment multimostrejada de la màscaraUsa borra de moviment multimostrejada del pla[Multi-touch Gestures]: Usa gestos multitàctils per navegar amb estora tàctil, en lloc d'emular la roda de desplaçamentUsa un mostreig d'importància múltiple per a la llum, redueix el soroll per als llums d'àrea i els materials molt setinatsEmpreu diversos operadors de manera interactiva per afegir, eliminar o moure geometria. • {:s} - Afegeix geometria movent el cursor a prop d'un element. • {:s} - Extrudeix arestes movent el cursor. • {:s} - Elimina l'element de mallaUsar vistes múltiples en l'escenaUsar n-gonsUsa l'API nativa de Windows Ink, per dispositius de tauleta i llapis moderns. Requereix Windows 8 o més recent.Usar exemple mès pròximUsar la regió de l'eix negatiu només per a l'execució de l'operadorEmpra grups de nodes per a reutilitzar el mateix menú molts cops[Alfa Hashed]: Utilitza el soroll per tramar la visibilitat binària (funciona bé amb multi-mostres)Usar atributs normalitzats per a les posic ions[Strand / Particle]: Usa la coordenada normalitzada de textura de floc (1D) o l'edat de partícula (X) i la posició del rastre (Y)Utilitza l'objecte com a centre de rotacióUsar objecte com a punt de referència[Use Count]: Utilitza l'objecte múltiples vegades en la mateixa col·leccióUsar la selecció d'objectes (només en mode edició)[Use Transform]: Utilitza la transformació de l'objecte per controlar la forma de projeccióUsa les coordenades globals de l'objecte per a la duplicacióUsa la rotació de l'objecte per a la duplicació (l'eix X global és l'eix de rotació de partícules alineades)Usa l'escala de l'objecte per a la duplicació[Use Coordinates]: Usa coordenades globals/d'objecte per a textura[Object Font]: Usa objectes com a caràcters tipogràfics (doneu als objectes tipogràfics un nom comú seguit del caràcter al qual representen, p. ex. 'família-a', 'família-b', etc., poseu aquest paràmetre a 'família-', i activeu l'instanciat de vèrtexs)Usar el desplaçamentde l'objecte partícula en l'objecte de la instànciaPer al mostreig aleatori, se serveix del Sobol amb una recombinació d'Owen calculada sobre la marxa[Transformation]: Utilitza una propietat de transformació del referent per controlar-ne una altra propietat (o la mateixa) del propietariUsar OneApi per a l'acceleració de GPUUtilitza només modificadors de deformació (deshabilita temporalment tots els modificadors constructius excepte el multiresolució)Fa ús sols dels traços seleccionats per a la interpolacióUtilitza l'estil de fletxa oberta[Use Proxies]: Usa documents optimitzats per poder refregar amb més desimboltura quan es puguiUsar ubicació de textures originalUsar projecció ortogràficaUsa altres contorns i límits per a projectar talls de ganivetUsar la mida de partícules per al metrallaUsa la mida de la partícula per a escalar les instàncies[Size Deflect]: Utilitza la mida de la partícula en la deflexió[Guiding]: Usa el guiatge de trajectes per al mostreig de trajectes. El guiatge de trajectes aprèn incrementalment la distribució de llum de l'escena i guia el trajecte en direccions amb altes aportacions de llum directa i indirectaUtilitza l'estil de segment perpendicularUsa mida de píxel per a la vàlvulaUsa píxels com a unitats de distància focal[Adjacent Faces]: Utilitza píxels de cares adjacents al llarg de costures UVUtilitza lloc-tinents per als fotogrames que falten del segment[Floor]: Utilitza la posició (i opcionalment la rotació) del referent per a definir una «paret» o un «terra» que el propietari no pot travessar[Position and Outline]: Usa la posició més un contorn basat en F2-F1Usar la regió de l'eix positiu només per a l'execució de l'operador[Tabulated Sobol]: Per al mostreig aleatori, fa servir taules precalculades de Sobol amb recombinacions d'OwenUsa la rotació pre/post des la transformació FBX (podries haver de deshabilitar-ho en alguns casos)Emprar el moviment de precisió per a les línies d'extensió[Use Pressure for Density]: Utilitza la pressió per modular la densitat[Use Pressure for Flow]: Utilitza la pressió per modular el flux[Use Pressure for Hardness]: Utilitza la pressió per modular la duresaUtilitzar la pressió per modular l'aleatorietat[Use Pressure for Wet Mix]: Utilitza la pressió per a modular la mescla d'impregnacióUtilitza la pressió per modular la persistència d'impregnació[Falloff Shape]: Utilitza una dissipació projectada o esfèricaUsar progressió quadràtica[Size from Radius]: Utilitza el radi com a mida de la forma de projecció (0 = auto)[Use Particle Radius]: Utilitza el radi que figura als paràmetres de partículesEmprar el radi de les corbes que estan molt pròximesUsar valors aleatoris progressivament[Stroke Random]: Usa l'aleatorietat al nivell del traçUsa el radiotraçat per determinar el color transmès en lloc d'utilitzar només sondes de llum. Això evita que la superfície contribueixi a la il·luminació de superfícies que no utilitzen aquesta configuració.Usa el radiotraçat per determinar el color transmès en lloc d'utilitzar només sondes de llum. Això evita que la superfície contribueixi a la il·luminació de superfícies que no utilitzen aquesta configuració Obsolet: emprar 'use_raytrace_refraction'.[Natural Drawing Speed]: Usa la rapidesa de gravació multiplicada per un factorUsar el canal vermell del metratge per al rastreig[Reflective Caustics]: Usa càustiques reflectives, resultant en una imatge més brillant (més soroll però més realisme)Usa càustiques de refracció, resultant en una imatge més brillant (més soroll però més realisme)[Regular Expression Replace]: Usa una expressió regular per al text de substitució (grups de suport)Usa expressions regulars per identificar text al camp "Cercar"Emprar rutes de document relativesEmprar ruta relativaUsar ruta relativa en vincular recursos d'aquesta biblioteca de recursosUsar rutes relatives per a referenciar documents externs (és a dir, textures, volums) en USD, altrament usar rutes absolutesUsa rutes relatives només amb subdirectoris[Relative Space]: Agafa l'espai relatiu en la geometria d'entrada perquè es tinguin en compte les transformacions de totes dues entrades relacionades[Use Modifiers Render Setting]: Usa paràmetres de revelat quan s'apliquen modificadors als objectes malla (INHABILITAT en el Blender 2.8)[Use Repeat]: Usa valors de mapejat repetitsUsar resolució de cubículaUsar botó dret del ratolí per a la selecció, i botó esquerre per a accions. Això funciona bé principalment per a dispositius amb teclat i ratolí[In Air]: Utilitza la regla quan l'eixam vola[On Land]: Utilitza la regla quan l'eixam és a terra[Parallel Normals]: Usa la mateixa direcció per a totes les normals, des de l'origen fins al centre del referent (només mode direccional)[Multi Modifier]: Utilitza la mateixa ingressió que el modificador precedent, i barreja els resultats usant la vgroup global[Scaled]: Utilitza l'escala d'UVs existents per multiplicar el margeUtilitzar l'escala en calcular la matriuUsar orientació de l'escena en lloc d'un ajust personalitzat[Scene World]: Usa l'escena del món per a il·luminarUtilitza la càmera activa de l'escena per definir la ubicació base i la rotació de la vista d'RVUsar les coordenades de pantalla com a coordenades de textura[Pixel Size]: Usa la mida del píxel de la pantalla enlloc de les unitats del mónUsa els objectes seleccionats com a emissors de fumEmprar detecció de seqüènciaUsa segment de seqüenciador com a ingressió de màscaraUsa el paràmetre des del moficadorUsar la configuració del pinzellUsa la configuració des d'aquíUsa els paràmetres de propietats de l'operadorUsar la configuració de l'escena[Inherit]: Agafa la configuració de la col·lecció pareUsa nodes aspectius per al lineamentUtilitza nodes aspectors per revelar la llumUtilitza nodes aspectors per revelar el materialUtilitza nodes aspectors per a revelar el mónUsa aspectors per al revelat de CyclesUsar aspectors per a revelador EEVEEUsar aspectors per a tots els revelats i miradors , a menys que hi hagi alguna egressió més específica[Interpolate Shape]: Usa la forma de les corbes que estan molt pròximesEmprar la detecció de detalls simple per mantenir la definició dels detallsUsae interpolació simple dels vèrtexs de la graellaUtilitza un sol color o degradat en pintarUtilitza un sol punt com a direccióUtilitza un sol punt per crear anells[Hold values of endpoint keyframes]: Usa pendent de corba d'entrada/sortida de les fotofites d'extremsUsa normals de vèrtex de suavitzat en lloc de normals de cara per a la malla resultantUsa marbre tou[Tripod Motion]: Usa un resolutor especial per rastrejar una posició estable de la càmera, com amb un trípode[Use Curves BVH]: Usa un tipus especial BVH optimitzat per a corbes (usa més ram, però revela més ràpid)Usa l'objecte càmera especificat per a generar traços de dibuix linealUsar estil quadratUsa Stucci estàndardUsa la textura d'ona estàndard amb aigües[Bands]: Usa la textura de fusta estàndard amb aigüesUsar coordenades estàtiques (definides per diversos mitjans)Usa línies rectes entre els punts fotofita[Along stroke]: Utilitza la longitud del traç per a les coordenades de textura[Subprocess]: Usa subprocessos per a la compilació d'aspectors[Use Pressure]: Utilitza la pressió de tauleta[Use Pressure Strength]: Usa la pressió de la tauleta per a la intensitat del color[Use Pressure Jitter]: Usa la pressió de tauleta per al trontoll[Indentation]: Utilitza tabuladors o espais per al sagnatUsa la pintura de textura en el mode esculpirUtilitza els valors d'escala de la texturaEmprar en lloc d'això el node "Alinear rotació a vector"Emprar enlloc d'això el node "Rotar rotació"Utilitza la versió 2D estabilitzada del videoclipUsa el vector 2D (X, Y) com a ingressió. El component Z s'ignora.Usar el cursor 3D com a posició per als objectes seleccionats als quals alinear-seUsar l'orientació del cursor 3D per al nou objecteUsa el vector 3D (X, Y, Z) com a ingressióUsa el vector 4D (X, Y, Z, W) com a ingressióUtilitza la CPU per processar el node de dessorollatUtilitza la GPU per processar el node de dessorollat si n'hi ha, altrament recorre a la CPU[Use MIS Weights]: Usa pesos de Mostreig d'Importància Múltiple per ponderar la contribució de les fonts de llum directament visible durant el guiatgeUtilitza la funció Minkowski per calcular la distància (el valor de l'exponent determina la forma dels límits)Empra el dessorollador d'IA OptiX amb l'acceleració de GPU, però només quan les GPUs NVIDIA hi estan configurades a la pestanya del sistema de les preferències d'usuàriaUsa la càmera 3D de l'escena com a ingressióUsar el cronograma del seqüenciador d'escenes com a ingressió[Use Custom Volume]: Usa el paràmetre de Volum Buscat com a volum inicial en lloc de calcular-lo a partir de la pròpia mallaEmprar la Col·lecció activa de la Capa de visionat en curs per instanciar les col·leccions i objectes importatsUtilitza la posició de la càmera activa per a irradiar rajos[Set Curves Surface Object]: Usa l'objecte actiu com a superfície per als objectes corba seleccionats i el defineix com a pareUsar l'objecte actiu com a posició per als objectes seleccionats a alinear-s'hiUsar el sistema de partícules actiu des del contextUtilitza la informació del canal alfa en la imatgeUsa l'alfa de la primera ingressió com a factor de mascla i retorna una alfa més opaca a partir de les dues ingressions[Alpha Clip]: Usa el llindar alfa per a sostreure la visibilitat (visibilitat binària)[Rotational Difference]: Utilitza l'angle entre dos ossosUsa el valor d'atribut de l'element malla més properUsar mitjana de les arestes/vèrtexs adjacents[Length Weight]: Utilitza la mitjana d'arestes/vèrtexs adjacents ponderats per la seva longitudUtilitza la disposició compacta d'una sola fila[View Context]: Usa la vista 3D actual per a revelar, en cas contrari usa els paràmetres d'escena[Use Current Location]: Utilitza la ubicació de l'os actual per a fundes i per a escollir els segments d'os-D enlloc de la posa de repòsUsar la configuració actual d'acoblamentUsar l'orientació de transformació actual[Use View]: Usa la vista actual en lloc de l'objecte actiu per a crear la nova orientació[Preview World]: Usa el rerefons actual del món per a il·luminar el previsionat de revelatUsar les previsualitzacions aplanades per defecte[Default Layout]: Utilitza la disposició predeterminada de múltiples filesUsa la profunditat sota el ratolí per a millorar la funcionalitat escombratge/rotació/zoom de la vista[Object Screw]: Usa la distància entre els objectes per fer una cargoladaUsa l'atribut del mapa de guies que hi ha si és el casUsa els radis exterior/interior per a les dimensions del torAgafa el valor de segona opció