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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: 2026-03-11 11:01+0000 Last-Translator: Damien Picard Language-Team: French Language: fr 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 Panneau surgissant pour ajouter des options supplémentaires qui ne tiennent pas dans l’en-tête des réglages d’outils Définition de menu contextuel d’élément de liste d’UI. Les scripts peuvent l’ajouter avant ou après pour ajouter leurs propres opérateurs au menu contextuel. Ils doivent vérifier le contexte avant, pour que leurs éléments ne soient dessinés que dans un contexte valide et pour les listes appropriées. Définition de menu contextuel de bouton d’UI. Les scripts peuvent l’ajouter avant ou après pour ajouter leurs propres opérateurs au menu contextuel. Ils doivent vérifier le contexte avant, pour que leurs éléments ne soient dessinés que dans un contexte valide et pour les boutons appropriés. Filtrer par nom %s ou plus Avec poids automatiques Avec groupes vides Avec poids d’enveloppe - intel-level-zero-gpu ou intel-compute-runtime version - chargeur oneAPI Level-Zero • « {} » : (découpée) (obsolète) (locale) (Récupéré) (Performances non-optimisées) (visualiseur) (différentiel) (pas installé) Matériaux, attribut nommé attributs nommés Préférences Taille proportionnelle : %.2f RVB octet RVB flottant RVBA octet RVBA flottant Pochoir, Textures (ou liées), UV, le long de l’axe X de %s le long de l’axe Y de %s le long de l’axe Z de %s le long de l’axe X le long de l’axe Y en verrouillant l’axe X de %s en verrouillant l’axe Y de %s en verrouillant l’axe Z de %s | Ctrl - Maintenir pour incréments | Objets:%s/%s | [Ctrl] - Incréments activés« %s » utilise l’action « %s », qui n’a pas d’emplacement avec l’identifiant « %s » ou « %s ». Assigner manuellement le bon emplacement d’action à « %s ».La propriété « %s » ne peut être animéeattribut « {} » depuis la géométrie« {} » depuis {}%d %s inversés en miroir%d %s inversés en miroir, %d échecs%d déjà symétriques, %d paires copiées en miroir%d déjà symétriques, %d paires copiées en miroir, %d échecs%d os alignés sur l’os « %s »%d courbe(s) n’ont pu être séparées%d courbe(s) n’ont pu créer de segments%d bloc(s) de données collé(s)%d doublons trouvés dans %d maillage(s), la copie en miroir n’est peut-être pas complète%d canal ou canaux flottants%d image(s) seront enregistrée(s) en %s%d éléments%d bibliothèques et %d blocs de données liés sont manquants (dont %d ObjectData), voir les éditeurs Infos et Synoptique pour plus de détailsDans %d bibliothèques, des redéfinitions doivent être resynchronisées (resynchro auto en %.0fm%.2fs), voir l’éditeur infos pour plus d’informations%d ligne(s) supplémentaires en %s requise(s) pour Bézier%d point(s) supplémentaires requis pour Bézier%d nouveaux niveaux reconstruits%d objets collésSur %d objet(s), %d images clés ont été supprimées avec succès%d canaux de rotation sur %d ont été filtrés (voir la fenêtre Infos pour les détails)%d bandes de séquence n’ont pas été lues parce qu’elles étaient dans un canal supérieur à %d%d bandes collées%d poids de sommets limités%d × %d%d × %d, %d × %s : %.4f ms, moyenne : %.8f ms%i cellules + haute résolution, en cache%i cellules en cache%i blocs de données ne sont plus des assets%i blocs de données sont maintenant des assets%i frames trouvées !%i frames sur le disque%i objet(s) non centrés, %i modifiés :%i points trouvés !%s « %s »%s '%s' a la catégorie '%s'%s « %s » est en dehors de la base de données principale et ne peut en être enlevé%s « %s » est trop long, la longueur maximale est %d%s « %s » doit avoir zéro utilisateur pour être supprimé, %d trouvés (essayer avec le paramètre do_unlink=True)%s « %s » introuvable%s '%s', bl_idname '%s' %s%s « %s », bl_idname « %s » n’a pas pu être déchargé%s « %s », bl_idname « %s » a déjà été enregistré, déchargement du précédentLe cache de %s dans l’objet %s ne peut pas être lu car il utilise une méthode de compression obsolète. Il faut supprimer les caches et les précalculer à nouveau.%s déjà dans %sLe type de zone %s ne prend pas en charge les gizmos%s contient un shader de volume qui a peut-être besoin d’être converti en objet (voir le panneau Monde > Volume(%s n’a pas pu être sorti du mode édition, et ne peut donc pas être exporté%s frames en mémoire (%s)%s dans %s n’a pas pu être sorti du mode édition, et ne peut donc pas être exporté%s n’est pas un dossier%s n’est compatible avec aucune option de « rafraîchissement »%s n’est pas compatible avec les options de « rafraîchissement » choisies%s n’est pas pris en charge pour les objets « %s »%s n’est pas pris en charge, passer un Bone, un PoseBone ou un EditBone%s lié dans %s%s déplacé vers %s%s introuvable%s parent '%s' introuvable pour '%s'%s%s, %s%s, le cache est obsolète !%s, non-exact depuis la frame %i%s : %.*s%s : %.*s Position : %s:%d%s : %s%s : impossible de copier %s. Les chemins source et de destination sont identiques%s : impossible de générer un chemin de dossier de texture pour cet étage anonyme%s : impossible d’obtenir un chemin résolu pour cet étage%s : impossible d’ouvrir l’asset de destination %s en écriture%s : impossible d’ouvrir l’asset source %s%s : impossible de résoudre le chemin %s%s : impossible de résoudre le chemin %s en écriture%s : impossible d’écrire dans l’asset %s : %s%s : Impossible d’ajouter l’os pour l’articulation %s%s : impossible de fermer l’asset de destination %s%s : impossible de calculer la transformation de liaison de géométrie pour %s%s : impossible de copier le fichier %s vers %s%s : Impossible de créer le shader USD pour la carte UV%s : Impossible de créer le shader USD pour le nœud de placage%s : impossible de créer le dossier d’import de textures %s%s : impossible de déterminer le nom de fichier relatif au paquet à partir du chemin %s%s : Impossible de trouver un ancêtre commun Xform pour la prim liée %s et le squelette %s à convertir en SkelRoot USD. Peut être résolu en choisissant une primitive racine dans les options d’export%s : Objet armature correspondant au squelette USD %s introuvable%s : Impossible d’obtenir les cibles de blend shapes pour la prim %s%s : Impossible d’obtenir les décalages pour la blend shape %s%s : Impossible d’obtenir l’étage pour la prim %s%s : Impossible d’obtenir les transformations de liaison de monde pour le squelette %s%s : Impossible d’interroger le squelette %s%s : impossible de séparer le motif UDIM %s%s : Erreur à la création des données de groupe de déformation pour le maillage %s%s : erreur lors de l’écriture de l’asset de destination %s%s : Erreur : Impossible de trouver la prise d’entrée %s pour le nœud %s%s : Incohérence des nombres d’éléments des poids et indices d’articulations pour la prim %s%s : Incohérence des nombres d’indices des poids et indices d’articulations pour la prim %s%s : Poids d’articulations de taille inattendue pour l’interpolation constante pour la prim %s%s : Poids d’articulations de taille inattendue pour l’interpolation de sommets pour la prim %s%s : Incohérence des nombres de transformations et d’articulations pour le squelette %s%s : Incohérence des nombres d’os et d’articulations pour le squelette %s%s : Aucun décalage pour la blend shape %s%s : buffer null pour l’asset source %s%s : Le nombre de transformations de liaison ne correspond pas au nombre d’articulations pour le squelette %s%s : Le nombre de blendshapes ne correspond pas au nombre de cibles de blend shapes pour la prim %s%s : Nombre de décalages plus grand que le nombres de sommets de maillage pour la blend shape %s%s : le chemin du dossier d’import de textures est vide, impossible d’importer %s%s : Incohérence de taille de topologie et d’ordre d’articulations pour le squelette %s%s : Le tableau d’ordre des articulations USD contient des chemins invalides ou dupliqués pour le squelette %s%s : Type d’interpolation des poids des articulations %s inattendu pour la prim %s%s : l’asset de taille nulle %s ne sera pas copié%s : l’asset existant %s ne sera pas écrasé%s : impossible d’assigner un ID intégré à une IDProperty%s : type %s attendu, pas %s%s : type ID attendu, pas %s%s : l’allocation du tampon de clip « %s » a échoué%s : impossible de charger « %s »%s : le dossier d’import est en relatif, mais le chemin du fichier blend est vide. Veuillez enregistrer le fichier blend avant d’importer l’USD, ou fournir un chemin absolu pour le dossier à importer. Impossible d’importer %s%s : dimensions incorrectes pour la copie partielle « %s »%s : aucune passe Combinée dans le calque de rendu « %s »%sAction%sIdentificateur trop long, la longueur maximale est %d%sCaractère invalide à la position %d%sDoit contenir 1 caractère '.'%u objet(s) caché(s)Le calque « %s » est verrouillé« %s » ne contient pas « %s » avec préfixe et suffixe« %s » n’a pas de préfixe alphanumérique« %s » n’a pas de préfixe alphanumérique en capitalesLe chemin donné « %s » n’est pas valide pour l’OS, « %s » est créé à la place« %s » n’est pas un chemin de bibliothèque valide« %s » n’est pas éditable« %s » est d’un type qui ne peut pas être un asset« %s » : impossible d’utiliser le fichier actuel comme bibliothèque« %s » : pas une bibliothèque« %s » : rien d’indiquéLes contraintes « CTRL:… sont déplacées dans l’os de contrôle.Les contraintes « DEF:… sont déplacées dans l’os de déformation.« Intégrer » n’est valide que pour les objets maillages« Intégrer » : incohérence avec le nombre de sommets original« Intégrer » nécessite des facesNœud FBX « LimbNode », une simple articulation entre deux os…Nœud FBX « Null », similaire aux objets vides de Blender (par défaut)Nœud FBX « Root », supposé être la racine des chaînes d’os…Compresser/dilater les maillages n’est possible qu’en mode édition« Viscosité » au sein de la cible de collision« Épaisseur » des rayons projetés (particulièrement utile pour le lancer de rayons contre des sommets ou arêtes)« from_space » '%s' est invalide quand aucun espace personnalisé n’est fourni !« from_space » '%s' est invalide quand aucun os de pose n’est fourni !« Synchroniser l’intervalle visible » ("show_locked_time") n’est pas supporté pour l’éditeur « %s »« to_space » '%s' est invalide quand aucun espace personnalisé n’est fourni !« to_space » '%s' est invalide quand aucun os de pose n’est fourni !(Constante)(Dé)sélectionner (ou inverser la sélection de) toutes les langues pour les opérateurs de mise à jour des fichiers d’i18nTout (dé)sélectionner(Dé)sélectionner tous les points de contrôle(Dé)sélectionner tous les nœuds(Dé)sélectionner toutes les clés des particules(Dé)sélectionner tous les points(Dé)sélectionner tous les points liés à la courbe sous le curseur de la souris(Dé)sélectionner tous les sommets liés à l’arête sous le curseur de la souris(Dé)sélectionner tous les sommets, arêtes ou faces(Dé)sélectionner tous les traits visibles(Dé)sélectionner les os liés par des relations parent/enfant sous le curseur de la souris(Dé)sélectionner la première partie visible de chaque NURBS(Dé)sélectionner la dernière partie visible de chaque NURBS(Dé)sélectionner le premier et le dernier point de chaque trait(Obsolète) Calque de coordonnées UV dans un bloc de données maillage(UTILISATEURS EXPÉRIMENTÉS UNIQUEMENT) Les positions relatives des articulations le long de la chaîne, en pourcentages(Géométrie)(RCarréeInv)(Clé) (Calque)(Linéaire)(Min+max)/2 × taille de la balle(Accès rapide : Maj+W)(Aléatoire)(Racine carrée)(Dure)(Maj-cliquer/glisser pour en sélectionner plusieurs)(Douce)(Sphère)(Dé)marquer les arêtes sélectionnées comme traits caractéristiques dans Freestyle(Dé)marquer les arêtes sélectionnées comme une couture UV(Dé)marquer les arêtes sélectionnées comme dures(Dé)marquer les faces sélectionnées pour l’exclusion de la détection des traits caractéristiques dans Freestyle(Non assigné)(Non-enregistré)(Visualiseur)(vide)(opérateur non documenté)(x*x+y*y+z*z)({:s} sur l’os {:s})* Image* Chemins manquants *+ Images clés non groupées+X+X vers -X+Y+Y en haut+Y vers -Y+Z+Z vers -Z, %.2f fps, %d canal(-naux) flottant(s), %s, Ctrl : Trait, Maj : Remplissage, Maj+Ctrl : Les deux, RVB octet, RVB flottant, RVBA octet, RVBA flottant, chemins mono-frame non pris en charge, échec, impossible à charger, certaines actions ont échoué– l’intervalle de frames de la scène est utilisé– le précalcul de tous les objets est activé– l’échantillonnage est activé-A-XAxe -X-X vers l’avantRotation -X-X haut-X manuel-X vers +X-YAxe -Y-Y vers l’avantRotation -Y-Y haut-Y manuel-Y vers +Y-ZAxe -Z-Z vers l’avantRotation -Z-Z haut-Z manuel-Z vers +ZFichiers .blendIndice de l’échantillon à partir duquel rendre, en partant de 001 – Ensemble de couleurs du thème02 – Ensemble de couleurs du thème03 – Ensemble de couleurs du thème04 – Ensemble de couleurs du thème05 – Ensemble de couleurs du thème06 – Ensemble de couleurs du thème07 – Ensemble de couleurs du thème08 – Ensemble de couleurs du thème09 – Ensemble de couleurs du thème1 / racine carrée de A1 Go1 si (A == B) à C près, sinon 01 si A < B sinon 01 si A > B sinon 01 pouce1/1.8 pouce1/2.3 pouce1/2.5 pouce1/1.8 pouce1/3.2 pouce10 – Ensemble de couleurs du thèmeDécimètresDécagrammesDécamètresCanaux de couleur 10 bits100 kilogrammesHectomètres1024 échantillons1024 px11 – Ensemble de couleurs du thème11 échantillons12 – Ensemble de couleurs du thèmeCanaux de couleur 12 bits128 Mo128 px13 – Ensemble de couleurs du thème14 – Ensemble de couleurs du thème14:9 dans 16:915 – Ensemble de couleurs du thème16 – Ensemble de couleurs du thème16 Mo16 échantillons16 px16 bits signésCanaux de couleur 16 bitsCanaux de couleur 16 bits. Les passes de données telles que la profondeur seront enregistrées en utilisant une précision complète 32 bits.16 bits signéVecteur d’entiers signés 16 bits16384 échantillons16:916×17 – Ensemble de couleurs du thème18 – Ensemble de couleurs du thème180 degrés19 – Ensemble de couleur du thème192 kHzNorme CIE XYZ 1931 avec pour point blanc présumé l’illuminant ECIE XYZ 1931 avec un point blanc adapté de l’illuminant D651:11:161:21:41:8Méthode semi-lagrangienne d’ordre 1. Rapide mais moins précise, adaptée à une advection simple1×2/3 pouce20 – Ensemble de couleurs de thème2048 échantillons2048 px24 bits signés24 bits signé256 Mo256 échantillons256 px270 degrés2DEntier 2D 16 bitsVecteur 2D d’entiers 16 bitsAttribut de vecteur 2D d’entiers 16 bitsValeur d’attribut de vecteur 2D d’entiers 16 bitsCurseur 2DPosition du curseur 2DVecteur 2D d’entiersAttribut de vecteur 2D d’entiersValeur d’attribut de vecteur 2D d’entiersCalques 2DLongueur 2DDécalage 2DDécalage 2D pour la déformationRotation 2D pour la déformationÉchelle 2D pour la déformationStabilisation 2DClip stabilisé en 2DTexture 2DTransformation 2DVecteur 2DValeur vecteur 2DValeur vecteur 2D dans un attribut de géométrieEspacement minimum de la grille des vues 2DCoordonnée 2D en X du pivot absoluCoordonnée 2D en Y du pivot absoluPosition du curseur 2D pour cette vueAction de vecteur 2D de flottants, représentant un joystick ou un trackpadStabilisation 2D basée sur des marqueurs de suiviValeur 2D dans un attribut de géométrieVecteur 2DVecteur 2D avec des valeurs en virgule flottanteVue 2D de la régionAnimation_2DMéthode du point milieu d’ordre 2. Bon équilibre entre vitesse et précision dans la plupart des cas2×3 sommets3 côtés32 Mo32 échantillons32 px32 bits flottant32 bits signésCanaux couleur 32 bits32 bits virgule flottanteEntier 32 bits32 bits signéVecteur d’entiers signés 32 bits32768 échantillons3DCurseur 3DCourbes 3DVecteur 3D de flottantsChamp Vecteur 3D flottantsVue locale 3D Position 3DMarqueurs 3DMode de navigation souris 3DParamètres de souris 3DPosition 3DRégion 3DValeur vecteur 3DVue 3DVue 3D Réglages des surimpressions de la vue 3DRégion de vue 3DRéglages de shading de la vue 3DEspace vue 3DLe centre de la vue 3D est verrouillé sur la position du curseurLe centre de la vue 3D est verrouillé sur la position de cet osLe centre de la vue 3D est verrouillé sur la position de cet objetDistance de découpage lointaine de la vue 3DDistance de découpage proche de la vue 3D (vue en perspective uniquement)Données de région de vue 3DDonnées de l’espace vue 3DVue 3DAxes de la vue 3DVecteur 3D de flottants doublesVecteur 3D de flottantsVecteur 3D d’entiersAction de pose 3D, représentant la position et la rotation d’un contrôleurRégion 3D dans cet espace. Quand l’espace est en vue quad, la région de caméraRégions 3D (la troisième définit les réglages de vue quad, la quatrième est la même que 'region_3d')Rotation 3DVecteur 3DPrise vecteur 3D d’un nœudVecteur 3D avec valeurs en nombres flottantsLa vue 3D est sur l’équateurLa vue 3D est aux pôlesGrille de volume 3DGrilles de volume 3DMéthode de Runge-Kutta d’ordre 3. Meilleure précision, pour un coût de calcul modéréMatrice 3×3 de l’os4 canauxMatrice de flottants 4 par 4Son surround 4 canaux4 côtés4096 échantillons4096 px44.1 kHz48 kHz4:3 dans 16:94K DCI 2160p4K TVUHD 2160p4K UW 1600p4VMéthode de Runge-Kutta d’ordre 4. La méthode à une étape ayant la meilleure précision, mais plus lenteMatrice de flottants 4×4Matrice 4×4Attribut de matrice 4×4Type de données matrice 4×4, affecte la transformation4×Matrice 4×4 de l’os, relativement à l’armatureMatrice 4×4 des canaux position/rotation/échelle de l’os (y compris l’animation et les contrôleurs) et l’effet des contraintes d’os5 canaux5 échantillonsSon surround 5 canaux5 côtés5.1 surroundSon surround 5.1 canaux512 Mo512 échantillons512 px6 côtés6.1 surroundSon surround 6.1 canaux64 Mo64 px64 bits flottants64 bits virgule flottanteEntier 64 bits7 côtés7.1 surroundSon surround 7.1 canaux8 échantillons8 px8 côtésEntier 8 bitsValeur entière 8 bitsAttribut entier 8 bitsValeur d’attribut entière 8 bits8 bits non signésCanaux de couleur 8 bits8 bits non signéAttribut de géométrie valeur 8 bits8192 échantillons8×90 degrés96 kHz :: changer d’arêteAA * BA * B + CA + BA - BA / BUn aspect avec contraste de baseUn aspect noir et blancUn dessin au Grease PencilImage clé de Grease PencilUn aspect avec fort contrasteUn aspect avec faible contrasteUn aspect avec moyen-fort contrasteUn aspect avec moyen-faible contrasteLe maillage a besoin d’un calque UVUn aspect avec très fort contrasteUn aspect avec très faible contrasteUn intervalle principal, par exemple pour des transitions entre poses clésUn cache stockant les msgids validés, pour éviter de les revérifierUn calque de surface de toileUn cent est un centième de demi-ton.Un ensemble de canaux existe déjà pour cet emplacementUn roue de couleur Teinte/Saturation, avec un curseur LuminositéUn roue de couleur Teinte/Saturation, avec un curseur ValeurUne collection de F-courbes pour l’animationUne collection d’objets à partir de laquelle les traits caractéristiques sont sélectionnéesUne collection de canaux de pose, incluant des réglages pour l’animation des osLa palette de couleurs est définie par l’utilisateur, au lieu d’utiliser celle du thèmeSélectionner une couleurUn espace de couleur, vue ou affichage n’a pas été trouvé, ce qui signifie sans doute que la config OpenColorIO utilisée pour créer ce fichier blend est introuvableUn conteneur référençant une action existanteUn coin connecté à la face, choisi selon l’indice de triUn coin de la face, choisi selon l’indice de triUn coin de l’arête en entrée, dans l’ordre de rotation de sa face, choisi par l’indice de triA vectoriel BMaillage cubique contenant la géométrie en entréeUne courbe est créée pour chaque groupe ID distinct. Tous les points ayant le même ID sont mis dans la même courbeUne coupure au bout de chaque profil, avant l’intersectionUne coupure au bout de chaque profil, avant l’intersectionUn aspect assombrissant percutantUne valeur de bloc de donnéesUne description de l’asset à montrer à l’utilisateurDistance entre deux pointsDistance entre deux points, représentant spécifiquement une valeur de diamètreDistance à l’écranDistance à l’écran, représentant spécifiquement une valeur de diamètreA scalaire BFacteur entre 0.0 et 1.0Un fichier est trop lourd pour être empaqueté (>2Go).Un fichier visible dans le navigateur de fichiersUne image clé de remplissage ou précalculée pour animer sur chaque image, ou autre usage en fonction des besoinsUne image clé générée automatiquement par un outil, et pas créée manuellementUne image clé faisant partie d’une animation d’attenteUn calque ne peut pas avoir plus d’une bandeListe d’opérateurs modaux en cours d’exécutionListe de modules de style (à appliquer de haut en bas)Une marge pour éviter que les traits ne se terminent abruptement au bord de l’imageMasse, d’après les paramètres d’unité de scèneSurface de type maillage englobant tous les sommets, c’est-à-dire les recouvrant par contraction/enveloppement (meilleurs résultats avec peu de sommets)Filtre de netteté modéréUn solveur plus physiquement correctA multiplié par ÉchelleUn multiplicateur pour le pas temporel de la physique (1.0 signifie qu’une frame = 1/25 de secondes)Multiplicateur pour la taille des particules enfantsUne zone horizontale étroite empêche cette opérationUne zone verticale étroite empêche cette opérationUne forme de collision non-convexe a été passée à la fonction, utilisez uniquement des formes de collision convexesNote concernant l’obsolescenceUn nombre entre 0.0 (intérieur) et 1.0 (extérieur) spécifiant la position relative de l’épaisseur de traitUn nombre de marches défini par les segmentsUn nombre identifiant quel sous-ensemble de l’action est destiné à cette contrainte ActionUn nombre identifiant quel sous-ensemble de l’action est destiné à cette bande NLAUn nombre identifiant quel sous-ensemble de l’action est destiné à ce bloc de donnéesPourcentage entre 0 et 100Un pixel n’est rendu que si sa valeur alpha est supérieure à ce seuilUn point pour chaque voxel ou tuile active dans la grilleUn point de la courbe, choisi selon l’indice de triUn point sur le planA puissance BA puissance B, pow(A,B)Une règle aléatoire est sélectionnée pour chaque boidUne graine aléatoire pour l’effet de bruitUn redémarrage de Blender est requisValeur de rotation exprimée en radiansIdentifiant unique sur toute la session pour le bloc de données, qui reste le même lors des renommages et des réallocations internes, pas de changement lors du rechargement du fichierCourte description du callback USDCourte description de l’ensemble de clésConteneur unique pour du contenu dans l’éditeur de séquences vidéoUne unique courbe dans un bloc de données courbesUne seule valeur à virgule flottanteUn seul entierUn outil d’organisation à une seul prise qui accepte une entrée et plusieurs sortiesUn facteur de débit constant plus petit donne une vidéo de meilleure qualité, mais un fichier plus lourd. La plage de valeurs de CRF possibles dépend du codec.Un carré montrant les Teinte/Saturation, avec un curseur ValeurUn carré montrant les Teinte/Valeur, avec un curseur SaturationUn carré montrant les Saturation/Valeur, avec un curseur TeinteUne forme en ligne droite au repos fonctionne le mieux.Une chaîne de caractères affichée cachée ('********')Une valeur de chaîne de caractèresUne valeur vraie ou fausseUn mode édition valide existeValeur relative à la taille de l’image et devant être convertie en pixelsUne référence faible à l’asset de brosse correspondant, utilisée par exemple pour restaurer la dernière brosse utilisée au chargement du fichierAACAC3Transformation de sortie ACES 1.0 pour vidéo D65 SDR, limitée au gamut Rec.709ACES 1.3ACES 1.3 - HDR 1000 nitsACES 1.3 - HDR 2000 nitsACES 1.3 - HDR 4000 nitsACES 1.3 - SDRACES 1.3 sRGBTransformation de sortie ACES 2 pour Rec709 SDR 100 nitsACES 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 sRGBEspace de correction de couleur ACES avec « pied », utilisant les primaires AP1.Espace de correction de couleur ACES, utilisant les primaires AP1.ACES2065-1ACESccACEScctACEScgOARebonds OARebonds OA au renduDistance OAFacteur d’OADistance d’OA utilisée pour l’illumination globale approximative (0 = utiliser les réglages du monde)AOVSortie AOVAOV introuvable pour le calque de rendu « %s »Définie par l’APIAPICAPS-CAPS-C (Canon)APS-H (Canon)Correction de couleur au standard ASC-CDLASCIILes fichiers FBX ASCII ne sont pas pris en charge %rFormat ASCIIAV1AVIAVIF (.avif)AVX2AZone ZoneAZone PlÉcrAZone QuadAZone RégionAbkhaz - Аԥсуа бызшәаÀ proposAu-dessusAu-dessus de la sélectionAu-dessus de la surfaceAu-dessus du seuilAbsoluPoint 2D absoluAlpha absoluCoordonnées absoluesDensité absolueFrame absolueAimantation absolue à la grilleEnsembles de clés absolusEnsembles de clés absolus pour cette scènePosition absolueMode AbsoluDécalage absoluTemps du chemin absoluLimite de résolution absolueAimantation absolueAimantation au temps absoluSuivi absoluLongueur absolue ajoutée à la fin de chaque traitLongueur absolue ajoutée au début de chaque traitTaille de la balle ou facteur absolu, si non-ajusté manuellementDimensions absolues de la boîte englobante du nœudDimensions absolues de la boîte englobante de l’objet. Attention : assigner une valeur à la boîte ou à ses membres plusieurs fois de suite ne fonctionnera pas correctement, car cela nécessite des données évaluées à jourAlignement absolu à la grille lors de la translation (d’après le centre de pivot)Chemin absolu vers le fichier .blend contenant cet assetChemin absolu vers le fichier Blender contenant cet asset, complété par le chemin de l’asset à l’intérieur du fichierÉpaisseur absolue à appliquer partoutAligner au temps absolu lors de la transformation des clésAbsorber la lumière quand elle traverse le volumeAbsorptionCoefficient d’absorptionCoefficients d’absorptionCouleur d’absorptionAccélérationStructure accélératriceMode accentAccès attribut nommé :AccessibilitéAccumulerAccumuler le champAccumuler les échantillont en reprojetant les derniers résultats de lancerAccumuler les applications de trait les uns au-dessus des autresPrécisionPrécision de l’attaquePrécision de l’effet de flouPrécision des positions des sommets, des valeurs plus basses sont plus rapides mais moins précisesPrécisVariation précise, mais plus lenteAcryliqueAgir lors du clicActionAClip d’actionPiste activeBDépassementDonnées à précalculerRebondIntervalle principalFonction prédéfinieBézierCirculaireConstanteCubiqueCyclesEffets dynamiquesAmorti (par force)ÉlastiqueEnveloppeExponentielExtrêmeGénéréeGénérateurInterpolationInvalideFaux fixeImage cléLimitesLinéaireMétaAnimation d’attenteNouvelleType d’interpolation pour nouvelles courbesType des nouvelles images clésBruitObjetActive seulementPoseQuadratiqueQuartiqueQuintiqueSinusoïdalAdoucirAdoucir (gaussien)Clip sonEn escalierInterpolation en escalierPisteTransitionTypeL’action « %s » ne sera pas enregistrée, créer un utilisateur factice ou la réserver dans la pile NLA pour la conserverMélange d’actionsClip d’actionContrainte ActionÉditeur d’actionFrame de fin de l’actionExtrapolation d’actionFiltre d’actionsGroupe actionsGroupe d’actions auquel cette F-courbe appartientInfluence de l’actionCalque d’actionCalques d’actionContrôlesMarqueurs de pose d’actionMarges de sécurité d’actionEnsemble d’actionsConfig d’action dont l’activation va déclencher cette config comme correctiveEmplacement d’actionDescripteur de l’emplacement d’actionEmplacements d’actionsFrame de début de l’actionBande d’actionBandes d’actionsBlocs de données actionsRégion d’exécution de l’action pour le premier axe d’entréeRégion d’exécution de l’action pour le deuxième axe d’entréeLe groupe d’actions est déplié sauf dans l’éditeur de graphesLe groupe d’actions est déplié dans l’éditeur de graphesLe groupe d’actions est verrouilléLe groupe d’actions est suspenduLe groupe d’actions est sélectionnéL’action n’a pas de données, impossible de rendre la prévisualisationL’action n’est pas éditableAction absente de la listeAction référencée par cette bandeEmplacement d’actionLes noms d’affichage des emplacements d’actions ne peuvent pas être videsLes identifiants d’emplacements d’actions doivent avoir au moins trois caractèresAction effectuée quand un trait de peinture est faitAction à appliquer au rig par des contraintesAction à réaliser pour les trous après l’intervalle de l’action active (lors de l’évaluation avec le NLA)Comment traiter les écarts en dehors de la bandeType d’actionAction quand la barre d’espace est appuyéeAction à effectuer lors de l’appui sur la touche TildeAction quand on glisse dans la vue 3D avec Alt-ClicMAction quand on glisse dans la vue 3DAction(s)L’action + l’emplacement ont déjà été réservésImpossible de supprimer la carte d’actions « %s »Impossible d’enlever l’affectation de carte d’actions « %s » de « %s »Impossible d’enlever l’élément de carte d’actions « %s » de « %s »ActionsLes actions de cette armature seront détruites par cette nouvelle pose de repos, car les transformations enregistrées sont relatives à l’ancienne pose de reposActiver évènement de gizmoOpérateur d’activationActiver un asset de brosse comme outil actuel de sculpture et peintureActiver les actions immédiatementActiver et visualiser les nœuds de même type, l’un après l’autre(Dés)activer un élémentActiver l’élément de vue sélectionnéActiver le nœud visualiseur sélectionné dans le compositeur et les nœuds de géométrieActiver certains menus circulaires en glissant la souris, ce qui permet d’appuyer sur la même touche pour déclencher une autre action. • Appuyer sur Tab dans la vue 3D active ou désactive le mode édition, glisser pour le menu des modes. • Appuyer sur Z dans la vue 3D active ou désactive le filaire, glisser pour le menu d’ombrage. • Appuyer sur Tilde dans la vue 3D pour la navigation à la première personne, glisser pour les axes de vueActiver le modificateur à utiliser en tant que contexteActiver le modificateur de bande à utiliser en tant que contexteActiver l’outil pour les éditeurs qui prennent en charge les outilsActiver/sélectionner le(s) fichier(s) contenu(s) dans le rectangleÉvènement d’activation pour les gizmos qui prennent en charge les mouvements de glisserActifAOV activeIndice de l’AOV activeAction activeCarte d’actions activeAction active pour ce bloc de donnéesAdd-on actifAdd-on actif dans le filtre d’add-ons de l’espace de travailBibliothèque d’assets activeAttribut actifIndice de l’attribut actifRègle de boids activeIndice de la règle de boids activeIndice de l’état de boid actifOs actifSignet actifCaméra activeGroupe de canaux actifCanaux actifs sous le curseurClip actifClone actifCollection activeIndice de l’exporteur de collection actifIndice de la collection activeNom de la collection activeCouleur activeAttribut de couleur actifIndice de la couleur activeContrainte activeIndice du segment de pointillés actifSurface de peinture dynamique active actuellement affichéeOs d’édition actifÉditeur actifContour de l’éditeur actifÉlément actifDépôt d’extensions actifF-courbe activeModificateur de F-courbe actifLa F-courbe active n’est pas éditableEnsemble de faces actifFrame activeCalque de Grease Pencil actifGroupe de calques de Grease Pencil actifIndice de la grille activeGroupe actifSurlignage actifTuile d’image activeIndice actifObjet instance actifIndice de l’objet instance actifÉlément actifIndice de l’élément actifConfiguration clavier activeImage clé activeEnsemble de clés actifIndice de l’ensemble de clés actifEnsemble de clés actif utilisé pour insérer/supprimer des images clésLangue activeCalque actifCollection de calque activeGroupe de calques actifIndice du calque actifIndice du calque de masque actifGroupe d’éclairage actifIndice du groupe d’éclairage actifEnsemble de lignes actifIndice de l’ensemble de lignes actifIndice de l’élément principal actifMarqueur actifMatériau actifIndice du matériau actifLe matériau actif est verrouillé ou cachéModificateur actifClip vidéo actifClip vidéo actif utilisé par les contraintes de suivi de mouvement ou en tant qu’image d’arrière-plan d’une caméraPiste NLA activeNœud actifNote activeObjet actifIndice de l’objet actifObjet actif seulementContrainte d’objet activeActif uniquementOpérateur actifSortie activeIndice de la texture de peinture activePalette activeCouleur de palette activeCatégorie de panneau activeContour du panneaux actifSystème de particules actifIndice du système de particules actifCible de particules activeIndice de la cible de particules activeIndice du chemin actifPiste de plan activePoint actifCache de points actifIndice du cache de points actifPolygone actifMarqueur de pose actifIndice du marqueur de pose actifContrainte de canal de pose activeDossier récent actifActif au renduIndice de la couleur active au renduVue de rendu activeDépôt actifIndice piste de rotation activeScène activeCollections de la scène activeSection activeEnsemble de sélection actifRedéfinition pour l’ensemble actifForme activeIndice de forme activeClé de forme activeIndice de la clé de forme activeEmplacement actifAdoucissement actifEspace actifSpline activeBande activeNom de la bande activeBande active seulementSurface activeSignet système actifDossier système actifTableau actifÉtiquette activeBoîte de texte activeTexture activeIndice de la texture activeZone du thème actifIndice de la tuile activeIndice du segment temporel actifOutil actifParamètres de l’outil actif et de l’espace de travailOutils actifIndice de la piste activeUDIM activeIndice de la carte UV activeCalque UV actifCalque UV actifIndice de la carte UV activeSommet actifIndice de la couleur de sommets activeCalque de couleur de sommets actifGroupe de sommets actifIndice du groupe de sommets actifLe groupe de sommets actif est verrouilléSommet/arête/face activeIndice de la vue activeCalque de vue actifActions actives fusionnéesBibliothèque d’assets active à montrer dans l’interface, pas utilisée par l’explorateur d’assets (qui a sa propre bibliothèque d’assets active)Attribut actifIndice de l’attribut actif, ou -1 si aucun n’est actifBrosse activeLa brosse active ne contient aucune texture pour déformer la bordure d’expansionLe bouton actif n’est pas défini par un script, impossible d’éditer le code sourceAucun bouton actif correspondant n’a pu être trouvéBouton actif introuvableLa caméra active n’est pas dans cette scèneCaméra active utilisée dans cette vue (lorsque non-verrouillée sur la caméra active de la scène)Caméra active, utilisée pour rendre la scèneAttribut de couleur actif pour l’affichage et l’éditionIndice de l’attribut de couleur actifSpline active de la courbeL’éditeur actif n’est pas un éditeur de nœuds.L’éditeur actif devrait être un éditeur de nœuds pour pouvoir exécuter l’opérateurIndices des éléments actifs de la géométrie éditée, pour l’exécution de l’outilLa face active doit être un quadrilatèreLa face active n’est pas sélectionnéeFichier actif dans le navigateur de fichiersLe groupe actif est verrouillé, annulationIndice actif dans le tableau des calques de masqueIndice actif dans le tableau des vues de renduIndice actif dans la liste d’exporteursIndice actif dans la liste de segmentsIndice actif dans le tableau des tuilesIndice actif dans le tableau de groupes de sommetsÉlément actifL’élément actif n’est pas un panneauConfiguration clavier active (préréglage)Collection de calque active dans la hiérarchie de ce calque de vueCalque actif dans ce masqueLe calque actif est verrouillé ou cachéLe calque actif n’est pas éditableCalque actif du fichier de cacheEnsemble de lignes actif affichéMatériau actif affichéLe maillage actif n’a pas de clés de formeNœud actif dans cette arborescenceLe nœud actif devrait être de type {:s}.Le nœud actif ne devrait pas être de type {:s}.L’arborescence de nœuds active ne contient aucun nœud.L’arborescence de nœuds active est liée depuis un autre fichier .blend.L’objet actif ne contient aucune collectionLa transformation finale de l’objet actif a un ou plusieurs axes dont l’échelle est à zéroObjet actif pour ce calqueL’objet actif a une échelle négativeL’objet actif ne contient aucune actionL’objet actif n’a aucun modificateurL’objet actif a une échelle non-uniformeObjet actif dans cet objet données de suiviL’objet actif n’est pas un objet Grease PencilL’objet actif n’est pas un maillageL’objet actif n’est pas un Grease Pencil sélectionnéL’objet actif n’est pas une armature sélectionnéeL’objet actif n’est pas une courbe sélectionnéeL’objet actif n’est pas un objet courbe sélectionnéL’objet actif n’est pas un maillage sélectionnéL’objet actif n’est pas un objet nuage de points sélectionnéL’objet actif n’est pas animéL’objet actif doit être un éclairageActif lors d’évènements de répétition de touche (quand une touche est maintenue)Courbe de peinture activeSystème de particules actif affichéPlan de suivi actif dans cet objet données de suivi. Obsolète, utiliser objects[name].activeCache de points actif pour les simulations physiquesPoint actif du calque de masqueMarqueur de pose actif pour cette actionRégion active non définieLe moteur de rendu actif prend en charge le rendu stéréo sphériqueEmplacement de rendu actif de l’imageLe dépôt actif est désactivé« %s » est maintenant la scène activeScène active à éditer dans cette fenêtreScène active vers fichierEmplacement actif pour cette actionCourbe active du calque de masqueLa bande active n’est pas une bande d’effetTableau actif et état persistant des tableaux affichés précédemmentEmplacement de texture actif étant affichéGizmo de l’outil actifPiste active dans cet objet données de suiviPiste active dans cet objet données de suivi. Obsolète, utiliser objects[name].tracks.activeIndice de la couleur de sommets activeCalque de couleur de sommets actifLe groupe de sommets actif est verrouilléL’espace de travail et la scène actifs suivent cette fenêtreÉcran de l’espace de travail actif affiché dans cette fenêtreEspace de travail actif visible dans la fenêtreDistance réelleVrai bloc de données du fichier .blend (base de données principale) qui a généré ce bloc évaluéAdapter la résolution et la taille de la simulation au fluideAdaptationAdaptatifCompilation adaptativeDomaine adaptatifÉchantillons min adaptifRendu adaptatifSeuil d’échantillonnage adaptatifEspace d’adaptativitéEspacement adaptatifSubdivision adaptativeSeuil de sous-frames adaptatifPas temporels adaptatifsFlouter de façon adaptative les shaders brillants après les rebonds flous, pour réduire le bruit au prix de la précisionFlouter l’image de manière adaptative, tout en conservant les contours netsSubdiviser adaptativement le maillage d’après la distance à la caméraAdaptabilitéAjouterAjouter l’entrée « %s »Ajouter l’entrée « %s » (Ctrl pour ajouter un panneau)Ajouter le panneau « %s »Ajouter et remplacerAjouter et soustraireAjouter → Armature -> Métarigs Rigify.Additionner des vecteurs 3DAjouter quatre espaces au début de la ligneAjouter un attributAjouter une boucle en bordureCouleur en additionAjouter un attribut de couleurAjouter une contrainteAjouter un point de contrôleAjouter un calque CryptoAjouter un F-modificateur Cycles, s’il n’en existe pas déjà unAjouter un DEF à la convergenceAjouter des images clés videsAjouter un exporteurOpérations de calquesAjouter un F-modificateur aux F-courbes active/sélectionnéesAjouter un F-modificateur aux bandes NLA active/sélectionnéesAjouter un utilisateur facticeAjouter un sommet d’adoucissementAjouter un arrêt sur imageAjouter un lien géométrieAjouter IKAjouter une imageAjouter une variable d’entréeAjouter des entréesAjouter un élémentAjouter des os d’extrémitésAjouter un dépôt localAjouter des nœuds de placageAjouter un marqueurAjouter un masqueNœud AjouterAjouter un modificateurAjouter des modificateursAjouter des pistes NLA au-dessus ou en dessous des pistes sélectionnéesAjouter un nouveau dépôt d’extensionsAjouteur un calque de Grease PencilAjouter un nouveau point de courbe de peintureAjouter la normaleAjouter des sortiesAjouter un emplacement de peintureMise en place textures PBRAjouter un dépôt distantAjouter des nœuds de reroutage et les lier aux sorties des nœuds sélectionnésAjouter des reroutagesAjouter des reroutages (menuAjouter de la résolutionAjouter position de reposAjouter une contrainte de corps rigide à l’objet actifAjouter un monde de simulation de corps rigides à la scène actuelleAjouter le roulis en sortie de l’os de début de poignée à la valeur de roulis en entréeAjouter les os sélectionnésAjouter ensemble de sélectionAjouter un ensemble de sélection pour cette collectionShader d’additionAjouter une transition de vitesseBande ajouterAjouter une config de texturesSeuil d’ajoutAjouter une tuile à l’imageAjouter une transitionAjouter une carte UVAjouter les poids du groupe B à ceux du groupe AAjouter un nouveau point de référence VR à la liste depuis la pose du visualiseur de la session VR en cours et le sélectionnerAjouter un sommetAjouter des poidsAjouter un espace de travailAjouter un attribut « rest_position » (position de repos) qui est une copie de l’attribut de position avant que les clés de forme et les modificateurs ne soient appliquésAjouter une zone FermetureAjouter une variable de contrôleur pour surveiller une entrée utilisée par le contrôleurAjouter une zone « Pour chaque élément de géométrie » permettant d’exécuter des nœuds, par exemple pour chaque sommet séparémentAjouter un objet Grease Pencil à la scèneAjouter un nœud Entrée de groupe avec les prises sélectionnées à l’éditeur de nœuds actuelAjouter un groupe d’éclairageAjouter un nœud de mélange RVB ou shader en dessinant une ligne entre des nœudsAjouter un préréglage d’échantillonnageAjouter une AOV de shaderAjouter une bande et y lier les collections de la scène actuelle (copie superficielle)Ajouter une bande et faire une copie complète de la scène actuelleAjouter un préréglage d’échantillonnage pour la vue 3DAjouter une règle de boids à l’état actuel des boidsAjouter un état de boid au système de particulesAjouter un signet pour le dossier sélectionné/actifAjouter un objet caméra à la scèneAjouter une case à cocher au panneau actuellement sélectionnéAjouter un nœud d’infos de collection à l’éditeur de nœuds actuelAjouter une instance de collectionAjouter une bande d’effet Mélange de couleur au séquenceurAjouter un nœud de couleur à l’éditeur de nœuds actuelAjouter une bande de couleur au séquenceurAjouter un décalage constantAjouter une contrainte pour copier la position locale (orientation du possesseur) avec décalage. Même si les contrôles possesseur et cible ont des orientations différentes au repos, la direction globale du mouvement sera la mêmeAjouter une contraine pour copier la position locale avec décalage. Si les orientations au repos des contrôles possesseur et cible sont différentes, la direction globale du mouvement changera en fonctionAjouter une contrainte pour que les plans suivent la caméraAjouter une contrainte à l’os actifAjouter une contrainte à l’os actif, avec pour cibles les objets ou os sélectionnés si nécessaireAjouter une contrainte à l’objet actifAjouter une contrainte à l’objet actif, avec pour cibles (si possible) les objets ou os sélectionnésAjouter une copie de l’élément actif à l’interfaceAjouter une bande transition fondu enchaîné pour deux bandes sélectionnées avec contenu vidéoAjouter un objet courbes avec des courbes aléatoires à la scèneAjouter une configuration clavier personnalisée à la liste de préréglagesAjouter une couche de données de normales personnalisées, s’il n’en existe pas déjà uneAjouter un thème personnalisé à la liste de préréglagesAjouter un répertoire à utiliser comme source d’assets par l’explorateur d’assetsAjouter un ensemble de faces dans un rectangle défini par le curseurAjouter un ensemble de faces dans une forme définie par le curseurAjouter un ensemble de faces d’un côté d’une ligne définie par le curseurAjouter un filtre pour ne pas afficher certaines lignesAjouter un système de fourrure aux objets sélectionnésAjouter une bande de transition fondu gamma pour deux bandes sélectionnées avec contenu vidéoAjouter une bande d’effet flou gaussien à une seule bande sélectionnée avec contenu vidéoAjouter une bande d’effet luminescence à une seule bande sélectionnée avec contenu vidéoAjouter un nœud de groupe avec un groupe videAjouter un fichier image ou vidéo comme nœud à l’éditeur de nœuds actuelAjouter un lattice et l’utiliser pour déformer les objets sélectionnésAjouter un objet éclairage à la scèneAjouter un objet sonde d’éclairageAjouter un modificateur de couleur de ligne au style de ligne associé à l’ensemble de lignes actifAjouter un ensemble de lignes à la liste des ensembles de lignesAjouter un modificateur d’épaisseur de ligne au style de ligne associé à l’ensemble de lignes actifAjouter un nœud de masque à l’éditeur de nœuds actuelAjouter une bande masque au séquenceurAjouter un nœud de matériau à l’éditeur de nœuds actuelAjouter un objet métaballe à la scèneAjouter un modificateur à la bandeAjouter une bande vidéo au séquenceurAjouter une bande clip-vidéo au séquenceurAjouter une bande d’effet Sélecteur multicam au séquenceurAjouter une bande d’effet mode de fusion multiplier pour deux bandes sélectionnées avec contenu vidéoAjouter un nouvel ensemble de clés (vide) à la scène activeAjouter un nouvel emplacement de surface de peinture dynamiqueAjouter un nouveau groupe de calques à l’objet actifAjouter un nouveau calque de Grease Pencil à l’objet actifAjouter une nouvelle piste + bande NLA pour chaque boucle/passe effectuée sur l’animation, pour permettre un ajustage non-destructifAjouter une nouvelle piste NLA au-dessus de toutes celles sélectionnées déjà existantesAjouter une nouvelle bande avec une scène vide, et copier les réglages de la scène actuelleAjouter un nouveau point de référence VR à la liste depuis l’objet caméra actif et le sélectionnerAjouter un nouveau point de référence à la liste et le sélectionnerAjouter une nouvelle image d’arrière-plan à la caméra activeAjouter une nouvelle collection d’osAjouter un nouvel os à l’emplacement du curseur 3DAjouter une nouvelle collection dans la collection sélectionnéeAjouter un nouveau marqueur couleur au dégradéAjouter un nouveau point de contrôle (lié au seul point d’extrémité de courbe sélectionné, si présent)Ajouter un nouveau point de contrôle à l’enveloppe à la frame actuelleAjouter un nouvel objet courbes, d’après l’état actuel du système de particulesAjouter un nouveau calque d’entrée à un nœud CryptomatteAjouter un nouvel élément à l’interfaceAjouter un mot clé en tant qu’étiquette sur l’asset actifAjouter un nouveau niveau de subdivisionAjouter une nouvelle boucle entre des boucles existantesAjouter un nouveau matériauAjouter un nouvel emplacement de matériauAjouter un nouveau ou mettre à jour un système de particules de poils existant à la surface de l’objetAjouter une nouvelle cible de particulesAjouter un nouvel emplacement de renduAjouter un nouveau dépôt à utiliser pour stocker les extensionsAjouter une nouvelle ligne à la liste de références aux collections d’osAjouter une nouvelle disposition d’écranAjouter une nouvelle boîte de texteAjouter une nouvelle textureAjouter un nouveau marqueur temporelAjouter un nouveau groupe de sommets à l’objet actifAjouter un nouveau calque de vueAjoute un nouveau calque de vue avec toutes les collections désactivéesAjouter un nouvel espace de travailAjouter un espace de travail à partir d’une copie de celui déjà existant, ou en ajouter un à partir de la configuration utilisateurAjouter une nouvelle scène vide avec les paramètres par défautAjouter une nouvelle scène vide et copier les réglages de la scène actuelleAjouter un asset de groupe de nœuds à l’arborescence activeAjouter un nœud à l’arborescence activeAjouter un nœud à l’arborescence active pour l’export glTFAjouter un emplacement de peintureAjouter un système de particulesAjouter un objet nuage de points à la scèneAjouter un point connecté au dernier point sélectionnéAjouter une opération ou effet procédural à l’objet actifAjouter une vue de renduAjouter une zone de répétition permettant d’exécuter des nœuds un nombre dynamique de foisAjouter un dépôt géré manuellement, sans référence à un dépôt externeAjouter un dépôt faisant référence à un dépôt distant, prenant en charge le listage et la mise à jour d’extensionsAjouter un nœud de reroutageAjouter un contour de lumière à l’imageAjouter un segment au modificateur pointillésAjouter un segment au modificateur décalage temporelAjouter une bande de couleur simpleAjouter une bande de texte simpleAjouter une bande de son au séquenceurAjouter un objet haut-parleur à la scèneAjouter une bande pour contrôler quand un haut-parleur joue son clip audioAjouter une bande réutilisant cette scène comme sourceAjouter une bande utilisant une copie de cet asset de scène comme sourceAjouter une bande utilisant une nouvelle scène comme sourceAjouter un modificateur de géométrie de trait au style de ligne associé à l’ensemble de lignes actifAjouter un module de style à la liste des modulesAjouter une bande d’effet mode de fusion soustraire pour deux bandes sélectionnées avec contenu vidéoAjouter une cible à la contrainteAjouter un objet texte à la scèneAjouter une bande de texte au séquenceurAjouter une configuration de nœud de texture aux BSDF guidéesAjouter une configuration de nœud de texture aux shaders sélectionnésAjouter une bande de transition entre deux bandes adjacentes sélectionnéesAjouter un calque de peau de sommetAjouter une bande d’effet vitesse vidéo à une seule bande sélectionnée avec contenu vidéoAjouter un calque de vueAjouter un effet visuel à l’objet actifAjouter un objet volume à la scèneAjouter une bande de transition volet pour deux bandes sélectionnées avec contenu vidéoAjouter l’objet actif comme corps rigideAjouter tous les éléments du tableau à un ensemble de clésAjouter tous les objets importés à une nouvelle collectionAjouter tous les groupes d’éclairage utilisésAjouter à l’alpha pendant la peintureAjouter l’occlusion ambiante aux surfaces diffusesAjouter une bande de clip-action (c’est-à-dire une bande NLA référençant une action) à la piste activeAjouter un nœud d’Attribut ayant ce nomAjouter une contraine IK à l’os actif. La cible peut être un os ou objet sélectionnéAjouter une séquence d’imagesAjouter un préréglage d’intégrateurAjouter un préréglage de performanceAjouter une bande d’effet mode de fusion ajouter pour deux bandes sélectionnées avec contenu vidéoAjouter une bande d’effet Calque d’ajustement au séquenceurAjouter un canal alpha à une imageAjouter une bande d’effet mode de fusion alpha au-dessus pour deux bandes sélectionnées avec contenu vidéoAjouter un modificateur de transparence alpha au style de ligne associé à l’ensemble de lignes actifAjouter une bande d’effet mode de fusion alpha en dessous pour deux bandes sélectionnées avec contenu vidéoAjouter un objet armature à la scèneAjouter une arête ou une face à la sélectionAjouter un effet au séquenceur, la plupart sont appliqués par-dessus des bandes existantesAjouter un objet courbe vide à la scène, avec le maillage sélectionné en tant que surfaceAjouter un objet vide de type image à la scène, avec ces donnéesAjouter un objet vide à la scèneAjouter un objet vide avec un effecteur physique à la scèneAjouter une entrée à la listeAjouter une entrée à la liste après l’élément actifAjouter un groupe de nœuds à l’éditeur de nœuds actuelAjouter une boucle d’arêtes supplémentaire pour mieux conserver la forme lorsqu’un modificateur surface de subdivision est appliquéAjouter une image ou séquence d’images au séquenceurAjouter un nœud d’import à l’arborescence de nœudsAjouter un élément à la bascule par indiceAjouter une instance de données d’objetAjouter un nœud d’infos objet à l’éditeur de nœuds actuelAjouter un objet à une nouvelle collectionAjouter un objet à une collection existanteAjouter un objet à la scèneAjouter un décalage relatif à la boîte englobante de l’objetAjouter un calque de remplacement à l’archiveAjouter un état d’annulation (usage interne uniquement)Ajouter la transformation d’un autre objet au décalage totalAjouter en tant qu’enfant de la collection sélectionnéeAjouter un attribut à la géométrieAjouter une émission lumineuse d’arrière-plan. Note : ce nœud ne doit être utilisé que pour la sortie Surface du mondeAjouter les vecteurs binormaux et tangents, avec les normales ils forment l’espace tangent (ne fonctionnera correctement qu’avec des maillages uniquement faits de triangles et quadrangles !)Ajouter du flou et de la luminosité aux parties clairesAjouter un os entre les jointures sélectionnées et/ou le curseur 3DAjouter des modificateurs et des contraintes de cache aux objets importés même s’ils ne sont pas animés, afin qu’ils puissent être mis à jour lors du rechargement de l’archive AlembicAjouter une image d’arrière-plan à la caméraAjouter les canaux de la sélection à l’asset de pose. Les canaux existants seront mis à jourAjouter un attribut de couleur à la géométrieAdditionner les valeurs des composantes ensembleAjouter un cône au maillage de façon interactiveAjouter des points de contrôle le long d’un arc circulaire (le type de poignée sera vecteur si c’est une spline Bézier)Ajouter les F-modificateurs copiés aux F-courbes sélectionnéesAjouter les F-modificateurs copiés aux bandes NLA sélectionnéesAjouter les variables du contrôleur copié au contrôleur actifAjouter une carte UV cubique au maillageAjouter un cube au maillage de façon interactiveAjouter la propriété actuellement active dans l’interface à l’ensemble de clés actifsAjouter un cylindre au maillage de façon interactiveAjouter les couches de données aux maillages de destination si nécessaireAjouter une animation par défaut pour le chemin utilisé par la contrainte, s’il n’est pas déjà animéAjouter des ressorts diagonaux aux 4-gonesAjouter la contribution diffuseAjouter la contribution de l’éclairage directAjouter un contrôleur pour la propriété sous le curseurAjouter des contrôleurs aux éléments sélectionnésAjouter chaque image sélectionnée en tant que bande individuelleEffet d’addition de la brosseAjouter la contribution de l’émissionAjouter un objet vide imageAjouter un chemin vide à l’ensemble de clés actifAjouter les composantes Euler les unes aux autresAjouter un exporteur à la liste d’exporteursAjouter un jeu de fonctionnalités externe (rigs, métarigs, modèles d’interface))Ajouter un ensemble de raccourcis d’outils secondaires à ce type de gizmoAjouter des segments de remplissage pour créer l’enveloppe. Ne pas garder le trait original.Ajouter du feuAjouter du feu et de la fuméeAdditionner des nombres flottantsAjouter du fluide à la simulationAjouter un arrêt sur imageAjouter un arrêt sur image et le déplacerAjouter la contribution brillanteAjouter des poilsAjouter les images en tant que bandes séparées, sauf si leurs noms de fichiers correspondent au motif de séquence numérotée de Blender, auquel cas elles sont regroupées en une seule séquence d’imagesAjouter la contribution de l’éclairage indirectAdditionner des entierAjouter un élément sous l’élément actifAjouter un raccourciAjouter des images clés à chaque frame comprise entre les images clés sélectionnéesAppliquer des facteurs de flare, de la brume ou du flou lumineux autour des parties claires de l’imageAjouter du liquideAjouter une marge aux dimensions du latticeAjouter un modificateur pour définir automatiquement la dureté des arêtes du maillage d’après l’angle entre les faces adjacentesAjouter un modificateur pour définir la dureté des arêtes automatiquementAjouter un modificateur avec le groupe de nœuds « {} » à l’objet « {} »Ajouter plus de contraste par rapport à la luminositéAjouter un objet nomméAjouter un nouveau bloc de données d’annotationAjouter un nouveau calque ou une nouvelle note d’annotation au bloc de données actifAjouter une nouvelle courbe de BézierAjouter de nouveaux ensembles de sélection depuis le presse-papierAjouter une nouvelle bande avec une nouvelle scène vide et les paramètres par défautAjouter un nouveau cacheAjouter une nouvelle courbe cercleAjouter une nouvelle courbe en forme de cercleAjouter une nouvelle couleur à la palette activeAjouter un nouveau point de courbe et le déplacerAjouter de nouvelles courbes entre les courbes existantes, en prenant en compte la distance minimaleAjouter un nouveau calque pour le masquageAjouter un nouveau marqueur et le déplacer dans la vidéoAjouter un nouveau marqueur et le faire glisser avec la souris tant que le bouton gauche n’est pas relâchéAjouter un nouveau calque de masque pour le masquageAjouter de nouvelles méta-bandes incorporant les bandes sélectionnéesAjouter un nouvel objet au suiviAjouter une nouvelle courbe de peintureAjouter une nouvelle paletteAjouter de nouveaux réglages de particulesAjouter une nouvelle scène par typeAjouter une nouvelle scène par type dans l’éditeur de séquences, et l’assigner à la bande activeAjouter une nouvelle scène, qui sera utilisée par le séquenceurAjouter de nouvelles arêtes dures sans retirer les arêtes dures existantesAjouter une nouvelle courbe en forme de carréAjouter un nouveau sommet et le faire glisserAjouter un nouveau sommet à l’adoucissement et le faire glisserAjouter un nœud à l’entréeAjouter du bruit aux anneauxAjouter du bruit au bois standardAjouter le vecteur normale à la sélectionAjouter des objets ou des matériaux au cache, en sélectionnant une couleur depuis la sortie ChoisirAjouter une des contraintes courantes liant le contrôle à la cible de queueAjouter du bruit de Perlin unidimensionnel à la géométrie du trait référentN’ajouter qu’aux sorties liéesN’ajouter qu’aux sorties non-liéesAjouter ou supprimer le calque de données de sortie Peinture dynamiqueAjouter ou supprimer un préréglage de brosse de Grease PencilAjouter ou supprimer un préréglage de matériau de Grease PencilAjouter ou supprimer un préréglage de caméraAjouter ou supprimer un préréglage de couleur de piste de clipAjouter ou supprimer un préréglage de tissuAjouter ou supprimer un préréglage de fluideAjouter ou supprimer un préréglage de dynamique de poilsAjouter ou supprimer un préréglage de couleur de nœudAjouter ou supprimer un préréglage de renduAjouter ou supprimer un préréglage de zone de sécuritéAjouter ou supprimer un préréglage d’éditeur de texteAjouter ou supprimer un préréglage de paramètres intrinsèques de caméra pour le suiviAjouter ou supprimer un préréglages de suivi de mouvement (motion tracking)Ajouter ou supprimer un préréglage de balance des blancsAjouter ou supprimer un préréglage de lancer de rayon pour EEVEEAjouter ou supprimer un préréglage d’opérateurAjouter ou supprimer des commentairesAjouter ou retirer du fluide à un objet domaineAjouter la position originale à la position copiéeAjouter des redéfinitions pour tous les éléments du tableauAjouter les traits collés derrière tous les autresAjouter un chemin à exclure de l’exécution autoAjouter des points au nouveau segment pour garder la même densitéAjouter du bruit pseudo-aléatoire aux F-courbesAjouter un décalage aléatoire aux positions de grilleAdditionner les formes au lieu de les mélangerAjouter des reroutages aux sortiesAjouter une clé de reminutageAjouter une règleAjouter des segments pour créer l’enveloppe. Garder le trait original.Ajouter les F-courbes sélectionnées à un nouveau groupeAjouter les os sélectionnés à l’ensemble de sélectionAjouter les os sélectionnés à la collection d’os choisieAjouter les éléments sélectionnés (lignes bleu-gris) à l’ensemble de clés actifAjouter les objets sélectionnés comme corps rigidesAjouter les objets sélectionnés à une des collections auxquelles l’objet actif appartient. Éventuellement ajouter à « Toutes les collections » pour s’assurer que les objets sélectionnés soient inclus dans les mêmes collections que l’objet actifAjouter les pistes sélectionnées à la stabilisation 2D en rotationAjouter les pistes sélectionnées à la stabilisation 2D en translationAjouter une clé de forme à l’objetAjouter à l’arborescence active des nœuds d’entrée et sortie dans une zone de simulationAjouter un déplacement sinusoïdal à la géométrie du trait référentAjouter de la fuméeAjouter une transition douce entre deux segments reminutésAjouter une transition douce entre deux segments reminutés et changer sa duréeAjouter un décalage et multiplier par un gain les poids du groupe de sommets actifAjouter la valeur source à celle de destination, en utilisant le seuil donné comme facteurAjouter du bruit spatial à la géométrie du trait référentAjouter une sphère au maillage de façon interactiveAjouter les bandes à des canaux suspendus ou verrouillés lors de l’ajout de bandes vidéoAjouter la position de la cible aux coordonnées UVAjouter des contraintes IK temporaires, pendant le déplacement des os en mode PoseAjouter les chemins de données des propriétés « Marque d’arête Freestyle » des arêtes sélectionnées à l’ensemble de clés actifAjouter les chemins de données des propriétés « Marque de face Freestyle » des polygones sélectionnés à l’ensemble de clés actifAjouter la collection glissée à la scèneAjouter la collection déposée en tant qu’instance de collectionAjouter les extensions de format de fichier aux noms des fichiers rendus (par exemple : nomdefichier + .jpg)Ajouter le rayon du point de biseau au rayon d’effilageAdditionner les valeurs du champ évalué, et produire le total courant pour chaque élémentAjouter les positions de sommets des objets sélectionnés en tant que clés de forme, ou mettre à jour les clés de forme existantes dont les noms correspondentAjouter cette valeur à la frame de débutAjouter au débutAjouter à la finAjouter à la paletteAjouter à un menu contextuel défini par l’utilisateur (enregistré dans les préférences utilisateur)Ajouter à toutes les sortiesAjouter à la collection de liaisonAjouter à la collection de liaison après {}Ajouter à la collection de liaison avant {}Ajouter les canaux de couleur de deux vidéosAjouter un effet de translucence subsurfacique (obsolète)Ajouter la contribution de la transmissionAdditionner deux shaders ensembleAjouter du bruit de Perlin bidimensionnel à la géométrie du trait référentAjouter des décalages bidimensionnels à la géométrie du trait référentAjouter un sommet à la courbe activeAjouter un sommet à l’adoucissementAjouter les sommets depuis les groupes dans lesquels ils ont un poids nul avant l’inversionAjouter les sommets ayant un poids supérieur à la limite au groupe de sommetsAjouter des données de poids aux nouveaux traitsAjouter votre propre propriété au bloc de donnéesAdd-onAdd-on « {:s} » déjà installé !L’add-on « {} » est introuvable !Configuration clavier d’add-onPréférences des add-onsÉtiquettes d’add-onsL’add-on n’est plus valideLe chemin de l’add-on {!r} est introuvableAdd-on à traiterAdd-onsFiltre d’add-onsRéglages des add-onsLes add-ons livrés précédemment avec Blender sont maintenant disponibles sur extensions.blender.org.Add-ons :Ajouter ou éditer un contrôleurAjouter/remplacerAjouté %s « %s »Animation de fondu ajoutée à {:d} {:s}Longueur ajoutée à la fin de chaque trait, relativement à sa longueurLongueur ajoutée au début de chaque trait, relativement à sa longueurAjoutée via une redéfinition{:d} plans image ajoutésCumulateurL’ajout de groupes de nœuds n’est pas pris en charge pour les arborescences de nœuds personnalisées (définies via Python)SupplémentairesSubdivision supplémentaireCouleur supplémentaire utilisée pour teindre le poilDonnées supplémentaires pour un bloc de données d’assetDonnées supplémentaires stockées pour un bloc de données d’assetDes données supplémentaires seront enregistrées de façon que les tâches de précalcul puissent être relancées après une pause. Comme plus de données seront écrites sur le disque, il est recommandé d’éviter cette option pour les précalculs en haute résolution.Distance supplémentaire autour de la surface du maillage à considérer comme effecteurEncodage gamma supplémentaire après la transformation d’affichage, pour une sortie avec gamma personnaliséInformations supplémentaires sur l’assetVélocité initiale supplémentaire dans les directions X, Y et Z (ajoutée à la vélocité source)Masquage supplémentaire appliqué après la dispersion initiale des instancesMaillage cible supplémentaire sur lequel contracterDécalage supplémentaire du remplissage UVChemins supplémentaires à ajouter au sys.path (séparés par des « ; »)Options de post-traitement supplémentaires pour les nouveaux traitsRotation supplémentaire appliquée aux traits avec des points et des carrésRotation supplémentaire appliquée aux textures des points et des carrés sur le trait. Ne s’applique qu’en mode texturé.Rotation supplémentaire du remplissage UVMultiplicateur d’échelle supplémentaire à appliquer à l’échelle de base pour déterminer l’échelle du visualiseurÉchelle supplémentaire du remplissage UVSubdivision supplémentaire le long des courbesTransformation supplémentaire appliquée avant la transformation de la vue, pour des besoins artistiquesVorticité supplémentaire pour les flammesAdditifRedéfinition additiveÉtiquettes d’add-onsAjouter une teinte colorée à la couche de vernis en modélisant l’absorption dans la couche. La saturation augmente aux angles rasants, car la lumière voyage plus loin dans le médium (selon l’IDR de la couche)Ajouter un mouvement comme une vague à la géométrie d’un objetAjouter une tuile à l’imageAjouter ou mettre à jour une animation de fondu pour les bandes audio ou vidéoFaces adjacentesNon-sélectionnés adjacentsAjusterAjuster la dernière opérationAjuster la duréeAjuster la vitesse de lectureAjuster la force selon l’espacementAjuster automatiquement l’espace de texture de l’objet actif, lors de sa transformationAjuster des valeurs arbitraires avec la sourisAjuster la luminosité et le contrasteAjuster la luminosité à l’aide d’un paramètre d’exposition de caméraAjuster les couleurs et valeursAjuster la force de couleur des traitsAjuster la cage d’édition aux résultats du modificateurAjuster la puissance de la force selon la densité de la fuméeAjuster la teinte, la saturation et la valeur à l’aide d’une courbeAjuster l’influence que les objets brosses ont sur cette surfaceAjuster la vitesse de lecture de l’entrée, pour que sa durée tienne dans la longueur de la bandeAjuster la durée des bandes à celle de leurs donnéesAjuster les niveaux des couleurs de sommetsRapprocher ou éloigner de la surface de l’objet le plan sur lequel la brosse agitAjuster le rayon de proximité des brosses ou particules pour cette surfaceAjuster la vitesse de la simulationAjuster la direction de la coupe en fonction de la vue actuelleAjuster l’épaisseur des traitsAjuster le seuil angulaire pour l’affichage des arêtes (1.0 pour toutes)Ajuster la luminosité de la textureAjuster la couleur d’une image, en plusieurs gammes tonales distinctes (hautes et moyennes lumières, et ombres)Ajuster le contraste de la textureAjuster la différence de luminosité entre pixelsAjuster la probabilité de guidage d’après la rugosité des composants du matériauAjuster l’intensité de la couleur d’entréeAjuster l’épaisseur du filaire des formes personnaliséeAjuster la position de la forme personnaliséeAjuster la luminosité des couleursAjuster la distance de décalage pour garder une distance perpendiculaire aux arêtes constanteAjuster le décalage au début/à la finAjuster la rotation de la forme personnaliséeAjuster la saturation des couleurs dans la textureAjuster la forme de l’extrémité pour suivre le changement de rayon vers les extrémités de la courbeAjuster l’échelle de la forme personnaliséeAjuster l’épaisseur des traitsAjuster le minutage des images clésAjuster les valeurs TSV des couleurs de sommetsAjuster les Teinte/Saturation/Valeur des couleurs de sommetsAjuster la luminosité/contraste des couleurs de sommetsBande calque d’ajustementAjustement de l’indice de réfraction (IDR) pour augmenter ou diminuer l’intensité spéculaire (0.5 ne fait aucun ajustement, 0 enlève toutes les réflexions, 1 les double à incidence normale)AjustementsAjuster la douceur de la réponse des faibles pressions, en utilisant une courbe gammaAjuster la luminosité de l’éblouissementAjuster la saturation des couleurs de l’éblouissementAjuster le minutage en décalant, redimensionnant, bouclant, et aimantant la frame de scèneAvancéAdvanced Audio CodingFiltre avancéÉdition de géométrie avancée et création d’outils à l’aide de nœudsMode avancé pour utiliser des modules de style écrits en PythonOpérations avancées sur les redéfinitions de bibliothèque, pour aider à réparer les hiérarchies casséesAdvecter la grilleAéroAérodynamiqueType d’aérodynamiquesAérosolsAffecterAffecter l’alphaAffecter les enfantsAffecter le gizmoAffecter seulementAffecter la positionAffecter la forceAffecter la force du traitAffecter l’épaisseur du traitAffecter l’épaisseurAffecter la transformationAffecter les UVAffecter la visibilitéAffecte la couche de données active de toutes les ciblesAffecter tous les objets sélectionnés plutôt que seulement l’objet actifAffecter tous les sommets (peut en ajouter au groupe A)Affecter les arêtes ou les sommetsAffecter seulement les arêtesN’affecter que les faces tournées vers la vueN’affecter que les traits sous le curseurN’affecter que le calque actifN’affecter que le matériau actifN’affecter que les éléments connectés topologiquementAffecter seulement les sommetsN’affecter que les sommets connectés au sommet actif sous la brosseN’affecter que les sommets qui ont un ensemble de faces en commun avec le sommet actifN’affecter que les sommets dont la normale fait face à la caméraN’affecter que les sommets ayant une normale similaire à l’endroit où le coup de brosse a commencéAffecter la rotation dynamique de la particuleAffecter la position de la particuleAffecter l’agglutination des enfantsAffecter la longueur des poils enfantsAffecter l’amplitude d’entortillement des enfantsAffecter la fréquence d’entortillement des enfantsAffecte la rudesse des enfantsAffecte le vrillement des enfantsAffecter la densité des particulesAffecter le temps d’émission des particulesAffecte la durée de vie des particulesAffecter les champs de force des particulesAffecter la gravité des particulesAffecter la vitesse initiale des particulesAffecter la taille des particulesAffecter l’amortissement de la vitesse des particulesAffecter la valeur des clés linéairement, en gardant la même relation entre elles, et en utilisant la clé de gauche ou de droite comme référenceAgir sur les pistes qui sont trackées moins que le nombre spécifié de framesAgir sur les pistes qui ont une plus grande erreur de reprojectionAffecter les sommets du groupe AAffecter les sommets du groupe B (peut en ajouter au groupe A)Affecter les sommets dans au moins l’un des deux groupes de sommets (peut en ajouter au groupe A)Affecter les sommets présents dans les deux groupesHauteur affectable de la brosse (c’est-à-dire la hauteur de couche de l’outil couche)AffectéesActions affectéesOs affectésAffineAprèsCouleur aprèsAprès l’actuelleAprès la frame actuelleCycles postérieursMode aprèsAprès l’originalAprès l’originale (aligné)Après l’originale (complet)Après l’originale (séparer canaux)Après précalcul des courbes, supprimer les clés redondantesAprès le chargement, tout supprimer sauf les scènes, fenêtres, et espaces de travail. Permet de charger le fichier de démarrage avec la configuration de scène et la disposition de fenêtre intactes, mais sans objets, matériaux, animations, etc.Après la suppression de la bande, effacer également les données associéesAprès ce nombre de rebonds de lumière, utiliser une illumination globale approximative. 0 pour désactiver cette fonctionnalitéAgXAgX - HDR 1000 nitsAgX - SDREncodage d’image de base AgX pour écran sRGBAgX Base sRGBAgX LogÂgeÂge : {:s}AgressivitéSimplification de maillage agressiveSimplifier violemment à la proportion souhaitée, sans tenir compte de la qualitéOrienter l’objet contraint vers la cibleAirAmortissement de l’airTraînée de l’airEspace personnel dans l’airViscosité de l’airL’air a normalement une épaisseur qui ralentit la chute des chosesAlbédoAlbédo et normalesPasse d’albédo utilisée par le débruiteurExport Alembic : collection « %s » introuvableAlgorithme pour étendre le résultat précalculéAlgorithme à utiliser pour générer l’enveloppeAlgorithme utilisé pour la relaxation UVAlgorithme utilisé pour calculer la distance des points d’échantillonnage aux points caractéristiquesAlgorithme utilisé pour calculer la physique, du plus rapide au plus stable et précis : Point milieu, Euler, Verlet, RK4Algorithme utilisé pour calculer automatiquement les poignéesAlignerAligner N os le long d’une courbeAligner l’actifAligner autoAligner l’axe avec la normaleAligner les poignées Bézier pour créer des arcs circulaires à chaque point de contrôleFin d’alignementAligner Euler sur le vecteurPoignée alignéePoignée alignée sélectionnéeAligner les poignéesAligner horizontalementMode d’alignementAligner les nœudsAligner l’objet surAligner la rotationAligner la rotation sur la cibleAligner la rotation au vecteurDébut d’alignementAligner àAligner les îlots UV sur l’axe XAligner les îlots UV sur l’axe YAligner les sommets UV sur la ligne définie par les points aux extrémitésAligner les sommets UV sur une ligne horizontaleAligner les sommets UV sur une ligne verticaleAligner les sommets UV en les déplaçant horizontalement vers la ligne définie par les points aux extrémitésAligner les sommets UV en les déplaçant verticalement vers la ligne définie par les points aux extrémitésAligner les UV le long de la position maximaleAligner les UV le long de la position moyenneAligner les UV le long de la position minimaleAligner verticalementAligner la vueAligner la vue sur l’actifAligner en XAligner en YAligner d’après les transformations de l’objetAligner le faisceau sur l’axe XAligner le faisceau sur l’axe YAligner une chaîne d’os le long d’une courbe (os uniquement)Aligner chaque axe sur l’axe de rotation Euler tel qu’utilisé pour l’entréeAligner depuis toutes les arêtesAligner les images clés sur une courbe d’amorti en entrée ou en sortieAligner les objets nouvellement créés selon la rotation du curseur 3DAligner les objets nouvellement créés selon l’orientation de la vue 3D activeAligner les objets nouvellement créés sur le système de coordonnées du mondeAligner les objetsAligner la direction de décalage sur les normalesAligner la rotation sur la cible de l’aimantationAligner les os sélectionnés sur l’os actif (ou sur leur parent)Aligner les nœuds sélectionnés en forme de grilleAligner les traits avec l’orientation actuelle du curseur 3DAligner les traits avec le plan de vue actuelAligner le texte en basAligner le texte sur la ligne de base de la dernière ligneAligner le texte à gaucheAligner le texte au milieuAligner le texte à droiteAligner le texte en hautAligner le texte sur la ligne de base de la première ligneAligner la rotation de l’îlot UVAligner l’axe X au vecteurAligner l’axe Y au vecteurAligner l’axe Z au vecteurAligner la courbe à la normale de surface (nécessite un guide comme référence)Aligner les courbes interpolées à la normale de la surfaceAligner les îlots sur le centre de l’îlot le plus grandAligner les îlots sur le maximum de l’îlotAligner les îlots sur le minimum de l’îlotAligner le nouvel objet avec la vueAligner le nouvel objet avec le mondeAligner l’axe spécifié à la normale de la surfaceAligner l’étoile en diagonaleAligner les axes de transformation sur la normale moyenne des éléments sélectionnés (axe Y des os pour le mode pose)Aligner les axes de transformation sur le curseur 3DAligner les axes de transformation sur l’espace parent de l’objetAligner les axes de transformation sur l’espace local des objets sélectionnésAligner les axes de transformation sur la fenêtreAligner les axes de transformation avec les axes de l’espace du mondeAligner vers un axe de la géométrieAligner sur la normaleAligner sur l’objetAligner à la normale de surfaceAligner aux normales de sommetsAligner sur l’axeAligner sur l’axe de l’objet actifAligner à droite et à gaucheAligner à droite et à gauche, avec un espacement égal entre caractèresAligner la géométrie de découpe de manière orthogonale, pour une forme avec des angles à 90°Aligner la géométrie de découpe avec la perspective de la vue actuelle, pour une forme effiléeAligner avec la normale de pointAlignéeAxe alignéPoignées libres alignéesAligné uniqueOs « %s » aligné sur son parentAlignementAxe d’alignementAlignement en XAlignement de la région dans la zoneAligner la poignée opposée durant la transformationAligner les sommets UV sélectionnés le long d’une ligneVivantesÉtat vivantToutTous les %d canaux de rotation ont été filtrésToutes les vues 3DTous au-dessusToutes les images clés de l’actionToutes les actionsToutes les frames activesTous les add-onsTous les add-ons installés par l’utilisateurTous au-dessousToutes les borduresTous les canauxToutes les courbesToutes personnaliséesTous les blocs de donnéesToutes les arêtesToutes les extensions sont à jour{:s}Toutes les facesTous les embranchementsToutes les framesTous les espacesTous types de géométrieTous les groupesTous les poilsTous les élémentsTous les ensembles de clésTous les ensembles de clés pouvant être utilisés (les ensembles de clés internes et absolus pour cette scène)Tous les ensembles de raccourcisToutes les clésTous les calquesToutes les bibliothèquesToutes les sondes d’éclairageTous les précalculs des objets Line Art ont été effacésToutes les lignesToutes les données liées directesTout localTous les messagesToutes les origines d’objetsTous les objetsTous les pointsToutes les propriétésTout usageToutes les régionsTous les dépôtsTous types de shadingToutes les bandesToutes les transformationsToutes les transformations vers différentiellesTous typesToutes les tuiles UDIMTous les calques UV de boucleToutes les UVTous les déverrouillésTous les groupes de sommetsTous les groupes de sommets assignés à des os déformantsTous les groupes de sommets assignés à la sélectionTous les sommetsTous les calques de vueTous les volumesTous les ensembles de clés disponiblesTous les axes sont affectésToutes les collections d’os sont utiliséesTous les os affectés par l’ensemble de clés actifToutes les contraintes sont déplacées vers l’os de contrôle.Tous les coins plus aigus que l’angle d’onglet seront aplatisToutes les courbes dans le bloc de donnéesToutes les données ont été importées et sont disponibles dans la liste de "import_items"Tous les poids des effecteursTous les blocs de données évaluésToutes depuis la cibleTous les groupes de géométries en instances séparéesTous les groupes sont verrouillésTous les calques au-dessus de celui actifTous les calques au-dessous de celui actifTous les modificateursTous les n-gones à quatre sommets ou plus seront triangulés. Les maillages dans la scène ne seront pas affectés. Se comporte comme le modificateur Trianguler avec « Remplissage amélioré » comme méthode pour n-gones, « Diagonale la plus courte » comme méthode pour quadrangles, et 4 sommets minimumToutes les instances d’objet à afficher ou rendre (Attention : n’utiliser ceci que comme un itérateur, jamais comme une séquence, et ne pas conserver de références à ses éléments)Tous les objets de la scèneTous les types de mélanges, d’opérations boolénnes et de maths possiblesToutes les propriétés, y compris de transformation, la forme des os souples, et les propriétés personnaliséesTous les calques de rendu sont désactivésToutes les règles sont moyennéesTous les os sélectionnés sont déjà dans cette collectionToutes les données de Peau des sommetsToutes les bandes du même type de base (graphique ou sonore)Toutes les bandes, incluant récursivement celles dans les méta-bandesTous les traits finissent en même temps (c’est-à-dire que les traits courts commencent plus tard)Tous les traits commencent en même temps (c’est-à-dire que les traits courts finissent plus tôt)Toutes les actions actuellement assignées deviennent une seule animation glTFTous les objets dans ce calqueTous les objets sélectionnés dans ce calqueAutoriser le .blend à exécuter les scripts automatiquement, par défaut défini dans les préférences systèmeAutoriser à Blender l’accès à Internet. Les add-ons qui respectent ce réglage ne se connecteront à Internet que s’il est activé. Cependant, Blender ne peut pas empêcher les add-ons tiers d’enfreindre cette règle.Permettre à Blender de chercher les mises à jour lors du démarrageAutoriser l’escaladeAutoriser l’exécutionAutoriser le volAutoriser le mouvement au solAutoriser les frames négativesAutoriser l’accès en lignePermettre le chevauchementPermettre le chevauchement de typesPermettre aux primitives USD de fusionner avec leur Xform parent si elles sont les seules enfants dans la hiérarchiePermettre UnicodePermettre aux casques VR d’affecter la position dans l’espace virtuel, en plus de la rotationDéfinir manuellement la position et la rotation de base de la vue VRPermettre à une arête d’avoir plusieurs types se chevauchant. Un trait séparé sera créé pour chaque type se chevauchant.Permettre à un autre opérateur d’agir sur les poignées des bandesPermettre à n’importe quel fichier .blend de lancer automatiquement des scripts (risqué avec des fichiers .blend provenant de sources non fiables)Autoriser les boids à grimper sur les objets butAutoriser les boids à se déplacer dans l’airAutoriser les boids à se déplacer au solAfficher les plis à l’intérieur des surfaces adouciesAfficher les plis sur les arêtes duresAutoriser une déviation pour une ligne plus douce, moins précisePermettre à la sélection des anneaux d’arêtes de dépasser les n-gones ayant un nombre pair de côtésPermettre aux arêtes à la même position (par exemple à cause d’une Division d’arêtes) de s’afficher correctement. Peut être plus lent.Permettre l’édition sur l’axe Z de cette courbe, permet aussi l’utilisation de l’inclinaison et du rayon de courbePermettre l’édition des traits même s’ils utilisent des matériaux verrouillésPermettre l’export de toutes les influences d’os. L’affichage des modèles peut être incorrect dans de nombreux visualiseursUtiliser des images ou vidéos comme texturesPermettre le format gtTF embarquéAutoriser l’accès à Internet. Blender peut accéder aux dépôts d’extensions en ligne configurés. Les add-ons tiers installés peuvent accéder à Internet pour leurs propres fonctionnalitésPermettre l’interpolation des positions de sommetsPermettre aux lignes générées par les plans de découpage proche et lointain d’être montréesPermettre aux arêtes isolées d’être chaînées ensemblePermettre que les objets soient supprimés (culled) en fonction de la pyramide de vue de la caméraPermettre que les objets soient supprimés (culled) en fonction de leur distance à la caméraPermettre aux objets particules et aux instances de faces et de sommets d’apparaître dans le Line ArtPermettre à des points ou des courbes d’être partiellement sélectionnéesPermettre au corps rigide d’être contrôlé par le système d’animationPermettre à l’IK de redimensionner l’osPermettre le redimensionnement des os de contrôle de spline pour affecter l’épaisseur par le rayon de la courbePermettre la sélection de toutes les images clés d’une courbe en sélectionnant la F-courbe calculéePermettre la sélection de toutes les images clés d’une courbe en sélectionnant la F-courbe elle-mêmePermettre la sélection des objets Grease PencilsPermettre la sélection des armaturesPermettre la sélection des camérasPermettre la sélection des courbesPermettre la sélection des objets videsPermettre la sélection des courbes de poilsPermettre la sélection des latticesPermettre la sélection des sondes d’éclairagePermettre la sélection des éclairagesPermettre la sélection des objets maillagesPermettre la sélection des métaballesPermettre la sélection des nuages de pointsPermettre la sélection des haut-parleursPermettre la sélection des surfacesPermettre la sélection des objets textesPermettre la sélection des volumesPermettre l’auto-intersection dans les opérandesPermettre de changer le parent du contrôle maîtrePermettre que le suivi de l’origine VR soit défini indépendamment de la position du casquePermettre à la position initiale de la souris d’être utiliséeAutoriser les marqueurs de substitution dans le cheminPermettre à la propriété d’être redéfinie quand le bloc de données est liéPermettre d’utiliser des couleurs pour indiquer un état animé/contraintPermettre une assignation de l’épaisseur asymétriquePermettre que cet objet et ses copies soient supprimés (culled) par l’espace de suppression de la caméraPermettre que cet objet et ses copies soient supprimés (culled) par la distance à la caméraPermettre aux sommets de se déplacer dans la direction négative de l’axePermettre aux sommets de se déplacer dans la direction positive de l’axePermettre à un simple point d’être positionné précisémentPermet une transparence en couleur, mais incompatible avec les passes de rendu et le lancer de rayon. Également appelé rendu direct.Permet une transparence en couleur, mais incompatible avec les passes de rendu et le lancer de rayon. Également appelé rendu direct.Permet une transparence par hachage en niveaux de gris, et compatible avec les passes de rendu et le lancer de rayon. Également appelé rendu différé.Permet une transparence par hachage en niveaux de gris, et compatible avec les passes de rendu et le lancer de rayon. Également appelé rendu différé.Permet la gestion des traductions de l’interface directement depuis Blender (mettre à jour les fichiers .po, mettre à jour les traductions des scripts, etc.)Le long des normalesLe long des normalesLe long du traitAlphaCanal alphaConversion alphaRecadrage alphaDécalcomanies alphaFacteur alphaFacteur alphaMode alphaModificateurs d’alphaAlpha au-dessusNœud Alpha au-dessusBande alpha par-dessusSeuil alphaTransparence alphaBande alpha en dessousLe modificateur d’alpha « %s » n’a pu être suppriméType de modificateur AlphaModificateurs d’alpha pour changer la transparence des lignesTransparence alpha en fonction d’un bruit aléatoireTransparence alpha en fonction de l’angle entre deux faces adjacentesTransparence alpha en fonction de la direction du traitTransparence alpha en fonction de la courbure radiale des surfaces de maillage 3DAlpha:Trier les blocs de données par ordre alphabétique – principalement les objets de la scène (désactiver pour augmenter la vitesse d’affichage)Un point de contrôle est déjà présent à la frame %.6fAffecter aussi la visibilitéSupprimer également des couches de données de la destination si nécessaire, afin qu’elle corresponde exactement à la sourceDésélectionner également les faces qui ne se touchent que par un coinImporter également les matériaux qui ne sont utilisés par aucune géométrie. Si cette option est désactivée, les matériaux référencés par une géométrie seront quand même importésSélectionner également les faces qui ne se touchent que par un coinAltInvite d’outil avec AltPlacer le curseur avec AltAction de glisser avec Alt clic milieuUtiliser l’outil avec AltTouche alt presséeTouche alt pressée, -1 pour n’importe quel étatAction de glisser avec Alt-ClicMAltGAltDAltérer la longueur des ressorts pour les contracter ou étirer (en %, 0 pour désactiver)Une ligne sur deuxAccès alternatif à « Supprimer l’image clé », à l’usage des raccourcis clavierAccès alternatif à « Insérer une image clé », à l’usage des raccourcis clavierAlterner entre lecture en avant et en arrière de l’intervalle d’images clésAlterner intérieur/extérieur d’après le nombre de franchissementsChemin alternatif pour les scripts, respectant l’arborescence par défaut avec sous-dossiers : startup, addons, modules et presets (nécessite un redémarrage)Accès alternatif aux position/échelle/rotation relativement aux parent et propre os de reposFrame de fin alternative pour la lecture dans l’interfaceFrame de début alternative pour la lecture dans l’interfaceL’extension peut aussi être téléchargée et installée depuis le disque.AltitudeToujoursToujours ajouter un cache de lectureToujours échantillonner les animationsToujours afficher le menuToujours par pasToujours ajouter une image clé au début et à la fin des actions, dans les canaux animésToujours ajuster la valeur à un minimum de 1 quand « valeur » n’est pas à 1.0Toujours changer d’onglet lors du clic sur une icône dans un synoptiqueToujours cacher les nouveaux nœudsToujours confirmer l’opération quand le bouton est relâchéToujours rafraîchir l’image lors d’un changement de frameToujours tourner à gaucheToujours tourner à droiteToujours utiliser les normales de faces pour le domaine coin de face, pour correspondre à l’ancien comportement du nœudToujours écrire des chemins absolusToujours écrire de nouvelles vélocités guides pour toutes les frames (chaque frame ne contient que la vélocité actuelle des objets guides)Couleur ambianteOcclusion ambiantePression ambiante (kPa) qui équilibre entre l’intérieur et l’extérieur de l’objet quand il a le volume cibleQuantitéAireTableauForce d’émissionErreurPairesNombreUniqueAdoucissementType de stockageForceNombre à l’arrièreNombre à la finNombre à l’avantNombre au débutNombre de degrés par rotation si la rotation est aimantéeLa quantité est une distance absolue le long de l’arête adjacenteLa quantité est le décalage des nouvelles arêtes par rapport à l’originaleLa quantité est un pourcentage de la longueur de l’arête adjacenteLa quantité est la distance perpendiculaire entre l’arête d’origine et la face biseautéeLa quantité est la largeur de la nouvelle faceNombre de rayons de GI à lancer pour chaque pixelQuantité de traînée de l’airQuantité de vitesse angulaire perdue au cours du tempsQuantité d’anisotropie pour la réflexion. Des valeurs plus élevées donnent des hautes lumières allongées dans la direction tangenteQuantité d’anisotropie pour la réflexion spéculaire. Des valeurs plus élevées donnent des hautes lumières allongées dans la direction tangenteQuantité d’étirement du trait référentQuantité de force de flottabilité qui fait remonter les bulles (des valeurs plus élevées donnent des bulles se déplaçant principalement vers le haut)Quantité d’agglutinationNombre de points de contrôle des courbes de poils généréesQuantité d’amortissementQuantité d’amortissement durant la collisionQuantité d’amortissement durant la collision de particulesQuantité d’amortissement dans le comportement de flexionQuantité d’amortissement dans le comportement de compressionQuantité d’amortissement dans le comportement de cisaillementQuantité d’amortissement dans le comportement d’étirementQuantité de détail pour l’affichage filaireQuantité de déplacement le long de la normale à la surfaceQuantité de distorsionQuantité de détail du bruit de distorsionQuantité de distorsion de l’ondeQuantité de bruit de tramage ajouté à l’image rendue pour casser les bandes de couleurQuantité de « bruit » lors de la peinture sur images à base d’entiersQuantité de force de traînée qui entraîne les bulles avec le fluide (de hautes valeurs donnent des bulles suivant essentiellement le fluide)Nombre de copies par courbeNombre de boucles d’arêtes avec lesquelles générer les extrémités rondesQuantité d’arrondi des bordsQuantité de rudesse au point finalQuantité d’effacement pour la forceQuantité d’effacement pour l’épaisseurQuantité de détails haute fréquence présents dans le bruitQuantité de flou focal, 128 (infini) est une mise au point parfaite, diviser la valeur par deux double le rayon de flouTaux de friction pendant la collision des particulesQuantité d’écume généréeQuantité de gravité après chaque traitNombre de guides à utiliser pour l’interpolation par courbeQuantité de détail haute fréquence. La profondeur doit être supérieure à 0 pour que ce réglage ait un effetNiveau d’influence du modificateur de F-courbe quand il n’apparaît ni ne disparaît pasTaux d’influence de la contrainte sur la solution finaleQuantité d’influence exercée par le nœud sur l’imageQuantité d’influence exercée par le nœud sur la couleur en sortieQuantité d’influence exercée par le nœud sur le vecteur en sortieQuantité de bruit appliqué à l’échantillonnageQuantité de vitesse linéaire perdue au cours du tempsNombre de lignes visibles dans l’éditeur actuelQuantité de rudesse dépendant de la positionIntensité de la réflexion miroir pour le lancer de rayonQuantité de mélange entre les entrées A et BQuantité de mélange entre les entrées vecteurs A et BNombre de voisins à utiliser pour l’uniformisationQuantité de bruit pour la puissance de la forceQuantité de bruit à appliquerQuantité de bruit à appliquer à la rotation UVQuantité de bruit à appliquer à l’opacitéQuantité de bruit à appliquer à l’épaisseurQuantité de vélocité directionnelle normaleQuantité d’opacité à utiliserQuantité de dépassement pour l’amorti « Dépassement »Quantité de peinture appliquée par échantillon de coup de brosseQuantité de peinture prise depuis la surface dans la couleur de brosseQuantité de particules non-affectées par la longueur des chemins enfantsQuantité de particules laissées intactes par la rudesse aléatoireNombre de particules à utiliser pour l’instanciationQuantité d’éléments aléatoires qui seront affectés par la brosseQuantité de décalage aléatoire par courbeQuantité de rudesse aléatoireQuantité de vélocité aléatoireQuantité de mouvement aléatoire, erratique, des particulesQuantité d’aléatoire de la direction de l’enroulementQuantité d’erreur résiduelle en unités Blender, pour les contraintes qui agissent sur la positionQuantité d’erreur résiduelle en radians, pour les contraintes qui agissent sur l’orientationQuantité de rotation autour de vecteur de côtéQuantité de rotation autour du vecteur vitesse lors des viragesQuantité de rotation en degrés (90, 180, 270)Nombre d’instances à disperser par unité carréeNombre d’instances dispersées à afficher dans la vue 3DNombre d’échantillons écran par rayon de GINombre de d’échantillons de carte d’ombre par rayon d’ombreNombre de rayons d’ombre à lancer pour chaque éclairageQuantité de fumée créée par la combustionQuantité de lissage à appliquerQuantité d’adoucissementNombre d’étapes d’adoucissementQuantité de lissage à appliquerQuantité d’adoucissement à appliquer aux nouveaux traits, pour réduire la fluctuation et le bruitQuantité d’adoucissement à appliquer aux traits interpolés, pour réduire les tremblements et le bruitQuantité d’adoucissement à appliquer automatiquement à chaque coupQuantité d’adoucissement durant le dessinÉtapes d’adoucissement appliqués après la contraction/enveloppementQuantité d’adhérence à la surface de collisionQuantité de redressageTemps nécessaire pour déterminer la meilleure compression : 0 = aucune compression et écriture rapide de fichier, 100 = compression maximale sans perte avec écriture de fichier lenteQuantité de turbulence et de rotation dans la fuméeQuantité de vitesse perdue lors de la collisionQuantité de peinture mouillée qui reste dans la brosse après avoir appliqué la peinture sur la surfaceÀ quel point la texture affecte l’alphaÀ quel point la texture affecte l’agglutination des enfantsÀ quel point la texture affecte la longueur des poils enfantsÀ quel point la texture affecte l’amplitude d’entortillement des enfantsÀ quel point la texture affecte la fréquence d’entortillement des enfantsÀ quel point la texture affecte la rugosité des enfantsÀ quel point la texture affecte le vrillement des enfantsÀ quel point la texture affecte la couleur diffuseÀ quel point la texture affecte l’amortissement des particulesÀ quel point la texture affecte la densité des particulesÀ quel point la texture affecte le temps d’émission des particulesÀ quel point la texture affecte les champs de force des particulesÀ quel point la texture affecte la gravité des particulesÀ quel point la texture affecte la vitesse initiale des particulesÀ quel point la texture affecte la durée de vie des particulesÀ quel point la texture affecte la taille physique des particulesDe combien appliquer la pose par-dessus les poses existantes. Une valeur négative soustrait la pose au lieu de l’ajouterNiveau auquel l’action active contribue au résultat de la pile NLACombien la bande contribue au résultat actuelNiveau de renforcement des rebonds élastiques pour l’amorti « élastique »Quantité à ajouter ou enlever à l’espacement des caractèresNiveau de déformation de l’objetIntensité de déplacement de la géométrieQuantité de déplacement pour chaque copie, relativement à la taille de sa boîte englobanteQuantité de décalage des UV du réseau le long de l’axe UQuantité de décalage des UV du réseau le long de l’axe VDe combien décaler le point d’inversion des UV en miroir depuis 0.5 sur l’axe UDe combien décaler le point d’inversion des UV en miroir depuis 0.5 sur l’axe VDistance de propagation pour les arcs à l’intérieur de l’ongletQuantité de déformation à appliquer autour du curseurAmplitudeAmplitude d’agglutinationAmplitude aléatoireAmplitude de l’ondulationAmplitude du bruit de PerlinAmplitude du bruitAmplitude du bruit – à quel point il modifie la courbe sous-jacenteAmplitude du déplacement sinusoïdalAmplitude du bruit spatialUne pose « extrême », ou autre usage en fonction des besoinsUne pose « extrême », ou autre usage en fonction des besoinsUne action ne peut pas avoir plus d’un calqueUn emplacement d’action ne peut être créé que quand une action est assignéeDécalage ajouté à chaque octave ; détermine le niveau auquel la plus octave apparaîtFiltre de netteté agressifUn calque d’animation contenant des actions référencées en tant que bandes NLAUne approximation de la courbe de conducteur de Fresnel d’après les couleurs à des angles perpendiculaire et rasant (environ 82°)Une zone est maximisée et remplit cet écranUn tableau de valeurs à virgules flottantsUn tableau d’entiersUn tableau de valeurs vraies ou faussesUn solveur artistique avec de forts effets de tension superficielle (original)Un champ d’attribut contenant une sélection des points externesUne arête connectée à la face, choisie selon l’indice de triUn maillage édité en mode de sélection de sommet ou d’arête est requisUne exception a eu lieu à l’invocation du callback USD « %s »Une exception a eu lieu à l’invocation du callback USD « %s ». Voir la console pour plus de détailsUne ID locale correspondante a été réutiliséeMultiplicateur supplémentaire pour ajuster la magnitude des octavesUn identifiant pour le groupe de chaque face. Toutes les faces contigues avec la même valeur sont dans une même régionUn indice utilisé pour regrouper des courbes. Le remplissage est fait séparément pour chaque groupeUn indice utilisé pour regrouper des valeurs, pour plusieurs accumulations distinctesUn indice utilisé pour regrouper des valeurs, pour plusieurs opérations distinctesUn nom en entrée ne peut pas commencer par un chiffre : « {} »Une entrée n’est pas manifoldPropriété interne utilisée pour stocker la position initiale de la sourisPropriété interne utilisée pour stocker le premier nœud d’une opération de connexion rapidePropriété interne utilisée pour stocker le dernier nœud d’une opération de connexion rapidePropriété interne utilisée pour stocker la prise source d’une opération de connexion rapideUn élément (représentant un bloc de données) dans une donnée. Actuellement exposé seulement comme données en lecture seule pour les handlers blendimport pre/postInstance d’objet dans un calque de vue (actuellement jamais exposé à l’API Python)AnaglypheType d’anaglyphe16mm argentique35mm argentique65mm argentiqueIMAX argentiqueSuper 16 argentiqueSuper 35 argentiqueAncêtres effectivement visiblesFrame d’ancragePoids des ancresAncre XAncre YEtAngleD’après les anglesLimiter par angleContrainte angulaireFacteur d’angleLimite d’angleAngle minAngle externeAimantation angulaireIncrément de l’aimantation angulaireAngle de coupureSeuil angulaireAngle au-dessus duquel biseauter les arêtesAngle au-dessus duquel diviser les arêtesAngle et axe autour duquel tournerAngle auquel la distance inter-oculaire est 0Angle auquel la distance inter-oculaire commence à se fondre vers 0Angle entre l’arête précédente et la suivante autour d’un coin de faceAngles entre les plans du pliAngle dans l’espace écran en dessous duquel un trait est coupé en deuxLimite d’angleAngle de rotation pour la représentation par angle et axeAngle de déformationAngle de révolutionAngle de rotationAngle du cône interne en degrés ; à l’intérieur du cône le volume est à 100%Angle de la direction principaleAngle du cône externe en degrés ; en dehors de ce cône le volume est celui du cône externe, entre les cônes externe et interne le volume est interpoléAngle de la transitionAimantation angulaireMode d’aimantation angulaireAimantation angulaire relativement à la dernière arête découpéeAngle duquel tourner le vecteur en entréeAngle à utiliser comme base pour la déformationAngle utilisé pour les incréments de rotation dans les éditeurs 2DAngle utilisé pour les incréments de rotation dans les éditeurs 3DLes angles plus aigus sont considérés comme des coinsLes angles inférieurs à cette valeur seront traités comme des plisLes angles sous ce seuil seront traités comme des plis. Priorité d’angle des plis : redéfinition de pli de Line Art de l’objet > angle de lissage auto du maillage > pli par défaut de Line Art.AngulaireAmortissement angulaireDistance angulaireMoteur angulaireVélocité angulaireAxe de vélocité angulaireSeuil de désactivation en vitesse angulaireVitesse angulaire sous laquelle la simulation arrête de simuler l’objetDiamètre angulaire du Soleil vu depuis la TerreDiamètre angulaire du faisceau du spotDistorsion angulaire entre les UV et les angles 3DÉpaisseur angulaire des surfaces lors du calcul de GI rapide et d’occlusion ambiante. Réduit les pertes énergétiques et les occlusions manquantes sur de la géométrie éloignée.Seuil angulaire pour la détection des arêtes de plisQuantité de vélocité angulaire (en radians par seconde)Lecture animAnimauxAnimableAnimer la propriétéAnimer l’apparition/disparition de traitsAniméInfluence animéeAnimé sélectionnéTemps de bande animéAnimationEnsemble de canaux d’animationCanaux d’animation pour emplacementsCourbes d’animationDonnées d’animationÉditeurs d’animationDécalage de fin d’animationMode d’animationDécalage de l’animationOpération d’animationLecture d’animationLecteur d’animationPréréglage du lecteur d’animationAnimation lue/jouéeAnimation Pointer (expérimental)Décalage de début d’animationÉtapes d’animationDurée d’animationInterface d’animationVisualisation d’animationDonnées d’animation pour un bloc de donnéesDonnées d’animation pour ce bloc de donnéesLe bloc de données d’animation n’a pas d’action activeLe bloc de données d’animation a une action activeDécalage de la fin de l’animation (couper la fin)L’animation est lue à l’enversLecture de l’animationLa lecture de l’animation est activeVitesse de lecture de l’animation on frames par secondes. Pour une seule image, vaut 0Réglages d’animationDécalage du début de l’animation (couper le début)Étapes d’animationTemps de l’animation du bruitLa piste d’animation à l’indice %d n’est pas un canal d’« action active » NLAAnimation :AnimationsAnisotropeFiltrage anisotropeRotation anisotropeAnisotropieChevilleCheville et orteilAnnotationCouleur d’annotation par défautFrame d’annotationFrames d’annotationCalque d’annotationOpacité du calque d’annotationCalques d’annotationTrait d’annotationPlacement des traits d’annotation (vue 3D)Point de trait d’annotationÉpaisseur du trait d’annotationDonnées d’annotationDonnées d’annotation pour cette région de prévisualisationDonnées d’annotations pour ce clip vidéoDonnées d’annotation pour cet espaceDonnées d’annotations pour cette pisteBlocs de données annotation (Grease Pencil hérité)Annotation :AnnotationsImpossible d’accéder aux attributs anonymes par leur nomImpossible de créer des attributs anonymes iciUn autre objet avec les mêmes données est déjà en mode éditionAnticrénelerAnticrénelageÉchantillons d’anticrénelageAnticréneler le masque généré avant de combiner, pour obtenir des limites plus douces au prix d’un calcul plus coûteuxAnticréneler les pixelsAnticrénelageN’importe lequelN’importe quel typeTous les angles de rotation sont permisN’importe quel modificateur presséToute modification d’objet requiert une reconstruction complète de la BVH, mais le rendu est plus rapideTout changement non-enregistré sera perdu.OuvertureAppTaille apparente de l’objet caméra dans la vue 3DAjouterAjouter (réutiliser les données)Ajouter {} (réutiliser)Ajouter (rendre locales) également les dépendences indirectes des ID ajoutées provenant d’autres bibliothèques. Note : toutes les ID (y compris celles qui sont liées indirectement) provenant de la même bibliothèque initiale sont toujours rendues localesAction d’ajoutAjouter les matériaux du Grease Pencil actif à un autre objetAjouter un os final au bout de chaque chaîne pour spécifier la longueur de l’os terminal (à utiliser si vous comptez éditer l’armature depuis les données exportées)Ajouter un espace de travail et le rendre actif dans la fenêtre actuelleAjouter les modificateurs actifs aux bandes sélectionnéesImporter depuis un autre fichier .blend bibliothèqueAjouter à l’historique depuis la position du curseurAjouter le nom du maillage au nom de l’objet, séparés par un « _ »N’ajouter que le matériau actif, à décocher pour ajouter tous les matériauxAjouter du texte à la sortie console par typeAjouter {}Données ajoutéesDisplay P3 d’Apple avec fonction de transfert d’encodage sRGB composée (continue par morceaux), courant sur les appareils ApplePatron d’applicationLe patron d’application « %s » est introuvableApplicationsLa contrainte appliquée n’était pas en premier, le résultat pourrait être inattenduContrainte appliquée : %sLe modificateur appliqué n’a modifié que les points de contrôle, pas les sommets tessellés/biseautésLe modificateur appliqué n’était pas le premier, le résultat pourrait être surprenantModificateur appliqué : %sAppliquer une teinte ocre pour imiter les tons des vieilles photos.Appliquer une simulation de tissu sur tout le maillageAppliquer un filtre pour modifier l’attribut de couleur actifAppliquer un filtre pour modifier le masque actuelAppliquer un filtre pour modifier le maillage actuelAppliquer de la gravité à la simulationAppliquer l’atténuation de brosse en un motif répétéAppliquer l’atténuation de la brosse sur la pointe de la brosseAppliquer la déformation dans une zone localisée, limitée par le rayon de la brosseAppliquer l’atténuation de brosse en un motif répété, en inversant la direction de déplacement à chaque répétition du motifAppliquer la même déformation sur toute la bordureAppliquer la transformation en simulant une élasticité d’après le rayon du curseurAppliquer la transformation à tous les sommets du maillageAppliquer les transformations effectuées par le modificateur ArmatureAppliquerAppliquer (toutes les images clés)Appliquer à la baseAppliquer la densitéAppliquer retournéeAppliquer un flou gaussien à l’objetAppliquer des guides de poilsAppliquer un adoucissement laplacien à un champ de distance signée (SDF). Alternative efficace au flux de courbure moyenne, idéal combiné avec une normalisation du SDFAppliquer en masqueAppliquer le mélangeAppliquer le modificateurAppliquer les modificateursAppliquer les transformations d’objetAppliquer le préréglageAppliquer les propriétésAppliquer les échellesHeuristique pour appliquer la subdivisionAppliquer la surface de subdivisionAppliquer la transformationAppliquer l’unitéAppliquer l’échelle de conversion d’unitéAppliquer une transformation de couleur dans le modèle de couleur TSVAppliquer un décalage absolu (non proportionnel au rayon)Appliquer une correction gammaAppliquer une rotation au vecteur donnéAppliquer une rotation Euler secondaire sur la rotation Euler donnéeAppliquer une rotation secondaire sur la rotation donnéeAppliquer un trait de brosse aux particulesAppliquer une matrice de transformation (sauf la translation) au vecteur donnéAppliquer une matrice de transformation au vecteur donnéAppliquer l’action à tous les groupes de sommetsAppliquer un flou à chaque échantillon agité pour réduire les artéfacts de sous-échantillonnageAppliquer l’influence de la brosse dans un cercle 2D, projeté depuis la vueAppliquer l’influence de la brosse dans une sphère, vers l’extérieur depuis le centreAppliquer la brosse normalementAppliquer les changements à l’os correspondant de l’autre côté de l’axe XAppliquer la rotation du canal comme contrainte d’IKAppliquer la taille du canal comme contrainte d’IK si l’étirement est activéAppliquer des corrections colorimétriques à chaque canal de couleurAppliquer des filtres courants d’amélioration d’imageAppliquer la contrainte et la retirer de la pileAppliquer la rotation copiée après l’originale, comme si la cible de la contrainte était un enfantAppliquer la rotation copiée avant l’originale, comme si la cible de la contrainte était un parentAppliquer la transformation copiée après l’originale, comme si la cible de la contrainte était un enfant en mode Héritage de la taille « aligné ». Ceci utilise concrètement « Complet » pour la position et « Séparer canaux » pour la rotation et la taille.Appliquer la transformation copiée après l’originale, manipulant l’emplacement, la rotation et l’échelle séparément, comme le ferait une séquence de trois contraintes copieAppliquer la transformation copiée après l’originale, en utilisant un simple produit matriciel comme si la cible de la contrainte était un enfant en mode Héritage de la taille « Complet ». Un cisaillement sera introduit si une rotation et une échelle non-uniforme sont combinées.Appliquer la transformation copiée avant l’originale, comme si la cible de la contrainte était un parent en mode Héritage de la taille « aligné ». Ceci utilise concrètement « Complet » pour la position et « Séparer canaux » pour la rotation et la taille.Appliquer la transformation copiée avant l’originale, en manipulant la position, la rotation, et la taille séparément, comme le ferait une séquence de trois contraintes de copie distinctesAppliquer la transformation copiée avant l’originale, en utilisant un simple produit matriciel comme si la cible de la contrainte était un parent dans le mode Héritage complet de la taille. Un cisaillement sera créé quand la combinaison rotation et échelle non-uniforme est utilisée.Appliquer des corrections pour résoudre les artéfacts de terminateur d’ombre provoqués par le placage de reliefAppliquer le mélange de clés de forme actuel à la géométrie avant de les supprimerAppliquer l’unité (telle que définie par l’échelle d’unité) de la scène actuelle aux données exportéesAppliquer l’unité (telle que définie par l’échelle d’unité) de la scène actuelle aux données importéesAppliquer la forme actuellement visible aux données d’objet, et supprimer toutes les clés de formeAppliquer les redimensionnements personnalisé et d’unité à l’échelle FBXAppliquer les redimensionnements personnalisé et d’unité à la transformation de chaque objet, l’échelle FBX reste à 1.0Appliquer le redimensionnement personnalisé à l’échelle FBX, et le redimensionnement d’unité à la transformation de chaque objetAppliquer le redimensionnement personnalisé à la transformation de chaque objet, et le redimensionnement d’unité à l’échelle FBXAppliquer les déformations des clés de formes sélectionnées à la clé de base, et les supprimerAppliquer une profondeur de champ en 2D, en utilisant une carte de profondeur Z ou un masqueAppliquer différents effets de teintureAppliquer les effecteurs aux enfantsAppliquer une atténuation pour éviter les bords durs quand la géométrie de l’éclairage est en intersection avec d’autres objetsAppliquer la position finale contrainte des os de pose à leur transformationAppliquer un différentiel de mouvement fixe à chaque mise à jourAppliquer la force dans l’axe XAppliquer la force dans l’axe YAppliquer la force dans l’axe ZN’appliquer la force qu’en 2DAppliquer le déplacement fractal le long des normales uniquementAppliquer une transformation dans l’espace global aux rotations de l’objet. Si désactivé, seul l’espace d’axe est écrit dans le fichier et toutes les transformations d’objet sont laissées telles quellesAppliquer la gravitation au mouvement des pointsAppliquer l’haptique lors de l’appuiAppliquer l’haptique lors de l’appui et du relâchementAppliquer l’haptique lors du relâchementAppliquer l’haptique de manière répétée tant que le bouton est appuyéAppliquer l’haptique aux mêmes chemins utilisateur pour l’action haptique et cette actionAppliquer un adoucissement par filtre moyen (box filter) à un champ de distance signée (SDF). Filtre de moyennage séparable rapide, pour un adoucissement général du champ de distanceAppliquer un filtre de lissage moyen (boîte) à un voxel. La valeur moyenne des voxels voisins dans un cube défini par le rayon remplace la valeur du voxel.Appliquer un adoucissement par flux de courbure moyenne à un champ de distance signée (SDF). Fait évoluer la surface d’après sa courbure moyenne, en adoucissant naturellement les régions à haute courbure plus que les zones platesAppliquer un filtre de lissage médian (boîte) à un voxel. La valeur médiane des voxels voisins dans un cube défini par le rayon remplace la valeur du voxel.Appliquer un filtre médiane à un champ de distance signée (SDF). Réduit le bruit tout en conservant les détails caractéristiques et les arêtes dans le champ de distanceAppliquer un modificateur et le retirer de la pileAppliquer le modificateur en tant que nouvelle clé de forme et le retirer de la pileAppliquer un modificateur en tant que nouvelle clé de forme et le retirer de la pileAppliquer les modificateurs aux objets maillages (à l’exception des Armatures) - ATTENTION : empêche l’export des clés de formeAppliquer les modificateurs aux maillages exportésAppliquer les modificateurs aux objets maillages (à l’exception des armatures) - ATTENTION : empêche l’export des clés de formeAppliquer la nouvelle rotation après l’originale, comme si elle s’appliquait à un enfantAppliquer la nouvelle rotation avant l’originale, comme si elle s’appliquait à un parentAppliquer des effets non-destructifsAppliquer la carte de normales relativement à la surface déplacée, pour les cartes normales qui doivent être appliquées en plus de la carte de déplacementAppliquer la carte de normales relativement à la surface lisse non déplacée, pour les cartes de normales qui correspondent à la carte de déplacementAppliquer les transformations d’objet aux sommets exportésAppliquer le décalage cumulativement (les points précédents affectent les suivants)Appliquer un décalage à l’animation dans le sens opposéAppliquer un décalage à l’animation dans le sens normalAppliquer à la splineAppliquer la peinture à chaque étape du mouvement de la sourisAppliquer le bouffant aux extrémités non-sélectionnées (aide à maintenir le volume des poils quand on fait bouffer les racines)Appliquer relativement à la valeur actuelle (delta)Appliquer des transformations relatives en mode miroir X (non pris en charge avec Auto IK)Appliquer la partie rendu des transformations d’affichage à l’enregistrement d’une image 8bitsAppliquer la partie rendu des transformations d’affichage lors de l’affichage de cette image à l’écranAppliquer un échantillonnage à toutes les animationsAppliquer l’échelle à la solution elle-même, pour faire que la distance entre les pistes sélectionnées soit égale à la valeur désiréeAppliquer l’échelle des bandes sélectionnées à leurs actions de référenceAppliquer les positions des sommets sélectionnés à toutes les autres clés de formeAppliquer un lancer d’ombre à chaque échantillon agité pour réduire les artéfacts de sous-échantillonnageAppliquer une déformation sinusoïdaleAppliquer un filtre d’adoucissement préservant les bords, pour des effets stylisés et picturauxAppliquer l’adoucissement sans reconstituer la surfaceAppliquer l’action d’après la sélection de groupes de sommetsAppliquer les canaux d’action après la transformation originale, comme s’ils étaient appliqués à un enfant imaginaire en mode d’héritage de la taille « aligné ». Ceci utilise concrètement « Complet » pour la position et « Séparer canaux » pour la rotation et la taille.Appliquer les canaux d’action après la transformation originale, comme s’ils étaient appliqués à un enfant imaginaire en mode d’héritage complet de la taille. Un cisaillement sera introduit si une rotation et une échelle non-uniforme sont combinées.Appliquer les canaux d’action après la transformation originale, en manipulant la position, la rotation et la taille séparémentAppliquer les canaux d’action avant la transformation originale, comme s’ils étaient appliqués à un parent imaginaire avec le mode d’héritage de la taille « aligné ». Ceci utilise concrètement « Complet » pour la position et « Séparer canaux » pour la rotation et la taille.Appliquer les canaux d’action avant la transformation originale, comme s’ils étaient appliqués à un parent imaginaire avec le mode d’héritage complet de la taille. Un cisaillement sera introduit si une rotation et une échelle non-uniforme sont combinées.Appliquer les canaux d’action avant la transformation originale, en manipulant la position, la rotation et la taille séparémentAppliquer la pose actuelle comme nouvelle pose de reposAppliquer la déformation dans l’axe sélectionnéAppliquer l’opération d’édition à la géométrie cachéeAppliquer le filtre uniquement à l’ensemble de faces sous le curseurAppliquer la force dans l’axe sélectionnéAppliquer l’action de gestuelle uniquement à la zone contenue dans le segment, sans étendre son effet à toute la ligneAppliquer l’action de pose dans le rigAppliquer la plus forte force de capture au sommet actif au lieu de la position du curseurAppliquer l’inverse du parentage de l’objet à ses donnéesAppliquer la transformation de l’objet à ses donnéesAppliquer la transformation visuelle de l’objet à ses donnéesAppliquer l’opération sur le contenu des éléments sélectionnés uniquement (les blocs de données dans leur sous-arborescence)Appliquer l’opération sur les blocs de données et toutes leurs dépendancesAppliquer l’opération sur les blocs de données uniquementAppliquer l’inverse de Verrouiller/Déverrouiller aux groupes de sommets désélectionnésAppliquer le décalage relatif des positionsAppliquer le même système en miroir au contrôle de l’autre côté, affiché entre parenthèses. Les os ne seront affectés que par le contrôle du même côté (par exemple, les os .L ne seront affectés que par le contrôle .L). Les os sans côté dans leur nom (ni .L ni .R) seront affectés par les deux contrôles avec une influence de 0.5 chacunAppliquer le niveau de subdivision relativement au niveau actuelAppliquer la transformation monde de l’objet par-dessus la transformation de l’attributAppliquer ce modificateur et tous les modificateurs de déformation précédents aux points de la spline, plutôt qu’à la courbe ou surface remplieAppliquer à toutes les images clésAppliquer l’action aux groupes de sommets sélectionnésAppliquer l’action aux groupes de sommets désélectionnésAppliquer le masque de la piste à l’affichage de la prévisualisationAppliquer les transformations avant de parenterAppliquer un redimensionnement et une rotation bidimensionnels à la géométrie du trait référentAppliquer la conservation de volume après l’adoucissementAppliquer la conservation du volume par-dessus l’échelle d’origineAppliquer un mélange pondéré des transformations de plusieurs os, comme pour le modificateur ArmatureAppliquer une moyenne glissante pondérée pour rendre les F-courbes sélectionnées moins cahoteusesAppliquer les poids symétriquement le long de l’axe X, pour la création des groupes de sommets Enveloppe/AutomatiqueApproximer l’éclairage diffus indirect avec une occlusion ambiante colorée d’arrière-plan. Offre une alternative rapide à l’illumination globale complète, pour un rendu interactif dans la vue, ou pour un rendu final avec une qualité réduiteNombre de faces (quads) approximatif pour le nouveau maillageNombre approximatif de voxels le long d’un axeApproximer l’objet comme une sphère dont le diamètre est égal à l’épaisseur définie par l’arborescence nodaleApproximer l’objet comme une dalle infinie, d’une épaisseur définie par l’arborescence nodaleApproximer l’épaisseur de l’objet pour calculer deux évènements de réfraction (0 pour désactiver) (obsolète)En combien de frames approximativement la peinture se dissoutEn combien de frames approximativement la peinture sècheApproximation de la diffusion de Mie dans des gouttelettes d’eau, utilisée pour la diffusion dans les nuages et le brouillardApproximation d’une diffusion dans un volume à base physiqueApproximation à utiliser pour modéliser les interactions de lumière à l’intérieur de l’objetApplicationsArabe - ﺔﻴﺑﺮﻌﻟﺍVariables de sortie arbitraires (Arbitrary Output Variables). Fournit des passes de rendu personnalisées pour des sorties de nœuds de shader arbitrairesArcMode Arc cosinusBibliothèques archivesBibliothèques d’archives d’ID empaquetéee, générées (et possédées) par cette bibliothèque sourceArcminutesArcsecondesMode Arc sinusMode Arctan2Mode Arc tangenteEst-ce que les poignées sont testées individuellement par rapport aux critères de sélection, indépendamment de leurs clés. Si décoché, les poignées sont (dé)sélectionnées en même temps que leur cléDes chemins d’os doivent-ils être mis à jour (lecture seule)Éclairage zoneSeule l’échelle peut être appliquée à l’éclairage zone : « %s »Normale de zoneAtténuation normale de zoneLimite normale de zonePlan de la zoneRayon d’airePression pour rayon de zoneEspaces des zonesPoids de l’aireDistorsion d’aire entre les UV et les faces 3DHauteur de la zoneZone d’un écran subdivisé, contenant un éditeurLa zone est introuvable dans l’écran actifAire de la face en espace 3DAire de ce triangleZone où appliquer l’atténuation de déformation aux effets de la simulationLargeur de la zoneZones (fenêtres)Les zones dans le cache central sont incluses dans le cacheLes zones dans le masque patate sont exclues du cacheLes zones en-dehors de l’image sont remplies avec des répétitions de l’imageLes zones en-dehors de l’image sont remplies avec le pixel du bord le plus proche dans l’imageLes zones en-dehors de l’image sont remplies de zérosZones (fenêtres) en lesquelles cette disposition d’écran est subdiviséeArgumentsArmatureArmatureAssouplissementAssouplissement en entréeAssouplissement en sortieNouvelleSortieÉchantillonsL’armature « %s » ne contient pas l’os « %s »L’armature « %s » n’est pas en mode édition, impossible d’y ajouter un os d’éditionL’armature « %s » n’est pas en mode édition, impossible de supprimer un os d’éditionCollections d’os de l’armatureOs d’armatureContrainte armatureDéfini par l’armatureDéformer par armatureCibles de la contrainte Déformation d’armatureOs d’édition d’armatureType de FBXNode armatureModificateur ArmatureSurimpressions d’armatureOs d’armature, groupe de sommets du maillage ou de lattice, etc.Bloc de données armature contenant une hiérarchie d’os, généralement utilisé pour rigger des personnagesBlocs de données armaturesModificateur de déformation par armatureL’armature n’a aucune collection d’os active, en sélectionner d’abord uneL’armature n’a aucun objet os actifObjet armature à utiliser pour la déformationObjet armature duquel obtenir l’information d’osArmature à utiliser comme source des os à masquerOs actif de l’armatureCollection d’os active de l’armatureArmature(s)Tête relativement à l’armatureQueue relativement à l’armatureRéglages concernant l’armatureArmaturesOs d’édition actif de l’armatureAutour de la frameOrdonner les îlots UV sélectionnés le long d’une ligneArranger les nouveaux triangles joliment (lent)Arranger l’ordre d’empilement des traitsRéseauRéseau (hérité)Tous les éléments du tableauLongueur du tableauModificateur RéseauModificateur de duplication en réseauMéthode de calcul pour la longueur du réseauIncohérence de longueur de tableau (%d attendu, %d obtenu)Incohérence de longueur de tableau (%d obtenu, plus attendu)Tableau de coordonnées représentant les coins du rectangle dans l’interface, en coordonnées normalisées de la frameListe de coordonnées représentant les coins du motif en coordonnées normalisées relatives à la position du marqueurArri Alexa 65Arri Alexa LFArri Alexa Mini et SXTFlècheTaille de flècheFlèchesForce de flottabilité artificielle dans la direction opposée à la gravité, basée sur les différences de pression au sein du fluideComme « Effacer le parentage », mais conserver les transformations visuelles actuelles de l’objetComme instanceComme NURBSComme passe de renduAshikhminAshikhmin-ShirleyDemander une confirmation lorsque vous quittez avec des modifications non-enregistréesProportionProportionsProportion XProportion YAsphalte (pressée)AssetL’asset (« %s ») n’est pas un bloc de données d’actionChemin du blend d’assetExplorateur d’assetsLa bibliothèque Fichier actuel doit être sélectionnée dans l’explorateur d’assetsCatalogue d’assetsCatalogue d’assets :Catalogues d’assetsDonnées d’assetInfos débug d’assetsDétails de l’assetBibliothèques d’assetsLes bibliothèques d’asset sont des répertoires locaux qui contiennent des fichiers .blend contenant des assets. Gérez les bibliothèques d’asset depuis la section Chemins de fichiers dans les PréférencesBibliothèque d’assetsIdentifiant de la bibliothèque d’assetsRéférence de la bibliothèque d’assetsType de la bibliothèque d’assetsBibliothèque d’assets introuvableBibliothèque d’assets : fichier actuelBibliothèque d’assets : EssentielsMétadonnées d’assetsReprésentation d’assetParamètres de sélection d’assetsÉtagère d’assetsEn-tête d’étagère d’assetsNom de l’étagère d’assetsPanneau d’étagère d’assetsThème de région de l’étagère d’assetsÉtiquette de l’assetÉtiquettes d’assetsRéférence faible à un assetLe fichier blend d’asset n’est pas éditableL’asset ne peut pas être modifié depuis ce fichierLes catalogues d’assets ne peuvent pas être édités dans cette bibliothèque d’assetsLes données d’asset ne peuvent être assignées qu’à des assets. Utiliser asset_mark() pour marquer comme asset.Les données d’asset ne peuvent pas être NoneDonnées d’asset, valide si le fichier représente un assetLe fichier d’asset n’est pas éditableL’asset n’est pas un groupe de nœuds de géométrieLa bibliothèque d’assets n’est pas éditableBibliothèque d’assets active où stocker la nouvelle brosseBibliothèque d’assets où stocker la nouvelle poseLe chargement de l’asset n’est pas terminéLes métadonnées d’assets provenant de bibliothèques d’assets externes ne peuvent pas être éditées, contrairement à celles du fichier actuelLes métadonnées d’assets provenant de bibliothèques externes ne peuvent pas être éditées. Seuls les assets stockés dans le fichier actuel peuvent être édités.Asset introuvableAsset introuvable : « %s »Type de panneau surgissant d’étagère d’asset introuvableAssetsLes assets dans le fichier actuel ne peuvent pas être enregistrés individuellementImpossible de faire revenir les assets dans le fichier actuel à leur état d’origineAssignerAssigner FK aux collectionsAssigner à la contrainte IK des cibles dérivées des os ou objets sélectionnésAssigner un matériauAssigner primaire aux collectionsAssigner secondaire aux collectionsAssigner ajustage aux collectionsAssigner un pli aux arêtes internesAssigner un pli aux arêtes externesAssigner un pli aux arêtes formant la bordureAssigner un matériau aux éléments géométriquesAssigner l’action « %s » à « %s » avant d’appeler cette fonctionAssigner l’emplacement de matériau actif à la sélectionAssigner tous les os sélectionnés à une collection, ou les désassigner selon que l’os actif y soit déjà assigné ou nonAssigner une valeur de priorité d’intersection à cette collectionN’assigner aucune étiquette colorée à la collectionAssigner l’emplacement de matériau actif aux traits sélectionnésAssigner la valeur actuelle des propriétés personnalisées à leurs valeurs par défaut, à utiliser dans le cadre de l’état de la pose de repos pour le mélange de pistes NLAAssigner le crochet à l’os actif de l’objet crochetAssigner les sommets sélectionnés à un crochetAssigner les sommets sélectionnés à un nouveau groupe de sommetsAssigner les sommets sélectionnés au groupe de sommets actifValeur à assignerRaccourci {:d} assigné à {:s}Valeur à assignerValeur à assigner (chaîne de caractères)AsymétriqueAsymétrie de l’ajustement de forme de l’épaisseur des brinsÀAu centreAu curseurAu premierAu dernierAu moins huit pistes communes aux deux images clés sont nécessaires à la reconstructionAu moins une collection dans ce calque de vue a un exporteurAu moins un nœud doit être sélectionné.Au moins une piste avec un faisceau devrait être sélectionnée pour définir la position d’origineUn minimum de deux points est requisAu moins {:d} nœuds doivent être sélectionnés.Combien de frames laisser entre les nouvelles clésÀ quel intervalle aimanter aux framesÀ quel intervalle aimanter aux secondesTurbidité atmosphériqueAttacher les courbes de poils à la surfaceMode d’attacheAttacher les nœudsAttacher le nœud actif à un cadreAttacher les nœuds sélectionnésRegrouper les nœuds sélectionnés dans un nouveau cadreAttacher les courbes de poils à la surface d’un maillageUV d’attacheL’attachement est valideCoordonnées UV de la surface d’attache de chaque courbeDurée d’attaqueAttaquer les boids à cette distance au maximumTentative de lier depuis un graphe de dépendances inactifTentative de supprimer des scènes pendant une opération de purge, ce n’est pas censé arriverEssayer d’importer les matériaux « allPurpose ».Essayer d’importer les matériaux « full ». Se rabattre sur les matériaux « allPurpose » ou « preview » autrementEssayer d’importer les matériaux « preview ». Se rabattre sur les matériaux « allPurpose » autrementEssayer d’importer les matériaux avec un but précis. Si aucun matériau avec cet usage n’est lié à la primitive, charger n’importe quel autre matériau lié à la placeEssayer de sélectionner une poignée avant la transformationImpossible de définir l’action sur une ID non-animableTentative de dé-lier depuis un graphe de dépendances inactifTentative de définir l’identifiant de l’emplacement à « %s », mais le préfixe de type ne correspond pas au 'target_id_type' de l’emplacement, « %s ». Défini à « %s » à la place.AtténuationConstante d’atténuationAttributL’attribut « %s », (domaine Blender %d, type %d) ne peut pas être converti en USDDonnées d’attributs détectéesDomaine d’attributType de domaine d’attributGroupe d’attributsNom de l’attributNœud d’attributOpérations d’attributsStatistiques d’attributTexte d’attributType d’attributL’attribut n’existe pas : « {} »Domaine de l’attributDomaine d’attribut pour les entrées Sélection et ID du groupeLe domaine de l’attribut n’est pas pris en charge par ce type de géométrieDomaine d’attribut à afficherDomaine d’attribut sur lequel stocker des normales personnalisées libresDomaine de l’attribut utilisé par le modificateur nœuds de géométrie pour créer une sortie d’attributDomaine d’attribut, où l’attribut est stocké dans les données précalculéesDomaine d’attribut, où l’attribut est stocké dans l’état de la simulationL’attribut ne fait pas partie de cette géométrieL’attribut est requis et ne peut pas être suppriméLe nom d’attribut ne peut pas être videNom d’attribut pour le poids d’arêteNom d’attribut pour le poids de sommetAttribut sur un calque de Grease PencilAttribut sur une instanceAttribut sur une arête de maillageAttribut sur un coin de face du maillageAttribut sur une face de maillageAttribut sur un pointAttribut sur une splineAttribut sur la géométrie au-dessusAttribut par point / sommetValeur d’attribut à stocker pour l’élément actuel sur la géométrie principaleAttributsAttributs à modifierLes attributs dont ces noms sont utilisés dans le groupe peuvent entrer en conflit avec des attributs existantsAudioCanaux audioCodec audioPériphérique audioTampon de mixage audioFormat de l’échantillonnage audioTaux d’échantillonnage audioBalayage audioBande audioDébit audio (kb/s)Nombre de canaux audioCanaux audioPériphérique de sortie audioFormat de l’échantillonnage audioFormat d’échantillonnage audio non pris en chargeTaux d’échantillonnage audioTaux d’échantillonnage audio (échantillons/s)Volume audioAuthentificationAuteurCréer des User Properties USD personnalisées contenant les noms d’objets et de données d’objet de l’objet Blender originalAuteur :AutoAlignement auto extrémitéAlignement auto des os d’extrémitéAlignement auto {:s}Axe autoFondu auto en entrée/sortieAuto, limitéeFermeture auto des paires de caractèresCréation autoProfondeur autoDétection autoEuler autoVitesse de vol autoPoignée autoPoignée auto sélectionnéeAdoucissement automatique aux poignéesMode de lissage automatique des poignées utilisé pour les nouvelles F-courbesAuto IKLong. IK auto : %dNombre d’itérations autoInsertion autoInsertion auto, disponiblesInsertion auto, ensemble de clésInsertion autoInsertion autoInsertion auto activéeIndicateur d’insertion autoMode d’insertion autoInsertion auto activéeFusion autoFusion et division autoFusionnement auto des sommetsNormalisation autoNormalisation autoPerspective autoArc-en-ciel autoActualisation autoSupprimer automatiquementLancement auto des scripts PythonAuto enregistrer fichiers temporairesIntervalle de la sauvegarde autoLissage autoÉtapes autoEspace de texture autoTuiles autoTransformation autoMise à jour autoVitesse autoAuto WXYZ vers JRVBAuto XYZ vers RVBZoom autoAuto, limitéeDétecter automatiquement le meilleur GPU pour BlenderPoignée autoDéfinir automatiquement le centre d’orbitage, dynamiquement. Quand le modèle entier est visible, le centre de son volume est utilisé comme centre de rotation. En se rapprochant, le centre d’orbitage sera placé sur un objet proche du centre de la vue.Poignée limitée autoPoignée limitée auto sélectionnéeDétection autoChemins à exécuter automatiquementInsertion autoMode d’insertion autoL’insertion auto n’insérera pas de clés n’affectant pas l’animationVerrouillage auto de l’axe des clésVerrouillage auto calquesMasquage autoMasquage auto du calqueMasquage auto du matériauMasquage auto des traitsFusion auto des images clésDécalage autoActualisation autoSuppression auto guides de remplissageSauvegarde autoEnregistrer les préférences automatiquementLissage autoPas autoVitesse autoDécalage autoDirection du décalage autoMarge de décalage autoDirection du décalage auto : %sL’empaquetage auto est activé, donc l’image sera empaquetée à nouveau à l’enregistrement du fichierAutocompléterInsertion auto : si nécessaireVerrouillage auto des calques inactifsMasquage autoAutomatiqueOrientation d’os automatiqueAmorti automatiqueNom automatiqueDistance d’embrouillage automatiqueSous-frames automatiquesLes poignées automatiques sont ajustées pour éviter les sauts d’accélération, donnant des courbes plus douces. Cependant, les modifications d’images clés peuvent affecter l’interpolation sur une plus grande partie de la courbe.Les poignées automatiques ne prennent en compte que les images clés adjacentesPoignée automatique qui crée des courbes lissesPoignées automatiques qui créent des courbes lisses ne changeant de direction qu’aux images clésPoignée automatique qui crée des lignes droitesActiver l’insertion automatique d’images clés pour les objets et les os (réglage par défaut utilisé pour les nouvelles scènes)Insertion automatique d’images clés uniquement dans l’ensemble de clés actifInsertion automatique d’images clés lors du déplacement des coins du planÉpaisseur de ligne automatique en fonction de l’échelle de l’interfaceDétection auto du type de sortieTaille de pixel automatique, en fonction de l’échelle de l’interfaceRigging automatique à partir de composants de baseSauvegarde automatique des fichiers temporaires dans le dossier temporaire, utilise l’ID du processus. Attention : les données des modes sculpture et édition ne seront pas sauvegardéesPoids automatiques d’après les osAjouter automatiquement des modificateurs lattices aux objets sélectionnésAjuster automatiquement la force pour donner des résultats cohérents avec différents espacementsAjuster automatiquement la vitesse de vol d’après la distance aux objets les plus proches du centre de la vue, pour rendre la navigation plus facile dans les scènes complexe. La vitesse est recalculée à chaque début de déplacement.Aligner automatiquement les arêtes dans la direction de la brosse pour générer une topologie plus propre et définir des détails précis. À utiliser de préférence sur des maillages low-poly car les performances sont affectées.Commencer automatiquement à déplacer les bandes avec la souris après les avoir ajoutées à la timelineCalculer automatiquement les valeurs de masse des objets de corps rigides en fonction de leurs volumesChoisir automatiquement entre Wintab et Windows Ink, selon l’appareilChoisir le filtre automatiquement d’après le facteur d’échelleChoisir automatiquement la méthode en fonction du GPU et de l’imageChoisir automatiquement la direction sur laquelle les points sont déjà le mieux alignéChoisir automatiquement la langue définie par le système si disponible, sinon se replier sur l’anglais (US)Fermer automatiquement les paires de caractères pertinentes dans l’éditeur de texteCalculer automatiquement la transformation pour obtenir la meilleure correspondance possible entre les maillages de source et de destination. Attention : les résultats ne seront jamais aussi bons qu’avec une disposition manuelle des objetsConvertir automatiquement toutes les nouvelles tabulations en espaces, pour les fichiers textes nouveaux ou chargésDécider automatiquement quand effectuer plusieurs pas de simulation par frameDétecter automatiquement un bon type de structure d’après l’usage de la priseDétecter automatiquement les séquences animées dans les images sélectionnées (d’après les noms de fichier)Détecter automatiquement les séquences animées dans les fichiers volumes sélectionnées (d’après les noms de fichier)Détecter automatiquement les détails et placer des marqueurs à tracker (suivre)Détecter automatiquement le meilleur axe de rotation à tourner vers le vecteurDéterminer automatiquement le type d’affichage pour les fichiersDéterminer automatiquement si la surface doit être traitée comme un éclairage pour l’échantillonnage, d’après une estimation de l’intensité de l’émissionDéterminer automatiquement la méthode de tri pour les fichiersDéterminer automatiquement le nombre de threads, d’après les CPUDéterminer automatiquement le nombre optimal d’étapes, pour le meilleur rapport performance/précisionRégler automatiquement l’alignement des axes des os sélectionnésInsérer automatiquement des images clés sur les propriétés modifiéesVerrouiller automatiquement tous les calques sauf celui actif, pour éviter des modifications accidentellesVerrouiller automatiquement le déplacement des images clés dans l’axe principalFusionner automatiquement les images clés voisinesFusionner automatiquement les sommets déplacés au même emplacementNommer automatiquement le fichier de sortie d’après le type de passeNommer automatiquement le fichier de sortie d’après le type de passe (externe uniquement)Décaler automatiquement les nœuds à l’insertionDécaler automatiquement les nœuds suivants ou précédents d’une chaîne à l’insertion d’un nouveau nœudEmpaqueter automatiquement toutes les données externes dans le fichier .blendEmpaqueter automatiquement les fichiers externes dans le fichier .blendChoisir automatiquement la méthode d’intersection la plus rapideRecalculer automatiquement la normalisation de la courbe à chaque éditionRéduire automatiquement le nombre d’échantillons par pixel en se basant sur le niveau de bruit estiméRéduire automatiquement le nombre d’échantillons par pixel en se basant sur le niveau de bruit estiméRéduit automatiquement la répartition aléatoire entre les pixels afin d’améliorer les performances de rendu GPU, au prix de possibles artéfacts dans le renduSupprimer automatiquement les traits guides de remplissage après l’opérationRenommer automatiquement les os sélectionnés selon de quel côté de l’axe cible ils se trouventRedimensionner automatiquement les métrages pour couvrir les zones vides, lors de la stabilisationSélectionner automatiquement le meilleur type d’aperçuSélectionner automatiquement les objets importésSélectionner automatiquement les images clés lors de la résolution des mouvements de caméra/d’objetRégler automatiquement le nombre de sous-framesDiviser automatiquement les arêtes et les facesDiviser automatiquement les arêtes en triangles pour garder une topologie en quadsBasculer automatiquement entre vue orthogonale et vue en perspective lors d’un changement à partir des vues de dessus/face/côtéEssayer de déterminer automatiquement le meilleur réglageMettre à jour automatiquement le shader quand le fichier .osl change (scripts externes uniquement)Zoomer automatiquement dans l’image pour la faire tenir entièrement dans la régionAxes automatiquesFusionnement autoRedimensionnement autoDivision auto sortieDiviser automatiquement la sortie avec une limite à 2GoCible auxiliaireMoyMinMaxDisponiblesMoyenneErreur moyenneErreur moyenne : {:.2f} pxItérations moyennesÉchelle moyenneVitesse moyenneLongueur d’amortissement moyenne × taille de la balleMoyenner les normales personnalisées des sommets sélectionnésErreur moyenne durant les sous-étapesErreur moyenne de reprojectionErreur moyenne de la reconstitutionItérations moyennes durant les sous-étapesLe rayon moyen des points terminaux est utilisé pour ajuster les dimensions X et Z des os, en plus du mode Redimensionnement XZErreur de reprojection moyenne : %.2f pxMettre la moyenne des pistes sélectionnées dans la piste activeEspace moyen entre arêtes UV de chaque boucleMoyenner la taille des îlots UV séparés, en fonction de leur surface dans l’espace 3DValeur moyenne des poids des groupes A et BMoyenner les poids dans le groupe de sommets actifMoyennéValeur moyenneMoyenner les échantillons de l’image source tombant sous le pixel de destinationMéthode de moyenneÉviterÉviter les collisionsÉviter les animations et autres effets de mouvement dans l’interfaceÉviter la collision avec les objets déflecteursÉviter la collision avec les autres boidsÉviter que la couleur soit tronquée en travaillant en espace logarithmiqueÉviter de créer des quadrangles asymétriques de part et d’autre de l’axe XÉviter de créer des quadrangles asymétriques de part et d’autre de l’axe YÉviter de créer des quadrangles asymétriques de part et d’autre de l’axe ZÉviter l’objet si le danger qui en provient est supérieur à ce seuilNe pas rétrécir les courbes en dessous de cette longueurAxesPosition des axesAxes vers rotationAxeCouleurs d’axe et de gizmoRégion axe 0Région axe 1Axe et angleAxe et angle (W+XYZ), définit une rotation autour d’un axe défini par le vecteur 3DAxe et angle vers rotationContrainte d’axeDirection d’axeVerrouillage d’axeCorrespondance d’axeMode d’axeObjet axeAxe seulementAxe orthoAxe aléatoireIntervalle d’axeRéférentielSigne de l’axeEspace d’axeSeuil d’axeAxe UAxe XAxe autour duquel chaque courbe est enrouléeAxe de contrainte versAxe pour les tangentes radialesAxe dans l’espace de vue globalAxe du mouvement de la souris pour zoomer en avant ou en arrièreAxe de symétrieOrientation de l’axeAxe à aligner autant que possible, selon l’alignement de l’axe primaireAxe à aligner exactement à la direction primaire fournieAxe à aligner avec la normaleAxe pointant vers l’avant le long du cheminAxe pointant vers l’avant (s’applique à l’instanciation sur sommets quand Aligner sur normales de sommets est activé)Axe pointant vers le haut (s’applique à l’instanciation sur sommets quand Aligner sur normales de sommets est activé)Axe pointant vers l’objet cibleAxe pointant vers le hautAxe sur lequel aligner les positions UVAxe sur lequel alignerAxe à aligner sur le vecteurAxe sur lequel ordonner les îlots UVAxe à précalculer dans le canal bleuAxe à précalculer dans le canal vertAxe à précalculer dans le canal rougeAxe sur lequel déplacer les UVAxe autour duquel tournerQuel axe ajouter aux nomsAxe à utiliser pour aligner le faisceauRotation axe et angleAlignés sur l’axeAlignés sur l’axe (horizontal)Alignés sur l’axe (vertical)Rotation axe et angle de cet évènement de mouvement. La magnitude du vecteur est l’angle, où 1.0 représente 360 degrés. L’angle est typiquement multiplié par la différence de temps avant usage.Azimuth - angle autour de l’axe verticalBB-osLargeur en X du B-os pour l’affichageLargeur en Z du B-os pour l’affichagePoignée finale du B-osType de poignée finale de B-osSegments de B-osForme de B-osPoignée initiale du B-osType de poignée initiale de B-osMode de correspondance de sommets des B-osTaille du B-os en XTaille du B-os en ZB-splineN&BB44 (avec perte)B44A (avec perte)BFECCBMPBSDFBSSRDFBSplineBT.1886 avec FTEO d’affichage à exposant 2,4, couramment utilisé pour les téléviseursBT.2020 avec FTEO d’affichage à exposant 2,4BVHDisposition BVHÉtapes temporelles BVHBVH2N&BDerrièreSuppression des faces arrièresOrthogonale arrièrePerspective arrièreCompensation et correction d’erreur avant et arrière (BFECC, Back and Forth Error Compensation and Correction). Méthode avancée qui minimise la dissipation et la diffusionLongueur du trait référentÉtireur de trait référentImage de fondDécalage du fondZoom du fondDécalage du fondFacteur de zoom du fondDorsalSuppression des faces arrièresFace arrièreArrière-planCouleurs d’arrière-planImage d’arrière-planImages d’arrière-planScène d’arrière-planSource d’arrière-planType de fondValeur d’arrière-planCouleur d’arrière-plan de l’icône de débugageCouleur d’arrière-plan de l’icône d’opérateurCouleur d’avant-plan de l’icône de propriétéCouleur d’arrière-plan de la ligne sélectionnéeImpossible de supprimer l’image d’arrière-planIndice de l’image d’arrière-plan à supprimerScène d’arrière-plan, de décorRétrodiffusionFichiers .blend de sauvegardeVers l’arrièreMauvais mode d’assignationMauvais indice de sommet dans la listePrécalculerPrécalcul et combinerPrécalculer toutPrécalculer toutes les frames avec clésPrécalcurer toutes les animations d’objetsPrécalculer les canaux de B-osDonnées de précalculFin du précalculPrécalculer toute la simulation de fluidePrécalculer les données de fluidePrécalculer les guides de fluidePrécalculer le maillage de fluidePrécalculer le bruit de fluidePrécalculer les particules de fluidePrécalculer les transformations de l’objet Grease Pencil vers des images clés de Grease PencilID de précalculÉlément de précalculÉléments de précalculPrécalculer le Line Art pour l’objet Grease Pencil actuelPosition du précalculMode de précalculPrécalculer les modificateursPrécalculer les modificateurs en images clés, puis les supprimerPrécalculer la transformation d’objet en Grease PencilPrécalculer empaquetéChemin du précalculÉchantillons de précalculPrécalculer la sélectionDébut du précalculPrécalculer le tempsType de précalculPrécalculer un intervalle de framesPrécalculer un seul nœud de précalcul ou simulationPrécalculer une seule framePrécalculer tous les modificateurs de Line ArtPrécalculer tous les volumes des sondes d’éclairagePrécalculer toutes les physiquesPrécalculer toutes les animations de position, rotation et échelle des objets sélectionnés dans une actionPrécalculer tous les réglages de simulation d’un coupPrécalculer une séquence d’images des données d’océanPrécalculer les animations dans l’action actuelle, au lieu d’en créer une nouvelle (utile pour précalculer seulement une partie des os dans une armature)Précalculer l’animation sur l’objet puis effacer son parentage (objets uniquement)Précalculer les transformations des osPrécalculer le cache sur tous les objets sélectionnésPrécalcurer les propriétés personnaliséesDonnées de précalcul pour un bloc de données scèneDonnées de précalcul pour chaque nœud de précalculPrécalculer directement depuis un objet multirésolutionsLe répertoire de précalcul pour l’objet %s, modificateur %s, est vide. Le chemin par défaut sera utiliséPrécalculer le déplacementPrécalculer la séquence d’images de la surface de peinture dynamiquePrécalculer les surfaces émissives pour un éclairage plus correctPrécalculer chaque étape de la simulation séparémentLe précalcul a échoué : toile invalideLe précalcul a échoué : domaine invalideLe précalcul a échoué : aucun modificateur « Peinture dynamique » trouvéLe précalcul a échoué : aucun modificateur Fluide trouvéLa libération du précalcul a échoué : domaine invalideLa libération du précalcul a échoué : aucun modificateur Fluide trouvéLa libération du précalcul a échoué : il reste des tâches de précalcul à effectuerPrécalculer depuis multiresPrécalculer depuis le cachePrécalculer les textures images des objets sélectionnésPrécalculer la lumière provenant du monde, au lieu de la seule visibilité, pour un éclairage plus correct, mais perdre le fondu correct avec les volumes d’irradiance alentoursPrécalculer le cache de lumière du volume d’irradianceL’élément de précalcul est un attribut stocké dans une géométriePrécalculer les rebonds des sources lumineuses pour un éclairage plus correctPrécalculer les canaux de positionNœud de précalcul ou de sortie de simulation correspondant à ce précalcul. Ce nœud peut être imbriqué en profondeur dans le groupe de nœuds du modificateur. Il peut être None dans certains cas, comme des blocs de données liés manquants.Précalculer les normalesPrécalculer les transformations des objetPrécalculer dans l’intervalle de cléPrécalculer sur toutes les frames ayant une clé sur n’importe quel os, plutôt que seulement sur celles qui sont pertinentesLa passe de précalcul nécessite la contribution d’une passe directe, indirecte ou couleurPrécalculer la physiquePrécalculer les transformations de corps rigide des objets sélectionnés dans des images clésPrécalculer les canaux de rotationPrécalculer les canaux d’échellePrécalculer l’ombrage à la surface des objets sélectionnés vers l’objet actifPrécalculer les simulations dans les modificateurs de nœuds de géométriePrécalculer la transformation d’espace dans les données d’objet, évite d’avoir des rotations indésirables sur les objets quand l’espace cible n’est pas aligné avec celui de Blender (ATTENTION ! option expérimentale, à vos risques et périls, ne marche pas avec les armatures/animations)Précalculer le déplacement en espace objetPrécalculer le déplacement en espace tangentPrécalculer les normales en espace objetPrécalculer les normales en espace tangentPrécalculer dans la caméra activePrécalculer sur le disquePrécalculer dans la caméra activePrécalculer vers des blocs de données d’image associés aux nœuds de textures images actifs dans les matériauxPrécalculer vers l’attribut de couleur actif dans les maillagesPrécalculer le déplacement vectorielAnimation précalculéeFrame {} précalculéeLes traits précalculés ont été effacésFrames {} - {} précalculéesPrécalculsPrécalculer un son vers des échantillons dans les canaux sélectionnésPrécalcul de peinture dynamique…Précalcul de Line Art…Précalucl de multirésolutions…Précalcul annulé !Précalcul des fluides…Précalcul d’éclairage…Carte de précalcul enregistrée dans une image interne, enregistrez-la ou empaquetez-laCarte précalculée enregistrée dans « %s »Précalcul des nœuds…Le précalcul des données multirésolutions ne fonctionne qu’avec un objet maillage actifPrécalcul du cache de points…Le précalcul devrait se faire vers une image disposant d’un tampon imagePrécalcul des textures…Précalcul vers un type d’image non pris en chargeBalanceÉquilibréeÉquilibrée entre performance et qualitéFait une balance entre les deux canaux de couleur non-primaires auquel le canal primaire est comparé. À 0, le deuxième canal est utilisé, et à 1 le premierÉquilibre les zones de basse et de haute luminance. Les valeurs basses accentuent les détails dans les ombres, et les hautes valeurs compressent les hautes lumières plus graduellementBalleTaille de ballePression de gonflement des ballesLargeur de bandeBandesDirection des bandesBandes perpendiculaires à l’axe XBandes perpendiculaires à l’axe YBandes perpendiculaires à l’axe ZBandes perpendiculaires à l’axe diagonalVirage sur l’aileÉcorceBaseCouleur de baseContraste de baseType de remplissage de baseAngle de pose de basePosition de pose de baseObjet pose de baseType de pose de baseTaille de baseÉpaisseur de baseTransparence de baseTransparence alpha de base, éventuellement modifiée par des modificateurs de transparence alphaClasse de base pour les moteurs de rendu fondés sur USD HydraCouleur de base pour les fantômes après la frame activeCouleur de base pour les fantômes avant la frame activeCourbes de base entre lesquelles de nouvelles courbes sont interpoléesBase depuis l’instanciateurBase depuis ensembleCouleur de base des lignes, éventuellement modifiée par des modificateurs de couleur de ligneÉpaisseur de base des lignes, éventuellement modifiée par des modificateurs d’épaisseur de ligneMaillage de baseMaillage de base duquel soustraire la géométrieArborescence de nœuds de base d’après le contexteType de nœud de base pour les types de groupe de nœuds enregistrésOrientation de base pour la rotationOrientation de base pour la rotationRayon de base à définir si « Remplacer le rayon » est activéVitesse de base pour la marche et le volSurface de base sur laquelle appliquer la carte de normales quand un déplacement est utiliséType de base pour les paramètres du solveur IKType de base pour les blocs de données, avec définition d’un nom unique, lien depuis d’autres bibliothèques, et ramasse-miettesType de base pour définir des modificateurs de transparence alphaType de base pour définir des modificateurs de couleur de ligneType de base pour définir des modificateurs d’épaisseur de ligneType de base pour définir des modificateursType de base pour définir des modificateurs de géométrie de traitValeur de base pour contrôler la variation aléatoire des instances d’une manière reproductibleValeur de base pour contrôler la variation aléatoire d’une façon reproductibleD’après la position de la sourisEn fonction de la distance/atténuation, ajoute une partie du chemin completBasiqueMode basique avec édition interactive des paramètres de styleBaseMatrice de baseBasque - EuskaraPar lotChanger le type de fusion par lotChanger le type de fusion par lot (ajouter)Changer le type de fusion par lot (actuel)Changer le type de fusion par lot (diviser)Changer le type de fusion par lot (mélanger)Changer le type de fusion par lot (multiplier)Changer le type de fusion par lot (suivant)Changer le type de fusion par lot (précédent)Changer le type de fusion par lot (soustraire)Changer les opérations de maths par lotChanger les nœuds sélectionnés par lotExport par lotMode groupéCréer son propre dossierChanger le type de mélange ou l’opération mathématique par lotBatailleAngle du faisceauAngle du faisceau : %.2fForme de faisceauFèves (cacao)Haricots (soja)Remplissage amélioréBeckmannDevient la valeur de sortie si elle est choisie dans l’entrée menuAvantCouleur avantAvant l’actuelleAvant la frame actuelleCycles antérieursAvant la frameAvant la dernière image cléMode avantAvant l’originaleAvant l’originale (Aligné)Avant l’originale (Complet)Avant l’originale (séparer les canaux)Comportement lors de l’import d’attributs USD comme propriétés personnalisées de BlenderComportement lors de l’import des textures depuis une archive USDZComportement lorsque le nom d’un matériau importé entre en conflit avec un matériau existantComportement lorsque le nom d’un fichier de texture importé entre en conflit avec un fichier existantBélarusse - БеларускаяEn dessousSous le seuilFléchirDéformation – Angle : %.3f, Rayon : %.4f, Alt : Limiter %sDéformation – Angle : %s, Rayon : %s, Alt : Limiter %sAxe de rotation en flexion :Fléchir les éléments sélectionnés entre le curseur 3D et la sourisFléchir le maillage sur l’axe Z dans l’espace du modificateurPlier le maillage en utilisant un objet courbeFlexionGroupe de flexionModèle de flexionAmortissement du ressort en flexionRaideur de flexionRaideur de flexion maximaleGroupe de sommets de raideur en flexionOs souplePropriétés de forme d’os soupleOs souples (B-os)Meilleur correspondanceMeilleure normale correspondanteType de structure supposé de cette prise. Peut ne pas correspondre à la forme de la prise, par exemple pour les prises d’entrée non-liéesMeilleurs résultats lorsque des trous sont présents (plus lent)Entre les marqueurs sélectionnés min et maxBiseauBiseau convexeProfondeur de biseautageMode de biseauModificateur BiseauObjet biseauRayon de biseautageRésolution de biseautagePoids de biseauPoids de biseau :Quantité de biseautageQuantité de biseautage pour la méthode pourcentageModificateur de biseautage pour rendre les arêtes et sommets plus arrondisBiseauter le maillage entier par un facteur constantBiaisFacteur de biais pour quelle frame a le plus d’influence sur les traits interpolésBiais pour réduire la « bavure » de la lumière dans les cartes d’ombres de variance (obsolète)Biais pour réduire l’auto-ombrage (obsolète)Biaiser la normale d’ombrage pour réduire les artéfacts d’auto-intersectionBiaiséBicubiqueBicubique en cas d’agrandissement, bilinéaire sinon (OSL uniquement)GrandeFlou bilatéralFiltre bilatéralBilinéaireÀ deux mainsObjet binaireFormat de fichier objet binaire (.bobj.gz)LierLier les enveloppes d’os au modificateur armatureCoordonnées liéesLier àLier la pose de base au modificateur d’adoucissement correctifLier la forme actuelleDonnées de liaison manquantesDonnées de liaison nécessairesLier le maillage à la cage, dans le modificateur Déformation de maillageLier le maillage au système, dans le modificateur Déformation laplacienneLier le maillage à la cible, dans le modificateur Déformation de surfaceLier la caméra sélectionnée à un marqueur à la frame actuelleIncohérence avec le nombre de sommets à lier : %u contre %uLier les groupes de sommets au modificateur armatureAffectation dans un élément de carte d’actions XRAffectationsAffectations de l’élément de la carte d’actions, faisant correspondre l’action à une entrée XRFormat BioVision Motion Capture (BVH)Temps (date) de naissanceBissecterBissecter sur l’axeDistance de bissectionInverser la bissection sur l’axeBissectriceMaths bit à bitProfondeur de bit pour les particules fluides et les grilles (des valeurs plus basses réduisent la taille de fichier)Profondeur (nombre de bits) par canalBitangenteSigne de bitangenteVecteur bitangent pour ce sommet de cette face (doit être calculé au préalable par calc_tangents, à n’utiliser que si réellement nécessaire, accès plus lent que bitangent_sign)Bitflags de groupes de lissageBitmap (.bmp)DébitDébit, en kbits/s%s bit à bitRetourRetArNoirNiveau de noirPoint noirCorps noirIntensité du corps noirTeinte du corps noirBlackmagic Pocket et StudioBlackmagic Pocket 4KBlackmagic Pocket 6KBlackmagic URSA 4.6KBlackman-HarrisFiltre Blackman-HarrisLamellesVideBaverBiais de bavureBiais de bavureMélangeFacteur de mélangeFichier BlendFichiers BlendUniformiser les courbes de poilsMélanger en entréeMélanger en entrée/sortieMode de mélangeMode de fusion pour les faces transparentes (obsolète : utiliser « surface_render_method »)Voisins uniformisationOpacité de mélangeMélanger en sortieMélanger le cheminRayon d’uniformisationMélanger la surfaceTexture mélangerType de mélangePoids de mélangeAdoucir le long de la courbeMélange alpha en dessous d’une autre vidéoMélange alpha par-dessus une autre vidéoMélanger entre un motif de bruit plus doux, et un autre plus brut avec des pics plus netsFondu entre une surface diffuse et une diffusion subsurfacique. Une valeur typique devrait être de zéro ou un (soit complètement diffuse, soit subsurface)Fondu entre la transmission et les autres composantes de couches de baseAffecter l’influence de la brosse par leur angle avec l’écranCouleur à mélanger avec la couleur en sortie de la textureAdoucir le long de chaque courbe, depuis la racineInterpoler les données de face d’un bord à l’autre de l’incrustationFacteur de mélange entre une octave et la précédente. Une valeur de zéro ne donne aucun détailFacteur de mélange entre l’étirement minimisé et l’originalLe fichier blend « %s » a été créé avec une version gros-boutienne de Blender, la prise en charge de ces fichiers a été retirée dans la version 5.0 de Blender. Utiliser une version plus ancienne de Blender pour l’ouvrir et le convertir.Mélanger entre la position actuelle et l’image clé précédente ou suivanteFondre en ouverture/en fermeture une région superposéeMélanger avec la forme d’une autre clé de formeMode de mélangeMélanger les clés sélectionnées à leur voisine de gauche ou de droiteFondre les clés sélectionnées vers la pente des clés voisinesMélanger les clés sélectionnées à leur valeur par défaut, depuis leur position actuelleAdoucir la contraction/enveloppement pour les points au-dessus de la surfaceMélanger l’action de pose dans le rigFondre vers la clé voisinePoids à utiliser pour mélanger deux shaders. À 0, le premier shader est utilisé entièrement, et à 1 le deuxièmeEspace de couleur du fichier blendDonnées du fichier BlendMélangéBlenderBlender (idéal pour les aller-retours d’import-export)Blender 2.7Blender 2.8Blender 27xDonnées de BlenderÉditeur de contrôleurs — BlenderExtensions de BlenderFichier BlenderVue fichiers — BlenderID BlenderJournal d’infos — BlenderNoms BlenderEspace objet de BlenderBlender originalRNA de BlenderDéfinitions des structures RNA de BlenderRendu BlenderVersion de BlenderEspace du monde de BlenderBlender compilé sans prise en charge d’AudaspaceBlender est compilé sans la bibliothèque de suivi de mouvement (tracking)Blender est un logiciel libreIntensités d’éclairage de Blender, sans conversionPréférences Blender pour les données d’espaceLe sous-processus Blender a quitté avec le code d’erreur {:d}Blender a été compilé sans débruiteur de la vue 3DBlender a été lancé en mode hors ligne, ce qui ne peut pas être changé en cours d’exécutionBlender sera comme actuellement au prochain démarrage.Le dépôt d’extensions de Blender doit être activé pour installer des extensions !Le dépôt d’extensions de Blender doit être rafraîchi !Le dépôt d’extensions de Blender est introuvable !Le site officiel de BlenderLe fichier blend « %s » semble corrompu, il contient des noms d’ID invalides. Ils ont été tronqués.Le fichier blend « %s » a été créé avec une version future de Blender et contient des noms d’ID plus longs qu’actuellement pris en charge. Ils ont été tronqués.Contexte d’import de fichier blendÉlément de contexte d’import de fichier blendÉléments de contexte d’import de fichier blendBibliothèques de contexte d’import de fichier blendBibliothèque de contexte d’import de fichier blendLe contexte d’import du fichier blend a été initialisé et rempli avec une liste d’éléments à importer, aucune donnée n’a encore été liée ou ajoutéeMélangeFacteur de mélangeMode de fusionFacteur de mélangeFacteur de fondu pour les ombres des panneaux et menusMélange pour un collision inélastiquePoids de mélange de cet osMélange entre des modèles de matériau diéletrique et métallique. À 0.0, le matériau est composé d’une couche de base diffuse ou transmissive, avec une couche de réflexion spéculaire par-dessus. Une valeur de 1.0 donne une réflexion entièrement spéculaire teintée par la couleur de base, sans réflexion ni transmission diffusesFondre les clés de leur état actuel vers une courbe d’amorti en entrée ou en sortieUniformiser la forme entre plusieurs courbes de poils, dans un certain rayonÉlément en forme de blob dans un bloc de données méta-balleBloquéBloqué Collection bloqueuseFlou lumineuxBleuCanal bleuCanal bleuComposante bleue du champ de couleurBruit bleuBruit bleu (premier)Bruit bleu (pur)Bruit bleu (arrondi)Bleu:BleuFlouFlouter l’attributDistance de flouItérations de flouMode de flouTaille de flouÉtapes de flouForce du flouLargeur du flouFlouter XFlouter une image suivant une directionFlouter une image avec différents modes de flousEffet de flou de la brosseLimite de flou, rayon maximum du CdC (cercle de confusion)Flouter les ombres crénelées en utilisant un filtre de proche pourcentage (Percentage Closer Filtering)Force du flou, par itérationFlouter la couleur de l’image en entrée dans l’espace de couleur YCC avant l’incrustation, tout en laissant la luminance intacte grâce à un flou gaussien de la taille spécifiéeFlouter le cache calculé en utilisant un flou gaussien de la taille donnéeFlouter la radiance résolue en utilisant un filtre bilatéralFlouter l’éclairage studio à l’arrière-planFlouter en utilisant la profondeur de champ de la caméraFlouter les poids dans le groupe de sommets actifÉtapes de flou pour l’atténuation de la normaleMétrage flouFloute / adoucit la ligne entre le mortier et les briques. Peut être utile avec une texture et du déplacementCorps de texteBoidCerveau des boidsRègle de boidsRègles des boidsRéglages des boidsÉtat des boidsÉtats des boidsPoids de l’effecteur BoidHauteur du boid relativement à la taille de sa particuleNom de la règle de boidsÉtat des boids pour la physique de boidsNom de l’état de boidLe boid attaquera des ennemis de cette valeur fois plus puissantsBoidsBoids 2DBokehFlou bokehImage de bokehType de bokehType de bokeh :Décalage de rotation de la forme de bokehGrasGras et italiqueOsL’os « %s » a des données de segment de B-os périmées – une mise à jour du graphe de dépendances est nécessaire !L’os « %s » n’est pas un B-os !L’os « %s » n’a pas été assigné à la collection « %s »Matrice de l’os relative à l’armatureCollection d’osAppartenances aux collections d’osOpérations de collections d’osInterface de collection d’osCollections d’osCollections d’os (toutes)Collections d’os (racines)Collections d’os contenant cet osCouleur d’osEnsemble de couleurs d’osCouleurs des osPropriétés de contraintes d’osContraintes d’osPlacement des osEnveloppe d’osDistance d’enveloppe d’osEnveloppes des osOs depuisPondération d’après la chaleur des os : impossible de trouver une solution pour un ou plusieurs osHiérarchie d’osInfluences des osInfos d’osPoids d’os verrouillésMatrice de l’osNom de l’osOriginelle de l’osOs de pose actifOs de pose sélectionnéPropriétés d’osRelatif à l’osRoulis de l’osSélection d’osEnsemble de sélection d’osRéglages des osÉchelle de la forme d’osTaille d’osOs pleinOs versVisibilité de l’osOpacité du filaire des osL’os a déjà une contrainte IKOs associé à cet os de poseLa collection d’os %s n’est pas éditable, essayez d’ajouter une redéfinition aux données d’armature ?Collection d’os « %s » introuvable dans l’armature « %s »Collection d’os dans un bloc de données armatureLa collection d’os ayant pour indice %d est introuvable dans l’armature %sLes collections d’os ne peuvent être éditées que sur une armatureLes couleurs d’os ont été copiées. Ce ne sera pas visible pour {:d} os car leurs couleurs sont écrasées dans leurs os de poseOs définissant le décalageDistance de déformation de l’os (pour la déformation par enveloppe uniquement)Poids de déformation de l’os (pour la déformation par enveloppe uniquement)Os dans un bloc de données armatureL’os hérite de la rotation ou de l’échelle de l’os parentL’os peut être sélectionnéL’os est toujours dessiné en filaire, quel que soit le mode d’affichage de la vue 3D (utile pour des formes d’os