si no es pot resoldre la ruta de les dades, enlloc de renunciar a avaluar el controladorEmpra els índexs avaluats al final preferiblement als índexs de la malla originalUsar l'eix global per a limitar el desplaçamentUsar l'eix global per limitar la força i especificar la direcció de la gravetatUsar el sistema de coordenades globals per a les coordenades de la texturaUsa el mètode d'importació que posa a les preferències d'aquesta biblioteca de recursos, no la sobreseguis per aquest navegador de recursos[Initial Rest Length]: Usa la longitud inicial com a longitud de repòs de tensor en lloc de 2 * de la mida de la partículaUtilitza la mínima rosca durant tota la corbaUsar nanses d'esquerra[Legacy Noise]: Fa servir la manera antiquada de generar soroll. Planteja el problema de què poden sortir valors que quedin fora de -1/1Usa la ingressió de longitud per substituir completament la longitud originalUsar el sistema de coordenades local de l'objecte vinculat per a les coordenades de la texturaUsar l'eix local per a limitar el desplaçamentUsar l'eix local per limitar la força i especificar la direcció de la gravetatUsar el sistema de coordenades local per a les coordenades de la textura[Object Offset]: Utilitza la ubicació i la rotació d'un altre objecte per determinar la distància i el canvi rotacional entre els elements de la corrua[Major/Minor]: Usa el radi major/menor per a les dimensions del torUsa l'escena de previsualització de materials per a les previsualitzacions de nodesUsar valor màxim d'XUsar valor màxim d'YUsar valor màxim de ZUsar valor mínim d'XUsar valor mínim d'YUsar valor mínim de ZUtilitza l'avaluació de temps del modificador[Link Nodes]: Usa el ratolí per a crear un enllaç entre dos nodes[Cut Links]: Usa el ratolí per tallar (suprimir) alguns enllaços[Mute Links]: Utilitza el ratolí per silenciar enllaçosUsar ratolí per pescar un color a la imatge[Weight Paint Sample Weight]: Usa el ratolí per a treure una mostra d'un pes en la vista 3D[Interpolate Point Count]: Usa el nombre de punts de corbes que estan molt pròximesUsar el centre de l'objecte en seleccionar, en el mode d'edició utilitzat per ampliar la selecció de l'objecteUsa la desviació de l'os especificat respecte de la posa de repòs per a calcular la nansa[Legacy Behavior]: Reprodueix l'antic comportament mig malgirbat que no entén que les rotacions fan buclesUsa l'orientació de l'os especificat per a calcular la nansa, ignorant la ubicacióUsar escalat original d'Y de l'os[Bone Original]: Utilitza l'escalat original dels ossosUsar les coordenades originals no deformades de l'objecte[Override Overlap Shuffle Behavior]: Usa el paràmetre de l'eina overlap_mode per determinar com es recombinen els segments solapats[From Instancer]: Utilitza el pare de l'objecte instància si es potUsa el context fixatUsar arbre de nodes fixat[Always]: Utilitza el punt de pivot en totes les rotacions[-X Rotation]: Utilitza el punt de pivot en la distància de rotació negativa al voltant de l'eix XUtilitza el punt de pivot en la distància de rotació negativa al voltant de l'eix XUtilitza el punt de pivot en la distància de rotació negativa al voltant de l'eix ZUsa el punt de pivot en la distància de rotació positiva al voltant de l'eix XUsa el punt de pivot en la distància de rotació positiva al voltant de l'eix YUsa el punt de pivot en la distància de rotació positiva al voltant de l'eix ZEmpreu el botó més per afegir llista d'entradesUsa la posició de l'os especificat per a calcular la nansaUtilitza el remallador de quadsUtilitza els resultats d'aquesta restriccióUsar nanses de dretaUsar l'ordre de rotació definit al document BVHUtilitza el mateix dispositiu que empra el compositador per processar el node de dessorollat[Uniform Scale]: Usa la mateixa llavor aleatòria per a cada eix d'escala per a una escalat uniforme[Scale Even]: Usa el mateix valor d'escalat per a tots els eixosUsa el mateix valor d'escala per als dos eixosUsa el valor escalar W com a ingressióUsar l'orientació d'escena[Scene Origin]: Usa l'origen de l'escena com la posició on s'alinearan els objectes seleccionatsUsa el paràmetre de qualitat de dessorollat de l'escenaFeu servir la cerca a Complements.Feu servir la cerca a Extensions.Usar els objectes seleccionats com a posició per als objectes seleccionats a alinear-s'hiFa servir la selecció (del centre de l'últim traç en mode Pintar) com a punt de pivot per orbitarEmpra el mapejat d'ombra dels llums projectors d'ombra per refinar el gruix definit per l'arbre de nodes material[Proximity Geometry]: Usa com a pes la distància calculada més curta a la geometria de l'objecte referent[Swing]: Utilitza la rotació mínima d'eix únic, similar a Trajectòria amortida[Only First]: Utilitza l'inici del traç per a la profunditatFa ús de l'atribut de normal a mida emmagatzemat com a normals finals[Strand Render]: Usa el primitiu del floc per a revelarUsa la profunditat de la superfície per a la col·locació del cursorUsar normal de superfície (usant l'orientació de transformació com a segona opció)Usa la normal de superfície per orientar la forma del retallatUtilitza la tangent per calcular la rosca[Floor Constraint]: Usa l'objecte referent per a posar límits a la ubicació[Use Rotation]: Utilitza la rotació del referent per determinar la soleraUsa els valors RGB de la textura per a desplaçar la malla en la direcció XYZ[Custom Normal]: Usa el valor d'intensitat de la textura per desplaçar seguint la normal (amitjanada) adaptada (i si no pren el vèrtex)Usar el valor d'intensitat de la textura per desplaçar seguint la normal de vèrtexUsar el valor d'intensitat de la textura per desplaçar en la direcció XUsar el valor d'intensitat de la textura per desplaçar en la direcció YUsar el valor d'intensitat de la textura per desplaçar en la direcció YUsa el tema per a color de fons[Play Mode]: Fa ús del temps de l'escena[Replay]: Utilitza el cronograma per a precuinar l'escenaUsa la versió del clip no distorsionada[Single Property]: Utilitza aquest valor a partir d'alguna propietat d'RNAUsar el valor d'alguna propietat d'RNA dins el context d'avaluació en cursUsar l'eix de vista per a limitar el desplaçamentUsar l'eix de vista per a limitar la força i especificar la direcció de la gravetat[Shape Orientation]: Usa la visualització per a orientar la forma del retallatUsa el remallador de vòxelUsa el món per al color de rerefons[Is Portal]: Usa aquest llum d'àrea per a guiar el mostreig del rerefons, tingues en compte que això farà que la llum sigui invisible[Focus Bone]: Utilitza aquest os d'esquelet per definir la profunditat de camp del punt focalUsa aquest pinzell en mode de dibuix de Llapis de greixUsa aquest pinzell en el mode de color de vèrtex de Llapis de greix[Use UV Sculpt]: Usa aquest pinzell en mode esculpir UVUsa aquest pinzell en mode esculpir amb corbes[Use Sculpt]: Usa aquest pinzell en el mode esculpirUsa aquest pinzell en mode pintat de textura[Use Vertex]: Usa aquest pinzell en el mode pintat de vèrtexs[Use Weight]: Utilitza aquest pinzell en mode pintat de pesosUsa la ruta d'aquest document per a la memòria cau del disc quan la biblioteca es vincula a un altre document (per a precuinats locals per document d'escena, deshabilita aquesta opció)[Material Index]: Utilitzar aquest índex en el segment generat. -1 significa utilitzar el material ja existent.Usa aquesta instal·lació per als documents .blend i per a mostrar les micrones[Light Object]: Usa aquest objecte llum per a generar el contorn de lluminós[Focus object]: Utilitza aquest objecte per definir la profunditat de camp del punt focalUsa el sistema de coordenades d'aquest objecte en lloc del sistema de coordenades globalUsar paràmetres de cairat d'aquest objecte per a sobreescriure l'escena globalUsar la prioritat d'intersecció d'aquest objecte per sobreseure la configuració de la col·lecció[Thread]: Usa fils per a la compilació d'aspectors[Follow Path]: Fa que un objecte/os es mogui seguint la trajectòria definida[Use Tooltip]: Usa les pistes de funcionament en rondar per sobre d'aquest flòstic[Topology Mirror]: Usa un emmirallament de base topològica (per a quan tots dos costats de la malla tenen una topologia única i coincident)Usar transformar flòstics per defecteUsar propietat transformativa del referent per consultar la posa per al propietari provinent d'una AccióUsa ombres transparents per a aquest material si conté una FDDB transparent, la deshabilitació farà revelar més ràpid però no donarà ombres precisesUsa triangles aventallatsUsa només el desplaçament real de la superfície, requereix una subdivisió fina[Un-Subdivide]: Usa la reducció de cares de-subdividintUsar definició de nivell de partícules d'unió (més ràpid però de menor qualitat)Usar límit superior per a la variació de volumUsa la quantificació de bits variableUsar velocitats per a les mides de pas automàgiquesUsa velocitats des d'aquest objecte per a l'efecte guia (l'objecte ha de tenir modificador de fluid i ser del tipus domini)[Use Weight as Factor]: Fa us del pes del grup de vèrtexs com a factor enlloc de la influènciaUsa els pesos dels grups de vèrtexs per a tallar cares del seu contornUsar pesos de grups de vèrtexs per seleccionar si es bisellen vèrtexs o bé arestesUsar cosit de vèrtexs o arestesUsar vèrtexs que no formen part de la regió definidaUsa marbre clarament definitUsar capa de visionat per a revelarUsar tensors viscoelàstics en lloc dels tensors de Hooke[Strokes]: Utilitza els traços visibles per emplenar dins els límits de contorn[VMM]: Usa els models von Mises-Fisher com a distribució direccional[Walk Select]: Utilitza la navegació a peu per seleccionar elements d'arbreUsar efecte onaUsa la textura d'ona amb anells[Weighted]: Utilitza pesos per modular l'efecte[Whole Collection]: Utilitza la col·lecció completa d'un copUsar traç sencer, no només els punts seleccionatsUsa la visualització de tramat en els modes de pintura[Swap]: S'usa amb la intersecció de diferències per intercanviar quin costat es mantéUsa la textura de fusta amb anells[Override Scene Settings]: Usa els paràmetres de revelat de Workbench des de l'escena del seqüenciador, en lloc de cada escena individual usada en el segment[World]: Usa el desplaçament de l'espai món en l'objecte instànciaLongitud usada[Curve Profile Widget]: Serveix per definir el camí d'un perfil[Subitem Local Index]: S'utilitza per gestionar canvis a la col·leccióS'empra per ordenar una multiplicitat d'enllaços de la mateixa ingressió. L'ID més alt queda al capdamunt.[Trace Frame]: S'usa per a traçar un sol fotograma de la seqüència d'imatges, es posa a zero per traçar-ho tot[Slot Identifier]: S'empra en connectar una Acció a un bloc de dades per a trobar la senya d'epígraf correcta. Aquest és el nom de visualització, prefixat amb dos caràcters determinats pel tipus d'ID de l'epígrafEnprat quan el bloc de dades no és local al docunent .blend actual sinó que està vinculat des d'alguna bibliotecaUsadorComplements d'usuàriaBiblioteques de recursos d'usuàriaRecompte d'usadorsDefinit per la usuàriaRepositoris d'extensions de la usuàriaInterfície d'usuàriaConfiguració de teclat d'usuàriaBiblioteca d'usadorsManual d'usuàriaModificat per la usuàriaOrtogràfica d'usuàriaTrajecte d'usuàriaTrajecte d'usuària AltraTrajectes d'usuàriaPerspectiva d'usuàriaRepositori d'usuàriaPistes d'usuària[Stamp Note]: Nota definida per la usuària que s'estampa sobre el revelat[Asset Tag]: Etiqueta definida per la usuària (identificador per nom)Configuració de l'estil i el color de la interfície d'usuàriaLa usuària està refregant[User Path]: Trajectes d'usuària de l'acció. P. ex. «/usuaria/ma/esquerra»Selecció feta per la usuària de la geometria editada, per a l'execució d'una einaDreceres de la usuària[Keyframes]: Fotofites del cronograma editables per la usuàriaUsuària:UsadorsUsadors: {}Fa servir pinzellsUtilitza LSCM (Mapejat Conformal de Quadrats Menors). Això normalment dona un mapejat UV menys precís que el Basat en angle, però funciona millor amb objectes més simplesUtilitza SLIM (Mapejat Injectiu Localment Escalable). Minimitza la distorsió en àrees i angles.[High Precision]: Fa ús d'un mètode més precís però més lent. Empreu-ho en cas que l'egressió surti amb soroll no desitjat.