personnalisées non-obstructives)L’os ne peut pas être transformé en mode éditionL’os est invisible, sauf en mode éditionL’os est invisible en mode éditionL’os est invisible en mode éditionL’os est sélectionné en mode PoseLa position de l’os est définie dans l’espace localL’os n’a pas été ajouté à une collection et caché, car des collections d’os solo existent.Os introuvableOs introuvable : {:s}Alignement du roulis d’osRotation de l’os autour de l’axe tête-queueErreur de comptage de la sélection d’osSélection d’os pendant la peintureOs définissant la transformation d’affichage de cette forme personnaliséeOs servant de poignée finale pour la courbe B-osOs servant de poignée initiale pour la courbe B-osOs définissant les coordonnées de textureOs duquel transformerOs à utiliser pour l’opération de miroirL’os a été ajouté à une collection invisible « %s »L’os {:s} a une référence cassée à la collection {:s} « {:s} »Os {:s} sélectionné des deux côtés, la copie en miroir serait ambiguë, abandon. Ne sélectionner que le côté droit ou gauche, pas les deuxOsOsOs et skinningOs assignés à cette collection d’os. En mode édition d’armature, retourne toujours une liste d’os vide, car les appartenances à une collection d’os ne sont synchronisées qu’en sortie du mode édition.Des os de différents objets sont sélectionnésLes os dans cette collection seront visibles en mode pose/objetOs uniquement : appliquer les canaux de transformation de l’objet de l’action à l’os contraint, au lieu des canaux de l’osOs enfants de cet osOs:%s/%sSignetsOpérations de signetsAttribut booléenValeur d’attribut booléenneValeur booléenne dans un attribut de géométrieBooléenTableau de booléensChamp BooléenCalcul booléenModificateur BooléenPrise de nœud booléenInterface de prise de nœud booléenOpération booléenneValeur booléenneGrille booléenne définissant la topologie/régions activesModificateur d’opérations booléennesLe résultat booléen est trop gros pour être géré par le solveurSélection booléenne de points de courbes racinesSélection booléenne de pointes de courbesSolveur booléen indisponible (compilé sans)Prise valeur booléenne d’un nœudFacteur de boostBorduresCollisions de bordLargeur du bordLe rendu d’une région n’est pas pris en charge par le séquenceurN’appliquer la sélection rectangulaire que sur les UV épingléesBordsLes deuxDeux facesLes deux voisinesDes deux côtésLes deux ZLes deux objets doivent être des maillagesÀ la fois subdiviser les longues arêtes et fusionner les courtes, pour raffiner les détails du maillageEn basLigne de base du basHauteur basBas gaucheInfluence de la lèvre inférieureOrthogonale du dessousPerspective du dessousLargeur basAligner en bas au chargement (sauf les éditeurs de propriétés)Fin de la listeBorne inférieure du mouvement de la destination le long de l’axe XBorne inférieure du mouvement de la source le long de l’axe XBorne inférieure du mouvement de la destination le long de l’axe YBorne inférieure du mouvement de la source le long de l’axe YBorne inférieure du mouvement de la destination le long de l’axe ZBorne inférieure du mouvement de la source le long de l’axe ZCoin inférieur gauche des limites d’empilementRebondissementLierLe nombre d’échantillons des calques de rendu est limité par celui de la scèneLimitesBordureArêtes de bordureEnsembles de faces de bordureAtténuation en bordureDécalage de l’origine de bordureForme de la bordure (convexe)Adoucir les borduresTopologie de bordureArêtes de bordureType de limite à masquerLimitésBoîte englobanteCentre de la boite englobanteLe volume de la boîte englobante doit être supérieur à 0LimitesCentre de la boîte englobanteRestreindre aux limitesLimites maxLimites minBoîteCouleurs de fond des boîtesCouleur de l’arrière-planMarge de l’arrière-planMasque rectangulaireArrondi de la boîteSélection par boîteNetteté par rectangleRayon des coins de la boîte, en proportion à sa hauteurFiltre boîteMarge de l’arrière-plan, comme facteur de la largeur de l’imageFormes cubiques, y compris les plans (c’est-à-dire les plans de sol)BoîtesTresser les courbes de poilsDébut de la tresseLissage des branchesBranche : {:s}LaitonCasser les faces du maillage et leur faire suivre des particulesDiviser les os sélectionnés en chaînes d’os plus petitsCassableIntervalle principalIntervalle principalIntervalle principal sélectionnéSeuil de ruptureBrique (commune)Brique (pressée)Brique (douce)Texture briquesLargeur des briquesBriquesBriques 1Briques 2Données de modificateur luminosité/contraste pour la bande de séquencePlus clairLuminositéValeur de correction de luminosité. Un facteur de type additif avec lequel augmenter la luminosité globale de l’image. Utiliser une valeur négative pour assombrir l’image, et une valeur positive pour l’éclaircirLimite d’intensité lumineuseMultiplicateur de luminositéLuminosité de l’icôneSeuil de luminosité pour l’utilisation d’une profondeur de champ fondée sur des spritesLuminosité/contrasteEn avantRapporter la pose de l’os dans l’objet modifiéRapporter la géométrie de la collection en entrée vers l’objet modifié, en conservant la position relative entre les objets dans la scèneRamener la position, la rotation et l’échelle de l’objet en entrée dans l’objet modifié, en conservant la position relative entre les deux objets dans la scèneTout devantToutes actions compatiblesAssocier toutes les actions compatibles à tous les objets. Les objets animés recevront toutes les actions compatibles avec eux, les autres aucune animationBronzeBrownModèle de distortion de Brown-ConradyBrownienExplorerParcourir l’action à lierParcourir les données armature à lierParcourir la brosse à lierParcourir les fichiers de cache à lierParcourir les données caméra à lierParcourir les données courbe à lierParcourir les données courbes à lierParcourir les données Grease Pencil à lierParcourir les données ID à lierParcourir l’image à lierParcourir les données lattice à lierParcourir les données éclairage à lierParcourir la sonde d’éclairage à lierParcourir les données style de ligne à lierParcourir le masque à lierParcourir le matériau à lierParcourir les données maillage à lierParcourir les données métaballe à lierParcourir le clip vidéo à lierParcourir l’arborescence de nœuds à lierParcourir l’objet à lierParcourir les données courbe de peinture à lierParcourir les données palette à lierParcourir les réglages de particules à lierParcourir les données nuage de points à lierParcourir la scène à lierParcourir le son à lierParcourir les données haut-parleur à lierParcourir le texte à lierParcourir la texture à lierParcourir les données volume à lierParcourir l’espace de travail à lierParcourir les réglages du monde à lierParcourir des fichiers et assetsExplorer ce fichierParcourir, installer et gérer les extensions depuis des dépôts distants et locauxMode de navigationBrosseAjouterFléchirDéplacer, bi-scaleBulleFlouterBordureType de brosseArgileBandes d’argilePouce sur argileSens horaireClonerTissuDégradé de couleurConstanteSens antihorairePlisserDégonflerDéformationDirectionGlisserDessinerDessiner ensembles de faceDessiner netDéformation élastiqueRehausser les détailsEffacerÉtendreAtténuationRemplirDéplacerGonflerInverséeFluctuationCalqueAgrandirMasquerRacler sur plusieurs plansGomme de déplacement multiresÉtaler déplacement multiresNouvelleNormalePousserPeindrePincerPincer perpendiculairePincer un pointPlanMettre en posePousserTournerRedimensionnerDurcirSimplifierGlisser / relâcherÉtalerAdoucirCrochet serpentAdoucirSoustraireSurfacePouceTeindreDéplacer, tri-scaleVrillerAsset de brosseAsset de brosse (non-enregistré)Référence d’asset de brosseCapacités de brosseCollection de brossesDétail par brosseAtténuation de brosseDégradé de brosseHauteur de brosseMasque de brosseNormale de la brossePréréglages de brosseRayon de la brosseRéglages de brosseTaille de la brosseOpérations de signetsEmplacement de texture de brosseType de brosseMode de fusion de la brosseBloc de données brosse pour stocker les réglages pour la peinture et la sculptureBlocs de données brossesLa déformation de la brosse déplace les sommets du maillageLa brosse déforme le maillage en déformant les contraintes d’une simulation de tissuLa brosse projette de la peinture sur la toile depuis la direction définie, dans la limite de la proximité de brosseLa brosse traîne derrière la souris et suit un chemin plus lisséLa brosse n’affecte que les sommets faisant face à l’utilisateurLa brosse opère sur tous les îlotsRéglages de brosseTaille de la brosse en espace écranÉtapes de la brosseForce de la brosseAngle aléatoire de texture de brosseRotation de texture de brosseBrosse à utiliser pendant la durée du traitIdentifiant du type de brosse pour lequel l’outil le plus adapté sera recherchéPossibilités de la brosseBrosse(s)Brosse. Utiliser le clic gauche pour échantillonner la paletteBrossesLes aperçus automatiques ne sont pas pris en charge pour les brossesBulleFlottabilité des bullesTraînée des bullesBullesMémoire tamponTaille du tamponBugConstruireCréer un proxy à 100% de résolutionCréer un proxy à 25% de résolutionCréer un proxy à 50% de résolutionCréer un proxy à 75% de résolutionModificateur ConstruireConstruire original :Construire non-distordu :Construire une rotation à partir d’un axe, et d’une rotation autour de cet axeConstruire une rotation à partir de composants de quaternionConstruire une rotation à partir d’angles distincts autour de chaque axeConstruire des normales personnalisées sur les extrémités pour obtenir un ombrage plus continu en bordure avec la forme du tubeModificateur d’effet de constructionConstruire des proxies pour les bandes de vidéos et d’images à chaque taille de prévisualisationConstruire le proxy à 100% de la résolution du métrage originalConstruire le proxy à 100% de la résolution du métrage original non-distorduConstruire le proxy à 25% de la résolution du métrage originalConstruire le proxy à 25% de la résolution du métrage original non-distorduConstruire le proxy à 50% de la résolution du métrage originalConstruire le proxy à 50% de la résolution du métrage original non-distorduConstruire le proxy à 75% de la résolution du métrage originalConstruire le proxy à 75% de la résolution du métrage original non-distorduCréer des indices de timecode enregistréGénération des proxies…Construire seulement les nouveaux traits (en supposant un dessin « additif »)Compilé sans le modificateur FluideCompilé sans le modificateur OcéanCompilé sans le modificateur RemaillageCompilé sans SLIM, la méthode conforme sera utilisée à la placeCompilé sans les fonctions VR/OpenXRF-modificateur Fonction prédéfinieIntégréAsset intégréLecteur d’animation intégréNavigateur de fichiers interne pour ouvrir, enregistrer, et lier des donnéesLes polices intégrées ne peuvent pas être renomméesLes configurations clavier intégrées ne peuvent pas être suppriméesLes thèmes intégrés ne peuvent pas être écrasésLes thèmes intégrés ne peuvent pas être supprimésBulgare - БългарскиReliefCorrection de placage de reliefRelief uniquementPlacage de relief pour simuler une apparence de déplacementPaquetÉléments de paquetPrise de nœud paquetInterface de prise de nœud paquetFaisceau pleinDonnées de paquetPaquets dans la géométriePrise paquet d’un nœudPaquets à regrouper au plus haut niveau pour chaque paquet. Quand il y a des copies, seules les premières occurrences seront utiliséesFlottabilitéDensité de flottabilitéTempérature de flottabilitéForce de flottabilité basée sur la densité de la fumée (des valeurs plus élevées donnent une fumée montant plus rapidement)Force de flottabilité basée sur la chaleur de la fumée (des valeurs plus élevées donnent une fumée montant plus vite)Graver dans l’imageMode BrûlerAffichage en cours !DroitExtrémité droite (plate)Ce bouton semble n’avoir aucune information de propriété attachée (ptr.data = %p, prop = %p)Par outil actifPar ID de groupePar calquePar parties isoléesPar matériauPar nomPar ordrePar temps autour de la frame actuellePar temps autour du premier marqueur sélectionnéPar temps autour du temps zéroPar valeurs autour de la valeur du curseurPar valeurs autour de zéroDe combien agrandir la sélectionCouleur (octet)Couleur octet (encodée en sRGB) : {} {} {} {}Attribut de couleur (octet)Valeur d’attribut de couleur (octet)BytecodeEmpreinte du bytecodeBézierCourbe de BézierPoint de courbe de BézierPoints de BézierSegment de BézierBézier UBézier VPoint de courbe de Bézier avec deux poignéesPoint de courbe de Bézier avec deux poignées, définissant une image clé sur une F-courbeImpossible d’ajouter des points à la courbe de BézierCNombre de CourantNombre de CourantCineonCPULes performances de lancer de rayon CPU seront faiblesCRFCSV (.csv)Import CSV : impossible d’ouvrir le fichier « %s »Import CSV : fichier « %s » videImport CSV : échec lors de la lecture du fichier « %s »CUDACacheFichier de cacheFichiers de cacheBlocs de données fichiers de cacheCache image finaleIndice du cacheInfos de cacheLe cache est obsolèteCalque de cacheCalques de cacheMettre en cache maillageModificateur CacheRéglages de surimpression du cacheChemin de cacheCache d’images brutesRésultat en cacheRéglages de cachePas du cacheDossier de cacheChemin de fichier de cacheMettre en cache l’image finale à chaque frameMettre les frames en cache durant la lecture des nœuds de simulationLe cache doit être activéLe cache est désactivé tant que le fichier n’est pas enregistréNom du cacheCache des positions d’un élément en espace monde, sur un intervalle de framesMettre en cache les images lues depuis le disque, pour ajuster plus rapidement les paramètres des bandes, mais en augmentant l’utilisation mémoireMettre en cache les données en entrée pour pouvoir les utiliser sans les recalculerMettre le son en cache mémoireCible du précalculDisqueHériter depuis le modificateurEmpaqueterIntervalle en cacheMis en cache à partir du premier modificateur de Line ArtMis en cache à partir du premier modificateur de Line Art.Position en cache sur le cheminPositions en cache, par frameMettre en cache les vélocités des sommets de maillage. Celles-ci seront utilisées (automatiquement) lorsque le rendu de flou cinétique est activé.Mise en cacheCageExtrusion de cageObjet cageOpacité de la cageObjet de cage « %s » introuvable dans la scène évaluée, il est peut-être cachéLes sommets de cage ont changé de %d à %dCalculerCalculer alphaCalculer les trousCalculer les chemins de mouvement d’objetCalculer l’ordreCalculer les superpositionsCalculer les chemins des os sélectionnésCalculer la sélection jusqu’à la frameCalculer le poids du sommet dynamiquementCalculer une valeur ou couleur aléatoire d’après une graine aléatoire en entréeCalculer tous les objets sélectionnés plutôt que seulement l’objet actifCalculer un canal alpha à partir des valeurs RVB de l’imageCalculer les chemins des os depuis leurs têtesCalculer les chemins des os depuis leurs queuesCalculer l’espacement de la brosse relativement à la scène en utilisant la position du traitCalculer l’espacement de la brosse relativement à la vueCalculer des enfants qui conviennent bien aux poils longsCalculer un décalage d’adoucissement uniformeCalculer le décalage d’adoucissement comme une deuxième courbeCalculer les hauteurs d’après le maillage non-subdivisé, basse résolutionCalculer les trous lors du remplissage de courbes qui se superposentCalculer les modificateurs en espace linéaire au lieu de l’espace du séquenceurCalculer les normales perpendiculaires à l’axe Z et à la tangente de la courbe. Si une série de points est verticale, l’axe X est utilisé.Calculer les normales, ce qui donne une épaisseur plus uniforme (lent, n’activer que si nécessaire)Calculer les normales avec la plus petite torsion autour de la tangente de la courbe possible, le long de la courbe entièreCalculer les rotations des particulesCalculer les chemins des os sélectionnésCalculer les vitesses de point automatiquementCalculer les limites de position de l’ensemble de géométrie de chaque instanceCalculer la position relative (en utilisant les arêtes)Calculer la position relative (en utilisant les faces)Calculer les auto-intersections et superpositions avant le remplissageCalculer les arêtes dures d’après des données de normales personnalisée (si disponibles)Calculer les simulations dans les modificateurs Nœuds de géométrie depuis le début jusqu’à la frame actuelleCalculer des statistiques sur un ensemble de données depuis un champ évalué sur une géométrieCalculer le masque de limite d’après les îlots déconnectés du maillageCalculer le masque de limite entre les ensembles de facesCalculer l’espacement de la brosse en utilisant la distance de vue ou de scèneCalculer le centre géométrique d’après le point de pivot actuel (la moyenne, sinon la boîte englobante)Calculer le centre de gravité d’après l’aireCalculer le centre de gravité d’après le volume (géométrie manifold et normales cohérentes indispensables)Calculer la direction et la magnitude du changement dans les valeurs d’une grille scalaireCalculer le flux dans et hors de chaque point d’une grille vectorielle directionnelleCalculer la valeur interpolée d’un attribut de maillage au point le plus proche à sa surfaceCalculer la valeur interpolée d’un attribut de maillage sur une coordonnée UVCalculer les limites des positions de la géométrie et générer un maillage de boîte avec ces dimensionsCalculer la magnitude et la direction de la circulation d’une grille vectorielle directionnelleCalculer la moyenne et la médiane d’un champ donnéCalculer le minimum et le maximum d’un champ donnéCalculer le nombre d’échantillons en subdivisant chaque spline en segments de la longueur spécifiéeCalculer l’ordre des arêtes (nécessaire pour les maillages, mais pas pour les courbes)Calculer la proximité des arêtes de la cibleCalculer la proximité des faces de la cibleCalculer la proximité des points de la cible (plus rapide que les autres modes)Calculer l’écart type et la variance d’un champ donnéCalculer l’aire des faces d’un maillageCalculer jusqu’à la frameCalculer un nouveau maillage manifold d’après le volume du maillage actuel. Tous les calques de données seront perdusCalcul de la simulation…Intervalle de calculType de calculCalcul utilisant la bibliothèque MikkTSpace, cohérente avec les tangentes utilisées ailleurs dans BlenderCalibrationAppeler le panneauDéfinitions de fonctions de rappel pour les ensembles de clé prédéfinisCalligraphieCaméraDerrièreFermetureProfondeurFinFixeDevantOptiqueNouvelleLa caméra « %s » n’est pas une caméra multivuesEffets de caméra et objectifLimites de caméraClip caméraMarge de suppression de la caméraSuppression de caméraCaméra personnaliséeDonnées de caméraFocale de la caméra : %.1fmmFocale de la caméra : %.1f°Guides de caméraInfos de caméraÉchelle de la focale de caméra : %.3fObjet caméraDécentrement caméraCaméra orthogonaleRemplacer la caméraCaméra panoramiqueVerrouiller le parent de la caméraPasse-partout de la caméraTrajectoire de la caméraCaméra perspectivePréréglages de caméraSolveur de caméraContrainte Solveur de caméraSuffixe de caméraVue caméraVisibilité de caméraZoom caméraBloc de données caméra pour stocker les réglages de caméraBlocs de données camérasDistance de découpage lointaine de la caméraDécentrement horizontal de la caméraChamp de vision de l’objectif de la caméraChamp de vision horizontal de l’objectif de la caméraAngle de champ de vision vertical de l’objectif de la caméraDistance de découpage proche de la caméraMatrice de projection de caméraDécentrement de la caméraCaméra qui devient active à cette frameCaméra à la vueCaméra à utiliser comme point de référence pour la subdivision de géométrie, utile pour éviter les artéfacts rampants dans les animations quand la caméra de la scène bougeCaméra à laquelle le mouvement est parenté (si vide, la caméra active de la scène est utilisée)Types de caméraDécentrement vertical de la caméraAxe principal de la caméraLongueur focale de la caméraCaméra(s)CamérasDes contraintes supplémentaires peuvent être ajoutées quand l’insertion auto peut insérer des clésLes données évaluées ne peuvent être assignées qu’aux objets évalués, et les données originales aux objets originauxUne seule normale personnalisée, normale de sommet ou normale de face peut être copiéeLe choix ne peut être fait que dans une vue 3D ou le synoptiqueLa séquence ne peut être enregistrée que dans des séquences d’imagesLa taille de la région ne peut être redimensionnée que depuis d’une zone d’actionLa vue quad ne peut être redimensionnée que depuis d’une zone d’actionUn précalcul ne peut être dépaqueté que si le fichier .blend actuel est enregistréImpossible de changer d’espace de couleur de travail avec des tâches en coursImpossible de changer d’espace de couleur de travail avec des images modifiées, il faut d’abord les enregistrerImpossible d’éditer une valeur numérique contrôlée, voir la config des contrôleurs dans l’éditeurAnnulerAnnuler et défaire un trait en coursAnnuler l’animation, en retournant à la frame de départAnnuler le biseauAnnuler l’opération de fichierAnnuler l’affichage de la vue de renduAnnulation…L’annulation de ce trait n’est pas prise en chargeImpossible de (dé)sélectionner des os d’un objet lié sans redéfinitionImpossible de charger l’imageImpossible d’accéder à la géométrie des collections car elle n’est pas encore évaluée. Peut se produire en cas de cycle de dépendancesImpossible d’accéder à la géométrie de l’objet car il n’est pas encore évalué. Peut se produire en cas de cycle de dépendancesImpossible d’accéder aux transformations de l’objet car il n’est pas encore évalué. Peut se produire en cas de cycle de dépendancesImpossible d’activer une fenêtre de sélection de fichier, une fenêtre est déjà ouverteImpossible d’ajouter un corps rigide à un objet non-maillageImpossible d’ajouter une collection à une collection ou scène liée ou redéfinieImpossible d’ajouter une étiquette de couleur à une collection liéeImpossible d’ajouter un calque au fichier de calque « %s »Impossible d’ajouter une nouvelle collection à une scène liée ou redéfinieImpossible d’ajouter le calque actif en tant que masqueImpossible d’ajouter des collections d’os à une armature liée ayant une redéfinition système ; créer une redéfinition explicite sur les données d’armatureImpossible d’ajouter des collections d’os à une armature liée sans redéfinition sur les données d’armatureImpossible d’ajouter des arêtes en mode éditionImpossible d’ajouter des faces en mode éditionImpossible d’ajouter un crochet d’os à un objet non-armatureImpossible d’ajouter un crochet sans aucun autre objet de sélectionnéImpossible d’ajouter des boucles en mode éditionImpossible d’ajouter plus de %i cartes UVImpossible d’ajouter le nœud %s à l’arborescence de nœuds %sImpossible d’ajouter le nœud %s à l’arborescence de nœuds %s : %sImpossible d’ajouter le nœud « %s » dans un groupeImpossible d’ajouter le nœud %s dans un groupe : %sImpossible d’ajouter un nœud de groupe « %s » à « %s »Impossible d’ajouter un nœud de groupe « %s » à « %s » : %sImpossible d’ajouter un nœud de type %s à l’arborescence de nœuds « %s »Impossible d’ajouter un nœud de type %s à l’arborescence de nœuds « %s » %sImpossible d’ajouter des objets à une collection de redéfinition de bibliothèque ou à une collection liéeImpossible d’ajouter des propriétés à des données redéfiniesImpossible d’ajouter une propriété à un ensemble de clés prédéfiniImpossible d’ajouter une prise à un nœud intégréImpossible d’ajouter des sommets en mode éditionImpossible d’ajouter le nœud d’entrée de zone « %s » à un groupe sans sa sortie appareillée « %s »Impossible d’ajouter le nœud de sortie de zone « %s » à un groupe sans son entrée appareillée « %s »Impossible d’allouer le contexte de format FFmpegImpossible d’allouer assez de mémoire vidéo pour précalculer « {} » ({} / {} Mo). Essayez de réduire la résolution de surfel ou la distance de capture pour diminuer la taille de l’allocation.Impossible d’ajouter le bloc de données « %s » de type « %s »Impossible d’appliquer des modificateurs constructifs sur la courbe. Convertir la courbe en maillage pour pouvoir appliquerImpossible d’appliquer un modificateur à ce type d’objetImpossible d’appliquer une pose à une armature liée depuis une bibliothèqueImpossible d’appliquer ce modificateur à la géométrie de Grease PencilImpossible d’appliquer à une armature multiutilisateursImpossible d’assigner le matériau « %s », il doit déjà être utilisé par l’objet Grease PencilImpossible d’assigner à la collection d’os liée %sPrécalcul impossible dans la zoneImpossible de précalculer la sonde d’éclairage pendant un renduImpossible de précalculer dans des formats hors « séquence d’images »Impossible de construire les ressortsImpossible de modifier la pose quand « Position de repos » est activéeImpossible de changer d’action, car elle est toujours éditée dans le NLAImpossible de changer l’ancien fichier (fichier enregistré avec @)Impossible de supprimer la redéfinition de bibliothèque intégrée « %s », seules les redéfinitions de blocs de données réels peuvent être directement suppriméesImpossible de supprimer la redéfinition de bibliothèque intégrée « %s », seules les redéfinitions locales peuvent être directement suppriméesImpossible de convertir les objets sélectionnés tant qu’ils sont en mode éditionImpossible de convertir au type sélectionnéImpossible de copier/coller les données empaquetéesImpossible de créer le monde de corps rigidesImpossible de créer une armature en mode éditionImpossible de créer l’arrêt sur imageImpossible de créer une clé à l’intérieur d’une transition de vitesseImpossible de créer un objet dans la base de données principale, avec un bloc de données évaluéImpossible de créer le préréglage « {:s} », car le nom existe déjàImpossible de créer le fichier de sous-titresImpossible de créer le contexte d’animationImpossible de créer une transformation sur des données liéesImpossible de créer la transitionImpossible de créer une transition depuis la première ou la dernière cléImpossible de supprimer la collection « %s », elle est soit liée et utilisée par d’autres scènes ou collections liées, soit une redéfinition de bibliothèqueImpossible de supprimer l’ID d’espace de travail actuellement visible « %s »Impossible de supprimer l’ID « %s », les blocs de données utilisés indirectement doivent avoir au moins un utilisateurImpossible de supprimer l’ID lié indirectement « %s »Impossible de supprimer la bibliothèque liée indirectement « %s »Impossible de supprimer l’objet lié indirectement « %s »Impossible de supprimer l’ID de redéfinition de bibliothèque « %s », il fait partie d’une hiérarchie de redéfinitionImpossible de supprimer les calques verrouillésImpossible de supprimer l’objet « %s » car il est utilisé par des collections avec redéfinitionsImpossible de supprimer l’objet « %s » de la scène « %s », les objets utilisés indirectement doivent avoir au moins un utilisateurImpossible de déterminer l’emplacement du précalcul sur le disque. Le précalcul empaqueté sera utilisé à la place.Impossible d’agir en mode {!r}Impossible de faire un travelling quand le décalage de la vue est verrouilléImpossible de glisser une prise de sortieImpossible de glisser un panneau sans entréesImpossible de dupliquer la sélection actuelleImpossible d’éditer le statut « runtime » de blocs de données non contenus dans un fichier blend, car ils sont par définition toujours définis à l’exécutionImpossible d’éditer des collections d’os sur une armature liée ayant une redéfinition système ; créer une redéfinition explicite sur les données d’armatureImpossible d’éditer des collections d’os d’une armature liée sans redéfinitionImpossible d’éditer des collections d’os liées depuis un autre fichier blendImpossible d’éditer des groupes d’os pour les redéfinitions de bibliothèqueImpossible d’éditer des contraintes provenant de données liées dans une redéfinition de bibliothèqueImpossible d’éditer les données de bibliothèque externeImpossible d’éditer un objet cachéImpossible d’éditer les données de bibliothèqueImpossible d’éditer un objet avec redéfinition non-éditable, ou issu d’une bibliothèque liéeImpossible d’éditer des objets liés depuis une bibliothèque, ou avec une redéfinition non-éditableImpossible d’éditer des données liées depuis une bibliothèque, ou avec une redéfinition non-éditableImpossible d’éditer les données de bibliothèque ou redéfiniesImpossible d’éditer les données de maillages ou courbes liéesImpossible d’éditer l’arborescence nodale liéeImpossible d’éditer des modificateurs provenant de données liées dans une redéfinition de bibliothèqueImpossible d’éditer l’objet « %s » car il est utilisé par des collections avec redéfinitionsImpossible d’éditer l’objet car il est utilisé par des collections avec redéfinitionsImpossible d’éditer les aperçus de données de bibliothèque redéfiniesImpossible d’éditer des propriétés de données redéfiniesImpossible d’éditer des effets de shader provenant de données liées dans une redéfinition de bibliothèqueImpossible d’éditer des effets de shader dans une redéfinition de bibliothèqueImpossible d’éditer cette propriété depuis un bloc de données liéImpossible d’éditer cette propriété dans un bloc de données avec redéfinition systèmeImpossible d’éditer cette propriété dans un bloc de données redéfiniImpossible de s’assurer de l’existence du dossier : %sImpossible d’évaluer le groupe de nœudsExécution de l’opération booléenne impossibleExécution impossible, l’intersection n’est disponible qu’avec le solveur exactExécution impossible, solveur non-exact et collection videExécution impossible, entrées non manifoldsExécution impossible, la collection sélectionnée contient des objets qui ne sont pas des maillagesExécution impossible, erreur inconnueImpossible d’exporter un mélange de différents types de courbes dans le même objet CourbesImpossible d’exporter un mélange de courbes cycliques et non-cycliques dans le même objet CourbesImpossible de savoir à quel objet cet os appartient.Impossible de trouver la grille « %s »Impossible de trouver une scène avec laquelle remplacer l’active supprimée « %s »Impossible de trouver une scène avec laquelle remplacer l’active, qui appartient à la bibliothèque à supprimer « %s »Impossible de trouver une scène avec laquelle remplacer l’active purgée « %s »Classe {:s} introuvable dans {:s}Impossible de trouver des clés sur lesquelles agirImpossible de trouver la bibliothèque « %s »Données d’objet introuvables pour %s, bibli %sImpossible de faire voler un objet avec des contraintesImpossible de voler quand le décalage de la vue est verrouilléImpossible de générer des matériaux pour le moteur de rendu inconnu {:s}Impossible d’obtenir la valeur interne depuis le paquetImpossible d’obtenir le maillage de l’objet cageImpossible d’initialiser le tissuImpossible d’initialiser le GPUImpossible d’insérer le groupe « %s » dans « %s »Impossible de combiner des objets qui ont les mêmes données d’armature : %sImpossible de fusionner en mode éditionImpossible de lier le bloc de données « %s » de type « %s »Impossible de lier des objets dans une scène liéeImpossible de lier des objets dans la même scèneImpossible de charger les données précalculéesImpossible de faire descendre une collection d’os d’elle-mêmeImpossible de créer une redéfinition de bibliothèque à partir d’un objet localImpossible de créer un segmentImpossible de mélanger des éléments modaux et non-modauxImpossible de modifier le nom de l’attribut de géométrie demandéImpossible de déplacer au-dessus d’un modificateur nécessitant les données originalesImpossible de déplacer au-dessus de la clé de forme de baseImpossible de déplacer au-delà d’un modificateur non-déformantImpossible de déplacer la collection de l’indice %d vers %dImpossible de déplacer l’effet après la fin de la pileImpossible de déplacer le modificateur après la fin de la listeImpossible de déplacer le modificateur après la fin de la pileImpossible de déplacer le modificateur avant le début de la listeImpossible de déplacer la bande dans une autre scèneImpossible de déplacer la bande vers une bande non-métaImpossible de déplacer une caméra provenant d’une bibliothèque externe ou d’une redéfinition non-éditableImpossible de déplacer un objet avec des contraintesImpossible de se déplacer quand le décalage de la vue est verrouilléImpossible d’ouvir l’asset de destination %s en écritureImpossible d’ouvrir le fichier « %s » en écriture : %sImpossible d’ouvrir le fichier : {}Impossible d’écraser les fichiers d’assets du système.Impossible d’écraser les fichiers d’assets du système. Enregistrer un nouveau fichier ?Impossible d’écraser le fichier d’exportImpossible d’écraser des fichiers gérés par le système d’assetsImpossible d’écraser la bibliothèque utilisée « %.240s »Impossible d’empaqueter le fichier absolu : « %s »Impossible d’empaqueter des images multivues à partir de données brutes pour le moment…Impossible d’empaqueter des images en tuiles à partir de données brutes pour le moment…Impossible de peindre le traitImpossible d’appareiller le nœud d’entrée de zone %s avec %s car il n’est pas du même type de zoneImpossible de coller des variables de contrôleur sans contrôleurImpossible de coller sans matériauImpossible de poser des données de bibliothèqueImpossible de mettre des données non éditables en poseImpossible d’ajouter des actions durant l’ajustage de l’action d’une bande, quitter d’abord le mode d’ajustageImpossible de re-lier des marqueurs dans la même scèneImpossible de lire %s « %s » : %sImpossible de lire « %s », %sImpossible de lire le bytecode OSO à stocker dans le nœud en {!r}Impossible de lire le fichier de démarrage alternatif : « %s »Lecture du fichier blend « %s » impossible, en-tête incomplet. Peut provenir d’une version plus récente de BlenderImpossible de lire le fichier « %s » : %sImpossible de réassigner les entrées : récursion détectéeImpossible de réassigner les entrées : la bande n’a pas d’entréesImpossible de recharger pendant qu’un opérateur modal est en cours d’exécutionImpossible de relocaliser la bibliothèque liée indirectement « %s »Impossible de relocaliser la bibliothèque « %s » vers le fichier blend actuel « %s »Impossible d’enlever un objet d’une collection de redéfinition liée ou bibliothèqueImpossible d’enlever l’image d’arrière-plan %d de la caméra « %s », car elle provient de données liéesImpossible de supprimer un ensemble de clés prédéfiniImpossible de supprimer l’attribut prédéfini : « {} »Impossible de supprimer des arêtes en mode éditionImpossible de supprimer des boucles en mode éditionImpossible de supprimer plus d’arêtes que le maillage n’en aImpossible de supprimer plus de boucles que le maillage n’en aImpossible de supprimer plus de faces que le maillage n’en aImpossible de supprimer plus de sommets que le maillage n’en aImpossible de supprimer des faces en mode éditionImpossible de supprimer des propriétés de données redéfiniesImpossible d’enlever une propriété d’un ensemble de clés prédéfiniImpossible de supprimer des sommets en mode éditionImpossible de rendre, aucune caméraImpossible de résoudre le chemin %s en écritureImpossible de retourner l’ensemble de canaux quand l’emplacement est NoneImpossible de déchirer les facesImpossible de déchirer plusieurs sommets non-connectésImpossible de déchirer les sommets ou arêtes non-manifoldImpossible de sauvegarder les catalogues d’assets avant que le fichier Blender ne soit sauvegardéImpossible d’enregistrer le fichier blend, le chemin « %s » est un dossierImpossible d’enregistrer le fichier blend, le chemin « %s » n’est pas autorisé en écritureImpossible d’enregistrer l’image pendant un renduImpossible d’enregistrer l’image, il n’est pas possible d’écrire dans « %s »Impossible d’enregistrer des séquences multicouchesImpossible d’enregistrer un fichier ordinaire (%s) comme fichier du système d’assetsImpossible d’enregistrer le fichier texte, le chemin « %s » n’est pas autorisé en écritureImpossible de séparer la sélection actuelleImpossible de séparer des courbes ayant des clés de formeImpossible de séparer les nœudsImpossible de définir un intervalle négatifImpossible de définir les chemins absolus dans un fichier .blend non-enregistréImpossible de définir à la fois l’identifiant de prise et de panneauImpossible de définir la collection d’instance, car l’objet appartient à la collection en cours d’instanciation, ce qui crée un cycleImpossible de définir les chemins relatifs avec un fichier .blend non-enregistréImpossible de définir l’emplacement sans action assignée.Impossible de tournerImpossible de diviser la sélection actuelleImpossible de séparer la sélection si « Synchroniser la sélection » et « Sommet en commun » sont activésImpossible d’intervertir « %s » et « %s », car l’un ou les deux ne pourront pas tenir dans leurs nouveaux emplacementsImpossible d’échanger les entrées d’une prise multi-entréesImpossible d’intervertir les bandes sélectionnées car elles ne pourront tenir dans leurs nouveaux emplacementsImpossible d’intervertir les bandes sélectionnées car elles se chevaucheraient dans leurs nouveaux emplacementsImpossible de dé-lier une collection de redéfinition de bibliothèque qui n’est pas la racine de sa hiérarchie de redéfinitionImpossible de dé-lier l’action « %s ». Il n’est pas clair depuis quel objet ou données d’objet elle est censée être dé-liée, elle n’a pas d’objet ou de données d’objet en tant que parent dans le synoptiqueImpossible de dé-lier la collection « %s » parentée à l’autre collection liée « %s »Impossible de dé-lier la collection « %s ». Il n’est pas clair depuis quelle scène, collection ou objets vides d’instance elle est censée être dé-liée, elle n’a pas de scène, de collection ou d’objet vide d’instance en tant que parent dans le synoptiqueImpossible de dé-lier le matériau « %s ». Il n’est pas clair depuis quel objet ou données d’objet il est censé être dé-lié, il n’a pas d’objet ou de données d’objet en tant que parent dans le synoptiqueImpossible de dé-lier l’objet « %s » provenant de la collection ou scène liée « %s »Impossible de dé-lier l’objet « %s » parenté à l’autre objet lié « %s »Impossible de dé-lier la texture « %s ». Il n’est pas clair depuis quel style de ligne Freestyle elle est censée être dé-liée, elle n’a pas de style de ligne Freestyle en tant que parent dans le synoptiqueImpossible de délier le matériau « %s » des données d’objet liéesImpossible de dé-lier ces données d’objetImpossible de dé-lier « %s » non pris en charge de la collection de liaison d’éclairage « %s »Impossible de dé-lier le monde « %s ». Il n’est pas clair depuis quelle scène il est censé être dé-lié, il n’a pas de scène en tant que parent dans le synoptiqueImpossible de dépaqueter le fichier de bibliothèque individuel, « %s »Impossible de mettre à jour une armature liée ayant une redéfinition système ; créer une redéfinition explicite sur les données d’armatureImpossible d’utiliser le rendu OpenGL en mode arrière-plan (pas de contexte OpenGL)Impossible d’utiliser un objet armature comme forme d’os personnaliséeImpossible d’utiliser un sommet avec une normale de longueur nulleImpossible d’utiliser une face d’aire nulleImpossible d’utiliser un os de longueur nulleImpossible d’utiliser une courbe de longueur nulleImpossible d’utiliser une arête de longueur nulleVérification des noms d’os impossible sans un rig généréImpossible d’écrire un fichier unique avec un format d’animation sélectionnéImpossible d’écrire le fichier : %sImpossible d’écrire dans l’asset %s : %sCanevasNormale de la toileRéglages de la toileSurfaces de toileRayons X du canevasCouleur de la grille de canevasDécalage de la grille de canevasOpacité de la grille de canevasÉchelle de la grille de canevasSubdivisions de la grille de canevasMaillage de toile non mis à jourFermer les extrémitésType de remplissage d’extrémitéExtrémité débutExtrémitéAligner les normalesFinExtrapoler le rayonEntréeFusionnerRésolutionAdoucirDébutType d’extrémitésCapsuleCaptureCapturer l’attributÉlément de capture d’attributDistance de captureCapturer émissionCapturer indirecteÉléments de captureCapturer mondeCapturer une image dans un éditeurCapturer une image de toute la fenêtre BlenderFaire une capture d’écran à utiliser commem miniature pour l’asset sélectionnéCapturer toute la fenêtreCarbone (massif)CartonCardinaleNombre de cascadesAtténuation de cascadeDistance max cascadeCasseSensible à la casseCorrespondance sensible à la casse uniquementProjeterFonteModificateur ProjeterProjeter une ombreÉmettre des caustiques d’ombreProjeter un éclairage spot de forme carréeLancer des rayons et obtenir des informations du point d’impactLancer les rayons depuis au-dessus de la surfaceLancer des rayons depuis la géométrie du contexte vers une géométrie source, et obtenir des informations de chaque point d’impactProjeter des rayons vers l’objet actif depuis une cageProjeter des ombres depuis les matériaux volumétriques sur les matériaux volumétriques (très coûteux)Taille catadioptriqueCatalan - CatalàCatalogueIdentifiant du catalogueSélecteur de catalogueNom simple du catalogueUUID du catalogueLe catalogue ne peut être déplacé dans lui-mêmeLe catalogue est déjà au plus haut niveauLe catalogue est déjà dans ce catalogueCatalogue à utiliser pour le nouvel assetLes catalogues ne peuvent pas être édités dans cette bibliothèque d’assetsCatégorieCatmull-RomCatmull-ClarkCatmull-RomCatromFaire apparaître ou disparaître les faces du maillage l’une après l’autre dans le tempsRépéter l’image horizontalement et verticalementRépéter l’image selon un motif en damierLes données de Grease Pencil seront dupliquées avec l’objetLes actions seront dupliquées avec les blocs de donnéesLes données d’armature seront dupliquées avec l’objetLes données de caméra seront dupliquées avec l’objetLes données de courbe seront dupliquées avec l’objetLes données de courbes seront dupliquées avec l’objetLes données de lattice seront dupliquées avec l’objetLes données d’éclairage seront dupliquées avec l’objetLes données de sonde d’éclairage seront dupliquées avec l’objetLes données de matériau seront dupliquées avec l’objetLes données de maillage seront dupliquées avec l’objetLes données de métaballe seront dupliquées avec l’objetLes systèmes de particules seront dupliqués avec l’objetLes données de nuage de points seront dupliquées avec l’objetSi une sélection existe déjà, Tout sélectionner désélectionne au lieu de sélectionnerLes données de haut-parleur seront dupliquées avec l’objetLes données de surface seront dupliquées avec l’objetLa touche Tab ouvre un menu circulaire (inverse Tab et Ctrl-Tab)Les données de texte seront dupliquées avec l’objetLes données de volume seront dupliquées avec l’objetCaustiquesCavitéCavité (inversée)Cavité (inversée)Courbe de cavitéFacteur de cavitéMasque de cavitéCrêtes de cavitéVallées de cavitéOmbrage de cavité calculé dans l’espace monde, utile pour les occlusions de plus grande tailleCbMode PlafondBruit cellulaireTaille de celluleType de celluleType de cellule à mettre en surbrillanceCelsiusCimentCentreMarges de sécurité d’action centralesCentre diagonalRemplacer le centrePivot centréMarges de sécurité de titre centralesCentrer dans l’espace de vue globalCentre de masseCentre du crochet, utilisé pour l’atténuation et l’affichageCentre de cette faceCentrer sur la framePoint central pour la rotation et le redimensionnementPosition centrale de la sélection par boîtePosition centrale de la sélection sphériqueCentrer le texteCentrer la vue de la caméra, en redimensionnant la vue pour que le cadre tienne dedansCentrer le décalage de verrouillage de la vueCentrer la vue de façon à ce que le curseur soit au milieu de la vueCentrer la vue sur la position en profondeur Z sous le curseur de la sourisZones de sécurité coupe centraleCentresCentimètreCentimètresAxe centralCylindrique centraleFusion au centroïdeCentsQuintauxEnchaînerNombre de chaînesLongueur de chaîneChaîner les arêtes isoléesDécalage de la chaînePriorité de chaîneRedimensionnement de chaîneChaîne par distanceNombre de chaînes pour la sélection des N premières chaînesLa chaîne suit la position de la cibleLa chaîne suit la rotation de la cibleChaînageMéthode de chaînageChaînesCraieProbabilité pour chaque point d’être inclus dans la sélectionProbabilité pour chaque point ou courbe d’être incluse dans la sélectionProbabilité que la particule passe à travers le maillageModifierChanger calque actifModifier la casseChanger le type d’effetChanger les entréesChanger les sortiesChanger la scène assignée à la bandeModifier la tailleModifier le mode de sélection UVChanger le type d’une propriété personnalisée, ou ajuster comment elle est affichée dans l’interfaceModifier la transparence alpha le long du traitModifier la transparence alpha d’après un attribut de matériauModifier la transparence alpha d’après la distance à un objetModifier la transparence alpha d’après la distance à la caméraChanger le canal bleuModifier la luminositéModifier la taille de la brosse par un scalaireModifier la casse de chaque nomModifier les formes de collision des objets corps rigides sélectionnésConvertir les couleurs dans tous les blocs de données vers le nouvel espace de couleur de travailModifier le contrasteChanger le mode d’extrémité des courbes (arrondie ou plate)Inverser la direction (l’ordre) des points dans les traits sélectionnésModifier le type de domaine de la simulationChanger les facteurs des nœuds de mélange de couleur et de shaderModifier l’opacité des frames oignon affichéesModifier le comportement du flux dans cette simulationChanger le code du caractère de la policeChanger l’espacement de la policeChanger le canal vertModifier la façon dont le fluide est émisChanger la manière dont l’attribut est stockéChanger la manière dont l’attribut de couleur est stockéModifier la teinteChanger les teinte/saturation/valeur des traitsChanger l’icône du groupe de calquesModifier la couleur de ligne le long du traitModifier la couleur de la ligne d’après un attribut de matériauModifier la couleur de la ligne en fonction d’un bruit aléatoireModifier la couleur de la ligne en fonction de la direction du traitModifier la couleur de la ligne d’après la distance à un objetModifier la couleur de la ligne d’après la distance à la caméraModifier la couleur de la ligne en fonction de la courbure radiale des surfaces du maillage 3DModifier la couleur de la ligne en fonction de l’angle de plis sous-jacentModifier l’épaisseur de la ligne le long du traitModifier l’épaisseur de la ligne d’après un attribut de matériauModifier l’épaisseur de la ligne d’après la distance à un objetModifier l’épaisseur de la ligne d’après la distance à la caméraModifier l’épaisseur de la ligne de façon qu’elle semble dessinée avec un outil calligraphiqueChanger le bruit à chaque frameModifier le point de pivot pour les transformations (buggé)Modifier la position de la collection d’os active dans la liste des collections d’osChanger le canal rougeModifier la saturationChanger la sélection pour toutes les facesModifier la sélection pour tous les sommetsModifier le mode de sélectionChanger la sélection de tous les sommets UVModifier la sélection de tous les points de contrôle UVWModifier la sélection de tous les points de courbeChange la sélection de tous les marqueurs de la piste activeModifier la sélection de tous les éléments de métaballesChanger la sélection de tous les marqueurs temporelsChanger la sélection de tous les marqueurs de suiviChanger la sélection de tous les objets visibles dans la scèneModifier la sélection de tous les rapports visiblesParamétrer le tri pour qu’il utilise la colonne sous le curseurChanger les coordonnées UV du traitModifier la position, rotation ou échelle du traitModifier l’épaisseur du traitChanger d’onglet seulement quand cet éditeur partage un bord avec un synoptiqueChanger l’action active utiliséeModifier le poids de biseau des arêtesModifier le type de cache de la simulationChanger la position de la contrainte dans la liste, pour qu’elle soit évaluée après le nombre spécifié d’autres contraintesChanger la valeur de plis des arêtesChanger la valeur de plis des sommetsInverser la direction des courbes en échangeant leurs données de début et de finInverser la direction dans laquelle pointe une chaîne d’os (intervertir tête et queue)Changer l’ordre affiché des traits sélectionnésChanger la position de l’effet dans la liste, pour qu’il soit évalué après le nombre spécifié d’autres effetsModifier l’état de verrouillage de certains ou de tous les groupes de sommets de l’objet actifModifier l’état de verrouillage de toutes les clés de forme de l’objet actifChanger la distance minimale utilisée par la brosse de densitéChanger le mode utilisé pour le masquage de sélection en mode sculpture de courbesChanger l’indice du modificateur dans la pile, pour qu’il soit évalué après le nombre spécifié d’autres modificateursModifier le nombre de clés des particules sélectionnées (clés racine et extrémité inclues)Changer d’objet dans le mode actuelChanger d’objet dans le mode actuel • Ctrl pour ajouter au mode actuelChanger l’opacité des traitsChanger l’ordre des colonnesModifier la position de l’ensemble de lignes actif dans la liste des ensembles de ligneModifier la position du module de style dans la liste des modules de styleChanger de mode de sélection pour les traits de Grease PencilChanger la taille de l’imageChanger la taille des miniaturesChanger la taille des miniatures par étapes discrètesChanger la taille des miniatures dans les vues en listeModifier la vitesse de la simulationChanger l’indice du modificateur de bande dans la pile, pour qu’il soit évalué après le nombre spécifié d’autres modificateursChanger le type des courbesChanger de méthode de simulation sous-jacenteChanger la visibilité des ensembles de faces de la sculptureChanger l’espace de couleur de travail de toutes les couleurs dans ce fichier blendBasculer vers l’onglet correspondant lors du clic sur les icônes de données du synoptiqueActiver le point de référence VR dans la listeChanger le type d’effecteur dans la simulationModifier le type de fluide dans la simulationModifier la valeurChanger les sources de données visibles dans le tableurChanger le type de géométrie affecté par l’opération, arêtes ou sommetsChanger le facteur de zoom de la prévisualisation du séquenceurModifiéModifié sélectionnéModifier les tailles des polices et boutons dans l’interfaceModifier l’épaisseur du contour des widgets, des lignes et des points dans l’interfaceLa modification des coutures d’arêtes recalcule le dépliage UVCanalCanal %dCouleurs de canalContrôleur de canal (défini uniquement pour les F-courbes de contrôleur)Groupe de canauxCouleurs des groupes de canauxIncrustation par canalMatrice de canalEmpaqueté par canalLes couleurs de canaux sont désactivées dans les préférences d’animationCanal définissant les données de pose d’un osCanal dans lequel couper la bandeNuméro du canalCanal (piste) dans lequel placer cette bandeLes valeurs de canal supérieures à ce maximum sont incrustéesLes valeurs de canal inférieures à ce minimum sont incrustéesVariables de contrôleur de canalCanauxCanaux de l’image à afficherCanaux de l’image à afficherCanaux de la prévisualisation à afficherCanaux à afficher dans l’histogrammeIndice de caractèreInfos de caractèreEspacement des caractèresGraisse des caractèresCaractère utilisé pour séparer les noms d’objets en une structure hiérarchiqueCaractèresCharbon de boisChargePoids de l’effecteur ChargeChebychevDistance de ChebychevVérifier existantsVérifier les normales des ressorts internesVérifier les normales de surfaceVérifier et réparer toutes les chaînes de caractères dans le fichier .blend pour qu’elles soient valides en UTF-8 Unicode (nécessaire pour certains vieux fichiers de l’époque 2.4x)Prévenir avant d’écraser des fichiers existantsChercher les mises à jour au démarrageSelon la position de la sourisVérifier si un texte donné se trouve dans un autre texteVérifier si les lignes d’extension entrent en collision avec les traitsDamierDistance damierDamier pairesDamier impairesTexture damierEntrelacement en damierTaille du damierRecherche des mises à jour d’extensionsRecherche des mises à jour d’extensions{:s}Validation du fichier .blend actuel *APRÈS* l’étape d’annulationVérification de la validité du fichier .blend actuel *AVANT* d’enregistrer sur le disqueValidation du fichier .blend actuel *AVANT* l’étape d’annulationChiangEnfantNuméro de l’enfantEnfant deContrainte Enfant deEnfant du contrôleLa contrainte « Enfant de » est introuvableParticule enfantParticules enfantsRayon des enfantsRondeur des enfantsGraine des enfantsTaille des enfantsEnfant de collection avec ses réglages liés à la collectionEnfant de cet os de poseParticule enfant interpolée à partir de particules simulées ou éditéesParticules enfants générées par le système de particuleEnfantsEnfants dépliésEnfants depuisEnfants par parentCollections enfants et leurs réglages liés à la collection parenteEnfants dépliés dans l’interface utilisateurChinois (Simplifié) - 简体中文Chinois (Traditionnel) - 繁體中文RépressionChoisir N&B pour enregistrer des images en niveaux de gris, RVB pour enregistrer les canaux rouge, vert et bleu, et RVBA pour enregistrer les canaux rouge, vert, bleu et alphaChoisir le type de collisionChoisir la disposition d’écranChoisir l’ensemble de sélectionChoisir une taille maximale pour toutes les textures exportéesChoisir une miniature pour la brosseChoisir un widget pour l’os de contrôleChoisir le marqueur de couleur actifChoisir une image pour identifier plus facilement le bloc de données visuellementChoisir avec un indice parmi un nombre arbitraire de valeursChoisir entre des mises à jour plus rapides, ou des rendus plus rapidesChoisir les instances enfants pour chaque élément au lieu d’instancier la géométrie entièreChoisir différentes visualisations des données de redéfinitions de bibliothèquesChoisir l’espace du déplacement pour les précalculsCombien d’influences d’os exporterChoisir comment faire correspondre la méthode de subdivision USD (Scheme) aux modificateurs de subdivision pendant l’exportChoisir les instances de l’entrée « Instance » à chaque point au lieu d’instancier la géométrie entièreChoisir l’espace des normales pour les précalculsChoisir pseudo-aléatoirementChoisir les informations d’ombrage à précalculer dans l’imageChoisir de quelle bibliothèque afficher les assetsChoisir une couleur, et le shader choisira un coefficient d’absorption s’en approchant pour rendre des poils similairesChoisir le format de fichier à enregistrerChoisir le type d’interpolation avec lequel ajouter les nouvelles clésChoisir le type de widget à créerChoisir la visibilité des onglets dans l’éditeur de propriétésChoisir d’où obtenir les vélocités de guideChoisir d’exporter seulement dans l’intervalle [0, 1], ou toutes les tuiles UVChoisir le bloc de données {} à assigner à cet utilisateurAgitationL’agitation de la crête des vagues (ajoute une composante horizontale au déplacement)Christensen-BurleyIncrustation chromaBruit chromaVectorscope chromaAberration chromatiqueAdaptation chromatiqueAdaptation chromatique depuis un point blanc différentCinemaCinema (48)Cineon (.cin)CercleCercle (TSL)Cercle (TSV)Segment de cercleCercle avec un point dedansCerclesCirculaireDépendance circulaire pour l’image « %s » depuis l’objet »%s »Amorti circulaire (le plus fort et dynamique)Circularité de l’effetLimiterLimiter la boîte englobanteLimiter directLimiter le facteurLimiter la brillanceLimiter indirectLimiter le décalageLimiter la superpositionLimiter la régionLimiter le résultatLimiter pour surface, directLimiter pour surface, indirectRestreindre surContrainte Restreindre surType de limiteLimiter pour volumes, directLimiter pour volumes, indirectLimiter les vaguesLimiter une valeur entre un minimum et un maximumLimiter les hautes lumièresLimiter les hautes lumières fortes de façon à ce que leur luminosité ne soit pas plus haute que cette valeurLimiter les impulsions de collision pour éviter l’instabilité (0.0 pour désactiver la limitation)Limiter l’intensité des pixels pour réduire le bruit dans les réflexions brillantes des cubemaps de réflexion (0 pour désactiver)Limiter le résultat du nœud à l’intervalle 0.0 à 1.0Limiter l’axe Z de la courbeRestreindre les enfants du chemin de courbe afin qu’ils ne puissent pas dépasser le point de départ/de fin de la courbeLimiter l’intensité de l’éclairage direct pour diminuer le bruit (0 pour désactiver)Limiter le facteur dans l’intervalle [0, 1]Limiter les indices à la taille du domaine de l’attribut plutôt que de produire une valeur par défaut pour les indices invalidesLimiter l’intensité de l’éclairage indirect pour diminuer le bruit (0 pour désactiver)Limiter le résultat dans l’intervalle [0, 1]Limiter le résultat dans l’intervalle [Vers min, Vers max]Limiter la transformation à la distance parcourue par chaque sommet, dans la clé originaleLimiter l’épaisseur pour éviter les superpositionsLimiter l’épaisseur d’après les anglesLimiter les valeurs à l’intervalle du voisinage d’origine. Évite le dépassement et le sous-dépassementLimiter à l’étendue de l’arêteLimitationsClartéClasseNom de classClassiqueVelours d’Ashikhmin classique (modèle hérité)ClassiqueNettoyer les courbesNettoyer les fichiers après installationNettoyerNettoyer les pistes avec de hautes valeurs d’erreurs, ou peu de framesNettoyer le dépôt de travail d’i18n (fichiers po)Nettoyer les arêtes du groupe de sommetsNettoyer l’action à exécuterEffacerEffacer le tag « désactivé » de toutes les F-courbes, pour refaire marcher les F-courbes en panneEffacer les aperçus « internes » (matériaux, textures, images, etc.)Effacer l’activeEffacer toutEffacer les données d’animationEffacer les données d’assetVernisNormale du vernisRugosité du vernisEnlever cyclique (F-modificateur)Réinitialiser le deltaEffacer les contrôleursEffacer les instantanés (fantômes) des F-courbes pour l’éditeur de graphes actifEffacer l’utilisateur facticeEffacer l’utilisateur factice et supprimer la copie réservée dans la pile NLA de ce bloc de donnéesVider l’imageEffacer les images avant de précalculer (interne uniquement)Effacer dans l’obstacleEffacer internesEffacer les contraintes localesEffacer isoléEffacer les libellés des nœudsEffacer externesEffacer le parentageEffacer l’inverse du parentageEffacer le parentageNettoyer la liste des fichiers récentsNettoyer la liste des fichiers récents…Effacer restantesEffacer les couturesSupprimer le suiviRéinitialiser la transformationType d’effacementEffacer jusqu’àEffacer le visualiseurEffacer l’action à exécuterEffacer la piste active uniquement, au lieu d’effacer toutes celles sélectionnéesEffacer tous précalculs de modificateurs Line ArtsEffacer toutes les données calculéesEffacer toutes les contraintes des os sélectionnésEffacer toutes les contraintes des objets sélectionnésEffacer toutes les images clés de la propriété actuellement activeEffacer tous les modificateurs des objets sélectionnésEffacer du fichier tous les blocs de données orphelins inutilisésEffacer tous les traits dans l’objet Grease Pencil actuelAnnuler tout verrouillage de la vueEffacer et garder les transformationsSupprimer et conserver la transformation (supprimer le suivi)Supprimer l’animation pour les os IK ou FKDésactiver le fait que la collection ne contribue qu’indirectement dans le calque de vueEffacer les aperçus des collectionsEffacer les aperçus de blocs de données (uniquement pour certains types comme les objets, matériaux, textures, etc.)Réinitialiser la position différentielle en plus de la transformation de position normaleRéinitialiser la rotation delta en plus de la transformation de rotation normaleRéinitialiser l’échelle delta en plus de la transformation d’échelle normaleNe plus cacher les pistes sélectionnéesEffacer les images avant de précalculer (uniquement pour l’enregistrement interne)Effacer au lieu de créer des couturesRéinitialiser la correction inverse pour la contrainte Enfant deRéinitialiser la correction inverse pour la contrainte Solveur d’objetEffacer les images clés de tous les éléments du tableauEffacer les libellés des les nœuds sélectionnésDésactiver le masquage de collection dans le calque de vue actifEffacer les chemins de mouvement de tous les osEffacer les chemins de mouvement de tous les objetsN’effacer que les chemins de mouvement des os sélectionnésEffacer les chemins de mouvement des objets sélectionnésEffacer les aperçus des objetsEffacer le chemin pour les frames restantes (après la frame actuelle)Effacer le chemin jusqu’à la frame actuelleEffacer l’épinglage de la sélection au lieu de le définirEffacer l’intervalle de prévisualisationEffacer les aperçus pour les matériaux, éclairages, mondes, textures et imagesEffacer les aperçus pour les scènes, collections et objetsRéinitialiser le roulis des os sélectionnésEffacer les aperçus des scènesEffacer les coutures des arêtes réuniesEffacer les aperçus des fichiers .blend sélectionnésRéinitialiser les décalages de la bande depuis les début et fin du contenuEffacer le style au lieu de le définirEffacer le texte par typeRetirer le réglage « solo » de toutes les collectionsVider le groupe actifEnlever les informations d’assets à l’ajout (elles sont toujours gardées pour les données liées)Effacer les limites pour les opérations de visualisationEffacer les limites de la région de rendu et la désactiverEffacer les limites de la région de rendu et désactiver celle-ciEffacer l’historique de commandesEffacer l’emplacement de rendu actuellement sélectionnéEffacer la ligne et l’enregistrer dans l’historiqueEffacer le parentage du masqueRéinitialiser la position de l’objetRéinitialiser l’origine de l’objetEffacer le parentage de l’objetRéinitialiser la rotation de l’objetRéinitialiser la taille de l’objetEffacer la propriété et utiliser la valeur par défaut ou générée dans les opérateursNettoyer la liste des fichiers récentsEffacer la sortie consoleVider le filtre de rechercheRéinitialiser l’inclinaison des points de contrôle sélectionnésEffacer l’ensemble du cheminSupprimer la contrainte ou le drapeau de suivi de l’objetEffacer les pistes avant/après la position actuelle, ou effacer toute la pisteEffacer les valeurs de transformation après le transfert vers différentiellesEffacer les données de masque de sculpture de ce maillageEffacer le calque de peau de sommetEffacer :ClicCliquer sur un bouton pour sélectionner une collection :Cliquer sur le maillage pour définir le détailCliquer pour ajouter une protection de suppressionCliquer pour assigner le bouton ici :Cliquer pour ouvrir l’éditeur d’infosCliquer pour placer les points d’extrémité des segments de ligne droite (connectés)Cliquer pour enlever la protection de suppressionLes clics sur l’arrière-plan ne démarrent pas de traitTronquerTronquer l’alphaRecadrer à la caméraTronquer le contenuAffichage du clipÉditeur de clipsÉditeurs de clipFin du découpageRestreindre la grilleLimiter l’imageMax X troncatureMax Y troncatureMin X troncatureMin Y troncaturePlans de découpeDécoupage, débutBande clipSeuil de coupureRestreindre les coordonnées UV aux limites après dépliageUtilisateur du clipTronquer l’alpha en dessous de ce seuil, dans la vue 3D texturéeRecadrer les dessins à la taille de la caméra lors de l’export en vue caméraDonnées de l’espace éditeur de clipsRestreindre aux limitesLimiter à une zone de forme cubique autour de l’image et définir les pixels extérieurs comme transparentsLimiter aux dimensions de l’image et définir les pixels extérieurs comme transparentsTronquer le contenu de la vue selon ce qui est visible dans les autres vues de côtéLe presse-papier ne contient pas de matriceLe presse-papier ne contient aucun assetLe presse-papier est videPresse-papier trop longDécoupageBordure de découpageBordures de découpageDécalage de découpageDécoupage débutOptions de troncatureLimiter les animations à l’intervalle de lecture définiSens horaireAlpha du clonageImage à clonerCalque de clonageCloner une carteDécalage du clonageIndice de texture pour peinture par clonageCalque UV de boucle pour clonageIndice du calque UV de boucle pour clonageIndice du calque UV de boucle à utiliser comme source de clonageCloner depuis image/carte UVCloner depuis l’emplacement de peintureFermerTout fermerFermer la zoneFermer le menu en retirant la sourisFermer la splineMéthode de fermeture de la splineFermer l’extrémitéFermer les menus quand la souris sort de la région.Fermer ou ouvrir tous les élémentsFermer ou ouvrir le trait sélectionné, en ajoutant un segment entre le premier et le dernier pointsFermer la zone sélectionnéeFermer la fenêtre actuelleBoucle ferméeFermé par défautBoucles fermées non prises en chargePlus prochePlus proche indiceUDIM la plus prochePlus proche poidsFermetureEntrée fermetureÉlément d’entrée de fermetureÉléments d’entrée de fermetureID de nœud de fermeturePrise de nœud fermetureInterface de prise de nœud fermetureSortie fermetureÉlément de sortie de fermetureÉléments de sortie de fermetureTaille des extensionsZone de fermetureLa fermeture n’a pas d’entrée : « {} »La fermeture n’a pas de sortie : « {} »Prise fermeture d’un nœudTissuRéglages de collision du tissuAmortissement du tissuMasse du tissuModificateur TissuPréréglages de tissuRéglages du tissuSimulation de tissuLa collision de tissu agit en fonction des normales du collisionneur (améliore la récupération de pénétration)Les impulsions de collision de tissu agissent dans la direction des normales du collisionneur (plus sûr dans certains cas)Dynamique de tissu pour les poilsModèle de tissu avec ressorts de flexion angulairesModèle de tissu avec ressorts de flexion linéaires (modèle hérité)Modificateur de simulation de tissuLes réglages de la simulation de tissu pour un objetRéglages de la simulation de tissu pour l’auto-collision et la collision avec d’autres objetsLa vitesse du tissu est multipliée par cette valeurNuagesTexture nuagesAgglutinerCourbe d’agglutinationFacteur d’agglutinationAgglutiner les courbes de poilsBruit d’agglutinationTaille du bruit d’agglutinationDécalage d’agglutinationAgglutinationQuantité d’agglutinationAgglutiner les courbes de poils existantes en utilisant des courbes guidesRegrouper les contrôlesRegrouper les contrôles à la même positionCmdGrossierVernisIDR de vernisNormale de vernisRugosité de vernisPoids de vernisCodecRéglages de codec pour le JPEG 2000Coefficient K0 du polynome de l’objectifCoefficient K1 du polynome de l’objectifCoefficient K2 du polynome de l’objectifCoefficient K3 du polynome de l’objectifCoefficient K4 du polynome de l’objectifCoefficientsCoefficients pour x (en commençant par la plus petite puissance x⁰)Café (frais/torréfié)CoulCollapserReplier tous les canaux d’animation dépliables sélectionnésFusionner les arêtesReplier le résuméReplier tous les canaux (pas seulement ceux sélectionnés)Collapser les arêtes sans faces, par exemple les arêtes de couture de tissuCacher dans tous les cas sauf les shadersCollapser les régions isolées d’arêtes et de faces, en fusionnant les données telles que les UV et les attributs de couleur. Peut collapser des anneaux d’arêtes, et collapser en sommets des régions de faces connectéesFusionner les arêtes courtes pour supprimer des détails du maillage là où c’est possibleReplier le résumé quand il est montré, de façon que tous les autres canaux soient cachés (éditeur Feuille d’exposition uniquement)Replier la région affichant les réglages d’opérateurRassembler des nœuds apparentés dans une zone commune. Utile pour l’organisation quand on n’a pas besoin de pouvoir réutiliser les nœuds avec un groupe de nœudsCollectionNouvelleCollection %dLa collection « %s » (instanciée par l’objet actif) n’est pas redéfinissableCollection « %s » déjà dans la collection « %s »La collection « %s » n’est pas un ID originalCollection « %s » pas dans la collection « %s »Collection « %s » introuvableEnfant de collectionCollection d’enfantsCouleur de la collectionÉtiquette de couleur de collectionCouleurs de collectionsGestionnaires d’export de collectionIndice de collectionInfos de collectionTaille des objets vides des instances de collectionLiaison d’éclairage de collectionMasque de collectionMasques de collectionsNom de la collectionNégation de collectionPrise de nœud collectionInterface de prise de nœud collectionObjet collectionObjets de collectionPropriétés de collectionOpérations de collectionsUID de collectionCollection contenant les objets qui participent à cette simulationCollection contenant les objets de contraintes de corps rigideLa collection contient l’objet actuelBlocs de données collectionsCette collection ne contient aucun objet d’un type pouvant être rendu pour l’aperçu automatiqueNom de la collection à ajouterCollection d’AOVCollection d’éléments de dégradé de couleurCollection de points d’une courbe de conversionCollection de F-courbes de contrôleurCollection de surfaces de toile de peinture dynamiqueCollection de modificateurs de F-courbeCollection de F-courbes pour un emplacement d’action donné, sur une bande donnéeCollection de frames de Grease PencilCollection de calques de Grease PencilCollection de calques de masque de Grease PencilCollection de Grease PencilsCollection d’identifiants uniquement, utilisée pour différentier des identifiants potentiels avec le même noms provenant de différentes bibliothèquesCollection de configurations clavierCollection de groupes d’éclairageCollection de bandes NLACollection de pistes NLACollection de F-courbes de bande NLACollection de liens de nœudCollection de prises de nœudCollection de nœudsCollection de blocs de données objetsCollection de chemins de composant OpenXRCollection de chemins utilisateur XRCollection de points de profilCollection de clés de reminutageCollection de StripElementCollection de bandesCollection de tuiles UDIMCollection de calques d’UVCollection d’affectations de carte d’actions XRCollection d’éléments de carte d’actions XRCollection de cartes d’actions XRCollection d’emplacements d’actionsCollection d’actionsCollection d’add-onsCollection de canaux d’animation, typiquement associés à un emplacement d’actionCollection de calques d’animationCollection de bandes d’animationCollection de frames d’annotationCollection de calques d’annotationCollection d’annotationsCollection d’os d’armatureCollection d’os d’édition d’armatureCollection d’armaturesCollection d’images d’arrière-planCollection d’éléments de précalculCollection d’éléments de contexte d’import de fichier blendCollection de brossesCollection de fichiers de cacheCollection de calques de cacheCollection de camérasCollection d’éléments de capture d’attributCollection de variables de canal de contrôleurCollection de collections enfantsCollection d’objets de collectionCollection de collectionsCollection d’éléments de combinaisons de paquetsCollection de splines de courbesCollection de courbesCollection d’étiquettes d’assets personnaliséesCollection de blocs de données auxquels peuvent faire référence les données de précalculCollection de gestionnaires d’exportCollection de groupes de F-courbesCollection d’éléments de champ vers grilleCollection d’éléments de champ vers listeCollection d’éléments de sortie de fichierCollection de chemins de fichiers ayant en commun la racine ``directory``Collection de polices de caractèresCollection d’élément de formatage de texteCollection d’éléments générésCollection de gizmosCollection de courbes de poilsCollection d’imagesCollection d’éléments d’index_switchCollection d’éléments d’entréeCollection d’éléments qui composent une énumCollection de points d’images clésCollection de chemins d’ensemble de clésCollection d’éléments de raccourcisCollection de raccourcisCollection de latticesCollection de calques utilisés par le masqueCollection de calques définissant ce masqueCollection de bibliothèquesCollection de sondes d’éclairageCollection d’éclairagesCollection de styles de lignesCollection d’éléments principauxCollection de marqueurs de piste de suivi vidéo de planCollection de marqueurs de piste de suivi vidéoCollection de marqueurs dans la pisteCollection de points de courbe de masqueCollection de courbes de masqueCollection de masquesCollection de matériauxCollection d’arêtes de maillageCollection de boucles du maillageCollection de polygones du maillageCollection des sommets du maillageCollection de maillagesCollection d’éléments de métaballesCollection de métaballesCollection de clips vidéoCollection d’objets de suivi vidéoCollection de pistes de suivi vidéo de planCollection de pistes de suivi vidéoCollection d’arborescences de nœudsCollection de contraintes d’objetCollection d’effets d’objetCollection de modificateurs d’objetCollection de chemins d’objetsCollection d’objetsCollection d’objets dans cet objet données de suiviCollection d’opérations de redéfinitionCollection de propriétés de redéfinitionCollection d’images empaquetéesCollection de courbes de peintureCollection de couleurs de paletteCollection de palettesCollection de réglages de particulesCollection de systèmes de particulesCollection de cheminsCollection de plans de suivi dans cet objet données de suiviCollection de plans de suivi dans cet objet données de suivi. Obsolète, utiliser objects[name].plane_tracksCollection de caches de pointsCollection de nuages de pointsCollection de pointsCollection de points, pour les courbes de Bézier uniquementCollection de points qui constituent cette courbe poly ou NURBSCollection de contraintes d’os de poseCollection de dessins apparentésCollection de dessins apparentésCollection de dessins apparentés, à une frame donnéeCollection de calques de renduCollection de passes de renduCollection de vues de renduCollection d’éléments de répétitionCollection de scènesCollection d’écransCollection d’éléments de séparation de paquetsCollection d’éléments de simulationCollection de caméras reconstituéesCollection de sonsCollection de bibliothèques sources, c’est-à-dire des chemins de fichiers blendCollection d’espacesCollection de haut-parleursCollection de points de courbe de BézierCollection de points de courbeCollection de splines dans cet objet données de courbeCollection de courbes définissant ce calqueCollection de modificateurs de bandeCollection d’éclairages studioCollection d’os cibles et de pondérationsCollection de textesCollection d’emplacements de textureCollection de texturesCollection de marqueurs de la timelineCollection de pistes de suivi planCollection de pistes dans l’objet données de suiviCollection de pistes dans cet objet données de suivi. Obsolète, utiliser objects[name].tracksCollection de pistes utilisées pour la stabilisation 2D (translation)Collection de bibliothèques de l’utilisateurCollection de dépôts d’extensions de l’utilisateurCollection de couleurs de sommetsCollection de groupes de sommetsCollection d’éléments du visualiseurCollection de volumesCollection de gestionnaires de fenêtresCollection de fenêtresCollection d’espaces de travailCollection de mondesCollection fournissant la géométrie instance utilisée pour la distributionPrise collection d’un nœudCollection à laquelle l’objet inclus devrait appartenirCollection à laquelle cette collection de calque sert d’adaptateurCollection à utiliser comme géométrie d’entréeCollection définissant la relation de liaison de lumière pour cet émetteurCollection définissant les objets qui bloquent la lumière depuis cet émetteurLa collection {:s} a le même uid {:d} que {:s}Collection(s)CollectionsCollection d’objetsCollections qui sont les enfants immédiats de cette collectionEntrer en collision avec les objets durant la simulationEntrer en collision avec d’autres objets collisionneurs dans la scèneFriction de collisionneurCollisionCollection de collisionCollections de collisionMarge de collisionModificateur CollisionQualité de collisionRéglages de collisionForme de collisionForme de collision de l’objet dans les simulations de corps rigidesType de collisionGroupe de sommets collisionsCollections de collision auxquelles le corps rigide appartientDistance de collisionModificateur de collision définissant la position dans la pile des modificateurs utilisée pour les collisionsRéglages de collision pour un objet dans la simulation physiqueCollisionsCouleur+X+Y+Z-X-Y-ZAAdditionnerAjouter de l’alphaAlphaAlpha au-dessusAlpha en dessousBType de mélangeMode de fusionBleuCCouleurBrûler couleurSous-développer couleurStyle d’affichage du contrôleurFonduActuelSombreSombre + rayonAssombrirDifférenceDiviserEffacer l’alphaExclusionVFondu gammaVertCanal d’incrustation TSVLumière dureTeinteIntensitéClairClair + rayonÉclaircirLuminositéCanal de limitationBrûler linéaireLumière linéaireLumaMélangerModeMultiplierSuivantSuperpositionLumière ponctuellePrécédentRRVBCanal d’incrustation RVBRougeRemplacerSaturationÉcranLumière douceCanal d’épandageSoustraireInconnuUtiliser le canalValeurValeur :Lumière viveCouleur et alphaCouleur 01Couleur 02Couleur 03Couleur 04Couleur 05Couleur 06Couleur 07Couleur 08Couleur 09Attribut de couleurOpérations d’attributs de couleurAttributs de couleurBalance des couleursRenforcer la couleurBrûler couleurCorrection de couleurProfondeur de couleurSous-développer couleurSéchage de couleurFacteur couleurChamp CouleurGrille couleurLignes de grille coloréesInterpolation de couleurIncrustation par couleurCalque de couleurGestion des couleursConversion de couleurCouleur maximumBande mélange couleurMode de couleurModificateurs de couleurModulation de couleurNœud de couleurPrise de nœud couleurInterface de prise de nœud couleurOpacité de couleurPalette de couleursParamétrisation de couleurChemin de couleurSélecteur de couleurType de roue de couleursCouleur aprèsCouleur avantPréréglages de couleurBits de quantification de couleurDégradé de couleurÉlément du dégradé de couleurÉléments du dégradé de couleurEnsemble de couleurID d’ensemble de couleurEnsemble de couleurs {:d}Ensembles de couleurDécalage de couleurEspace de couleurRéglages d’espace de couleurEspace de couleur: Épandage de couleurDiffusion de couleurBande couleurÉtiquette coloréeÉtiquettes de couleurSeuil de couleurType de couleurValeur de couleurCouleur et alpha des guides de compositionLe précalcul d’attributs de couleur n’est pris en charge que pour les objets maillagesGain de la balance des couleurs (hautes lumières)Gamma de la balance des couleurs (tons moyens)Relèvement de la balance des couleurs (ombres)Modificateur de balance des couleurs pour une bande de séquenceParamètres de balance des couleurs pour une bande de séquenceParamètres de balance des couleurs pour une bande séquence et ses modificateursColorer les cellules par positionConversion de courbes de couleur appliquée avant la transformation d’affichageCouleur pour tous les traits de ce calqueCouleur d’arrière-plan personnaliséeCouleur pour les éléments d’erreurCouleur pour le remplissage des régions définies par chaque traitCouleur des images clés de Grease PencilCouleur pour les éléments d’informationCouleur à mélanger avec la couleur de remplissage principaleCouleur pour les F-courbes de transformation (Position, Rotation, Échelle) nouvellement créées, aussi basée sur l’axe de transformationCouleur pour le contour de l’objetCouleur du mode couleur unieCouleur pour la bande/action en cours d’ajustement ou d’éditionCouleur pour les éléments de succèsCouleur avec laquelle teinter les traitsCouleur pour les éléments d’avertissementCouleur du filaire en mode édition, mais quand la sélection d’arêtes est activéeCouleur depuis la températureDécalage de teinte de la couleurCouleur dans un espace de couleur sRGBCouleur dans l’espace de couleur sRGB (principalement pour les couleurs de l’interface)Couleur en espace colorimétrique gamma-corrigéCouleur en espace colorimétrique linéaireCouleur dans l’espace de couleur de travail linéaire de scèneEntrée de couleur sur laquelle la transformation de couleur TSV sera appliquéeEntrée de couleur sur laquelle la correction sera appliquéeEntrée de couleur sur laquelle l’inversion sera appliquéeEffet de la fluctuation de couleur sur la teinteEffet de la fluctuation de couleur sur la saturationEffet de la fluctuation de couleur sur la valeurParamètres de périphérique d’affichage de la gestion des couleursRéglages de gestion de couleur appliqués à l’image avant l’enregistrementRéglages de gestion de couleur utilisés pour l’affichage des images à l’écranGestion de couleur spécifique au périphérique d’affichageParamètres de transformation de vue de la gestion des couleursRéglages de conversion de couleurLe modificateur de couleur « %s » n’a pu être suppriméType de modificateur CouleurModificateurs de couleur pour changer la couleur des lignesColorer les liens des nœuds en fonction des prises qu’ils relientCouleur de l’indicateur d’insertion automatique de clés, si activéCouleur du marqueur actifCouleur des intervalles principauxCouleur du curseur en additionCouleur du curseur en soustractionCouleur des marqueurs désactivésCouleur des images clés extrêmesCouleur des dossiers dans le navigateur de fichiersCouleur d’image clé généréeCouleur d’image clé de faux fixeCouleur d’image clé de bordCouleur des images clés sur un chemin, après la frame actuelleCouleur des images clés sur un chemin, avant la frame actuelleCouleur de l’émission lumineuse depuis la surfaceCouleur des lignes représentant un mode d’interpolation constantCouleur des lignes représentant les amortis et le mode d’interpolation dynamiqueCouleur des lignes représentant un mode d’interpolation linéaireCouleur de marqueur verrouilléCouleur du marqueurCouleur du contour de marqueurCouleur d’image clé d’animation d’attenteCouleur des nouveaux calques d’annotationCouleur de chemin après la frame actuelleCouleur de chemin avant la frame actuelleCouleur de l’intervalle de prévisualisation en surimpressionCouleur du lancer de rayon quand un cas de repli a réussiCouleur du lancer de rayon en cas d’échecCouleur du lancer de rayon en cas de succèsCouleur des images clés ordinairesCouleur de l’intervalle de bande de scène en surimpressionCouleur des intervalles principaux sélectionnésCouleur d’image clé extrême sélectionnéeCouleur d’image clé générée sélectionnéeCouleur d’image clé de faux fixe sélectionnéeCouleur d’image clé sélectionnéeCouleur d’image clé de bord sélectionnéeCouleur du marqueur sélectionnéCouleur d’image clé d’animation d’attente sélectionnéeCouleur de la fuméeCouleur de la fumée émise par la combustionCouleur du canal de résuméCouleur de la texture en surimpressionCouleur de la ligne de 1px soulignant les widgetsCouleur de la F-courbe dans l’éditeur de graphesCouleur de l’éclairage ambiant qui éclaire la scène uniformémentCouleur de la zone entre les briquesCouleur de l’arrière-planCouleur de la bordure entre les éditeursCouleur du canal dans la feuille d’expositionCouleur du type de prise correspondant dans l’éditeur de nœudsCouleur de la lumière émisePremière couleur de caseCouleur de la première brique de référenceCouleur du reflet spéculaire de l’éclairageCouleur du reflet spéculaire de l’éclairageCouleur du matériauCouleur du matériau utilisé pour les composants de diffuse, subsurface, métallique, et transmissionCouleur du contour de chaque éditeur, à part l’actifCouleur du contour de l’éditeur actifCouleur du contour des panneaux de premier niveauCouleur du contour des panneaux de premier niveau qui sont actifsCouleur de la peintureDeuxième couleur de caseCouleur de la deuxième brique de référenceCouleur de réflexion du lustreCouleur du curseur d’insertion de texteCouleur de la piste dans l’éditeur de pistes vidéo et les vues 3D, après une résolutionPalette de couleurs à utiliserChoix de couleurDégradé convertissant une valeur scalaire en couleurDégradé de couleur utilisé pour modifier la couleur de la ligneDégradé de couleur utilisé pour définir l’effet de vitesse de la brosseDégradé de couleur utilisé pour définir l’atténuation de proximitéDégradé de couleur utilisé pour la visualisation des poids en mode peinture de poidsFacteur de saturation de couleurCouleur sélectionnée pour appliquer la luminescenceL’ensemble de couleurs est défini par l’utilisateur au lieu d’être un ensemble fixe défini par le thèmeEnsemble de couleurs définissant les couleurs des os de ce groupeEspace de couleur dans le fichier image, à convertir vers/depuis quand l’image est enregistrée ou chargéeEspace de couleur de l’image d’entréeEspace de couleur de l’image de sortieEspace de couleur dans lequel le séquenceur opèreEspace de couleur à utiliserEspace de couleur utilisé pour le traitement YCbCrAEspace de couleur utilisé pour toutes les couleurs linéaires de scène dans ce fichier, et pour le traitement du compositing des shaders et des Geometry NodesForce de couleur des nouveaux traits (affecte la composante alpha de la couleur)Étiquette colorée 1Étiquette colorée 2Étiquette colorée 3Étiquette colorée 4Étiquette colorée 5Étiquette colorée 6Étiquette colorée 7Étiquette colorée 8Étiquette colorée pour une collectionÉtiquette colorée pour une bandeÉtiquette colorée du groupe de nœuds, qui influence la couleur de l’en-têteTempérature de couleur du point blanc en entréeTempérature de couleur du point blanc en sortieTempérature de couleur du point blanc de la scèneCouleur représentant la carte de normales dans l’espace spécifiéCouleur à garderColorer la passeTeinte de couleur du point blanc en entrée (la valeur par défaut de 10 correspond à la lumière du jour)Teinte de couleur du point blanc en sortie (la valeur par défaut de 10 correspond à la lumière du jour)Teinte de couleur du point blanc de la scène (la valeur par défaut de 10 correspond à la lumière du jour)Couleur à utiliser en fond du texte d’étiquetteCouleur à utiliser pour le texte d’étiquetteCouleur utilisée pour le contourCouleur utilisée pour l’ombreCouleur utilisée pour les os actifsCouleur utilisée pour la luminescence généréeCouleur utilisée pour les os sélectionnésCouleur utilisée pour la surface des osCouleur utilisée pour teinterCouleur à utiliser pour mettre l’intervalle en surbrillanceFacteur de valeur de couleurValeur de couleur dans un attribut de géométrieCouleur {:d}Couleur 1Couleur 2Contraintes coloréesColorationColoriserEffet coloriserEffet coloriserCouleursColonneColonne 1Colonne 1 ligne 1Colonne 1 ligne 2Colonne 1 ligne 3Colonne 1 ligne 4Colonne 2Colonne 2 ligne 1Colonne 2 ligne 2Colonne 2 ligne 3Colonne 2 ligne 4Colonne 3Colonne 3 ligne 1Colonne 3 ligne 2Colonne 3 ligne 3Colonne 3 ligne 4Colonne 4Colonne 4 ligne 1Colonne 4 ligne 2Colonne 4 ligne 3Colonne 4 ligne 4Entrelacement par colonnesNom de la colonneSélectionner la colonneTaille de colonneNuméro de colonne où afficher la marge de droiteNuméro de la colonne à rejoindreColonnesTaille des colonnesColonnes à l’intérieur du tableauColonnes :Peigner les poilsCombinaisonCombinaison de déplacement réel et de placage de relief pour plus de détailsCombinerCombiner le paquetÉlément de combinaison de paquetCombiner la couleurCombiner cylindriquesCombiner la matriceCombiner les images OpenEXR multicouches rendues avec différents intervalles d’échantillons en une seule image avec moins de bruitCombiner sphériqueCombiner la transformationCombiner XYZCombiner un vecteur translation, une rotation, et un vecteur échelle en une matrice de transformationFusionner tous les calques dans le calque actifFusionner tous les calques qui ont le même nomCombiner tous les composants de shading en un seul nœud facile à utiliserCombiner une image à partir des canaux de couleur qui la composentCombiner et disposer des actionsCombiner un nombre arbitraire de textes en entréeCombiner les deux vues dans une image « écrasée »Combiner l’échantillonnage de distance et équi-angulaire pour les volumes pour lesquels aucune des deux méthodes n’est idéaleCombiner quatre canaux en une couleur, d’après le modèle de couleur choisiCombiner les grilles de façon soustractiveCombiner les grilles de façon additiveFusionner les calques d’après le mode vers un calqueFusionner les calques du groupe actif vers un seul calqueCombiner les maillages de façon soustractiveCombiner les maillages de façon additiveCombiner plusieurs valeurs de prises en une.Combiner la taille originale à la taille copiéeCombiner les rotations comme avec l’ancienne case à cocher « Décalage ». Ne fonctionne pas bien avec les rotations sur plusieurs axes.Combiner l’espace de l’image d’arrière-plan avec le masqueFusionner le calque actif avec le calque en dessous s’il existeCombiner la géométrie d’extrémité avec le maillage de base (en rendant les instances réelles et en fusionnant les sommets)Combiner deux vues (gauche et droite) en une seule sortie stéréoCombiner deux images, pour les afficher côte-à-côte. Utilisé généralement associé avec un nœud visualiseurCombiner deux images à l’aide de cartes de profondeurCombiner les deux bandes avec des modes de fusionCombinéExport combinéCombiné RVBLa passe combinée de précalcul nécessite la passe d’émission, ou une passe d’éclairage avec les contributions directes ou indirectes activéesCanaux combinésLa courbe combinée est appliquée à chaque canal individuellement, ce qui peut provoquer un changement de teinteAction combinéeCombiner tous les enfants corps rigide en un seul objet corps rigideÉtiquettes séparées par des virgule, utilisées par le parent enregistréInvite de commande iciHistorique de commandesCommande interrompueInvite de commandesLangage de l’invite de commandesSortie de commandeCommande pour lancer l’éditeur de texte, avec soit un chemin entier, soit une commande dans le $PATH. Utilise l’éditeur interne si laissé videCommenterPartagéPropriétés d’animation partagéesPropriétés de courbe partagéesPropriétés partagées du thèmeCommunautéDisposition compacteListe compacteCompact avec décimalesComparerComparer les attributs de couleurComparer les matériauxMode ComparerComparer les couturesComparer les arêtes duresComparer les UVComparer chaque élément des vecteurs d’entréeComparer la moyenne des éléments des vecteurs d’entréeComparer la direction des vecteurs d’entréeComparer les produits scalaires des vecteurs d’entréeComparer la longueur des vecteurs d’entréeComparer les vélocités de la frame précédente avec les nouvelles vélocités de la frame actuelle, et conserver la valeur maximaleComparer les vélocités de la frame précédente avec les nouvelles vélocités de la frame actuelle, et conserver la valeur minimaleCompenser tout changement d’échelle relativement au centre de rotationCompenser l’échelle non-uniforme de l’objetCompenser l’échelle appliquée par d’autres modificateursCompenser le redimensionnement le long d’un axe en appliquant un redimensionnement adapté sur les deux autres axesMéthode de compilation utilisée pour compiler les shaders en parallèle. Sous-processus demande beaucoup plus de RAM pour chaque worker mais compile les shaders plus vite sur certains systèmes. Nécessite un redémarrage de Blender pour prendre effet. (OpenGL uniquement)Compiler le bytecode du nœud de script shaderCompiler le noyau GPU de Cycles avec seulement les fonctionnalités nécessaires pour la scène actuelleBytecode compilé du shader personnaliséCompilé sans le moteur physique BulletCompilé sans GMP, le solveur « flottant » sera utiliséCompilé sans OpenVDBCompilé sans prise en charge du sonCompilation des shaders EEVEECompilation des shaders ({} restants)Correspondances exactes uniquementRapport complet disponible dans le bloc de texte « {:s} »Effacer complètement la relation de parentage, y compris les modificateurs impliqués s’il y en aIgnorer totalement le redimensionnement du parentPoignée définie manuellement, complètement indépendanteRemplacer complètement tous les canaux dans l’asset de pose par la sélection actuelleComplexeComposantChemins de composantsType de composanteComposantsCompositeCompositingVisualiseur des nœuds de compositingNœuds de compositingCompositing…CompositionCouleur des guides de compositionGuides de compositionCompositingGroupe de compositing personnaliséPériphérique du nœud de débruitage du compositeurPériphérique du compositingQualité de débruitage finale du compositeurModificateur compositingNœud de compositingArborescence de nœuds de compositingNœuds de compositingPrécision du compositingQualité de débruitage de prévis. du compositeurLe groupe de nœuds de compositing a des liens cycliques.Parent combinéCompresserCompresser le fichierCompresser les maillages avec DracoCompresser les valeurs en référence scène depuis les caméras ordinaires vers le gamut ACEScgCompressionNiveau de compressionAmortissement du ressort en compressionRaideur en compressionRaideur de compression maximaleRéglages de codec de compression pour OpenEXRNiveau de compression (0 = plus rapide, 6 = plus forte compression, les valeurs plus élevées ne sont pas prises en charge actuellement)Méthode de compression à utiliserMode de compression TIFFIntervalle de calculLes calculs se sont terminés avec succèsType de périphérique de calculCalculer la moyenne et l’écart type des valeurs de pixelsCalculer la distance à l’arête la plus procheCalculer la distance à la face la plus procheCalculer la distance au sommet le plus procheCalculer l’illumination globale en prenant en compte les rebonds de lumière sur les objets prochesCalculer combien l’hémisphère au-dessus du point à shader est occluse, par exemple pour ajouter des effets d’usure dans les coins. Note : pour Cycles, peut ralentir significativement les rendusCalculer la position la plus proche sur la géométrie cibleCalculer le déterminant de la matrice donnéeCalculer la divergence du gradient de la grille en entréeCalculer l’inverse de la matrice donnée, si elle existeCalculer l’inverse de la rotation donnéeCalculer la décomposition en valeurs singulières de la partie 3×3 d’une matriceCalculer un champ de distance signé à partir du masque fourniCalculer la distance au point le plus proche ainsi que sa position et sa couleurCalculer la distance jusqu’au bord de la cellule de VoronoïCalculer la distance au deuxième point le plus proche ainsi que sa position et sa couleurCalculer le rayon de la n-sphère inscrite dans la cellule de VoronoïConcavité hauteBétonConditionCôneConfiguration pour un unique segment de pointillésConfiguration des instances disperséesConfiguration de la transformation de chaque instanceUtiliser un débit constant, plutôt qu’une qualité constanteConfigurer la transformation des instances disperséesConfirmerConfirmer en relâchantSeuil de confirmationConfirmer le biseauConfirmer en relâchantConflits avec une autre passe de rendu du même nomConformer la baseConformePar-dessus conjointConnecter centreConnecter les bouclesConnecter les extrémités correspondantesConnecter en miroir :Connecter les bandes vidéo par défautConnecter au suivant :Connecter avec le miroirConnecter un lien pour créer une nouvelle prise.Connecter le nœud actif au nœud de sortie actif de l’arborescence de nœudsConnecter tous les systèmes de poils au maillage émetteurConnecter la chaîneConnecter les extrémités prochesConnecter les poils au maillage émetteurConnecter les bandes vidéo nouvellement ajoutées par défaut si elles contiennent plusieurs canauxConnecter les objets comme une chaîne, en fonction de la distance, en commençant par l’objet actifConnecter les objets sélectionnés à l’objet actifConnecter les sommets sélectionnés d’une face, divisant la faceConnecter la chaîne de B-os au rig parentConnecter l’arc au centreConnecter deux nœuds sans cliquer sur une prise précise (déterminée automatiquement)Connecter les sommets par ordre de sélection, crée des arêtes, divise les facesConnectésConnectés seulementFaces connectées (au lieu des arêtes)Recouvrement dans les boucles d’arêtes de connexionLimite de connexionsMotif de connectionConnectivitéPrendre en compte le rayon de la courbeConsidérer le matériau comme étant simple-face pour la capture de volume de la sonde d’éclairage. Aide également à rejeter les sondes à l’intérieur de l’objet pour éviter les fuites de lumière.Considérer les objets comme un tout lors du calcul du centre du volumePrendre en compte la contribution des sources lumineuses directement visibles durant le guidagePrendre en compte l’attribut rayon de la courbe principale pour faire correspondre le composant V avec le paramètre longueur de la courbe de profilPrendre en compte les sommets au lieu des arêtes pour sélectionner quelles arêtes (dé)marquer comme duresConstanceIdentifiant constant utilisé pour l’élémentConsoleEntrée de consoleLignes de sortie consoleType de ligne utilisée dans la sortie consoleType de sortie consoleContConstanteDébit constantDétails constantsExtrapolation constanteInterpolation constanteLongueur constanteDécalage constantDéplacement du décalage constantFacteur de débit constant (CRF), compromis entre la qualité vidéo et la taille du fichierTaille des normales constanteAccélération constante dans une direction donnéeSource de lumière à la direction constante (rayons parallèles)Source de lumière à la direction constante (rayons parallèles)Facteur constant duquel décaler la fonction dans le tempsFacteur constant de décalage des valeursAtténuation constanteForce constante le long de l’axe Z local de l’objet forceConstant pour chaque courbePréréglage constantContraindre la position d’un objet au point le plus proche sur la courbe cibleContraindre les boids sur une surfaceContraindre les îlots contenant des UV épingléesContraindre les corps rigides à se déplacer autour d’un point de pivot communContraindre aux limites de l’imageRestreindre la valeur entre min et maxRestreindre la valeur entre min et max, en échangeant les arguments quand min > maxTriangulation contrainte de Delaunay, robuste avec prise en charge des auto-intersectionsContrainteAdditifMélangeMode de mélangePuissanceSuiviLa contrainte « %s » est introuvable dans l’objet « %s »La contrainte « %s » est introuvable dans l’os de pose « %s »Axe de contrainteOpération sur les contraintesCible de la contrainteOs cible de la contrainteOptions de verrouillage de l’axe de la contrainte, relatives au référentiel de l’os ou de la cibleLa contrainte peut être cassée si elle reçoit une impulsion supérieure à la limiteContrainte contraignant des corps rigidesLa contrainte a des réglages valides et peut être évaluéeContrainte influençant les objets dans la simulation de corps rigidesLa contrainte est celle en cours d’éditionContrainte affectant les transformations d’objets et d’osNom de la contrainteLes noms de contraintes ont un sens spécial.Position du pivot de la contrainteContraindre la position le long de l’axe XContraindre la position le long de l’axe YContraindre la position le long de l’axe ZContraindre la rotation autour de l’axe XContraindre la rotation autour de l’axe YContraindre le rotation autour de l’axe ZContraindre de façon à rester dans les limites de l’image pendant l’éditionLe panneau des contraintes est déplié dans l’interfaceContraintesContraintes affectant la transformation de l’objetContraintes agissant sur ce canal de poseConstruire une matrice 4×4 à partir de ces valeurs individuellesCréer un cercle de BézierCréer une courbe de BézierCréer un cercle en surface NURBSCréer une courbe en surface NURBSCréer un cylindre en surface NURBSCréer un patch en surface NURBSCréer une sphère en surface NURBSCréer un tore en surface NURBSCréer un cercle NURBSCréer une courbe NURBSCréer un cheminCréer un objet Grease Pencil avec SuzanneCréer un maillage de SuzanneCréer un maillage de cercleCréer un maillage coniqueCréer un maillage de cubeCréer un maillage cubique composé de six faces carréesCréer un maillage de cylindreCréer un maillage plan et plein avec 4 sommetsCréer un maillage sphérique composé de triangles de même tailleCréer un maillage sphérique avec des quads, sauf les faces triangulaires au sommet et à la baseCréer un maillage plan subdiviséCréer un maillage toriqueConstruire et éditer des courbes de BézierConstruire et éditer des splinesUn modificateur constructif ne peut être appliqué à des données multirésolutions en mode sculptureImpossible d’appliquer les modificateurs constructifsConteneurContenant de la simulation de fluideContientContient des redéfinitions de bibliothèque liées qui doivent être resynchronisées, il est recommandé de mettre à jour la bibliothèqueContenuDurée du contenuFin du contenuDébut du contenuCoupe de fin du contenuCoupe de début du contenuContenu de cet objet texteContexteAttributs de contexteGizmo de contexteMenu contextuelChemin du contextePropriété contextuelleChemin de données du contexte (développé en utilisant les fenêtres visibles dans le fichier .blend actuel)Contexte incorrect, image introuvableMenu contextuel pour les opérations sur l’élémentMenu contextuel pour les opérations sur la scèneLe contexte n’a pas d’objet actifLe contexte n’a pas de scène du séquenceurLe chemin de contexte est épingléGizmo dépendant du contexte pour le nœud actifGizmos dépendants du contexte pour l’élément actifLa fenêtre du contexte n’est pas définieDonnées contextuelles pour une opération liée à une bibliothèque ou données liées d’un fichier blend. Actuellement exposé seulement comme données en lecture seule pour les handlers blendimport pre/postContiguësContinuContinuer sans effacerContinuer le lancer de rayon depuis une nouvelle position arbitraire, dans une nouvelle directionContinuer à utiliser le fichier sans les scripts PythonAccélération continueCliquer-glisser continuZoom continu. La direction du zoom et sa vitesse dépendent de la distance parcourue par la souris sur l’axe de zoom.Déplier continuellement l’îlot UV sélectionné lors de la transformation des sommets épinglésContoursContrasteLimite de contrasteValeur de correction de contraste. Un facteur de type multiplicatif avec lequel rendre plus clairs les pixels clairs, tout en gardant sombres les pixels sombres. Utiliser une valeur négative pour diminuer le contraste, et une valeur positive pour l’augmenterContribution des chemins qui se sont diffusés dans le volume au rayon primaireContribution des chemins qui se sont transmis dans le volume au rayon primaireContributionsContrôleOs de contrôleAtténuation de contrôleMode de contrôlePoint de contrôlePoint de contrôle sélectionnéPoint de contrôle :Points de contrôleContrôler la rotationContrôler une chaîne d’os en spécifiant le point terminal cible (os uniquement)Contrôler la précision du flou cinétique, plus d’étapes consomment plus de mémoire (nombre d’étapes réel : 2^(étapes - 1))Contrôler les angles de caméra actifsJusqu’où pousser ou tirer les clésContrôle à quelle vitesse l’influence de la sonde diminueContrôle comment les images dans l’affichage choisi correspondent à l’affichage physiqueDéfinir combien de points évalués doivent être générés pour chaque segment de courbeContrôler combien la densité de la brume décroît avec la hauteurTouche Ctrl (contrôle) presséeTouche contrôle pressée, -1 pour n’importe quel étatObjet de contrôle : si disponible, sa position détermine le centre de l’effetContrôler la lecture avec un numéro de frame (ignorer le FPS du minutage et la frame de début du fichier)Contrôler la lecture avec une valeur entre 0 et 1Contrôler la lecture avec un minutage en secondesLe point de contrôle appartient à une autre courbePoint de contrôle pour le F-modificateur EnveloppeValeurs des masses des points de contrôlePoint de contrôle absent du F-modificateur EnveloppeÉtat de sélection du point de contrôleValeurs de puissance de ressort des points de contrôleValeurs des poids des points de contrôlePoints de contrôle définissant la forme de l’enveloppePoints de contrôle de toutes les courbesPoints de contrôle de la courbeContrôler la luminosité et le contraste de la couleur d’entréeIntensité de la bordure autour des icônes de thèmeContrôler le mélange d’informations de texture dans la couleur de base des styles de lignesContrôle la qualité de l’éclairage avec GI rapide. Une résolution plus élevée utilise plus de mémoire.Contrôle la qualité des effets volumétriques. Une résolution plus élevée utilise plus de mémoire.Définir la douceur des normales du maillage autour de chaque face en changeant l’attribut « Ombrage lissé »Contrôler la brosse pochoirContrôler les gizmos de transformationContrôle quand appliquer le flux de fluideQuand appliquer l’effecteurDéfinir si chaque spline boucle sur elle-même en changeant l’attribut « cyclic »Contrôle vers quelles clés décaler et de combienContrôleur avantPosition du contrôleurPosition autre contrôleurRotation du contrôleurRotation de l’autre contrôleurStyle du contrôleurPosition de la visée du contrôleur de l’autre chemin utilisateur pour les actions à deux mainsRotation de la visée du contrôleur de l’autre chemin utilisateur pour les actions à deux mainsContrôleursContrôlesContrôle la précision du flou cinétique, plus d’étapes allongent le temps de renduContrôle la justesse du flou cinétique ; plus d’étapes donnent un temps de rendu plus long. Utilisé seulement quand Flou cinétique est activé. Définir à 0 pour désactiver le flou cinétique du Grease PencilContrôle l’émission du fluide depuis l’intérieur du maillage (des valeurs plus élevées donnent plus d’émission depuis l’intérieur du maillage)Contrôles pour la forme du profil tubeContrôle combien le filtre est directionnel. À 0, le filtre est complètement omnidirectionnel, tandis qu’à 2 il est orienté au maximum le long des bords de l’imageÀ quel point les polygones voisins influencent la déformationComment les bordures ouvertes sont adouciesContrôle comment un lissage est appliqué aux UVForme du profil (0.5 = rond)Contrôle le mélange et la compatibilité avec certaines fonctionnalitésContrôle le contraste de l’image entièreContrôle le contraste des hautes lumièresContrôle le contraste de l’image. À zéro, le contraste est défini automatiquement d’après sa plage globale, pour une meilleure distribution de luminanceContrôle le contraste des tons moyensContrôle le contraste des ombresContrôle l’atténuation entre les valeurs incrustées et non-incrustées. 0 siginifie complètement dur, 1 complètement adouciContrôle le gain de l’image entièreContrôle le gain des hautes lumièresContrôle le gain des tons moyensContrôle le gain des ombresContrôle le gamma de l’image entièreContrôle le gamma des hautes lumièresContrôle le gamma des tons moyensContrôle le gamma des ombresContrôle l’intensité de la couche de vernis, à la fois la réflexion et la teinte. Une valeur typique devrait être de zéro ou un pour les matériaux à base physiqueContrôle l’intensité de l’image, des valeurs plus basses l’assombrissent et des valeurs plus hautent l’éclaircissentContrôle le relèvement de l’image entièreContrôle le relèvement des hautes lumièresContrôle le relèvement des tons moyensContrôle le relèvement des ombresContrôle la saturation de l’image entièreContrôle la saturation des hautes lumièresContrôle la saturation des tons moyensContrôle la saturation des ombresContrôle la netteté du filtre. 0 donne un résultat complètement adouci, tandis que 1 donne un résultat complètement netContrôle la direction tangente pour l’anisotropieContrôle la transparence de la surface, 1.0 étant complètement opaqueContrôle l’uniformité de la direction du filtre. Une valeur plus élevée produit des directions plus uniformesContrôle la transition entre les hautes lumières et les ombresOs à la convergenceDistance du plan de convergenceOs à la convergenceLa conversion n’est pas prise en chargeConversion non prise en charge à l’évaluation de la fermetureConversion non prise en charge à la séparation du paquetConvertirConvertir le domaine d’attributConvertir le domaine d’attribut de couleurConvertir les couleurs dans tous les blocs de donnéesConvertir l’espace de couleurConvertir les faces en sommets et les sommets en facesConvertir en flottantsConvertir depuisConvertir les calques Grease Pencil en instances de courbesConvertir l’orientationConvertir l’entrée RVB en niveaux de gris, en utilisant la luminanceConvertir TRÉ/poids en Animation PointerConvertir enConvertir les shaders UsdPreviewSurface en arborescences de nœuds avec BSDF guidéesConvertir une température de corps noir en valeur RVBConvertir la luminance d’une couleur en une valeur de grisConvertir une rotation en composants axes et angleConvertir une valeur de rotation standard en rotation EulerConvertir un vecteur, point, ou normale entre les espaces de coordonnées monde, caméra et objetConvertir une longueur d’onde en valeur RVBConvertir le poids actif en couleurs de sommets en niveaux de grisConvertir toutes les faces d’un maillage en faces triangulairesConvertir toutes les faces en trianglesConvertir tous les polygones en trianglesConvertir toutes les textures en KTX2 avec surcompression BasisUConvertir l’animation d’un mode de rotation à l’autreConvertir entre espaces de couleurConvertir la géométrie de courbe en maillages tubesConvertir des courbes en maillage, avec en option une forme de profil personnalisée définie par des courbesConvertir chaque géométrie d’entrée en instance, ce qui peut être bien plus rapide que le nœud Fusionner géométrie quand les entrées sont lourdesConvertir chaque face du maillage en une courbe cyclique. Les attributs de faces sont propagés aux courbes.Convertir la force effectrice en une vitesse de flux d’airConvertir les F-courbes/contrôleurs affectant les rotations en radians. Attention : à n’utiliser qu’une seule foisConvertir les faces en arêtes épaissiesConvertir de degrés vers radiansConvertir depuis affichage vers linéaire de scène. Toutes les transformations de vue ne peuvent pas être inversées actuellement, et le résultat peut ne pas correspondre à l’image linéaire de scène d’origineConvertir de radians vers degrésConvertir l’espace de couleur depuis linéaire de scène vers affichage, avec une transformation de vue et un aspect pour la conversion tonaleConvertir la géométrie et les instances en objets collections éditablesConvertir l’entrée en données flottantesConvertir les instances en véritables données de géométrieConvertir les arêtes du maillage en segments de courbes. Les attributs sont propagés aux points des courbes.Convertir les transformations d’objet ordinaires en transformations différentielles ; toute transformation différentielle préexistante sera également incorporéeConvertir l’animation des transformations d’objet ordinaires en transformations différentiellesConvertir des objets en instances de facesNe convertir que les images clés sélectionnéesConvertir l’axe d’orientation dans une convention différente, pour fonctionner avec d’autres applicationsConvertir les particules en un objet maillageConvertir prémultiplié vers directConvertir un effet de rendu (comme la lumière et l’ombre) en couleur. Typiquement utilisé pour du rendu non-photoréaliste, pour appliquer des effets supplémentaires sur la sortie des BSDF. Note : pris en charge uniquement par EEVEEConvertir la rotation en Euleur XYZConvertir la rotation en Euler XZYConvertir la rotation en Euler XYZConvertir la rotation en Euler YZXConvertir la rotation en Euler ZXYConvertir la rotation en Euler ZYXConvertir les rotations en quaternionsConvertir les canaux sélectionnés depuis des échantillons vers des images clésConvertir les canaux sélectionnés en un ensemble d’échantillons non-éditables, pour gagner de l’espace de stockageConvertir les objets sélectionnés en un autre typeConevrtir les images de référence sélectionnées en maillages plans texturésConvertir les traits sélectionnées en périmètreConvertir direct vers prémultipliéConvertir le trait en contourConvertir les courbes dans chaque instance de plus haut niveau, en calques Grease PencilConvertir le premier dome light USD trouvé en shader d’arrière-plan du mondeConvertir en entier le nombre à virgule flottante donné, selon un choix de méthodesConvertir le volume d’un monde en maillage. Le volume du monde était auparavant rendu par l’ancienne version d’EEVEE. Une conversion est nécessaire pour le rendre correctementConvertir le matériau du monde en dome light USD. Fonctionne actuellement pour les matériaux simples consistant en une texture d’environnement connectée à un shader d’arrière-plan, avec éventuellement une multiplication scalaire de la couleur de textureConvertir en affichageConvertir en flottantsConvertir en radiansConvertir depuis et vers l’alpha prémultiplié (associé)Convertir en espace de couleur logarithmiqueConvertir le type des courbes sélectionnéesConvertir les espaces par typeCalque convertiConversionNœud de conversionConversion de certains objets ou données d’objet liés non-éditables, l’option « Conserver original » a été mise de force à VraiConvertir les valeurs relatives à la taille de l’image pour qu’elles soient exprimées en pixelsCoque convexeConvoluerConvoluer une image avec un noyauCoordonnée 1Coordonnée 2Espace de coordonnéesSystème de coordonnéesAxe de coordonnée utilisé pour inverser en miroir la partie position de la transformationAxe de coordonnée utilisé pour inverser en miroir la partie rotation de la transformationCoordonnéesLes coordonnées le long de cet axe sont inverséesCoordonnées du point de contrôleCoordonnées du point de contrôle. Note : changer cette valeur met aussi à jour les poignées, comme utiliser l’opérateur de transformation de l’éditeur de courbesCoordonnées de la première poignéeCoordonnées de la poignée de gauche (avant le point de contrôle)Coordonnées de la poignée de droite (après le point de contrôle)Coordonnées de la seconde poignéeEspace de coordonnéesCoordonnées auxquelles appliquer les différentiels de translation depuis le casque VR%d courbes sélectionnées copiées%d bloc(s) de données sélectionné(s) copié(s)%d noeud(s) sélectionné(s) copiés%d objets sélectionnés copiés%d points sélectionnés copiésEnsembles de sélections copiés dans le presse-papierContrainte copiée : %sMatériau copié dans le presse-papier internePose copiée dans le presse-papier interneLes bandes du séquenceur et la chaîne d’effets associés ont été copiées dans le presse-papier interneLes bandes du séquenceur ont été copiées dans le presse-papier interneValeurs copiées vers {:d} osParamètres de {:s} copiés pour {:d} osCopier la matrice de l’objet ou os de pose actif dans le presse-papier. Utilise des matrices relativement à un objet spécifique, ou à la caméra active de la scèneCopier la matrice de l’objet ou os de pose actif vers le presse-papier. Utilise des matrices en espace mondeCuivreCopierCopier les coordonnées absolues du vecteur normaleCopier les couleurs de l’os actif vers tous les os sélectionnésCopier le paquet dans la bibliothèque d’assets…Copier les effets de Grease PencilCopier le libelléCopier la positionCopier la position (locale)Copier la position (locale, orientation du possesseur)Contrainte Copier la positionCopier les modificateursCopier la normaleCopier la poseCopier les couleurs de l’os de pose actif vers tous les os de pose sélectionnésCopier les réglages de corps rigide de l’objet actif vers ceux sélectionnésCopier le type Rigify et les paramètres depuis l’os actif vers les sélectionnésCopier la rotationContrainte Copier la rotationCopier l’échelleContrainte Copier l’échelleCopier les réglagesCopier les paramètres d’éclairage studio dans l’éditeur d’éclairage studioCopier les transformationsContrainte Copier les transformationsCopier XCopier YCopier ZCopier le sommet actif vers les autres sommets sélectionnés (si les groupes affectés ne sont pas verrouillés)Copier toutes les transformations d’une cible, de façon que les deux objets soient transformés de conserveCopier toutes les transformations de la cibleCopier la couleur vers tous les nœuds sélectionnésCopier la couleur vers toutes les pistes sélectionnéesCopier les couleurs vers les os existantsCopier les contraintes vers les autres objets/os sélectionnésCopier les contraintes vers les autres os sélectionnésCopier les contraintes vers les autres objets sélectionnésCopier les fichiers vers le dossier de texturesCopier depuis l’arête la plus proche (utilise les points médians)Copier depuis l’arête la plus proche de la face la plus proche (utilise les points médians)Copier depuis le sommet le plus procheCopier depuis le sommet le plus proche de l’arête la plus procheCopier depuis le sommet le plus proche de la face la plus procheCopier depuis des maillages aux topologies identiquesCopier depuis les coins interpolés de la face source la plus procheCopier depuis les coins interpolés de la face source touchée par la projection le long de la normale du coinCopier depuis les valeurs interpolées des sommets au point le plus proche sur l’arête la plus procheCopier depuis les valeurs interpolées des sommets au point le plus proche sur la face la plus procheCopier depuis les valeurs interpolées des sommets au point touché sur la face la plus proche par la projection le long de la normaleCopier depuis l’arête la plus similaire (celle dont les sommets sont les plus proches de ceux de l’arête de destination)Copier depuis le coin le plus proche de la face la plus procheCopier depuis le coin le plus proche qui a la normale la plus procheCopier depuis le coin le plus proche, dont la normale de la face associée est la plus proche de celle de la face du coin de destinationCopier depuis la face la plus proche (utilise les points centraux)Copier depuis la face source dont la normale est la plus proche de celle de la face de destinationCopier le chemin complet des donnéesCopier en espace globalCopier au sein de l’espace local de chaque objetCopier le libellé de l’actif vers la sélectionCopier le libellé du nœud actif vers les sélectionnésCopier le matériau vers les objets sélectionnésCopier les coordonnées UV en miroir le long de l’axe X d’après un maillage symétriqueCopier les modificateurs de la bande active vers toutes les bandes sélectionnéesCopier les modificateurs vers les autres objets sélectionnésCopier les nouvelles normales (écraser les préexistantes)Copier les nouvelles normales moins les anciennesCopier les nœuds dans le presse-papier, les supprimer et les reconnecter.Copier la normale dans le presse-papier interneCopie des couleurs associées à l’ensemble de couleurs du groupeCopier lors de la duplicationNe copier que le calque actif, à décocher pour ajouter tous les calquesCopier ou réordonner des modificateurs, contraintes et effetsCopier les systèmes de particules de l’objet actif vers les objets sélectionnésCopier les systèmes de particules vers la sélection : %d effectués, %d échecsCopier le produit des anciennes et nouvelles normales (pas le produit vectoriel)Sélectionner les sommets UV sélectionnésCopier les aspects sélectionnés de la pose actuelle aux poses suivantes déjà définiesCopier les images clés sélectionnées dans le presse-papier interneCopier les marqueurs sélectionnés vers une autre scèneCopier les points sélectionnésCopier les points ou courbes sélectionnéesCopier les rapports sélectionnés dans le presse-papierCopier le texte sélectionné dans le presse-papierCopier les réglages du nœud actif vers les sélectionnésCopier les réglages de la version précédenteCopier les paramètres du calque de vue actuelCopier la somme des nouvelles et anciennes normalesCopier le texte dans le presse-papierCopier les F-modificateurs de la F-courbe activeCopier les F-modificateurs de la bande NLA activeCopier la commande Python correspondant à ce boutonCopier le chemin de données RNA de cette propriété dans le presse-papierCopier l’ensemble de lignes dans le presse-papierCopier la clé de forme active depuis un autre objet vers celui-ciCopier la couleur de l’os actif vers les os sélectionnésCopier le contenu de la console pour utilisation dans un scriptCopier le fichier .blend actuel dans une bibliothèque d’assets. Fonctionne seulement sur un fichier .blend autonome (c’est-à-dire lorsque aucun autre fichier n’est référencé)Copier la pose actuelle des os sélectionnés dans le presse-papier interneCopier le contrôleur du bouton en surbrillanceCopier les variables de contrôleur du contrôleur actifCopier le fichier vers le chemin de destinationCopier le fichier vers le chemin de destination (ou sous-dossier)Copier l’image dans le presse-papierCopier la position d’une cible (avec un décalage facultatif), de façon que les deux objets se déplacent de conserveCopier la position de la cibleCopier les réglages de matériau et nœudsCopier les réglages et nœuds de la texture de matériauCopier le modificateur de l’objet actif vers les objets sélectionnésCopier le contrôleur de la propriété de l’élément actif vers la même propriété de tous les éléments sélectionnés, si elle existeCopier la valeur de la propriété de l’élément actif vers la même propriété de tous les éléments sélectionnés, si elle existeCopier la rotation d’une cible (avec un décalage facultatif), de façon que les deux objets tournent de conserveCopier la rotation de la cibleCopier les facteurs d’échelle d’une cible (avec un décalage facultatif), de façon que les deux objets soient redimensionnés de conserveCopier l’échelle de la cibleCopier les points ou traits de Grease Pencil sélectionnés dans le presse-papier interneCopier les ensembles de sélection sélectionnés dans le presse-papierCopier les blocs de données sélectionnés dans le presse-papier interneCopier les nœuds sélectionnés dans le presse-papier interneCopier les objets sélectionnés dans le presse-papier interneCopier les points sélectionnés vers un nouveau traitCopier les splines sélectionnées dans le presse-papier interneCopier les bandes sélectionnées dans le presse-papier interneCopier les pistes sélectionnées dans le presse-papier interneCopier la position en X de la cibleCopier la rotation en X de la cibleCopier l’échelle en X de la cibleCopier la position en Y de la cibleCopier la rotation en Y de la cibleCopier l’échelle en Y de la cibleCopier la position en Z de la cibleCopier la rotation en Z de la cibleCopier l’échelle en Z de la cibleCopier le poids de ce groupe vers les autres sommets sélectionnés (désactivé si le groupe de sommets est verrouillé)Copier la valeur de cette propriété à tous les rigs de type adapté sélectionnésCopier dans le presse-papierCopier vers la sélectionCopier vers la sélection (menu)Copier vers l’osCopier vers l’objetCopier vers l’arbre de nœuds parent, garder le groupe intacteCopier vers la sélection tous les éléments du tableauCopier vers la sélection les contrôleurs de tous les éléments du tableauCopier les réglages de suivi de la piste active vers les réglages par défautCopier les réglages de suivi de la piste active vers les pistes sélectionnéesCopier les coordonnées des sommets depuis un autre objetCopier les groupes de sommets vers la sélection : %d effectués, %d ont échoué (les données d’objet doivent prendre en charge les groupes de sommets et avoir des indices correspondants)Copier les poids de l’actif vers la sélectionCopie de l’ID « %s » impossible, le type de bloc de données « %s » n’est pas pris en chargeLa copie du modificateur « %s » vers l’objet « %s » a échouéCopyrightAvis de droit d’auteur pour cet asset. Un champ vide ne signifie pas forcément que l’asset n’est soumis à aucun droit d’auteur. Contacter l’auteur pour obtenir toute clarification nécessaire.Cache centralLiègeCoinsAngle des coinsCentre du coinIndice du coin de facePoignées aux coinsIndice du coinIndice du coin dans la faceArête suivante du coinNormales de coinsDécalage du coinDistanceFacteurMéthodeÉpingle de coinArête précédente du coinArrondir les coinsRondeur des coinsDiviser depuis les coinsSubdivisions des coinsType de coinSommet du coinCoin de l’arêteCoin de la faceCoin du sommetCoinsCoins de l’arêteCoins de la faceCoins du sommetCorriger l’aspectCorriger les attributs de facesCorriger les coordonnées UV lors des transformationsCorriger les UVCorriger les données comme les UV et les attributs de couleur lors de la transformationCorriger les distorsions occasionnées par les déformationsMéthode de correctionCorrection pour toute la gamme tonaleCorrection pour les hautes lumièresCorrection pour les tons moyensCorrection pour les ombresCorrectiveInversion corrective des normalesModificateur Adoucissement correctifFacteur correctif à appliquer aux poids des faces ; 50 est neutre, des valeurs plus basses augmentent le poids des faces faibles, des valeurs plus hautes augmentent le poids des faces fortesAdoucissementCorrectifCorrélationCosinusMode CosinusCotonImpossible de (de-)lier la collection « %s » car la collection « %s » est liéeImpossible de (de-)lier la collection « %s » car la collection « %s » est redéfinieImpossible de (de-)lier l’objet « %s » car la collection « %s » est liéeImpossible de (de-)lier l’objet « %s » car la collection « %s » est redéfinieImpossible d’ajouter un nœud de couleurImpossible d’ajouter un calque au fichier de cacheImpossible d’ajouter un nœud de masqueImpossible d’ajouter une nouvelle carte UV à l’objet {:s} (maillage {:s})Impossible d’ajouter l’action « %s » car elle ne peut être utilisée relativement aux blocs de données de type « %s »Impossible d’ajouter un nœud d’imageImpossible d’ajouter un contrôleur, car le chemin RNA est invalide pour l’ID donnée (ID : « %s », chemin : « %s »)Impossible d’ajouter le modificateur Nœuds de géométrieImpossible d’ajouter l’image. Une arborescence nodale n’a pas été créée ou assignéeImpossible d’ajouter le matériauImpossible d’ajouter le nœud de collectionImpossible d’ajouter le groupe de nœudsImpossible d’ajouter le nœud d’objetImpossible d’ajouter la collection car elle est liéeImpossible d’ajouter la collection car elle est redéfinieImpossible d’ajouter la collection car un cycle de dépendances a été détectéImpossible d’assigner une nouvelle action à %sImpossible d’assigner l’action %s à la contrainte Action %sImpossible d’assigner l’action %s à la bande NLA %sImpossible de changer l’actionImpossible d’insérer une image clé, car le chemin RNA est invalide pour l’ID donnée (ID : %s, chemin : %s)Impossible de calculer un chemin de données valideImpossible de connecter une sélection de faceImpossible de connecter des types de sélection différentsImpossible de connecter les sommetsImpossible de créer une copie de l’ID « %s » pour l’écrire dans la bibliothèqueImpossible de créer un lecteur de cache pour le fichier %sImpossible de créer une redéfinition de bibliothèque depuis le bloc de données « %s », car il n’est pas redéfinissableImpossible de créer une redéfinition de bibliothèque depuis le bloc de données « %s », un de ses parents n’est pas redéfinissable (« %s »)Impossible de créer une redéfinition de bibliothèque depuis un ou plusieurs blocs de données sélectionnésImpossible de créer un nouveau dossierImpossible de créer un nouveau dossier : %sImpossible de créer un lecteur pour le fichier %sImpossible de créer le fichier de copier-coller !Impossible de créer {:d} F-courbes. Peut se produire lors d’une insertion seulement dans les F-courbes disponibles.Impossible de supprimer %d clés de forme verrouilléesImpossible d’insérer une image clé, car le chemin RNA est invalide pour l’ID donnée (ID : %s, chemin : %s)Impossible de déterminer le type du groupe de nœuds« %s » est introuvable dans « %s »Impossible de trouver une collection éditable dans la scène actuelle, les données importées ne seront pas instanciéesImpossible de trouver une hiérarchie racine redéfinissable pour l’objet « %s »Impossible de trouver une arête sélectionnée qui puisse être tournéeOs « %s » introuvableImpossible de trouver les données de contrainte pour « Définir inverse » de « Parent de »Impossible de trouver les données de contrainte pour « Définir inverse » de « Solveur d’objet »Impossible de trouver le contrôleur à copier, car le chemin RNA est invalide pour l’ID donnée (ID : « %s », chemin : « %s »)Impossible de trouver la grille appelée %sImpossible de trouver le modificateur CrochetImpossible de trouver l’image « {:s} »Impossible de trouver le matériau ou l’éclairage utilisant l’arborescence de nœuds de shader – {:s}Impossible de trouver la prise du nœud de collectionImpossible de trouver la prise du nœud de couleurImpossible de trouver la scèneImpossible de trouver la scène utilisant l’arborescence de nœuds de compositing – {:s}Type de prise pris en charge introuvableImpossible de générer le maillage d’après la grilleImpossible d’obtenir un maillage évalué valideImpossible d’initialiser les données de langues !Impossible d’initialiser la couture sur les objets sélectionnésImpossible d’initialiser les flux, probablement une combinaison de codecs non prise en chargeImpossible d’insérer %i image(s) clé(s) car la NLA a une influence ou une valeur de base à 0, ou la correspondance de valeurs a échoué : %s.%s pour les indices [%s]Impossible d’insérer une image clé, car le chemin RNA est invalide pour l’ID donnée (ID : %s, chemin : %s)Impossible d’insérer une image clé car ce type ne prend pas en charge les données d’animation (ID = %s)Impossible de charger l’action pour l’asset actifImpossible d’ouvrir le volume en écritureImpossible de créer une nouvelle imageImpossible de créer de nouveaux segmentsImpossible de déplacer l’exporteur de collection de l’indice %d vers %dImpossible de déplacer la contrainte de l’indice %d vers %dImpossible de déplacer le calque de l’indice %d vers %dOuverture en lecture de l’archive Alembic impossible, voir la console pour plus de détailsImpossible d’ouvrir le SVGOuverture en lecture de l’archive USD impossible, voir la console pour plus de détailsImpossible d’ouvrir le fichier en écritureImpossible d’ouvrir le dossier « %s »Impossible de coller le contrôleur, car le chemin RNA est invalide pour l’ID donnée (ID : « %s », chemin : « %s »)Impossible de lire « %s »Impossible de supprimer la clé de formeImpossible d’enlever le groupe de F-courbes de la collection car il n’existe pas dans la collectionImpossible de renommer : « %s »Impossible de réouvrir le fichierImpossible de résoudre le chemin « %s »Impossible de résoudre le chemin (%s)Impossible d’enregistrer le fichier empaqueté vers le disque sous « %s »Impossible de séparer la ou les courbes sélectionnéesImpossible d’aimanter certaines courbes à la surfaceImpossible de désassigner l’action de %sImpossible de désassigner l’action activeImpossible de mettre à jour les drapeaux pour cette F-courbe, car le chemin RNA est invalide pour l’ID donnée (ID : « %s », chemin : « %s »)Impossible d’écrire l’image : %sImpossible d’écrire l’image : {}Impossible d’écrire le volume : %sImpossible d’écrire le volume : erreur inconnue à l’écriture du fichier VDBImpossible de fermer l’asset de destination %sImpossible de trouver un calque correspondant, collage dans le calque actifImpossible d’ouvrir le fichier %r (%s)Impossible de lancer le lecteur d’animation externe avec la commande {!r} {:s}NombreNombre maxMéthode de décompteMode de comptageCompter combien d’éléments il y a dans une liste donnéeQuantitéGrilleMode de résolutionTailleSens antihoraireSens antihoraireRotation antihoraire du système de coordonnées de chaque segment. Peut être utilisée pour aligner la rotation des textures dans chaque segmentCouvertureCrLa transformation en espace fou (crazyspace) n’est disponible que pour les objets de type maillagePlisPli (angle en cache)Angle de plisFacteur de pincement de la brosse plierPlis d’arêtesPli InternePlis sur arêtes duresPlis sur arêtes duresPlis sur surfaces adouciesPlis sur surfaces adouciesSeuil de pliPoids de pliPlisser les arêtes aux intersections, pour une meilleure surface de subdivisionPlisser les arêtes aux intersections, pour une meilleure surface de subdivisionPoids de plis (si actif)Pli :CréerCréer %sCréer un objet 3D texte à partir du bloc de données de texte actifCréer le long de cheminsCréer une armatureCréer une collectionCréer des donnéesCréer des creuxCréer des F-courbes pour l’objet, qui copieront le mouvement de l’objet provoqué par cette contrainteCréer un matériau de trait Freestyle à fin de testCréer une correspondance des guidesCréer des instancesCréer des ressorts internesCréer des clés de position pour rendre fixe par rapport à la caméra de la scèneCréer un maillage depuis le masque de peintureCréer des n-gonesCréer une nouvelle actionCréer de nouvelles préférencesLe paramètre « use » de « Créer une orientation » n’est valide que dans un contexte de vue 3DCréer un asset de poseCréer du code Python générant le métarig sélectionnéCréer du code Python générant le métarig sélectionné en tant qu’échantillonCréer des quadsCréer des arêtesCréer des clés de rotation pour rendre fixe par rapport à la caméra de la scèneCréer des clés d’échelle pour rendre fixe par rapport à la caméra de la scèneCréer WebPCréer un « trou » dans l’image avec une transparence alpha à zéro ; utile pour le compositing. Note : le shader Masque ne peut créer un alpha que quand la transparence est activée dans les réglages de pelliculeCréer un cerf-volant ou une fléchetteCréer une nouvelle imageCréer une topologie de grille booléenne aux dimensions spécifiées, à utiliser avec le nœud Champ vers grilleCréer une sélection par boîteCréer un pont de faces entre deux ou plus boucles d’arêtes sélectionnéesCréer une couleur à partir de ses composantes individuelles, selon différents modèlesCréer une relation avec un attribut de la géométrie, basée sur une contrainteCréer un os de contrôle pour la copieCréer un os de déformation pour la copieCréer une progression en diagonaleCréer un dossier pour chaque fichier exportéCréer un ensemble de faces correspondant à la sélection de faces du mode éditionCréer un ensemble de faces par limite entre ensembles de facesCréer un ensemble de faces par partie isolée du maillageCréer un ensemble de faces par emplacement de matériauCréer une grille de volume remplie depuis un maillageCréer un volume de brume de la forme de la surface du maillage en entréeCréer une force le long d’un objet courbeCréer une force basée sur les vélocités de la simulation de fluideCréer une force agissant comme un prédateur ou une cible des boidsCréer une force qui amortit le mouvementCréer un effet de luminescenceCréer un dégradé entre deux masquesCréer une progression linéaireCréer une liste de valeursCréer une redéfinition locale du bloc de données lié sélectionné, et de sa hiérarchie de dépendancesCréer une redéfinition locale des blocs de données liés sélectionnés, et de leur hiérarchie de dépendancesCréer une redéfinition locale des objets liés sélectionnés, et de leur hiérarchie de dépendancesCréer un cache d’après la différence de luminance (luminosité)Créer un cache à partir d’une passe d’indice d’objet ou de matériauCréer un mécanisme pour rendre un coin connecté plus aigu quand l’angle est inférieur à cette valeurCréer un maillage contenant tous les points de la géométrie d’entrée, avec le plus petit nombre de points possibleCréer un nouvel emplacement d’action pour un ID. Note : il faut définir quel ID obtiendra cet emplacement dans le pointeur de contexte « animated_id », en utilisant : >>> layout.context_pointer_set("animated_id", animated_id) Quand l’ID a déjà un emplacement assigné, l’emplacement nouvellement créé sera nommé d’après lui (en s’assurant de son unicité avec un suffixe numérique) et toutes les données d’animation de l’emplacement assigné seront dupliquées pour le nouvel emplacement.Créer une nouvelle caméra et un nouveau point de référence VR depuis la pose de visualiseur de la session VR en cours, et le sélectionnerCréer une nouvelle caméra depuis les points de référence VR sélectionnésCréer un nouvel ensemble de sélection contenant les os sélectionnésCréer une nouvelle carte UV pour chaque maillage empiléCréer une nouvelle actionCréer une nouvelle action une fois que l’actuelle a été stockée en sécuritéCréer un nouvel emplacement d’action pour ce bloc de données, qui contiendra son animationCréer un nouvel asset à partir des os sélectionnés dans la scèneCréer une nouvelle collection d’os et y assigner tous les os sélectionnésCréer un nouvel os allant de la dernière jointure sélectionnée à la position de la sourisCréer un nouveau catalogue pour y placer des assetsCréer un nouveau groupe de nœuds de compositing et l’initialiser avec les nœuds par défautCréer un nouveau groupe de nœuds de compositing pour le séquenceurCréer un nouveau dossierCréer un nouveau contrôleur avec cette propriété en entrée, et le copier dans le presse-papier interne. Utiliser Coller le contrôleur pour l’ajouter à la propriété cible, ou Coller les variables de contrôleur pour étendre un contrôleur existantCréer un nouvel ensemble de sélection videCréer un nouvel ensemble de facesCréer un nouvel ensemble de faces depuis les faces masquéesCréer un nouvel ensemble de faces depuis les sommets visiblesCréer un nouveau fichier de ce typeCréer un nouveau nœud de cadre autour des nœuds sélectionner et le nommer immédiatementCréer en nouveau groupe de nœuds de géométrie et l’assigner au modificateur actifCréer un nouveau groupe de nœuds de géométrie pour un outilCréer une nouvelle imageCréer un nouveau fichier image, sans modifier l’image actuelle dans BlenderCréer une nouvelle arborescence incorporée des nœuds de shaders, représentant ce qui sera consommé par les moteurs de renduCréer un nouveau niveau en utilisant les subdivisions de Catmull-ClarkCréer un nouveau niveau en utilisant une interpolation linéaire du déplacement sculptéCréer un nouveau niveau en utilisant des subdivisions simplesCréer un nouveau style de ligne, réutilisable par plusieurs ensembles de lignesCréer une nouvelle fenêtre principale avec ses propres espace de travail et sélection de scèneCréer un nouvel objet maillage à partir du masque de peinture actuelCréer un nouvel objet maillage à partir de l’ensemble de faces sélectionnéCréer un nouveau modificateur avec un nouveau groupe de nœuds de géométrieCréer une nouvelle arborescence de nœudsCréer un nouvel objet à partir du masque découpéCréer un nouvel asset de pose dans le presse-papier, à coller dans l’explorateur d’assetsCréer un nouveau maillage à base de quads, en utilisant les données de surface du maillage actuel. Tous les calques de données seront perdusCréer un nouveau bloc de données texteCréer une nouvelle fenêtreCréer un nouveau bloc de données mondeCréer une notification après l’opérationCréer un parallélogrammeCréer un point dans le nuage de points pour chaque arête sélectionnéeCréer un point dans le nuage de points pour chaque face sélectionnéeCréer un point dans le nuage de points pour chaque coin de face sélectionnéCréer un point dans le nuage de points pour chaque sommet sélectionnéGénérer un aperçu pour cet asset en faisant un rendu de l’objet actifCréer une progression lissée d’une étape à la suivanteCréer une progression quadratiqueCréer une progression quadratique en forme de sphèreCréer un quadrilatère depuis quatre pointsCréer une progression radialeCréer un rectangleCréer une distortion en rotationCréer une rotation à partir d’un axe primaire et d’un axe secondaire, orthogonal si dans l’idéalCréer un contrôleur de pivot de rotation pouvant être repositionné arbitrairementCréer un échantillon de métarig à modifier avant de générer le rig définitifCréer une sélection selon la normaleCréer une instance de courbe séparée pour chaque calqueCréer un remplissage séparé pour chaque traitCréer un calque séparé pour chaque instanceCréer un système de particules séparé pour chaque type de particules secondairesCréer un effet d’ombreCréer une grille de volume distance signée depuis un maillageCréer une grille de volume distance signée depuis des pointsCréer un simple trait avec des couleurs simplesCréer une transition douce par B-os si une extrémité de la chaîne rencontre une autre chaîne allant dans la même directionCréer une transition douce par B-os si une extrémité de la chaîne rencontre son miroirCréer une surface incurvée et adoucie en utilisant la méthode de subdivision de Catmull-ClarkCréer une forme solide à partir des sommets et des arêtes, en utilisant le rayon de sommet pour définir l’épaisseurCréer une peau solide par extrusion, en compensant les angles aigusCréer une peau solide, avec compensation des angles aigusCréer un filaire solide à partir des facesCréer une progression sphériqueCréer une sélection sphériqueCréer un intervalle principal adapté à la frame actuelleCréer une nouvelle image tuiléeCréer un trapèzeCréer un ensemble de faces unique avec toutes les faces de la sculptureCréer un vecteur à partir de ses composantes X, Y et ZCréer un vecteur à partir de ses composantes cylindriques.Créer un vecteur à partir de ses composantes sphériques.Créer un raccourci de visualiseur pour le nœud sélectionné en appuyant sur Ctrl + 1, 2, …, 9Créer un objet vide qui copiera le mouvement de la piste activeCréer une armature suivant la disposition de la peauCréer un aperçu automatique pour le bloc de données sélectionnéCréer un objet Grease Pencil videCréer une forme d’enveloppeCréer une image avec un canal alphaCréer une image avec des vues gauche et droiteCréer une collection d’objets à partir des objets sélectionnésCréer une option pour détacher les paupières de la surface de l’œilCréer un contrôle IK facultatifCréer un contrôle facultatifCréer un os de déformation facultatifCréer une opération de redéfinitionCréer un système de particules de bullesCréer des particules enfantsCréer un objet de collisionCréer une relation de parenté basée sur une contrainteCréer une relation de contraction/enveloppement basée sur une contrainteCréer des contraintes pour cette action sur le rig généréCréer des os de contrôle pour la copieCréer des contrôles pour les deux côtés de la paumeCréer des nœuds de coordonnées et de placage pour la texture (ignoré pour les nœuds de textures sélectionnés)Créer des copies de la géométrie de référence sur les éléments de géométrieCréer des copies de la géométrie avec différentes méthodes de décalage cumulatifCréer des copies de la forme avec des décalagesCréer des avertissements personnalisés dans les groupes de nœudsCréer des os de déformation pour la copieCréer un domaine pour des gazCréer un domaine pour des liquidesCréer un effet pointillés pour les traitsCréer un contrôleur pour cette propriété uniquement et sans assigner de cible pour l’instantCréer des contrôleurs pour toutes les propriétés sans assigner de cible pour l’instantCréer un contrôleur pour chaque paire d’éléments correspondantsCréer des boucles d’arêtes entre les surfaces internes et externes, aux bordures des faces (lent, n’activer que si nécessaire)Créer des effets et post-traiter des rendus, des images et la vue 3DCréer un cache elliptique adapté pour une utilisation comme simple cache ou pour un vignettageRéserver les emplacements avec des fichiers vides pendant le rendu des images (similaire au « touch » de Unix)Créer un ensemble de faces pour les faces ayant des normales similairesCréer un ensemble de faces en utilisant les coutures UV comme limitesCréer un ensemble de faces en utilisant les poids de biseau comme limitesCréer un ensemble de faces en utilisant les plis d’arêtes comme limitesCréer un ensemble de faces en utilisant les arêtes dures comme limitesCréer un système de particules d’écumeCréer une grille d’instances dupliquéesCréer un objet guideCréer des os de tête et de couCréer une image avec une profondeur flottante de 32 bitsCréer des instances le long des chemins de particulesCréer des instances pour les collections lors de l’ajout, plutôt que de les ajouter directement dans la scèneCréer des instances pour les collections lors d’un lien, plutôt que de les ajouter directement dans la scèneCréer des instances pour les collections, plutôt que de les ajouter directement dans la scèneCréer des instances pour les données d’objet qui ne sont référencées par aucun objetCréer des instances pour les particules enfantsCréer des instances d’après les particules normalesCréer des images clés en suivant la forme actuelle des F-courbes des canaux sélectionnésCréer un système de particules liquideCréer des clés de position pour rendre fixe par rapport à la caméra de la scèneCréer un cache d’après la distance 3D entre les couleursCréer un cache d’après les valeurs de chromaCréer un cache d’après les différences entre les canaux de couleurCréer un cache utilisant une couleur donnée, pour les médias en fond vert ou bleuCréer des maillages à partir d’images, avec les bonnes proportionsCréer une nouvelle actionCréer de nouveaux os à partir des jointures sélectionnéesCréer de nouveaux os à partir des jointures sélectionnées, et les déplacerCréer un nouveau dossier ?Créer des nouvelles grilles en évaluant de nouvelles valeurs sur une topologie de grille volumique existanteCréer une nouvelle image avec le contenu du marqueur de planCréer une nouvelle collection de liaison de lumière utilisée par l’émetteur actifCréer un nouveau masqueCréer de nouveaux matériaux avec des noms uniques pour chaque fichier OBJCréer de nouveaux utilisateurs des données d’objet si nécessaireCréer un nouveau plan de suivi à partir des points de suivi sélectionnésCréer une instance d’objet depuis les données d’objetCréer un décalage de boucle d’arêtes à partir de la sélection actuelleCréer un objet par ligne de texteCréer un système de particules contenant les trois types de particules secondairesCréer ou étendre un bloc de données texte « i18n_info.txt »Créer des séparations dans les enfants, d’après les fibres parentesCréer des pics et des vallées avec différentes valeurs de rugositéCréer des plates à utiliser comme référence de couleur pour les nœuds d’incrustationCréer des points depuis les points évalués de la courbe, d’après l’attribut de résolution pour les splines NURBS et BézierCréer des traits de Grease Pencil prédéfinis en arcs de cerclesCréer des traits de Grease Pencil prédéfinis de forme carréeCréer des traits de Grease Pencil prédéfinis de forme circulaireCréer des traits de Grease Pencil de forme courbeCréer des traits de Grease Pencil en lignesCréer des traits de Grease Pencil en polylignesCréer des images proxy dans un dossier spécifique (par défaut, celui de la vidéo)Créer des agglutinations aléatoires autour du parentCréer un masque rectangulaire adapté pour une utilisation comme simple cacheCréer des contraintes de corps rigide entre les corps rigides sélectionné et actifCréer des clés de rotation pour rendre fixe par rapport à la caméra de la scèneCréer des clés d’échelle pour rendre fixe par rapport à la caméra de la scèneCréer des curseurs séparés pour l’influence en X et Z de Suivi paupières (Eyelids Follow)Créer des géométries séparées contenant les éléments du même groupeCréer des pics tranchantsCréer des instantanés (fantômes) des F-courbes sélectionnées, comme aide en arrière-plan pour l’éditeur de graphes actifCréer un système de particules d’aérosolCréer des ressorts pendant ce nombre de frames après la naissance des particules (0 pour toujours)Créer des modificateurs de surface de subdivision d’après l’attribut USD SubdivisionSchemeCréer des os de queueCréer le modificateur correspondant s’il n’existe pasCréer la grille selon un motif hexagonalCréer la nouvelle clé de forme à partir du mélange de clés actuelCréer un système de particules traceusesCréer une orientation de transformation d’après la sélectionCréer des turbulences avec un champ de bruitCréer un nuage de sommets d’après les coordonnées des pistes reconstituéesCréer, réinitialiser ou supprimer les hiérarchies de redéfinitions de bibliothèquesCréer des textures WebP pour chaque texture. Pour les textures déjà en WebP, ne rien faireCréer un masque d’après l’attribut de couleur actifCréer un masque d’après les limites de la surfaceCréer un masque d’après la courbure de la surfaceCréer un nouveau masque pour tout le maillageCréer un segment de pose par ensemble de faces, en commençant par l’ensemble actifCréer un attribut qui fait correspondre chaque courbe au guide le plus proche via son indiceCréer le patch de géométrie le plus lisse possible à partir de l’ensemble de faces, en minimisant les changements de position des sommetsCréer le patch de géométrie le plus lisse possible à partir de l’ensemble de faces, en minimisant les changements de tangente des sommetsCréer une viscosité pour le fluide en expansionImpossible de créer un nouvel emplacement sur une action liéeCréatifCréditsCorruption critique du fichier blend : conflits et/ou noms de blocs de données invalides (voir les détails dans la console)Corruption critique des données : conflits et/ou noms de blocs de données invalides (voir les détails dans la console)RecadrerMaximum recadrage XMaximum recadrage YMinimum recadrage XMinimum recadrage YRecadrer l’image rendue aux dimensions de la région de renduRecadrer la région de renduRéglages de recadrage pour une bande de séquenceRecadrer une plus petite zone d’une image, soit en rendant la partie recadrée transparente, soit en redimensionnant l’imageYeux inversésBande fondu enchaînéFondu enchaîné avec correction de couleurCrypto 00CryptomatteCryptomatte (héritage)Cryptomatte exactCryptomatte d’assetCalque CryptomatteNiveaux de CryptomatteCryptomatte de matériauCryptomatte d’objetCtrlCtrlGCtrlDCubeTopologie de grille cubiqueTaille du cubeTaille des cubemapsCubiqueB-Spline CubiqueFiltre cubique B-Spline (flou mais sans suroscillation) sur 4×4 échantillonsCentimètres cubesChaînes cubesDécimètres cubesDécamètres cubesPieds cubesFurlongs cubesHectomètres cubesPouces cubesKilomètres cubesMètres cubesMicromètres cubesMilles cubesMillimètres cubesMitchell cubiqueFiltre cubique de Mitchell sur 4×4 échantillonsMils cubesVerges cubesAmorti cubiqueAmorti cubique avec sur-réaction et tranquilisationInterpolation cubiqueCuboïdeFaces avantDistance de suppressionSupprimer les objets plus éloignés de la caméra que cette distanceSuppressionDécalage cumulatifBoucleBoucler les courbes de poilsDébut du bouclageActuelleTaille actuelle du cacheCaractère actuelFichier actuelFrame actuelleFrame actuelle finaleValeur de la frame actuelleIndice de l’ensemble de clés actuelIndice de l’ensemble de clés actuel (négatif pour les « intégrés » et positif pour les « absolus »)Ligne actuelleIndice de la ligne actuelleSous-frame actuelleTransformation actuelleOrientation de transformation actuelleLimitations actuelles du dorsal Vulkan :L’éditeur actuel n’est pas un éditeur de nœuds.L’éditeur actuel n’est pas un explorateur d’assetsType d’éditeur actuel pour cette zoneLa frame actuelle n’est pas dans l’intervalle de frames de la bandeLe numéro de la frame actuelle peut être défini manuellement à une valeur négativeNuméro de la frame actuelle dans la séquence d’images ou la vidéoNuméro de la frame actuelle dans la vidéo ou la séquence d’imagesFrame actuelle, avec sous-frame et conversion de temps appliquéesFrame actuelle. Pour mettre à jour les données d’animation depuis Python, utiliser plutôt frame_set()Ligne actuelle, et ligne de début de la sélection s’il y en a uneLe mode actuel de l’objet source « %s » n’est pas compatible avec l’objet cible « %s » avec redéfinition de bibliothèqueLe mode actuel de l’objet source « %s » n’est pas compatible avec l’objet cible « %s »Le nœud actuel n’a aucune sortie visible.L’arborescence de nœuds actuelle ne contient aucun nœud.L’arborescence de nœuds actuelle est liée depuis un autre fichier .blend.Le type d’arborescence de nœuds actuel n’est pas pris en charge. Il devrait être parmi {:s}.Matrice de perspective actuelle (``window_matrix * view_matrix``)Pose actuelle pour les armaturesLe moteur de rendu actuel ne prend pas en charge les précalculsClé de forme actuelleIndice de la clé de forme actuelleÉtape actuelle du processus d’importŒil stéréo affiché actuellementTemps actuel de la simulationMatrice de vue actuelleMatrice de fenêtre actuelleActuel : Scène en cours d’évaluationCalque de vue en cours d’évaluationBinding actuellement sélectionnéCurseurCurseur (décalage)Couleur du curseurDistance au curseurPosition du curseurAjuster curseur verrouilléCurseur depuis le planProjeter le curseur sur la surfaceValeur du curseurValeur du curseur vers sélectionCurseur depuis la vueCurseur XValeur X du curseurValeur Y du curseurPosition du curseur, en coordonnées normalisées (0.0 à 1.0)Position du curseur, en coordonnées normalisées tronquéesPosition du curseur, en coordonnées de prévisualisation normaliséesPosition du curseur en coordonnées écranLe curseur doit être au-dessus de la surface du maillageCurseur vers sélectionCourbureCourbure 3DCourbure minCrêtes de courbureItérations lisses de courbureVallées de courbureOmbrage d’après la courbure, utile pour rendre les détails fins plus visiblesCourbeCercleBézierCourbeBézierConstanteCourbeCheminCourbePersonnaliséeCourbe personnaliséeÉtendreExtrapoléeAtténuationPréréglage de courbe d’atténuationType d’atténuationAtténuation de l’adoucissementHorizontalRacine carrée inverseLigneLinéaireMaxBascule médianeModeNouvellePas d’atténuationCercleNURBSCourbeNURBSCheminNURBSForme de profilAtténuation de l’édition proportionnelleAtténuation proportionnelleAléatoireRacine carréeRondeAiguëPlus dureAdoucirPlus douceSphèreCercleSurfCourbeSurfCylindreSurfPatchSurfSphèreSurfToreSurfSurfaceLa courbe « %s » ne contient pas la spline donnéeCourbe 2DCourbure de la courbeCourbe cercleDonnées de courbeDéformer par courbeMode édition courbeSurimpressions du mode édition de courbeAtténuation de courbeIntervalle de frames des courbesID du groupe de courbesGuide courbePositions des poignées de courbeID de courbeCourbe en entrée XIndice de courbeInfos des courbesInstances de courbesCourbe de fluctuationLongueur de courbeNœud Longueur de courbeCourbe lignePoint d’une courbe de conversionConversion par courbeModificateur CourbeObjet courbeDécalages des courbesCourbe en sortie XRéglages du dessin de courbeAtténuation le long de la courbePoint de courbeNombre de points de la courbeWidget de courbe de profilRayon de la courbeRacine de la courbeSculpture de courbeSurimpressions de sculpture de courbeSegment de courbeCourbe de sensibilitéForme de courbeCompresser/dilater la courbeMorceau de courbeSplines de courbesCourbe de forceSubdivisions de courbeTangente de courbeInclinaison de la courbePointe de la courbeCouleurs des widgets de courbesComposant de courbe contenant des données de splines et de points de contrôlePoint de contrôle de la courbeBloc de données courbe stockant les courbes, splines et NURBSBloc de données courbe utilisé pour stocker des surfacesBloc de données courbe utilisé pour stocker du texteBlocs de données courbesCourbe définissant l’agglutination au long des fibresCourbe définissant la rudesseCourbe définissant l’ouverture de l’obturateur en fonction du tempsCourbe définissant le vrillementModificateur de déformation sur une courbeCourbe déformant l’objet texteMéthode d’ajustement de la courbeCourbe depuis les objets maillages ou textesGéométrie de courbe définissant un chemin courbePoids de l’effecteur Guide courbeCourbe dans une conversion par courbeInterpolation de la courbe à ce point : Bézier ou vecteurConversion par courbe pour convertir des valeurs couleur, vecteur et scalaire vers d’autres valeurs, avec une courbe définie par l’utilisateurNom de l’objet courbe définissant l’effilage (l’épaisseur)Objet courbe à utiliser pour la déformationObjet courbe auquel ajuster la longueur du réseauCourbe du pointSubdivisions par segment de courbe ou surfaceLes tailles des courbes doivent être supérieures à zéroCourbe contrôlant cette relationCourbe vers maillageCourbe vers pointsCourbe vers tubeCourbe de laquelle calculer la longueurCourbes à convertir en maillage avec le profil spécifiéType de courbeCourbe utilisée pour moduler l’effetCourbe utilisée pour la conversion par courbeCourbe utilisée pour l’effet de fluctuationCourbe utilisée pour la sensibilitéCourbe utilisée pour la forceCourbe utilisée pour faire correspondre la pression à la fluctuation de la brosseCourbe utilisée pour faire correspondre la pression à la taille de la brosseCourbe utilisée pour faire correspondre la pression à la force de la brosseLa largeur de courbe n’est pas prise en charge pour l’interpolation USDCourbe(s)La ou les courbes n’ont aucun point actifCourbes : {} points, {} splinesLa conversion par courbe n’est pas propriétaire de la courbeLa table de CurveProfile n’est pas initialisée, appeler initialize()CourbéCourbesAjouterType de brossePeignerType de forme des courbesCylindreSupprimerDensitéAgrandir / rétrécirNouvellesPeindre la sélectionPincerBoufferGlisserDouceCrochet serpentFibreBandeMode édition courbesSurimpressions du mode édition de courbesCourbes – échelle pour grandir/raccourcirInfos de courbesL’objet courbes ne prend pas en charge cette opération pour définir l’origineSculpture de courbesSculpture courbes – options d’ajout de courbeRéglages de sculpture de courbesOpacité de la cage de sculpture de courbesSculpture-peinture de courbesSculpture courbes – atténuation le long de la courbeRéglages de peinture de courbesLes courbes ne sont attachées à aucune carte UVCourbes en tant que maillagesCourbes en tant que NURBSLes courbes n’ont pas d’informations d’attachement utilisables pour la déformationLes courbes n’ont pas d’informations d’attachement de surfaceCourbes depuis les données évaluéesLes courbes doivent avoir un objet maillage définiLes courbes ne sont attachées à aucune surfaceLes courbes ne prennent en chargent qu’un matériau. L’entrée sélection ne peut pas être un champType de forme des courbesCourbes à balayer le long de la courbe principaleCourbes vers Grease PencilCourbes desquelles changer l’état cycliqueCourbes desquelles changer les poignéesCourbes desquelles changer les normalesCourbes desquelles changer la résolutionCourbes desquelles changer le typeCourbes à convertir en pointsCourbes à déformerCourbes à remplir. Toutes les courbes sont traitées comme étant cycliques et projetées sur le plan XYCourbes sur lesquelles générer les coins arrondisCourbes à rééchantillonnerCourbes sur lesquelles échantillonner les positionsCourbes sur lesquelles définir les poignées des points de contrôleCourbes desquelles définir le rayonCourbes desquelles définir l’inclinaisonCourbes à raccourcirCourbes à subdiviserCourbes desquelles échanger le début et la finLongueur 2D curviligne pour la division de chaîneCourbure des liens entre nœudsPersonnaliséePersonnalisée ({:.4g} FPS)Atténuation personnaliséeBytecode personnaliséEmpreinte du bytecode personnaliséCaméra personnaliséeLa compilation du shader de caméra personnalisée a échoué, voir les erreurs dans la consoleCourbe de cavité personnaliséeCouleur personnaliséePréréglages de couleur personnalisésEnsemble de couleurs personnaliséCouleurs personnaliséesNœud de groupe de compositing personnalisé pour les nœuds PythonCourbe personnaliséeDossier personnaliséDistance personnaliséeChemin de fichier personnaliséNœud de groupe de géométrie personnalisé pour les nœuds PythonDégradé personnaliséGroupe personnaliséPivot IK personnaliséIcône personnaliséeImage personnaliséeLibellé personnaliséPosition personnaliséeNormale personnaliséeNormales personnaliséesNormales personnalisées uniquementObjet personnaliséOcclusion personnaliséeCouleurs de pelure d’oignon personnaliséesSurimpressions personnaliséesParalaxe personnaliséeChemin personnaliséContrôle de pivot personnaliséPose personnaliséeChemin de profil personnaliséPropriétés personnaliséesProxy personnaliséQualité personnaliséeIntervalle personnaliséRégion personnaliséeShader personnaliséNœud de groupe de shader personnalisé pour les nœuds PythonForme personnaliséeRotation de la forme personnaliséeÉchelle de la forme personnaliséeTransformation de la forme personnaliséeTranslation de la forme personnaliséeIntervalle de frames de simulation personnaliséIntervalle de simulation personnaliséEspace personnaliséVue personnaliséeVolume personnaliséOrientation personnalisée des widgetsChemin personnalisé de l’exécutable du lecteur d’animationCouleur personnalisée du chemin après la frame actuelleCouleur personnalisée du chemin avant la frame actuelleCouleur personnalisée du corps du nœudEnsemble de couleurs personnalisé à utiliserCourbe personnalisée pour appliquer l’effetCourbe personnalisée pour contrôler l’interpolation en « séquence » entre les images clés du Grease PencilCourbe personnalisée pour contrôler l’atténuation de l’effet de la brosse par les frames du Grease PencilCourbe personnalisée pour contrôler l’épaisseur des primitivesNom du calque de données personnalisées pour l’indiceNom du calque de données personnalisées pour la valeur aléatoireUtiliser une région personnaliséeLibellé d’interface défini dynamiquement pour la prise. Peut être traduit si la traduction est activée dans les préférencesValeur de fondu personnaliséeCourbe d’atténuation personnaliséeFiltre personnaliséInterpolation personnalisée définie par une courbeCourbe de conversion personnaliséeNœuds personnalisésOutils de normales personnalisées utilisant les vecteurs normales de l’interfacePropriétés personnaliséesPoint de référence personnalisé pour les guidesSource de shader personnaliséTaille personnalisée pour réduire les textures exportéesÉtiquettes personnalisées pour l’asset, utilisées pour filtrer et pour la gestion d’asset en généralTexte personnalisé à faire apparaître dans l’étiquette de noteValeur personnalisée de mètres par unité dans l’étage USDCouperCouper les arêtesCouper les particules dans cette formeCouper à traversCut versDécouper une intersection dans les facesCouper les arêtes des faces, pour de meilleurs éclatsCouper la géométrie selon un plan (cliquer-glisser pour le définir)Couper les fibres de façon qu’elles se conforment à l’objet « forme » définiCouper des poilsCouper dans la géométrie en conservant chaque côté séparé (sélectionnés/désélectionnés uniquement)Couper les éléments sélectionnés en biais, afin de créer un biseau ou un chanfreinDiviser le maillage en ajoutant une nouvelle boucle d’arêtes, et la faire glisserDécouper une nouvelle topologieCouper le texte sélectionné dans le presse-papierUtiliser la géométrie solide sélectionnée pour découper la géométrie non-sélectionnéeCouper le texte dans le presse-papierCouper à travers toutes les faces, pas seulement celles visiblesCouper, soustraire, ou fusionner plusieurs grilles SDF de volume en entréeCouper, soustraire, ou fusionner plusieurs maillages en entréeCoupureDistance de coupureFréquence de coupure d’un filtre passe-haut appliqué aux données audioFréquence de coupure d’un filtre passe-bas appliqué aux données audioDécoupesDécouper le maillage le long du plan de miroirDécoupes : %s, adoucissement : %sBouclerAlterner le type de poignéeDurée du cycleCirculer à l’enversAlterner entre les quatre types de poignéesParcourir à l’enversBoucler le temps animé entre le début et la fin de l’actionFaire boucler les frames dans la séquenceLire en boucle les images de la vidéoParcourir tous les emplacements de rendu non-videsAlterner entre les dispositions d’écran disponiblesParcourir l’historiqueAlterner entre les types d’onglets intérieursAlterner entre les méthodes d’intersectionAlterner entre les modes de décalageAlterner entre les types d’onglets externesAlterner entre les contextes de l’éditeur en activant le précédent/le suivantParcourir l’arc-en-ciel, en essayant de donner à chaque courbe une couleur uniqueAlterner entre les outils de ce groupePasser d’un espace de travail à l’autreInsertion avec cyclesCyclesRéglages de rendu de courbes CyclesRéglages de caméra personnalisée pour CyclesDébugage CyclesF-modificateur CyclesRéglages d’éclairage CyclesRéglages de matériau CyclesRéglages de maillage CyclesRéglages d’objet de CyclesPériphériques de rendu CyclesMoteur de rendu CyclesRéglages de rendu CyclesRéglages de CyclesRéglages du calque de rendu pour CyclesRéglages de visibilité CyclesRéglages du monde CyclesCycles compilé sans prise en charge d’EmbreeRéglages de rendu de courbes CyclesCycles est désactivé dans cette buildRéglages Cycles de l’éclairageRéglages de matériau pour CyclesRéglages de maillage CyclesRéglages d’objet pour CyclesRéglages de rendu de CyclesIntégration du moteur de rendu CyclesRéglages de visibilité pour CyclesRéglages du monde pour CyclesCycliqueAnimation cycliqueDécalage cycliqueTemps de la bande cycliqueCyclique en UCyclique en VÉtendre/répéter de façon cyclique la séquence d’images clésEffet de vague cycliqueMode cyclique à utiliser après la dernière image cléMode cyclique à utiliser avant la première image cléCylindreRayon du cylindreTchèque - ČeštinaOBSOLÈTE : Ajouter la rotation originale à la rotation copiéeDJVDLSDNxHDBasDPXDPX (.dpx)DVDVCPRO HD 1080pDVCPRO HD 720pDVD (note : change la résolution de rendu)DWAA (avec perte)DWAB (avec perte)AmortissementFacteur d’amortissementAmortir les vagues reflétées allant dans le sens opposé au ventMoindre carré amorti avec filtrage numériqueSuivi amortiContrainte Suivi amortiAmortissementAmortissementEpsilon d’amortissementFacteur d’amortissementAmortissement maxTemps d’amortissementAmortissement en translationAmortissement XAmortissement d’angle XAmortissement YAmortissement d’angle YAmortissement ZAmortissement d’angle ZAmortissement de la force harmoniqueAmortissement sur l’axe XAmortissement sur l’axe de rotation XAmortissement sur l’axe YAmortissement sur l’axe de rotation YAmortissement sur l’axe ZAmortissement sur l’axe de rotation ZLe nœud de reroutage non-connecté sera ignoré.Danois - DanskAssombrirMode AssombrirAssombrir les contours.Plus sombreNoirceur de l’ombrePointillésTiret 1Tiret 2Tiret 3Longueur de pointilléSegment de modificateur de pointillésProportion de pointillésLigne briséeOpacité des lignes pointilléesDonnéesAPI donnéesRésolution des donnéesCalque de donnéesOpération sur les donnéesChemin de donnéesAperçus des donnéesEnsemble de donnéesSource de données :Données ciblesTransfert de donnéesModificateur Transfert de donnéesType de donnéesCorruption de données : le bloc de données « %s » utilise un autre bloc de données local (« %s ») comme référence de redéfinition de bibliothèque, suppression de toutes les données de redéfinitionCorruption de données : le bloc de données « %s » s’utilise lui-même comme référence de redéfinition de bibliothèque, suppression de toutes les données de redéfinitionDonnées corrompues : le bloc de données « %s » a une propriété avec redéfinition de bibliothèque mais sans chemin RNAChemin de données non définiPoint de données pour la courbe de trait à main levéeSource des données utilisées pour l’arrière-planDonnées à modifier lors de l’opération d’expansionDonnées à lire depuis le cacheType de donnéesType de données pour la grille de topologieType de données de l’AOVType de données de la propriétéType de données de la priseType de données des valeurs de voxelDonnées utilisées pour identifier une colonne du tableurDonnées utilisées pour identifier un tableau du tableurDonnées utilisées pour identifier les données correspondantes dans les données sourcesDonnées utilisées pour identifier le tableauValeurs de données sans comportement particulierBloc de donnéesNom du bloc de donnéesRéférences de blocs de donnéesType de blocs de donnéesBlocs de donnéesLe bloc de données « %s » a un groupe de nœuds intégré invalide. Il n’a pas été luLe bloc