[Bounding box]: Usa capses contenidoresUsa casc convexUsa geometria exactaUtilitza el valor d'esbarriat de distància per al mirador. Més ràpid, però pot titil·larUtilitza el pas de revelat de velocitat vectorial per difuminar els píxels de la imatge en 2DUsant la càmera d'escena activaS'està emprant subdivisió tant de CPU com de GPUUtensilisUtensiliVEix V (Y)Desplaçament en VEix VTaxa de recol·lecció de VBOTemps d'expiració de VBOVFXGrup-v AGrup-v A i BGrup-v A o BGrup-v BGMVRVIndicador de poses control de RVInfo RVPunt d'orientació d'RVIndicadors de punts d'orientació d'RVNavegació en RVRedibuixats RVInspecció de l'escena d'RVSessió de RVIndicador del visor de posa d'RVConfiguració de navegació d'RVSegat de llunyania del mirador d'RVSegat de proximitat del mirador d'RVVRAM: %.1f GiB lliureVRAM: %.1f/%.1f GiBValVàlidValidar mallaValidar malles[Validate Collection References]: Valida les referències des de paràmetres de components d'aparells a col·leccions d'ossis. Cal executar-ho sempre abans i després d'unir dos objectes esquelet de metaaparells en un de sol per evitar pífiesValida referències des del paràmetres de component d'aparell a les col·leccions d'ossosLlindar del validesaVallValorValor invertitTrontoll de valorValor de nom de capaValor màximValor mínimMode valorValor de variacióLliscador de valor[Texture Sample Bias]: Valor afegit a les mostres de texturaValor pel qual s'engrandeix o s'encongeix l'objecte respecte de l'origen del món (només aplicable a través d'una restricció de transformació cau)Valor pel qual s'engrandeixen o redueixen els objectes respecte de l'origen del mónEl valor canvia el desplaçamentEl valor canvia el perfilEl valor canvia els segments[Random Offset]: Valor per als canvis d'ubicació[Random rotation]: Valor per als canvis en la rotacióValor per als canvis d'escalatValor per als tipus de propietats a mida que només es poden editar com una expressió de pythonValor de fotofita activada[Constant Offset Displacement]: Valor de la distància entre els elements de la corrua[Constant Offset]: Valor de la distància entre els elements[Release Time]: Valor per al càlcul de la funda que indica com de ràpid pot caure la funda (com més baix és el valor més pronunciadament pot caure)[Attack Time]: Valor per al càlcul de la funda que indica com de ràpid pot enfilar-se la funda (com més baix és el valor més pronunciadament pot pujar)Valor per a vòxels fora del cubNivell de valorPot ser que es faci una conversió explícita amb el valor si els tipus no conlliguenNo s'ha trobat el valor en l'agregat: "{}"El valor de 0 suprimeix el color de la imatge, fent-la en blanc i negre. Un valor superior a 1,0 augmenta la saturacióValor de la morfofita en el fotograma actualValor de la primera entrada de colorValor de la primera entrada de nombre flotantValor de la primera entrada de vectorValor de l'elementValor de la segona entrada de colorValor de la seona entrada de nombre flotantValor de la segona entrada de vectorAlteració de valor. 0 fa que el color sigui negre, 1 el manté igual i els valors més alts el fan més brillant[Reference Value]: Valor al voltant del qual se centra la influència de la funda o en el qual es basaValor que ha d'assolir el valor de transformació per posar el cronograma de l'acció al primer fotograma. Les rotacions són en grausValor que ha d'assolir el valor de transformació per posar el cronograma de l'acció a l'últim fotograma. Les rotacions són en grausValor a normalValor a cadenaValor a sumar als colorsValor a sumar als pesosValor pel qual multiplicar els colorsValor a què multiplicar els pesosValor per a Ref, Spec, Amb, Emetre, Alpha, RayMir, TransLu i Hard[Clipping]: Valor sota el qual els vòxels es consideren espais buits per optimitzar el revelatValor utilitzat com a llavor en dimensions 1D i 4DValor, to, saturacióValor:Valor: no-capValor: desconegut (no avaluat)Valor: ha de ser «RES» per al movimentValor: ha de ser «PITJAR» quan s'estableix unicodeValor: ha de ser 'PITJAR/AMOLLAR' per a teclat/botonsValor: només s'admeten «PITJAR/AMOLLAR/NO-RES»Valor: {}ValorsValors per canvi d'ubicacióValors per als canvis en la rotacióValors per als canvis d'escala[Additive]: Els valors generats per aquest modificador s'apliquen a sobre dels valors existents en lloc de sobreescriure'lsEls valors més grans que el llindar es troben dins de la malla generadaEs valors de fotofites d'extrems estan retingutsValors que ordenen els cantells associats a l'arestaValors utilitzats per ordenar els cantells lligats al vèrtex. Utilitza índexs per defecteValors utilitzats per a ordenar els punts de la corba. Utilitza índexs per defecteValors utilitzats per ordenar les arestes connectades al vèrtex. Utilitza índexs per defecteValors utilitzats per ordenar els cantells de la cara. Utilitza índexs per defecteValors:Valors: no-capDesaparicióVariableCompatibilitat de les expressions de variablesVariable de segona opció com a errorLa variable no existeix en aquest controlador[Driver Variable]: Variable d'una font/referent per a la relació amb el controladorVariablesVariables: {:d}VariànciaVariantNivell de variacióDiverses infos d'estat sobre un element acabat d'importarEines diverses per a millorar i accelerar la procedimentació en base a nodesVariar els valors de rugositat per a cada flocVariar la concentració de melanina per a cada flocVectorialDifuminat vectorialCorbes vectorialsDéplacement vectorialVisualització vectorialFont vectorialFonts vectorialsNansa vectorialNansa vectorial seleccionadaCàlcul de vectorNode vectorBorn de node vectorInterfície de born del node VectorRotació vectorialTransformació vectorValor vectorialVector pel qual s'ha desplaçat cada punt durant la deformacióTipus de dades vectorial, afecta la posicióCamp vectorial representat pels vectors de visualització[Vector Fonts]: Blocs de dades de fonts vectorials[Vector Font]: Font vectorial per als objectes de textVector per desplaçamentNansa vectorialVector en una corrua de normals de mallaValor vectorialValor vectorial en l'atribut de geometriaVector que es mapejaria a la corbaVector, punt o normal que s'utilitzarà per a la conversió entre espaisVector 2DVectors a comparar en cerca de diferències entre els cantells de cara connectats d'una aresta. (Admet vectors 3D)VectoscopiMode vectoscopiOpacitat del vectoscopiVelocitatVelocitat / pèlAtribut velocitatGradació color de velocitatFactor velocitatGraella de velocitatVelocitat en linealEscala de velocitatFont de velocitatGraella de velocitat XGraella de velocitat YGraella de velocitat Z[Max Velocity]: Velocitat considerada com a màxima influència (unitats de Blender per fotograma)[Fluid Velocity]: Camp de velocitat del domini de fluidForça de velocitat que controla en m/s la paràbola de l'arc de teleportacióVerletVersióLa versió %r no és compatible, ha de ser %r o posteriorHa fallat la còpia de seguretat de la versió (document desat amb @)La versió de Blender amb què està desada la biblioteca .blendVersió del Blender amb la qual s'ha desat userpref.blendVersió:Versió: {:s}Versionat: el node Mapejar valor s'ha suprimitVersionat: Usar nodes svha suprimitVèrtexVèrtex (triangle)Atributs de vèrtexColor del vèrtexFactor color de vèrtexNom del color del vèrtexQuantificació de color de vèrtex[Fill]: El color de vèrtex només afecta l'emplenat[Stroke & Fill]: El color de vèrtex afecta Traçar i EmplenarEl color de vèrtex només afecta el traçColors de vèrtexsRecompte de cantells de vèrtexsRecompte de vèrtexsCamp de recompte de vèrtexsCairat de vèrtexCairat de vèrtex:Dades de vèrtexsTipus de dades de vèrtexsDades de vèrtex:Camp de recompte de cares de vèrtexsVèrtex de llapis de greixGrup de vèrtexsEl grup de vèrtexs "%s" no existeixEl grup de vèrtexs "%s" està bloquejatGrup de vèrtexs AGrup de vèrtexs BGrup de vèrtexs d'aglomeratNegar grup de vèrtexs d'aglomeratGrup de vèrtexs de densitatNegar densitat del grup de vèrtexsElement de grup de vèrtexsFactor grup de vèrtexsGrup de vèrtexs de campNegar camp de grup de vèrtexsInversió grup de vèrtexsGrup de vèrtexs de torsióNegar torsió de grup de vèrtexsGrup de vèrtexs de longitudNegar longitud del grup de vèrtexsBlocatges de grup de vèrtexsGrup de vèrtexs de rotacióNegar rotació del grup de vèrtexsGrup de vèrtexs de rugositat 1Negar rugositat 1 del grup de vèrtexsGrup de vèrtexs de rugositat 2Negar rugositat 2 del grup de vèrtexsGrup de vèrtexs de rugositat de puntesNegar rugositat de puntes del grup de vèrtexsGrup de vèrtexs de midaNegar mida del grup de vèrtexsEspecials de grup de vèrtexGrup de vèrtexs de tangentNegar tangent del grup de vèrtexsGrup de vèrtexs de roscaNegar rosca del grup de vèrtexsGrup de vèrtexs no referenciatGrup de vèrtexs de velocitatNegar velocitat del grup de vèrtexsPes de grup de vèrtexsPesos de grup de vèrtexs[Pin Vertex Group]: Grup de vèrtexs per a vèrtexs fixadors[Shrink Vertex Group]: Grup de vèrtexs per a encongir la tela[Pressure Vertex Group]: Grup de vèrtexs que indica on aplicar pressió. El pes zero significa no-gens de pressió, mentre que el pes u significa plena pressió. Les cares amb un vèrtex que tingui un pes zero seran excloses del càlcul de volum.El grup de vèrtexs està bloquejatGrup(s) de vèrtexsGrups de vèrtexsGrups de vèrtexs assignats a ossos deformantsGrups de vèrtexs assignats a ossos de no-deformantsÍndex de vèrtexÍndex de vèrtex 1Índex de vèrtex 2Índexs de vèrtexsInterpolació de vèrtexsMapejat de vèrtexsMassa de vèrtexMètode de vèrtexs de mallaVeïnes de vèrtexNormal del vèrtexNormals de vèrtexsOpacitat de vèrtexPintar - vèrtexsPotencialitats de pintura de vèrtexsSobreimpressions de pintura de vèrtexsFactor de mescla de pintura de vèrtexsAtributs de posició de vèrtexSelecció de vèrtexSelecció de vèrtexJoc de vèrtexsMida del vèrtexEscórrer vèrtexs: Pesos de vèrtexAngle dels pesos de vèrtexEdició de pesos de vèrtexsMescla de pesos de vèrtexsProximitat de pesos de vèrtexTransferència de pes de vèrtexsPesos de vèrtexsEls colors de vèrtex del document són en espai cromàtic linealEls colors de vèrtex del document són en espai cromàtic sRGBLectura de la coordenada de vèrtex fallidaNo quadra el recompte de vèrtexsEl grup de vèrtexs '%s' no és vàlid o potser està buit[Bending Stiffness Vertex Group]: Grup de vèrtexs per al control afinat de la rigidesa d'un doblegat[Shear Stiffness Vertex Group]: Grup de vèrtexs per al control afinat de la rigidesa de les esqueixades[Structural Stiffness Vertex Group]: Grup de vèrtexs per al control afinat de la rigidesa estructural[Internal Springs Vertex Group]: Grup de vèrtexs per al control afinat de la rigidesa dels tensors internsEl grup de vèrtexs està bloquejatNom de grup de vèrtexsNom del grup de vèrtexs (només aglutinar)Nom del grup de vèrtexs per a pesos d'importància (modulació de la deformació)Nom del grup de vèrtexs per a modificar les àrees seleccionadesNom del grup de vèrtexs per a modular la deformacióNom del grup de vèrtexs per modular l'onaNom del grup de vèrtexs per als traços seleccionatsNom del grup de vèrtexs per a seleccionar les àrees afectadesNom del grup de vèrtexs per a seleccionar/ponderar les àrees afectadesForça de grup de vèrtexs[Rim Vertex Group]: Grup de vèrtexs al qual es ponderarà la geometria de vorada generada[Shell Vertex Group]: Grup de vèrtexs al qual es ponderarà la geometria de cos generadaGrup de vèrtexs al que s'aplica la influència de la retícula[Vertex Group Clump]: Grup de vèrtexs per a controlar l'aglomerat[Vertex Group Density]: Grup de vèrtexs per a controlar la densitatGrup de vèrtexs per controlar el campGrup de vèrtexs per a controlar la torsióGrup de vèrtexs per a controlar la longitudGrup de vèrtexs per a controlar la rotacióGrup de vèrtexs per a controlar la rugositat 1Grup de vèrtexs per a controlar la rugositat 2Grup de vèrtexs per a controlar la rugositat de puntesGrup de vèrtexs per a controlar la midaGrup de vèrtexs per a controlar la tangentGrup de vèrtexs per a controlar la roscaGrup de vèrtexs per a controlar la velocitatGrup de vèrtexs a consignar com a actiuGrups de vèrtexs de l'objecte[Mesh Vertex]: Vèrtex en un bloc de dades de mallaÍndex del vèrtexÍndexs de vèrtexsEl vèrtex és una arrel per als càlculs de rotació i la generació d'esquelet, activant aquest indicador no es retiren pas altres arrels de la mateixa illa de mallaColors de bucles de vèrtexs en una mallaEl vèrtex no és al grupVèrtex de cantellPosic ions de vertexsSelecció de vèrtexs - Maj+Clic per a múltiples modes, Ctrl+Clic contrau seleccióLa selecció de vèrtexs ha d'estar habilitada en el mode pintat de pesos[Vertex Selection]: Màscara de selecció de vèrtexs per a pintarMode de selecció de vèrtexsVèrtex que fa de cantonada de la graellaGrup de pesos de vèrtexs, per a fusionar amb la forma basePes de vèrtex utilitzat pel modificador BisellarPesos dels vèrtexs quan s'hi aplica el pinzellVèrtex:No s'ha trobat el VertexGroup (grup de vèrtexs) '%s' en l'objecte '%s'VertexGroup.add() (afegir grup de vèrtexs): no se'l pot cridar mentre l'objecte estigui en mode edicióVertexGroup.remove() (suprimir grup de vèrtexs): no se'l pot cridar mentre l'objecte estigui en mode edicióEditar pesos de