de données « %s » n’est pas une redéfinition de bibliothèque, ou ne fait pas partie d’une hiérarchie de redéfinition de bibliothèqueLe bloc de données « %s » n’est plus un assetLe bloc de données « %s » est maintenant un assetCe bloc de données ne prend pas en charge les opérations d’assets – il faut une brosse, une collection, un groupe de nœuds, un objet, une action de pose, une scène ou un mondeLe bloc de données ne prend pas en charge pas les aperçusBloc de données depuis lequel le bloc de données édité est liéLe bloc de données n’est pas marqué comme étant un assetBloc de données renommé en « %s », réessayer pour forcer le renommage en « %s »Les aperçus automatiques ne sont pas pris en charge pour ce type de bloc de donnéesLe bloc de données ne prend pas en charge les utilisateurs facticesType de bloc de données à afficherBloc de données utilisé pour les annotations dans la vue 3DBlocs de données utilisant ces clés de formeLe bloc de données utilisant ce fichier empaqueté n’est pas éditableBlocs de données dont les nœuds sont éditésLes blocs de données dans cette bibliothèque sont éditables bien qu’ils soient liés. Utilisé par les assets de brosses et par leurs dépendances.Les blocs de données dans la base de données Main globale ne peuvent pas être renommésTransfertDonnéesDateDate de modificationDate : {:s} {:s}JoursDésactiver le visualiseur des nœuds de géométrie en cliquant dans l’espace videDésactiver les voxels de la grille en dehors des coordonnées minimales et maximales, et les définir à la valeur de fond.Désactiver le corps rigide au début de la simulationDésactiver le nœud visualiseur sélectionné dans les nœuds de géométrieDésactivationMortesZone morteMortDébugArrière-plan de l’icône de débugageAvant-plan de l’icône de débugageNombre d’échantillons pour débugageValeur de débugageOptions de débugage, seulement si lancé avec « -d »Décalage de décalcomanieStratégie plutôt polyvalente. L’extrémité d’un os ayant un enfant est placée sur l’axe local le plus proche de son enfantDécimalesDécimerDécimer les F-courbes en supprimant les images clés qui influencent le moins la forme de la courbeDécimer les F-courbes en spécifiant de combien elles peuvent dévier de leur courbe originaleModificateur DécimerDécimer : images clés non-linéaires / Bézier ignorées !Modificateur de décimationDéclaration d’un panneau de nœudDéclaration d’une prise de nœudsDéclaration des prises et des panneaux d’interfaces d’un groupe de nœudsDécomposer en une rotation de balancement pour pointer vers l’axe X, suivie par une torsion autour de celui-ciDécomposer en une rotation de balancement pour pointer vers l’axe Y, suivie par une torsion autour de celui-ciDécomposer en une rotation de balancement pour pointer vers l’axe Z, suivie par une torsion autour de celui-ciDécomposer en ses composantes cylindriques.Décomposer en ses composantes sphériques.Déconstruire le maillage au lieu de le construireDiminuer le contrasteDiminuer la hauteur du sautDiminuer les segmentsPar défautAttribut par défautFermé par défautCouleur par défautAttribut de couleur par défautCouleurs par défautBrosse de gomme par défautFondu par défautFrame par défaut : {:.02f} (nombre entier attendu)Frame par défaut : {:.0f}Valeur du but par défaut (position cible des sommets)Valeur par défaut du but (position cible des sommets), quand aucun groupe de sommets n’est utiliséLargeur groupe de nœud par défautPoignées par défautMéthode d’importation par défautEntrée par défautInterpolation par défautCanaux à insérer par défautConfiguration clavier par défautDisposition par défautMaximum par défautMinimum par défautTaille d’aperçu par défautMode de lissage par défautPar défautValeur par défautPoids par défautPoids par défaut APoids par défaut BAction par défaut pour le clic droit de la sourisConfiguration clavier intégrée par défautCouleur par défaut des textures qui ne renvoient pas de valeurs RVB, ou lorsque RVB vers intensité est activéCouleur par défaut de la forme pleine des osÉtiquette colorée par défaut pour les nouveaux nœuds et groupes de nœudsDistance par défaut aux bords de l’image à laquelle le marqueur arrête le suiviBrosse de gomme par défaut pour alterner rapidement avec la brosse principaleCouleur de remplissage par défautPosition de l’en-tête par défaut pour les nouveaux espacesEmplacement par défaut dans lequel les images rendues seront affichéesEmplacement par défaut où le navigateur de fichiers sera affichéEmplacement par défaut où les préférences seront affichéesValeur minimum par défaut de corrélation entre le motif trouvé et la référence, qui est encore traitée comme un suivi (tracking) réussiModèle de mouvement par défaut à utiliser pour le suiviOrdre par défaut de la clé de triChemins par défaut pour les fichiers externesRemplissage avec le motif par défautOption de chemin relatif par défaut pour le sélecteur de fichier, quand aucun chemin n’est encore définiRéglage par défaut des curseurs Suivi Paupières (Eyelids Follow)Taille par défaut des miniatures d’aperçu d’assets, en pixelsSaisie numérique avancée par défautOutils par défaut pour le mode particuleValeur par défaut en dehors des voxels de la grilleLe rendu volumique par défaut utilise la diffusion nulle, qui est non-biaisée et a moins d’artéfacts, mais peut être plus bruitée. L’option Biaisé utilise le lancer de rayon progressif, qui prend en compte la taille du pas et le nombre maximum de pasPoids par défaut qu’aura un sommet s’il n’est pas dans le premier groupe de sommets APoids par défaut qu’aura un sommet s’il n’est pas dans le second groupe de sommets BPoids par défaut qu’aura un sommet s’il n’est pas dans le groupe de sommetsPar défautDéfinir la baseDéfinir la profondeurDéfinir la signatureDéfinir un intervalle de frames personnalisé à utiliser dans le modificateurDéfinir une ligne avec un point de début, une direction et une longueurDéfinir et éditer des contrôleurs, liant des propriétés à des fonctions personnalisées ou à d’autres donnéesDéfinir l’arc avec trois points sur un cercle. L’arc est calculé entre les points de début et de finDéfinir les forces pour que les sommets restent à leur position animéeDéfinir comment les vecteurs vélocité sont interprétés par rapport au temps, « frame » signifie que le différentiel de temps est de 1 image, « seconde » que le différentiel de temps est de 1 / FPSDéfinir le rayon avec un nombre flottantDéfinir les concentrations de mélanine ci-dessous pour obtenir les poils les plus réalistes (on peut trouver en ligne les concentrations pour différents types de poils)Définir le rayon et la position avec trois pointsDéfinir le rayon avec un nombre flottantDéfinir les points de début et de fin de la ligneDéfinir la courbe de trait d’après une courbe de Bézier (les coups de pinceau sont espacés selon l’espacement)Définir la transformation localement ou avec la celle d’un objetDéfinir où le long de la spline se termine la géométrie de courbe (0 pour le début, 1 pour la fin)Définit où le long de la spline commence la géométrie de courbe (0 pour le début, 1 pour la fin)Définir d’où viennent la position et la rotation pour la vue VR, auxquelles seront appliqués les différentiels de translation et de rotation depuis le casque VRDéfinir quel sous-ensemble de groupes utiliserPrimitives définies uniquementDéfinit les fonctions de callback pour étendre les entrées/sorties USDComment aligner les points et carrés avec la trajectoire du trait et la rotation de l’objetDéfinit combien le trait est estompé aux extrémitésDéfinit quel pourcentage du trait est visibleComportement de l’opérateur sur la sélection dans le calque actifDéfinit comment les traits sont ordonnés dans l’espace 3D (pour les objets pas affichés « En avant »)Comment la couleur de sommets affecte les traitsDéfinir si les clés doivent être alignées sur une courbe d’amorti en entrée ou en sortieDéfinit si le solveur est autorisé à réitérer (converger jusqu’à ce que la précision soit atteinte) ou pas, pour la première ou toutes les framesDéfinir la taille du décalage dérivatif utilisé pour calculer gradient et boucleDéfinit l’interface à remplacer. Si non-défini, une nouvelle interface sera créée et nommée d’après le nom du rigDéfinit le canal utilisé pour limiter le despill. Fait une balance entre les deux canaux de couleur non-primaires auquel le canal primaire est comparé. À 0, le deuxième canal est utilisé, et à 1 le premierDéfinit la dimension de l’image par rapport à laquelle la valeur est relativeDéfinit la projection de l’objectif en tant que polynome pour permettre d’imiter des optiques de caméras réellesDéfinit le format spécifique des arguments avec lequel l’éditeur de texte ouvre les fichiers. Les arguments pris en charge sont les suivants : $filepath Le chemin absolu du fichier. $line La ligne à laquelle ouvrir (facultatif). $column La colonne à laquelle ouvrir, depuis le début de la ligne (facultatif). $line0 et $column0 commencent à zéro. Exemple : -f $filepath -l $line -c $columnDétermine la portion du trait à utiliser pour calculer l’extensionDéfinit si l’avant-plan est en alpha direct, une information à connaître pour un compositing alpha correct. Les images du compositeur sont en alpha prémultiplié par défaut, donc cette valeur devrait être fausse dans la plupart des cas. Mais si et seulement si l’avant-plan est converti en alpha direct, cette valeur devrait être vraieDéfinit dans quelle collection mettre les objets widgets. Si non-défini, une nouvelle collection sera créée et nommée d’après le nom du rigDéfinir quelles clés utiliser comme pentes et de combien fondre vers elleDéfinit quel rig remplacer. Si non-défini, un nouveau rig sera créé et nommé d’après l’option Nom du rig ou le nom du métarigDéfinitionDéfinition d’un choix dans la propriété RNA énumDéfinition des canaux audioDeflateDévier émetteurDévier les fluides et influencer leur écouleumentDéflexionDéflecteursMise au pointDéformerAxe de déformationOs de déformationDéformer courbes sur surfaceMode de déformationOs de pose déformantsDéformer autour d’un axe localDéformer d’après une série de points d’ancrageDéformer dans l’axe XDéformer dans l’axe YDéformer dans l’axe ZInterpolation des rotations de déformation avec des quaternionsDéformer des points spécifiques en utilisant un autre objetDéformer les points de trait en utilisant un objet armatureDéformer les points de trait en utilisant des objetsDéformer les traits en utilisant un objet latticeDéformer le maillage ou la courbe en utilisant un cache de maillage externe, au format AlembicDéformer le maillage en utilisant un cache externe de transformation des sommets frame par frameDéformer l’objet en le tordant, en le fléchissant, en l’effilant ou en l’étirantDéformer la forme en utilisant un objet armatureDéformer le trait pour correspondre le mieux possible à la forme de l’enveloppeDéformer en utilisant un autre maillage, qui agit comme une cage de déformationDéformer en utilisant la forme d’un objet latticeDéformer un volume d’après du bruit ou d’autres champs vectorielsLe groupe de déformation « %s » n’est pas présent dans l’objet « %s »DéformationPont de déformationCible déformationType de déformation utilisée par la brosseDéformations (clés de forme, modificateurs déformants)Position déforméeDéformantDéformer les courbes de poils existantes pour les tresser, en utilisant des courbes guidesDéformer les courbes de poils existantes pour les faire boucler, en utilisant des courbes guidesDéformer les courbes de poils en utilisant une texture de bruitDéformer les courbes de poils en utilisant un vecteur aléatoire par point pour les faire friserDegrésDésentrelacerDésentrelacer toutes les sources vidéo sélectionnéesDésentrelacer le fichier vidéo au chargementSupprDelaunayDélaiRetarder les mises à jour de vueDélai en secondes avant que la vitesse maximal soit atteinteSupprimerSupprimer quatre espaces au début de la ligneSupprimer le précalculSupprimer l’asset de brosseSupprimer le catalogueSupprimer donnéesSupprimer les cadres videsSupprimer la géométrieSupprimer globalementSupprimer des frames de Grease PencilSupprimer supérieursSupprimer le modificateurSupprimer les nœuds suspendusSupprimer le pointSupprimer l’asset de poseSupprimer l’objet référenceSupprimer les segmentsSupprimer la sélectionSupprimer l’éclairage studioSupprimer les pistesSupprimer inutilisésSupprimer nœuds inutilisésSupprimer une particule complète, ou seulement les clésSupprimer une image clé des pistes sélectionnées, à la frame actuelleSupprimer les frames actives de tous les calquesSupprimer les images clés actives de tous les calquesSupprimer la scène activeSupprimer la disposition d’écran activeSupprimer le fichier texte actif ?Supprimer toutEffacer toutes les métadonnées de l’asset et le reconvertir en bloc de données normalEffacer toutes les métadonnées des assets et les reconvertir en blocs de données normauxEffacer toutes les métadonnées des assets et les reconvertir en blocs de données normaux. L’utilisateur factice y sera défini pour s’assurer que les blocs de données soient toujours sauvegardésSupprimer tous les caches précalculés de tous les objets dans la scène actuelleSupprimer tous les conteneurs de données d’animation vides des blocs de données visiblesSupprimer tous les cadres ne contenant aucun nœudSupprimer tous les signets invalidesSupprimer toutes les clés générées par l’opérateur « Fixer à la caméra de la scène »Supprimer les données d’éclairage précalculées de toutes les sondes d’éclairageSupprimer tous les nœuds dont aucune sortie n’est utiliséeSupprimer tous les canaux d’animation sélectionnésSupprimer tous les traits ou points sélectionnésSupprimer tous les contrôleurs considérés comme invalidesSupprimer tous les espaces de travail, sauf celui-ciSupprimer les sommets en alternance dans le trait, sauf les extrêmesSupprimer un attribut avec un nom spécifié d’une géométrie. Habituellement utilisé pour optimiser les performancesDétruire une boucle d’arêtes en fusionnant les faces adjacentesSupprimer un point existantSupprimer les données précalculées d’un seul nœud de précalcul ou simulationSupprimer le cache sur tous les objets sélectionnésSupprimer l’éclairage indirect en cacheSupprimer les simulations en cache dans les modificateurs de nœuds de géométrieEffacer les objets enfants et les collectionsSupprimer la règle de boids actuelleSupprimer l’état de boid actuelSupprimer le cache actuelSupprimer l’image clé actuelle de la propriété actuellement active dans l’interfaceSupprimer des nœuds de courbeSupprimer les contrôleurs assignés aux éléments sélectionnésSupprimer les contrôleurs de tous les éléments du tableauSupprimer l’objet vide image une fois que le maillage plan est crééSupprimer un point de contrôle d’enveloppeSupprimer du fluide de la simulationSupprimer le fluide à l’intérieur des obstaclesSupprimer dans l’obstacleSupprimer les images clés de tous les éléments du tableauSupprimer les images clés des objets sélectionnés ?Supprimer les images clés des bandes sélectionnées ?Supprimer les images clés de la frame actuelle pour toutes les propriétés dans l’ensemble de clés spécifiéSupprimer les sommets, arêtes ou faces isolésSupprimer le marqueur de la frame actuelle, pour les pistes sélectionnéesSupprimer le marqueur de la frame actuelle pour les pistes sélectionnées ?Supprimer le fichier proxy du clip vidéo du disque durSupprimer un parmi chaque paire pour corriger :Ne supprimer que les remplissages, et pas les traitsNe supprimer que les traits, et pas les remplissagesSupprimer les précalculs de simulations physiquesSupprimer les pointsSupprimer les particules secondaires qui sont dans des obstacles ou ont quitté le domaineSupprimer les pistes NLA sélectionnées, et les bandes qu’elles contiennentSupprimer les os sélectionnés ?Supprimer le signet sélectionnéSupprimer les hiérarchies des collections sélectionnéesSupprimer les points de contrôle et splines sélectionnées ?Supprimer les points de contrôle ou segments sélectionnésSupprimer les points de contrôle ou splines sélectionnéesSupprimer les points de contrôle sélectionnés, en corrigeant les voisinsSupprimer les éléments sélectionnés qui ne sont pas utilisés par la coqueSupprimer les faces sélectionnées qui sont utilisées par la coqueSupprimer les fichiers sélectionnés ?Supprimer les images clés sélectionnées ?Supprimer l’élément de liste sélectionnésSupprimer les marqueurs sélectionnés ?Supprimer les éléments de métaballes sélectionnésSupprimer les éléments de métaballes sélectionnés ?Supprimer les objets sélectionnésEffacer les objets et collections sélectionnésSupprimer les objets sélectionnés ?Supprimer les particules ou clés sélectionnéesSupprimer les points sélectionnés sans diviser les traitsSupprimer les rapports sélectionnésEffacer les clés de reminutage sélectionnées du séquenceurSupprimer les bandes sélectionnéesEffacer les bandes sélectionnées du séquenceurSupprimer les traits ou points sélectionnésSupprimer les marqueurs temporels sélectionnésSupprimer les pistes sélectionnéesSupprimer les pistes sélectionnées ?Supprimer les sommets, arêtes ou faces sélectionnésSupprimer les points des traits entre des traits qui se recoupentSupprimer la variable cibleSupprimer du texte à la position du curseurSupprimer du texte d’après la position du curseurSupprimer l’ID sous le curseurSupprimer la ou les frames actives de Grease PencilSupprimer l’asset de brosse actifSupprimer la frame active du calque d’annotation actifSupprimer le groupe actif ou tous les groupes de sommets de l’objet actifSupprimer la position activeSupprimer l’espace de travail actifSupprimer l’add-on du système de fichierSupprimer l’asset de pose sélectionnéSupprimer le point de référence VR sélectionné de la listeSupprimer la redéfinition locale sélectionnée et lier à nouveau ses utilisateurs aux blocs de données liés si possible, sinon la rénitialiser et la marquer comme non-éditableSupprimer les redéfinitions locales sélectionnées (y compris leurs hiérarchies de dépendances) et relier leurs utilisateurs aux blocs de données liés si possibleSupprimer les redéfinitions locales sélectionnées et lier à nouveau leurs utilisateurs aux blocs de données liés si possible, sinon les réinitialiser et les marquer comme non-éditablesSupprimer cette bibliothèque et tous ses élémentsSupprimer ce poids du sommet (désactivé si le groupe de sommets est verrouillé)Supprimer la piste correspondant à la courbe sélectionnéeSupprimer la piste correspondant à la courbe sélectionnée ?Supprimer une orientation de transformationSupprimer les mauvais segments des pistesSupprimer les mauvaises pistesSupprimer en reconnectant%d bloc(s) de données supprimés%u contrôleurs supprimés%u objet(s) supprimé(s)1 nœud supprimé{} nœuds supprimésSupprimer la frame actuelle dans le calque actifSupprimer le déplacement du modificateur MultiresSupprimer les faces assignées à l’ensemble de facesSupprimer les maillages de résolution supérieure, perte de détails possibleDélimiterDélimiter par coordonnées UVDélimiter par coutures d’arêtesDélimiter par directions des facesDélimiter par matériaux des facesDélimiter par arêtes duresDélimiter opération de dissolutionDélimiter la sélection des boucles d’arêtesArrêter la sélection des boucles d’arêtes aux couturesArrêter la sélection des boucles d’arêtes aux arêtes duresArrêter la sélection des anneaux d’arêtesArrêter la sélection des anneaux d’arêtes aux limites de matériauxArrêter la sélection des anneaux d’arêtes aux couturesArrêter la sélection des anneaux d’arêtes aux arêtes duresArrêter la sélection des boucles de facesArrêter la sélection des boucles de faces aux limites de matériauxArrêter la sélection des boucles de faces aux couturesArrêter la sélection des boucles de faces aux arêtes duresDélimiter la région sélectionnéeDélimiteurLe délimiteur doit être un unique caractèreLe délimiteur ne doit pas être \n, \r, ", ni \Fournir la passe d’occlusion ambianteFournir le résultat de rendu du Grease Pencil dans une passe séparéeFournir les surfaces avec mélange alpha dans une passe à partFournir la passe de flou lumineux (obsolète)Fournir la passe de valeurs de profondeurFournir la passe de couleurs diffusesFournir la passe de diffuse directeFournir la passe de diffuse indirecteFournir la passe de diffusion volumétrique directeFournir la passe d’émissionFournir la passe d’éclairage environnementalFournir l’image RVBA totalement combinéeFournir la passe de couleur de brillanceFournir la passe de brillance directeFournir la passe de brillance indirecteFournir la passe de diffusion volumétrique indirecteFournir la passe d’indices de matériauxFournir la passe de facteur de brume (0.0 - 1.0)Fournir la passe de normalesFournir la passe d’indices d’objetsFournir la passe de positionFournir la passe d’ombresFournir la passe de vecteurs de vitesseFournir la passe de couleurs de subsurfaceFournir la passe de subsurface directeFournir la passe de subsurface indirecteFournir la passe de texture UVFournir la passe de couleurs de transmissionFournir la passe de transmission directeFournir la passe de transmission indirecteFournir la passe de lumière volumétrique directeDifférencePosition différentielleRotation différentielleRotation différentielle (Euler)Rotation différentielle (quaternion)Redimensionnement différentielDelta tempsTransformation différentielleDifférence XDifférence YDécalage de l’image à cloner en coordonnées de 0.0 à 1.0DifférenceX : %sDémoJeanDébruitageNœuds de débruitageDébruiter la prévisualisation sur GPUDébruiter l’image et les passes guides ensemble. Améliore la qualité quand les passes guides sont bruitées, en augmentant le moins possible le temps de calculDébruiter l’image et les passes guides ensemble. Améliore la qualité quand les passes guides sont bruitées, en augmentant le moins possible le temps de calcul.Débruiter l’image en utilisant une reprojection temporelle (peut laisser des rémanences)Débruiter sur GPUDébruiter la séquence animée rendue en utilisant la scène et les réglages de calque de vue actuels. Nécessite les passes de données de débruitages et une sortie en OpenEXR multicouchesDébruiter les rendus provenant de Cycles ou d’autres moteurs de rendu avec lancer de rayonDébruiter l’image après chaque mise à jour de la vue, avec le débruiteur sélectionnéDébruiter l’image dans la vue 3DDébruiter l’image avec le débruiteur sélectionné. Pour débruiter l’image après renduDébruiter l’image rendueDébruiteurDébruitageAlbédo débruitageDonnées de débruitagePériphérique de débruitagePasses d’entrée débruitageNormale débruitagePréfiltrage du débruitageQualité de débruitageDébruitage terminéIndique si cet objet est généré par un autre objetDensitéDensité (kg/l) du fluide contenu dans l’objet, utilisée pour créer un gradient de pression hydrostatique simulant le poids du fluide interne, ou la flottabilité provenant du fluide environnant si négativeTentatives d’ajout de densitéAttribut de densitéFacteur de densitéGrille de densitéMasque de densitéDensité maxMéthode de densitéDensité forceDensité cibleLa densité est calculée comme un facteur de la densité par défaut (dépend de la taille des particules)Densité des molécules d’air. 0 pour aucun air, 1 pour l’air d’une zone urbaineDensité de poussière, pollution, et gouttelettes d’eau. 0 pour aucun aérosol, 1 pour les aérosols d’une zone urbaineDensité de la couche d’ozone. 0 pour aucun ozone, 1 pour l’ozone d’une zone urbaineDensité du nouveau volumeValeur de densité (kg/m³), permet d’utiliser une valeur personnalisée si le préréglage « Custom » est utiliséDépendances dans les données de scèneGraphe de dépendancesInstance d’objet du graphe de dépendancesRafraîchissement du graphe de dépendancesBoucle de dépendancesMise à jour du graphe de dépendances demandée pendant l’évaluationObsolèteNote d’obsolescenceVersion obsolète, suppressionVersion obsolèteOpérateur obsolète, utiliser screen.keyframe_jumpObsolète, les tuiles sont toujours activéesObsolète, utiliser plutôt les propriétés 'uv', 'vertex_select', 'edge_select' ou 'pin'Obsolète, utiliser plutôt use_data_displayObsolète. Utiliser plutôt le nœud CryptomatteProfondeurProfondeur 3DProfondeur AProfondeur BCombiner par profondeurNœud Combiner par profondeurObjet de profondeurProfondeur de champDécalage de profondeurOrdre de profondeurBiais de profondeur utilisé pour la sélectionProfondeur de champRéglages de profondeur de champProfondeur du calcul de nuageProfondeur du bruitProfondeur du sol solide en dessous de la surface de l’eauDécalage de profondeur de l’enroulementProfondeur trop grandeCalculer une valeur numérique à partir de la représentation textuelle donnéeDériver les coordonnées de texture d’un autre maillageDescriptionDescription d’une propriété redéfinieDescription d’une opération de redéfinition sur une propriété redéfinieDescription de l’usage de l’élémentDescription de l’arborescence nodaleDescription de la propriété pour les infobullesDescription :DésélectionnerDésélectionner les extrémitésDésélectionner les faces connectées à la sélection existanteDésélectionner fusionnésDésélectionner si rien dessousDésélectionner les sommets UV aux bordures de chacune des régions sélectionnéesDésélectionner des sommets connectés à la sélection actuelleDésélectionner tous les caractèresDésélectionner tous les élémentsDésélectionner tous les sommets sélectionnés assignés au groupe de sommets actifTout désélectionner s’il n’y a rien sous le curseurDésélectionner les os de la collection d’os activeDésélectionner les clés sélectionnées les plus à l’extérieur pour chaque particuleDésélectionner par emplacement de matériau actifDésélectionner les points de contrôle aux bords de chacune des régions sélectionnéesDésélectionner chaque Nième élément, en partant du sommet, arête ou face activeDésélectionner chaque Nième élément, en partant du sommet, arête ou face activeDésélectionner les images clés aux extrémités des îlots de sélectionDésélectionner les sommets UV liées au lieu de les sélectionnerDésélectionner les points de contrôle liés, au lieu de les sélectionnerDésélectionner les clés liées au lieu de les sélectionnerDésélectionner les objets aux limites des relations parent/enfantDésélectionner les objets dans la collectionDésélectionner les bandes après la fin de l’opérationDésélectionner les éléments au lieu de les sélectionnerDésélectionner les points de courbe aux bords de chacune des régions sélectionnéesDésélectionner ces os aux bords de chacune des régions sélectionnéesDésélectionner les os qui sont utilisés dans cette poseDésélectionner les sommets aux bords de chacune des régions sélectionnéesDésélectionner les sommets, arêtes ou faces aux bords de chacune des régions sélectionnéesDésélectionnésOs désélectionnés depuis %sNombre de voxels souhaité le long d’un axeLongueur souhaitée du côté d’un voxelBureauFlou intérieurDespillForce du despillLargeur d’indicateur de destinationCorrespondance des couches de destinationFrame de destinationDétacherDétacher les liensDétacher les nœudsDétacher les sortiesDétacher et rediriger les liens existantsDétacher les nœuds, les déplacer et attacher à un cadreDétacher les sorties des nœuds sélectionnés, en laissant leurs entrées liéesDétacher les nœuds sélectionnés de leurs parentsDétailMode de détailPourcentage de détailsMéthode de raffinement des détailsRugosité de détailÉchelle de détailTaille de détailMéthode de type de détailsDétailsDétecter les coinsDétecter les courbes cycliquesDétecter les séquences d’imagesDétecter les séquencesDétecter les UDIMDétecter les coins et utiliser des poignées non-alignéesDétecter les emplacements d’images à partir du matériauDétecter les fichiers UDIM sélectionnés et charger toutes les tuiles correspondantesDurée détectée du clip vidéo, en framesFréquence d’images détectée pour la vidéo, en frames par secondeDéterminantDéterminateurDétermine à quelle vitesse la fumée se dissout (des valeurs plus basses font disparaître la fumée plus rapidement)Détermine comment les assets seront importésDétermine comment l’asset est importé, sauf si la méthode est redéfinie dans l’explorateur d’assetsDétermine comment est calculé le rayon effectif d’un point de spline quand un objet d’effilage est spécifiéDéterminer comment le facteur de fin de géométrie correspond à une splineDéterminer comment le facteur de début de géométrie correspond à une splineDétermine comment construire le biseautage de la courbeDéterminer comment utiliser la visibilité pour la sélection des traits caractéristiquesDéterminer le nombre de threads de rendu utilisésSeuil de luminosité au-dessus duquel des traits sont générésDéterminer si le bruit retourne des niveaux de gris ou des valeurs RVBDéterminer quels autres objets occluderont l’imageDétermine la distance entre le fluide et l’obstacle (des valeurs plus élevées éloignent le fluide des obstacles, des valeurs plus basses rapprochent le fluide de l’intérieur des obstacles)Détermine combien de fluide est autorisé à pénétrer dans une cellule d’obstacle (des valeurs plus élevées marqueront plus facilement une cellule limite comme un obstacle, et réduiront l’effet d’adoucissement de limite)Comment choisir quels calques sont fusionnésComment résoudre les ambiguïtés pendant la décomposition des bitmaps en cheminsTracer une seule image ou toute une séquenceDétermine les propriétés comme la visibilité d’objet, les modificateurs etc., quand elles sont différentes entre le rendu et la vue 3DDéterminer le décalage des briques des différentes rangéesDétermine le nombre de rayons par pixel. Une plus haute résolution utilise plus de mémoire.Détermine l’ordre des points dans chaque courbeDétermine la visibilité de certains éléments d’interface liés aux groupes de nœudsDéterminer la visibilité des objets, des réglages de modificateurs, et d’autres endroits pour lesquels il y a des réglages différents dans la vue 3D et au renduDétermine si la brosse ajoute ou supprime des courbesDétermine quelle partie interne du maillage produit l’effet volumétriqueDétermine quels systèmes de particules sont générés depuis les particules secondairesDéterministeGénérer des valeurs de façon déterministe pour la F-courbe modifiéeOptions de développementOutils de développementDéveloppementFonds de développementPériphériquePériphérique à utiliser pour les calculs (rendu avec Cycles)Périphérique à utiliser pour le renduLe haut/bas du périphérique contrôle directement la position en Z de la vue 3DDiagnostiquesDiagonaleDiagonalesGizmo cadranDiamètreDiamètre initialÉchelle de diamètreDiamètre en pixels pour l’affichage de l’origine des objets et éclairagesDiamètre de la brosse, en unités BlenderDiamètre des nouveaux pointsDiamètre des sphères de référence HDRIDiamètre du de la brosseDiamètre de la brosse, en pixelsDiamètre du gizmoDiamètre des gouttes d’eau, en micromètresLosangeNetteté par diamantLosange avec un point dedansCaméra de découpageTaux de découpage en désDécoupage en dés au renduAucun asset trouvé dans le presse-papierErreur d’écriture, pas d’image multicouchesErreur d’écriture, erreur inopinée à l’enregistrement de l’image stéréoTemps (date) de mortMourir au contactMortesDifférenceIncrustation par différenceMode DifférenceDifférence entre les poids des groupes A et BDifférence entre la pose et la pose de repos, relativement à l’os parentDes images différentes sont empaquetées dans les canaux RVB et alpha, et elles ne devraient pas interagir. L’empaquetage par canal est souvent utilisé par les moteurs de jeu pour économiser de la mémoire.Différents styles d’aberrationsDifférents styles d’affichage de la roue de couleursDifférentielDiffuseBSDF diffuseRebonds diffusCouleur diffuseCouleur diffuse bleuFacteur de couleur diffuseCouleur diffuse vertCouleur diffuse rougeProfondeur de diffuseDiffuse directeFacteur diffuseDiffuse indirecteMIS par produit de diffuseRugosité de diffuseVisibilité de diffuseShaders diffus et brillants avec des effets de lumière cartoonCouleur diffuse du matériauMultiplicateur pour la réflexion diffuseDiffusionTaille de dilatationDilater ou éroder les régions active d’une grille. Change quels voxels sont actifs, mais ne change pas leurs valeurs.Dilater ou éroder le cache calculé en utilisant un élément circulaire structurant de la taille spécifiée. Les tailles négatives donnent une érosion, et les tailles positives, une dilatationDilater ou éroder le cache calculé en utilisant une opération de distance inverse, évaluée à l’atténuation donnée, de la taille spécifiée. Les tailles négatives donnent une érosion, et les tailles positives, une dilatationDilater/contracterDilater/éroderRayon de dilatationSeuil de dilatationDimensionDimensionsMode de dimensionsLes dimensions du pochoir de masque dans la vueLes dimensions du pochoir dans la vueDimensions du fichier exportéDimensions de la prise vecteurDimensions :DirectColoration directeÉclairage directÉchantillonnage lumière directeIntensité d’éclairage directContrôle direct d’extrémitéConversion directe des numéros de frames en secondesExécution directe non prise en chargeLes contributions de lumière directes ne sont échantillonnées qu’avec un lancer de rayon directLes contributions de lumière directes ne sont échantillonnées qu’avec une estimation de l’évènement suivantBloc de données de bibliothèque direct, cliquer pour rendre local, Maj + Clic pour créer une hiérarchie de redéfinition de bibliothèqueDirectXDirectionDirection (axe Y)Direction depuis le point voisin précédent sur le segmentDirection de la racine à la pointe pour chaque courbeDirection depuis laquelle le Soleil brilleDirection dans laquelle redimensionner l’élémentLa direction est définie en coordonnées globalesLa direction est définie en coordonnées localesDirection de l’orbitage de la vueDirection du défilement de la vueDirection des lignesDirection de l’effet d’aberrationDirection du remplissageDirection de la lumière pour les ombres et l’éclairageDirection du segment racine d’une courbeDirection de la sphère ou du cylindreDirection du trait vers laquelle la brosse donne le maximum d’épaisseur (0° pour l’horizontale)Direction du segment de pointe d’une courbeDirection de l’ondulationDirection dans laquelle brille l’éclairageDirection vers laquelle la ligne pointe. La norme de ce vecteur n’a pas d’importanceDirection dans laquelle alternerDirection dans laquelle rendre la surface cycliqueDirection vers laquelle déplacer la collection d’os activeDirection dans laquelle déplacer l’ensemble de sélection actif : Haut (par défaut) ou BasDirection vers laquelle déplacer le signet actifDirection vers laquelle déplacer l’exporteur actifDirection vers laquelle déplacer le calque actifDirection vers laquelle déplacer le calque actifDirection vers laquelle déplacer l’ensemble de lignes actifDirection vers laquelle déplacer le matériau actifDirection vers laquelle déplacer le groupe de sommets actifDirection vers laquelle déplacer le modificateur sélectionnéDirection vers laquelle déplacer le module de style sélectionnéDirection vers laquelle décaler les nœuds à l’insertionDirection à sélectionner, dans la hiérarchieDirectionnelleFlou directionnelQuadtree directionnelType d’échantillonnage directionnelÉclairage zone directionnelSource de lumière bidimensionnelle directionnelleSource de lumière directionnelle coniqueSource de lumière directionnelle coniqueVecteur dirigé au milieu entre l’arête précédente et la suivante, autour d’un coin de faceDirectionnalité de la diffusion. Zéro pour isotropique, négative vers l’arrière, positive vers l’arrièreDirectionnalité de la diffusion volumique à l’intérieur du médium subsurfacique. Zéro diffuse uniformément dans toutes les directions, tandis que des valeurs plus élevées diffusent plus fortement vers l’avant. Par exemple, l’anisotropie mesurée de la peau est de 0.8Sortir directement l’image produite par OpenColorIO. Cette option n’est pas correcte en général, mais peut être utilisée quand on sait que la configuration système et le périphérique d’affichage réel correspondent à l’affichage choisiDéfinir directement le coefficient d’absorption « sigma_a » (ce n’est pas la façon la plus intuitive de colorer les poils)DossierChemin du dossierDossier affiché dans le navigateur de fichiersDossier du fichierDossier contenant certains fichiers de cache de fluideDossier où enregistrer les texturesDossier/nom sous lesquels enregistrer les animations, les caractères # définissent la position et la longueur des numéros de framesAngle de saletéSaleté uniquementModifiéDésactiverDésactiver le mode « solo » sur toutes les pistes NLA en quittant le mode d’ajustage, pour revenir à la normaleDésactiver des options d’osDésactiver la forme d’osDésactiver les collisionsDésactiver l’évaluation de la F-courbeDésactiver MetalRT (utilise une disposition BVH2 pour les requêtes d’intersections)Désactiver l’évaluation de la bande NLADésactiver l’évaluation de la piste NLADésactiver la quantificationDésactiver la sélectionDésactiver l’édition d’éclairage studioDésactiver dans la vue 3D pour les autres objetsDésactiver l’action à exécuterDésactiver l’add-on pour l’espace de travailDésactiver et désinstaller l’extensionDésactiver l’empaquetage auto, conserver tous les fichiers déjà empaquetésDésactiver les collisions entre corps rigides contraintsDésactiver l’édition des arêtes de bordureDésactiver dans les sondes d’éclairage planesDésactiver au renduDésactiver dans les sondes d’éclairage sphériquesDésactiver dans la sélection de surfaceDésactiver dans les vuesDésactiver dans les sondes volumesDésactiver l’optimisation des noyaux. Rendu le plus lent, aucune utilisation supplémentaire du CPU en arrière-planDésactiver la détection automatique de resynchro des redéfinitions de bibliothèque, et leur traitement au chargement du fichier (peut être utile pour réparer certains fichiers cassés). Voir aussi l’option de la ligne de commande "--disable-liboverride-auto-resync"(Dés)activer la vue de renduProduit des fichiers glTF beaucoup plus lourds sans extensionsDésactiver les marqueurs sélectionnésDésactiver la sélection dans les vues 3DDésactiver la sélection dans la vue • Ctrl pour isoler la collection • Maj pour appliquer aux collections et objets à l’intérieurDésactiver la sélection dans la vue • Maj pour appliquer aux enfantsDésactiver le réglage spécifié dans tous les canaux d’animation sélectionnésFaire se chevaucher les auto-intersections pour les matériaux avec alphaDésactiver la bande afin qu’elle ne contribue pas en sortieDésactiver l’influence de la surface lors des opérations de sélection, d’aimantation, et de celles utilisant la profondeur. Généralement utilisé pour éviter que la navigation de la scène ne soit affectée par les objets semi-transparentsDésactiver l’indexation d’assets, pour forcer chaque bibliothèque d’assets à rafraîchir complètement les assets depuis le disqueDésactiver le glisser par défaut des assets, lors des évènements de glisser. Utile pour implémenter un glisser personnalisé via des raccourcis personnalisés.Désactiver le mode de sélectionDésactiver l’affichage dans la vue pour les calques de vueDésactiver quand une image est utilisée comme entrée à la place d’un vrai tampon Z (activé automatiquement si le nœud n’est pas de type image, par exemple un nœud temps)(Dés)activer les marqueurs sélectionnésDésactivéMarqueur désactivéPistes désactivéesDésactivé au démarrage, préférences écrasées.Désactivé, Blender a été compilé sans BulletDésactivé, Blender a été compilé sans I/O OBJDésactivé, Blender a été compilé sans OpenSubdivDésactivé, Blender a été compilé sans OpenVDBDésactivé, Blender a été compilé sans I/O PLYDésactivé, Blender a été compilé sans I/O STLDésactivé, la version d’OpenVDB est trop ancienneDésactivé, compilé sans OpenColorIODésactivé, compilé sans OpenSubdivDésactivé. Compilé sans OpenImageDenoiseDésactivé. Plateforme non prise en chargeDésactivé : {}Désactiver la sortie audio, pour des rendus vidéo uniquementDésactiver la sortie vidéo, pour des rendus audio uniquementImpossible de désactiver les thèmes pour le momentInterdire les modifications sur l’axe X des sommetsInterdire les modifications sur l’axe Y des sommetsInterdire les modifications sur l’axe Z des sommetsInterdire tout mouvement autour de l’axe XInterdire tout mouvement autour de l’axe YInterdire tout mouvement autour de l’axe ZIgnorerÉliminer des points selon une texture de masque, après la distributionDéconnecterDéconnecter l’osDéconnecter tous les systèmes de poils du maillage émetteurDéconnecter les poils du maillage émetteurDéconnecter les nœuds connectés à l’entréeDéconnecter les sommets ou arêtes de la géométrie connectéePar-dessus disjointDisqueCache disqueDispersionDéplacementFacteur de déplacementDéplacer la géométrieDéplacer les courbes de poilsModificateur DéplacerType de déplacementVecteur déplacementDéplacer le long des normalesDéplacer la géométrie existante selon la simulationDéplacer la géométrie itérativementDéplacer la géométrie des maillages alphaDéplacer la position des pixels à l’aide de vecteurs de décalageDéplacer la surface le long d’une direction arbitraireDéplacer la surface le long de sa normaleÉloigner les sommets du plan.Base déplacéeDéplacementMéthode de déplacementDéplacement uniquementEspace de déplacementDéplacement et reliefDirection de déplacementLe déplacement est en espace objet, affecté par l’échelle de l’objetLe déplacement est en espace monde, non affecté par l’échelle de l’objetModificateur de déplacementVecteur décalage du déplacementDéplacement appliqué depuis le début du traitDéplacement appliqué depuis la fin du traitDéplacement appliqué aux coordonnées X des sommets du traitDéplacement appliqué aux coordonnées Y des sommets du traitDéplacement appliqué à la ligne de direction principale le long de sa normaleDéplacer les courbes de poils par un vecteur, selon diverses optionsAffichageAfficher le curseur 2DAfficher le curseur 3D en surimpressionAfficher les normales de courbes 3D en mode éditionAfficher toutes les arêtesQuantité à l’affichageAfficher les armaturesAfficher commeProportions d’affichageProportions d’affichage de ce clip, n’affecte pas le renduProportions d’affichage de cette image, n’affecte pas le renduAfficher les axesAfficher l’arrière-planAfficher les images d’arrière-planAfficher les poids de biseautageAfficher les couleurs des osAfficher les limitesType d’affichage des limitesAfficher les fichiers de cacheAfficher les camérasCanal affichéAfficher les canauxCouleur d’affichageAfficher les plisAfficher le curseurAfficher les courbesAfficher les formes d’os personnaliséesAfficher les normales personnaliséesAfficher les donnéesAfficher les données (obsolète)Taille d’affichage des donnéesÉmulation d’affichageAfficher le centre de la faceAfficher les facesAfficher le sélecteur de fichiersFiltre d’affichageAfficher les framesAfficher les marques d’arêtes FreestyleAfficher les marques de faces FreestyleAfficher les marques d’arêtes Freestyle, utilisées par le moteur de rendu FreestyleAfficher les marques de faces Freestyle, utilisées par le moteur de rendu FreestyleAffichageAfficher les Grease PencilsAfficher la grilleAfficher la grille du solAfficher les poilsAfficher les poignéesAfficher cachésAfficher l’instanciateurAfficher les latticesAfficher les éclairagesAfficher les sondes d’éclairageAfficher les styles de lignesAfficher les matériauxAfficher les maillagesAfficher les méta-ballesMode d’affichageAfficher les arêtes modifiéesAfficher les données des modificateursAfficher les clips vidéoAfficher le nomAfficher les nomsAfficher les nœudsAfficher les normalesAfficher les infos d’objetN’afficher qu’alignée sur l’axeDisplay P3Afficher les particulesAfficher les particulesAfficher les chemins des poses dans un nombre fixe d’images autour de l’image actuelleAfficher les chemins des poses dans l’intervalle spécifiéAfficher la fréquence d’images durant la lecture (FPS)Afficher les nuages de pointsUsage d’affichageRVB affichageAfficher la répétitionAfficher les scènesAfficher les couturesRéglages d’affichageAfficher les effets de shaderAfficher les clés de formeAfficher duresTaille d’affichageTaille d’affichage en XAfficher les haut-parleursAfficher l’étirementAfficher le résuméAfficher les texturesAfficher l’espace de textureAfficher finsAfficher les transformationsAfficher transparentType d’affichageAfficher les coordonnées en pixels, plutôt qu’entre 0.0 et 1.0Afficher les coutures de dépliage UVAfficher les UVAfficher les normales des sommetsAfficher le nom de la vueAfficher les volumesAfficher la forme d’ondeAfficher le fil-de-ferAfficher les mondesAfficher l’axe XAfficher l’axe YAfficher l’axe ZAfficher le tampon Z associé à l’image (converti depuis les valeurs début/fin de visibilité caméra)Afficher un ensemble différent de collections dans cette vueAfficher la sélection des faces en surimpressionAfficher une grille par-dessus le papier du Grease PencilAfficher une ligne depuis la caméra pour indiquer la zone de brumeAfficher une région avec des assets qui peuvent être pertinents actuellement, tels que des brosses dans les modes de peinture, ou des poses en mode PoseAfficher l’action sans aucune conversion de temps (si non-épinglée)Afficher les vraies particulesAfficher les données de particules supplémentaires comme une couleurAfficher des réglages avancés et des outils de développementAfficher toutes les arêtes des objets maillagesAfficher toutes les redéfinitions locales de blocs de données avec leurs propriétés et boutons redéfinis, pour les modifierAfficher le canal de transparence alphaAfficher une ligne supplémentaire de « résumé » (éditeur Feuille d’exposition uniquement)Afficher une étagère d’assets dans un panneau surgissantAfficher un sous-ensemble isolé d’objets, sans tenir compte des visibilités dans la scèneAfficher et permettre de définir une valeur fractionnelle pour la frame actuelleAfficher les pelures d’oignon d’annotation avant et après la frame actuelleAfficher des flèches dans les champs d’entrée numérique, pour augmenter ou diminuer les valeursAfficher les attributs avec des noms commençant par un point et destinés à un usage interneAfficher des contours noirsAfficher la santé des boidsAfficher les axes des osAfficher les couleurs des osAfficher les noms des osAfficher les groupes déformant les os comme si tous les groupes de déformation verrouillés étaient supprimés, et que les groupes restants étaient normalisés à nouveauAfficher les os (désactiver pour n’afficher que les chemins de mouvement)Afficher les os sous forme de boîtes, montrant les subdivisions et B-splinesAfficher les os sous forme de sphères extrudées, montrant le volume d’influence de déformationAfficher les os sous forme d’octaèdresAfficher les os sous forme octaédrique (par défaut)Afficher les os sous forme de simples ligne 2D avec pointsAfficher les os sous forme de fils fins, montrant les subdivisions et B-splinesAfficher les os avec leurs formes personnaliséesAfficher des boîtes englobantes pour les nœuds de l’arbre de volumeAfficher les limites sous forme de boîteAfficher les limites sous forme de capsuleAfficher les limites sous forme de côneAfficher les limites sous forme de cylindreAfficher les limites sous forme de sphèreAfficher une boîte par nœud feuille contenant 8×8 voxelsAfficher le fil d’Ariane pour le contexte de l’éditeurAfficher le guide de composition central dans la vue caméraAfficher le canal, quelle que soit la sélection d’objetAfficher les collections et objets dans le calque de vueAfficher un arrière-plan coloré derrière le texteAfficher les plis créés pour le modificateur Surface de subdivisionAfficher l’image actuelle, quel que soit la sélection d’objetAfficher les courbes dans l’intervalle normalisé entre -1.0 et 1.0, pour faciliter l’édition de plusieurs courbes ayant des extrema différentsAfficher des contours en pointillés noirs et blancsAfficher les données du séquenceur vidéoAfficher les données du fichier actuel et des bibliothèques liéesAfficher les données qui sont inutilisées et/ou seront perdues au prochain rechargement du fichierAfficher les blocs de données avec des redéfinitions de bibliothèques, et lister leurs propriétés redéfiniesAfficher les infos des rapports de débugageAfficher le guide de composition diagonal central dans la vue caméraAfficher le temps d’exécution de chaque nœudAfficher l’aperçu de chaque nœud s’il est activéAfficher les arêtes après application des modificateursAfficher l’effet en mode éditionAfficher l’effet dans les vues 3DAfficher les textes d’erreurAfficher le centre de la face quand la sélection de face est activée dans les modes d’ombrages solidesAfficher les normales des faces sous forme de lignesAfficher les faces colorées selon la différence de forme entre les UV et leurs coordonnées 3D (bleu pour une faible distorsion, rouge pour une forte distorsion)Afficher les faces platesAfficher les faces par-dessus l’imageAfficher les faces lissées (en utilisant les normales de sommets)Afficher les facteurs en pourcentageAfficher les facteurs sous la forme de valeurs entre 0 et 1Afficher les fichiers en une liste détailléeAfficher les fichiers en une liste horizontaleAfficher les fichiers en une liste verticaleAfficher les fichiers en une liste brèveAfficher les fichiers en tant que miniaturesAfficher les traits de remplissage dans la vue 3DAfficher la frame en niveaux de grisAfficher en frames plutôt qu’en secondesAfficher toute la forme d’ondeAfficher des informations généralesAfficher l’interface glTF pour gérer les animationsAfficher le guide de composition basé sur le nombre d’or dans la vue caméraAfficher le guide de composition basé sur le nombre d’or dans la vue caméraAfficher le guide de composition du triangle d’or B dans la vue caméraAfficher le guide de composition harmonique A dans la vue caméraAfficher le guide de composition harmonique B dans la vue caméraLaisser l’image à sa taille originaleAfficher l’image en mode orthogonalAfficher l’image en mode perspectiveAfficher l’image avec les couleurs RVBAfficher l’image avec les couleurs RVB et la transparence alphaAfficher les images de manière cohérente avec la plupart des autres applications, pour prévisualiser des images et vidéos pour l’export. L’affichage choisi est émulé du mieux possible sur le périphérique d’affichage réel.Afficher en mode orthogonalAfficher en mode perspectiveAfficher les informations et préférences pour cet add-onAfficher les types de poignées des images clés et leurs modes d’interpolation autres que BézierAfficher la teinture des calquesAfficher les relations des redéfinitions de bibliothèquesAfficher des lignes plutôt que des formes pleinesAfficher les données de bas niveau de Blender et leurs propriétésAfficher la transparence du matériau dans l’objetAfficher un menu des précédentes actions effectuéesAfficher les propriétés de métadonnées de l’imageMéthode d’affichage dans la vue séquenceurAfficher les modes dans la liste des fichiersAfficher le modificateur en mode éditionAfficher le modificateur dans les vuesAfficher les modificateursNom de l’affichage. Pour le visionnage, il s’agit du périphérique d’affichage qui sera émulé en limitant le gamut et les couleurs HDR. Pour les sorties images et vidéos, c’est l’espace d’affichage utilisé à l’écriture.Afficher le nœud dans le mode texturé de la vue 3DAfficher la géométrie non-finale depuis les nœuds visualiseursAfficher le nombre d’utilisateurs de ces données (cliquer pour créer une copie mono-utilisateur)Afficher les objets avec un éclairage plat et un ombrage basique des surfacesAfficher une boîte ou un point par nœud intermédiaire de l’arbreAfficher les images clés en pelure d’oignon pour les animations en boucleAfficher les images clés en pelure d’oignon avec un dégradé de transparenceAfficher les pelures d’oignon avant et après la frame actuelleN’afficher que les arêtes de la géométrie, sans ombrage des surfacesN’afficher que les faces auxquelles l’image actuellement affichée est assignéeAfficher un contour du texteeAfficher le calque UV en surimpressionAfficher le texte en surimpressionAfficher les surimpressionsAfficher les surimpressions comme les cartes UV et les métadonnéesAfficher les surimpressions, comme les liens colorés ou en pointillésAfficher les surimpressions, comme le curseur et les annotationsAfficher les surimpressions, comme les gizmos et les contoursAfficher les paramètres de la dernière action effectuéeAfficher le chemin vers le fichier source, ou le nom du bloc de données sourceLe pourcentage d’affichage rend les dynamiques imprécises sans précalculAfficher des points pour les nœuds de l’arbre de volumeAfficher la prévisualisation en pleine résolution ou dans l’une des résolutions proxyAfficher le menu contextuel de l’éditeur de propriétésAfficher les données de reconstitution d’après le clip vidéo actifAfficher des images de référence derrière les objets dans la vue 3DAfficher le menu contextuel de la régionAfficher les clés de reminutage par-dessus les bandesAfficher le guide de composition de la règle des tiers dans la vue caméraAfficher les données échantillonnées dans la vue 3D pour débugger l’éclairage capturéAfficher le texte des statistiques de scène en surimpressionAfficher les scènes et leurs calques de vue, collections et objetsAfficher les angles des arêtes sélectionnées, en utilisant des valeurs globales si activé dans le panneau TransformerAfficher les longueurs des arêtes sélectionnées, en utilisant des valeurs globales si activé dans le panneau TransformerAfficher une ombre derrière le texteAfficher les clés de forme en mode édition (pour les maillages uniquement)Afficher les arêtes dures, utilisée par le modificateur Division d’arêtes (Edge Split)Afficher une seule boîte englobante pour toute la grilleTaille de l’affichage des normales dans la vue 3DAfficher la taille du cercle d’édition proportionnelleTaille des objets vides dans l’affichage quand de nouvelles instances de collection sont crééesAfficher la taille des pistes d’après les données de reconstructionAfficher les courbes de vitesse pour les pistes sélectionnéesAfficher l’écran d’accueil au démarrageAfficher les noms des étiquettes (« Camera » devant le nom de la caméra, etc.)Afficher des statistiques à propos du maillageÉtapes d’affichage du chemin de particuleAfficher les décalages d’entrée et de sortie de la bandeAfficher la courbe d’opacité ou de volume de la bandeAfficher les traits en utilisant l’ordre des calques de Grease Pencil et l’ordre des traits pour définir la profondeurAfficher les traits en utilisant les calques de Grease Pencil pour définir l’ordreAfficher les traits en utilisant la vraie position 3D dans l’espace 3DDessiner les traits dans cette couleur lors de l’affichage en pelures d’oignonType d’affichage des arêtes UVAfficher le niveau de prise en chargeAfficher le texte en grasAfficher le texte en italiqueAfficher les angles entre les arêtes sélectionnées, en utilisant des valeurs globales si activé dans le panneau TransformerAfficher les surfaces des faces sélectionnées, en utilisant des valeurs globales si activé dans le panneau TransformerAfficher la forme d’onde audio dans la bandeAfficher les limites de l’objetAfficher le centre et l’axe durant la rotationAfficher l’intervalle de découpage et la mise au point sur la caméraAfficher l’image en 3D stéréoAfficher l’image répétée en dehors de la vue principaleAfficher les numéros d’indices des sommets, arêtes et faces sélectionnésAfficher les données d’entrée dans l’éditeur tableurAfficher l’objet comme un solide (si l’affichage solide est activé dans la vue 3D)Afficher l’objet en filaireAfficher l’objet avec ses textures (si les textures sont activées dans la vue 3D)Afficher les limites de l’objetAfficher le nom de l’objetAfficher les origine et axes de l’objetAfficher l’espace de texture de l’objetAfficher le filaire de l’objet par-dessus l’affichage solideAfficher le journal des opérateursAfficher le centre d’orbitage pendant la rotationAfficher la région du rendu finalAfficher le résultat de rendu pour la scène du séquenceur au lieu de la scène activeAfficher la courbe d’erreur de reprojection pour les pistes sélectionnéesAfficher les étiquettes de couleur des bandes dans le séquenceurAfficher les régions de propriétés et d’outils par-dessus la région principaleAfficher les infobulles (si désactivé, maintenir Alt puis garder la souris au-dessus pour les forcer à s’afficher)Afficher un cône transparent dans les vues 3D, pour visualiser quels objets y sont inclusType d’affichage des splines des masquesAfficher sous ou par-dessus tout le resteAfficher les unités en deux parties (par exemple 1m 0cm)Afficher les sommets sans poidsAfficher la moitié haute des formes d’onde en valeur absolueAfficher en utilisant l’éclairage platAfficher en utilisant le matériau et l’éclairage matcapAfficher en utilisant l’éclairage studioAfficher le champ de vecteurs sous forme de grille MACAfficher les vecteurs sous forme d’aiguillesAfficher les vecteurs sous forme de lignes de fluxAfficher les normales des sommets sous forme de lignesAfficher les normales des sommets par face sous forme de lignesAfficher les mesures de performance de la vue 3D : • Évaluation : Temps d’évaluation du graphe de dépendances. • Synchronisation : Temps de construction des tampons GPU.Afficher les avertissementsAfficher les formes d’ondes en fonction des réglages des bandesAfficher les formes d’onde pour toutes les bandes sonAfficher les poids créés pour le modificateur BiseauterAfficher les poids en mode éditionAfficher ce que voit l’algorithme de suivi, dans la prévisualisationAfficher des contours blancsAfficher des contours blancs avec un liseré noirAfficher le nœud de sortie de matériau glTF (glTF Material Output) dans l’éditeur de shaders (menu Ajouter > Sortie)Afficher l’interface glTF pour gérer les variantes de matériauxAfficher les valeurs globalesAfficher les valeurs localesDes affichages, vues ou espaces de couleur sont introuvables dans ce fichier et ont été modifiésDes affichages, vues ou espaces de couleur sont introuvables dans ce fichier et ont été modifiés.Dissoudre les arêtes orthogonalesDissoudre la fuméeVitesse de dissolutionTemps de dissolutionDissoudre les sommetsDissoudre tous les nœuds suspendus, en reconnectantDissoudre tous les points désélectionnésDissoudre tous les sommets compris entre les limites des facesDissoudre tous les sommets compris entre les bordures des faces (mode Planaire uniquement)Dissoudre et intersecterDissoudre les arêtes, en fusionnant les facesDissoudre les facesDissoudre la géométrie en fonction du mode de sélectionDissoudre la géométrie pour former des polygones plansDissoudre les points entre les points sélectionnésDissoudre les sommets restants connectés à seulement deux arêtesDissoudre les os sélectionnés de l’armatureDissoudre les arêtes et sommets sélectionnés, limité par l’angle de la géométrie autourDissoudre les points sélectionnésDissoudre la fumée de façon logarithmique. Elle se dissout rapidement d’abord, mais persiste plus longtemps.Dissoudre les sommets, fusionner arêtes et facesDissoudre les faces de surface nulle et les arêtes de longueur nulleDissoudre les faces adjacentes et intersecter la nouvelle géométrieDistanceSuppression selon distanceAtténuation de distanceIncrustation par distanceMétrique de distanceDistance minModèle de distanceDistance de référenceDistance au carréSeuil de distanceDistance après laquelle elle s’effaceDistance autour de chaque guide pour générer des courbes interpoléesDistance autour du volume de la sonde à prendre en compte lors du précalculDistance à laquelle l’influence de l’éclairage deviendra nulleDistance derrière le leader à suivreDistance en-dessous de laquelle les points seront fusionnésDistance en deçà de laquelle les segments seront fusionnésDistance entre A et BDistance entre les cases du damierIntervalle entre les images de référence, aussi connu comme la taille GOP. Influence la taille du fichier et sa capacité à être précisément parcouruDistance entre les lignes de texteDistance entre les pointsDistance entre les pistes sélectionnéesDistance entre le sommet et la base de la vague, plus la valeur et élevée, plus la vague est étroiteDistance entre deux pointsDistance entre les vaguesDistance entre deux os ou objetsDistance entre deux faisceaux utilisée pour le redimensionnement de l’objetDistance entre deux faisceaux utilisée pour le redimensionnement de la scèneDistance entre deux points d’échantillons le long de la courbeDistance entre échantillons volumiques. Des valeurs plus basses donnent plus de détail, au prix de performances plus faibles. Si défini à zéro, la taille du pas est déterminée automatiquement d’après la taille de voxel.Distance entre échantillons de shader volumique lors du rendu du volume (des valeurs plus basses donnent des résultats plus précis et détaillés, mais augmentent aussi le temps de rendu)Facteur de distance multiplié par l’attribut rayon de la courbe pour définir le rayon du tube résultantDistance à la caméraDistance à l’objetDistance au centre minimum pour qu’une sélection soit possibleDistance au bord de l’image à laquelle le marqueur arrête de trackerDistance depuis le plan de découpe dans laquelle les sommets sont suppriméesDistance entre les points générés et l’origineDistance au plan du solDistance depuis la surface à utiliser pour contracter/envelopperDistance correspondant au poids 0.0Distance correspondant au poids 1.0Distance correspondant au poids 0.0Distance correspondant au poids 1.0Modèle de distance pour le calcul de l’atténuation avec la distanceDistance parcourue par la souris lors du tracé d’un trait, pour être prise en compteDistance des copiesDistance de l’objet qui contribue à l’effet d’occlusion ambianteDistance de l’objet qui contribue à l’effet de cavité/bordureDistance de dispersion aléatoire aux extrémités des courbesDistance du décalage de déplacement dans la direction normaleDistance des instances à l’origineDistance des points à l’origineDistance entre les sommets et l’origineDistance sur laquelle l’effet de brume apparaît en fonduSeuil de distance au-delà duquel la sélection est effectuée (zéro pour désactiver)Seuil de distance pour l’atténuation autour du guideDistance au bordDistance aux guidesDistance à la cibleDistance à laquelle déplacer la surface le long de sa normaleDistance à conserver par rapport à la cibleDistance à laquelle tenir éloignées les particules de l’émetteurDistance à laquelle tenir les courbes éloignées de la surfaceDistance de laquelle déplacer les UVDistance de laquelle déplacer la courbe parallèlement à ses normalesDistance de décalageDistance de laquelle décaler chaque instance le long de la normale de la géométrie entranteDistance de laquelle décaler chaque instance le long de la normale de la géométrie de surfaceDistance à laquelle décaler les instances depuis le coin de faceDistance au point précédent sur la courbeDistance à laquelle chercher des positions de capture valides, pour éviter des artéfacts d’éclairageDistance jusqu’au point de mise au point, pour la profondeur de champDistance à la position de la vueDistance à laquelle le masquage auto des arêtes en bordure protège les sommets contre l’arête entièrement masquéeDistance sous laquelle la géométrie dégénérée est fusionnéeDistance sous laquelle les sommets correspondants sont recherchésDistance dans laquelle les sommets en miroir sont fusionnésDistance en dessous de laquelle les sommets symétriques sont fusionnésDistances à autoriser par rapport à la sphère d’influenceDistorsionDistorsion maxDistorsion minNœud de distorsionBruit distorduDistorsionQuantité de distorsionGrille de distorsionModèle de distortionModèle de distorsion utilisé pour les objectifs de caméraDistorsion pour simuler le bokeh d’un objectif anamorphiqueDistorsion à utiliser pour le calculRépartir points dans grilleRépartir points dans volumeRépartir points sur facesRépartir les marqueurs uniformémentRépartir les marqueurs depuis la gaucheRépartir la mémoire dans les prériphériquesDistribuer plus d’échantillons près de la caméraRépartir les points aléatoirement à l’intérieur du volumeRépartir des points aléatoirement sur la surfaceRépartir les points selon un motif de grille à l’intérieur du volumeRépartir les points aléatoirement sur la surface en prenant en compte une distance minimale entre les pointsDistributionMasque de distributionMéthode de distributionForme de la distributionType de distributionBruitIntensité du tramageBruitéDivergenceDiviserMode DiviserDiviser les poids du groupe A par ceux du groupe BDiviser et garder le plafond, le plus petit entier supérieur ou égal à ADiviser et garder la partie entière, le plus grand entier inférieur ou égal à ADiviser et arrondir le résultat vers zéroSubdiviser les faces du maillage en plusieurs plus petites sans en changer la forme ou le volume, en utilisant une interpolation linéaire pour placer les nouveaux sommetsSubdiviser les faces du maillage pour former une surface lisse en utilisant la méthode de subdivision de Catmull-ClarkDiviser l’intervalle de frame en ce nombre d’étapesSubdiviser chaque segment de courbe en un nombre spécifié de morceauxModèle de distorsion de division qui représente le mieux les caméras grand angleDivisionsRemplacer héritageNe pas combiner les animationsCréer des bavuresEffectuer une recherche sensible à la casseS’occuper de tous les espaces à droite de la frame actuelleTraquer vers l’arrièreLes canaux contribuent-ils au résultat ((dés)activer le canal)Faire un fondu enchaîné du volume des deux bandes son sélectionnéesFaire un fondu enchaîné entre la frame actuelle et la suivanteCréer des frames supplémentaires entre les frames de la scène, pour assurer un mouvement lisséNe pas affecter les arêtes de bordure non-manifoldNe pas affecter les sommets sur les pics, d’après la courbure de la surfaceNe pas affecter les sommets qui appartiennent aux limites d’un ensemble de facesNe pas affecter les sommets dans les creux, d’après la courbure de la surfaceInterdire aux arêtes/sommets biseautés de se chevaucherInterdire toute déformation le long de l’axe XInterdire toute déformation le long de l’axe YInterdire toute déformation le long de l’axe ZNe pas changer la sélection si l’élément sous le curseur est déjà sélectionné, se contenter de l’activerNe pas fusionner les courbes en points uniques si elles sont plus courtes que la longueur spécifiée. Le comportement de fusion existe pour des raisons de compatibilité.Ne pas créer d’aperçus des fichiers blendNe pas créer de formes d’osNe pas afficher la couleur de remplissage durant le dessin du traitNe pas exporter les attributs de couleurNe pas exporter les matériaux, et combiner les groupes de primitives du maillage, en perdant les informations d’emplacements de matériauxNe pas exporter les matériaux, mais écrire plusieurs groupes de primitives par maillage, en gardant les informations d’emplacements de matériauxNe pas exporter les couleurs de sommetsNe pas inverser les polygones quand leurs normales ne sont pas cohérentes avec leurs normales de sommets personnalisées nouvellement calculéesNe pas suivre la trajectoire du trait ni la rotation de l’objet, et rester aligné à la vue 3DNe pas importer les attributs USD personnalisésNe pas importer les attributs de couleurNe pas importer les primitives USD invisibles. S’applique seulement aux primitives dont l’attribut de visibilité n’est pas animé. Les primitives dont la visibilité est animée seront toujours importéesNe pas importer ou exporter les attributs de couleurNe pas charger de données depuis ce calqueNe pas modifier l’image de façon artistiqueN’effectuer aucune transformation de couleur à l’affichage, utiliser l’ancienne technique sans gestion de couleur pour l’affichageN’effectuer aucune transformation colorimétrique au chargement, traiter les couleurs comme étant déjà dans l’espace linéaire de la scèneNe pas conserver les relations parent/enfant des objetsNe propager aucun message en amontNe pas retirer le modificateur de la pileNe pas rendre cette collectionNe pas répéter la texture et la limiter à une seule instanceNe pas faire tourner le segment en mode de déformation redimensionnementNe pas définir de force de faceNe pas modifier les normales des arêtes dures d’après celles des facesNe pas glisser les bandes connectées si la position du curseur est utiliséeNe pas synchroniser, lire toutes les framesN’utiliser aucune compressionNe pas utiliser de périphérique de calculNe pas utiliser cette surface comme éclairage pour l’échantillonnageFaire une auto-union ou une auto-intersectionVoulez-vous mettre à jour ceci : {:s} ?Identifiant dans la docDocumentsMode Sous-développer couleurLa F-courbe contribue-t-elle au résultatLe pivot Origines individuelles n’est pas en chargeNe fait rien, empêche d’ajouter réellement des redéfinitions (INUTILISÉ)Utiliser un canevas de peinture pour cet outilDolby Digital ATRAC 3TravellingTravelling dans l’axe de la vueDomaineObjet domaineRéglages du domaineTaille du domaineType de domaineLa combinaison de domaine et de type de géométrie n’est pas prise en chargeDonnées de domaineDomaine de l’attributDomaine dans lequel le champ est évaluéDomaine dans lequel le champ est évaluéDomaine dans lequel évaluer les champsDomaine non pris en charge pour l’attribut « %s »Ne pas enregistrerNe pas ajouter les métadonnées ou étiquettes depuis le bloc de données d’origineN’ajouter aucune nouvelle contrainteNe pas autoriser la sélection de frames hors de l’intervalle de frames avec la sourisNe pas calculer de sommets propres pour les zones convexesNe pas corriger les chevauchements dans les nouvelles bandesNe pas afficher le volume en mode filaireN’afficher aucune forme d’onde pour aucune bande sonNe rien faireNe pas exporter les imagesNe pas remplir du toutNe pas remplir les polygones durant l’éditionNe pas importer les texturesNe pas propager la coupe aux bandes sélectionnéesNe pas retirer les arêtes dures, qui sont redontantes avec les faces à ombrage lisséNe pas retirer les arêtes dures. Les arêtes marquées resteront duresNe pas arrondir aux pixelsNe pas échantillonner l’arrière-plan, plus rapide mais peut ajouter du bruit pour les arrière-plans non uniformesNe pas redimensionner le long de l’axe YNe pas redimensionner le long des axes X et ZNe pas afficher la surimpression durant un traitNe pas afficher la valeur d’entrée dans l’interface du modificateur Nœuds de géométrieNe pas aimanter aux bandes cachéesNe pas aimanter aux bandes sonNe pas étirer l’objetNe pas utiliser de flèche ou de style à l’extrémitéNe pas utiliser d’alignement fixe, remplir l’espace disponibleNe pas utiliser cette collection dans le Line ArtNe pas utiliser cet objet pour le rendu de Line ArtNe pas utiliser de passes utilitaires pour le débruitageNe pas écrire dans le tampon de profondeurFeuille d’expositionSurimpressions feuille d’expositionDonnées de l’espace feuille d’expositionVue feuille d’exposition pour les données de suiviFeuille d’exposition / timelineChamp de tri de feuille d’expositionFacteur DopplerVitesse DopplerProduit scalairePointillésProduit scalairePointsDoubleDouble clicVitesse du double-clicDélai de double clicMasque à double bordVecteur de doublesFlottant double précisionDouble-densitéBasTélécharger et installer l’extensionLes fichiers de paquets téléchargés sont supprimés après l’installationTéléchargement de « {:s} »Téléchargement…TéléchargementsCompression de maillage DracoTraînéeOpérateur glisserDébut du glisserSeuil de cliquer-glisserGlisser permet aux évènements de clics d’être passés à l’outil, ce qui ajoute un léger délaiGlisser la brosse ancre d’un coin à l’autreGlisser et déposer l’élément à un autre endroitGlisser et déposer sur un ensemble de données, ou sur un élément dans l’ensemble de donnéesComposante de la traînée proportionnelle au carré de la vitesseComposante de la traînée proportionnelle à la vitessePoids de l’effecteur TraînéeGlisser-déposer un matériau dans les emplacements de matériaux, dans les propriétésGlisser un matériau vers un objet dans le synoptiqueGlisser un objet dans une scène dans le synoptiqueGlisser pour effacer le parentage dans le synoptiqueGlisser pour continuer à échantillonner, relâcher pour terminerGlisser pour déplacer la collection dans le synoptiqueGlisser pour parenter dans le synoptique{} fichiers glissésDraineFonction de phase de Draine, utilisée principalement pour la diffusion de la lumière dans la poussière interstellaireDessinerDessiner ligne de coupeAfficher les F-courbes avec anticrénelage (désactiver pour de meilleures performances)Dessiner à main levéeDessiner au Grease PencilMode dessinAfficher les normalesDessiner une ligne polyDessiner la régionDessiner la région et intervertirDessiner des lignes droitesDessiner les traits au fondDessiner la fenêtreDessiner la fenêtre et intervertirDessiner un « blueprint » avec des traits de contour circulairesDessiner un « blueprint » avec des traits de contour elliptiquesDessiner un « blueprint » avec des traits de contour carrésDessiner un rectangle autour des parties de bandes que vous souhaitez couperDessiner une courbe à main levéeDessiner une spline à main levéeDessiner une ligne définissant un dégradé de poids pour les sommets sélectionnésDessiner une ligne pour définir le dégradé du matériau de remplissage pour les traits sélectionnésDessiner une ligne de coups de pinceau séparées selon l’espacementDessiner un nouveau trait dans l’objet Grease Pencil actifAfficher la courbeAfficher un contrôleur sombreAfficher un contrôleur sombre avec un rayon de viséeDessiner un (des) trait(s) à main levéeDessiner dans un plan aligné avec la vueDessiner dans un plan perpendiculaire à la surfaceDessiner dans le plan de la surfaceAfficher un contrôleur clairAfficher un contrôleur clair avec un rayon de viséeDessiner les lignes avec un délai, pour permettre des traits lissés (appuyer sur la touche Maj pour choisir durant le dessin)Dessiner des couleurs de sommets dans l’objet Grease Pencil actifDessiner la régionDessiner la région et intervertirDessiner un (des) segment(s) de ligne droiteDessiner le trait à la position du curseur 3DDessiner le trait à l’origine de l’objetDessiner les traits en utilisant une ligne continueDessiner les traits en utilisant des points séparésDessiner les traits en utilisant des carrés séparésDessiner les traits en utilisant une textureDessiner les traits avec une couleur solideDessiner des traits stylisés avec FreestyleDessiner la prise menu comme un menu déroulant dépliéDessiner la ligne de relation depuis la tête de l’os parent vers celle de l’os enfantDessiner la ligne de relation depuis la queue de l’os parent vers la tête de l’os enfantDessiner le poids des points du trait dans l’objet Grease Pencil actifDessiner la fenêtreDessiner la fenêtre et intervertirDessiner :DessinPlan de dessinType de dessinGoutterContrôler toutes les composantes de cette propriété avec la cible choisieEntraîner un corps rigide autour ou le long d’un axeContrôler cette composante de cette propriété avec la cible choisieContrôléPropriété contrôléePropriété contrôlée :Contrôlé sélectionnéContrôleurLe contrôleur « %s[%d] » existe déjàCible du contrôleurValeur du contrôleur :Variable de contrôleurLe contrôleur n’a pas pu être évalué précédemment, et devrait donc être ignoréContrôleur pour la valeur d’un réglage en fonction d’une autre valeur externeLe contrôleur n’a pas de variable à copierLe contrôleur est introuvable dans les données d’animationType de contrôleurType de variable de contrôleurContrôleur :Contrôleur : {:s} ({:s})ContrôleursContrôleurs :DroneDéposer XDéposer YDéposer un monde dans la scèneDéposer la couleur sur les boutonsAbandonner des frames si la lecture est trop lenteAbandonner certaines frames pour conserver la fréquence d’imagesDéposer un nom dans un boutonDéposer {} sur l’emplacement {} (emplacement actif) de {}Déposer {} sur l’emplacement {} (remplaçant {}) de {}Déposer {} sur l’emplacement {} de {}Déposer {} sur {} (emplacement {})Déposer {} sur {} (emplacement {}, remplace {})SécherTemps de séchageMaillage dualÀ cause des paramètres de la pile NLA, {:d} images clés n’ont pas été insérées.À cause du réglage « N’insérer que si nécessaire », {:d} images clés n’ont pas été insérées.BidonBichromieDupliquerDupliquer l’actionDupliquer l’armatureDupliquer la caméraDupliquer la courbeDupliquer les courbesDupliquer les élémentsDupliquer le Grease PencilDupliquer les courbes de poilsIndice de copieDupliquer les images clésDupliquer latticeDupliquer l’éclairageDupliquer la sonde d’éclairageDupliquer les bandes NLA sélectionnées avec lien, en ajoutant les nouvelles bandes dans de nouvelles pistesDupliquer le masqueDupliquer le matériauDupliquer le maillageDupliquer la métaballeDupliquer les éléments de métaballesDupliquer l’arborescence de nœudsDupliquer les nœudsDupliquer les objetsDupliquer les particulesDupliquer le nuage de pointsDupliquer les os sélectionnésDupliquer les réglagesDupliquer le haut-parleurDupliquer les bandesDupliquer la surfaceDupliquer le texteDupliquer le volumeDupliquer les images clés actives de tous les calquesDupliquer toutDupliquer et extruder les sommets, arêtes ou faces sélectionnés vers la curseur de la sourisDupliquer en miroir les particules sélectionnées le long de l’axe local XDupliquer l’attribut de couleurDupliquer la contrainte, à la même position dans la pileDupliquer la courbe et la déplacerDupliquer un effet à la même position dans la pileIndice de sommet %d en double dans vertex_indices_setDupliquer dans une fenêtreDupliquer les clésDupliquer le masque et le déplacerDupliquer le maillage et le déplacerDupliquer le maillage à la position des particulesDupliquer les arêtes du maillage et casser les connexions avec les faces adjacentesDupliquer un modificateur, à la même position dans la pileDupliquer le nœud mais pas les arborescences de nœuds, liées aux données originalesDupliquer l’objet, mais pas ses données d’objet, liées aux données originalesDupliquer le système de particules au sein de l’objet actifDupliquer les bandes NLA sélectionnées, en ajoutant les nouvelles bandes dans des nouvelles pistesDupliquer la zone sélectionnée dans une nouvelle fenêtreDupliquer les points de contrôle sélectionnésDupliquer les points de contrôle sélectionnés, et les segments entre euxDupliquer les éléments de métaballes sélectionnésDupliquer les nœuds sélectionnésDupliquer les nœuds sélectionnés et les déplacerDupliquer les nœuds sélectionnés, en conservant les liens d’entrée, et les déplacerDupliquer les nœuds sélectionnés, mais pas leurs arborescences de nœuds, et les déplacerDupliquer les objets sélectionnésDupliquer les bandes sélectionnées et les déplacerDupliquer les bandes sélectionnées, mais pas leurs données, et les déplacerDupliquer les marqueurs temporels sélectionnésDupliquer les sommets, arêtes ou faces sélectionnéesDupliquer également les réglages, afin que le nouveau système de particules utilise ses propre réglagesDupliquer la bande, mais pas ses données de bande, liées aux données originalesDupliquer les traits en réseauDupliquer les traits comme un miroirDupliquer le groupe de nœuds de géométrie actif et l’assigner au modificateur actifDupliquer la clé de forme activeDupliquer l’objet instance actuelDupliquer la ligne actuelleDupliquer le groupe de nœuds de compositing actuellement assigné.Dupliquer le modificateur dans la liste des modificateursDupliquer l’objet un certain nombre de foisDupliquer l’objet autant de fois que nécessaire pour l’ajuster à une longueur donnéeDupliquer les objets sélectionnés et les déplacerDupliquer les objets sélectionnés, mais pas leurs données d’objets, et les déplacerDupliquer les points sélectionnésDupliquer les bandes sélectionnées%s dupliqué(s)Images clés dupliquéesCopiesDupliquer les courbes de poils un certain nombre de fois, dans un certain rayonCopies : {}DuréeDurée de l’image en frames (1 si non-vidéo/séquence)Durée du segment d’arrêt sur imageDurée du fondu en secondesDurée : %s (frame %i/%i)Pendant la resynchronisation du bloc de données %s, %d redéfinitions obsolètes ont été supprimées. Elles avaient des changements locaux définis par l’utilisateurPendant la correction des attributs de faces, fusionner les attributs connectés au même sommetPendant les transformations, utiliser Alt pour naviguer dans la vue 3D. Si désactivé, les raccourcis d’édition proportionnelle, de contraintes automatiques et de longueur de chaîne IK auto nécessiteront de maintenir Alt appuyéeNéerlandais - NederlandsMouranteDynamiqueBVH dynamiqueMaillage de base dynamiqueTaille de grille dynamiqueMaillage dynamiqueMode dynamiquePeinture dynamiqueModificateur Peinture dynamiqueRéglages de la toile de la peinture dynamiqueModificateur de peinture dynamiqueSculpture à topologie dynamiqueTopologie dynamique trouvée : %s, désactivéGrille dynamiqueLa topologie dynamique modifie la topologie du maillage durant la sculpturePeinture dynamique : précalcul terminé ! (%.2f)Peinture dynamique : échec du précalcul : %sMasquer les sommets dynamiquement selon un groupe de sommets ou une armatureDynamiquesDyntopoLa topologie dynamique ne conservera pas les couleurs, UV, ou autres attributsEEVEEDébug EEVEEOptions de lancer de rayon d’EEVEERéglages d’EEVEERéglages d’EEVEE pour la scèneRéglages EEVEE pour le lancer des réflexionsDonnées de conversion de courbe d’égaliseurERREUR : Le contrôleur est inutile sans aucune entréeERREUR : Expression python non valideERREUR : Canaux cibles invalidesERREUR : le type « {:s} » n’existe pas !Échap/ClicD pour annuler, Entrée/ClicG pour valider, Molette/Déplacer pour ajuster facteurChaque canal sera rendu dans un fichier monoChaque collection (dans le sens du bloc de données) dans un fichier ; n’inclut pas le contenu des collections enfantsChaque collection (y compris la collection principale qui n’est pas un bloc de données) de la scène active dans un fichier, y compris le contenu des collections enfantsChaque collection (y compris les collections principales qui ne sont pas des blocs de données) de chaque scène dans un fichier, y compris le contenu des collections enfantsL’indice de chaque point de contrôle sur sa splineChaque face est considérée comme une interface entre deux phases. Donne des résultats corrects pour les géométries manifolds ne contenant pas de parties internes.La valeur d’ensemble de face de sculpture pour chaque faceChaque géométrie en entrée est transformée en instance à partChaque champ en sortie doit correspondre à une géométrie se trouvant au-dessus de luiChaque scène dans un fichierAssouplissementAmorti en entréeAmorti en entrée et sortieAmorti en sortieLissageLe type d’amorti est choisi automatiquement en fonction du type d’interpolation utilisé (par exemple amorti en entrée pour des types transitionnels, et amorti en sortie pour des effets dynamiques)EstExcentricitéArêteAngle entre arêtesTexte d’angle entre arêtesCentre de l’arêteCollision d’arêtesNombre de coins d’arêtesCoût d’arêteNombre d’arêtesPlis d’arêtesDonnées d’arêteTypes de données d’arêteDonnées de l’arête :Détection de contoursType d’affichage des contoursIndice de l’arêteLongueurs d’arêtesMode de longueur d’arêteTexte de longueur des arêtesCorrespondance d’arêteMarques d’arêteMarques d’arêtesSélection en mode arêtesChamp Nombre d’arêtes voisinesVoisins de l’arêteDéfiler en bordureChemins d’arêtes vers courbesChemins d’arêtes vers sélectionPerpendiculaire à l’arêteChamp Position d’arêteRail d’arêtesRedimensionner par les bordsDélimitation des anneaux d’arêtesArête sélectionnéeSélection d’arêtesDureté d’arêteGlisser les arêtesGlisser arêtes : Division d’arêtesDrapeau d’arêteTeinte du bordTypes d’arêtesCombinaison de types d’arêtesNégation de type d’arêteTypes d’arêtesSommets de l’arêteChamp Sommets d’arêtesPoids d’arêteLargeur de traitPoids de biseau d’arête à ajouter aux arêtes externesArête dans un bloc de données maillageIndice d’arêteL’arête n’est connectée à aucune faceLongueur de l’arête en espace UVLongueur du côté de la sélection par boîteArête du sommetSélection d’arêtes – Maj-cliquer pour modes multiples, Ctrl-cliquer pour étendre/réduire la sélection dépendamment du mode sélectionnéMode de sélection d’arêtesModificateur de division d’arêtes, pour créer des arêtes dures, aiguësFriction des ressorts d’arêtesRaideur de ressort d’une arête lorsqu’elle est plus longue que sa longueur initialeRaideur de ressort d’une arête lorsqu’elle est plus courte que sa longueur initialeSeuil de contourArête à arêtePoids d’arête utilisé par le modificateur Biseau (Bevel)La paire d’anneaux d’arêtes n’est pas connectéeLes anneaux d’arêtes ne sont pas connectésBord à bordDivisionArêtesModificateur Division d’arêtes (EdgeSplit)ArêtesDonnées des arêtes :Arêtes entre des faces pointant dans des directions opposéesLes arêtes ont changé de %d à %dLes arêtes entrent aussi en collisionArêtes du coinArêtes du sommetArêtes du maillageLes arêtes reçoivent une force de traînée du milieu environnantLes arêtes reçoivent une force de portance en traversant le milieu environnantArêtes que plus de deux faces ont en communArêtes vers groupes de facesArêtes à convertir en courbesArêtes à marquer là où le maillage est « découpé », dans un but de dépliageArêtes utilisées pour séparer les faces en différents groupesÉditionOs d’éditionMatrice d’os d’éditionOs d’éditionOs d’éditionÉditer la conversion par courbeFormat éditionÉditer le Grease PencilÉditer les traits de Grease PencilLignes d’éditionÉditer les métadonnéesMéthodes d’éditionMode éditionAdoucir les lignes en mode éditionChemin d’éditionÉditer l’éclairage studioÉditer l’espace textureArborescence éditéeÉditer le code source de l’interface du bouton actifÉditer une valeur Python directement, pour les types de propriétés non pris en chargeÉditer une contrainte de l’os actifÉditer une contrainte de l’objet actifÉditer une capture de la vue 3D dans un éditeur d’images externeÉditer toutes les images clés de la scèneModifier et enregistrer les thèmes installés via des extensionsÉditer les animation/images clés affichées en tant que courbes 2DÉditer un groupe de nœuds de géométrie destiné à un opérateurÉditer les informations d’asset comme le catalogue, la miniature, les étiquettes, ou l’auteurÉditer le groupe de nœuds de compositing pour les modificateurs de bandes SéquenceurÉditer le groupe de nœuds de compositing de la scène actuelleÉditer les contrôleurs et l’interpolation des images clésÉditer l’image dans une application externeÉditer les images clés dans l’action de niveau Objet de l’objet actifÉditer les images clés dans l’action de clés de forme de l’objet actifÉditer des matériaux, éclairages et shading du monde à l’aide de nœudsOs en mode édition, dans un bloc de données armatureÉditer un groupe de nœudsÉditer un groupe de nœuds depuis le modificateur actif de l’object actifÉditer l’espace de texture des données d’objetÉditer les réglages de configuration persistantsÉditer les propriétés de l’objet actif et des blocs de données liésÉditer des scripts et la documentation des fichiers .blendÉditer les traits de Grease Pencil sélectionnésÉditer les nœuds de shader du style de ligneÉditer les nœuds de shader de l’objetÉditer les nœuds de shader du mondeÉditer les éléments pour la détection auto des textures dans la config PBRÉditer les nœuds de texture du pinceauÉditer les nœuds de texture du style de ligneÉditer les nœuds de texture du mondeÉditer des textures à l’aide de nœudsÉditer les contrôleurs pour les propriétés connectées représentées par le bouton en surbrillanceÉditer le fichierÉditer la valeur d’une propriété personnaliséeÉditer la visibilité du maillage actuelÉditer les poids des sommets d’un groupeModifier les minutages des blocs de données fichier de cacheÉditer les minutages des courbes de l’éditeur de masquesÉditer les minutages de tous les dessins de Grease Pencil du fichierModifier les préférences d’utilisation et les réglages systèmeÉdition : {}, {}, {}Éditabilité des bandes NLA dans cette pisteÉditabilité des images clés pour ce canalÉditableCourbe de cavité éditableCourbe d’atténuation éditableÉditéObjet éditéÉditionType d’éditionContexte d’édition affichéÉdition des poilsRéglages d’édition du format de caractèreLe lattice en mode édition n’est pas encore pris en chargeÉditeurBordure d’éditeurContours des éditeursType d’éditeurÉditeur pour les outils d’ombrage et de compositing nodauxEn-tête d’éditeur contenant des éléments d’interfaceMenu d’éditeur contenant des boutonsÉditeursÉditer l’ensemble de faces actifProblème de conversion de matériau EEVEE. Voir l’erreur dans la consoleEffetL’effet « %s » n’est pas présent dans l’objet « %s »Fondu d’effetPosition de l’effet de fonduOpacité de l’effetRayon solide d’effetBande d’effetBande d’effet couleurType d’effetEffet affectant l’objet Grease PencilImpossible d’ajouter l’effet à l’objet « %s »Effet dans toutes les directions, ou seulement en Z négatif/positifMode de l’effetNom de l’effetEffet sur la clé elle-mêmeEffet sur la poignée de gaucheEffet sur la poignée de droiteAgir sur les pistes qui sont trackées moins que le nombre spécifié de framesAgir sur les pistes qui ont une plus grande erreur de reprojectionEffet/liéesIntervalle effectifVisibilité effectiveCompression efficace mais lenteConvertir en pratique la vidéo en séquence d’images, et ignorer les frames incomplètes ou abandonnées, et les changements de fréquence d’imagesEfficacitéEffecteurNombre d’effecteursCollection d’effecteursNombre d’effecteursRéglages de l’effecteurType d’effecteurPoids de l’effecteurPoids de l’effecteur pour les simulations physiquesEffetsEffets affectant l’affichage de l’objetSoit une courbe, soit un sélection d’instancesAjouter ou supprimer des courbes selon la distance minimale des courbes sous le curseurProduire soit la valeur en entrée telle quelle, soit la valeur par défautSoit des courbes simples, soit des instances de courbeFrame de début (pour une vitesse positive) ou de fin (pour une vitesse négative)ÉlastiqueLimite d’élasticitéÉlémentIndice d’élémentÉlément définissant une couleur à une position donnée dans le dégradéL’élément est introuvable dans la collection d’éléments ou le dernier élémentÉlément d’une courbe NURBS, Bézier, polyligne, ou un caractère pour les objets texteÉlément d’un chemin du visualiseurÉlément du chemin de l’espace d’arborescence de nœudsÉlément de la géométrie cible depuis lequel calculer la distanceType d’élément à transformerPar élémentÉlémentsÉléments à l’intérieur de la boîteEllipseMasque elliptiqueEllipsesEllipsoïdeEmpaqueter les texturesEmpaqueter les textures dans le fichier FBX binaire (uniquement avec le mode de chemin « Copier » !)Données embarquéesEmbreeEmbree sur GPUEmbree sur GPU permet l’utilisation du lancer de rayons matériel sur les GPU Intel, qui offre de meilleures performances globalesÉmissionCoefficients d’émissionCouleur d’émissionForce d’émissionTemps d’émissionFacteur de temps d’émissionPositions d’émission par face (0 = automatique)Shader émissionCouleur d’émissionÉmissionÉmettre depuisÉmettre du fluide depuis la surface ou le volume du maillageÉmettre dans un ordre aléatoire d’élémentsÉmettre les particules depuis le maillage avec ses modificateurs appliqués (doit utiliser le même niveau de subdivision en prévisualisation et au rendu pour des résultats corrects)Émettre de la fumée depuis les particulesRadiance émise par canal de couleur ajoutée à un rayon, par unité de distanceÉmetteurDistance à l’émetteurAccentuer la position des images clés sur les chemins de mouvementObjets videsVideTaille d’affichage de l’objet videTaille d’affichage de l’objet vide : %.3fType d’affichage de l’objet videRemplissage videGrille videProfondeur de l’objet vide imageImages clés videsMatériau videScène videEspace videUn identifiant vide ne peut pas être utilisé si un identifiant explicite a été utilisé précédemment. Par exemple, « {} {x} » convient mais pas « {x} {} ».Modificateur d’émulation 3 boutonsÉmuler une souris à 3 boutonsÉmuler le bouton du milieu de la souris avec Alt+Clic gaucheÉmuler le pavé numériqueActiverActiver le mode « solo » sur la piste NLA contenant la bande active, pour l’éditer sans voir les effets de la pile NLAActiver l’add-onPermettre à l’éditeur et aux opérateurs de l’explorateur d’assets de gérer les blocs de données ordinaires en tant qu’assets, pas seulement en tant que posesActiver des options d’osPermettre à l’os de déformer la géométrieActiver les collisionsActiver l’add-on Moteur de rendu Cycles pour utiliser CyclesActiver les options de débugage de Cycles pour les développeursActiver la désactivationActiver les options de débugage d’EEVEE pour les développeursActiver l’évaluation de modificateurs de F-courbeActiver les modificateurs de F-courbeActive l’accélération GPU pour évaluer les derniers modificateurs de surfaces de subdivision dans la pileActiver l’Affichage grille pour utiliser l’intervalle en surbrillance !Activer d’abord les guides ! On se rabat sur la vélocité du fluideActiver l’étirement d’IKActiver MetalRT pour les requêtes d’intersectionsActiver multivuesActiver la sortieActiver l’évaluation Python des fichiers sélectionnésActiver les auto-collisionsActiver un effet Fresnel sur les surimpressions d’édition de maillage. Améliore la lisibilité des maillages très denses, mais augmente la fatigue occulaire lors d’une modélisation avec moins de polygonesActiver l’add-on pour l’espace de travailActiver des fonctionnalités supplémentaires pour le nouveau bloc de données de courbesActiver après l’installationActiver le moteur angulaireActiver le miroir sur l’axeActiver les affectations pour les contrôleurs HP Reverb G2. Toutes les runtimes OpenXR ne les prennent pas en chargeActiver les affectations pour les contrôleurs HTC Vive Cosmos. Toutes les runtimes OpenXR ne les prennent pas en chargeActiver les affectations pour les contrôleurs HTC Vive Focus 3. Toutes les runtimes OpenXR ne les prennent pas en chargeActiver les affectations pour les contrôleurs Huawei. Toutes les runtimes OpenXR ne les prennent pas en chargeActiver le catalogue, et rendre les assets contenus visibles dans l’étagère d’assetsActiver la division de chaîne d’après la longueur 2D curviligneActiver la division des chaînes d’après des motifs de pointillésActiver le chaînage des traits caractéristiquesActiver l’instanciation de collectionActiver les collisions avec la surface lors de la sculptureActiver les collisions avec la limite arrière du domaineActiver les collisions avec la limite inférieure du domaineActiver les collisions avec la limite frontale du domaineActiver les collisions avec la limite gauche du domaineActiver les collisions avec d’autres objetsActiver les collisions avec la limite droite du domaineActiver les collisions avec la limite supérieure du domaineActiver le dégradé de couleur utilisé pour la visualisation des poids en mode peinture de poidsActiver les réglages personnalisés pour le volume de correction de parallaxeActiver des distances de découpage proche et lointaine personnalisées pour les calculs de volumeRendre cyclique chaque segment de pointillésActiver la désactivation des corps rigides au repos (améliore les performances et la stabilité, mais peut créer des artéfacts)Activer les actions de contrôleur par défaut en VR, y compris les poses et haptiques de contrôleurActiver le déplacement le long du X normalActiver le déplacement le long du Y normalActiver le déplacement le long du Z normalPermet de réutiliser simplement un bloc de données via l’explorateur d’assets, à l’aide de métadonnées personnalisables (comme les prévisualisations, les descriptions et les étiquettes)Permet de réutiliser simplement les blocs de données sélectionnés via l’explorateur d’assets, à l’aide de métadonnées personnalisables (comme les prévisualisations, les descriptions et les étiquettes)Activer le transfert de données des arêtesPermettre le défilement en bordures des vues 2DActiver le lissage des bords en mode édition, pour réduire le crénelage (nécessite un redémarrage)Activer le transfert de données des coins de facesActiver le transfert de données des facesActiver la compression à l’enregistrement des fichiers .blendActiver le filtrage des fichiersActiver le filtrage des fichiers dans le navigateur de fichiersActiver les réglages de diffusion du fluide (par exemple la viscosité, la tension de surface)Activer le guidage du fluideActiver le maillage fluide (par amplification)Activer le bruit de fluide (par amplification)Activer les dynamiques de poils avec la simulation de tissuActiver dans les nouvelles scènesActiver les ombres agitées dans la vue 3D. (Les ombres agitées sont toujours activées au rendu final).Activer les ombres douces par agitation pour augmenter la précision des ombres (désactivé dans les vues 3D sauf si activé dans les réglages de rendu). Affecte fortement les performances.Activer le moteur linéaireActiver les limites de matériauxActiver la symétrie de maillage sur l’axe XActiver la symétrie de maillage sur l’axe YActiver la symétrie de maillage sur l’axe ZActiver l’édition multi-framesActiver l’auto-collision naïve basée sur la balle des sommetsActiver les nouveaux types et nœuds listesActiver les nœuds pour un éclairageActiver les techniques de réduction de bruit pour les effets de lancer de rayonAjouter un décalage constantActiver après installationAutoriser l’accès en ligne dans les préférences systèmeActiver ou désactiver toutes les étiquettes(Dés)activer la ligne brisée(Dés)activer la mise en pose et la sélection des os(Dés)activer le rendu de ce calque de vue(Dés)activer les traits texturés(Dés)activer cet ensemble de lignes durant le rendu des traits(Dés)activer ce modificateur durant le rendu des traits(Dés)activer ce module de style durant le rendu des traitsAdoucir la surimpression du filaire, pour réduire le crénelageActiver les options de débugage de peinture et sculpture pour les développeursActiver les crêtes et valléesActiver les scriptsActiver les marqueurs sélectionnésActiver les proxies sélectionnés pour toutes les bandes vidéos et images méta sélectionnéesActiver les auto-collisionsActiver la projection d’ombres depuis les éclairagesActiver la simplification de la scène, pour des rendus de prévisualisation plus rapidesActiver l’aimantationEspacer les lignes uniformément, en distance ou en angle selon le type de guideActiver l’aimantation lors de la transformation des images clésActiver l’aimantation lors de la transformation des images clés dans l’éditeur de contrôleursActive quelques champs supplémentaires dans l’explorateur d’assets pour aider au débugageActiver le réglage spécifié pour tous les canaux d’animation sélectionnésActiver les guides rapidesActiver le ressort sur l’axe XActiver le ressort sur l’axe de rotation XActiver le ressort sur l’axe YActiver le ressort sur l’axe de rotation YActiver le ressort sur l’axe ZActiver le ressort sur l’axe de rotation ZActiver les contours suggestifsActiver le lancer d’ombres du soleilActiver la symétrie dans l’axe XActiver la symétrie dans l’axe YActiver la symétrie dans l’axe ZActiver la pression de la tablette pour le rayon de zoneActiver la pression de la tablette pour la fluctuationActiver la pression de la tablette pour le décalageActiver la pression de la tablette pour la tailleActiver la pression de la tablette pour l’espacementActiver la pression de la tablette pour la forceActiver le dégradé de couleur pour commencerActiver la bibliothèque d’assetsActiver le groupe de nœuds de compositing.Faire de la courbe un chemin de translationActiver le module de lancer de rayonActiver le dépôtActiver le dépôt et réessayer.Activer le mode de sélectionActiver la sélection des chaînes d’après une longueur 2D maximaleActiver la sélection des chaînes d’après une longueur 2D minimaleActiver la sélection des N premières chaînesActiver la priseActiver l’usage des éclairages pour les matériaux de trait et de remplissageActiver cette contrainteActiver cet éclairage en mode d’affichage solideActiver ce modificateurActiver cet objet comme collisionneur dans les systèmes physiquesActiver pour lancer l’export en tâche de fond, désactiver pour bloquer Blender lors de l’export. Cette option est obsolète ; utiliser execute sur l’opérateur pour lancer en avant-plan, et invoke pour lancer en tâche de fondActiver pour lancer l’import en tâche de fond, désactiver pour bloquer Blender lors de l’import. Cette option est obsolète ; utiliser execute sur l’opérateur pour lancer en avant-plan, et invoke pour lancer en tâche de fondActiver pour faire disparaître les changements de la surface avec le tempsFaire sécher la surface avec le tempsActiver pour utiliser la région sous le curseur pour l’exécution modaleActiver le transfert de données des sommetsActiver la navigation de la vue à travers la vue caméraActiver les options de débugage de la vue 3D pour le développement, dans le menu surgissant des surimpressionsActiver l’affichage dans la vue 3D pour les calques de vueActiver l’expansion de nom de fichier(Dés)activer contrainteActivéSeulement les add-ons activésActivés seulementIntervalle de rotation activéActivé au démarrage, préférences écrasées.Activer une navigation en mode vol, mais sans changer l’altitude de la caméra quand le contrôleur est poussé vers l’avant et qu’on regarde vers le bas.Activer le calcul de haute qualité (mais lent) de la boîte englobante, pour des résultats parfaits sur des maillages de formes complexes avec rotation et redimensionnementActiver les aperçus dans l’éditeur de nœuds de shadingUtiliser la souris 3D comme si c’était une caméra. En poussant en direction de la scène, la caméra se déplace en avant dans la scène. On se déplace dans la scène comme si on y volait. Inverse également le défilement et le zoom pour les vues 2DEncapsulated PostScript (.eps)Circonscrire les sommets sélectionnés dans un polyèdre convexeEncodageVitesse d’encodageErreur inopinée lors de l’insertion de cléFinFin (facteur)Fin (longueur)Style de flèche de finExtrémité finaleFacteur de finFrame de finFrame de fin (manipulée dans l’interface)Frame de fin (valeur brute)Frame de fin (quand « Restreindre l’intervalle de frames » est activé)Poignée de finAssouplissement poignée de finÉchelle poignée de finPosition finType de correspondance à la finDécalage de finExtrémitésRayon finNombre finSommet finDistance finale de la carte d’ombrage en cascade (uniquement en vue perspective)Distance de fin de l’effet volumétriqueFrame de fin limitée à l’intervalle de rendu valideFrame de fin affichée dans l’éditeur de séquences après application des décalagesDernière frame du précalculFrame finale de l’intervalle des chemins à afficher/calculer (pas pour la méthode de pelure d’oignon « Autour de la frame »)Frame de fin de la bande NLA. Note : modifier cette valeur met aussi à jour le nombre de répétitions de la bande ou la frame de fin de son action. Pour modifier seulement la frame de fin, utiliser plutôt la propriété Frame de fin.Frame finale de l’export, utiliser la valeur par défaut pour prendre la dernière frame de la scène actuelleFrame de fin du précalcul de l’océanFrame de fin de l’intervalle enregistréDernière frame à exporterLigne de fin de la sélectionTerminer à la frameTemps de fin du cheminPoint finalSélection des extrémitésNœud Sélection des extrémitésExtrémités en UExtrémités en VTermine parEnnemiForcer la symétrie (à la fois de forme et topologique) le long d’un axeForcer la symétrie, faire des copies de la sélection ou utiliser l’existantMoteurLe moteur « %s » n’est pas disponible pour la scène « %s » (un add-on doit peut-être être installé ou activé)Moteur à utiliser pour le renduAnglais (UK) - English (UK)Anglais (USA) - English (US)Rehausser les détailsRehausser les détails de surface de haute fréquenceRehausser les détails de surfaceAméliorer le contraste, la couleur, la clarté, et la netteté.Garantir l’existence du modificateurS’assurer que tous les groupes de sommets qui déforment des os aient toujours une somme de 1.0 pendant la peinture ou l’assignation aux sommetsS’assurer que le bloc de données est enregistré même s’il n’est pas utilisé (par exemple pour des bibliothèques de mouvements ou de matériaux)S’assurer que les aperçus des blocs de données sont disponibles et à jour (celles enregistrées dans le fichier .blend, uniquement pour certains types comme les matériaux, textures, etc.)S’assurer que les poignées des clés sélectionnées sont de longueur égale, en les rendant éventuellement horizontales. Les poignées de types Automatique, Limitée auto ou Vecteur seront converties en AlignéesS’assurer que les données sont valides (si désactivé, certaines données importées peuvent provoquer des plantages à l’affichage ou à l’édition)S’assurer que le bloc de données est sauvegardé, même lorsqu’il n’est plus indiqué comme étant un assetEntréePasser en mode éditionSaisir une valeur hexa de point de code UnicodePasser en mode édition automatiquement après avoir ajouté un nouvel objetPasser en mode édition lors de l’ajout de cet objetEntrer ou sortir du groupe de nœuds, selon la position du curseurPasser en mode ajustage pour l’action référencée par la bande active pour éditer ses images clésEntrer ou sortir du mode de peinture pour les traits de Grease PencilEntrer ou sortir du mode de sculpture pour les traits de Grease PencilEntrer ou sortir du mode sculpture pour les courbesEntrer/sortir du mode de peinture de sommets pour les traits de Grease PencilEntrer/sortir du mode de peinture de poids pour les traits de Grease PencilTableau completIndice de l’entréeAbsolu par élémentPlafond par élémentcos(A) par élémentDiviser par élémentPartie entière par élémentMaximum par élémentMinimum par élémentModulo par élément en utilisant fmod(A,B)Multiplier par élémentPuissance par élémentArrondir A à l’entier le plus proche, par élément. Arrondir vers le haut si la partie fractionnelle est 0.5Signe par élémentsin(A) par élémenttan(A) par élémentwrap(A,B) par élémentDéfinition d’énum (obsolète)Éléments de définition d’énumÉnum drapeauxÉlément d’énumDéfinition d’un élément d’énumAfficher la listeÉnumérationÉnums comme chaînes de caractèresEnveloppePoint de contrôle d’enveloppeDistance de déformation enveloppePoids de déformation enveloppeDistance d’enveloppeF-modificateur EnveloppeRayon de la tête pour enveloppeMultiplication d’enveloppeRayon de la queue pour enveloppePoids d’enveloppeModificateur d’effet d’enveloppe de traitEnveloppe : %3fEnveloppe : %sEnvironnementTexture d’environnementEpsilonÉgalAxes identiquesÉgal àÉgaliser les rayonsÉgaliser l’audioÉgaliser les deux poignées des images clés sélectionnéesÉgaliser les poignées de gauche des images clés sélectionnéesÉgaliser les poignées de droite des images clés sélectionnéesÉquiangulaireFace de carte cubique équiangulaireÉquirectangulaireProjection équirectangulaire, ou latitude-longitudeEffacerEffacer/retirer de la peinture au lieu d’en rajouterEffacer les traits d’annotationEffacer le déplacement multiresEffacer la peintureEffacer de l’alpha pendant la peintureEffacer les traits entiersN’effacer que les traits visibles et non-occlusEffacer des points dans la région rectangulaireEffacer des points dans la région du lassoEffacer les points des traitsEffacer les traits, en atténuant la force et l’épaisseur de leurs pointsGommeRéférence d’asset de brosse de gommeMode gommeRayon de la gommeErreurErreur (voir la console)Avant-plan de l’icône d’erreurLimite d’erreurMarge d’erreurMessage d’erreurErreur lors du précalcul depuis l’objet « %s »Erreur à la création du fichier « %s »Erreur à la suppression de « %s » (ignoré)Seuil d’erreur de distance (en unités objet)Error à l’écriture du fichier pour « %s »Erreur lors de l’évaluation du nombre, voir l’éditeur infos pour plus de détailsErreur lors de l’utilisation des objets sélectionnésErreur à l’initialisation du flux audioErreur à l’initialisation du flux vidéoErreur à la lecture de l’échantillon de maillage ; voir la console pour plus de détailsErreur à la lecture de l’échantillon de points ; voir la console pour plus de détailsErreur lors de l’enregistrement de l’outil nodal « %s », %d en doubleErreur lors de l’enregistrement de l’outil nodal « %s », %sErreur lors de l’enregistrement de l’outil nodal « %s », l’opérateur est déjà enregistréErreur lors du rendu de l’aperçu de la scène %s : %s.Erreur à la restauration du fichier temporaire (vérifiez les fichier « %s » « %s »)Erreur à l’écriture du fichier « %s »Erreur à l’écriture de la frameErreur à l’écriture du résultat du rendu, %s (voir la console)Erreur lors de l’écriture dans l’asset de destination %sErreur :Erreur : Impossible d’allouer la staging texture d’irradianceErreur : Impossible d’allouer l’atlas d’ombre. Mémoire GPU probablement insuffisante.Erreur : l’objet courbes contient trop de point. Réduire la résolution de la courbe ou son nombre de points pour résoudre ce problème.Erreur : Échec d’allocation de la grille d’irradianceErreur : Données de grille d’irradiance invalidesErreur : Mémoire insuffisante pour précalculer {}.Erreur : nombre de mises à jour d’ombres maximum atteint.Erreur : Buffer d’ombre rempli, peut faire disparaître des ombres et réduire les performances. ({} / {})Erreur : Trop d’AOVErreur : Trop de grilles visiblesErreur : Trop de grilles d’irradiance dans la scèneErreur : Trop d’éclairages dans la scène.Erreur : Trop de mises à jour d’ombres, certaines ombres peuvent être incorrectes.Erreur : {:.5f} … {:.5f} (moy. {:.5f})Erreur : {:s}ErreursErreurs et avertissementsErreurs pendant le rendu. Voir la console système pour plus d’infos.ÉchapEspéranto - EsperantoEssentielsOcéan stableOcéan stable (crètes nettes)Estimer les transformationsPistes estiméesMatrice de rotation estiméeMatrice de redimensionnement estiméeEuclidienneDistance euclidienneEulerEuler (native)Euler (XYZ)Euler (XZY)Euler (YXZ)Euler (YZX)Euler (ZXY)Euler (ZYX)Ordre EulerRotation EulerLa F-courbe de rotation Euler a un indice invalide (ID : « %s », chemin : « %s », indice : %d)Angles de rotation Euler en radiansRotation Euler du calqueEuler vers RotationEuler utilisant l’ordre de rotation XYZEuler utilisant l’ordre de rotation XZYEuler utilisant l’ordre de rotation YXZEuler utilisant l’ordre de rotation YZXEuler utilisant l’ordre de rotation ZXYEuler utilisant l’ordre de rotation ZYXEuler utilisant l’ordre de rotation par défautEuler utilisant l’ordre de rotation de la cibleÉvaluer la fermetureID de nœud ÉvaluerÉvaluer le haut de la pileÉvaluer à l’indiceÉvaluer dans le domaineÉvaluer les maillages sources et de destination dans l’espace globalÉvaluer l’espace de nom jusqu’au curseur et proposer une liste d’options, ou compléter le nom s’il n’y en a qu’uneÉvaluer fermetureÉvaluéValeur du champ évalué pour l’élément actuelTransformation finale évaluée de l’os, en espace armatureLa géométrie évaluée à partir du modificateur ne contient pas de géométrie de Grease PencilLa géométrie évaluée à partir du modificateur ne contient pas de maillageLa géométrie évaluée à partir du modificateur ne contient pas de nuage de pointLa géométrie évaluée à partir du modificateur ne contient pas de courbeObjet évalué vers lequel l’itérateur pointeObjet évalué qui est instancié par cet itérateurObjets évalués dans le graphe de dépendancesSystème de particules évalué depuis lequel cet objet a été instanciéLe maillage de surface évalué est videIl manque une carte UV à la surface évaluée : « {} »Il manque un attribut à la surface évaluée : « rest_position »ÉvaluationFacteur d’évaluationFrame d’évaluationTemps d’évaluationMode d’évaluationTemps d’évaluation pour les clés absoluesTemps d’évaluation, en secondesUniformeDistribution uniformeDivisions égalesDistance d’arête constanteÉpaisseur uniformeInverser Épaisseur uniformeCases paires du damierMême si l’exécution s’est achevée avec succès, faire transiter l’évènement pour que d’autres opérateurs puissent aussi s’en servirUn calcul d’épaisseur uniforme prenant en compte l’angle entre les facesPair-impairChaque pointChaque point est affecté par plusieurs ressortsÀ chaque cycle de suivi (tracking), ce nombre de frames sont suiviesExactCorrespondance exacteForme exacteForme exacte (concave)Nombre exact d’instances à disperser avant de masquerSolveur exact, plus lent mais gère plus de casExagérer ou minimiser les valeurs des clés sélectionnéesExagérer la pose actuelle par rapport à l’intervalle principalExclureExclure les intervalles principauxExclure le premierExclure le dernierExclure en modalExclure non-manifoldExclure non-sélectionnablesExclure de l’aimantation la géométrie tournée de l’autre côtéExclure les arêtes de bordureExclure la collection du calque de vue actifExclure les contoursExclure les arêtes de plisExclure les arêtes marquéesExclure les arêtes aux limites de matériauxExclure des extrêmes d’interpolation les images clés d’intervalles principaux existantesExclure les contours externesExclure du calque de vueExclure du calque de vueExclure les pôles non-manifoldExclure les arêtes de crêtes et valléesEmpêcher les bloqueurs sélectionnés de projeter des d’ombres depuis l’émetteur actifEmpêcher les receveurs sélectionnés de recevoir de lumière depuis l’émetteur actifExclure les arêtes de silhouetteExclure les contours suggestifsExclure la première copie (l’originale) de la randomisationExclure la dernière copie de la randomisationChemins exclusLe chemin exclu n’est plus valideExclure les sommets de bordure de l’adoucissementExclusionExclusiveOu exclusifBoutons exécuterExécuter une opération booléenne entre le maillage et une forme polygonale définie par le curseurExécuter une opération booléenne entre le maillage et un rectangle défini par le curseurExécuter une opération booléenne entre le maillage et une forme définie par le curseurExécuter une fermeture donnéeExécuter les nœuds avec un nombre dynamique de répétitionsExécuter l’opérateur lors de l’appui (opérateurs non-modaux seulement)Exécuter l’opérateur lors du relâchement (opérateurs non-modaux seulement)Exécuter le fichier sélectionnéExécuter la ligne actuelle de la console comme une expression PythonTemps d’exécutionCorrespondance de guides existanteExisteQuitterQuitter Blender après avoir enregistréPasser en mode ajustage pour l’action référencée par la bande activeÉtendreDéplier (ouvrir) tous les canaux d’animation dépliables sélectionnésÉtendre en utilisant une atténuation linéaireDéplier tous les canaux (pas seulement ceux sélectionnés)Déplier d’un niveau toutes les entréesÉtendre et réduire un masqueDéplier ou replier les menus déroulants de l’en-têteÉtendre ou contracter le rayon des points de courbe sélectionnésDéplier cette boîte pour afficher la nomenclature pour la mise en place de textures PBRDéplier cette boîte pour afficher une liste des raccourcis des fonctions de cet add-onDéplier/replier tous les élémentsÉtendre/contracterDéplier/replier d’un niveau toutes les entréesÉtendre/contracter les poidsDépliéPolynôme développéDéplié dans l’éditeur de graphesÉléments dépliés dans l’interface utilisateurL’emplacement est-il déplié ou nonÉtendre les dimensions du tissuLes couleurs du fichier doivent être dans un espace de couleur linéaireLes couleurs du fichier doivent être dans l’espace de couleur sRGBPosition attendueRotation attendueÉchelle attendueUn nombre était attenduUne zone timeline/animation était censée être activeUne région view3d était attendueUne région view3d et une editcurve étaient attenduesUne région view3d et un editmesh étaient attendusFichier ZIP attendu {!r}Une région synoptique était attendueUn synoptique est censé être actifUn objet edit-font était censé être actifUne zone d’animation est censée être activeUn tableau de nombres était attendu : [n, n, ...]Un autre objet à partir duquel copier est censé être sélectionnéExpérimentalesFonctionnalités expérimentalesZoomer explicitement la frame résultante pour compenser le zoom du plan originalSpécifier explicitement l’ordre de rotation EulerSpécifier explicitement l’ordre de rotation Euler de sortieExploserExplosion fonduModificateur ExploserStyle d’explosionExplosion fonduExplorer les données de géométrie dans un tableauModificateur d’effet d’explosion, basé sur un système de particulesExposantMode ExposantExponentielExponentiel écrêtéDistribution exponentielleÉchantillonnage exponentielModèle de distance exponentielModèle de distance exponentiel, avec écrêtageAmorti exponentiel (dramatique)Rebond parabolique à décroissance exponentielle, comme lorsque des objets entrent en collisionOnde sinusoïdale à décroissance exponentielle, comme un élastiqueExporterExporter (générer) aussi un fichier POTExporter un fichier .srt contenant les bandes de texteExporter couleur de sommets active si aucun matériauExporter toutes les couleurs de sommetsExporter l’animationExporter en Animation Pointer (expérimental)Mode d’export de l’animationExporter les attributs (commençant par un tiret bas)Exporter les couleursExporter les courbes en tant que NURBSExporter les propriétés personnaliséesExporter uniquement les os de déformationN’exporter que les os de déformationExporter les facesExporter les instances de maillage des nœuds de géométrieExporter le Grease Pencil en PDFExporter le Grease Pencil en SVGExporter les poilsGestionnaires d’exportGestionnaires d’export configurés pour cette collectionExporter l’ensemble de clés vers un script PythonExporter la bibliothèque MTL en utilisant des extensions PBR (rugosité, métallique, lustre, vernis, anisotropie, transmission)Exporter une bibliothèque MTL. Il doit y avoir un nœud BSDF guidée pour que les textures images soient exportées dans le fichier MTLExporter un script MantaflowExporter les groupes de matériauxExporter les matériauxExporter les matériaux avec des extensions PBRMéthode d’exportationExporter les normalesExporter les groupes d’objetsOptions d’exportExporter les spéculaires PBR originales (PBR Specular)Exporter POTExporter les particulesExporter les primitives en utilisant des accesseurs partagés pour les attributsPropriétés d’exportExporter la scène telle qu’elle apparaît dans la vue 3D, mais séparer l’animation par objetExporter les objets sélectionnésExporter les groupes de lissageExporter surface de subdivisionExporter les translation, rotation, échelle et poids comme Animation Pointer. Utilise l’extension KHR_animation_pointerExporter les texturesExporter les tuilesExporter le maillage trianguléExporter les coordonnées UVExporter la disposition UV dans un fichierExporter les UVExporter les UV (coordonnées de textures) avec les maillagesExporter les attributs de sommetsExporter les couleurs de sommetsExporter les groupes de sommetsExporter les normales de sommetsExporter les actions (actives et sur des pistes NLA) en tant qu’animations distinctesExporter seulement la scène activeExporter la couleur de sommets activeExporter les animations supplémentaires. Cette fonctionnalité n’est pas standard et nécessite d’inclure une extension externe dans le fichier glTFExporter toutes les actions d’armatureExporter toutes les UV de ce maillage (et pas seulement les visibles)Exporter toutes les actions liées à une même armature. Attention : l’option ne prend pas en charge les exports comprenant plusieurs armaturesExporter toutes les camérasExporter toutes les courbesExporter toutes les frames dans l’intervalle de rendu, plutôt que seulement la frame actuelleExporter tous les éclairagesExporter tous les matériaux utilisés par les objets inclusExporter tous les maillagesExporter tous les nuages de pointsExporter toutes les couleurs de sommets, même celles qui ne sont utilisées par aucun matériau. Si aucune couleur de sommet n’est utilisée dans les matériaux du maillage, un couleur factice COLOR_0 sera créée, afin de garder les matériaux tels quelsExporter tous les volumesExporter les armatures et maillages ayant des modificateurs Armature en tant que squelettes USD et maillages liésExporter les armatures en utilisant la position de repos comme pose de repos des articulations. Si désactivé, la pose de la frame actuelle est utilisée comme position de reposExporter au centre de la collectionExporter au centre de masse des objets à la racine de la collectionExporter l’animation par images clés précalculéesExporter la scène précalculée comme une seule animationExporter les camérasExporter les attributs de couleurExporter les couleurs dans un espace de couleur linéaireExporter les couleurs dans un espace de couleur sRGBExporter la scène actuelle dans une archive USDExporter la scène actuelle dans une archive AlembicExporter les courbes et surfaces NURBS en tant que maillagesExporter les courbes sous forme paramétrique au lieu d’exporter un maillageExporter les propriétés personnaliséesExporter les propriétés personnalisées comme attributs USDExporter les propriétés personnalisées comme extras glTFExporter les propriétés personnalisées vers des .userProperties d’AlembicExporter les attributs de sommets personnalisésExporter les données des objets dupliqués en tant qu’instances Alembic ; accélère l’export et peut être désactivé pour une meilleure compatibilité avec d’autres logicielsExporter les éclairages directionnels, points et spots. Utilise l’extension glTF « KHR_lights_punctual »Exporter chaque action comme une « AnimStack » FBX séparée, au lieu d’une animation globale de la scène (les objets animés auront toutes les actions compatibles avec eux, les autres n’auront aucune animation)Exporter chaque bande NLA non-suspendue comme une AnimStack FBX séparée, au lieu d’une seule animation globale de la scèneExporter chaque objet dans un fichier séparéExporter les faces en tant que traits remplisExporter le fichier au format ASCII, ou en binaire autrementExporter toute la hiérarchie, y compris les collections intermédiairesExporter les traductions de l’add-on donné vers des fichiers POExporter les systèmes de particules de poils comme courbes USDExporter les nœuds de textures d’images assignés à aucun matériau. Cette fonctionnalité n’est pas standard et nécessite qu’une extension externe soit incluse dans le fichier glTFExporter les images qui ne sont assignées à aucun matériauExporter les pistes NLA en tant qu’animations distinctesExporter les objets instanciés en tant que références dans USD plutôt qu’objets réelsExporter la configuration clavier vers un script PythonExporter les arêtes isolées (comme des polygones à deux sommets)Exporter les arêtes isolées en tant que lignes, en utilisant le matériau du premier emplacementExporter les points isolés en tant que points glTF, en utilisant le matériau du premier emplacementExporter l’animation de matériau, d’éclairage et de caméra en tant qu’Animation Pointer. Disponible uniquement pour les modes de précalcul d’animation « Pistes NLA » et « Scène »Exporter les matériauxExporter un opérateur de matriceExporter les maillages en utilisant le schéma de subdivision d’AlembicExporter des matériaux basiques, comme définis dans les propriétés d’affichage de la vue 3DExporter plusieurs frames au lieu de la frame actuelle uniquementExporter les normalesExporter les objets tels qu’ils apparaissent au renduExporter les objets tels qu’ils apparaissent dans la vueExporter seulement les objets de la collection activeN’exporter que dans l’intervalle [0, 1]Impossible de n’exporter que les os de déformation si l’animation n’est pas échantillonnéeN’exporter que les normales au lieu d’écrire les données de lissage d’arêtes ou de facesN’exporter que les objets de la collection active (et de ses enfants)N’exporter que les objets de cette collection (et de ses enfants)N’exporter que les objets sélectionnésExporter seulement les objets sélectionnés au lieu d’exporter tous les objets pris en chargeExporter les spéculaires PBR originales glTF (PBR Specular), au lieu des spéculaires du shader guidé de BlenderExporter les assignations de groupe d’ombrage par faceExporter des normales pour chaque face si la face a un ombrage plat, et des normales pour chaque coin de face si elle a un ombrage lisséExporter les couleurs de sommetsExporter les polygones (quadrangles et n-gones) en tant que trianglesN’exporter que les objets visibles au renduExporter la scène dans un fichier glTF 2.0Exporter la scène à travers un fichier USD, pour une comparaison juste avec l’export de fichier USDN’exporter que les objets sélectionnés et visiblesN’exporter que les objets sélectionnésCatégories d’options d’exportExporter les clés de forme (morph targets)Exporter les animations des clés de forme (morph targets)Exporter les clés de forme en tant que blend shapes USDExporter les données de skinning d’armatureExporter les données de lissage (préférer « Normales uniquement » si votre importateur cible comprend les normales personnalisées)Exporter les normales de sommets spécifiques si disponibles, sinon exporter des normales calculéesExporter les traits dont le remplissage est activéExporter les traits avec une largeur uniformeExporter les surfaces de subdivisions comme maillagesExporter les textures dans un dossier « textures » à côté du fichier USDExporter la disposition UV en tant qu’image 2DExporter la disposition UV dans une image bitmapExporter la disposition UV dans un fichier vectoriel EPSExporter la disposition UV dans un fichier vectoriel SVGExporter le dernier modificateur de subdivision de Catmull-Rom en tant que subdivision FBX (n’applique pas le modificateur même si « Appliquer les modificateurs » est activéExporter le nom du groupe de sommets d’une face. Il est approximé en choisissant le groupe de sommets qui compte le plus de sommets dans la faceExporter la scène dans la frame d’animation actuelle. Si désactivé, la frame 0 est utilisée pour les transformations de repos de l’objetExporter les tuiles avec le format numérique UDIM : 1001 + tuile_u + 10*tuile_vExporter les tuiles avec le format numérique UVTILE : u(tuile_u + 1)_v(tuile_v + 1)Exporter les coordonnées des sommets du maillage non-déforméExporter en utilisant EXT_mesh_gpu_instancing. Limité aux enfants d’un même objet vide. Certains matériaux peuvent être omisExport dans la convention glTF, +Y en hautExporter les attributs de couleur de sommetsExporter la couleur de sommets utilisée par un matériauExporter la couleur de sommets ayant ce nomExporter les normales de sommets avec les maillagesExporter les normales des sommets avec des clés de forme (morph targets)Exporter les tangentes de sommets avec les maillagesExporter les tangentes des sommets avec des clés de forme (morph targets)Exporter les réglages de la vue des matériaux en tant que matériaux de prévisualisation USD, exporter les assignations de matériaux en tant que sous-ensembles de géométrie (subsets)N’exporter que les objets visiblesExporter avec des opérateurs de transformation déplacer, orienter le quaternion et redimensionnerExporter avec des opérateurs de transformation déplacer, tourner et redimensionner%d fichier exportés depuis %d collections%d fichier exportés depuis la collection « %s »« %s » exportéIndice de l’exporteurExporteursExport Alembic…Export USD…Exporter les UV depuis le maillage modifiéExporter un unique fichier, avec toutes les données empaquetées dans un fichier JSON. Moins efficace qu’un binaire, mais plus facile à éditer par la suiteExporter un unique fichier, avec toutes les données empaquetées sous forme binaire. Plus efficace et portable, mais plus difficile à éditer par la suiteExporter les actions actives et les pistes NLA en tant qu’animations glTFExporter les systèmes de particules de poils comme courbes animéesExporter plusieurs fichiers, avec un JSON et des données binaires et de textures à part. Le plus facile à éditer par la suiteExporter les systèmes de particules non-poilsExposer des données connectées depuis l’intérieur d’un groupe de nœuds, en tant qu’entrées dans son interfaceExposer l’échelle et/ou la torsion propagées aux contrôles d’ajustage. Elles seront considérées comme un mouvement parent par les chaînes de collage ou autres utilisant Fusionner la rotation et l’échelle du parent. Autrement elles ne sont propagées qu’à l’intérieur de cette chaîneExpositionExposition (nombre d’ouverture) appliquée avant la transformation d’affichage, en multipliant par 2^expositionExposition du flou cinétique en proportion des FPSExpressionExpression à utiliser pour Expression scriptéeExpression :Expression : {:s}Expression : {}ÉtendreÉtendre les limitesÉtendre extrapoléÉtendre horizontalÉtendre l’intervalleÉtendre sélectionÉtendre la sélectionÉtendre les sommetsÉtendre les pixels de la bordure vers l’extérieurÉtendre les bords d’une image vers les parties transparentes ou masquéesÉtendre par répétition des pixels aux bords de l’imageÉtendre les collections actuellement visibleÉtendre la sélection existanteÉtendre la boucle autour des extrémitésÉtendre la peinture au-delà des UV de face, pour réduire les coutures (en pixels, plus lent)Étendre la sélection de rapportsÉtendre la sélectionÉtendre la sélection pour l’activationEtendre la sélection au lieu de tout désélectionner avantÉtendre la sélection lors de la progressionÉtendre la sélection plutôt que de vider l’existanteÉtendre les traits en ligne droiteÉtendre l’intervalle d’angles avec un dégradé d’atténuationÉtendre la sélection actuelleÉtendre la durée de la scène à celle du BVH (ne raccourcit jamais la scène)Étendre la sélectionÉtendre les sommets le long de l’arête la plus proche du curseurÉtendre les sommets et déplacer le résultatÉtendre la visibilitéExplorateur d’assets étenduInformations détaillées sur l’itérateur d’objets du graphe de dépendances (Attention : toutes les données ici sont *évaluées*, pas des ID originaux du .blend)Ajouter des fonctionnalités aux opérateurs qui gèrent les fichiers, comme la prise en charge du glisser-déposerÉtendre le résultat précalculé comme filtre post-processExtensionFiltre d’extensionÉlément d’extensionDépôts d’extensionsDépôt d’extensionsRéglages d’extensionsÉtiquettes d’extensionsMise à jour d’extension disponible ({:d}){:s}Mises à jour d’extensions disponibles ({:d}){:s}Extension XExtension YOpérateur d’extension introuvable « %s »Dépôt d’extensions introuvablePrise en charge des dépôts d’extensions pour les dépôt distantsExtensionsExtensions bloquéesDébug extensionsPlateforme d’extensionsRéglages de filtrage d’extensions par étiquettes et dépôtMises à jour d’extensionsÉtendueÉtendue XÉtendue YÉtendue ZRayon extérieurIntérieur/extérieurExterneFichier .blend externe d’où les données sont liéesContours externesDonnées externesFichier externe empaqueté dans le fichier .blendDonnées de bibliothèque externeLes données de bibliothèque externes ne sont pas éditablesLe script de shader externe doit avoir une extension .osl ou .oso, ou être le nom d’un moduleExtinctionExtraAnimations supplémentairesContrôle supplémentaireDéformation supplémentaireContrôles supplémentaire en finContrôles FK supplémentairesContrôle IK supplémentaireCalques IK supplémentairesOptions supplémentairesÉléments supplémentaires du menu circulaire d’ombrageContrôles supplémentaires en débutÉtapes supplémentairesUtilisateur supplémentaireInformations de débug supplémentaires et utilitaires de support de développement pour les extensionsRotation supplémentaire ajoutée à la rotation de l’objet (lors de l’utilisation des rotations Euler)Rotation supplémentaire ajoutée à la rotation de l’objet (lors de l’utilisation des rotations quaternion)Redimensionnement supplémentaire ajouté à l’échelle de l’objetÉtapes supplémentaires pour la résolution des détails d’entortillement spéciauxTranslation supplémentaire ajoutée à la position de l’objetExtraireExtraire les traits de Grease Pencil depuis une imageExtraire un morceau de texte d’un texte plus longExtraire toutes les couleurs utilisées dans l’image et créer une paletteExtraire en tant que solideExtraire le masque en tant qu’objet solide avec un modificateur SolidifierExtrapolerExtrapoler le mouvementExtrapoler les intervallesExtrapoler la courbe ou l’étendre horizontalementExtrapolationSupplémentairesExtrêmeImage clé extrêmeImage clé extrême sélectionnéeExtruderExtruder le contexteType de la poignée extrudéeExtruder les faces individuellesExtruder le maillageMode d’extrusionN’extruder que les arêtesN’extruder que les sommetsExtruder le pointExtruder la régionExtruder les points de traitsExtruder la courbe et déplacer le résultatExtruder chaque face individuelle séparément le long des normales localesExtruder les arêtes et déplacer le résultatExtruder librement ou le long d’un axeExtruder les arêtes individuelles uniquementExtruder les faces individuelles uniquementExtruder les sommets individuels uniquementExtruder une région manifold le long des normalesExtruder la région et déplacer le résultatExtruder une région de facesExtruder la région d’un bloc le long des normales localesExtruder l’ensemble de la région le long de la normale moyenneExtruder la rangée de bord sélectionnée autour du point de pivot et l’axe de la vue actuelleExtruder les points de contrôle sélectionnésExtruder les points sélectionnés et les déplacerExtruder les sommets sélectionnés en un cercle autour du curseur dans la vue indiquéeExtruder les sommets sélectionnés avec une rotation en vis autour du curseur, dans la vue indiquéeExtruder plusieurs fois les sommets, arêtes ou faces sélectionnésExtruder la sélectionExtruder les points sélectionnésExtruder les sommets et déplacer le résultatExtruder en dissolvant les arêtes dont les faces forment une surface plane et intersectent les nouvelles arêtesExtrusion : %.3fExtrusionDéformation du globe et de l’irisPipetteOption de détachement de paupièrePaupières attachées{}Défaut de Suivi paupièresSuivi paupières{}YeuxF-courbeLa F-courbe « %s[%d] » existe déjà dans cet ensemble de canauxRegroupement de F-courbesGroupes de F-courbesAffichage haute qualité des F-courbesType de modificateur de F-courbeLe modificateur de F-courbe a des paramètres invalides et ne sera pas évaluéLe modificateur de F-courbe n’est appliqué que dans l’intervalle de frames spécifié, pour aider à masquer ses effets, afin de pouvoir les chaînerNom du modificateur de F-courbeLes effets du modificateur de F-courbe seront tempérés par un facteur par défautLe panneau des modificateurs de F-courbe est déplié dans l’interfaceModificateurs de la F-courbeFiltre de nom de F-courbeÉchantillon de F-courbeLa F-courbe a déjà des images clésLa F-courbe a déjà des points échantillonnésLa F-courbe et ses images clés sont cachées dans les graphes de l’éditeur de graphesChemin de données de F-courbe vide, argument non valideF-courbe définissant les valeurs d’une période de tempsLa F-courbe n’a aucune image clé, car elle ne contient que des points échantillonnésLa F-courbe n’a aucune image cléLa F-courbe n’a aucun point échantillonnéLa F-courbe est sélectionnée pour l’éditionChaîne pour le filtrage interactif de F-courbeLe modificateur de F-courbe « %s » est introuvable dans la F-courbeModificateur de F-courbe perdu dans « %s[%d] », car il a un type inconnuLe modificateur de F-courbe affiche ses réglages dans l’éditeurF-courbe introuvableLa F-courbe n’a que des F-modificateursVisibilité F-courbes dans l’éditeur de graphesLes réglages de la F-courbe ne peuvent pas être modifiésF-courbesF-courbes pour contrôler l’influence et le minutage de la bandeLes F-courbes n’ont pas de taille valideF-courbes dans ce groupeF-modificateurElles peuvent aussi être générées avec des F-Modificateurs, ceci ditOuvertureOuverture relative (f-stop, des nombres bas donnent plus de flou, des nombres hauts donnent une image plus nette)F1F2Teinte F82Tout FBXÉchelle FBX personnaliséeEntrée/sortie de maillages, UV, couleurs de sommets, matériaux, textures, caméras, éclairages et actions en FBXImport FBX : impossible d’importer le fichier « %s » : « %s »Import FBX : impossible d’ouvrir le fichier « %s »Échelle d’unité FBXFormat FBXType de nœud (objet) FBX utilisé pour représenter les armatures de Blender (utilisez le type Null, sauf si vous avez des problèmes avec d’autres programmes, car les autres choix peuvent ne pas s’importer correctement de nouveau dans Blender…)Préréglages FFmpegRéglages FFmpegVidéo FFmpegCodec FFmpeg audio à utiliserCodec FFmpeg à utiliser pour la sortie vidéoFFmpeg ne prend en charge que l’audio 48kHz stéréo pour le DV !Réglages FFmpeg pour la scèneCodec vidéo FFmpeg #1FILTER_ITEMContrôles FKFLACFLIPProportion FLIPFPSÉchantillons de moyenne de FPSBase de FPSFacFaceAngles des facesTexte d’angle entre facesAngles des facesAires des facesAires des faces et angleChamp Surface des facesTexte de surface des facesVers la caméraCentre de la faceCollision de facesCoin de la faceAngle des coins de facesNombre de coins de facesDonnées des coins de facesType de données de coin de faceCorrespondance de coin de faceNombre de facesNombre de faces : %sSuppression de faceDonnées de faceTaille du point de faceLimites des groupes de facesID groupe de faceIndice de faceInfluence des facesDélimitation des boucles de facesCorrespondance de faceCondition de marque de faceFiltrage de marques de faceNégation de marque de faceMarques de facesSélection en mode facesFace la plus procheÉtapes pour face la plus procheChamp Nombre de faces voisinesVoisins de faceNormales des facesOrientation des facesOrientation de face : arrièreOrientation de face : avantProjeter sur la faceRetopologie de faceSélection de faceEnsemble de facesEnsemble de faces sur tout le maillageEnsemble de faces depuis la sélection du mode éditionEnsemble de faces depuis masquéesEnsemble de faces depuis visiblesEnsembles de facesLimites d’ensembles de facesMasquage auto des limites d’ensembles de facesÉdition des ensembles de facesEnsembles de faces FKInitialiser les ensembles de facesEnsembles de faces depuis poids de biseauEnsembles de faces depuis plis d’arêtesEnsembles de faces depuis limites d’ensembles de facesEnsembles de faces depuis parties isoléesEnsembles de faces depuis emplacements de matériauxEnsembles de faces depuis normales de maillageEnsembles de faces depuis arêtes duresEnsembles de faces depuis coutures UVL’opacité de surimpression des ensembles de faces est actuellement définie à 0Dureté de faceLissage des facesDiviser la faceProgression par facesProgression par facesForce de faceMode force de faceLimite de l’angle de faceAire de la face en espace UVCentre de la boîte englobante de la faceDirection de la face, définie par un enroulement horaire ou antihoraire (face en haut ou face en bas)Face du coinSélection de faces – Maj-cliquer pour modes multiples, Ctrl-cliquer pour étendre la sélectionMasque de sélection de faces pour la peintureMode de sélection de facesFacesFaces et arêtes par sommetsLes faces ne sont considérées comme des interfaces entre deux phases que si elles changent de direction par rapport à la précédente. Donne des résultats corrects du moment que la profondeur de rayon maximale n’est pas dépassée. Demande plus de mémoire que la méthode rapide.Faces par arêtesLes faces entrent aussi en collision, peut être très lentFaces à prendre en compte pour empiler les îlotsFaces participant à l’opération de dépliageLes faces ayant ce matériau se comportent comme s’il avait ce nombre de calques d’occlusionNormales des facettesEn faceBiais de faceFaisant face à la caméraVers X négatifVers Y négatifVers Z négatifVers X positifVers Y positifVers Z positifVers l’axe principal de la caméraFacteurFacteur (non uniforme)Facteur bleuFacteur densitéType d’affichage des facteursFacteur de finFacteur vertFacteur lumièresFacteur maxFacteur minMode de facteurFacteur rayonFacteur rougeFacteur répulsionFacteur longueur au reposFacteur ombresFacteur de débutFacteur viscosité de raideurFacteur ajouté relativement à la taille du rayon, pour limiter les effets de la simulation de tissuFacteur à appliquer à la densité pour la distribution des courbesFacteur à appliquer à la densité pour la vue 3DFacteur entre la variation de volume et l’étirementFacteur duquel la hauteur du son est multipliée.Facteur par lequel contracter le tissuFacteur contrôlant la précision de la gestion des îlots (plus il est élevé, meilleurs sont les résultats)Facteur contrôlant la précision de la gestion des îlots (typiquement, 0.1 devrait suffire, des valeurs plus élevées peuvent rendre les choses extrêmement lentes)Facteur de mélange de l’occlusion ambianteFacteur pour la précision de la bordure de remplissage, des valeurs plus élevées donnent des résultats plus précis mais plus lentsFacteur pour les crêtes de cavitéFacteur pour les vallées de cavitéFacteur pour les crêtes de courbureFacteur pour les vallées de courbureFacteur pour le rayon à la fin de la boucleFacteur pour le rayon au début de la boucleFacteur de teintureFacteur de flouFacteur de simplificationFacteur de simplification avec l’algorithme adaptatifFacteur d’opacitéFacteur de dureté du traitFacteur du rayon maximum des tressesFacteur du rayon minimum des tressesFacteur du rayon à son maximumFacteur du rayon à son minimumFacteur de teinture à appliquer à la couleurFacteur de multiplication du déplacementFacteur pour ajuster la largeur des briques pour certaines rangées, déterminées par la Fréquence de décalageFacteur avec lequel lisser l’effet généralFacteur contrôlant la quantité de flou cinétiqueFacteur déterminant combien la longueur des segments individuels doit influencer la courbure calculée finale. Avec un facteur plus élevé, les petits segments influencent moins la courbure globale.Facteur d’influence de l’angle de rotationFacteur avec lequel multiplier l’épaisseurFacteur de redimensionnement de la brosseFacteur duquel multiplier le déplacement généralFacteur duquel redimensionner les UVFacteur à utiliser lors de l’application des données à la destination (le comportement exact dépend du mode de mélange)Facteur à utiliser pour appliquer des données à la destination (le comportement exact dépend du mode de mélange multiplié par les poids des groupes de sommets si définis)Facteur de mélange de la couleur de sommets pour obtenir la couleur finalePolynôme factoriséDémarrage d’usinePatron d’application des réglages d’usine uniquementFonduDistance de fonduDurée du fonduFacteur de fonduAtténuer la géométrieAtténuer les objets Grease PencilsAtténuer les objets Grease Pencils, sauf l’actifFondu en entréeFondu en entrée et sortieAtténuer la géométrie inactiveAtténuer les calques inactifsAtténuer les objets inactifsAtténuer les calquesAtténuer les objetsFondu en sortieTemps de fonduType de fonduAtténuer tous les objets de la vue ayant un calque de couleur pour améliorer la lisibilitéCentre du fonduEffet de fondu par défaut (généralement, crée une transition aussi longue que la bande d’effet)Facteur d’atténuationFondu depuis le début des bandes situées sous le curseur de temps vers la frame actuelleFondu depuis le curseur de temps jusqu’à la fin des bandes superposéesFondu en entrée des bandes sélectionnéesFondu en entrée, sortie, entrée et sortie, vers, ou depuis la frame actuelle. Par défaut il s’agit d’un fondu en entrée et sortieAtténuer la géométrie inactive en utilisant la couleur d’arrière-plan de la vue 3DAtténuer l’influence de l’opacité du traitAtténuer l’influence de l’épaisseur du traitFondre la distance inter-oculaire vers 0 après l’angle limite donnéAtténuer l’opacité des calques de Grease Pencil, sauf le calque actifFaire un fondu enchaîné d’une vidéo vers une autreFondu en sortie des bandes sélectionnéesAtténuer les traits au lieu de les couper directementFondre les chemins et clés plus loin de la frame actuelleEffectuer un fondu en entrée et en sortie des bandes sélectionnéesFondre les morceaux dans le tempsAtténuer l’épaisseur du trait à chaque trait généréFonduFahrenheitPistes ayant échouéÉchec d’allocation du résultat de rendu, mémoire insuffisanteImpossible d’accéder au maillage de l’objet « %s », s’assurer qu’il soit visible au renduImpossible d’ajouter le modificateur d’alphaImpossible d’ajouter le modificateur de couleurImpossible d’ajouter le modificateur de géométrieImpossible d’ajouter le modificateur d’épaisseurImpossible d’allouer la mémoireImpossible d’appliquer la rotation pour certains objetsImpossible d’assigner la valeur : {:s}Impossible de créer un tampon OpenGL hors-écran, %sImpossible de créer un tampon OpenGL hors-écran : %sImpossible de créer le chemin d’éclairage studioImpossible de créer une fenêtre compatible avec la méthode d’affichage « Séquence temporelle »Échec de la création d’une fenêtre sans prise en charge du tampon quadruple, vous risquez d’avoir une image tremblotanteÉchec lors la création d’un dossier de bibliothèque d’assets dans lequel enregistrer l’assetImpossible de créer le chemin de préréglagesImpossible de créer un tampon d’image stéréoImpossible de créer l’opération de redéfinitionImpossible de créer la fenêtreÉchec lors de la suppression du fichier de bibliothèque d’assetsImpossible d’exécuter le préréglage : {:s}« %s » introuvableEmplacement d’action introuvable.Impossible de trouver des données d’annotation dans lesquelles dessinerImpossible de trouver une solution de liaison (augmentez la précision ?)Impossible de trouver le chemin d’éclairage studioLe chemin des add-ons est introuvableLe chemin des thèmes est introuvableImpossible d’insérer des images clés sur la F-courbe de chemin « %s[%d] », assurez-vous qu’elle n’est pas verrouillée ou échantillonnée, et essayez d’enlever les F-modificateursÉchec du chargement de la bibliothèque d’assetsImpossible de charger la texture image « %s »Chargement impossible avec Vulkan, OpenGL sera utilisé à la place.Échec de chargement du volume :Impossible de fusionner les animations. Note : les bandes NLA ne peuvent pas être fusionnéesImpossible d’ouvrir le fichier « %s »Impossible d’ouvrir le navigateur de fichiers !Impossible d’ouvrir une fenêtre !Impossible de lire le fichier blend « %s » : %sLa lecture du fichier « %s » a échoué, ce n’est pas un fichier blendÉchec de lecture de la frameImpossible de supprimer le dossier de blobs %sImpossible de supprimer le dossier de métadonnées %sLa résolution du chemin vers la propriété a échoué, essayez plutôt de le spécifier manuellement à l’aide d’un ensemble de clésÉchec de l’accès à la frameImpossible de définir l’aperçu : aucun ID dans le contexte (contexte incorrect ?)Impossible de définir l’action temporaireImpossible de définir la nouvelle transformation de grille.Impossible d’assigner la valeurImpossible de passer en mode temps séquentiel en étant en plein écranImpossible de transférer les données de maillage vers %d objetsImpossible d’écrire le fichier .oso à côté du fichier externe .osl dans {:s}Échec lors de l’écriture dans la bibliothèque d’assetsImpossible d’écrire dans l’attribut « {} » avec le domaine « {} » et le type « {} »Impossible d’effectuer l’opération de fichier externe sur « %s »Positions élégantesTangentes élégantesUtilisateur facticeSe replier sur un ajout au lieu d’empaqueter les blocs de donnéesRepliCouleur du repliOutil secondaireAtténuationAtténuation le long de la courbe de chaîneAngle d’atténuationCourbe d’atténuationDégradé d’atténuationOpacité d’atténuationPuissance d’atténuationRayon d’atténuationDégradé d’atténuationForme d’atténuationTaille d’atténuationType d’atténuationCoefficient de courbe d’atténuation : 0 est linéaire, et les valeurs supérieures ont plus d’influence. Mettre à -10 pour désactiver complètement l’influenceL’atténuation sphérique tente de former un cercle à +1 au lieu d’une paraboleAtténuation de distance pour l’effet d’agglutination (0 = pas d’atténuation)L’atténuation est calculée le long de la courbe de la chaîne, plutôt que de se projeter sur l’axe connectant les points de début et de finAtténuation appliquée de la pointe à la racine de chaque courbeType d’atténuation pour le mode d’édition proportionnelleType d’atténuation de l’adoucissementAtténuation :FauxFausse couleurFaux quand la F-courbe n’a pu être évaluée dans le passé, et ne devrait donc pas l’être à l’évaluationFaux s’il y a des calques, emplacements, ou F-courbes héritéesVrai quand cette propriété est un argument optionnel d’une fonction RNAÉventailÉloignéePlan lointainÉpaisseur loinDistance de découpage lointaine de la caméra d’ombreRapideÉdition rapideApproximation rapide de GIMéthode IG rapideMéthode d’approximation rapide de l’illumination globaleGaussien rapideIllumination globale rapideMouvement rapideNavigation rapideVariation rapide, mais moins préciseÉdition interactive rapide grâce à l’intégration native d’HydraCorrespondance rapide qui suffit dans la plupart des situations mais ne tient pas compte de la courbure en position de repos du B-osRapide, sans prise en charge des auto-intersectionsRendu plus rapideSolveur plus rapide, avec quelques limitationsLe plus rapideSolveur le plus rapide, qui ne marche que sur les maillages manifolds mais donne de meilleurs résultatsPréférer la courbe originale ou amortiePréférer la clé, soit de gauche, soit de droiteFacteur de peurAdoucissementPoints d’adoucissementCompresser/dilater l’adoucissement : %3fCompresser/dilater l’adoucissement : %sTaille de l’adoucissementDétection des détailsSortie caractéristiqueJeu de fonctionnalitésJeux de fonctionnalités :Poids de la fonctionnalitéLa détection de détails nécessite une frame de clip valideLe dossier du jeu de fonctionnalités existe déjà : « {:s} »RétroactionCoefficient de rétroaction pour la correction d’erreur, le temps de réponse moyen est de 1/rétroactionPiedsPieds par secondePieds par seconde carréeFetchChampAbsorptionMoyenne du champFacteur de champMin et max du champRéglages de champVariance du champPoids des champsChamp dépendant de :Champ de visionChamp de vision pour l’objectif fisheyeLe champ provient de tous les sommets de l’objetLe champ provient du plan XY de l’objetLe champ provient de l’axe Z local de l’objetLe champ provient du centre de l’objetLe champ provient de la surface de l’objetRéglages de champ de force pour un objet, dans les simulations physiquesChamp évalué dans le domaine d’itérationChamp à stocker comme attribut sur la géométrie au-dessusChamp vers grilleÉlément de champ vers grilleChamp vers listeÉlément de champ vers listeEntrelacementAttaquerDistance de combatFichierImpossible d’ouvrir le fichier « %s »Le fichier « %s » n’a pu être chargéLe fichier « {:s} » est introuvableBas du fichierNavigateur de fichiersType d’affichage du navigateur de fichiersMode du navigateur de fichiersFichier supprimé en dehors de BlenderExtensions de fichierDossiers fichiersFormat de fichierType de gestionnaire de fichiersLe fichier a des modifications non-enregistréesDate de modification du fichierFichier modifié en dehors de BlenderFichier modifié en dehors et dans BlenderNom de fichierCollision des noms de fichiersFichier introuvableSortie fichierÉlément de sortie fichierChemin de fichierChemin de fichier :Chemins de fichiersType d’aperçu de fichierFichiers en référencesFiltre pour le sélecteur de fichiers d’assetsEntrée de sélection de fichierFiltre d’ID du sélecteur de fichierRéglage de sélection de fichiersTaille du fichierSuffixe de fichierHaut du fichierFichier déjà installé dans {!r}L’association des fichiers est gérée par le gestionnaire de paquetsAssociation de fichiers enregistréeAssociation de fichiers désenregistréeAbsoluAutoCopierDossier personnaliséDossierRemplirCorrespondanceCheminMode de cheminRelatifNom de fichierURLVolumesDonnées de l’espace navigateur de fichiersLe fichier contient des caractères UTF-8 invalidesLe fichier n’a pas pu être lu, une corruption critique des données a été détectéeLe fichier n’existe pasFichier exporté avec succèsFormat de fichierLe format de fichier attend un espace de couleur linéaireLe format du fichier « %s » n’est pas pris en chargeFormat de fichier dans lequel exporter la disposition UVFormat de fichier dans lequel enregistrer l’imageVersion du format de fichier avec laquelle ce fichier .blend a été enregistréLe gestionnaire de fichiers « %s » est introuvableGestionnaire de fichiers introuvableL’opérateur de gestionnaire de fichiers « %s » est introuvableLe fichier est enregistréNom de fichierNom de fichier, écraser l’existantFichier introuvableLe fichier « %s » est introuvableChemin de fichierChemin de fichier « %s » invalideLe chemin de fichier « %s » n’est pas un fichier valideChemin de fichier pour l’image à débruiter. Si non spécifié, utilise le chemin de fichier de rendu et l’intervalle de frames de la scèneChemin de fichier de l’image à combinerChemin de fichier de l’image combinéeLa propriété de chemin de fichier n’est pas définieLe chemin de fichier n’est pas définiFichier enregistré par un Blender plus récent ({}), perte de données possibleMode de tri des fichiersFichier trop long %sFichier écrit par un binaire Blender plus récent (%d.%d), attendez-vous à des pertes de données !Le fichier {!r} est introuvableNavigateur de fichiers / d’assetsFichier :Fichier : %sFichier : *{:s} (non-enregistré)Fichier : {:s}idname du gestionnaire de fichierRéglages du navigateur de fichiersNom du fichierNom de fichier « %s » trop long (longueur max %zu, %zu trouvé)Nom du fichier vidéo ou séquence d’imagesNom du fichier texteNom de fichier uniquementChemin de fichierChemin de fichier non définiChemin utilisé pour exporter le fichierChemin utilisé pour importer le fichierFichiersRemplissageRemplir les extrémitésCouleur de remplissageRemplacer le chemin de couleur de remplissageTest d’écrasement de la couleur de remplissageChemin de couleur de remplissageRemplir la courbeRemplir les trousMode de remplissageDécalage du remplissageRemplissage uniquementOpacité du remplissageRemplir la régionRemplir la bordureRotation du remplissageRègle de remplissageÉchelle de remplissageSegments remplissageSegments remplissage doit être au moins à 1Solveur de remplissageSeuil de remplissageRemplir la tuile avec une image généréeType de remplissageRemplir une boucle d’arêtes sélectionnée avec des facesRemplir la zone avec un dégradé de couleurRemplir la zone avec une texture imageRemplir la zone avec un dégradé de couleurRemplir la zone avec une couleur unieRemplir le cadre de la caméra, en débordant hors champRemplir les extrémités des courbes extrudéesCouleur de remplissage pour l’image généréeRemplir avec une grille à partir de deux bouclesRemplir les trous après avoir découpé le masqueRemplir les trous (boucles d’arêtes en bordure)Remplir un masque si rien n’est déjà masquéRemplir la découpeRemplir la zone interneRemplir la zone inverséeLe remplissage est entièrement transparentRemplir la nouvelle tuile avec une image généréeNe remplir que les parties visibles dans la vueRègle de remplissage pour le solveur de remplissage de DelaunayDéfinir les entrées min/max de l’intervalle d’après les distances min/max entre les objets sélectionnés et l’objet source (soit un objet choisi par l’utilisateur, soit la caméra active)Remplir le calque de couleurs de sommets actif avec la couleur de peinture actuelleRemplir le groupe de sommets actif avec le poids de peinture actuelRemplir la tuile actuelle avec une image généréeRemplir les trous aux extrémités du tube avec la géométrie d’extrémitéRemplir l’image d’une grille pour les tests de placage UVRemplir la région déchiréeRemplir tout le masque avec une valeur donnée, ou inverser ses valeursL’outil remplissage doit avoir un matériau actifRemplir avec une couleur spécifiqueRemplir en couleur la forme des traitsCongé de courbeRemplissagesRemplir le canevas d’un bord à l’autre, en recadrant si nécessaire, tout en conservant les proportions de l’imagePelliculeFilmicFilmic LogFilmic sRGBComme pelliculeFiltreFiltrer les fichiers .blendFiltrer les actionsFiltrer les actions à exporterFiltrer les add-onsFiltrer les fichiers AlembicFiltrer angleFiltrer les types d’assetsFiltrer BlenderFiltrer les fichiers Blender de sauvegardeFiltrer les ID BlenderFiltrer les brosses par outilFiltrer les extensionsFiltrer les extensions par étiquettes et dépôtFiltrer les faces marquéesFiltrer les fichiersFiltrer les dossiersFiltrer les dossiersFiltrer les policesFiltrer brillantFiltrer les types d’IDFiltrer les imagesCorrespondance de filtreFiltrer les vidéosNœud de filtreFiltrer les fichiers OBJFiltrer les objetsFiltrer les fichiers de volumes OpenVDBOrdre du filtreFiltrer PythonFiltrer les fichiers PythonFiltrer les scriptsRéglages de filtrageTaille du filtreFiltrer les sonsFiltre sourceFiltrer les textesNiveau de filtrage pour sélectionner les pistes problématiquesType de filtreFiltrer les fichiers USDFiltrer les groupes de sommets à afficherFiltrer les volumesLargeur du filtreFiltrer les add-ons par catégorieFiltrer les fichiers archivesFiltrer les assets par nomFiltrer les fichiers .blend de sauvegardeFiltrer d’après les raccourcis clavierFiltrer d’après le nom de l’opérateurFiltrer les fichiers .btxFiltrer par nomFiltrer par dépôtFiltrer par typeFiltrer par type :Filtrer par nom, auteur et catégorie d’add-onFiltrer par nom, auteur et catégorie d’extensionFiltrer par nom de groupe de calquesFiltrer par nom ou étiquette, prend en charge le joker '*'Filtrer les extensions par dépôtFiltrer les lignes caractéristiques en fonction des limites de marques de facesFiltrer les lignes caractéristiques en utilisant les marques de face FreestyleFiltrer les dossiersFiltrer les fichiers de policesFiltrer les fichiers imagesRayon du noyau du filtre en voxelsMéthode de filtreFiltrer les fichiers vidéosTaille du filtre de flou de visibilité (obsolète)Filtrer les fichiers sonsForce du filtreFiltrer texteFiltrer les fichiers textesFiltre à appliquer au masqueFiltrer l’interface par des étiquettesFiltre pour les passes combinée, diffuse, glossy, de transmission et subsurfaciqueFiltrer les pistes qui ont d’étranges pics dans leurs courbes de mouvementLargeur du filtre en pixels, utilisée pour calculer la direction du placage de relief. Pour la plupart des textures, la valeur par défaut de 0.1 permet un filtrage sous-pixel, pour des résultats stables. Pour les textures discontinues, une largeur de filtre plus élevée peut être utilisée pour obtenir un effet similaire à un chanfrein sur les bordsFiltre de collectionsFiltresFiltres utilisés pour retirer des lignes des données affichéesFinalMatrice 4×4 finale après application des contraintes et contrôleurs, dans l’espace objet de l’armatureTaille du cache finalImages finalesQualité finaleRendu finalMatrice monde finaleFrame finale du masque (utilisée par le séquenceur)Frame finale de l’intervalle de lecture/renduFrame finale de l’intervalleConfiguration clavier finale combinant les raccourcis des configurations active et d’add-ons, et qui peut être éditée par l’utilisateurValeur de transformation finale de l’objet ou de l’osScript de finalisationChercherChercher et remplacerChercher toutChercher le fichierRechercher les opérations de lienTexte de rechercheChercher en boucleRechercher tous les fichiers dans le chemin de recherche (pas seulement ceux qui manquent)Trouver la frontière des régions non-remplies au lieu des rempliesTrouver des arêtes à la limite entre des groupes de faces ayant la même valeur d’IDTrouver les groupes de sommets situés à une certaine distance et les fusionner ensembleChercher dans le dossierTrouver dans le texteTrouver les positions des échantillons sur la courbe d’après une distance depuis son débutTrouver les positions des échantillons sur la courbe en proportion de sa longueur totaleChercher le texte spécifiéChercher le texte spécifier et le sélectionnerTrouver le point de la surface le plus proche du point racine de chaque courbe, et y déplacer le point racineTrouver le contrôle à la position de l’os de queue et l’utiliser pour re-lier TARGET ou une autre contrainte sans sous-cible assignée ou spéc. de re-liageTrouver l’élément le plus proche d’une position dans une géométrie. Similaire au nœud « Indice du plus proche »Trouver la position des extrémités en utilisant un facteur appliqué à la longueur de chaque splineTrouver la position des extrémités en spécifiant une longueur à partir du début de chaque splineTrouver le nombre minimum d’étapes, sans tenir compte des distances spatialesTrouver le plus proche élément dans un groupe. Similaire au nœud « Échantillonner le plus proche »Trouver le nombre de fois qu’un texte donné apparaît dans un autre texte, et la position de la première occurenceTrouver les chemins les plus courts le long des arêtes de maillage entre les sommets sélectionnés, avec un coût personnalisé pour chaque arêteChercher et remplacerFinRéglage fin des positions X, Y et Z du placage de la textureTerminer l’opération en relâchant la toucheAchèvementVolumes finisFinnois - SuomiFeuFeu + fuméePremierPremière occurenceType de la première poignéePremier pointIndice du premier pointPremière valeur QI de l’intervalle QIPremier objet de corps rigide à contraindrePremière et dernière copiePremier coefficient de la distorsion radiale de Brown-Conrady de quatrième ordrePremier coefficient de la distorsion tangentielle de Brown-Conrady de second ordrePremier coefficient de la distorsion Nuke de second ordrePremier coefficient de la distorsion de division de second ordrePremier coefficient de la distorsion tangentielle NukePremier coefficient de la distorsion radiale polynomiale de troisième ordrePremière couleur utilisée pour l’effetPositions des premiers points de contrôle pour les nouvelles courbes interpoléesPremier point de contrôle de la spline cubique entre les vitesses min et maxPremière frame de l’action à utiliserPremière frame de l’animation de cheminPremière frame de l’action à utiliserPremière frame de la timeline de l’actionPremière frame du masque (utilisée par le séquenceur)Première frame de l’intervalle de lecture/renduFrame initiale de l’intervalleFrame de début du segmentPremière frame à transférerPremière entrée de la bande d’effetPremière image clé utilisée pour l’initialisation de la reconstitutionPremier fichier empaqueté de l’imagePremier point de la capture d’écran, en espace écranEssayer d’abord de faire glisser l’adoucissement au lieu du sommetNom du premier groupe de sommetsFisheye équidistantFisheye équisolideFocale fisheyePolynome d’objectif fisheyePolynome K0 fisheyePolynome K1 fisheyePolynome K2 fisheyePolynome K3 fisheyePolynome K4 fisheyeRemplirAjuster à la courbeAjuster à la longueurMéthode d’ajustageType d’ajustageRemplir la vueRemplir le cadre de la caméra avec l’imageAjuster l’image à la vueAjuster l’image d’arrière-plan à la vueAjuster les objets dupliqués à une courbeAjuster à la sélectionFaire tenir dans la hauteur du capteurFaire tenir dans la largeur du capteurFaire tenir dans la largeur ou la hauteur du capteur, selon la résolution de l’imageAjuster les limites de l’image au canvas, en évitant le recadrage tout en conservant les proportions de l’imageAjustageRéparer les pôlesRéparer le cisaillementRéparer les grands sauts et inversions dans les F-courbes de rotation Euler sélectionnées, issues des rotations tronquées lors des précalculs de physiqueFixer à la caméraFixeFixe alternatifAspect fixeNombre fixeFrame fixePosition fixeSubdivisions fixesMaillage réparé pour la prim : %sFixe / scèneGrille de drapeaux du domaine de fluideDrapeauxFlammeGrille de flammeTaux de flammeFumée de flameChamp de flammeLamellesLongueur de l’évasementOuverture de l’évasementParamètre d’évasementFlashClignoter au transfertFlash vidéoFaire clignoter l’objet cible lors du transfert de modePlatNormales de coins platesFaces platesOmbrage platPlan XY platAplatir la forme des bordures ouvertesPlatitudeAplatirAplatir la hiérarchie d’osAplatir la hiérarchie d’os. Utile en cas de matrices de transformation non-décomposablesAplatir les poignéesAplatir la hiérarchieAplatir la hiérarchie d’objetsAplatir la hiérarchie d’objets. Utile en cas de matrices de transformation non-décomposablesAplatir les angles des points sélectionnésAplatir les angles des sommets sélectionnésAplatir les poignées pour une transition plus douceAplanir les faces sélectionnéesDistance de fuiteFuir à cette distanceInverserInverser les axesInverser l’axeInverser le dégradé de couleurInverser les couleursEffet retournerInverser les facesInverser les noms des groupesRetourner horizontalementRetourner la MatCap horizontalementMode d’inversionInverser les nomsInverser les normalesInverser la poseDécalage de l’inversion en UInverser les UDIMDécalage de l’inversion en VRetourner verticalementRetourner XRetourner YRetourner une partie des copies le long de chaque axeRetourner une partie des instances le long de chaque axeRenverser une matrice le long de sa diagonale, en changeant ses colonnes en lignes, et inversementRetourner une image le long d’un axe donnéInverser la direction des coordonnées UV dans les facesInverser la direction des attributs de couleurs sur coins de faces à l’intérieur des facesEffet retournerInverser le remplissage de couleurRetourner l’imageRetourner l’image horizontalementRetourner l’image verticalementInverser les normales des faces tournéesRetourner selon l’axe XRetourner selon l’axe YInverser les valeurs des quaternions pour réaliser les rotations voulues, tout en conservant les mêmes orientationsInverser les images clés sélectionnées autour de la ligne de miroir sélectionnéeRetourner l’image d’arrière-plan horizontalementRetourner l’image d’arrière-plan verticalementInverser la direction des normales des faces sélectionnées (et de leurs sommets)Retourner l’imageRetourner l’image horizontalementRetourner l’image verticalementInverser les axes X et Y de la textureInverser les temps des images clés sélectionnées en utilisant la frame actuelle comme ligne de miroirInverser les temps des images clés sélectionnées en utilisant le premier marqueur sélectionné comme point de référenceInverser les temps des images clés sélectionnées, et inverser l’ordre dans lequel elles apparaissentBasculer en basBasculer vers la gaucheBasculer vers la droiteBasculer en hautInverser les valeurs des images clés sélectionnées (c’est-à-dire que les valeurs négatives deviennent positives, et vice-versa)Inverser les valeurs des images clés sélectionnées en utilisant la valeur du curseur (Y, partie horizontale) comme ligne de miroirInverser les noms des groupes de sommetsInverséeInversée selon l’axe XRetournementInverser des régions dans la barre supérieure n’est pas permisInverser (et corriger) les suffixes d’axe des noms des os sélectionnésInverser la direction de la découpeInverser la tessellation des quadrilatères sélectionnésFlottantFlottante (complète)Flottante (demie)Tableau de flottantsAttribut flottantValeur d’attribut de flottantTampon flottantCouleur flottanteAttribut de couleur flottantValeur d’attribut de couleur flottanteCourbe de nombre flottantChamp FlottantPixels d’icône flottantsPixels de l’image flottantsPrise de nœud flottantInterface de prise de nœud flottantSeuil de flottantsValeur flottanteAttribut de vecteur flottantValeur d’attribut de vecteur de flottantsAction de flottant, représentant un bouton numérique ou analogiqueFlottant vers entierValeur flottanteFloat2Attribut Float2Valeur d’attribut de vecteur 2D de flottantsFloat3Région flottanteMatrice de flottantsRotation en quaternions à virgule flottantePrise nombre à virgule flottante d’un nœudValeur (nombre flottant)Valeur flottant dans un attribut de