vèrtexsMesclar pesos de vèrtexsProximitat pesos de vèrtexVerticalAlineació verticalCDV verticalLlista verticalDivisió vertical[Aspect Y]: Ràtio d'aspecte vertical (només s'usa per a projectors de càmera)Ràtio d'aspecte vertical - per a l'egressió de píxels anamòrfics o no quadratsDimensió vertical del mapa de precuinatDimensió vertical del mapa de precuinat (només extern)Ubicació vertical de la finestraSeparació vertical des de l'origen de l'objectePosició vertical del segmentPosició vertical de la caixa de text relativa a la UbicacióPosició vertical del subratllatEscala vertical (només s'usa per projectors de càmera)[Sensor Hight]: Mida vertical de l'àrea del sensor d'imatge en mil·límetresVèrtexsDades de vèrtexs:Vèrtexs XVèrtexs YVèrtexs ZS'han canviat els vèrtexs de %d a %dEls vèrtexs han canviat de %u a %uVèrtexs que connecten múltiples regions de caresEls vèrtexs han de ser com a mínim 1Els vèrtexs han de ser com a mínim 3[Vertices]: Els vèrtexs de la mallaVèrtexs:%s | Cares:%sVèrtexs:%s | Cares:%s | Tris:%sVèrtexs:%s | Tris:%sVèrtexs:%s/%sVèrtexs:%s/%s | Arestes:%s/%s | Cares:%s/%s | Tris:%sMolt alt contrastMolt baix contrastQualitat molt baixaVibracióVídeoCòdec de vídeoMemòria de vídeoSeqüenciador de vídeoTaxa de bits del vídeo (kbit/s)Edicio_de_videoVídeosVietnamita - Tiếng ViệtVistaVisionat i controlsAlineació de vistaVisionar text d'atributEix de vistaVisionar biaixCentre de visionatVisualitzar contextDistància de visióVista des deAlçada de vistaÍndex de visionatCapa de visionatNo s'ha trobat la capa de visionat '%s' a l'escena '%s'Propietats de la capa de visionatConfiguració de la capa de visionat per a EEVEECapes de visionatUbicació de vistaBloqueig de visionat[Camera Parent Lock]: Amb el mirador en visualització de bloqueig 3D, la transformació de la càmera afecta el pare de l'objecte en el seu llocCache de mapa de visionatMatriu de visionatNom de la vistaNavegació visualNormal de vistaDecaïment de normal de vistaLímit de normal de vistaVisualitzar sobreimpressióVeure percentatgeVista perspectivaPla de vistaRegions de visionatRotació de vistaEscala de vistaConfiguració de visionatTipus de vistaVector de visionatEix de visió XEix de visió ZProfunditat de visió ZConsulta un manual en línia contextualitzat en un navegador webVisionar totes les corbes a l'editorVisionar tots els objectes en escenaVisionar tots els UV seleccionatsVeure tots els elements seleccionatsVisionar tots els segments del seqüenciadorVisionar i editar UVsVisualitza i edita imatges i mapes UVVisionar i editar màscaresVisionar com a revelatLa distància de la vista des del terra en caminarVista des del darrereVista des de baixVista des del davantVista des de l'esquerraVista des de la dretaVista des de daltVisionat en una imatge multicapaCapa de visionatNo s'ha pogut suprimir la capa de visionat '%s' de l'escena '%s'Capa de visionat tal i com ha estat avaluadaNom de capa de visionatConfiguració de capa de visionat per a EEVEEMode de visionat per a mostrar l'egressió del seqüenciadorNo s'ha trobat la vista, no es pot ordenar per l'eix de vistaVista a l'equadorVista als polsOperacions a vista (útil per a teclats sense teclat numèric)Ubicació pivot de vistaVisionar els seleccionats de totes les regionsDesplaçament de visionat en la vista de càmeraVisionar imatge senceraVisualitza el resultat de l'editor d'il·luminació d'estudi al miradorVisualitza el mirador amb ulleres de realitat virtual (dispositius per al cap)Visionar conjunt de transformacions a %s (convertides des de %s)[View Transform]: [View Transform]: Vista emprada quan es converteix una imatge cap a un espai de visualitzacióVisionar la imatge sencera amb marcadorsVista 2DActivar FlòsticEina activaDarrereRerefonsAmbdósPart inferiorCàmeraTipus de cavitatA midaArrossegarSoleraFrontalEsquerraMesclarPitjarDretaPantallaSeleccionarTemaPart superiorVistaMónCapa de visióLa capa de visió '%s' no conté l'objecte '%s'VisorAtribut d'opacitat del visorVisor endarrereDades del visorVisor endavantÍndex de visorÍtem de visorÍtems del visorVisor esquerraNode visorCamí del visorElement del camí del visorUbicació de posat del visorRotació del posat de visorRegió del visorVisor dretaNo s'ha trobat la imatge del visor.Escala de referència del visor associada amb aquest punt d'orientacióPunt de vistaMiradorQuantitat en miradorAntialiàsing del miradorMirador BVHTipus de BVH de miradorRebots en miradorDepuració de miradorDessorollador de miradorDessorollar miradorPassades d'ingressió de dessorollat del miradorPrefiltre per dessorollar el miradorQualitat de dessorollat de miradorTaxa de fraccionament de miradorVisualització de miradorNotificacions del miradorFlòstics de miradorSobreimpressions de miradorsResolució de miradorMostreig al miradorPredefinits de mostreig del miradorAspecció de miradorMida en el miradorLímit de textura en miradorTransformar miradorVisibilitat de miradorMida en què es mostren les dades mostrejades al mirador[Empty Display Type]: Estil de visualització dels fantasmes al miradorEstil de visualització de mirador per a rastresAngle de lent del miradorFlòstic per a navegar pel mirador[Viewport]: Mode de mirador no-revelatEl mirador no és a la vista localLes sobreimpressions de mirador estan deshabilitades[Viewport Resolution]: Resolució de la superfície generada per al miradorMiradorsVisionatsFormat vistesFormat de vistes:VinyetatgeIntensitat de vinyetatgeBorn de node virtualMares virtualsBorn d'un node virtualOmplir els forats de la malla virtualment abans de desembolcallar, per evitar solapaments i preservar la simetriaTensors viscoelàsticsViscositatBase de viscositatExponent de viscositatViscositat del líquid (els valors més alts donen fluids més viscosos, un valor de 0 aplica encara una certa viscositat)[Viscosity Base]: Paràmetres de la viscositat: valor que es multiplica per 10 a la potència de (exponent*-1)VisibilitatAcció de visibilitatÀrea de visibilitatBiaix de visibilitatVisibilitat: Biaix de sobreeixitDifuminat de visibilitatCol·lecció de visibilitatIcona de visibilitat[Hide]: Condició de visibilitatVisiblesLínies visiblesObjectes visiblesNomés primitius visiblesPestanyes visiblesVisible per defecteMesures de distància i angle visiblesCapes visiblesVisualAssistents visualsPropietats dels efectes visualsGeometria visual a mallaFitació visualUbicació visualUbicació visual i rotacióUbicació visual i escalaUbicació visual, rotació i escalaRotació visualRotació visual i escalaEscala visualCodi de Visual StudioTransformació visual[Destination Indicator Width]: Gruix visual de l'indicador de destinació impactat[Ray Line Width]: Gruix visual de la línia de raig de teleportacióVisualitza els fotogrames complets de la memòria cau[Show Cache]: Visualitza a cronograma imatges guardades a la memòria cau[Raw Images]: Visualitza les imatges en brut de la memòria cauVisualitzar les dades dins una gràfica de nodes, a l'editor d'imatges o com a pla de fons[Vector Display]: Visualitza els camps vectorialsVolumBooleàSegarTipus de dadesDissolucióDobleVector dobleFantasmaEstendreComa flotantEnterEnter de 64 bitsVector enterMàscaraNouPing-PongPunts (sense suport)RepetirMode seqüènciaDesconegutVectorEl volum "%s" conté punts, només s'admeten cubícules de vòxelNo s'ha pogut carregar el volum "%s": %sAbsorció de volumAlfa del volumRebots del volumCoeficients de volumCub de volumInterval personalitzat de volumVolum directeDesplaçament del volumModificador desplaçament de volumVisualització de volumEmissió de volumFactor volumDocuments de volumCubículaCubículesGuiatge del volumProbabilitat de guiatge del volumVolum indirecteInformació de volumInterpolació de volumsIntersecció de volumMètode d'intersecció de volumLlum de volumMajorant del volumProfunditat de raig màxima del volumMín volumConservació de volumSonda de volumMida dels passos de radiodistància volumètricaIl·luminació en mida de passos de radiodistanciat de volumRevelar volumResolució volumMostreig del volumDispersió de volumVisibilitat de dispersió del volumOmbres de volumsTransmitància de volumVariació de volumVariació màxima de volumVariació mínima de volumSuavitat de variació de volumBloc de dades de volum per a les graelles de volum 3D[Volumes]: Blocs de dades de volumsDensitat de volum per vòxelConfiguració de visionat del volum per al mirador 3DDocument de volum utilitzat per aquest bloc de dades de volumDocument de volum usat per a carregar el volum al fotograma actual. Buit si el volum no s'ha carregat o el fotograma existeix només a la memòria.Geometria de volum a qui cal afegir una graellaNom de la graella de volum[Single Axis]: El volum es conserva quan l'objecte s'escala només sobre l'eix lliure. L'escalat en eixos no lliures s'ignorarà.[Uniforme]: El volum es conserva quan l'objecte s'escala uniformement. Les desviacions d'escalat uniforme en eixos no lliures d'ignoraran.[Strict]: El volum es conserva estrictament, tot sobreseient l'escalat dels eixos no lliuresMultiplicador de volum de llumConfiguració del visualització d'objectes de volum per al mirador 3DParàmetres de revelat de l'objecte de volumVolum de l'os en repòsVolum fora del con externParàmetres de revelat del volum per al mirador 3DL'escala del volum és inferior a la permesa per OpenVDBVolum a mallaModificador volum a mallaVolum per convertir en mallaVolum d'on cal treure la graella anomenadaVolum amb graelles de boira on es dispersen els puntsVolum(s)Volum: {} quadrículesVolumsEls volums només admeten un únic material; la ingressió de la selecció no pot ser un campDades volumètriquesMostres d'ombra volumètricaOmbres volumètriques[Random Walk (Fixed Radius)]: Aproximació volumètrica a la dispersió de volum de base física, on s'usa el radi de dispersió que s'especificaAproximació volumètrica a la dispersió de volum de base física, amb el radi de dispersió ajustat automàticament per coincidir amb les textures de color. Dissenyat per als matisos de pell.VorbisVoronoiVoronoi crepitatVoronoi F1Voronoi F2Voronoi F2-F1Voronoi F3Voronoi F4Textura VoronoiDisseny Voronoi pes 1Disseny Voronoi pes 2Disseny Voronoi pes 3Disseny Voronoi pes 4VòrtexPes d'efector de vòrtexVorticitatVòxelQuantitat de vòxelsCoordenada de vòxelExtensió del vòxelMida de cel·les en cubícula de vòxelÍndex del vòxelMida de vòxelEl remallador de vòxels no es pot executar amb una mida de vòxel de 0,0El remallador de vòxels no ha pogut crear la mallaMida, de vòxel de %f massa petita per al resolutorVoxelitzar graellaVòxelsEls vòxels de valor més alt queden dins la malla generadaVulkanWEix W (Z)Eix WRotació WEix W per a rotacions de quaternió i d'angle-eixW1W2W3W4W:AVÍS: L'expressió del controlador pot no funcionar correctamentAVIS: Aquest metaaparell conté tipus d'aparell d'Aparellar obsolets i no es pot actualitzar automàticament.AVÍS: no compatible amb instàncies dupli/grupAVÍS: les preferències es perden quan el complement està deshabilitat, assegureu-vos d'utilitzar «Desar persistent» si vols mantenir la configuració!WEBPEsperar el clicEsperar ingressióEsperar el primer clic en lloc de pintar immediatamentEspereu que es processi la ingressió del clic del ratolí abans de fer anar l'operador amb un menúEspera per desseleccionar altresA peuDirecció de caminarNavegació a peuRapidesa en caminarConfiguració de navegació a peuCaminar amb gravetat o navegar lliurementParetVagareigAvís de msgid en minúscula[Warn Msgid Not Capitalized]: Avís de missatges que comencen amb lletra minúscula (amb alguns sobreseïments permesos)AvísFrontal de la icona d'avísPropagació d'avisosTipus d'avísAvís que es creà durant l'evaluació d'un node modificador de nodes de geometriaAtenció! Abans de desblocar, comproveu que no hi ha cap altra instància de Blender en funcionament.Avís, el document ja existeix. Vols sobreescriure el document existent?