géométrieNuéeInonder le maillage avec le niveau de détail sélectionnéPlancherContrainte PlancherPosition du solMode Partie entièreFluxComportement de fluxRéglages de fluxSource de fluxType de fluxFluideCollection de fluidesDensité du fluideFlux de fluidePoids de l’effecteur Flux de fluideInteraction de fluideSurfaces de niveaux de fluideModificateur FluidePréréglages de fluideVélocité du fluideRéglages du domaine de fluideRéglages de flux de fluideLe fluide a une vélocité initiale quand il est émisRayon d’interaction du fluideDensité du fluide au reposModificateur de simulation de fluideFluide : %s annulé à la frame %d !Fluide : %s terminé (%.2fs)Fluide : échec de %s à la frame %d : %sFluide : impossible de créer le dossier de cache « %s », réinitialisé à celui par défaut, « %s »Fluide : impossible d’utiliser le dossier de cache par défaut « %s », veuillez définir un chemin de cache valide manuellementFluide : chemin de cache vide, réinitialisé à celui par défaut, « %s »Interlettrage constantValider/finaliser les données d’édition depuis les modes d’édition actifsVolerVoler et marcherVitesse de volFacteur de vitesse de volMode de volMode vol quand les mains sont inverséesVitesse de vol en mètres par secondeÉcumeÉcume + bullesCouverture de l’écumeFondu de l’écumeNom du calque d’écumeLes particules d’écume et de bulles sont enregistrées dans le même système de particulesLongueur focaleDuretéOs mis au pointDistance du pointDistance de mise au point : %.3fMode concentrationObjet mis au pointRégion de focusPoint sur l’osPoint sur l’objetBrouillard luminescentVolume de brumeDossier où placer les textures, relativement au fichier .gltfDossier dans lequel chercher les fichiers imagesDossiersSuivreSuivre B-osSuivre la frame actuelleSuivre la courbeSuivre le leaderSuivre le cheminContrainte Suivre le cheminLa contrainte « Suivre le chemin » est introuvableSelon les préférencesComme la scèneSuivre la normale de la surfaceSuivre la pisteContrainte Suivre la pisteSuivre les UV depuis les quads actifs le long de boucles de faces continuesSuivre en XSuivre en ZSuivre un boid ou un objet choisiDéfinir la pose de base de la vue VR selon des transformations personnaliséesSuivre la frame actuelle dans les éditeursSuivre les embranchements dans la chaîne de parentageSuivre le leader en ligneSuivre le curseur de la sourisSuivre la position du curseurSuivre seulement la rotation de l’objetSuivre la forme des segments de B-os lors du calcul des positions de tête/de queueSuivre la trajectoire du trait et la rotation de l’objetDéfinir la pose de base de la vue VR selon la caméra de la scène activeSuivre la courbure du traitDéfinir la pose de base de la vue VR selon les transformations d’un objetSuivre cet objet au lieu d’un boidPolicePolice grassePolice grasse italiqueFichiers policesPolice italiquePrise de nœud policeInterface de prise de nœud policeTaille de policeStyle de policeLa police n’est pas éditablePolice non-empaquetéePolice non spécifiéePolice du texte. Par défaut, utilise la police de l’interface.Taille de police en pointsTaille de la police à utiliser pour afficher le titreTaille de la police à utiliser pour afficher le textePrise police de caractères d’un nœudPolicesDossier de policesPivot du piedMétrageRéglages du métragePied de pagePour tous les utilisateursPour chaque élémentPour chaque élément {} GénéréPour chaque élément {} PrincipalPour chaque élément de géométrieEntrée Pour chaque élément de géométrieÉlément de Pour chaque élément de géométrieSortie Pour chaque élément de géométrieZone Pour chaque élément de géométriePour les objets Grease Pencil, appliquer le modificateur à toutes les images clésEn mode Parallélogramme, la différence relative en X entre les arêtes du bas et du haut. En mode Trapèze, la distance de laquelle décaler l’arête du haut dans l’axe X positifPour les trajets des PoseBone, utiliser la position de la tête de l’os lors du calcul du trajetPour les courbes RVB, la couleur vers laquelle est converti le noirPour les courbes RVB, la couleur vers laquelle est converti le blancPour les IK arborescentes : poids du contrôle d’orientation pour cette ciblePour les IK arborescentes : poids du contrôle de position pour cette ciblePour un vecteur incident donné A, une normale B à une surface et un rapport d’indice de réfraction IDR, retourner le vecteur réfraction RPour toutes les textures WebP, créer une texture PNG en solution de repliPour compatibilité descendante uniquementPour les chemins de mouvement des os, chercher les images clés dans l’ensemble de l’action, plutôt que seulement dans le groupe au nom correspondant (plus lent)Pour la projection boîte, quantité de fondu à appliquer entre les côtésPour les canaux ayant une extrapolation cyclique, l’insertion de clés est automatiquement mise en correspondance à l’intérieur de la plage de temps du cycle, et garde les extrémités synchronisées. Les courbes nouvellement ajoutées aux actions avec un Intervalle de frame manuel et Animation cyclique sont automatiquement rendues cycliques.Pour les collisionneurs participant à la simulation physique, contrôle quel niveau de la pile de modificateurs est utilisé comme surface de collisionPour les contraintes dont les noms sont de forme « base@bonename », utiliser la partie après « @ » comme nouvelle sous-cible après la création de tous les os. Utiliser « @CTRL », « @DEF » ou « @MCH » pour remplacer simplement le préfixePour les courbes, nuages de points, et Grease Pencil, prendre en compte l’attribut rayon lors du calcul des limites.Pour chaque emplacement d’action, une liste de canaux d’animation prévus pour cet emplacementPour les fichiers avec plusieurs flux vidéos, utiliser le flux ayant l’indice donnéPour les bibliothèques pour lesquelles des redéfinitions ont été créées, afficher les valeurs redéfinies qui ont été automatiquement définies ou contrôlées (par exemple pour faire pointer des utilisateurs d’un bloc de données vers les données de redéfinition, et non vers les données liées d’origine)Pour les objets maillages, souder les coordonnées UV qui partagent un sommet pour tenir compte de l’imprécision de certains modificateursPour les maillages avec des modificateurs appliqués, les coordonnées du sommet sans modificateur déformant appliqué, telles qu’utilisées pour les coordonnées de texture généréesPour les maillages, produire des normales sans prendre en compte les attributs de normales personnalisésPour la multirésolutions, afficher la résolution basse lors de la navigation dans la vuePour les textures basées sur les nœuds, quel nœud de sortie utiliserPour les points, la distance le long de la spline du point de contrôle. Pour les splines, la distance le long de la courbe entièrePour les points, la proportion de la longueur totale de la spline au point de contrôle. Pour les splines, le facteur de cette spline dans la courbe entièrePour les systèmes réacteurs, indice du système de particules dans l’objet ciblePour les systèmes réacteurs, l’objet qui a le système de particules cible (vide si même objet)Pour des raisons de sécurité, l’exécution automatique des scripts Python dans ce fichier a été désactivée :Pour les clés sélectionnées, (dé)sélectionner une combinaison de la clé elle-même et de ses poignéesPour les modèles, empêche l’utilisateur de supprimer l’opération prédéfinie (INUTILISÉ)Pour la transmission transparente, garder opaques les surfaces ayant une rugosité au-dessus du seuilForceAxe de forceForcer suppression des faces arrièresCollection de forcesForcer la connexion des enfantsSuppression forcéeAtténuation de forceChamp de forceChamp de force 1Champ de force 2Réglages des champ de forceChamps de forceForcer l’intersectionForcer à garder le canal pour les objetsForcer à garder les canaux pour les osForcer le rechargementFormat carréForcer l’image clé de début/de finForcer un rechargement complet des traductions de l’interfaceForcer la connexion des os enfants à leur parent, même si leurs positions calculées de tête/queue ne correspondent pas (peut être utile avec les armatures uniquement composées de joitures)Poids de l’effecteur ForceForcer l’export de l’animation sur tous les objets. Peut être utile si des contraintes ou des contrôleurs sont utilisés. Également utile quand seule la sélection est exportéeForcer l’export d’au moins une image clé d’animation pour chaque os (nécessaire avec certaines applications cibles, comme UE4)Champ de force basé sur une textureChamp de force du domaine de fluideLa force est absorbée par les objets collisionneursForcer les ID chargées à être marquées comme liées indirectement (utilisé seulement dans le contexte de rechargement)Forcer à recharger l’image si elle est déjà ouverte ailleurs dans BlenderForcer la vue de la courbe à se conformer à des limites définiesForcer la vue du chemin à se conformer à des limites définiesÉchec du déverrouillage forcé : {:s}Un déverrouillage forcé peut être nécessaire en cas de plantage ou de coupure de courant,Forcer la mise à jour des dépendances – à n’utiliser que si les contrôleurs ne sont pas correctement mis à jourForcer l’usage de cette valeur de centre (si définie)Champ de force basé sur le potentiel de Lennard-JonesLe champ de force dépend de la vitesse des particulesForcesForcer Rigify à supprimer et à reconstruire tous les objets widgets du rig. Par défaut, les widgets existants sont réutilisés tels quels pour faciliter l’édition manuelleForcer toutes les données liées à être considérées comme liées directement. Contournement pour des problèmes et limitations actuelles dans BAT (outil de pipeline du Blender studio)S’assurer de fusionner et diviser automatiquementAvant-planCouleur d’avant-plan de l’icône de débugageCouleur d’avant-plan de l’icône d’erreurCouleur d’avant-plan de l’icône d’infosCouleur d’avant-plan de l’icône d’opérateurCouleur d’avant-plan de l’icône de propriétéCouleur d’avant-plan de l’icône d’avertissementFourcheForme des courbesFormatÉléments de formatPréréglages de formatFormater texteÉlément de formatage de texteLe format contient un caractère non pris en charge « {} » : « {} »Format de média multivuesFormat des timecodes affichés lorsque le temps n’est pas exprimé en imagesLe spécificateur de format n’est pas fermé : « {} »Formater un texte en utilisant une syntaxe de formatage compatible Python et patrons de chemins. Par exemple, « Nombre : {} » remplacerait les {} par la première valeur en entrée.Format utilisé pour réenregistrer ce fichierLe format utilise plus d’entrées que fournies.Chaîne de caractères formatée des extensions de fichiers prises en charge par le gestionnaire de fichiers, les extensions devraient commencer par un "." et être séparées par des ";". Par exemple : ``".blend;.ble"``Fortune (peut avoir une meilleure apparence, moins juste)Vers l’avantAxe vers l’avantLancer de rayon directTransmettre directement la sortie du nœud entrée de simulation au nœud de sortie et ignorer les nœuds dans la zone de simulationAvant/arrièreConflit des signatures de paquetsConflit des signatures de fermeturesFournier-ForandFonction de phase de Fournier-Forand, utilisée pour la diffusion de la lumière dans des environnements subaquatiquesQuatrièmeQuatrième coefficient de la distorsion radiale de Brown-Conrady de quatrième ordreFoveon (Sigma)FractalMouvement brownien fractal, utiliser le bruit brownien comme baseAlgorithme de bruit fractalFacteur d’aléatoire fractalFractionMode FractionFraction de la lumière diffusée vers l’arrièreProportion de phéomélanine dans la mélanine, donne une couleur jaunâtre à rougeâtre, par opposition à la couleur brunâtre à noire de l’eumélanineObstacles fractionnelsLes obstacles fractionnels améliorent et adoucissent les limites fluide-obstacleFrameFrame %dFrame %d / %dFrame %d : %sLa frame « %s » est introuvable, l’animation doit être terminéeVitesse fondée sur les framesNombre de framesAbandon de framesFinir à la frameChemin du fichier frameInterpolation des framesFrame verrouilléeNouveau nombre de framesAncien nombre de framesMéthode de cadrageNœud de cadreNuméro de frameNuméros de framesDécalage de frameFrame superposéeIntervalle de framesIntervalle de frames avantIntervalle de frames, débutFréquence d’imagesPréréglages de fréquences d’imagesRelativement à la frameÉchelle des framesVoir la sélectionPlacer les nœuds sélectionnés dans un cadreSélection de la frame dans la Feuille d’expositionFrame de débutPas entre framesMéthode de cadrageCette frame existe déjà à la frame %dCette frame existe déjà à la frame %dFrame à laquelle les simulations terminentFrame à laquelle les simulations commencentFrame actuellement affichée pour ce calqueCette frame n’existe pas à la frame numéro %dFrame pour les clés absoluesLa frame est sélectionnée pour édition dans la Feuille d’expositionFrame introuvable dans le calque d’annotationNuméro de la frame à laquelle le marqueur a une image cléNuméro de frame de la bande d’entréeNuméro de frame de l’image clé tout de suite après la frame actuelleNuméro de frame de l’image clé tout de suite avant la frame actuelleNuméro de frame de la bande d’entréeNuméro de frame auquel les grilles de volume seront chargées, d’après le temps de la scène et les paramètres de volumeNuméro de frame où commencer à émettre des particulesNuméro de frame où arrêter d’émettre des particulesFrame de l’action référencée à évaluerDécalage de frame qui sera utilisé au chargement de la simulation depuis le cache. Il n’est pas pris en compte pour le précalcul de la simulation, seulement lors de son chargement.Frame à laquelle la simulation débuteFrame à laquelle la simulation commence (première frame précalculée)Frame à laquelle la simulation s’arrêteFrame à laquelle la simulation s’arrête (dernière frame précalculée)Lecteur d’images de IRIDASLecteur d’images de Tweak SoftwareFrames de début et fin spécifiées dans un rendu sans animationFrame à laquelle l’influence du modificateur prend fin (si Restreindre intervalle de frames est utilisé)Frame à laquelle l’influence du modificateur prend fin (si applicable)Frame à laquelle l’influence du modificateur débute (si Restreindre intervalle de frames est utilisé)Frame à laquelle l’influence du modificateur débute (si applicable)Cadrer sur la propriété sous le curseur dans l’éditeur de grapheCadrer sur tout le tableau de la propriété plutôt que seulement l’indice sous le curseurFrame à laquelle est placé ce point de contrôleFrame à laquelle terminer le rendu de l’animation. Si non-spécifiée, la frame de fin de la scène sera utilisée. Cette valeur ne doit être spécifiée que lors du rendu d’une animationFrame à laquelle insérer l’image cléFrame à laquelle commencer le rendu de l’animation. Si non-spécifiée, la frame de fin de la scène sera utilisée. Cette valeur ne doit être spécifiée que lors du rendu d’une animationFrame à laquelle arrêter de propager des frames (pour le mode « Avant frame »)Frame à laquelle ajouter la cléFrame à laquelle les bandes sélectionnées seront aimantéesFrame à laquelle les bandes sélectionnées seront coupéesFrame à laquelle le précalcul finitFrame à laquelle le précalcul commenceFrame:Frame : %dFrame : %d / %dFrame : - / %dFrame : {:d} ({:s})FrameCyclerBase de fréquence d’imagesFréquence d’images, exprimée en images par secondeFramesImages aprèsImages avantLimites de framesFrames dans l’intervalle absolu de la scèneFrames dans l’intervalle relatif des images clés du Grease PencilFrames par secondeFrames à insérer après la bande actuelleFrames {} - {}Frames : {}LibreAxe libreLibérer toute la simulation de fluideLibérer les données de fluideLibérer les guides de fluideLibérer les maillages de fluideLibérer le bruit de fluideLibérer les particules de fluidePoignée librePoignée libre sélectionnéeRegard libreFree Lossless Audio CodecEffacer le précalcul, au lieu de le générerCarnet de croquis d’annotations à main levéeCourbe à main levée définissant une partie d’un dessinCourbes à main levée définissant le dessin à cette frameLibération des fluides…FreestyleAlpha FreestyleAnimation FreestyleCouleur FreestyleGéométrie FreestyleLigne FreestyleEnsemble de lignes FreestyleStyle de ligne FreestyleStyles de lignes FreestyleMarque FreestyleModule FreestyleRéglages de FreestyleTraits FreestyleTexture FreestyleÉpaisseur FreestyleStyle de ligne Freestyle, réutilisable par plusieurs ensembles de lignesRéglages de Freestyle pour un bloc de données calque de vueFreestyle : Chargement du maillageFreestyle : Rendu des traitsFreestyle : Création de la carte de visibilitéNouveauAdoucirGeler la suppressionGeler l’opérateurGeler les limites de suppression dans la vueFrançaisFréquenceFréquence de coupure (Hz)Facteur de fréquence des tressesFacteur de fréquence des bouclesFréquence du bruit de PerlinFréquence de la vibration haptique en hertz. 0.0 est la fréquence par défaut de la runtime OpenXR.FresnelType de FresnelConducteur Fresnel fondé sur l’indice de réfraction complexe par canal de couleurMéthode de Fresnel à utiliser pour teinter le métalBibliothèque FriBidiFrictionFacteur de frictionFriction pour les collisions de tissuForce de friction s’il y a collision (plus forte = moins de mouvement)Friction des auto-contactsAmiFriserFriser les courbes de poilsDepuisDepuis l’actifDepuis la frame actuelleDepuis les enveloppesDepuis l’instanciateurDepuis la gaucheDepuis maxDepuis X maximumDepuis Y maximumDepuis Z maximumDepuis minDepuis X minimumDepuis Y minimumDepuis Z minimumDepuis mélangeMode depuisDepuis le nœudDepuis la droiteDepuis l’ombreDepuis la priseDepuis le nœud actifDepuis un ellipsoïde (forme définie par les dimensions de la boîte englobante, la cible est facultative)Depuis le nœudDepuis le nœud lié vers le nœud sélectionnéDepuis la priseDepuis la prise liée vers le nœud sélectionnéDe la première à la dernière cléDe la première à la dernière clé sélectionnéesDevantFace (X-Z)Faces avant uniquementOrthogonale de facePerspective de faceAtténuation vers face avantAvant/arrièreCombustibleChamp de combustibleCompletHiérarchie de collections complèteCopie complèteIllumination globale complèteNom complet de l’ID dans le fichier .blend bibliothèque (y compris les deux caractères de début de « type ID »)Chemin complet de bibliothèqueNom completChemin completTimecode SMPTE complet (format : HH:MM:SS:FF)Échantillonnage completTout fusionner selon la distanceChemin complet vers le fichier Blender contenant l’asset actifPrécision complètePrécision complète pour les rendus finaux, demi-précision autrementPleine résolutionPlein formatNœud de fonctionMatériau fourrureFurlongsIncertitude durant une collision, de hautes valeurs peuvent rendre la gestion des collisions plus rapide mais moins stableIncertainGGXGGX avec une correction supplémentaire pour tenir compte des diffusions multiples, conserver l’énergie et empêcher un assombrissement inattendu pour des valeurs élevées de rugositéLimite de texture GLGLSLGPUDorsal GPUCalculs GPUInstances GPUSubdivision GPUDorsal GPU à utiliser (nécessite un redémarrage de Blender pour prendre effet)Calque_GPGP_PaletteAdditifAérographeTousAncréAmorti automatiqueDépassementLes deuxRebondBordureIntervalle principalType de brosseType d’extrémitésOmbre projetéeCirculaireClonerMode de fermetureSimultanéCubiqueCourbePersonnaliséeDissoudreDissoudre entreDissoudre désélectionnésPointsGlisser un pointEffets dynamiquesAmorti en entréeAmorti en entrée et sortieAmorti en sortieAmortiAmorti (par force)ÉlastiqueExponentielleÉtendreExtrêmeRemplissageStyle de remplissageFiltrer par typePlatesGPencilGénéréeDéplacerDégradéÉclairéÉclairé (formes circonscrites)InterpolationFluctuationImage cléType d’image cléImages clésLigneLineArtLinéaireMode de matériauMélangeModeAnimation d’attenteNouveauAucunPincerPointPousserQuadratiqueQuartiqueQuintiqueRayonRandomiserRondesSéquentielOmbréFiltrage de région d’ombreSinusoïdaleAdoucirUniformeEspacementPasForceTraitMéthode de traitMode de traitStyle de traitSuzanneTextureÉpaisseurVrillerTypeOndulationInterpolation Grease Pencil : Réglages de sculpture du Grease PencilTexture GaborGainManetteGammaGamma-corrigéeBande fondu gammaGamma-corrigéeFacteur de correction gamma appliquée après la conversion tonaleValeur de correction gamma, appliquée avec couleur^gamma. Le gamma contrôle l’intensité relative des tons moyens comparés au noir pur et au blanc purIntersticeEspace 1Espace 2Espace 3Fermeture des trousIntervalle entre des fréquences successivesIntervalle entre des fréquences successives. La profondeur doit être supérieure à 0 pour que ce réglage ait un effetDétritusFréquence de la collecte des déchetsCache patateGazGaussienEffet flou gaussienBande flou gaussienEffet flou gaussienFiltre gaussienGénéralInfos généralesValeur de masse généraleRedéfinition généraleOpérations générales de gestion des blocs de donnéesFriction générale du milieu sur la trajectoire de l’objetPropriétés générales pour les outils de sculpture des traits de Grease PencilRéglages générauxType général de l’attributGénérerGénérer des intervalles pour interpoler en douceur entre les images clés de Grease PencilGénérer les aperçus « internes » (matériaux, textures, images, etc.)Générer des contrôlesGénérer les calques de donnéesGénérer un os de déformationGénérer de l’écumeGénérer du bruit de GaborGénérer des courbes de poilsGénérer un Line Art depuis les géométries de la scèneGénérer des traits de Line Art à partir de la source sélectionnéeGénérer des normalesGénérer une peauGénérer une carte d’embrunsGénerer des données d’attribut UV sur la géométrie de courbeGénérer des UVGénérer un bruit de Worley d’après la distance vers des points aléatoires. Typiquement utilisé pour générer des textures comme de la pierre, de l’eau, ou des cellules biologiquesGénérer une spline Bézier 2D à partir des points de contrôle et des poignées donnéesGénérer une représentation des matériaux en réseau MaterialXGénérer une carte UV d’après les arêtes de coutureGénérer une image videGénérer un flou de bokeh similaire au nœud de mise au point. Contrairement à ce dernier, une région dans la zone nette est définie dans le compositeurGénérer une texture de damierGénérer un anneau d’arêtes circulaireGénérer un maillage coniqueGénérer un maillage cuboïde avec des longueurs de côté et des subdivisions variablesGénérer une courbe à partir d’un maillageGénérer une courbe d’après un polynôme factorisé ou développéGénérer une courbe d’après une fonction mathématique standard comme sin ou cosGénérer un maillage cylindriqueGénérer une carte UV par défautGénérer un volume dense avec un champ qui contrôle la densité à chaque voxel de la grille, d’après sa positionGénérer une carte de saleté d’après les cavitésGénérer une valeur en facteur (entre 0.0 et 1.0) entre les temps de début et de fin, suivant avec une courbe de correspondanceGénérer une sphère de brume volumétrique autour de chaque pointGénérer une prise de nœud d’entréeGénérer un maillage à la « surface » d’un volumeGénérer un maillage à la « surface » d’une grille de volumeGénérer un maillage dans le plan XY avec des faces à l’intérieur des courbes en entréeGénérer un sommet de maillage pour chaque point du nuageGénérer une passe Cryptomatte plus exacteGénérer une surface océanique mouvanteGénérer une nouvelle surface avec une topologie régulière qui suit la forme du maillage d’entréeGénérer un vecteur normal et un produit scalaireGénérer une prise de nœud de sortieGénérer un paragraphe de texte avec la police spécifiée, en utilisant une instance de courbe pour stocker chaque caractèreGénérer une normale perturbée à partir d’une texture de hauteur pour du placage de relief. Typiquement utilisé pour ajouter du niveau de détail aux surfacesGénérer une normale perturbée à partir d’une carte de normales RVB. Typiquement utilisé pour ajouter du niveau de détail aux surfacesRéserver un emplacement (ID vide) si introuvable dans aucun fichier bibliothèqueGénérer un maillage plan sur l’axe XYGénérer un nuage de points en échantillonnant des positions le long d’une courbeGénérer un nuage de points à partir des sommets d’un maillageGénérer un nuage de points à partir des voxels actifs d’une grille de volumeGénérer un nuage de points avec des positions et rayons définis par des champsGénérer une spline polygonale en arcGénérer une spline polygonale en cercleGénérer une spline polygonale pour chaque spline en entréeGénérer une spline polygonale de forme parabolique avec les positions de points de contrôlesGénérer une spline polygonale en forme de spiraleGénérer une spline polygonale en forme d’étoile en connectant alternativement les points de deux cerclesGénérer une spline polygonale en ligne avec deux pointsGénérer un polygone avec quatre pointsGénérer une texture de ciel procéduraleGénérer une texture procédurale produisant des briquesGénérer une texture de couleur psychédéliqueGénérer un entier aléatoire en utilisant la valeur donnée en entrée comme graîneGénérer une référence à une géométrie à chaque point d’entrée, sans dupliquer les données sous-jacentesGénérer un rig depuis l’armature métarig activeGénérer un contrôleur d’orteil IK séparé pour une meilleure aimantation IK/FKGénérer un curseur pour pivoter le roulis avant de la cheville sur la pointe plutôt que sur la base de l’orteilGénérer un maillage sphérique constitué de triangles de même tailleGénérer un maillage sphérique avec des quads, sauf les triangles du haut et du basGénérer une représentation textuelle de la valeur donnée en entréeGénérer une direction de tangentes pour le BSDF anisotropeGénérer une chaîne de contrôle FKGénérer une chaîne de contrôle FK pour le tentaculeGénérer un groupe OBJ pour chaque partie de la géométrie utilisant un matériau différentGénérer un shader OSL depuis un fichier ou un bloc de données texte. Note : les shaders OSL ne sont pas pris en charge sur tous les dorsaux GPUGénérer une représentation de shader approximative « USD Preview Surface » d’une arborescence de nœuds avec BSDF guidéeGénérer un nombre arbitraire de copies de chaque élément sélectionné en entréeGénérer et exporter un script Mantaflow à partir des réglages de domaine actuels durant le précalcul. Ce n’est nécessaire que si vous voulez analyser le cache (par exemple visualiser les grilles, vecteurs de vélocité, particules) directement dans Mantaflow (en dehors de Blender) après le précalcul de la simulation.Générer des caustiques approximatives dans l’ombre des surfaces réfractives. Les objets éclairages, projecteur et receveur de l’ombre doivent avoir l’option Caustiques d’ombres activéeGénérer les aperçus des collectionsGénérer des normales pondérées par l’angle des coinsGénérer des traits de style pointilléGénérer des normales pondérées par les aires des facesGénérer les lignes caractéristiques pour cette collectionGénérer les lignes caractéristiques pour les données de cet objetGénérer un tampon en virgule flottanteGénérer un masque d’écume dans un canal de couleurs de sommetsGénérer un bruit fractal de PerlinGénérer un bruit dur (transitions abruptes)Générer une image avec une forme de bokeh, destinée à être utilisée avec le nœud de filtre Flou bokehGénérer des valeurs de couleur et d’intensité interpolées, d’après le vecteur d’entréeGénérer des lignes d’intersection même avec les objets pour lesquels l’intersection est désactivéeGénérer des lignes de séparation entre ombre et lumière à partir d’un objet éclairage de référenceGénérer une carte de direction des embruns dans un canal de couleurs de sommetsGénérer un cache pour des objets et matériaux choisis, en utilisant les passes de rendu CryptomatteGénérer des chemins de mouvement pour les objets sélectionnésGénérer plusieurs traits autour des traits d’origineGénérer plusieurs traits à partir d’un seulGénérer de nouvelles courbes sur des points en interpolant entre des courbes existantesGénérer de nouvelles clés pour fixer l’objet ou os sélectionné à la caméra sur les frames sans clésGénérer une nouvelle topologie de maillage basée sur la forme actuelleGénérer de nouveaux sommets, arêtes, ou faces depuis les éléments sélectionnés, et les décaler tout en les gardant connectés par leur bordureGénérer un tremblement dans les traits de Grease PencilGénérer les aperçus des objetsGénérer la géométrie de la surface de l’océan, à la résolution spécifiéeGénérer des points aux origines des instances. Note : les instances imbriquées ne sont pas affectées par ce nœudGénérer des points à l’intérieur d’un volumeGénérer des points à l’intérieur d’une grille de volumeGénérer des points répartis uniformément à la surface du maillageGénérer des bandes ou des anneaux procéduraux et bruitésGénérer les aperçus des scènesGénérer les aperçus des fichiers .blend sélectionnésGénérer des coins inclinés en ajoutant de la géométrie aux arêtes ou sommets du maillageGénérer des identifiants de groupes de lissage pour chaque groupe de faces lisses, en tant que valeurs entières uniques par défautGénérer un bruit doux (transitions douces)Générer des traits à partir des arêtes marquées FreestyleGénérer des traits à partir d’un intervalle de niveaux d’occlusionGénérer des traits à partir des bordures entre matériauxGénérer des traits à partir des lignes de contourGénérer des traits à partir des arêtes marquéesGénérer des traits à partir des intersectionsGénérer des traits à partir des arêtes isoléesGénérer des traits à partir des objets dans cette collectionGénérer des traits à partir de cet objetGénérer les informations système et les enregistrer dans un fichier texteGénérer les directions des tangentes d’après une carte UVGénérer des valeurs d’après une fonction prédéfinieGénérer des poids de sommets d’après la distance à l’objetGénérer des poids de sommets d’après l’angle du traitGénérer des sommets en ligne et les connecter avec des arêtesGénéréeCoordonnées généréesGéométrie généréeHauteur généréeImage clé généréeImage clé générée sélectionnéeMatrice généréeType généréLargeur généréeCoordonnées générées centrées sur l’objet de fluxCoordonnées générées en espace objet du parentGrille générée pour tester les placages UVImage généréeHauteur de l’image généréeType d’image généréeLargeur de l’image généréeGrille UV générée améliorée pour tester les placages UVPoints intermédiaires générés pour les mouvements très rapides de souris (mettre à 0 pour désactiver)Générer des normales pondérées à la fois par l’aire des faces et l’angle des coinsMatrice de transformation générée en espace mondeGénérer un nouvel ensemble de couleurs aléatoires pour le rendu des ensembles de faces dans la vue 3DGénérer un maillage symétrique en utilisant les options de symétrie du maillageGénérer de nouvelles courbes de poils à la surface d’un maillageGénérer des normales avec des coins arrondis. Note : pris en charge par Cycles uniquement, et peut ralentir les rendusGénération d’un matériau compatible Cycles/EEVEE, mais il ne sera pas visible avec le moteur {:s}Génération de l’icône d’éclairage studio…Génération de l’aperçu d’icône…Génération de l’aperçu de shader…Génération des aperçus de shader…Génération des aperçus de bande…Génération des miniatures de bande…GénérationÉléments générésLa génération a levé une exception : Modificateurs génératifs détectés !F-modificateur GénérateurGénériqueBits de quantification génériquesRessort génériqueDonnées génériques qui ne sont pas de la couleur, aucune transformation de couleur ne sera appliquée (par exemple les cartes de normales)Opérateur d’expansion générique pour la sculptureGéodésiquePas géodésiqueÉpaisseur géométrique des surfaces lors du calcul de GI rapide et d’occlusion ambiante. Réduit les fuites de lumière et les occlusions de contact manquantes.Géométrie à fusionner en concaténant leurs élémentsGéométrieAttribut de géométrieContrainte Attribut de géométrieComposante de géométrieGroupe de géométrie personnaliséDonnées de géométrieFacteur de fin de la géométrieEntrée géométrieType d’élément de géométrieModificateurs de géométrieNœud de géométrieÉditeur de nœuds géométriePrise de nœud géométrieInterface de prise de nœud géométrieArborescence de nœuds de géométrieNœuds de géométrieInstances de nœuds de géométrie (expérimental)Listes pour les nœuds de géométrieDécalage géométrieTraitement de géométrieProximité de géométrieÉchantillons de géométrieEnsemble de géométrieEspace de géométrieFacteur de début de la géométrieSeuil de géométrieAttribut de géométrieAttribut de géométrie contenant des vecteurs 2D d’entiersAttribut de géométrie contenant des entiers de 8 bitsAttribut de géométrie contenant des couleurs RVBA sous forme de nombres réels, utilisant 32 bits par canalAttribut de géométrie contenant des couleurs RVBA sous forme d’entiers positifs, utilisant 8 bits par canalAttribut de géométrie contenant une matrice de 4 par 4 nombres à virgule flottanteAttribut de géométrie contenant des booléensAttribut de géométrie contenant des vecteurs 2D à virgule flottanteAttribut de géométrie contenant des vecteurs 3D à virgule flottanteAttribut de géométrie contenant des valeurs à virgule flottanteAttribut de géométrie contenant des valeurs entièresAttribut de géométrie contenant des rotationsAttribut de géométrie contenant des textesAttributs de géométrieLa géométrie ne peut pas être obtenue depuis l’objet édité lui-mêmeLa géométrie ne peut pas être obtenue depuis l’objet du modificateurAttribut de couleur de géométrieComposantes de géométrie :Domaine de géométrie sur lequel itérerType d’élément de géométrie sur lequel instancierGéométrie générée à l’itération actuelle. Sera fusionnée avec les géométries de toutes les autres itérationsLe modificateur de géométrie « %s » n’a pu être suppriméModificateurs de géométrie pour changer la géométrie des lignesNœuds de géométrieProcessus de géométrie à appliquer après chaque étape de déplacementPrise géométrie d’un nœudGéométrie à instancier sur les pointsGéométrie à instancier sur les points dispersésGéométrie vers instanceGéométrie vers origineGéométrie à ajouter à la fin de chaque courbeGéométrie à ajouter au début de chaque courbeGéométrie à laquelle assigner un matériauGéométrie sur laquelle lancer les rayonsGéométrie de laquelle calculer la boîte englobante. Les instances doivent être rendues réelles avant que la boîte englobante complète puisse être calculéeGéométrie de laquelle supprimer des élémentsGéométrie de laquelle dupliquer les élémentsGéométrie sur laquelle évaluer les champs donnés, et où stocker les attributs résultants. Tous les types de géométrie sont pris en charges à part les volumesGéométrie sur laquelle trouver le point le plus procheGéométrie de laquelle obtenir le paquetGéométrie de laquelle obtenir les tailles des domaines. Seules les géométries racines sont prises en compte, pas les instances imbriquéesGéométrie de laquelle obtenir les statistiquesGéométrie de laquelle remplacer le paquetGéométrie de laquelle remplacer le nomGéométrie de laquelle supprimer les attributsGéométrie sur laquelle remplacer les matériauxGéométrie sur laquelle échantillonner une valeurGéométrie de laquelle redimensionner les élémentsGéométrie de laquelle définir le lissageGéométrie de laquelle trier les élémentsGéométrie à séparer en instancesGéométrie à séparer en différents composantsGéométrie à séparer en deux partiesGéométrie sur laquelle stocker un nouvel attribut portant le nom spécifiéGéométrie à transformerGéométrie sur laquelle mettre à jour l’attribut IDGéométrie sur laquelle mettre à jour les indices de matériauxMaillage sur lequel mettre à jour la sélectionGéométrie à utiliser pour l’instance d’élastique à cheveux (priorité)Géométrie sur laquelle itérer les élémentsGéométrie de laquelle les instances sont rendues réelles (en partie)NœudsDeGéométrieGéorgien - ქართულიAllemand - DeutschObtenir l’élément de paquetObtenir des extensionsObtenir le paquet de géométrieObtenir l’élément de listeObtenir la grille nomméeS’éloigner de l’objet assigné ou de la source de signal assignée la plus forteObtenir le paquet d’une géométrieObtenir le chemin d’arborescence du nœud dans une chaîne de caractèresObtenir une grille de volume d’une géométrie volume à partir du nom spécifiéPour commencerFantômeFantômesGigawattsCardanDonner accès aux valeurs d’évènements possibles des éléments de cet ensemble de raccourcis modaux (#KeyMapItem.propvalue), pour l’introspection de l’APIAu bout d’un moment, donner naissance aux particules qui n’ont pas réagiDonner à la longueur du chemin une variation aléatoireRendre (partiellement) aléatoire la F-courbe modifiéeDonner à la durée de vie de la particule une variation aléatoireDonner à la taille de la particule une variation aléatoireDonner à la vélocité initiale une variation aléatoireGizmoGizmo AGizmo BPropriétés de groupe de gizmosSurlignage du gizmoGizmo primairePropriétés de gizmoGizmo secondaireTaille du gizmoGizmo en vue alignéeGroupe de gizmo : l’option 'PERSISTENT' est activée pour « %s » !Le groupe de gizmo « %s » est introuvable !Groupe de gizmos dont ce gizmo est membreLe type de groupe de gizmo « %s » est introuvable !La cible « %s.%s » du gizmo attend « %s », « %s.%s » est « %s »La propriété cible « %s.%s » du gizmo attend un tableau de longueur %dLa propriété cible « %s.%s » du gizmo attend un tableau de longueur %d, trouvé %dLa propriété cible « %s.%s » du gizmo est introuvablePropriété cible « %s.%s » du gizmo, l’indice %d doit être inférieur à %dGizmo permettant d’ajuster la focale ou l’échelle orthogonale de la caméraGizmo permettant d’ajuster la distance de mise au point de la caméra (dépend de l’affichage des limites)Gizmo permettant d’ajuster la taille et la position d’une imageGizmo permettant d’ajuster la positionGizmo permettant d’ajuster la rotationGizmo permettant d’ajuster l’échelleGizmo permettant d’ajuster la taille des éclairages de zone et spotsGizmo permettant d’ajuster la direction de l’éclairageGizmo permettant d’ajuster le champ de forceLe type de gizmo « %s » est pour un groupe de gizmos 3D. Le callback 'draw_select' est défini mais seul 'test_select' sera utilisé.Type de gizmo « %s » inconnuGizmosGizmos pour le modificateur actifGizmos cachés dans cette vueGizmos :ÉblouissementVerre (pilé)Verre (massif)BSDF verreShader comme du verre, mélangeant la réfraction et la réflection à des angles rasantsFiltre globGlobalAxe +X globalAxe +Y globalAxe +Z globalAxe -X globalAxe -Y globalAxe -Z globalCoordonnées globalesGravité globalePoils globauxIllumination globaleInfluence globale :Transformation globaleType globalHistorique globalX globalY globalZ globalBarre globale en bas de l’écran pour les informations générales sur le statutBarre globale en haut de l’écran pour les réglages globaux par fenêtrePourcentage de particules enfants globalPourcentage global de particules enfants lors du renduPoids de la gravité globaleIndice global de l’élément parmi tous les éléments de l’interfaceInfluence globale des modifications actuelles dans le groupe de sommetsNiveau global de subdivision maximumNiveau global de subdivision maximum lors du renduPréférences globalesNuméro de frame au niveau de la scène globale auquel la vidéo démarre (affecte toutes les données associées à un clip)Espacement global entre les caractèresFrame de début globale du film/de la séquence, en supposant que la première image a le numéro 1Frame de début globale de la séquence, en supposant que la première a le numéro 1L’historique global fonctionne en gardant une copie complète du fichier lui-même en mémoire, et consomme donc plus de mémoireAjuster globalement le niveau de détail du rendu volumique, en plus de la taille du pas estimée automatiquement. Des valeurs plus hautes réduisent le temps de rendu, des valeurs plus basses donnent un rendu plus détailléDésactiver globalement dans les sondes d’éclairage planesDésactiver globalement au renduDésactiver globalement dans les rendus • Ctrl pour isoler la collection • Maj pour appliquer aux collections et objets à l’intérieurDésactiver globalement dans les rendus • Maj pour appliquer aux enfantsDésactiver globalement dans les sondes d’éclairage sphériquesDésactiver globalement dans les vues 3DDésactiver globalement dans les vues • Ctrl pour isoler la collection • Maj pour appliquer aux collections et objets à l’intérieurDésactiver globalement dans les vues • Maj pour appliquer aux enfantsDésactiver globalement dans les sondes volumesBrillanceBrillantBSDF brillanteRebonds brillantsCouleur de brillanceProfondeur de brillanceBrillance directeBrillance indirecteVisibilité de brillanceRéfraction brillante avec distribution nette ou à microfacettes, typiquement utilisée pour les matériaux qui transmettent la lumièreLuminescenceCouleur de luminescenceEffet luminescenceBande luminescenceLuminescence en dessousEffet luminescenceMode de luminescenceLuminescence seulement dans les zones avec alpha (non pris en charge avec le mode de mélange standardMode de collageColler des corps rigides ensembleAller à l’objet assigné, ou la source de signal assignée la plus forteAller vers l’ennemi le plus proche et attaquer une fois à portéeAller à l’arborescence de nœuds parentePasser en mode pose pour copier les couleurs d’os de poseButFriction du but (position cible des sommet)Raideur de ressort du but (position cible des sommets)Amortissement du butBut par défautBut maximumBut minimumRaideur du butGroupe de sommets de butDistance cible entre les racines des courbes pour la brosse de densitéBut maximum, les poids des groupes de sommets sont modifiés pour être compris dans cet intervalleBut maximum, les poids des sommets sont modifiés pour être compris dans cet intervalleBut minimum, les poids du groupe de sommets sont modifiés pour correspondre à cet intervalleBut minimum, les poids des sommets sont modifiés pour être compris dans cet intervalleObjet cibleOrNombre d’orNombre d’orTriangle d’or ATriangle d’or BBonUtile pour réimporter les glTF exportés depuis Blender et les réexporter en glTF après édition dans Blender. Les extrémités des os sont placées sur leur axe local +Y (dans l’espace glTF)Bons lissage et vitesseRéglages du Grease PencilDéplacerSaisir le sommet actifCapturer curseurSaisir silhouetteDéplacer les UVSaisir en essayant de masquer automatiquement la silhouette de l’objetDégradéCouleurs de dégradésMode de remplissage de dégradéDégradé haut/offDégradé basCorrespondance de dégradéEspacement de dégradéMode de trait de dégradéTexture dégradéType de dégradéLargeur de dégradéDégradé depuis le centre des traits Point et Boîte (mettre à 1 pour un trait solide)Couleurs de teinte du dégradéGrammesGranite (gravier)Granit (massif)Éditeur de graphesCurseur valeur 2D de l’éditeur de graphes – composante valeur XCurseur valeur 2D de l’éditeur de graphes – composante valeur YL’instance de l’éditeur de graphes a des courbes fantômes stockéesDonnées de l’espace éditeur de graphesÉditeur de graphes / de contrôleursÉgalisation à définition graphiqueDéfinition graphique en 2 sectionsDéfinition graphique en 2 sectionsRéglages du pilote graphique et du système d’exploitationGraphesAction accent grave / tildeGravierGravitationGravitéFacteur de gravitéAtténuation de gravitéGravité dans les directions X, Y et ZGravité ou vecteur de force externeNiveaux de grisNiveaux de grisTexture image en niveaux de gris utilisée pour enlever des instances disperséesGrease PencilRéglages de brosse du Grease PencilCouleur de Grease PencilModificateur de couleur du Grease PencilModificateur pointillés du Grease PencilDessin de Grease PencilDessin de Grease PencilÉdition de Grease PencilModificateur enveloppe du Grease PencilRayon de la gomme pour Grease PencilDistance euclidienne pour le Grease PencilFrame de Grease PencilFrames du Grease PencilGroupe de Grease PencilInterpolation de Grease PencilRéglages d’interpolation du Grease PencilImage clé de Grease PencilModificateur lattice du Grease PencilCalque de Grease PencilGroupe de calques de Grease PencilCalques de Grease PencilDistance Manhattan pour le Grease PencilCalques de masque de Grease PencilCalques de masquage du Grease PencilEmplacements de matériaux Grease PencilModificateur miroir du Grease PencilModificateur bruit du Grease PencilL’objet Grease Pencil ne prend pas en charge cette opération pour définir l’origineObjets de Grease PencilModificateur décalage du Grease PencilOpacité du Grease PencilModificateur d’opacité du Grease PencilOptions du Grease PencilPeinture de Grease PencilRendu du Grease PencilSculpture de Grease PencilGuide de sculpture de Grease PencilSculpture de Grease PencilSculpture-peinture de Grease PencilRéglages de Grease PencilModificateur de texture du Grease PencilModificateur d’épaisseur du Grease PencilModificateur décalage temporel du Grease PencilModificateur de teinte du Grease PencilSommet de Grease PencilPeinture de sommets de Grease PencilPeindre les sommets de Grease PencilSommet sélectionné de Grease PencilTaille de sommet de Grease PencilPeinture de poids de Grease PencilPeindre des poids sur les traits de Grease PencilFilaire en édition de Grease PencilModificateur construire du Grease PencilRéglages de couleur de Grease Pencil pour le matériauComposant de Grease Pencil contenant des données de calques et de courbesDonnées de Grease Pencil à convertir en courbesDonnées de Grease Pencil desquelles fusionner les calquesBloc de données Grease PencilBlocs de données Grease PencilFrames de Grease PencilGrease Pencil depuis les objets courbes ou maillagesGroupes de calques de Grease PencilLe calque de Grease Pencil est visible dans la vue 3DCalque de Grease Pencil auquel assigner les traits générésCalques de Grease PencilModificateur de longueur du Grease PencilMatériau de Grease Pencil assigné aux traits générésNœud Grease Pencil dans l’arborescence de calques. Soit un calque, soit un groupeRéglages de Grease Pencil pour la scèneModificateur de subdivision du Grease PencilGrease Pencil vers courbesGrease Pencil duquel changer la couleurGrease Pencil duquel définir l’ordre de profondeurGrease Pencil duquel définir l’adoucissementCouleur du filaire du Grease Pencil, en mode éditionGrease Pencil(s)Grease Pencil : {} calquesGreasePencilPlus grandSupérieur àMode Supérieur àSupérieur ou égalGrec - ΕλληνικάVertCanal vertCanal vertComposante verte du champ de couleurVert-MagentaVert:GrisNiveaux de grisGrilleGrille 1Grille 2Couleur de la grilleRotationnel de grilleDilater et éroder la grilleAffichage de la grilleDivergence de grilleRemplir par grilleDégradé de grilleInfos de grilleLaplacien de grilleNiveaux de la grilleLignes de la grilleMoyenne de grilleMédiane de grilleNom de la grilleGrille par-dessus l’imageCaractère aléatoire de la grilleTaille de grilleUnité de taille de la grilleSource de forme de grilleSubdivisions de la grilleAligner la grille aux pixels de l’imageDessiner des lignes horizontales et verticalesDessiner des lignes isométriques et verticalesTaille des cellules de la grille, multipliée par les réglages d’unités de la scèneGrille dans l’objet volume à convertir en maillageGrille vers maillageGrille vers pointsL’arbre de grille est chargé en mémoireType de grille non pris en chargeLignes de grilleGrillesAlbédo du solCouleur du sol qui, subtilement reflétée dans le cielGroupeGroupe « {} » ({})Ajouter au groupeID du groupeIndice du groupeEntrée du groupeNom du groupeNœud de groupeSortie du groupeRetirer du groupeNœud de prises dans un groupePrises du groupeRegrouper par pistes NLARegrouper les faces en régions délimitées par les bordures d’arêtes sélectionnéesGroupe de calques de Grease PencilGroupe de propriétés IDGroupe d’attributs de géométrieGroupe de sommets, utilisé pour la déformation de l’armature et d’autres usagesRegrouper les bandes sélectionnées en une méta-bandeGrouperMéthode de regroupementGroupements de F-courbes pour l’affichage, par exemple dans la feuille d’exposition et l’éditeur de graphesGroupesGroupes de F-courbesGrandirAgrandir l’ensemble de facesAgrandir le masqueAgrandir la visibilitéFaire grandir ou rétrécir les courbes en modifiant la taille de manière uniforme au lieu de couper ou d’extrapolerAgrandir la sélection d’un pointAgrandir d’une face la visibilité, d’après la topologie du maillageAgrandir d’une face la limite des ensembles de faces, d’après la topologie du maillageDeviner la pose de liaison originaleGuideCourbes guidesGuider l’éclairage directDistance de guidesID du groupe guideFibres guidesIndice de guideCorrespondance de guidesMasque de guidesMode de guideParent guideSélection de guidesHaut du guideVélocité guideCourbes ou points guides utilisés pour la sélection des courbe guidesCorrespondance d’indices de guides qui a été utilisée pour l’opérationCorrespondance d’indices de guides à utiliser. Cette entrée a la prioritéEspacement des guidesChamp de vélocité guide du domaine de fluideDurée où le guide n’agit plus, jusqu’à la fin de la vie des particulesComposant diffus guidé de la BSDF, d’après la distribution de la lumière incidente et le produit du cosinus (produit de forme fermée)GuidesGuides pour le dessinGuidageType de distribution de guidageLignes guidesSeuil de rugosité de guidageMode de guidageTaille guide (des valeurs plus élevées donnent des vortex plus grands)Source de guideFacteur de vélocité de guide (des valeurs plus élevées donnent de plus grandes vélocités de guide)Poids guide (des valeurs plus élevées donnent plus de retard)HH.264H.265 / HEVCH264 en MP4H264 en MatroskaH264 en Matroska, pour balayageHDRAffichage HDR non pris en chargeNécessite 10 ou 12 pour l’HDRNécessite H.265 ou AV1 pour l’HDRHDRITVHD 1080pTVHD 720pHDV 1080pHDV NTSC 1080pHDV PAL 1080pHIPHIP RTHIP RT permet l’utilisation du lancer de rayons matériel AMD pour RDNA2 et plusHP Reverb G2TSLTSVEspace de couleur TSV (Teinte, Saturation, Valeur)Canal de limitation TSVHTC Vive CosmosHTC Vive FocusHTJ2KPoilsInfos d’attache des poilsBSDF poilsComposant de la BSDF à utiliserCourbes de poilsBruit de courbes de poilsDynamique des poilsPréréglages de dynamique des fibresMaximum de la grille de fibreMinimum de la grille de fibreRésolution de la grille de fibresLongueur des poilsMatériau des poilsRayon des poilsForme de poilsÉlastiqueType d’entrée élastiqueÉchelle de l’élastiqueBlocs de données courbes de poilsBloc de données de poils pour les courbes de poilsDynamique de poils désactivéeLes clés de poils sont dans l’espace de coordonnées globalPigment du poil. Spécifier sa quantité absolue entre 0 et 1Rugosité du poil. Une valeur faible donne un aspect métalliqueRaideur des poils pour les effecteursFibres de poilsDemiDemi-précision flottanteHaloPoignéePoignée 1Position de la poignée 1Type de la poignée 1Poignée 1 sélectionnéeÉtat de sélection de la poignée 1Poignée 2Position de la poignée 2Type de la poignée 2Poignée 2 sélectionnéeÉtat de sélection de la poignée 2Gérer tous les évènementsLongueur des poignéesGérer les arêtes superposéesAdoucissement des poignéesType de poignéeSélection du type de poignéeNœud Sélection du type de poignéeSommet de poignéeSommet de poignée sélectionnéTaille des sommets de poignéeGérer les lieux d’action des zones (fenêtres), pour les actions/gestuelles de la sourisGère les clics pour sélectionner des bandes NLAGérer les clics pour sélectionner les pistes NLAGérer le glisser-déposer d’une URL d’extensionConsidérer la couleur de chaque pixel comme un vecteur individuel pour le déplacement (mode de placage Plan de la zone uniquement)Gère les clics de souris sur les canaux d’animationGérer les clics de souris pour sélectionner et activer des élémentsDéfinit le comportement du texte quand il ne tient pas dans les boîtes de texteType de poignéeType de poignées pour les nouvelles images clésTypes de poignéePoignéesAmplitude haptiqueDurée haptiqueFréquence haptiqueMêmes chemins utilisateur pour haptiqueNom de l’haptiqueMode d’application haptiqueDurée haptique en secondes. 0.0 est la durée minimale prise en charge.Mode haptiqueAction de sortie de vibration haptique, à appliquer avec une durée, fréquence et amplitudeDurLumière dureNon-linéaire codé en dur, gamma : 1.7DurcirDurcir les normalesDuretéFacteur de duretéHarmoniqueAmortissement harmoniquePoids de l’effecteur HarmoniqueTriangle harmonieux ATriangle harmonieux BHarmoniqueA accumulerA un alphaA lissage autoA pression pour lissage autoA un faisceauA couleurA facteur de pli/pincementA des normales personnaliséesA des donnéesA un bloc de donnéesA directionA dyntopoA des courbes fantômesA gravitéA duretéA pression pour duretéA hauteurA une IKA fluctuationA des calquesA un espace de couleur linéaireA un maximumA un minimumA des chemins de mouvementA un voisinA rayon normalA superpositionA persistanceA facteur de pincementA profondeur de planA hauteur de planA décalage de planA rayonA facteur de ratissageA un angle de texture aléatoireA plan de sculptureA couleur secondaireA pression pour tailleA trait douxA atténuation d’espaceA espacementA des reflets spéculairesA pression pour forceA une source d’angle de textureA inclinaisonA Ratissage de topologieA des vuesA poidsA des collections d’exportLa session actuelle a-t-elle été enregistrée sur le disque comme fichier .blendA des modifications non-enregistréesHachageValeur de hachageEmpreinte du bytecode compilé, pour une vérification rapide d’égalitéEmpreinte du bytecode compilé du shader personnalisé, pour une vérification rapide d’égalitéTable de hachage contenant les données des instances de nœudEmpreinte : {:s}Les modifications récentes ont-elles été enregistrées sur le disqueTêteSélectionner la têteTête/queueEn-têteArrière-plan des en-têtesPosition de l’en-têteTexte d’en-têteTexte d’en-tête surlignéBoutons de visibilité des en-têtes et des barres latéralesÉchec de l’accès à l’en-têteTêtesSantéChaleurGrille de chaleurHébreu - תירִבְעִHectogrammesInfluence IK talonHauteurHauteur (en unités de grille du domaine) de l’émission de fluide au-dessus de la surface du maillage. Une valeur plus élevée donne une émission plus loin de la surface du maillage. Si cette valeur et la taille de l’émetteur sont plus petits que l’unité de grille du domaine, aucun fluide ne sera crééHauteur minHauteur au-dessus de la surface. Connecter la texture de carte de hauteur à cette entréeAltitude depuis le niveau de la merHauteur du motif du marqueur, en coordonnées écranHauteur de la recherche du marqueur, en coordonnées écranHauteur du plan crééHauteur du cône généréHauteur du nœudHauteur de la vagueHauteur:Mode hélicoptèreAideAssistant pour dessiner des lignes stables et nettes. Appuyer sur Maj pour inverser l’effet (même si cette option n’est pas activée)FacilitateursHenyey-GreensteinHenyey-Greenstein, fonction de phase par défaut pour la diffusion de la lumièreHeptagonalHertzHétéro-terrainHeuristique pour le placement des os. Essaie de les placer d’une manière satisfaisanteHexaHex triplet pour couleur (#RRGBB).Triplet hexa pour couleur avec alpha (#RRGBBAA).HexagonalGrille hexagonaleCachés%d cachéCacherCacher les sommets UV (dé)sélectionnésCacher les points de contrôle (dé)sélectionnésCacher les éléments de métaballes (dé)sélectionnésCacher les sommets, arêtes ou faces (dé)sélectionnésCacher les éléments de fichiers .blend qui ne sont pas des blocs de données avec des métadonnes d’assetCacher l’ensemble de faces actifCacher la liste des raccourcisCacher les raccourcisCacher le calqueCacher les nœuds de mélangeMasquer les propriétés d’opérateurCacher les panneauxCacher sélectionnéCacher la valeurCacher les matériaux de Grease Pencil actif/inactifsTout masquer sauf cette collection et ses parentsCacher tous les ensembles de faces sauf l’actifCacher tous les objets et collections à l’intérieur de cette collectionCacher tous les panneaux (mode concentration)Cacher l’élémentMasquer les options de filtrageCacher les frames en dehors de l’intervalles de frames spécifiéCacher dans le modificateurCacher dans la vueCacher les matériaux inactifs au lieu de l’actifCacher ou afficher les sommets dans la sélectionCacher ou afficher les sommets hors-sélectionMasquer ou afficher la régionCacher les points depuis la fin de chaque trait vers son début (par exemple pour animer des lignes en train d’être effacées)Cacher les points dans l’ordre dans lequel ils sont dans chaque trait (par exemple pour animer de l’encre s’effaçant ou disparaissant après avoir été déposée)Cacher les courbes sélectionnées de l’éditeur de graphesCacher les faces sélectionnéesCacher les objets et collections sélectionnésCacher les particules sélectionnéesCacher les pistes sélectionnéesCacher les sommets sélectionnésCacher les calques de Grease Pencil désélectionnésCacher les petites primitives de géométrie pour améliorer les performancesCacher l’ensemble de faces actifCacher la collection dans ce calque de vueCacher la priseCacher la valeur d’entrée de la priseMasquer la valeur d’entrée de la prise même quand elle n’est pas connectéeCacher le maillage solide et décaler la surimpression vers la vue. La sélection est occluse par la géométrie inactive, sauf si les Rayons X sont activésCacher cette courbe en mode éditionCacher les non-sélectionnés au lieu des sélectionnésCacher les courbes non-sélectionnées au lieu de celles sélectionnéesCacher les calques non-sélectionnés au lieu des sélectionnésCacher les objets désélectionnés plutôt que sélectionnésCacher les sommets désélectionnés au lieu des sommets sélectionnésCacher au rendu les objets non-sélectionnés du même type que l’actif, en définissant le drapeau « cacher au rendu »Cacher les pistes non-sélectionnéesCacher les sommetsCacher/afficher tous les sommets masqués au-dessus d’un seuilCacher ou afficher tous les sommetsCacher/afficher des sommetsCacher toutes les F-courbes autres que les courbes choisies à afficherHiérarchiesHiérarchieID racine de la hiérarchieHauteHaute couleurFort contrasteHaute précisionHaute qualitéNormales de haute qualitéSolveur haute viscositéHaute performanceHaute qualitéInterpolation de pixel de haute qualitéBorne supérieure des pas temporels, en secondes, en cas de sous-étapes automatiquesContraste plus haute fréquence utilisant un masque flouDes valeurs plus hautes augmentent la résolution vers le point de vueDes valeurs plus hautes donnent un trait plus lisseDes valeurs plus élevées rendent le changement plus abruptDes valeurs plus hautes produisent une fréquence de coupure plus durePlus hautePlus grande dimensionPlus haute fréquenceValeur X maximale à autoriserValeur Y maximale à autoriserValeur Z maximale à autoriserPlus grande dimension fractaleDurée de vie maximale d’une particuleActivéAngle de lumièreSurligner les images clésSurligner la ligneIntervalle en surbrillanceNe mettre en surbrillance que les cellules de type VideNe mettre en surbrillance que les cellules de type FluideNe mettre en surbrillance que les cellules de type Flux entrantNe mettre en surbrillance que les cellules de type ObstacleNe mettre en surbrillance que les cellules de type Flux sortantSurligner les fichiers sélectionnésMettre en surbrillance les cellules quel que soit leur typeSurligner la ligne actuelleMettre les voxels en subrillance avec les valeurs du champ en utilisant une couleur correspondant à l’intervalleHautes lumièresHindi - हिन्दीCharnièreOptimisationHistogrammeHistogramme pour visualiser des statistiques d’une imageHistoriqueCouleur d’impactDistance de l’impactNormale de l’impactPosition de l’impactFigerMaintenir Alt pour utiliser l’outil actif quand il faudrait normalement utiliser le gizmo. Incompatible avec la préférence d’entrée "Émuler souris à 3 boutons" quand la touche Alt est utiliséeMaintenir Alt-ClicG pour placer le curseur au lieu de ClicG. Permet aux outils de s’activer en appuyant au lieu de devoir glisser. Incompatible avec la préférence d’entrée "Émuler souris à 3 boutons" quand la touche Alt est utiliséeFiger vers l’avantFiger chaque valeur interpolée de la F-courbe durant plusieurs frames, sans modifier le minutageFiger la première frame s’il n’y a pas d’autre bande dans la piste, et toujours figer la dernière frameMaintenir ce modificateur pour émuler le bouton du milieuFiger la valeur des images clés extrêmesMasqueAttentesTolérant aux trousTrousAccueilMielCrochetCentre du crochetModificateur CrochetModificateur crochet pour modifier la position des points de traitsModificateur crochet pour modifier la position des sommetsAccrocher les sommets sélectionnés à un objet nouvellement crééAccrocher les sommets sélectionnés au premier objet sélectionnéCrochetsHorizontalAlignement horizontalDistance horizontale entre l’axe Z et la fin de la spiraleDistance horizontale entre l’axe Z et le début de la spiraleChamp de vision horizontalListe horizontaleDivision horizontaleProportion horizontale (utilisée seulement pour les projecteurs caméras)Proportion horizontale – pour une sortie anamorphique ou à pixels non-carrésTaille horizontale de la carte de précalculTaille horizontale de la carte de précalcul (externe uniquement)Position horizontale de la fenêtreDécalage horizontal depuis l’origine de l’objetPosition horizontale de la boîte de texte, relativement à la positionRésolution horizontale de la sphèreÉchelle horizontale (utilisée seulement pour les projecteurs caméras)Taille horizontale du capteur d’image, en millimètresAlignement horizontal du texteDistordre l’image pour créer un effet de décalage de canal / couleurHosek / WilkieHosek / Wilkie 2012 (hérité)Nom d’hôteHeuresComment les formes d’onde sont affichéesComment les traits d’annotation sont orientés dans l’espace 3DComment les traits sont animés (c’est-à-dire s’ils apparaissent ou disparaissent)Combien les valeurs flottantes doivent être proches pour être égalesÀ quel point l’atténuation démarre près du bord de la brosseComment les hautes lumières dominantes sont comparées aux ombresDéfinit la manière dont les valeurs des facteurs sont affichéesL’avancée du point le long de sa courbeJusqu’où décaler l’animation, en framesÀ quelle distance chaque côté l’opérateur va moyenner les valeurs des clésÀ quelle vitesse les couleurs se mélangent dans la peinture humideÀ quel vitesse l’effet de contraction se déplace à la surface de la toileÀ quelle vitesse l’effet de diffusion se déplace à la surface de la toileÀ quelle rapidité la direction de la vitesse est rendue aléatoireÀ quel point les poils sont platsÀ quel point le fluide est incompressible (vitesse du son)À quel point la réflexion spéculaire est intense (lumineuse)À quel point le son est fortCombien de boids en ligneCombien d’os sont inclus dans l’effet d’IK – 0 pour utiliser tous les osCombien d’os sont inclus dans la chaîneNombre d’itérations de collisions à effectuer (des valeurs plus élevées donnent une meilleure qualité mais plus lentement)Combien de copies du trait sont affichéesDe combien de degrés le chemin doit se courber pour créer un autre segment de renduCombien de frames correspondent à la valeur de Ancien nombre de framesCombien de frames avant de s’effacerA partir de combien de clé faire de nouvelles particulesCombien de particules sont des effecteurs (0 pour toutes les particules)Combien de pixels le chemin a à couvrir pour créer un autre segment de renduCombien d’échantillons calculer par frame ; aide avec les données sous-frameCombien de coupes par voxel générerEn combien de pas sont dessinés les chemins (puissance de 2)En combien de pas les chemins sont rendus (puissance de 2)En combien d’étapes dessiner le cheminCombien de tuiles ajouterCombien de tuiles à afficher à l’arrière-planCombien de fois la brosse de densité essaie d’ajouter une nouvelle courbeCombien de fois flouter les valeurs pour tous les élémentsCombien de fois appliquer le filtreCombien de fois répéter l’étape d’adoucissementDe combien les changements de couleurs affectent la génération du masqueÀ quel point l’agglutination affecte l’amplitude de l’entortillementCombien les plis et les vallées sont intensifiéesDans quel mesure l’écume s’accumule avec le temps (océan précalculé uniquement)À quel point « attraper » va suivre la rotation du curseurÀ quel point saisir tirera les sommets hors de la surface durant un saisissementCombien la carte de poids a d’influence pour la paramétrisation pondérée, avec 0 = pas d’influenceÀ quel point les nouvelles arêtes intermédiaires sont raccourcies/allongéesCombien de force perd l’effecteur lors de la collision avec cet objet (en pourcents)Combien des normales générées mélanger aux préexistantesCombien de la forme d’origine est conservée pendant l’adoucissementCombien lisse est la forme résultante, sans tenir compte des détails de haute fréquenceCombien de lissage est appliqué aux surfaces poliesAvec quelle force le fondu s’applique en plus de l’opacité du traitAvec quelle force le fondu s’applique en plus de l’épaisseur du traitÀ quel point l’accélération de surface affecte l’égouttementÀ quel point la vélocité de surface affecte l’égouttementCombien les forces appliquées sont propagées à travers le tissuCombien le tissu conserve de sa forme originale, et se comporte comme un corps soupleÀ quel point la brosse plier pinceÀ quel point la force est réduite quand elle agit parallèlement à la surface, par exemple du tissuRésistance du matériau à la flexionÀ quel point le matériau résiste à la compressionÀ quel point le matériau résiste au cisaillementÀ quel point le matériau résiste à l’étirementDe combien la nouvelle courbe simplifiée peut dévier de l’originaleCombien « pèse » l’objet, sans relation avec la gravitéCombien la position de chaque sommet influence le résultat finalÀ quel point les rayons reliant les points internes peuvent diverger de la normale du sommetDe combien le ressort doit être étiré ou compressé pour changer sa longueur de reposDe combien la longueur de ressort au repos peut changer, après que la limite élastique a été franchieCombien l’inclinaison du stylet affecte la brosse. Une valeur négative inverse la direction de l’inclinaison.Dans quelle mesure les vagues sont alignées entre ellesCombien mélanger vers la valeur par défautCombien mélanger vers la courbe adoucieQuelle priorité donner aux grilles régulières de quads, et aux quads touchant des quads existantsNiveau de simplification des valeurs précalculées (0.0 pour désactiver, plus c’est élevé plus elles sont simplifiées)À quel point la composante Z de la vitesse est gardée constanteComment les normales sont calculées lors de l’importÀ quelle fréquence les rangées sont décalées. Une valeur de 2 donne aux rangées un motif alternant.À quelle fréquence les rangées sont constituées de briques « écrasées »Intervalle d’évaluation des valeurs animées (en frames)Comment les particules sont affichées dans les vues 3DComment les particules sont renduesComment sont traitées les particules qui ont quitté le domaineComment les plans sont orientés par rapport à leurs axes locauxÀ quel point l’effet de la brosse est puissant quand il est appliquéÀ quelle vitesse la force décroît avec la distance au champ de forceComment l’angle de roulis est calculéComment les traits doivent commencer à apparaître/disparaîtreÀ quel point la transition entre chaque cascade est adoucieDouceur d’atterrissage des boidsStabilité du centre du plan durant le traçage du trait. Une valeur à 0 signifie utiliser le centre actuel, et une valeur à 1, le centre initial.Stabilité de la normale du plan durant le traçage du trait. Une valeur à 0 signifie utiliser la normale actuelle, et une valeur à 1, la normale initiale.Comment les traits sont construitsDe quelle puissance doit être une force pour commencer à affecter un boid au solÀ quel point la distance affecte le volume, selon le modèle de distanceAvec quelle force le fluide essaye de ne pas se rassembler (facteur de raideur)Comment les attributs à supprimer sont choisisComment l’atténuation de brosse est appliquée le long de la bordureComment exposer l’entrée géométrie d’extrémitéComment la déformation de la brosse affecte l’objetComment le métrage tient dans le cadre de la caméraComment exposer la géométrie en entréeComment l’image tient dans le cadre de la caméraComment l’image est extrapolée au-delà de ses limites originalesComment exposer le bloc de données d’instance de géométrieComment exposer l’entrée géométrie d’instanceComment le maillage est subdivisé pour créer un nouveau niveauComment exposer l’entrée Géométrie du profilComment les règles de cette liste sont évaluéesComment l’étirement du tentacule est contrôléComment l’effet de la texture est calculé (RVB et Boucle nécessitent une texture RVB, sinon Dégradé sera utilisé à la place)Comment la transformation est appliquée à la cibleComment la transformation est spécifiéesComment la taille de voxel est spécifiéeComment cet élément a été géré par l’opération d’ajout. Défini uniquement si les données ont été ajoutéesComment subdiviser adaptativement le maillageComment affecter (générer) les normalesComment affecter les éléments de destination avec les valeurs sourceComment aligner les plansComment appliquer les redimensionnements personnalisés et dus aux unités, dans le ficher FBX généré (Blender utilise l’échelle FBX pour détecter l’unité à l’import, mais beaucoup d’autres applications ne la gèrent pas de la même façon)Comment choisir le nombre de sommets sur le congéComment créer les vélocités de guidageComment définir les coordonnées vers lesquelles les normales personnalisées sont dirigéesComment déterminer la rotation autour du pôleComment afficher l’objet dans les vues 3DComment répartir les particules dans l’élément sélectionnéComment exporter la scène Blender vers le moteur de rendu HydraComment exporter la couleur de sommetsComment trouver la position des extrémités pour la spline rognéeComment trouver le point de la surface auquel s’attacherComment générer des points depuis la courbe d’entréeComment générer l’imageComment gérer les faces aux pôlesComment gérer les collisions de noms lors de l’import de matériauxComment interpoler les valeurs entre voxels voisinsComment faire correspondre les couches sources et de destinationComment mélanger les normales générées avec celles préexistantesComment résoudre les chevauchements après transformationComment échantillonner la lumière d’arrière-planComment simplifier le traitComment résoudre le conflit dû aux différences entre texte interne et externeComment spécifier la quantité de détail pour le nouveau maillageComment spécifier le nombre d’échantillonsComment spécifier le nombre d’échantillonsComment stocker les proxies de ce projetComment subdiviser les coins des quadrangles (tout autre choix que Coupe directe empêche la création de n-gones)Comment synchroniser la lectureComment dépaqueterComment utiliser les réglages d’échantillonnage par calque de vueComment utiliser cette collection dans le calcul de Line ArtComment utiliser cet objet dans le calcul de Line ArtComment les poids sont convertis en leurs nouvelles valeursComment les poids du groupe B affectent les poids du groupe AJusqu’à quel angle la lumière émise se déploie, comme par exemple pour une boîte à lumière avec grille en nid d’abeilleComment le zoom sur frame se fait autour de la frame actuelleHuangHuaweiTeinteCorriger la teinteFluctuation de teinteMode TeinteModificateur correction de teinte pour la bande de séquenceNiveau de teinteDécalage de la teinte en rotation, entre 0 (-180°) et 1 (+180°). 