[Tweak Duplicate Flag]: Color indicador d'avís/error per a segments que fan referència al segment que s'està retocantAvís:Atenció: no s'ha pogut assignar la reserva sondes de llum volumètriques de {} MB, en lloc d'això s'usen {} MB.Avís: diversos objectes comparteixen les mateixes dades. Potser fer un usador únic i aplicar-hi després les transformacions?Avís: Algunes funcionalitats potser que canviïn després de generarAvís: Algunes imatges es modifiquen i els canvis es perdran.Advertència: imatge(s) externa(es) sense desar.Atenció: no s'han pogut assignar les dades per revelar volums. Es recoore a una resolució de 1:{} MB en lloc de 1:{} MB.Avís: el prefix "//" de la ruta relativa al document blend no s'admet per aquesta propietat.AdvertimentsDeformarAngle de deformacióModificador deformació[Warp Modifier]: Modificador que genera deformacions[Warp]: Provoca deformacions en parts d'una malla cap a una nova ubicació d'una manera molt flexible gràcies a 2 objectes especificats[Warp]: Deforma els vèrtexs entorn del cursorAiguaWattsOnaAlineació d'onatgeRetenció d'onaMostreig de partícules de cresta d'onaMàxim potencial de cresta d'onaMostreig de crestes d'onaEfecte deformació d'onaEfecte de deformació de l'onaDirecció d'onatgeEfecte onaModificador onaPerfil d'onaEscalat d'onatgeTextura onatgeTipus d'onaFactor d'afebliment d'ona[Wave Modifier]: Modificador d'efecte onaRapidesa d'expansió d'ona[Timescale]: Factor d'escalat del temps d'onaDistorsió_en_onaPerfil d'onaDocument àudio en format d'ona wavRepresentació de sonogramaMode de sonogramaOpacitat dels perfils d'onaEstil de sonogramaSonogramesWavefront (.obj)Longitud d'ona[Wavelength]: Longitud d'ona del desplaçament del sinusOnes[Background]: Manera de mostrar el rerefonsManera de mostrar l'aspecció de cavitatsCom interpretar els moviments del ratolíDèbil[Library Weak Reference]: Referència dèbil a un bloc de dades en un altre document biblioteca .blend (s'utilitza per reutilitzar dades ja incorporades en lloc d'afegir-ne còpies noves)[Asset Weak Reference]: Referència dèbil a algun recursWebMWebM (VP9+Opus)WebM / VP9WebP (.webp)Alternativa a WebPFormat WebPLloc webPesosPes 1Pes 2Pes 3Pes 4Angle dels pesosInterval de color de pesosFactor de pesosPesos amb llapis de greixGrup de pesosÍndex de pesosInterpolació de pesosAngle del modificador de pesosProximitat de modificador de pesosEgressió de pesPintar - pesosAutonormalitzar pintura de pesosPotencialitats de pintura de pesosBlocatge relatiu de pintat de pesosMultipintat en pintura de pesosOpacitat de pintura de pesosSobreimpressions de pintura de pesosPosició de pesosProximitat de pesosPesos aplicats per caraQuan es creen nous traços, les dades de pesos s'hi afegeixen d'acord amb el grup de vèrtexs i pes actual. Si no hi ha cap grup de vèrtexs seleccionat, no s'afegeix pes.Pes per a simulació de telaPosar pesos a partícules de pèlPes d'un objecte instància de partícula en una col·leccióPes del punt de vora difusaPes de la restricció de rotació per a CIInfluència de la restricció d'escala per a CIPesos dels caràcters, 100-900, 400 és normal.Pes de la corba guia més pròxima per a cada corba generadaPes del punt[Area Weight]: Vector de projecció de pesos per part de cares amb àrees més gransPes a assignar a grups de vèrtexsPes utilitzat pel modificador de subdivisió de superfíciePes utilitzat per a destí del cos tou[Smooth Type]: Pes emprat per suavitzar[Vertex Group Element]: Valor del pes d'un vèrtex en un grup de vèrtexsPes:Pes: {:.3f}Modificador d'edició de pesos-GVModificador mesclar pesos-GVModificador proximitat a pesos-GVPonderatMediana amb pesosNormal ponderada[Weighted Median]: Centre de cara per mediana amb pesos[Add]: El resultat ponderat d'un segment se suma als resultats acumulats[Multiply]: El resultat ponderat del segment es multiplica pels resultats acumulats[Subtract]: El resultat ponderat del segment se suprimeix dels resultats acumulats[Weighting Mode]: El mode de normal ponderada de vèrtexsNormalPonderadaModificador de normal ponderadaMode de pesosFactor de ponderació per a la fotofita més afavoridaPesos[Instance Collection Weights]: Pesos de tots els objectes de la col·lecció d'instànciesPesos dels grups de vèrtexs a què pertany aquest puntPesos per als grups de vèrtexs a què pertany aquest vèrtex[From Envelopes]: Pesos usant fundes de radi definit per la usuàriaEls pesos per sobre d'aquest llindar es conservenSoldarModificador soldarSolda UVs en base a vèrtexs compartits[Weld Edges into Faces]: Solda arestes aïllades i en fa cares (dividint-les en noves cares)[Weld modifier]: Modificador de soldar[Weld]: Solda els vèrtexs UV seleccionatsOestMescla per impregnacióRadi de pintura d'impregnacióPersistència d'impregnacióCapa de mapa d'impregnacióImpregnografiesImpregnacióRoAvRoDiREsqRoFoRDreRoAm[Cryptomatte Layer]: La capa de la criptotrepa en ús[Angular Velocity Axis]: Quin eix s'utilitza per a canviar la rotació de partícules amb el temps[Width type]: Quina distància es mesura per l'amplada[Structure Type]: Quines menes de tipus d'ordre superior s'espera que passin per aquest bornOperació de sobreseïment que es realitzaEl tipus de vista prèvia de blend a crear[Clear Type]: De quina manera es retira la paternitatRodaInverteix el zoom de rodaEn incorporarQuan el mode Uniforme està actiu, s'inverteix entre els dos bucles d'aresta adjacentsEn vincular[Entire Array]: Quan es tria un tipus de «vector/corrua» (ubicació, rotació, color, etc.), s'utilitzarà tota la corrua[Proxy Setup]: Quan i com es creen les suplecions[Cyclic Offset]: Quan l'os no té un pare, és objecte d'efectes de variació cíclica (Obsolet)[Connected]: Quan l'os té un pare, el cap de l'os queda fixat a la cua del pareEn calcular els trajectes d'ossos, s'usen caps o puntesQuan es combina amb el valor de cada vòxel, determina el nombre de punts a mostrejar per unitat de volum[Merge Parent Rotation And Scale]: Quan els controls es fusionen amb altres propietat d'altres cadenes, cal incloura la diferència de rotació/escala induïda pels pares en el moviment de la nansa. Altrament s'empra només el moviment local de l'os control[Use Additive Drawing]: En crear fotogrames nous, els traços del fotograma anterior/actiu s'inclouen com a base per al nou[Multiply Vertex Groups with Envelope]: En deformar l'os, es multipliquen els efectes dels pesos del grup de vèrtexs per la influència de funda[Create N-Gons]: Quan està deshabilitat, les cares creades recentment estan limitades a 3 i 4 costatsEn duplicar segments, assignar noves còpies de les accions que utilitzen[Apply Flipped]: Quan s'habilita, aplica la posa invertida sobre l'eix X[Add Geometry Link]: Quan està habilitat, crea una connexió a la zona entre borns de geometria[Default to Advanced Numeric Input]: En introduir nombres durant la transformació, es posa per defecte en mode avançat per a avaluar l'expressió matemàtica senceraEn exportar animacions, deshabilita el mirador per a altres objeces, pel rendiment[Resolve conflict]: Quan el text extern està dessincronitzat, resol el conflicte[Lock Direction (Alt)]: Quan s'ha canviat de mans, limita el moviment a la direcció inicial del visor[Lock Elevation (Alt)]: Quan s'ha canviat de mans, evita els canvis d'elevació del visor[Handle All Events]: Quan està ressaltat, no deixis que hi hagi episodis que hagin de gestionar altres teclaris[Use 3D Viewport]: Des de dins el mirador 3D, usa capes i càmera del miradorQuan es fita manualment, evita inserir cites que no afecten l'animació[Original Normal]: Quan està bloquejat, manté l'ús de la normal de la superfície on es va iniciar el traç[Original Plane]: Quan està bloquejat manté l'ús del pla original de la superfície on s'ha iniciar el traç[Chain Priority]: En fusionar controls, les cadenes amb més prioritat sempre guanyen[Mix Node Position]: En fusionar nodes amb la metatecla Ctrl+TeclNum0 (i similars), especifica la posició dels nous nodes[Hide Mix nodes]: Quan fusioneu nodes amb la metatecla Ctrl+TeclNum0 (i similars), especifiqueu si voleu replegar-los o mostrar el node complet amb les opcions ampliades[Group by NLA Track]: Quan està activat, múltiples accions acaben incloses a la mateixa animació gITF i se les porta cap a pistes d'ANL amb el mateix nom. Quan està desactivat, les accions ara mateix assignades esdevenen una sola animació gITFQuan es fa "enganxar", considera la matriu enganxada en relació a un altre objecte (definit a la interfície d'usuària)[Mirror Transform]: En enganxar, emmiralla la transformació en relació a un object o os específicQuan es projecta en una direcció negativa, inverteix el mode d'esporgament de cares[Invert Cull]: En projectar cap a la direcció oposada inverteix el mode d'esporgament de les caresEn revelar animacions, desa els previsionats d'imatges JPG al mateix directoriEn desar una imatge en mosaic, la ruta '%s' ha de contenir un marcador UDIM vàlidEn desplegar un menú contextual per un recurs, activa el recurs i invoca `bl_activate_operator`, si hi és, en lloc de només ressaltar el recursQuan no hi ha material a l'objecte, exporta el color actiu del vèrtex[Affect Alpha]: Quan està deshabilitat, bloqueja l'alfa mentre s'està pintantQuan s'ha de previsualitzar l'egressió del compositador al miradorEn transformar fotofites, els canvis a les dades de l'animació es vehiculen cap a altres visionatsEn transformar segments, els canvis en dades de l'animació es vehiculen cap a altres visionatsQuan és VER, el format és una filmació[Show Active Pixels]: En usar mostreig adaptatiu, ressalta els píxels que s'estan mostrejantEn usar una imatge textura, ajusta la mida de la plantilla per encaixar amb la ràtio d'aspecte de la imatge[Show Scene Strip Range]: En el context de la sincronització del temps d'escena a l'editor de seqüències, mostra l'interval del segment d'escena en cursD'on es carreguen les passades de la Criptotrepa[Annotation Source]: D'on prové l'anotacióD'on prové el videoclipD'on ve la imatgeOn comença la cuaOn s'emmagatzemaran en memòria cau els resultats de revelat en brut[Emit From]: Lloc des d'on surten les partículesCap a on moure el cursorA on moure el cursor per fer una selecció[Target]: Lloc d'egressió del mapa precuinatOn es realitza l'aleatoritzacióOn desar imatges textura precuinades[Bake Target]: Lloc on emmagatzenar les dades precuinadesD'on agafar les metadadesSi el mode esborrador d'una tauleta està en úsSi s'està produint una interacció bimanual[Bound]: Si la geometria ha estat estacada a ancoratgesDe si la geometria s'ha enllaçat amb la gàbia de controlSi la geometria s'ha vinculat a la malla de referènciaSi cada pestanya visible té o no un resultat de cerca[Apply Subdivision Heuristic]: Si s'alteren o no s'alteren lleugerament les posicions finals de la malla base per tenir en compte l'afegit d'un nou modificador de subdivisióSi el document IES es carrega des del disc o des d'un bloc de dades de text[Is Required]: Si l'atribut es pot suprimir o reanomenar[Sequence]: Per saber si la memòria cau està separada en una sèrie de documentsSi la càmera està usant la projecció ortogràficaSi les còpies s'han de desplegar fent un cercle complet o un arc[Is Axis Aligned]: Si la vista actual està alineada a un eix. (no es comprova que la vista sigui ortogràfica, per això s'usa «is_perspective»). Establint-ho la vista rotarà a l'eix més pròximSi la imatge té un canal alfaSi el punt de control d'ingressió més el desplaçament és un índex vàlid de la corba originalSi està o no seleccionada la nansa esquerraSi el node pot trobar una sola cara per mostrejar en la coordenada UVSi el tipus d'editor de nodes admet mostrar previsionats de nodes[Ocean is Cached]: Si l'oceà utilitza dades de la memòria cau o una simulació[Is Open]: Si el plafó està estès o plegat[Keyframed]: Si la posició del marcador està consignada en una fotofita o rastreigSi està o no seleccionada la nansa dretaSi el mostreig ha funcionat. Pot fallar quan el grup a mostrejar està buitSi el text seleccionat està en negretaSi el text seleccionat està en cursivaSi el text seleccionat està en versaletaSi el text seleccionat està subratllatSi la selecció s'ha d'acoblar com un tot o per cada segment individualSi la coordenada UV d'adhesió guardada és vàlidaSi el segment està o no seleccionatSi és que les dades de rastreig contenen informació de reconstrucció vàlidaSi el mirador està usant la projecció ortogràfica[NLA Tweak Mode]: Si hi ha alguna acció referenciada per una ANL que s'està editant (estrictament de només lectura)Si hi ha cap text seleccionatSi aquests paràmetres ja s'han establert automàticament o no[Is Evaluated]: Tant si aquest ID és només és d'un bloc de dades avaluat únicament en temps d'execució, com si són dades reals provinents d'un document .blendSi aquesta instal·lació de blender és la versió expressa del Microsoft StoreSi la col·lecció d'ossos està efectivament visible al mirador. És VER quan aquesta col·lecció d'ossos i tots els seus ascendents són visibles o quan està marcada com a "en solitari".Sobre si aquesta col·lecció és visible per a la capa de visionat, cal tenir en compte el pare de la col·leccióSi aquest joc de funcionalitats està o no registratSi és aquest l'epígraf actiu. Es pot configurar assignant-lo a action.slots.active[Is System Override]: Que si aquest sobreseïment de biblioteca només existeix per a la jerarquia de sobreseïment o si en realitat és editable per la usuària[Is In Hierarchy]: Que si aquest sobreseïment de biblioteca es defineix com a part d'una jerarquia de biblioteques o bé com un sobreseïment únic, aïllat i autònom[Save]: Indica si la ruta està desada entre les dreceres o ha estat generada pel SOSi aplicar o no l'aleatorietat uniformement o per eixSi s'ha de comprovar el tipus de nanses d'esquerra i dretaSi cal eliminar o no la selecció després de copiar[Use NLA Tweak Mode]: Si s'habilita o es deshabilita el mode de retoc en l'Animació No LinealSi la fosa ha de ser inicial o finalSi s'han d'ocultar o mostrar els vèrtexs[Preserve Vocal Formants]: Si cal conservar els formats de les vocals en modificar l'elevació.Si cal o no cal seleccionar vèrtexs connectats sota del cursorSi cal seleccionar durant el moviment[Face Strength Mode]: Si s'ha de especificar la força de cara, i amb quines cares s'ha de fer[Face Strength]: Si s'ha de definir la força de cara, i en quines cares s'ha de ferSi cal tenir en compte la importància dels pesos vèrtex per vèrtexSi s'han d'actualitzar les nanses a esquerra i dreta[Override Frame]: Especifica si s'ha d'usar un quadre personalitzat per consultar dades al document de cau, en lloc d'utilitzar el quadre de l'escena en curs[Has Maximum]: Si s'ha d'utilitzar el valor màxim de segatSi s'ha d'utilitzar el valor mínim de segat[Library Browser]: Si podem navegar o no pels continguts dels documents de blenderLes accions que es vol afectarDe quin resolutor booleà cal fer ús[File Select ID Filter]: Consigna els tipus d'identificadors a mostrar/ocultar quan es navega per una bibliotecaResolutor usat en les interseccionsEl conjunt de selecció a seleccionar; -1 agafa l'actiuQuin algorisme s'ha d'utilitzar per a generar el marge[File Select Asset Filter]: Quins tipus de recursos s'han de mostrar/amagar en navegar per una biblioteca repositoriQuin eix de la tapa del ratolí 3D farà el zoomL'eix que s'alinea amb la normal de la geometria de superfície[Axis]: Eix que s'utilitzarà per al desplaçamentDe quin os s'han de prendre les coordenades de la texturaEls ossos que es vol afectarQuina operació booleana s'ha d'aplicarQuins canals precuinarEn quins canals cal inserir fites quan no hi ha cap joc actiu de fitoatributsQuina instància escollir per element amb l'índex[Color Management]: Quins paràmetres de la gestió del color cal utilitzar per a desar documentsQuines dades s'han de transferirQuines transformacions de dades precuinarQuins previsionats de blocs de dades cal retirarQuina direcció s'utilitza per calcular la força de l'efector[Proximity Mode]: Quines distàncies a l'objecte referent s'usaranDomini on es fa l'eliminacióQuin domini duplicarDe quin domini llegir les dadesEn quin domini s'ha de separarEn quin domini guardar les dades[Edge Data Types]: Les dades d'aresta que es vol transferirDe quin element s'ha d'extraure un valor en la geometriaQuins elements afectar (vèrtexs, arestes i/o cares)Quins elements cal eliminarQuin extrem del segment emprar com a referència per a escalarQuin extrem del segment usar com a referència d'esqueixament[Easing]: A quins extrems del segment entre els fotogrames de Llapis de greix anterior i posterior s'aplica la interpolació de fosa de fotogramesA quines puntes de segment entre aquesta fotofita i la següent s'aplica la interpolació amb gradualitzat[Face Corner Data Types]: Quines capes de dades de cantells de cara s'han de transferir[Poly Data Types]: Les dades de cara que es volen transferirSobre quines cares cal dispersarQuin fotograma s'ha d'utilitzar per als vídeos. Tingues en compte que els diferents fotogrames dels vídeos poden tenir diferents resolucionsQuins fotogrames s'inclouran a l'exportacióA quin element de geometria cal moure l'atributQuina implementació de tensors s'ha d'utilitzarQuin tipus d'objecte s'ha d'exportar[Source Layers Selection]: Especificar capes s'han de transferir, en cas de tipus multicapaEspecifica sobre quins elements de malla es treballaQuin mètode utilitzar per a la navegació del miradorQuin mode utilitzar per la delmacióDe quin objecte s'han de prendre les coordenades de la texturaQuins objectes s'han d'incloure a l'exportacióQuins dels cantells ordenats cal egressar. És compatible amb una indexació negativaQuines de les arestes ordenades cal egressar. És compatible amb una indexació negativaQuins dels punts ordenats cal egressar. És compatible amb una indexació negativa[Output Node]: Quin node de sortida s'ha d'utilitzar, per a textures basades en nodesQuina part del text cal eliminarQuina part s'acoblarà al referent[Mesh generator]: Quin nivell de partícules definir per al generador[Which domain to delete in]: En quines parts del component de malla s'ha d'eliminarQuin punt dels ossos s'utilitza per calcular els trajectesQuina capa relativa (superior o inferior) s'ha d'usar com a màscaraPer a quins tipus de revelat i aspectes de mirador es vol usar els aspectors[Snap Side]: A quin costat del capçal reproductor s'han d'acoblar els segments quan no hi ha nanses seleccionadesD'on i a on s'han de copiar els costatsDe quins costats s'han de copiar i a on (quan tots dos estan seleccionats)[Sky Type]: Quin model de cel utilitzarQuin estil usar en l'escalat del mirador[Use Channel]: Quin canal de textura s'utilitzarà per fer màscaraQuines coordenades de textura s'utilitzaran per al mapejatQuines instàncies de nivell superior cal fer realsQuines transformacions transferir[Time Jump Unit]: La unitat de què servir-se al cronograma en relació amb els salts temporals[Vertex Data Types]: Quines capes de dades de vèrtexs es vol transferir[Vertex Set]: Quins vèrtexs s'han de veure afectatsQuins vèrtexs s'han d'ocultar o mostrar[Never]: Mentre s'edita, no actualitzar la metabola gensMentre s'edita, actualitzar la metabola sempreMentre s'edita, actualitzar la metabola a mitja resolució[Fast]: Mentre s'edita, actualitzar la metabola sense poligonarMentre està sense connexió, "Instal·lar des del disc".BlancEquilibri de blancsPredeterminats d'Equilibri de blancsNivell de blancTextura soroll blancPunt blancValor de blancModificador d'Equilibri de blancs per al segment de seqüènciaPersonatge sencerPersonatge sencer (només ossos seleccionats)Col·lecció senceraFotograma sencerGinyGiny en relleuDesplaçament del ginyEstil de ginyTipus de ginyCol·lecció de ginysAmpladaPercentatge d'ampladaTipus d'amplada[Icon Size]: Amplada i alçada en píxelsAmplada i alçada en píxels, zero quan no es poden carregar les dades d'imatge[X/Y pixels per meter, for the image buffer]: Amplada i alçada de la vàlvula de memòria de la imatge en píxels, zero quan no es pot carregar la imatgeAmplada i alçada de la vàlvula de tessel·les en píxels, zero quan no es poden carregar les dades d'imatgeAmplada del sensor CCD en mil·límetresAmplada del patró del marcador en coordenades de pantallaAmplada de la cerca del marcador en coordenades de la pantalla[Panel/Menu Shadow Width]: Amplada de les ombres de plafó i menú, el zero ho deshabilitaAmplada de la superfície de vòxels activa, en vòxelsAmplada del difuminat en la transició, en percentatge en relació amb la mida de la imatge[Interior Band Width]: Amplada del degradat dins de la mallaAmplada del node[Speed Ramp]: Amplada de la zona en unitats d'IU on la rapidesa augmenta amb la distància des del límitAmplada sobre la qual el filtre de reconstrucció combina mostresAmplada:ComodíS'encallarà llegint el fotograma {:d}!Es crearan directoris perquè totes les rutes siguin vàlides.WinVentFactor ventVelocitat del vent[Wind]: Pes d'efector de vent[Wind Speed]: Rapidesa del ventFinestraFons de finestraGestor de finestresGestors de finestresMatriu de finestraTemporitzador d'episodi de finestraAlçada de finestra[Window Manager]: Bloc de dades del gestor de finestres que defineix finestres obertes i altres dades de la interfície d'usuària[Windows Managers]: Blocs de dades dels gestors de finestresAmplada de finestraVista 3DVista 3D genèricaEina de vista 3D: cursorEina de vista 3D: cursor (pla B)Eina de vista 3D: Editar esquelet, Funda d'osEina de vista 3D: Editar esquelet, Funda d'os (2a opció)Eina de vista 3D: Editar esquelet, Mida d'ósEina de vista 3D: Editar esquelet, Mida d'os (2a opció)Eina de vista 3D: Editar esquelet, ExtrudirEina de vista 3D: Editar esquelet, Extrudir (2a opció)Eina de vista 3D: Editar esquelet, Extrudir a cursorEina de vista 3D: Editar esquelet, Extrudir a cursor (2a opció)Eina de vista 3D: Editar esquelet, GirEina de vista 3D: Editar esquelet, Gir (2a opció)Eina de vista 3D: Editar corba, Rotulador de corbesEina de vista 3D: Editar corba, Rotulador de corba (2a opció)Eina de vista 3D: Editar corba, DibuixarEina de vista 3D: Editar corba, Dibuixar (2a opció)Eina de vista 3D: Editar corba, ExtrudirEina de vista 3D: Editar corba, Extrudir (2a opció)Eina de vista 3D: Editar corba, Extrudir a cursorEina de vista 3D: Editar corba, Extrudir a cursor (2a opció)Eina de vista 3D: Editar corba, RadiEina de vista 3D: Edutar corba, Radi (2a opció)Eina de vista 3D: Editar corba, AleatoritzarEina de vista 3D: Editar corba, Aleatorització (2a opció)Eina de vista 3D: Editar corba, InclinacióEina de vista 3D: Editar corba, Inclinació (2a opció)Eina de vista 3D: Editar malla, BisellarEina de vista 3D: Editar malla, Bisellar (2a opció)Eina de vista 3D: Editar malla, BiseccionarEina de vista 3D: Editar Malla, Biseccionar (2a opció)Eina de vista 3D: Editar malla, Escórrer arestesEina de vista 3D: Editar malla, Escórrer arestes (2a opció)Eina de vista 3D: Editar malla, Extrudir seguint normalsEina de vista 3D: Editar malla, Extrudir seguint normals (2a opció)Eina de vista 3D: Editar malla, Extrudir individualmentEina de vista 3D: Editar malla, Extrudir individualment (2a opció)Eina de vista 3D: Editar malla, Extrudir polivalentEina de vista 3D: Editar malla, Extrudir polivalent (2a opció)Eina de vista 3D: Editar malla, Extrudir regióEina de vista 3D: Editar malla, Extrudir regió (2a opció)Eina de vista 3D: Editar malla, Extrudir a cursorEina de vista 3D: Editar malla, Extrudir a cursor (2a opció)Eina de vista 3D: Editar malla, Incisar caresEina de vista 3D: Editar malla, Incisar cares (2a opció)Eina de vista 3D: Editar malla, GanivetEina de vista 3D: Editar malla, Ganivet (2a opció)Eina de vista 3D: Editar malla, Inserir bucleEina de vista 3D: Editar malla, Inserir bucle (2a opció)Eina de vista 3D: Editar malla, Desplaçar inserció de bucle d'arestaEina de vista 3D: Editar malla, Desplaçar inserció de bucle d'aresta (2a opció)Eina de vista 3D: Editar malla, PolimuntatgeEina de vista 3D: Editar malla, Polimuntatge (2a opció)Eina de vista 3D: Editar malla, Reforçar/afluixarEina de vista 3D: Editar malla, Reforçar/afluixar (2a Opció)Eina de vista 3D: Editar malla, AleatoritzarEina de vista 3D: Editar malla, Aleatoritzar (2a opció)Eina de vista 3D: Editar malla, Arrencar arestaEina de vista 3D: Editar malla, Arrencar aresta (2a opció)Eina de vista 3D: Editar malla, Arrencar regióEina de vista 3D: Editar malla, Arrencar regió (2a opció)Eina de vista 3D: Editar malla, Encongir/inflarEina de vista 3D: Editar malla, Encongir/inflar (2a opció)Eina de vista 3D: Editar malla, SuavitzatEina de vista 3D: Editar mala, Suavitzat (2a opció)Eina de vista 3D: Editar malla, GiravoltarEina de vista 3D: Editar malla, Giravoltar (2a opció)Eina de vista 3D: Editar malla, a EsferaEina de vista 3D: Editar malla, A esfera (2a opció)Eina de vista 3D: Editar malla, Escórrer vèrtexsEina de vista 3D: Editar malla, Escórrer vèrtexs (2a opció)Eina de vista 3D: Editar text, Seleccionar textEina de vista 3D: Editar text, Seleccionar text (2a opció)Eina de vista 3D: mesurarEina de vista 3D: mesurar (pla B)Eina de vista 3D: moureEina de vista 3D: moure (pla B)Eina de vista 3D: objecte, afegir primitiuEina de vista 3D: objecte, afegir primitiu (pla B)Eina de vista 3D: Pintat de pesos, DegradatEina de vista 3D: Pintat de pesos, Degradat (2a opció)Eina de vista 3D: Pintat de pesos, Mostrejar grup de vèrtèxsEina de vista 3D: Pintat de pesos, Mostrejar grup de vèrtèxs (2a opció)Eina de vista 3D: Pintat de pesos, Mostrejar pesosEina de vista 3D: Pintat de pesos, Mostrejar pesos (2a opció)Eina de vista 3D: Posa, PartionadorEina de vista 3D: Posa, Partionador (2a opció)Eina de vista 3D: Posa, EmpènyerEina de vista 3D: Posa, Empènyer (2a opció)Eina de vista 3D: Poses, DestensarEina de vista 3D: Posa, Destensar (2a opció)Eina de vista 3D: rotarEina de vista 3D: rotar (pla B)Eina de vista 3D: escalaEina de vista 3D: escala (pla B)Eina de vista 3D: Esculpir, Joc de cares de caixaEina de vista 3D: Esculpir, Joc de cares de caixa (2a opció)Eina de vista 3D: Esculpir, Ocultar amb caixaEina de vista 3D: Esculpir, Ocultar amb caixa (2a opció)Eina de vista 3D: Esculpir, Màscara de caixaEina de vista 3D: Esculpir, Màscara de caixa (2a opció)Eina de vista 3D: Esculpir, Retallat de caixaEina de vista 3D: Esculpir, Retallat de caixa (2a opció)Eina de vista 3D: Esculpir, Filtre de robaEina de vista 3D: Esculpir, Filtre de roba (2a opció)Eina de vista 3D: Esculpir, Filtre de colorEina de vista 3D: Esculpir, Filtre de color (2a opció)Eina de vista 3D: esculpir, editar joc de caresEina de vista 3D: esculpir, editar joc de cares (pla B)Eina de vista 3D: Esculpir, Joc de cares de llaçEina de vista 3D: Esculpir, Joc de cares de llaç (2a opció)Eina de vista 3D: Esculpir, Ocultació de llaçEina de vista 3D: Esculpir, Ocultació de llaç (2a opció)Eina de vista 3D: Esculpir, Màscara de llaçEina de vista 3D: Esculpir, Màscara de llaç (2a opció)Eina de vista 3D: Esculpir, Retallat de llaçEina de vista 3D: Esculpir, Retallat de llaç (2a opció)Eina de vista 3D: Esculpir, Joc de cares de líniaEina de vista 3D: Esculpir, Joc de cares de línia (2a opció)Eina de vista 3D: Esculpir, Ocultació de líniaEina de vista 3D: Esculpir, Ocultació de línia (2a opció)Eina de vista 3D: Esculpir, Màscara de líniaEina de vista 3D: Esculpir, Màscara de línia (2a opció)Eina de vista 3D: Esculpir, Projecció de líniaEina de vista 3D: Esculpir, Projecció de línia (2a opció)Eina de vista 3D: Esculpir, Retallat de líniaEina de vista 3D: Esculpir, Retallat de línia (2a opció)Eina de vista 3D: Esculpir, màscara per colorEina de vista 3D: Esculpir, màscara per color (2a opció)Eina de vista 3D: Esculpir, Filtre de mallaEina de vista 3D: Esculpir, Filtre de malla (2a opció)Eina de vista 3D: Esculpir, Joc de cares de polilíniaEina de vista 3D: Esculpir, Joc de cares de polilínia (2a opció)Eina de vista 3D: Esculpir, Ocultació de polilíniaEina de vista 3D: Esculpir, Ocultació de polilínia (2a opció)Eina de vista 3D: Esculpir, Màscara polilinealEina de vista 3D: Esculpir, Màscara polilineal (2a opció)Eina de vista 3D: Esculpir, Retallat de polilíniaEina de vista 3D: Esculpir, Retallat de polilínia (2a opció)Eina de vista 3D: selecció de caixaEina de vista 3D: selecció de caixa (pla B)Eina de vista 3D: selecció de cercleEina de vista 3D: selecció de cercle (pla B)Eina de vista 3D: selecció de llaçEina de vista 3D: selecció de llaç (pla B)Eina de vista 3D: esqueixarEina de vista 3D: esqueixar (pla B)Eina de vista 3D: transformarEina de vista 3D: transformar (pla B)Eina de vista 3D: retocarEina de vista 3D: retocar(pla B)AccelerarAfegirAfegir tallAfegir tall en bucleAfegir nouAfegir punt d'acoblamentAjustar influència proporcionalmentAlinearAnimacióCanals d'animacióAplicarÀreaEsqueletAssociar/desassociar marcRestricció automàticaPla de restricció automàticaAcoblar a eixAcoblar a eix (desactivat)EnrereComençarMapa modal de bisellatBlender s'està tancant.Cancel·larPivot centrat desactivatPivot centrat activatCanviar tipus d'afectacióCanviar motllura endinsCanviar mètode d'interseccióCanviar desplaçamentCanviar mode desplaçamentCanviar opacitatCanviar motllura enforaCanviar perfilCanviar radiCanviar segmentsRetenir segmentsRetirar restriccionsClipEditor clips al guió tècnicEditor de clipsEditor de gràfiques de clipCol·lidir extensionsConfirmarConfirmar mostreigConsolaCairatCorbaMapa modal de rotulador de corbaCorbesMapa modal de normals adaptadesCiclar acoblament d'angle en relació a arestaCiclar al llarg de tipus de perfilsDecelerarDisminuir alçada de saltDisminuir longitud màxima de la cadena Auto-CIDisminuir influència proporcionalmentDisminuir els segmentsDecrementar subdivisióDesseleccionarDecaïment de diagonalsDeshabilitar precisióDeshabilitar acoblamentGuió tècnicGuió tècnic genèricAvallArrossegar extensionsHabilitar precisióHabilitar acoblamentFinalitzar tall actualExtrudirMapa de mostreig de punts en gradació de color per a pipetaMapa modal de pipetaRàpidRàpid (Desactivat)Navegador de documentsBotons del navegadorNavegador principalMapa modal de l'Eina emplenarAspecte fix desactivatAspecte fix activatInvertirFontEndavantFotogramesPermutar alineació lliureFlòstic genèricClicar i arrossegar amb flòstic genèricArrossegament de flòstic genèricPossible arrossegament de flòstic genèricSelecció de flòstic genèricMapa modal de retoc amb flòstic genèricEina genèrica: AnotacionsEina genèrica: Anotacions (pla B)Eina genèrica: esborrador d'anotacionsEina genèrica: esborrador d'anotacions (pla B)Eina genèrica: línia d'anotacionsEina genèrica: línia d'anotacions (pla B)Eina genèrica: polígon d'anotacionsEina genèrica: polígon d'anotacions (pla B)Decaïment geodèsicPas de recursió geodèsicaCapsa de gestGest de línia rectaGest de límit de zoomAgafarEditor de gràfiquesEditor de gràfiques genèricTargeta gràfica:Llapis de greixLlapis de greix - Traç del pinzellMode de dibuix de Llapis de greixLlapis de greix - Mode edicióLlapis de greix - Eina emplenarLlapis de greix - Mode esculpirLlapis de greix - Pintat de vèrtexsLlapis de greix - Pintat de pesosIgnorar acoblat desactivatIgnorar acoblat activatImatgeEina d'edició d'imatges: mostrejarEina d'edició d'imatges: mostrejar (pla B)Eina d'edició d'imatges: UV, CursorEina d'edició d'imatges: UV, Cursor (2a opció)Eina d'edició d'imatges: UV, CapturarEina d'edició d'imatges: Uv, Capturar (pla B)Eina d'edició d'imatges: UV, moureEina d'edició d'imatges: UV, moure (pla B)Eina d'edició d'imatges: Uv, PinçarEina d'edició d'imatges: Uv, Pinçar (pla B)Eina d'edició d'imatges: Uv, DestensarEina d'edició d'imatges: UV, Destensar (2a opció)Eina d'edició d'imatges: UV, Arrencar regióEina d'edició d'imatges: UV, Arrencar regió (2a opció)Eina d'edició d'imatges: UV, rotarEina d'edició d'imatges: UV, rotar (pla B)Eina d'edició d'imatges: UV, escalarEina d'edició d'imatges: UV, escalar (pla B)Eina d'edició d'imatges: UV, Selecció de caixaEina d'edició d'imatges: UV, Selecció de caixa (2a opció)Eina d'edició d'imatges: UV, Selecció de cercleEina d'edició d'imatges: UV, Selecció de cercle (2a opció)Eina d'edició d'imatges: UV, Selecció de llaçEina d'edició d'imatges: UV, Selecció de llaç (2a opció)Eina d'edició d'imatges: UV, RetocatEina d'edició d'imatges: UV, Retocat (2a opció)Imatge genèricPintat d'imatgeVisionat d'imatgeDinsIncrementar alçada de saltAugmentar longitud màxima de cadena Auto-CIAugmentar influència proporcionalmentAugmentar segmentsIncrementar subdivisióInformacióInvertirSaltarSaltar (desactivat)FitesMapa modal d'eina ganivetIdiomaRetículaEsquerraAllargar extensionsSuport limitat de la plataformaVincular nansesLocal en avallLocal amuntTracar angleDecrement de nombre de buclesIncrement de nombre de buclesMarcadorsEdició de màscaraMallaMapa modal de filtre de mallaMetabolaMoureMoure nansa adjacentMoure nansa en cursMoure punt sencerMoure origenEditor d'ANLANL genèricaPistes d'ANLNavegarNouPoden estar disponibles controladors de gràfics més recents de millor compatibilitat amb Blender.Cap operacióLligam de nodeLligam de node (desactivat)Editor de nodesNode genèricEina de node: selecció de caixaEina de node: selecció de caixa (pla B)Eina de node: selecció de cercleEina de node: selecció de cercle (pla B)Eina de node: selecció de llaçEina de node: selecció de llaç (pla B)Eina de node: retocarEina de node: retocar (pla B)Increment de núm. ingressat avallIncrement de núm. ingressat amuntMode d'objectesObjecte no modalForaInventariPintar corbaMàscara de pintat de cares (pes, vèrtex, textura)Pintar amb traç modalSelecció de vèrtexs amb pinzell (pes, vèrtex)EscombratgeEscombratge (desactivar)EscombratgePartículaMapa modal de l'eina penLa plataforma no és compatibleNúvol de puntsPosatPrecisióPrecisió (inactiu)Precisió (desactivada)Mode de precisióPrevisionatEina de previsionat: cursorEina de previsionat: cursor (pla B)Eina de previsionat: moureEina de previsionat: moure (pla B)Eina de previsionat: rotarEina de previsionat: rotar (pla B)Eina de previsionat: mostrejarEina de previsionat: mostrejar (pla B)Eina de previsionat: escalaEina de previsionat: escala (pla B)Eina de previsionat: selecció de caixaEina de previsionat: selecció de caixa (pla B)Eina de previsionat: selecció de cercleEina de previsionat: selecció de cercle (pla B)Eina de previsionat: selecció de llaçEina de previsionat: selecció de llaç (pla B)Eina de previsionat : retocarEina de previsionat: retocar (pla B)Mapa modal d'eina primitivaEditor de propietatsValor de propietatMenú contextual de regióSuprimir últim punt d'acoblamentReiniciarReiniciar mostreigRedimensionarDretaRotarRotar normalsRotacióRotació (desactivada)Mostrejar un puntEscalarPantallaEdició de pantallaEsculpirEsculpir amb corbesModalitat esculpir expansiuCercarSeleccionarSeleccionar i usar element de mallaSeqüenciadorEina seqüenciador: cisallaEina seqüenciador: cisalla (pla B)Eina seqüenciador: selecció de caixaEina seqüenciador: selecció de caixa (pla B)Eina seqüenciador: selecció de cercleEina seqüenciador: selecció de cercle (pla B)Eina seqüenciador: selecció de llaçEina seqüenciador: selecció de llaç (pla B)Eina seqüenciador: moureEina seqüenciador: moure (pla B)Definir base d'acoblamentDefinir base d'acoblament (desactivat)Configurar i usar cursor 3DMajúsEscurçar extensionsMidaLentLent (desactivat)AcoblarAcoblar (inactiu)Angle d'acoblamentInvertir acoblamentInvertir acoblament (desactivat)Acoblar desactivatAcoblar activatPermutar acoblamentExpansió d'acoblament a jocs de caresDesactivat acoblament a punts mitjansActivat acoblament a punts mitjansDecaïment esfèricEsferitzarQuadriculat genèricMapa modal estàndardIniciar mostreigAturar enrereAturar endavantAturar moviment global cap avallAturar moviment global en amuntAturar a esquerraAturar moviment local en avallAturar moviment local en amuntAturar moviment a dretaRestarCanviar a moureCanviar a rotarCanviar a zoomTeletransportarTextText genèricDecrement de distorsió de texturaIncrement de distorsió de texturaPermutar acoblament d'anglePermutar degradat de pinzellPermutar retenció de solapamentPermutar tall transversalPermutar prova de profunditatPermutar direcció per autodesplaçament de nodePermutar mesures de distància i l'anglePermutar Mode extensióPermutar degradatPermutar gravetatPermutar normals enduridesPermutar marca de costuraPermutar marca d'agudesaPermutar estat de conservacióDecaïment topològicPas de recursió topològicaRatolí de bolaMapa modal de transformacionsEditor UVEsculpir UVsDesferAmuntL'actualització a la darrera versió d'SO de pot millorar la compatibilitat de BlenderUsar ratolíUsar objecteUsar pivotInterfície d'usuàriaEscórrer vèrtexs/arestesPintura de vèrtexsEditor de seqüències de vídeoVista 2DLlista de botons de vista 2DModalitat dolly de vista 3DModalitat de vol en vista 3DCercle de gest en vista 3DModalitat moviment en vista 3DModalitat d'ubicació de Vista 3DModalitat rotació de vista 3DModalitat de caminar en vista 3DModalitat zoom en vista 3DPintura de pesosFinestraEix XCorrecció d'eix XTravat d'eix XPla XEix YTravat d'eix YPla YLa targeta gràfica no és compatibleLa targeta gràfica o la versió del controlador tenen una compatibilitat limitada. Pot funcionar, però amb dificultats.La targeta gràfica o el controlador no són compatibles.La targeta gràfica o la versió d'SO del mac no són compatiblesEix ZCorrecció d'eix ZTravat d'eix ZPla ZEntorn de finestres: {:s}WindowsOperador només de Windows i LínuxWindows InkWintabSegment de fregarFilatColor de tramaTipus de color de tramaColors de cablesEdició de tramaSelecció de ratllaGruix de tramatArestes filiformesTramatColor de tramatDetalls de tramatModificador tramatOpacitat de tramatLlindar de tramat[Wireframe Modifier]: Modificador que fa l'efecte d'un tramatRatllaAmb desplaçamentAmb referents[Cast Shadow Caustics]: Amb materials refractius, genera càustiques aproximades en les ombres d'aquest objecte. Es tenen en compte fins a 10 rebots dins d'aquest objecte. Els objectes llum, irradiadors i receptors han de tenir les opcions de càustica d'ombra definides per poder-ho activarSense referentFustaTextura fustaEspaiat de paraulesCompaginarAmplada de compaginat de mots com a factor, el zero deshabilitaEina d'obradorsEtiqueta d'IU d'obradorAnimació en 2DLlenç complet 2DAnimacióCompositarNodes de geometriaDisposicióEmmascararModelatgeRastreig de movimentNouRevelatProtocolsEsculpirAspeccióGuionatge gràficPintar texturaEdició UVEdició de vídeoEtiquetes de la IU pels obradorsWorkbenchRevelat d'escena de WorkbenchEspai de treballID interop de l'espai de treballEspai de color operatiu del document en cursObrador[Workspace]: Bloc de dades de l'obrador, que defineix l'entorn de treball per a la usuària[Workspaces]: Blocs de dades d'obradorsObradorsMónNouMónLlum de cúpula del mónBoira al mónOpacitat de mónEgressió a mónSobreseure mónPropietats del mónEspai del mónIl·luminació d'espai mónEl rerefons del món és transparent, per a compositar el revelat sobre un altre rerefonsBloc de dades de món que descriu l'entorn i la il·luminació ambiental d'una escena[Worlds]: Blocs de dades dels mons[Lighting]: Paràmetres d'il·luminació del món[Mist]: Paràmetres de la boirina al mónMapejat de normals de l'espai mónMapejat de les normals de l'espai món, compatible amb el precuinat de revelat del BlenderMapejat de desplaçament vectorial d'espai del món[Wolrd]: Món utilitzat per revelar l'escenaVisibilitat del món per als raigs de càmeraVisibilitat del món per als raigs de reflex difusiuVisibilitat del món per als raigs de reflexos de setinatVisibilitat del món per als raigs d'ombraVisibilitat del món per als raigs de transmissióVisibilitat del món per als raigs de dispersió de volumDirecció en l'espai mónVector de direcció en l'Espai Món per a estendre vèrtexsOrigen del raig en Espai món per no estendre els vèrtexsMons[Matrix World]: Matriu de transformació de l'espai del mónEncloureCircular pel voltantMètode de cobrimentMètode encloureAmplada de cenyitReenclou als valors primer/últimRecull els nodes dins d'un clos que es pot executar en una part diferent de l'arbre de nodesEnclou el valor a l'interval, wrap(A,B)[Word Wrap]: Estreny les paraules si no hi ha prou espai horitzontalOperador d'enclusió que invocarà l'op donada després de consignar el seu nom de mòdulEnclou un valor i inverteix tots els altres cicles (A,B)EscripturaEscriure imatgeConsignar format antic de document Blend[Use Local File]: Escriu un document local (sobreescriu el que hi havia)Escriu el document original (sobreescriu l'existent)Escriu un document FBX[All Keymaps]: Registra tots els teclaris (no només els modificats per la usuària)Escriure el precuinat al directori actual (sobreescriure el precuinat existent)Escriure el precuinat a la ubicació original (sobreescriu el document existent)Escriu el document .blend comprimitEspecifica suavitzat d'arestesError d'escriptura: no es pot desar %sEspecifica suavitzat de caresEscriu grups de suavitzat de caresEscriure el document al directori actual (sobreescriu el document existent)Escriure el document a la ubicació original (sobreescriu el document existent)Escriure sols nom de documentEscriure documents al directori actual (sobreescriu els documents existents)Escriu els documents a la ubicació original (sobreescriu els documents existents)Gravar a disc el document d'imatge[Find Link Operations]: Escriu noms d'operacions de connexió per la propietat "link_operation_names" del born contextual de l'arbre de nodesEscriure rutes relatives quan es potError de tipus d'ingressió d'imatgeTipus d'ingressió d'imatge equivocadaTipus d'egressió erroniXAngle XTensor d'angle en XRigidesa d'angle en XEix XRigidesa d'eix XFinal d'XForça XX EndavantUbicació XX inferiorMapejat XX MaxMín XMirall en XNormal XSeparació XPla XPosició XRotació XEscala XEix X originalTensor en XInici d'XRigidesa XSubdivisions XX amuntVelocitat XEix XCorrecció de l'eix X (permutar)Moviment d'eix XComponent X del camp de forçaComponent X del camp de velocitat[Start Position X]: Coordenada X de la posició inicialCoordenada en X del vòxel en l'espai d'índex o la coordenada en X mínima d'una tessel·laManual XPosició X des d'on comença el segmentRadi X utilitzat pel modificador EmpellarEix XEmmirallat en eix XGlobal XRaigs XOpacitat de raigs XEls raigs-X no estan disponibles en el mode actual[Out X]: Separació en l'eix X de la nansa pel final de la corba d'os-D, ajusta la curvatura[In X]: Separació en l'eix X de la nansa per l'inici de la corba d'os-D, ajusta la curvatura[Drop X]: Coordenada X (quadre de pantalla) sota la qual col·locar el nou objecteDesplaçament X al punt de paternitatPosició X del marcador al fotograma en coordenades de pantallaUbicació X de la cerca en fotograma relativa a la posició del marcador[Vector Handle]: Coordenades X/Y del punt de corbaCoordenades X/Y del punt de trajectePíxels X/Y per metre, per a la vàlvula de memòria de la imatgeX:Realitat EstesaMapa d'acció RXAssociació al mapa d'acció RXAssociacions de mapa d'acció RXElement de mapa d'acció RXElements de mapa d'acció d'RXMapes d'accions d'RXCamí de component RXCamins de components RXDades d'RX per a episodi del gestor de finestresNavegació en RXParàmetres de sessió RXEstat de sessió RXTrajecte d'usuària RXTrajectes d'usuària RXNom d'acció RX[Action Set]: Nom del joc d'accions RXTipus d'acció RXValors d'acció d'RX corresponents al tipusEuler XYZOrdre de rotació XYZ - propens al bloqueig de Cardan (predeterminat)Les rotacions XYZ no estan claudades per ID='%s' i camí-RNA='%s'XYZ a RGBXZMode d'escalat XZEuler XZYOrdre de rotació XZY - propens al bloqueig de CardanOps TrformContenidor Ogg Xiph.OrgXiph.Còdec Org VorbisXvidYAngle YTensor d'angle en YRigidesa d'angle en YEix YRigidesa d'eix YFinal d'YForça YY EndavantUbicació YY inferiorMapejat YMàx YMín YNormal YSeparació YPla YPosició YRotació YEscala YMode d'escalat YEix Y originalTensor en YInici d'YRigidesa YSubdivisions YY amuntVelocitat YEix YMoviment d'eix YComponent Y del camp de forçaComponent Y del camp de velocitatCoordenada Y de la posició inicialCoordenada en Y del vòxel en l'espai d'índex o la coordenada en Y mínima d'una tessel·laManual YRadi Y utilitzat pel modificador EmpellarEix YGlobal Y[Drop Y]: Coordenada Y (quadre de pantalla) sota la qual col·locar el nou objecteDesplaçament Y al punt de paternitatPosició Y del marcador al fotograma en coordenades de pantallaUbicació Y de la cerca en fotograma relativa a la posició del marcadorY:YCCYCbCrYCbCr (ITU 601)YCbCr (ITU 709)YCbCr (JPEG)Espai de color YCbCr (Y - luma, Cb - blau-croma de diferència, Cr - vermell-croma de diferència)Canal croma YCbCrLimitar canal YCbCrEspai de color YCbCrYUVEspai de color YUV (Y - Iuma, U V - croma)Canal croma YUVLimitar canal YUVEuler YXZOrdre de rotació YXZ - propens a bloqueig de CardanEuler YZXOrdre de rotació YZX - propens a bloqueig de CardanIardesGroc-blauAhirAixò es pot ajustar més tard des de les preferències del "Sistema".També has de seleccionar una cadena de vèrtexs connectatsHeu de seleccionar un tipus d'aparell per crear-ne una mostraUs calen almenys dues fotofites a l'esquerra de la seleccióUs calen almenys dues fotofites a la dreta de la seleccióHas de tenir una textura activa per a usar el precuinador de multiresZAngle ZTensor d'angle en ZRigidesa d'angle en ZEix ZCorrecció d'eix ZRigidesa d'eix ZDirecció ZForça ZZ EndavantUbicació ZZ inferiorMapejat ZZ mínNormal ZPla ZRotació ZEscala ZEix Z originalTensor en ZRigidesa ZZ amuntVelocitat ZEix ZCorrecció de l'eix ZCorrecció de l'eix Z (permutar)Component Z del camp de forçacomponent Z del camp de velocitatCoordenada en Z del vòxel en l'espai d'índex o la coordenada en Z mínima d'una tessel·laManual Z[Alpha Threshold]: Les passades Z, Índex, Normal, UV i Vector només es veuen afectades per superfícies amb transparència alfa igual o superior a aquest llindarEix ZVàlvula-ZGlobal ZEscala-ZZ-amuntSeparació en l'eix Z de la nansa al final de la corba d'os-D, ajusta la curvaturaSeparació en l'eix Z de la nansa a l'inici de la corba d'os-D, ajusta la curvaturaDesplaçament en Z del mapejat de texturaZ:ZIPZIP empaquetat incorrectament; __init__.py hauria d'estar en un directori, no al nivell superiorZIPSZXEuler ZXYOrdre de rotació ZXY - propens a bloqueig de CardanEuler ZYXOrdre de rotació del ZYX - propens a bloqueig de CardanZenit - Angle des del pla de terraPesos zeroLes coordenades centrades en Z normalitzen seguint la dimensió més gran a fi d'assegurar un escalat uniformeNormal zero assignadaNo es pot resoldre una escala zeroNo es pot resoldre una mida de vòxel zeroPosa a zero les versions de paquets, útil per a desenvolupament - provar les actualitzacionsZipID del node d'egressió de zonaNode de sortida de zona amb què s'aparella aquest node d'entradaZoomEix de zoomFactor d'acostament XFactor d'acostament YInfluència del zoomZoom a fotofitesMètode de zoomAllunyarCamí del zoomZoom a segonsEstil de zoomFa zoom estirant la tapa del ratolí 3D enlaire o empenyent-lo cap avallDirecció de zoomFactor de zoomFactor de zoom en la vista de càmeraFactor d'aproximació, els valors més alts que 1,0 aproximen, els més baixos allunyenAproximarS'aproxima i allunya com si estiguessis escalant la vista, els moviments del ratolí van en relació amb el centreAproximar-se i allunyar-se en funció del moviment horitzontal del ratolíAproximar-se i allunyar.se en funció del moviment del ratolí al llarg de l'eix de zoom especificatAproximar-se i allunyar-se en funció del moviment vertical del ratolíAproxima la imatge (centrat al voltant del cursor 2D)Aproximar en la vista[Zoom to Border]: Aproxima la vista a l'element més proper contingut dins la seccióAproxima la vista a l'objecte més proper contingut dins la seccióAproxima la vista 3D anant vers el punter del ratolí, preferentment que al centre de la finestra 2DAproxima/allunya la vistaAproxima/allunya la imatge de fonsAproxima/allunya la imatgeAproximar/allunyar la vistaAllunyarAllunya la imatge (centrat al voltant del cursor 2D)Allunya amb el zoomPercentatge d'acostamentPrevisualització de zoom dins l'àreaRàtio de zoom, 1,0 és 1:1, més gran acosta o amplia, menor allunyaEnquadra la vista del seqüenciador perquè es vegin tots els segments seleccionatsZoom a midaAcostar a tipus de fotogramaFer zoom fins al ratolí[Dipòsit d'acció][E] - Deshabilitar sobretensió[E] - Habilitar sobretensió[Maj] - Precisió activa"collection.bones" no està disponible en mode edició d'esqueletseguint %s Xseguint %s Yseguint %s Zseguint Xseguint Yseguint Zseguint la Z localI el controlador Adrenalin %s d'AMD o més recenti el controlador NVIDIA versió %s o més recenti ROCm HIP Runtime %s o posteriori el controlador de Windows versió %s o més recentanotacionsarccos(A)arcsin(A)arctan(A)esqueletsatributsbItascblender per defecteblender:hlg_rec2020_display_203nitsblender:pq_rec2020_display_203nitspinzellsbytesdocuments de memòria caucàmeracàmerescategoriaporta-retallscol·leccionsselector de colorcolor_index no vàlidmodificador constructiula "finestra" de context és No-capcos(A)cosh(A)cursorcorbespersonalitzatdbl-arrossegar-exp(A)fBMDocumentsfontsfps: %.2ffps: %icardanflòsticsglTFglTF 2.0Format glTF 2.0Animacions glTFglTF Binary (.glb)glTF Incrustat (.gltf)Variants de material gITFglTF separat (.gltf + .bin + textures)Variants glTFRuta de document glTFpackglobalgltfpackgrease_pencilscorbes de pèliEscalaiTaSCen memòria per a fer possible l'edició!dades compatibles amb la indústriaretículesesquerrabibliotequessondes de llumllumslineamentslloc-tinents_enllaçoslocaltravant %s Xtravant %s Ytravant %s ZmàscaresmaterialsmatriusmallesmetabolesMicròfonmmvideoclipsmodificador multiresnomXarxaSense flòsticssense matriussense posicionsgrups de nodescara no triangularnormalobject_colorobjectesoneAPIo el controlador Radeon Pro %s d'AMD o més recento el controlador AMD versió %s o més recentAltrament s'hauria d'evitar.p0corbes de pinturapaletesparepartículesafectació en el rendiment!pivot_positionnúvols de puntsLa consulta (enquesta) ha fallatposicionspxllegirredueix l'efecte de les opcions superiorssuprimirresdretasRGBCodificació (peça per peça) de composició sRGB IEC 61966-2-1[Filmic SRGB]: Espai de visualització sRGB amb transformació del visionat fílmicguardat com a nou document normal.pantallapantallesmorfofitessin(A)sin(x) / xsinh(A)sonsaltaveusrq(x*x+y*y+z*z)tan(A)tanh(A)template_popup_confirm emprat fora d'una finestra emergenttextostexturesno s'ha pogut carregar el videoclipno s'ha pogut carregar el textno s'ha pogut obrir el documenterror desconegut en llegir el documenterror desconegut processant el documenterror desconegut en escriure el documentformat de font no admèsformat no admèsformat d'imatge no compatibleformat de videoclip no admèsuv_on_emitter() requereix un modificador d'un objecte avaluatvistavolumsgestors de finestresamb una versió anterior de Blender?wmOwnerID '%s' no és a l'obrador '%s'obradorsmonsescriurey = (Ax + B){:.4g} fpsLa/es corba/es-F {:d} no són fotofitables. Podrien estar bloquejades o mostrejades.{:d} MB{:d} partícules fluides per a aquest fotograma{:d} imatge(s) convertida/es en malla/es pla{:d} nodes estan seleccionats, però aquest operador només funciona amb {:d}.{:s} • {:s} permuta acoblament mentre arrossega. • {:s} permuta arrossegament des del centre. • {:s} permuta aspecte fix{:s} (Global){:s} (no disponibles){:s} ({:s} disponibles){:s} no és compatible{:s} → {:s}{:s}: {:s}{} ({} en disc){} ({} empaquetat){} Fotogrames @ {} FPS{} no existeix{} no sembla formar part d'una seqüència{} segonsS'ha suprimit de {} segments amb èxit {} fotofites|%i objecte(s) de la biblioteca vinculat(s)|%i objecte(s) d'esquelet multiusador× (Ax + B)Windows sobre ARM requereix el controlador 31.0.112.0 o superior←↑→↓⏭⏮⏯⏹