0 et 1 donnent le même résultatTeinte, saturation, luminositéTeinte, saturation, valeurTeinte/saturationTeinte/saturation/valeurTeinte:HuffYUVErreur de coqueNom lisible pour un être humainHongrois - MagyarMultifractal hybrideHydraDébug HydraMoteur de rendu HydraHydra StormPropriétés d’Hydra StormMoteur de rendu Hydra StormRéglages d’Hydra pour la scèneHypHyperTouche hyper pressée, -1 pour n’importe quel étatTouche hyper pressée. Un modificateur supplémentaire qui peut être configuré sur Linux, typiquement pour remplacer Verr MajMode Cosinus hyperboliqueMode Sinus hyperboliqueMode Tangente hyperboliqueBranches d’i18nI18n mise-à-jour traductionIcosphèreIDActionClips d’actionsArmatureArmaturesFlouOsContraintes d’osOsBrosseBrossesFichier de cacheCaméraCamérasCollectionCollectionsColoriserContraintesCourbeCourbesDonnéesType de bloc de donnéesEffetsObjet videFiltrer par typeRetournerPoliceLuminescenceGrease PencilGrease Pencil 3Grease PencilsCourbes de poilsType d’IDImageCléLatticeLatticesBibliothèqueÉclairageSonde d’éclairageSondes d’éclairageÉclairagesStyle de ligneMasqueMatériauMatériauxMaillageMaillagesMétaballeMétaballesModificateursClip vidéoArborescence de nœudsNœudsObjetObjetsSortieCourbe de peinturePaletteParticulesParticulesPhysiquePixelliserNuage de pointsRenduContour lumineuxScèneScènesÉcranBandes de séquenceType de shaderOmbreSonHaut-parleurHaut-parleursBandeModificateurs de bandesSurfaceTourbillonType d’ID cibleTexteTextureType de textureOutilTypeNon-spécifiéCalque de vueVolumeDiffusion volumiqueVolumesOndulationGestionnaire de fenêtreEspace de travailMondeL’ID %s a un pointeur de bibliothèque qui ne correspond pas !L’ID %s a un pointeur de bibliothèque null, tout en étant dans la bibliothèque %s !L’ID %s est dans la base de données locale, mais la bibliothèque %s pointe vers lui !L’ID %s n’est plus trouvable dans la bibliothèque %s !L’ID %s utilise la clé de forme %s, mais son pointeur 'from' est invalide (%p), réparation en cours…L’ID « %s » est liée, impossible d’éditer ses redéfinitionsL’ID « %s » n’est pas une redéfinitionID / indiceDonnées IDOpération sur les données IDID venant deUtiliser le pointeur ID pour l’élément IDRedéfinition de bibliothèque IDPropriété de redéfinition de bibliothèque IDOpération sur propriété de redéfinition de bibliothèque IDMasque d’IDID MatériauxNom de l’IDPropriété IDGroupe de propriétés IDType d’IDL’ID a été gardée liéeNom de l’IDNom d’ID de l’élémentNom ID du menu d’où cela a été appeléID de chaque courbeIdentifiant du catalogue à supprimerID de l’élémentID ou indiceChamp ID ou indiceID pour regrouper des courbes lors de la création de la correspondance des guidesLe type d’ID « %s » n’est pas valide pour un objetType d’ID de l’élémentValeur IDBloc IDBloc ID représentant les données sources, généralement ID_SCE (c-à-d une scène)Bloc ID auquel les frames clés pour l’ensemble de clés doivent être ajoutées (seulement pour les ensembles de clés absolus)Bloc-ID :Bloc ID dans lequel la propriété utilisée peut être trouvée (la propriété Type d’ID (id_type) doit être définie au préalable)Block ID auquel l’élément masquant sera parenté (à lui ou à une de ses propriétés)IDTexte IESTexture IESChemin de l’éclairage IESIKContrôle IKPoids linéaire d’IKContrôle linéaire IKPosition locale IKParamètres d’IKContrôle de rotation IKPoids de rotation IKSolveur IKÉtirement d’IKType d’IKPivot de poignet IKLimite X d’IKVerrouiller X d’IKMaximum X d’IKMinimum X d’IKRaideur X d’IKLimite Y d’IKVerrouiller Y d’IKMaximum Y d’IKMinimum Y d’IKRaideur Y d’IKLimite Z d’IKVerrouiller Z d’IKMaximum Z d’IKMinimum Z d’IKRaideur Z d’IKSolveur IK pour lequel ces paramètres sont définisRaideur d’IK autour de l’axe XRaideur d’IK autour de l’axe YRaideur d’IK autour de l’axe ZIK → FK ({:s})IDRNiveau IDRIrisCode ISO (comme « fr_FR »)ITEM_NEVER_SHOWITU 601ITU 709Glace (pilée)Glace (massive)IcosphèreIcôneAlpha d’icôneBordure d’icôneCouleurs d’icônesID d’icônePixels d’icôneSaturation des icônesTaille d’icôneIcône visibleComposantes des pixels de l’icône, en tant que nombres flottants (valeurs RVBA concaténées)Pixels de l’icône, en octets (toujours RVBA 32 bits)Idéal pour les dômes hémisphériques, ignore les dimensions du capteur{:d} pistes problématiques identifiéesIdentifiantIdentifiant (pas forcément unique) pour la bibliothèque d’assetsIdentifiant secondaireIdentifiant pour un ensemble de canaux dans cette action, pouvant être utilisé par un bloc de données pour spécifier par quoi il sera animéIdentifiant du dossier de scripts PythonIdentifiant pour le catalogue d’assets, utilisé par Blender pour retrouver le chemin du catalogue de l’asset. Doit être un UUID selon la RFC 4122.Identifiant pour ce précalcul, qui ne change pas même quand le nœud de précalcul est renommé, groupé ou dégroupéIdentifiant de l’appelant (dans le cas où un add-on appelle cet exporteur). Peut être utile pour une extension ajoutée par d’autres add-onsIdentificateur de l’opérateur à appeler lors de l’évènement d’actionIdentificateur de l’opérateur appelé par le périphériqueIdentifiant de l’étagère d’assets à afficherIdentifiant de l’élément à supprimerIdentifiant du raccourci à restaurerIdentifiant de la liste, si une liste a été passée au paramètre "list_id" de "template_list()"Identifiant de la priseIdentifiant de l’outilIdentifiant par sommet, utilisé pour randomiserIdentifiant pour désigner la bibliothèque d’assetsType d’identificateur du bloc IDSi 0, globale ; si 1, basée sur l’intensité du pixelSi 0, la même pour tous les canaux ; si 1, chacun indépendammentSi un fichier avec le même nom existe déjà, le référencer au lieu de copierSi un matériau avec le même nom existe déjà, le référencer au lieu d’importerSi une texture existe au format WebP, la charger plutôt que sa solution de repli PNG ou JPGSi un sommet est plus éloigné du plan décalé que cette valeur, alors il n’est pas affectéSi toutes les images clés sont identiques pour les transformations d’objets, forcer à garder une animation minimaleSi toutes les images clés sont identiques dans un rig, forcer à garder une animation minimale. Si désactivé, tous les canaux possibles pour les os seront exportés, même s’ils sont vides (une animation minimale, 2 images clés)S’ils existent, afficher les marqueurs sur une ligne séparée en bas de l’éditeurSi activé, mettre à jour les frames de début et de fin de la scène pour correspondre à celles de l’archive AlembicSi activé, les arêtes hors de vue sont ignoréesSi activé, les frames de début et de fin de la scène seront utilisées pour déterminer l’intervalle de précalculForcer la capture d’écran à avoir mêmes hauteur et largeurSi activé, la force d’épandage de chaque canal de couleur peut être spécifiée. Autrement, le canal d’épandage aura une échelle unitaire, tandis que les autres canaux seront à zéroSi des groupes de lissage sont exportés, générer des valeurs de « bitflags » pour les groupes, plutôt que des valeurs entières uniques. Une même valeur de bitflag peut être réutilisée pour différents groupes de faces lisses, tant qu’ils n’ont aucune arête ou sommet en communSi faux, les faces seront désélectionnéesSi faux, les sommets seront désélectionnésSi inférieure à zéro, rend l’image plus sombre ; sinon, plus claireSi le chargement des grilles a échoué, un message d’erreur avec des détailsSi non-nulle, la distance maximale à laquel les autres surfaces contribuent à l’approximation de GI rapideSi non-nulle, la valeur maximale d’un échantillon direct, les valeurs plus élevées seront réduites pour éviter trop de bruit et une convergence trop lente, au prix de la précisionSi non-nulle, la valeur maximale d’un échantillon indirect, les valeurs plus élevées seront réduites pour éviter trop de bruit et une convergence trop lente, au prix de la précisionSi non-nulle, la valeur maximale de l’éclairage indirect dans les volumes. Les valeurs plus élevées seront réduites pour éviter trop de bruit et une convergence trop lente, au prix de la précision. Utilisé par le lancer de rayon et les sondes d’éclairage.Si non-nulle, la valeur maximale de l’éclairage indirect sur une surface. Les valeurs plus élevées seront réduites pour éviter trop de bruit et une convergence trop lente, au prix de la précision. Utilisé par le lancer de rayon et les sondes d’éclairage.Si non-nulle, la valeur maximale de contribution des éclairages dans les volumes. Les valeurs plus élevées seront réduites pour éviter trop de bruit et une convergence trop lente, au prix de la précision. Utilisé par les objets éclairages.Si non-nulle, la valeur maximale de contribution des éclairages sur une surface. Les valeurs plus élevées seront réduites pour éviter trop de bruit et une convergence trop lente, au prix de la précision. Utilisé par les objets éclairages.Si non-nul, la valeur maximale des contributions du monde qui sera enregistrée dans la sonde d’éclairage du monde. Les contributions supplémentaires sont converties en lumière du soleil. Réduit les bavures de lumière provoquées par des sources lumineuses très puissantes.Si différent de Aucun, méthode d’instanciation d’objet à utiliserSi non spécifié, les rendus seront débruités sur placeSi non-utilisé, définir à 1Si non-nul, la ligne dans le panneau de l’interface à laqulle est affiché le bouton pour cette collectionSi non nulle, la distance au crochet à laquelle l’influence disparaîtSi spécifié, toutes les sorties avec des noms différents seront cachéesSi les pièces déconnectées sont supprimées, taille minimale des composants à conserver, en proportion du nombre de polygones du plus gros composantSi défini, ajouter une primitive à cet étage, avec le chemin spécifié, comme parent de toutes les données exportéesSi défini, ajouter l’espace de nom comme préfixe aux noms des propriétés personnalisées exportées. Ne s’applique qu’aux noms de propriétés n’ayant pas déjà un préfixe (par exemple, s’appliquerait au nom « bar » mais pas à « foo:bar ») et ne s’applique pas aux noms d’objets et de données Blender ayant des noms déjà exportés dans l’espace de nom « userProperties:blender »Si défini, l’orientation du contrôle est prise depuis l’os sélectionnéSi l’option Importer les prévisualisation USD est activée, le mode de mélange du matériau sera défini automatiquement d’après les entrées « opacity » et « opacityThreshold » (seuil d’opacité)Si l’angle entre cette couleur et la couleur d’incrustation en espace CrCb est supérieure à cet angle maximum, elle n’est pas incrustéeSi l’angle entre cette couleur et la couleur d’incrustation en espace CrCb est inférieure à cet angle minimum, elle est incrustéeSi la différence moyenne de couleur entre les deux images est inférieure à ce seuil, elle est incrustéeSi la différence moyenne de couleur entre les deux images est inférieure à ce seuil, elle est partiellement incrustée, autrement elle n’est pas incrustéeSi la différence de teinte entre cette couleur et la couleur d’incrustation est inférieure à ce seuil, elle est incrustéeSi la différence de saturation entre cette couleur et la couleur d’incrustation est inférieure à ce seuil, elle est incrustéeSi la différence de valeur entre cette couleur et la couleur d’incrustation est inférieure à ce seuil, elle est incrustéeSi la distance entre la couleur et la couleur d’incrustation dans l’espace de couleur donné est inférieure à ce seuil, elle est incrustéeSi la distance entre la couleur et la couleur d’incrustation dans l’espace de couleur donné est inférieure à ce seuil, elle est partiellement incrustée, autrement elle n’est pas incrustéeSi le fichier contient plusieurs canaux audio, ils sont rendus comme un seulSi l’objet est une instance, l’objet parent qui l’a généréSi la spline de profil est cyclique, remplir les extrémités du maillage généré avec des n-gonesEst-ce que la sélection doit être tournée pour correspondre à celle du curseurEst-ce que la sélection doit être aimantée d’un seul bloc, ou le centre de chaque objetSi l’outil utilise des brosses et est limité à un type de brosse donné, l’identifiant de ce type de brosseSi un contour à proximité a un contraste plus élevé que cette valeur fois le contraste du contour actuel, ce dernier sera éliminé. Permet d’éliminer les contours parasitesSi défini, l’ensemble de clés obtient un identifiant individuel, sinon il prend le nom de la classe utilisée pour le définir (par exemple, si le nom de classe est "BUILTIN_KSI_location", et que bl_idname n’est pas défini par le script, alors bl_idname = "BUILTIN_KSI_location")Si défini, l’asset obtient un ID personnel, sinon il prend le nom de la classe utilisée pour le définir (par exemple, si le nom de classe est "OBJECT_AST_hello", et que bl_idname n’est pas défini par le script, alors bl_idname = "OBJECT_AST_hello")Si défini, le gestionnaire de fichiers obtient un ID personnel, sinon il prend le nom de la classe utilisée pour le définir (par exemple, si le nom de classe est "OBJECT_FH_hello", et que bl_idname n’est pas défini par le script, alors bl_idname = "OBJECT_FH_hello")Si défini, la uilist obtient un ID personnel, sinon elle prend le nom de la classe utilisée pour la définir (par exemple, si le nom de classe est "OBJECT_UL_vgroups", et que bl_idname n’est pas défini par le script, alors bl_idname = "OBJECT_UL_vgroups")Cette langue doit-elle être utilisée dans l’opérateur actuelSi vrai, les chaînes de traits caractéristiques sont divisées aux limites des matériauxSi vrai, seuls les traits caractéristiques d’un même objet sont jointsSi vrai, la correction sera appliquée au canal bleuSi vrai, la correction sera appliquée au canal vertSi vrai, la correction sera appliquée au canal rougeSi vrai, le gizmo est affiché en espace écran. Autrement il est en espace objetSi vrai, l’interface est actuellement verrouillée par une tâche en cours, et les données ne devraient pas être modifiées depuis des timers d’application. Autrement, la tâche en cours peut entrer en conflit avec le handler et provoquer des résultats inattendus, ou même faire planter.Si vrai, le bruit spatial ne montre aucune cohérenceSi vrai, le bruit spatial est lisséSi le sommet a plusieurs arêtes adjacentes, elles forment directement la coqueSi vous faites confiance à sa source, ajoutez le dépôt et réessayez.Si vous souhaitez les utiliser pour d’autres usages que des couleurs de sommets, il vaut mieux utiliser des attributs personnalisés.IgnorerIgnorer les clics sur l’arrière-planIgnorer les connexionsIgnorer les os d’extrémitéIgnorer le verrouillage de matériauIgnorer les bandes suspenduesIgnorer la sélectionIgnorer la duretéIgnorer l’aimantationIgnorer les bandes sonIgnorer la transparenceIgnorer le canal alpha du fichier, et rendre l’image totalement opaqueIgnorer les faces dirigées à l’opposé de la vue (plus rapide)Ignorer les frames en dehors de l’intervalle de prévisualisationIgnorer les timecodes générés, accéder dans le flux vidéo d’après l’horodatage calculéIgnorer le redimensionnement du parent sans compenser son cisaillement. Reproduit l’effet de désactiver l’ancienne case à cocher « Hériter taille ».Ignorer le nombre d’échantillons des calques de renduIgnorer les points du traits qui dévient de leurs voisins de plus que cet angle, pour déterminer la forme extrapoléeIgnorer la direction de l’axe, utiliser la plus petite rotation pour alignerIgnorer les raccourcis de ce gizmoIgnorer le dernier os au bout de chaque chaîne (utilisé pour définir la longueur de l’os précédent)Ignorer les longueurs relatives des os lors de l’adaptation à la courbeIgnorer l’action de sélection quand l’élément est déjà sélectionnéSorties ignorées{} ignorée{} ignoré (pas du même type que {})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-V2Filtrage éclairageImageDerrièreLes deuxBoîteDamierLimiterLimiter cubiqueCubeContoursCôté de l’objet vide imageÉtendreExtensionRemplirPlateRetournerDevantGénéréeSéquence d’imagesPlacageMiroirMélangeVidéoNouvelleNouvelle…ProjectionRépéterImage uniqueSourceSphèreTubeTuiles UDIMVisualiseurImpossible d’enregistrer l’image « %s » vers « %s »L’image « %s » n’a pas de données d’imageL’image « %s » n’a pas pu être chargée dans le tampon d’imageImage « %s » ignorée, l’empaquetage de vidéos et de séquences d’images n’est pas pris en chargeImage 1Image 2Bord d’imageTailler les bords de l’imageCoordonnées de l’imageMéthode d’affichage d’imageBords de l’imageÉditeur d’imagesÉditeur d’images introuvableÉditeurs d’imageFichiers imagesFormat d’imageID imageInfos d’imageMasque imageNom de l’imagePrise de nœud imageInterface de prise de nœud imageOpacité de l’imageContour de l’imagePeinture d’imagesCapacités de peinture d’imageLa peinture d’image n’a pas de pochoirLa peinture d’image n’a pas de texture sur laquelle peindreÉpingler l’imagePixels de l’imageImage d’aperçuQualité d’imageChercher les imagesSéquence d’imagesTaille de l’imageBande imageTexture imageTextures imageSeuil d’imageTuiles d’imageUtilisateur de l’imageDonnées de l’espace éditeur d’images et d’UVImage et réglages pour l’affichage à l’arrière-plan dans la vue 3DProfondeur de l’image, en bitsÉchelle de luminosité de l’imagePixels du tampon d’image en valeurs à virgule flottanteImpossible d’enregistrer l’image, aucun chemin de fichier valide : « %s »Impossible d’enregistrer l’image, utiliser un autre format de fichiers : « %s »L’image n’a pas pu être trouvéeLes données d’image n’ont pas pu être trouvéesNom du bloc de données imageNom du bloc de données image à dépaqueterBloc de données image référençant une image externe ou empaquetéeBlocs de données imagesImage affichée et éditée dans cet espaceImage affichée dans la piste lors de l’édition dans l’éditeur de clipsL’éditeur d’images n’a pas pu être lancé, veuillez vous assurer que le chemin défini dans les Préférences de Blender > Chemins de fichiers est valide, et que Blender a les droits pour le lancerChemin d’image à utiliser pour l’enregistrement externeLe format d’image n’est pas un format vidéoL’image a été modifiée et n’est pas enregistréeL’image a des vues gauche et droiteL’image a plus d’une vueHauteur de l’imageL’image n’est pas éditableL’image est empaquetée, veuillez dépaqueter avant d’éditerL’image est projetée à plat d’après les coordonnées X et Y du vecteur textureL’image est projetée de façon tubulaire en utilisant l’axe Z comme centreL’image est projetée de façon sphérique en utilisant l’axe Z comme centreL’image est projetée en utilisant différentes composantes pour chaque côté de la boîte englobante en espace objetNœud imageImage non empaquetéeLes objets images ne peuvent être ajoutés qu’on mode objetOpacité de l’image, pour mélanger l’image avec la couleur de fondImage ou vidéoLe chemin de l’image n’est pas définiChemin d’image {!r} introuvable, l’image est peut-être empaquetée, ou pas enregistréeComposantes des pixels de l’image, en tant que nombres flottants (valeurs RVBA concaténées)Pixels de l’image, en octets (toujours RVBA 32 bits)Données de projection d’image invalidesL’image nécessite quatre canaux de couleur pour être peinteL’image nécessite quatre canaux de couleur pour être peinte : %sL’enregistrement de l’image a échoué : surface invalideL’enregistrement de l’image a échoué : pas assez de mémoire disponiblePrise d’image d’un nœudBande imageL’image est trop petiteImage utilisée comme canevasImage utilisée comme source de clonageImage utilisée comme cible de peintureImage utilisée comme pochoirLargeur de l’imageEntrée image/couleur sur laquelle la transformation de couleur RVB sera appliquéeNom de fichier de l’image ou de la vidéoNom de fichier de l’image ou de la vidéo (sans rafraîchissement des données)Éditeur d’images / d’UVImagesImages et sonsLe rendu des images est effectué dans un éditeur d’images en plein écranLe rendu des images est effectué dans une nouvelle fenêtreLe rendu des images est effectué dans un éditeur d’imagesLe rendu des images est effectué sans changer l’interface utilisateurLes images sont enregistrées en couleurs (données RVB)Les images sont enregistrées en RVB avec couche alpha (si pris en charge)Les images ne peuvent pas être copiées pendant le renduLes images sont enregistrées en niveaux de gris 8 bits (PNG, JPEG, TGA et TIF uniquement)Partie imaginaire de l’indice de réfraction du conducteur, souvent appelée kImmédiatementEnfants immédiatsImpérialConversion de type implicite à l’évaluation de la fermetureConversion de type implicite à la séparation du paquetImpliqueImporterImporter tous les matériauxImporter l’animationImporter commeImporter CSVImporter les énums comme chaînes de caractèresImporter les animations FBXImporter un fichier FBX dans la scène actuelleImporter les informations de subdivision FBX en tant que modificateurs de surfaces de subdivisionInfos d’importMéthode d’importationImporter OBJImporter les groupes OBJ comme groupes de sommetsImporter un fichier de volume OpenVDBImporter PLYChemins d’importImporter les préférences de la version précédenteImporter STLImporter SVG en tant que courbesImporter le SVG en Grease PencilImporter les extras de scèneImporter la scène comme collectionRéglages d’importImporter la méthode de subdivisionImporter du texteImport des texturesImporter les prévisualisations USDImporter les attributs de l’espace de nom « userProperties » comme propriétés personnalisées de Blender. L’espace de nom sera retiré des noms des propriétésImporter les instances de graphes de scènes USD en tant qu’instances de collectionsImporter un étage USD dans la scène actuelleImporter les matériaux et images inutiliséesImporter VDBImporter les textures WebPImporter un maillage depuis un fichier STLImporter un nuage de points depuis un fichier PLYImporter une chaîne de caractères depuis un fichier texteImporter toutes les userProperties USD comme propriétés personnalisées de Blender. Les espaces de noms seront conservés dans les noms des propriétésImporter toutes les images sélectionnées comme une seule séquence d’images. Cette séquence ne doit pas forcément correspondre au motif de séquence numérotée de Blender, donc les emplacements manquants ne peuvent pas être supposésImporter un fichier PLY en tant qu’objetImporter un fichier STL en tant qu’objetImporter les normales personnalisées si disponibles (sinon Blender les calculera)Importer les normales personnalisées, si disponibles (sinon Blender les recalculera)Importer les attributs de sommets personnalisésImporter chaque matériau FBX comme un matériau Blender uniqueImporter chaque « g » de l’OBJ en tant qu’objet séparéImporter chaque « o » de l’OBJ en tant qu’objet séparéImporter chaque matériau USD comme un matériau Blender uniqueImporter la géométrie de rendu finalImporter de la géométrie depuis un fichier CSVImporter de la géométrie depuis un fichier OBJImporter les traductions de l’add-on donné depuis des fichiers POImporter la géométrie guideImporter une configuration clavier depuis un script PythonImporter les matériaux et images qui ne sont assignées à aucun maillageN’importer que les primitives USD définies. Si désactivé, permet d’importer les primitives USD qui ne sont pas définies, comme celles spécifiant une redéfinitionN’importer que la primitive au chemin spécifié et ses descendants. Plusieurs chemins peuvent être spécifiés dans une liste délimitée par des virgules ou des points-virgulesCatégories d’options d’importImporter la géométrie proxyImporter une scène et la définir comme scène active de la fenêtreImporter les « extras » (données spécifiques à une application) de scène en tant que propriétés personnalisées. Les propriétés personnalisées existantes seront écraséesImporter les images numérotées séquentiellement en tant que séquences d’images, plutôt que comme plans séparésType d’importImporter les textures en tant que données empaquetéesImporter l’asset en tant que bloc de données copié, tout en évitant d’avoir plusieurs copies de données imbriquées et typiquement lourdes. Par exemple, les textures d’un asset matériau, ou le maillage d’un asset objet, n’ont pas besoin d’être copiés à chaque fois que cet asset est importé. Au lieu de ça, les instances de l’asset partagent leurs donnéesImporter l’asset en tant que bloc de données copié, sans aucun lien avec le bloc de données de l’asset d’origineImporter l’asset en tant que bloc de données lié, et l’empaqueter dans le fichier actuel (permet de s’assurer qu’il ne soit pas modifié dans le cas où les données de bibliothèque soient modifiées, n’existent plus, etc.)Importer les assets en tant que blocs de données copiés, tout en évitant d’avoir plusieurs copies de données imbriquées et typiquement lourdes. Par exemple, les textures d’un asset matériau, ou le maillage d’un asset objet, n’ont pas besoin d’être copiés à chaque fois que cet asset est importé. Au lieu de ça, les instances de l’asset partagent leurs données.Importer les assets en tant que blocs de données copiés, sans aucun lien avec les blocs de données de l’asset d’origineImporter les assets en tant que blocs liésImporter la scène en tant que collectionImporter les propriétés utilisateur comme propriétés personnaliséesImporter les attributs de couleurs de sommetsImporter des données volumiques d’un fichier .vdbImporter {} fichiersImport-exportImporter et exporter BVH depuis les objets armaturesImporter et exporter en glTF 2.0Poids d’importanceLa taille de la carte d’importance est résolution × résolution/2. Des valeurs plus hautes peuvent produisent moins de bruit, au prix de l’utilisation mémoire et de la vitesseID importéeImport Alembic…Import USD…Resynchronisation du bloc de données %s et de ses dépendances impossible, car sa référence liée est manquanteAméliore et stabilise la forme amélioréePerlin amélioréLimiter l’impulsionSeuil d’impulsion qui doit être atteint pour que la contrainte casseDans %s : le chemin résolu %s dépasse la longueur du tampon de chemin.Dans le groupe actifDans l’airEn avantDans l’intervalleEntrée XEntrée ZDans une caméra avec redéfinition locale, est-ce que cette image d’arrière-plan vient de la caméra liée, ou est locale à la redéfinitionDans un objet avec redéfinition locale, est-ce que cette piste NLA vient de l’objet lié, ou est locale à la redéfinitionDans un objet avec redéfinition locale, est-ce que cette contrainte vient de l’objet lié, ou est locale à la redéfinitionDans un objet avec redéfinition locale, est-ce que ce modificateur vient de l’objet lié, ou est local à la redéfinitionEn plus de (dés)activer l’éditabilité, affecter aussi la visibilitéEn mode lame rectangulaire, refermer les espace entre les bandes coupes, en propageant les bandes situées après sur le même canalEn mode lame rectangulaire, faire des coupes dans toutes les bandes, même si elles ne sont pas sélectionnéesEn mode topologie dynamique, comment la taille des détails de maillage est calculéeEn mode topologie dynamique, comment ajouter ou supprimer des détailsEn mode Décalage, distance entre les deux prises en entrée, sur chaque axe. En mode Points extrêmes, position du sommet finalEn coursEn mode ajustage, afficher les effets des pistes au-dessus de la bande à ajusterIntervallesInactivePoucePoucesIncidentInclureInclure actifInclure toutes les influences d’osInclure éditésInclure la longueur focaleInclure les poignéesInclure les étiquettesInclure les NLA manquantsInclure les collections imbriquéesInclure non-éditésInclure une variable « self » (soi-même) dans l’espace de nom, afin que les contrôleurs puissent aisément référencer les données affectées (objets, os, etc.)Inclure une note personnalisée dans les métadonnées de l’imageInclure la collection active et les collections imbriquéesInclure tous les types d’images clésInclure toutes les cartes UV du maillage dans l’exportInclure toutes les frames de la scèneInclure tous les objets visiblesInclure l’alpha de la seconde entrée dans cette opérationInclure les blocs de données animations dépourvus de données NLA (éditeur NLA uniquement)Inclure la queue de l’os comme dernier élément de la chaîneInclure les canaux des objets/os invisiblesInclure la collection dans le calque de vue actifInclure les contrôleurs utilisant des valeurs de repli pour leur évaluation dans le filtre Afficher les erreurs uniquement, même si l’évaluation du contrôleur a réussiInclure la longueur focale dans le préréglageInclure les poignées des images clés lors du calcul des dimensionsInclure les attributs de couleur des maillages dans l’exportInclure les normales des maillages exportés dans l’exportInclure seulement la frame activeInclure seulement l’objet actifPermettre aux bloqueurs sélectionnés de projeter des ombres depuis l’émetteur actifInclure les frames sélectionnéesInclure les objets sélectionnésPermettre aux receveurs sélectionnés de recevoir de lumière depuis l’émetteur actifInclure le nom du fichier .blend dans les métadonnées de l’imageInclure la focale de la caméra active dans les métadonnées de l’imageInclure la date actuelle dans les métadonnées de l’imageInclure le numéro de frame dans les métadonnées de l’imageInclure le nom d’hôte de la machine qui a rendu cette imageInclure les calques de masques au rendu du calque de vueInclure le nom de la caméra active dans les métadonnées de l’imageInclure le nom de l’objet actif et le numéro de la frame actuelle dans le texte d’information en surimpressionInclure le nom de la scène active dans les métadonnées de l’imageInclure le nom de la bande de séquence à l’avant-plan dans les métadonnées de l’imageInclure le nom du dernier marqueur dans les métadonnées de l’imageInclure le nom de l’orientation de la vue dans le texte d’infos en surimpressionInclure le nombre de frames affichées par seconde dans le texte d’infos en surimpression lorsque l’animation est lueInclure l’usage de mémoire maximal dans les métadonnées de l’imageInclure le temps de rendu dans les métadonnées de l’imageInclure l’intervalle de frames rendu dans les métadonnées de l’imageInclure le timecode de la frame rendue (HH:MM:SS.FF) dans les métadonnées de l’imageInclure le Soleil lui-même dans la sortieInclure cette collection, mais ne pas générer les lignes d’intersectionInclure cet objet mais ne pas générer les lignes d’intersectionInclure cet ensemble de sélection lors de la copie dans le presse-papier. Si aucun n’est spécifié, tous les ensembles seront copiés.Inclure les sous-groupes d’outilsInclure la transformation des parents cibles dans l’espace local cibleInclure les blocs de données liés inutilisés dans la suppressionInclure les blocs de données locaux inutilisés dans la suppressionInclure la visualisation des données d’animation et images relatives au Grease PencilInclure la visualisation des données d’animation relatives aux styles de lignesInclure la visualisation des données d’animation relatives aux blocs de données liés à des modificateursInclure la visualisation des données d’animation relatives aux armaturesInclure la visualisation des données d’animation relatives aux fichiers de cacheInclure la visualisation des données d’animation relatives aux camérasInclure la visualisation des données d’animation relatives aux courbesInclure la visualisation des données d’animation relatives aux poilsInclure la visualisation de données d’animation relatives aux latticesInclure la visualisation des données d’animation relatives aux éclairagesInclure la visualisation des données d’animation relatives aux sondes d’éclairageInclure la visualisation des données d’animation relatives aux matériauxInclure la visualisation des données d’animation relatives aux maillagesInclure la visualisation des données d’animation relatives aux méta-ballesInclure la visualisation des données d’animation relatives aux clips vidéoInclure la visualisation des données d’animation relatives aux nœudsInclure la visualisation des données d’animation au niveau objet (principalement les transformations)Inclure la visualisation des données d’animation relatives aux particulesInclure la visualisation des données d’animation relatives aux nuages de pointsInclure la visualisation des données d’animation relatives aux scènesInclure la visualisation des données d’animation relatives aux clés de formeInclure la visualisation des données d’animation relatives aux haut-parleursInclure la visualisation des données d’animation relatives aux texturesInclure la visualisation des données d’animation relatives aux volumesInclure la visualisation des données d’animation relatives aux mondesInclusiveIncidentMode de sortie incompatibleIncompatible, %s attenduEnsemble de clés intégré incomplet, les infos de type semblent absentesArmature incorrecte pour le type « {:s} »Armature incorrecte…Contexte incorrect pour activer ou désactiver l’utilisateur fictif sur le bloc de donnéesContexte incorrect pour dé-lier la police de caractèresContexte incorrect pour dé-lier des données d’objetRenforcer le contrasteAugmenter le facteur de mélange de 0.01Augmenter le facteur de mélange de 0.1Augmenter pour une distance de décalage uniformeAugmenter la hauteur du sautAugmenter ou diminuer la quantité de déplacementAugmenter ou diminuer les valeurs des clés sélectionnées en relation avec les clés voisinesAugmenter les segmentsIncrémentIncrémenter le nombre dans le nom de fichierIncrémentielRéajuster incrémentalement la courbe (meilleure qualité)Indenter le texte sélectionnéIndenter le texte sélectionné ou le compléter automatiquementIndenter avec des espacesIndenter avec des tabulationsIndiceL’indice %d est invalideD’après l’indiceChamp IndiceNom du calque d’indicesIndice de réfraction des particules diffusantesBascule par indiceÉlément de bascule par indiceIndice correspondant au raccourci, par exemple la touche 1 correspond à l’indice 1, etcIndice dans courbeIndice dans faceIndice dans la barre d’outilsNuméro d’indice pour la passe « Indice de couleur »Numéro d’indice pour la passe « Indice de calque »Numéro d’indice pour la passe de rendu « Indice de matériau »Numéro d’indice pour la passe de rendu « Indice d’objet »Numéro d’indice des fichiers de cacheNuméro d’indice du groupe de sommetsIndice de la piste d’action NLA dans laquelle effectuer l’opération d’ajoutIndice du plus procheIndice de réfraction (IDR) pour la réflexion et de la transmission spéculaires. Pour la plupart des matériaux, l’IDR se situe entre 1.0 (vide et air) et 4.0 (germanium). La valeur par défaut de 1.5 est une bonne approximation du verreIndice de réfraction (IDR) utilisé pour les rayons qui pénètrent la composante de subsurfaceIndice de l’AOV activeIndice du calque d’annotation actifIndice du signet actif (-1 si aucun)Indice de la langue active dans la collection langsIndice du calque actif dans la liste de tous les calques de masqueIndice du groupe d’éclairage actifIndice de l’emplacement d’ensemble de lignes actifIndice de l’emplacement de matériau actifIndice de l’objet actifIndice de l’emplacement de système de particules actifIndice du marqueur de pose actifIndice du dossier récent actif (-1 si aucun)Indice du signet système actif (-1 si aucun)Indice du dossier système actif (-1 si aucun)Indice de l’emplacement de texture de peinture actifIndice de l’emplacement de texture actifIndice de la piste active dans la liste des pistes de stabilisation en rotationIndice de la piste active dans la liste des pistes de stabilisation en translationIndice de la grille de volume activeIndice du caractère après la fin de la sélection, dans la dernière ligne de la sélectionIndice de l’emplacement de texture de clonageIndice de la ligne de texte actuelle dans la collection des lignes de textIndice du caractère actuel dans la ligne actuelle, et aussi indice du premier caractère de la sélection, s’il y en a uneIndice de chaque courbeIndice de la dernière ligne de texte de la sélectionIndice de l’emplacement de matériau utilisé pour rendre les particulesIndice de la face dont fait partie ce triangleIndice du plus proche élémentIndice du point voisin précédent sur le segmentIndice de réfraction (IDR) de la couche minceL’indice de réfraction détermine combien le rayon se courbe. À 1.0, les rayons traversent directement comme dans un matériau transparent ; des valeurs plus élevées donnent une plus grande déflexion de l’angle. La valeur par défaut est de 1.55 (IDR de la kératine)Indice du poids source dans le groupe de sommets actifIndice de calque de Grease PencilIndice de l’élément actif dans le domaine donnéIndice de l’élément actifIndice de l’objet actifIndice de la bibliothèque d’assets en cours d’édition dans l’interface des préférencesIndice de la courbe guide la plus proche pour chaque courbe généréeIndice de la collection à laquelle assigner les os sélectionnés. Quand l’opérateur est censé créer une nouvelle collection d’os, utiliser new_collection_name pour définir le nom de la collection, et donner à ce paramètre l’indice du parent de la nouvelle collection d’osIndice de la collection de laquelle changer la visibilitéIndice de la collection dans laquelle déplacer les os sélectionnés. Quand l’opérateur est censé créer une nouvelle collection d’os, ne pas inclure ce paramètre mais passer new_collection_nameIndice de l’itération actuelle. Le compte commence à zéroIndice de l’ensemble de sélection actifIndice de l’élément dans la géométrie source. Note : un même indice peut apparaître plus d’une fois lors d’une itération sur plusieurs composants à la foisIndice du dépôt d’extensions en cours d’édition dans l’interface des préférencesIndice du groupe de faces dans chaque région délimitée par une bordure d’arêtesIndice de la première boucle de cette faceIndice de l’instance utilisée pour chaque point. Utilisé seulement quand Choisir l’instance est activé. Par défaut, l’indice du point est utiliséIndice de la courbe guide principale pour chaque courbeIndice du matériau utilisé pour les traits générés (0 pour conserver le matériau d’origine)Indice du rapportIndice du point racine d’une courbeIndice du dossier de scripts à enleverIndice du segment à supprimerIndice du brin auquel chaque courbe appartient dans sa tresseIndice de l’étiquette à éditerIndice de la pointe d’une courbeIndice de cette collection d’os dans le tableau armature.collections_all. Note : pour trouver cet indice il faut parcourir toutes les collections d’os, y accéder avec précaution.Indice de cette collection dans la liste d’enfants de sa parente. Note : pour trouver cet indice il faut parcourir toutes les collections d’os, y accéder avec précaution.Indice de cette courbeIndice de cette arêteIndice de cette faceIndice de cette boucleIndice de cette boucle de triangleIndice de ce pointIndice de ce sommetIndice hors intervalleIndice à supprimerIndice de la propriété particulière affectée par la F-courbe, si applicableIndice du réglage proprement dit, si applicableIndicesIndique que l’étiquette de cette prise n’est pas nécessaire pour comprendre son sens. Peut faire que l’étiquette soit ignorée dans certains casIndique que cette action est corrective. Les actions correctives s’activent selon l’activation de deux autres actions (utiliser Frame de fin si les deux entrées sont à leur frame de fin, ou Frame de début si l’une ou l’autre est à sa première frame)Indique la configuration définie par l’utilisateurIndique qu’un ensemble de raccourcis est utilisé pour traduire les évènements modaux d’un opérateurIndique que l’évaluation de variable la plus récente a utilisé une valeur de repliIndique qu’il y a eu des changements depuis que la brosse a été importée ou lue depuis le fichierIndique la phase de la gestuelleIndique si un utilisateur supplémentaire est défini ou non (principalement à des fins de débugage ou internes)IndicesIl doit y avoir le même nombre d’indices et de poidsLes indices ne peuvent pas apparaître en doubleLes indices doivent être dans la plageLes indices doivent être en ordre croissantIndices des boucles de maillage qui forment ce triangleIndices des sommets du triangleIndices des sommets liés au modificateur. Pour les courbes de Bézier, les poignées comptent comme des sommets supplémentaires.Indices des sommets en cas de parentage à des sommetsIndirectÉclairage indirectIntensité d’éclairage indirectIndirect seulementBloc de données de bibliothèque indirect, ne peut être rendu local, Maj + Clic pour créer une hiérarchie de redéfinition de bibliothèqueIndirect uniquementIndividuellementCentres individuelsImages individuellesOrigines individuellesSilhouette individuelleIncruster les faces individuellesFichiers individuels pour chaque vue avec le préfixe comme défini par les vues de la scèneOs de pose individuels pour l’armatureIndonésien - Bahasa indonesiaCompatible industrieType de structure inféréGonflerGonfler le maillageGrossir l’objet actif de la valeur spécifiée pour le précalcul. Aide à faire correspondre les points les plus proches de l’extérieur des objets maillages sélectionnésGrossir l’objet actif de la valeur spécifiée pour le précalcul. Aide à faire correspondre les points les plus proches de l’extérieur des objets maillages sélectionnés.Gonfler le tissuFlux entrantSurfaces de niveaux de flux entrantInfluenceDistance d’influenceÉchelle de l’influenceSeuil d’influenceDistance d’influence depuis l’objetDistance d’influence de la sondeFacteur d’influence du modificateur sur la propriétéInfluence des éléments de métaballesInfluence d’une piste nouvellement crée sur une solution finaleInfluence de l’algorithme de stabilisation sur la position du métrageInfluence de l’algorithme de stabilisation sur la rotation du métrageInfluence de l’algorithme de stabilisation sur la taille du métrageInfluence de la densité cible sur la simulationInfluence de la contrainte ajoutéeInfluence de la déformationInfluence de la mâchoire sur les chaînes de la lèvre inférieureInfluence de la mâchoire sur la bouche verrouillée en position ferméeInfluence de l’IK secondaire sur la rotation du contrôle du talonInfluence du facteur de zoom sur la vitesse de défilementInfluence de cette piste sur la stabilisation 2DInfluence de cette piste sur une solution finaleLe réglage d’influence est contrôlé par une F-courbe, plutôt que déterminé automatiquementInfosAvant-plan de l’icône d’infosInfos sur le statut du cache actuelDonnées de l’espace infosInformations ajoutées au bloc de texte %s !InformationInformations sur l’ID qui a été mis à jourInformations sur une entité permettant au système d’assets de traiter l’entité comme un assetInformations sur l’espace de couleur utilisé pour les blocs de données d’un fichier blendHériterHériter du roulis finalHériter la rotationHériter l’échelleHériter de tous les effets de redimensionnement du parentHériter le redimensionnement, mais retirer le cisaillement de l’enfant en position de reposHériter un redimensionnement uniforme représentant le changement global de volume du parentInitialiserInitialiser les réglages pour les opérateurs de mise à jour d’i18nInitialeCouleur initialePosition initialeRequête initialeLongueur au repos initialeTempérature initialeVélocité initialeAlignement initial d’après le curseurAlignement initial d’après l’UDIM activeAlignement initial d’après la grille des tuiles UVAlignement initial d’après la boîte englobante des îlotsSanté initiale du boid à sa naissanceCouleur initiale de la surfaceAtténuation initiale de l’opération d’expansionPosition initiale depuis laquelle ordonner les îlotsInitialiser les ensembles de facesInitialiser la bande avec cette couleurInitialiser tous les ensembles de faces dans le maillageInterneAngle du cône interneCoins internesPli interneMasque interneOnglet interneProximité interneRayon interneInterne sélectionnéÉpaisseur interneSommet interneÉpaisseur interne des faces (uniquement utilisée par les corps souples)ReboucherEntréeEntrée 1Entrée 2Espace de couleur d’entréeChamps en entréeChemin de fichier en entréeÉlément d’entréeÉléments d’entréeMatrice d’entréeNom de l’entréeNœud d’entréeÉchantillons d’entréeType d’entréePoint blanc en entréeChoisir un bloc de données imagesRéglages d’espace de couleur d’entréeCouleur en entrée à laquelle le noir doit correspondreCouleur en entrée à laquelle le blanc doit correspondreConfiguration d’entrée, y compris les raccourcisLes courbes en entrée ne sont pas de type BézierDonnées d’entrée pour la zone de simulationL’entrée n’existe pas : « {} »L’entrée attend un champ ou une seule valeurL’entrée attend une listeL’entrée attend une seule valeurL’entrée attend une grille volumiqueLa géométrie en entrée n’a pas d’éléments dans le domaine d’itération.La géométrie en entrée est d’un type non pris en charge : Les grilles en entrée ont des transformations incompatiblesEntrée fichier image ou vidéoEntrée image ou vidéo depuis un bloc de données clip vidéo, typiquement utilisé pour le suivi de mouvementLigne d’entrée pour la console interactiveEntrée de masque depuis un bloc de données masque, créé dans l’éditeur d’imagesMéthode d’entrée pour générer le vecteur déplacementEntrer des valeurs normalisées de normales pour les autres nœuds de l’arborescenceEntrer une valeur numérique pour les autres nœuds de l’arborescencePrise d’entrée ou de sortie d’un nœudType de prise, d’entrée ou de sortieEn attente d’entrée pour {}Propriétés d’entrée d’un gizmoPropriétés d’entrée d’un groupe de gizmosEntrée passes de rendu, depuis un rendu de scèneSeuil de l’état d’entrée au-dessus duquel aimanter la rotationLongueur d’arête cible pour le nouveau maillageNombre de faces cible pour le nouveau maillageCoordonnées de texture en entréeEntrée temps actuel de la scène, en secondes ou en framesAjouter la géométrie en tant qu’instance. (Les traitements suivants peuvent nécessiter de la géométrie non-instance)Seuil d’entrée pour les actions de boutons ou d’axesSeuil d’entrée pour les actions à nombre flottants ou vecteurs 2DEntrée à utiliser quand la prise n’est pas connectée. Nécessite « Cacher la valeur ».Type d’entrée à utiliser pour la bande de scèneValeur d’entrée utilisée pour une prise non-connectéeL’entrée avec l’indice {} n’existe pas. Actuellement, l’indice maximum possible est {}. Vouliez-vous utiliser {{:{}}} ?Type d’entrée/sortieEntréesEntrées :InserInsérerInsérer aprèsInsérer avantInsérer des images clés - seulement si nécessaireInsérer images clés – VisuelInsérer des images clés pour l’ensemble de clés spécifié, avec un menu des ensembles de clés disponibles si non-définiInsérer une image clé n’est pas encore implémenté pour ce modeN’insérer des clés que pour les propriétés déjà animéesInsérer un pointInsérer un point dans le segment de courbeInsérer un caractère UnicodeInsérer une frame vide dans tous les calques éditablesInsérer une frame vide à la frame actuelle de la scèneInsérer une image clé pour tous les éléments du tableauInsérer une image clé pour toutes les propriétés qui sont susceptibles d’être animées dans un rig de personnage (os sélectionnés uniquement)Insérer une image clé pour toutes les propriétés qui sont susceptibles d’être animées dans un rig de personnage (utile lors de la mise en place d’un plan)Insérer une image clé pour la propriété active dans l’interfaceInsérer une image clé pour toutes les propriétés de forme de B-osInsérer une image clé sur les F-courbes sélectionnées à l’emplacement du curseurInsérer une image clé sur la F-courbe active à l’emplacement du curseurInsérer une image clé sur toutes les F-courbes visibles et éditables en utilisant la valeur actuelle de chacuneInsérer une image clé sur chacune des F-courbes déjà existantesInsérer une image clé sur chacun des canaux de position et de rotationInsérer une image clé sur chacun des canaux de position et de rotation, en prenant en compte les effets des contraintes et relationsInsérer une image clé sur chacun des canaux de position et d’échelleInsérer une image clé sur chacun des canaux de position et d’échelle, en prenant en compte les effets des contraintes et relationsInsérer une image clé sur chacun des canaux de positionInsérer une image clé sur chacun des canaux de position, en prenant en compte les effets des contraintes et relationsInsérer une image clé sur chacun des canaux de position, de rotation et d’échelle, en prenant en compte les effets des contraintes et relationsInsérer une image clé sur chacun des canaux de position, de rotation et d’échelleInsérer une image clé sur chacun des canaux de rotation et d’échelleInsérer une image clé sur chacun des canaux de rotation et d’échelle, en prenant en compte les effets des contraintes et relationsInsérer une image clé sur chacun des canaux de rotationInsérer une image clé sur chacun des canaux de rotation, en prenant en compte les effets des contraintes et relationsInsérer une image clé sur chacun des canaux d’échelleInsérer une image clé sur chacun des canaux d’échelle, en prenant en compte les effets des contraintes et relationsInsérer une image clé sur toutes les F-courbes sélectionnées en utilisant la valeur actuelle de chacuneInsérer une image clé sur la F-courbe active en utilisant sa valeur actuelleInsérer une image clé aux pistes sélectionnées, à la frame actuelleInsérer un nouvel élément dans la collection après celui référencé dans subitem_reference_name/_id ou _indexInsérer un nouvel élément dans la collection avant celui référencé dans subitem_reference_name/_id ou _index (INUTILISÉ)Insérer après le panneauInsérer après la priseInsérer avant le panneauInsérer avant la priseDécaler vers la droite toutes les bandes immédiatement à droite de la frame actuelle, indépendamment de l’état de sélection ou de verrouillage des bandesInsérer dans le panneauInsérer images clés d’après « transformations visuelles »Insérer des images clés pour un décalage de position supplémentaireInsérer des images clés pour un décalage de rotation supplémentaireInsérer des images clés pour un facteur d’échelle supplémentaireInsérer des images clés pour les canaux spécifiésInsérer des images clés à la frame actuelle en utilisant soit l’ensemble de clés actif, soit les préférences utilisateur si aucun ensemble de clés n’est actifInsérer un retour à la ligne à la position du curseurInsérer une clé de forme à la frame actuelle pour le calque de masque actifInsérer de nouvelles images clés à l’emplacement du curseur, pour la F-courbe activeInsérer les nœuds sélectionnés dans un groupe de nœudsInsérer du texte à la position du curseurInsérer des valeurs dans un texte en utilisant une syntaxe de formatage compatible Python et patrons de cheminsL’insertion d’images clés a échoué :L’insertion de clés sur {:d} blocs de données a été sautée car il manque des emplacements d’actions.L’insertion de clés sur {:d} blocs de données a été sautée car leur chemin RNA était invalide.L’insertion de clés sur {:d} blocs de données a été sautée car il n’y a pas de calques pouvant recevoir les clés.L’insertion de clés sur {:d} blocs de données a été sautée car il n’y a pas de bandes pouvant recevoir les clés.L’insertion de clés sur {:d} blocs de données a été sautée car ils ne sont pas éditables.L’insertion de clés sur {:d} blocs de données a été sautée car ils ne sont pas animables.Incruster les faces en bordureIncruster de nouvelles faces dans les faces sélectionnéesIncruster la région le long des arêtes existantesIntérieurDans l’annotationPadding interneDistance interne, en unités d’interface, depuis la bordure de la région à l’intérieur de laquelle commencer à déplacer la vueL’intérieur de l’onglet est en arcL’intérieur de l’onglet est durInspecter des images ou les résultats de renduIndice d’inspectionL’indice d’inspection est hors de l’intervalleInstallerInstaller un éclairage défini par l’utilisateurInstaller un add-onInstaller un patron d’applicationInstaller des HDRI personnaliséesInstaller des MatCap personnalisésInstaller des éclairages studio personnalisésInstaller des extensions depuis des fichiers vers un dépôt géré localementInstaller ce fichierInstalléesL’installation de l’ensemble de raccourcis a échoué : {:s}InstanceLimites d’instancesInstancier une collectionPoids de collection instanciéeInstancier les collectionsInstancier la collection à l’ajoutInstancier les collections lors du liageNombre d’instancesTaille des objets vides instancesÉchelle d’instance de facesIndice d’instanceModificateur RéseauObjet instanceInstancier les données d’objetDécalage d’instanceInstancier surID aléatoire d’instanceRotation de l’instanceÉchelle de l’instanceGraine de l’instanceTransformation d’instanceChamp Transformation d’instanceType d’instanceInstancier une collection existanteInstancier une collection de géométrieEntrée géométrie instanceObjet géométrie instanceInstance de la collection, ou instances de tous les enfants de la collectionInstancier sur les élémentsInstancier sur les pointsInstancier les collections sélectionnées dans la scène activeCollection instanciéeObjets instanciésInstanciateurInstancesLes instances sont ignoréesInstances en calquesLes instances de la géométrie d’entrée sont ignoréesLe nombre d’instances « %d » ne correspond pas à la taille des transformations « %d »Instances d’objets ou de collectionsInstances vers pointsInstances à convertir en pointsInstances à tourner individuellementInstances à redimensionner individuellementInstances à transformer individuellementInstances à translater individuellementInstances : {}InstanciationInstancier les objets enfants sur toutes les facesInstancier les objets enfants sur tous les sommetsInstancier les collections en tant qu’objets vides, plutôt que de les lier dans le calque de vue actuelInstancier les ID de données d’objet (c’est-à-dire leur créer des objets si nécessaire)Tourner la caméra instantanément d’un angle fixe, plutôt que de tourner en continuAu lieu d’une couleur propre à chaque brosse, la couleur est commune à toutes les brossesAu lieu d’échantillons d’entrée propres à chaque brosse, la valeur est commune à toutes les brossesAu lieu d’une taille propre à chaque brosse, la taille est commune à toutes les brossesAu lieu d’une force propre à chaque brosse, la force est commune à toutes les brossesAu lieu d’un poids propre à chaque brosse, le poids est commun à toutes les brossesAu lieu de sélectionner lors de l’appui sur la souris, attendre de voir s’il y a un évènement de glisser. Autrement, sélectionner lors du relâchement de la sourisEntierInt 2DInt8EntierEntier 64 bitsTableau d’entiersAttribut entierValeur d’attribut d’entierChamp EntierMaths entiersPrise de nœud entierInterface de prise de nœud entierValeur entièreVecteur d’entiersPrise nombre entier d’un nœudCoordonnées entières des pixelsValeur entière dans un attribut de géométrieIntégrerIntégrer les déformations en entrée de ce modificateur avec les coordonnées du cache de maillage (utile pour les clés de forme)IntégrationMéthode d’intégrationType d’intégrationPréréglages d’intégrateurBinaire Intel détectée. Des performances réduites sont à prévoir.Intensifier les détailsIntensitéIntensité de la vibration haptique, entre 0.0 et 1.0Intensité du bruitIntensité de la couche de lustre, qui simule de très petites fibres à la surfaceIntensité de la vignette qui apparaît lors du déplacementRayon d’interactionLe rayon d’interaction est un facteur de 4 fois la taille de la particuleNavigation interactiveConsole Python interactiveConsole de programmation interactive, pour de l’édition et du développement avancés de scriptsAjouter interactivement un objetChanger interactivement le numéro de la frame actuelleDéfinir interactivement l’intervalle de frames utilisé pour la lectureVoler interactivement à travers la scèneSe déplacer interactivement dans la scène (utilise la préférence de mode (marche ou vol))Diriger les caméras et les éclairages vers une position de manière interactive (Ctrl pour déplacer)Définir interactivement la frame et la valeur actuelles du curseurMarcher interactivement dans la scèneMarcher ou voler librement dans la scèneIntercepterInterfacePolice d’interfaceDéclaration d’interface pour cette arborescence nodaleLargeur de la bande intérieureRayon intérieurEntrelacerType d’entrelacementEntrelacerInterneAttributs internesErreur interne – le bloc de données d’animation n’est pas valideErreur interne : mauvaise taille pour le tableau d’arêtes : %u au lieu de %uErreur interne : mauvaise taille pour le tableau de faces : %u au lieu de %uErreur interne : mauvaise taille pour le tableau de boucles : %u au lieu de %uFriction interneFichier IES interneLiens internesDispersion max des ressorts internesLongueur max des ressorts internesRessorts internesGroupe de sommets des ressorts internesLe presse-papier interne ne contient aucune poseLe presse-papier interne est videLe presse-papier interne ne provient pas d’un matériauLe presse-papier interne ne provient pas du mode poseErreur interne !Erreur interne, état inconnu ! {:s}Connexions internes entrée-vers-sortie, pour rendre muetPropriétaire interneErreur interne de la bibliothèque de poses, annulation de l’opérateurScript de shader interne définissant le shaderUsage interne (éditer le chemin de données d’une propriété)En interne, rendre en dehors des bords de l’image pour éviter que les effets en espace écran ne disparaissentL’accès à Internet est nécessaire pour installer et mettre à jour des extensions en ligne. L’accès à Internet est nécessaire pour installer des extensions depuis Internet.Internet :Distance interoculaireInterpolerInterpoler les courbesInterpoler les traits de Grease Pencil entre les framesInterpoler les courbes de poilsInterpoler la longueurInterpoler le nombre de pointsInterpoler le rayonInterpoler la formeInterpoler toutes les arêtes source touchées par la projection de celle de destination le long de sa propre normale (définie par ses sommets)Interpoler tous les polygones sources intersectés par la projection de celui de destination le long de sa propre normaleInterpoler entre 2×2 échantillonsInterpoler entre les frames de début et de fin de l’action, avec le curseur Temps d’évaluation au lieu de l’objet ou os cibleInterpoler entre les nouvelles normales et celles d’origineInterpoler entre les normales originales et nouvellesInterpoler les poils avec des B-SplinesInterpoler les nouvelles particules d’après les existantesInterpoler les pixels avec le filtre sélectionnéInterpoler les rayons des points sélectionnésInterpoler l’attribut depuis les coins de la face touchéeInterpoler l’inclinaison des points sélectionnésInterpoler les poids des points sélectionnésInterpoléesInterpoler entre les frames de début et de fin de l’actionInterpoler les normales personnalisées dans le maillage résultantInterpoler les courbes de poils existantes à la surface d’un maillageInterpolationCourbe d’interpolationAtténuation d’interpolationGuides d’interpolationInterpolation d’inclinaisonType d’interpolationType d’interpolation UType d’interpolation VType d’interpolation WInterpolation UFacteur d’interpolation entre le poids de la brosse actuelle, et les poids des clésSolution de repli pour l’interpolation des animations échantillonnées, quand il n’y a pas de clés sur la propriétéMéthode d’interpolationMéthode d’interpolation à utiliser pour le segment de la F-courbe débutant à cette image clé et jusqu’à la suivanteMéthode d’interpolation à utiliser pour les volumes de fumée/feuMéthode d’interpolation à utiliser pour les volumes de fumée/feu en mode solideMéthode d’interpolation à utiliser pour les volumesMéthode d’interpolation à utiliser pour les volumes en mode solideMéthode d’interpolation à utiliser à la prochaine exécution d’Interpoler séquenceMode d’interpolation utilisé pour la première image clé des F-courbes nouvellement créées (les images clés suivantes utilisent l’interpolation de l’image clé précédente)Interpolation à utiliser pour les décalages et rotations inférieurs au pixel occasionnés par la stabilisationType d’interpolation pour les clés de forme absoluesInterpolation :IntersectionMode IntersectionIntersecter avec la sélection existanteIntersecter les faces sélectionnées avec celles non-sélectionnéesArêtes à l’intersectionIntersectionIntersection seulementPriorité d’intersectionType d’intersectionIntersection avec le contourL’intersection générée par cette collection aura cette valeur de masqueIntersection seulementIntersectionsIntervalle entre coups de peinture pour l’aérographeDurée de la transition lors d’une téléportation en mode déplacementIntroduire de la fluctuation/de l’aléatoire dans les traitsIntroduire une agitation lors de la distorsion, qui peut être plus rapide mais produit des résultats grainés ou bruitésInvalideErreur de contexte invalideDistance invalideEntrée invalideErreur d’entrée invalideLien de sortie invalideL’intervalle d’indices UDIM spécifié est invalideUID invalide pour l’ancienne actionCarte UV invalide : les îlots UV ne doivent pas se chevaucherAncre invalide (« %s ») trouvée, nécessaire pour créer une redéfinition de bibliothèque depuis le bloc de données « %s »Objet cage invalide, le maillage de cage doit avoir le même nombre de faces que l’objet actifIndice de palette de couleur invalide : %dContexte invalideContexte invalide pour l’ensemble de clésContexte invalide : « %s », %sGraphe de dépendances invalideDonnées de faces invalides détectées pour le maillage « %s ». Une correction automatique sera appliquée, mais des données seront probablement perduesSpécificateur de format invalide pour le texte : « {} »Spécificateur de format invalide : « {} »Format invalide : « {} »Intervalle de frames invalide (%d - %d)Intervalle de frames invalide (%d - %d). La frame de début est plus grande que la frame de finNombre total de frames invalideEn-tête invalideRacine de hiérarchie invalide (« %s ») trouvée, il faut créer une redéfinition de bibliothèque depuis le bloc de données « %s »Identifiant invalide : « {} »Indice %d de segments de B-os invalide pour « %s » !Maillage invalide ; voir la console pour plus de détailsObjet invalide : vérifier le chemin d’objetPaire d’ancienne/nouvelle action invalide (« %s » / « %s »)Paire d’ancien/nouvel ID invalide (« %s » / « %s »)Indice %d du modificateur original invalideIdentifiant de panneau invalidePatron de chemin invalide dans le nœud Sortie fichier. Écriture du fichier ignorée.Expression régulière invalide (chercher) : {:s}Expression régulière invalide (remplacer) : {:s}Résolution invalideZone de sélection de capture invalideOrdre de sélection invalideNom d’emplacement « %s » invalide : le nom ne doit pas être vide.UV de surface invalide pour {} courbesCible %r invalide (doit être 'ARMATURE' ou 'OBJECT')Réglages cibles invalidesCible invalide !Transformation invalide pour les grilles de volumeNom de variable invalide, cliquer ici pour plus de détailsIndice de groupe de sommets invalideIndice de sommet invalide %d (devrait être dans l’intervalle entre 0 et %d)Axe invalide/non-définiInverseInverse écrêtéCouleur inverseInverser le gainInverser le gammaCinématique inverseInverser le relèvementMatrice inverseInverser le décalageMatrice de parentage inverseInverser la puissanceQuadratique inverseÉchelle inverseInverser la pentePression douce inverseMode Racine carrée inverseAtténuation racine carrée inverseModèle de distance inverseModèle de distance inverse, avec écrêtageInverse de la matrice de transformation du parent du calqueInverse de la matrice de parentage de l’objet, au moment du parentageInverser la sélection (supplante « Tout sélectionner » si Vrai)Mode d’inversionInverserInverser l’alphaInverser arcInverser la collectionInverser le filtre de collectionInverser la couleurInverser la suppressionInverser la courbureInverser le déplacementInverser le tri de la feuille d’expositionInverser l’atténuationInverser la grilleInverser les calquesInverser la passe de calqueInverser le matériauInverser la passe de matériauInverser la matriceInverser le panoramiqueInverser l’axe de panoramiqueInverser l’axe de tangage (X)Inverser la pression pour la densitéInverser la pression pour le fluxInverser la pression pour la duretéInverser la pression pour le mélange mouilléInverser la pression pour la persistance de mouilléInverser les valeurs RVBInverser l’axe de roulis (Z)Inverser la rotationInverser la rotationInverser la sélectionInverser le filtre de silhouetteInverser les embrunsInverser désélectionnésInverser le groupe de sommetsInverser poids AInverser poids BInverser la direction du zoomInverser XInverser l’axe XInverser YInverser l’axe YInverser l’axe de lacet (Y)Inverser YInverser l’axe ZInverser la direction du zoomInverser une couleur, pour donner son négatifInverser l’action pendant la durée du traitInverser l’action de la brosse pendant la durée du traitInverser les poids du groupe de sommets actifInverser les normales concernéesInverser toutes les valeurs alpha dans l’imageInverser le canal alphaInverser et dessiner l’arc opposéInverser le canal bleuInverser les couleurs, pour donner un négatifInverser le trait de destination pour que son début et sa fin correspondent au trait sourceInverser la sélection existanteInverser le filtrage des marques de facesInverser le filtre de rechercheInverser le filtrage (afficher les éléments cachés, et vice versa)Inverser le canal vertInverser les canaux de l’imageInverser le filtre des calquesInverser le filtre de passe de calqueInverser le verrouillage de tous les groupes de sommets de l’objet actifInverser le verrouillage des groupes de sommets sélectionnés de l’objet actifInverser le verrouillage des groupes de sommets désélectionnés de l’objet actifInverser le masqueInverser le filtre du matériauInverser le filtre de passe de matériauInverser les normales pour les objets à échelle négative.Inverser les valeurs du poids de sortieInverser l’épinglage de la sélection au lieu de le définirInverser le canal rougeInverser la sélection de tous les élémentsInverser l’ordre de tri des canaux de la feuille d’expositionInverser les valeurs du groupe de sommetsInverser la stabilisation pour retrouver le mouvement de l’imageInverser la position en XInverser la rotation en XInverser la position en YInverser la rotation en YInverser la position en ZInverser la rotation en ZInverser l’axe du mouvement de la souris pour le zoomInverser la direction du placage de relief, pour creuser la surface au lieu de la bosselerInverser la courbure de l’extension du traitInverser les éléments actifs de l’expansionInverser la direction de la faceInverser la direction du fondu de la conversion linéaireInverser la couleur de gainInverser la couleur de gammaInverser le masque généréInverser l’influence du groupe de sommets AInverser l’influence du groupe de sommets BInverser la couleur de relèvementInverser l’état de verrouillage de tous les groupes de sommetsInverser le masqueInverser le blanc et le noir du masqueInverser la modulation de la densité par la pressionInverser la modulation du flux par la pressionInverser la modulation de la dureté par la pressionInverser la modulation du mélange mouillé par la pressionInverser la modulation de la persistance de mouillé par la pressionInverser l’entrée de la sourisInverser le filtre des états d’objetsInverser la couleur du décalageInverser la couleur de puissanceInverser le poids d’atténuation résultantInverser l’angle de rotationInverser la couleur de penteInverser la direction de la carte d’embrunsInverser le calque de pochoirInverser l’influence du groupe de sommetsInverser la visibilité de tous les sommetsInverser le poids du groupe de sommets actifInverser avec Racler ou RemplirInverser l’influence du groupe de sommetsInverser l’influence du groupe de sommets (mode Collapser uniquement)Inverser l’influence du masque de groupe de sommetsInverser les poids du groupe de sommetsInverser la collection de visibilité (obsolète)Inverser ce qui est considéré comme objet et ce qui ne l’est pasInverséMasque de cavité inverséInversableInvoquéInvoquer tous les exporteurs configurés pour cette collectionInvoquer tous les exporteurs configurés pour cette collectionInvoquer l’opération d’exportComposante interne de la force de tourbillonIris (.rgb)FerLa texture d’atlas d’irradiance n’a pas pu être crééeTaille du pool d’irradianceTaille de visibilité d’irradianceEst activeEst archiveEst un attributL’axe est alignéEst précalculéEst rayon de caméraEst contrôleur viséeEst contrôleur attraperEst donnéesEst rayon diffusEst arête de bordEst arête isoléeEst arête manifoldEst arête douceEst éditableEn mode éditionEst videEst évaluéEst face planeEst face douceLe repli est utiliséLe remplissage est-il visibleEst flottantTuile généréeEst rayon brillantEst Grease PencilEst HDREst cachéEst touchéEst dans une hiérarchieEst indirectEst sortie d’inspectionEst instanceInterface verrouilléeEst interneEst action par calquesEst action héritéeEst chargéEst redéfinition localeEst une installation Microsoft StoreEst un nom valideEst ouvertEst orthogonaleEst une sortieEst case à cocher du panneauEst en perspectiveEst épingléEst planaireEst un portailEst rayon de réflexionEst nécessaireEst une séquenceEst rayon d’ombreEst rayon singulierEst spline cycliqueEst fibreEst un départ de traitLe trait est-il visibleEst une redéfinition systèmeEst tuileEst rayon de transmissionEst UV séparéEst valideEst décalage valideEst une vue 3DEst rayon de diffusion volumiqueLe marqueur est suspendu pour la frame actuelleAppartient à une chaîne IKEst-ce que le nom de l’AOV est en conflitCe bloc ID est-il lié indirectementSi ce nom est valide pour une variable de contrôleurCette tuile d’image est-elle généréeCe raccourci a-t-il été modifié par l’utilisateurEst-ce que raccourci est défini par l’utilisateur (ne se contente pas de remplacer un raccourci prédéfini)ÎlotNombre d’îlotsIndice de l’îlotMarge des îlotsSélection d’îlotsÎlot restant en place lors de la fusion d’îlotsPrécision d’îlotsIsolerIsoler l’actionIsoler les données multiutilisateursIsoler les os sélectionnés dans une nouvelle armature séparéeIsométriqueNe peut être un mot-clé réservé en PythonNe peut être videNe peut contenir de point (par exemple « un.point »)Ne peut contenir d’espace (par exemple « une espace »)Ne peut contenir de caractère spécial (non-alphabétique ou numérique)Ne peut commencer par un nombreNe peut commencer par un caractère spécial, y compris '$', '@', '!', '~', '+', '-', '_', '.' ou ' 'Italien - ItalianoItaliqueAngle italique des caractèresÉlémentFormat d’élémentIdentifiant du raccourciType d’élémentL’élément n’a pas d’utilisateur et sera suppriméL’élément n’a pas d’utilisateur et sera supprimé. Cliquer pour le protéger contre la suppressionÉlément dans un ensemble de raccourcisÉlément dans une interface d’arborescence de nœudsL’élément n’est pas protégé contre la suppressionL’élément est protégé contre la suppressionL’élément à copier dans cette interface est d’un type de prise non pris en chargeÉlémentsÉléments dépliésÉléments introuvablesÉléments dans la carte d’actions, contenant une correspondance entre un évènement et un opérateur, pose, ou sortie haptiqueÉléments d’un ensemble de raccourcis liant un opérateur à un évènement d’entréeÉléments dans l’interface du nœudÉléments dans le panneau de nœudsItérationIndice d’itération, utilisé par les fonctionnalités d’inspection comme le nœud visualiseur ou l’inspection des prisesItérationsL’entrée Itérations doit avoir une valeur constanteItérations : {:d} … {:d} (moy. {:d})Le processus itératif n’a pas convergéJ2KJP2JPEGJPEG (.jpg)JPEG 2000 (.jp2)Format JPEG (.jpg)Qualité JPEGQualité JPEG des images proxiesCompression avec perte de style JPEG, sur des blocs de 256 lignesCompression avec perte de style JPEG, sur des blocs de 32 lignesJPEG 2000Japonais - 日本語Faux fixeAgiter la caméraImage clé de faux fixeImage clé de faux fixe sélectionnéePression pour fluctuationUnité de fluctuationFaire fluctuer la couleur de la brosseAgiter la position de la caméra pour créer un flou précis avec des échantillons de rendu (pour rendu final uniquement)Facteur de fluctuation du rayon de brosse pour les nouveaux traitsFaire fluctuer en espace écran ou relativement à la taille de la brosseFaire fluctuer la position de la brosse durant la peinture (en pixels)Faire fluctuer la position de la brosse durant la peintureBruitéeOmbres agitéesOmbres agitées (vue 3D)Quantité de bruitLa fluctuation survient en espace écran, en pixelsLa fluctuation est relative à la taille de la brosseJoindreFusionner les zonesFusionner les paquetsFusionner en basFusionner les géométriesMode Fusionner les géométriesFusionner à gaucheRegrouper les nœuds dans un cadreCombiner les échantillons des palettesFusionner à droiteCombiner des textesFusionner les traitsRéunir les trianglesFusionner en hautFusionner les extrémités des courbes si des points de contrôle coïncidents sont détectés (si désactivé, aucune courbe ne sera cyclique)Fusionner des groupes de calques de Grease Pencil en un seulFusionner plusieurs paquets en unFusionner les zones sélectionnées en une nouvelle fenêtreCombiner les objets sélectionnés dans l’objet actifFusionner les traits sélectionnés en un remplissage pour créer des trousJoindre les pistes sélectionnéesFusionner par distance le dernier trait dessiné avec les traits précédents dans le calque actifJoindre le nouveau maillage en tant que géométrie séparée, sans effectuer aucune opération booléenneFusionner les traits sélectionnés en un seul traitJoindre deux courbes par leurs extrémités sélectionnéesLa jonction résulterait en %d sommets, la limite est de %ldLiaisons d’articulationsArticulationsArticulations:%s/%s | Os:%s/%sSauterHauteur de sautVitesse de sautUnité de sautReculer dans le tempsSe déplacer en framesSe déplacer en secondesAller à la ligneAvancer ou reculer d’un certain nombre de frames ou de secondesSauter à la ligne numéroAller à un autre onglet de l’éditeur de propriétésAller au fichier dans l’éditeur de texteAller à la fin du chemin actuelAller à la première/dernière frame dans l’intervalle de framesAller à la frame suivante ayant échouéAller à la frame précédente ayant échouéAller à l’image clé précédente/suivanteAller au marqueur précédent/suivantAller à une frame donnéeAller au début du chemin actuelAller à la dernière frame de l’intervalle de framesSauter en mode marcheAjouter simplement la marge, sans tenir compte de l’échelle des UVJustifierK0K1K2K3K4KHR_materials_variants_uiCompression KTX2GarderGarder le point d’ancrageGarder l’animationConserver l’axeGarder les borduresGarder les extrémitésGarder connectésGarder le contourGarder les coinsGarder les coins, jonctionsGarder les coins, jonctions, concavesConserver l’existantConserver la hiérarchieConserver les entréesGarder le dernier segmentConserver les longueursConserver en boucleGarder le modificateurGarder les nœuds nommésGarder les normalesConserver le décalageGarder ouvertConserver l’originalConserver l’intervalleConserver les racinesConserver formeGarder duresConserver les arêtes duresConserver uniqueGarder la surfaceConserver la transformationConserver les sélections UV et maillage en mode édition synchroniséesInterface utilisateur actuelleConserver la transformation dans le mondeConserver une version de sauvegarde (.blend1) des fichiers avant d’enregistrer avec les aperçus effacésConserver une version de sauvegarde (.blend1) des fichiers avant d’enregistrer avec les aperçus généréesGarder toutes les tailles de textures actuellesGarder une épaisseur constante de la distribution des copiesContinuer à appliquer l’effet de peinture tant que le bouton de la souris est maintenu (aérographe)Garder les nœuds des enfantsConserver l’alignement de l’en-tête existantConserver la frame et ne pas en changer avec le tempsEmpêcher de traverser d’autres boidsGarder le gizmo visible même quand le nœud n’est pas sélectionnéConserver le matériau assigné à la brosseNe pas toucher aux bordures non-manifold du maillage d’entrée, en n’y appliquant pas la transformation dualeNe garder que les frames après 0Conserver le fichier original après copie dans le fichier de configurationConserver les objets originaux au lieu de les remplacerConserver les traits originaux et en créer une copie avant la reprojectionConserver les fichiers de textures originaux si possible. Attention : si vous utilisez plus d’une texture alors que le standard PBR n’en demande qu’une, seule une texture sera utilisée. Cela peut conduire à des résultats inattendusConserver pistes originalesGarder les longueurs des chemins constantesEloigner les chemins d’une intersection avec l’émetteurGarder les données de rendu dans le coin pour rendre les animations et les images déjà rendues plus vite, au prix d’une utilisation mémoire plus hauteConserver les clés racines non-modifiéesGarder les arêtes dures telles que calculées pour les normales personnalisées par défaut, plutôt que de définir une unique normale pondérée pour chaque sommetGarder la taille des normales constante par rapport à la vue 3DGarder le même décalage entre la frame actuelle et la bande qu’au moment de la copieGarder la brosse ancrée à la position initialeGarder telles quelles les extrémités et ne pas les aplatir en les effaçantGarder les nœuds des enfants du groupe, et ne supprimer que le groupe lui-mêmeConserver la carte de vue calculée et éviter de la recalculer si la géométrie du maillage n’a pas changéGarder le bloc de données actuel affichéConserver les liens d’entrée pour les nœuds dupliquésGarder les objets liquides visibles au renduGarder le modificateur en bas de la listeGarder la géométrie entrante originale, et la fusionner avec la géométrie instanciéeGarder la géométrie entrante et la fusionner avec la géométrie disperséeConserver la partie des grilles qui est commune à tous les opérandesConserver la partie du maillage qui est commune à tous les opérandesGarder fixe la position du dernier segment de la chaîne IKGarder les objets fumée visibles au renduConserver la texture à une longueur constante, en ignorant la longueur de chaque traitConserver les valeurs du groupe actif pendant la normalisation des autresConserver la transformation en espace monde des traits dans le presse-papierConserver le « bruit » en zig-zag du chaînage initialConserver les faces triangulées résultant de la décimation (mode Collapser uniquement)Conserver les sommets assignés à au moins un groupe, lors du nettoyageGarder l’opacité du volume et le niveau de détail quelle que soit l’échelle de l’objetConserver ces modificateurs augmentera le nombre de polygones lors du retour en mode objetMaintient une teinte constanteKelvinNoyauTypes de données du noyauOptimisation des noyauxRayon du noyauLes noyaux peuvent être optimisés d’après le contenu de la scène. Les noyaux optimisés sont demandés au début d’un rendu. Si les noyaux optimisés ne sont pas disponibles, le rendu continuera en utilisant des noyaux génériques jusqu’à ce que les optimisés soient disponibles dans le cache. L’utilisation CPU peut augmenter brièvement dans ce cas (en dizaines de secondes)ApprocheCléCléClé %dInsérer des clés pour tous les osBlocs cléCouleur d’incrustationConfiguration clavierConfiguration clavierConfigurations clavierImage cléEnsemble de raccourcisÉlément d’un ensemble de raccourcisEnsembles de raccourcisVitesse angulaire de cléConfiguration clavier pouvant être étendue par des add-ons, et qui est ajoutée à la configuration active pour la gestion des évènementsPosition de cléPosition clé d’une particule dans le tempsClé pour position/rotation/échelle ainsi que les propriétés personnaliséesClé correspondant à une frame spécifique et pouvant être déplacée pour changer la vitesse de lectureTouches faisant partie de cette configurationRotation de clé (quaternions)Vitesse de cléRaccourcisPréférences de configuration clavierImpossible de supprimer la configuration clavier « %s »Configurations clavierL’ensemble de raccourcis « %s » (base) doit être un raccourci utilisateurL’ensemble de raccourcis « %s » (autre) doit être un ensemble actif ou d’add-onL’ensemble de raccourcis « %s » ne correspond pas à « %s »L’élément de raccourci « %s » ne fait pas partie de l’ensemble de raccourcisÉlément « %s » introuvable dans la configuration clavier « %s »Éléments de raccourcisL’élément de raccourci résultant peut être incorrect car une mise à jour est en attente, appeler `context.window_manager.keyconfigs.update()` pour s’assurer que des résultats puissent être trouvés.Élément « %s » introuvable dans l’ensemble de raccourcis « %s »Les raccourcis sont identiquesPréréglages de raccourcisClavierÀ clésÉtats avec images clésTiming animé par clésLa cible des particules animées par clé est valideImage cléImage clé ABande d’animation par clésImage clé BImage clé de bordImage clé de bord sélectionnéeInsertion auto, nécessairesMenu circulaire d’insertion de clésIntervalle d’images clésNuméros d’images clésPoints d’images clésFacteur d’échelle d’image cléImage clé sélectionnéeSélection d’image cléInsérer des images clés d’après les transformations finales (avec contraintes appliquées)L’image clé n’est pas dans la F-courbeLe collage d’images clés n’est pas disponible en mode Grease Pencil ou masqueLe collage d’images clés n’est pas disponible en mode masqueImage clé à définirContrôlé par images clésPistes avec images clésImages clésImages aprèsImages avantLes images clés autour du curseur sur lequel on zoomeLes images clés ne peuvent être ajoutées aux F-courbes échantillonnéesInsertion de clésRéglages d’images clésIncrustationÉcran d’incrustationEnsemble de clésNom de l’ensemble de clésChemin de l’ensemble de clésChemins de l’ensemble de clés définissant les réglages pour lesquels des images clés sont insérées ensembleL’ensemble de clés définit des chemins/réglages spécifiques à animer par images clés (c’est-à-dire non liés au contexte actuel)L’ensemble de clés ne contient aucun cheminEnsembles de clésTous les ensembles de clésEnsemble de clés « %s » – %d images clés ajoutées avec succèsEnsemble de clés « %s » introuvableImpossible d’ajouter l’ensemble de clésL’ensemble de clés n’a pu insérer aucune image cléL’ensemble de clés n’a pu supprimer aucune image cléL’ensemble de clés est actif, ce qui peutImpossible d’ajouter le chemin d’ensemble de clésImpossible de supprimer le chemin d’ensemble de clésChemins de l’ensemble de clésImpossible de supprimer les chemins d’ensembles de clésEnsembleClésEnsemble de raccourcisL’ensemble de raccourcis est défini par l’utilisateurClésPas des clésKhronos PBR NeutralEncodage d’image Khronos PBR Neutral pour écran sRGBKhronos PBR Neutral sRGBTuer les particulesTuer les particules qui ont heurté un objet collisionneurKilogrammesKilohertzKilomètresKilomètres par heureKilowattsCinématiqueContrainte Cinématique (IK)Potentiel maximum d’énergie cinétiqueEntortillementAmplitude d’entortillementFacteur d’amplitude d’entortillementFréquence d’entortillementFacteur de fréquence d’entortillementType d’entortillementKirschCerf-volantMode de nœudDécalage relatif connu du plan original, sera soustrait (par exemple pour les panoramiques, peut être animé)Coréen - 한국어Epsilon dérivatif KrEpsilon dérivatif Kr pour calculer les contours suggestifsKuwaharaKirguise - Кыргыз тилиLIB : %s : « %s » est directement lié(e) depuis « %s » (parent « %s »), mais est un type de donnée non-liableLIB : %s : « %s » manque dans « %s », parent « %s »LIB : le fichier .blend %s semble corrompu, données de "Library" propriétaire introuvables pour le bloc de données lié %s. Essayer d’enregistrer le fichier à nouveau.LIB : le fichier .blend %s semble corrompu, données de "Library" propriétaire introuvables pour le bloc de données lié empaqueté %s. Essayer d’enregistrer le fichier à nouveau.LIB : Les données se réfèrent au fichier .blend principal : « %s » de %sLIB : objet perdu dans la scène : « %s »ClicGLZWLibelléTaille de police du titreTaille d’étiquetteAfficher des libellés pour les nœuds de reroutage d’après ceux des reroutages en amontÉtiquette à afficher pour le sous-type de la prise dans l’interfaceÉtiquette à afficher pour le type de la prise dans l’interfaceLacunaritéLambda en bordureFacteur lambdaFacteur lambdaFacteur lambda aux borduresRéflection diffuse de Lambert et d’Oren-NayarTransmission diffuse lambertienneShader d’émission lambertienneÉclairageEspace personnel au solForce de collage au solDouceur d’atterrissagePoint de référenceContrôles des points de référencePoints de référenceLangueLangueLangueNom de la langue (comme « French (Français) »)Langue utilisée pour la traductionLanguesLangues à mettre à jour dans le dépôt de travailLaplaceLaplacienDéformation laplacienneModificateur Déformation laplacienneModificateur Adoucissement laplacienAdoucissement laplacien des sommets sélectionnésDéformationLaplacienneAdoucirLaplacienTrès grandePlus grand au plus petitDernierDernier identifiant d’emplacement d’actionDernière frameDernière valeur QI de l’intervalle QIDernière frame de l’action à utiliserDernière frame de l’action à utiliserDernière frame de la timeline de l’actionFrame de fin du segmentDernière frame à transférerDernière position connue de la pose du visualiseur (centrée entre les yeux), en espace mondeDernière rotation connue de la pose du visualiseur (centrée entre les yeux), en espace mondeDernier élément sélectionnéÉlément précédent introuvableUsiner autour d’un axe, le maillage en entrée est utilisé comme profilLatitude minLatticeNouveauDéformer par latticeModificateur LatticeBloc de données lattice définissant une grille pour déformer d’autres objetsBlocs de données latticesModificateur Déformation par latticeObjet lattice à utiliser pour la déformationRésolution du lattice dans la direction URésolution du lattice dans la direction VRésolution du lattice dans la direction WLattice(s)LatticesLancer Blender sans --offline-modeLancé avec "--offline-mode", modification impossibleCalqueLe calque « %s » est introuvable dans l’objet « %s »Calque au-dessusCalque au-dessousCollection de calqueNombre de calquesGroupe de calquesLe groupe de calques est verrouillé ou invisibleGroupes de calquesIndice de calqueCorrespondance des calquesMode calqueObjets de calqueOpacité du calquePasse de calqueÉchantillons de calqueSélection des calquesPas des calquesPoids pour superpositionCalque au-dessus de celui actifCalque déjà ajoutéCalque au-dessous de celui actifCollection de calqueEnfants de la collection de calqueCalque dans une image multicouchesLe calque est déjà ajouté comme masqueLe calque est verrouillé ou invisibleLe calque est sélectionné pour l’édition dans la Feuille d’expositionNom du calqueCalque introuvable dans les données d’annotationCalque du cache, utilisé pour charger ou redéfinir les données depuis le premier calqueCalque de couleurs de sommets dans un bloc de données maillageFiltre de passe de calqueEn calquesEnregistrement en calquesCalquesTeinture des calquesCalques en instancesCalques sur lesquels placer les contrôles FKCalques sur lesquels placer les contrôleurs IK facultatifsCalques où placer les contrôles primairesCalques sur lesquels placer les contrôles secondairesCalques sur lesquels placer les contrôles d’ajustageCalques inclus dans l’interpolationCalques du cacheCalques utilisés comme limitesCalques:%s | Frames:%s | Traits:%s | Points:%sDispositionLes panneaux de mise en page ne peuvent pas être utilisés dans ce contexteConnexion rapideConnexion rapide avec menu de prisesMélange rapideSource rapide !Cible rapide !PlombAccéder aux outils en appuyant sur une touche principaleValeur de têteVoxels feuillesCuirLaisser telle quelleLaisser dans l’état actuelNe pas changer l’orientationGaucheŒil gauchePoignée de gaucheChamp Poignée de gaucheDécalage de la poignée gauchePoignée gauche sélectionnéeType de la poignée de gaucheClé de gaucheVoisine de gaucheOrthogonale de gauchePerspective de gaucheÉtat de sélection de la poignée de gaucheVecteurs singuliers gauchesCoin inférieur gauche de la zone de recherche, en coordonnées normalisées relatives à la position du marqueurGauche/droiteDécalage vers la gauche de la poignée de droite, en frames, depuis la fin du contenu de la bandeJambeAdd-on (héritage)Add-ons (héritage)Ancien comportementType de périphérique de calcul héritéBruit (héritage)Normales héritéesÉcraser (héritage)Chemin de la cible (héritage)Contrainte de suivi héritée, sujette à des artéfacts de torsionAncient identifiant unique de type de node, redondant avec la propriété bl_idnameCalques de couleurs de sommets hérités. Obsolète, utiliser plutôt des attributs de couleur.Termes et conditions légales attachées au modèleLongueurMoyenne de longueurFacteur de longueurMode de longueurModificateur LongueurUnité de longueurPondéré par longueurLongueur à la position de reposLongueur dans l’espace géométriqueLongueur en proportion de la longueur du traitLongueur de ALongueur d’un cycle de pointillés mesurée en échantillons de coup de brosseLongueur des chemins enfantsLongueur de chemin affichée, en framesLongueur de chaque courbeLongueur de chaque courbe à enroulerDurée de chaque frameLongueur de chaque arêteLongueur de chaque segmentLongueur de l’arête en espace 3DLongueur de la première poignée de Bézier (pour les B-os uniquement)Longueur des nouvelles courbes lorsque la valeur n’est pas interpolée à partir d’autres courbesLongueur des rayons, définit à quelle distance les faces lontaines produisent un effet d’occlusionLa longueur des indices à réordonner doit être la même que le nombre de courbesLongueur de la seconde poignée de Bézier (pour les B-os uniquement)La longueur des tailles doit être identique à la taille de la sélectionLongueur du premier tiret pour les lignes briséesLongueur du premier tiret pour la divisionLongueur du premier espace pour les lignes briséesLongueur du premier espace pour la divisionLongueur du deuxième tiret pour les lignes briséesLongueur du deuxième tiret pour la divisionLongueur du deuxième espace pour les lignes briséesLongueur du deuxième espace pour la divisionLongueur du troisième tiret pour les lignes briséesLongueur du troisième tiret pour la divisionLongueur du troisième espace pour les lignes briséesLongueur du troisième espace pour la divisionLongueur de l’arcLongueur de l’osLongueur de l’os. Lla modifier déplace l’extrémité de queue.Longueur de la profondeur ajoutée dans la direction Z locale le long de la courbe, perpendiculairement à ses normalesLongueur de l’évasement au bout de la tresseLongueur des courbes de poils généréesLongueur des poilsLongueur de la tête de la ligneLongueur de la queue de la ligneLongueur de la bande en frames, de la poignée de gauche à celle de droiteLongueur de la bande en frames, ou longueur de chaque bande si plusieurs sont ajoutéesLongueur de la source de la bande en frames, en excluant les poignéesLongueurs des extrémités à supprimerLongueur à laquelle ajuster le réseauLongueur à donner aux poignées Bézier des images clés sélectionnéesLennard-JonesPoids de l’effecteur Lennard-JonesFocaleDispersion de lentilleDistorsion optiqueUnité de focaleLongueur focale de l’objectif (mm)Plus petitInférieur àMode Inférieur àInférieur ou égalUne valeur inférieure à 90 limite l’angle utilisé dans l’intervalle tonalPermettre à la fumée de disparaître avec le tempsLaisser le contrôleur déterminer la valeur de cette propriétéDonner à la particule une vélocité initiale selon l’orientation de l’objet émetteurPermet à la souris de revenir de l’autre côté de la fenêtre pour que les mouvements de souris ne soient pas limités par la taille de l’écran (utilisé par les transformations, quand on fait glisser les contrôles de l’interface, etc.)Donner à la particule une vélocité initiale selon celle de l’objetDonner à la particule une vélocité initiale selon la normale de la surfaceDonner à la particule une vélocité initiale selon la tangente de la surfaceDonner à la particule une vélocité initiale selon la particule cibleLaisser le texte déborder hors des boîtes de texteDonner à la particule une vélocité initiale selon le vecteur s’éloignant de la position de la particule cibleNiveauNiveau finSurface de niveauNiveau débutNiveau de détail dans le bruit turbulent ajoutéNiveau d’adoucissement sur la trajectoire de l’enroulement pour inclure la variation de formeNiveau de subdivisionReprésentation du fluide sous forme de surfaces de niveauxReprésentation du flux entrant sous forme de surfaces de niveauxReprésentation des obstacles sous forme de surfaces de niveauxReprésentation du flux sortant sous forme de surfaces de niveauxNiveauxNiveaux vue 3DRechargement de bibliothèque : le remplacement de toutes les références à l’ancien bloc de données « %s » par celui rechargé a échoué, l’ancien (%d utilisateurs restants) a été conservé et renommé en « %s »BibliothèquesBibliothèqueLa bibliothèque « %s » nécessite une resynchro des redéfinitionsLa bibliothèque « %s » (« %s ») est un stockage d’archive pour des données empaquetées, mais n’a pas de véritable parent de bibliothèque.La bibliothèque « %s » semble corrompue, elle contient des noms d’ID invalides. Cela peut entraîner des données liées manquantes.La bibliothèque « %s » a été créée avec une version future de Blender et contient des noms d’ID plus longs qu’actuellement pris en charge. Cela peut entraîner des données liées manquantes, essayer d’ouvrir et de réenregistrer cette bibliothèque avec la version actuelle de Blender.Bibliothèque « %s », « %s » avait plusieurs instances, enregistrez et rechargez !Bibliothèque (données d’objet)Référence à une bibliothèque (fichier blend) dans une donnée BlendImportContext. Actuellement exposé seulement comme données en lecture seule pour les handlers blendimport pre/postNavigateur de bibliothèqueÉditable en bibliothèqueL’ID de bibliothèque %s est dans la bibliothèque %s, ça n’aurait pas dû arriver !L’ID de bibliothèque %s est introuvable dans le chemin prévu %s !ID de bibliothèque représentent le fichier blend depuis lequel l’ID a été importée. Aucune avant que l’ID ne soit liée ou ajoutéeNom de la bibliothèqueOpération de bibliothèqueRedéfinissable en bibliothèqueID avec redéfinition de bibliothèqueRedéfinition de bibliothèqueOpération de redéfinition de bibliothèqueOpération de réparation de redéfinitions de bibliothèquesMode vue des redéfinitions de bibliothèquesRedéfinitions bibliothèquesResynchro nécessaire pour les redéfinitions de bibliothèquesChemin de bibliothèqueRéférence faible à une bibliothèqueBlocs de données bibliothèquesLa base de données de bibliothèque a un pointeur vers un bloc de données de bibliothèques qui est un pointeur null !Fichier bibliothèque d’où le bloc de données est liéFichier bibliothèque, chargement d’une scène videID de redéfinition de bibliothèque utilisée par la racine de la hiérarchie de redéfinition à laquelle appartient cette IDDonnées de redéfinition de bibliothèqueLes blocs de données avec redéfinitions de bibliothèque ne prennent en charge que le stockage cache sur disqueRedéfinition de bibliothèque d’un bloc de données lié, cliquer pour rendre complètement local, Maj + Clic pour effacer la redéfinition de bibliothèque et choisir s’il peut être édité ou nonDes modèles de redéfinitions de bibliothèques ont été supprimés : suppression de toutes les données de redéfinition dans le bloc de données « %s »Le chemin de bibliothèque « %s » n’existe pas, corriger avant d’enregistrerLe chemin de bibliothèque « %s » est maintenant valide, veuillez recharger la bibliothèqueLe chemin de bibliothèque n’est pas éditable, utiliser l’opération RelocaliserBibliothèque à rechargerBibliothèque à relocaliserLicenceDisponible sous licence GNU General Public LicenseVieDurée de vieFacteur de durée de vieDurée de vie des particulesDurée de vieDurée de vie aléatoireDurée de vie de la vague, en frames, zéro pour infinieRelèvementForce de portanceRelèvement/Gamma/GainÉclairageZoneAutoArrièreÉchantillonnage d’émissionAvantAvant et arrièreÉclairageSondeÉclairageMatCapNouveauAucunPlanPointPuissanceSphèreSpotForceStudioSoleilTypeUtiliser la températureVolumeMondeAdaptation lumineuseAngle de l’éclairage : %.3fCouleurs des éclairagesContour de lumièreDirection de la lumièreAtténuation lumineuseGroupe d’éclairageGroupes d’éclairageÉchelle d’intensité d’éclairageLiaison d’éclairageOpérations de liaison de lumièreLiaison de lumière pour %sObjet éclairageSortie éclairageChemin de lumièreChemins de lumièrePuissance de l’éclairage : %.3fSonde d’éclairageVolume de sonde d’éclairageSuppression faces arrières pour volume de sonde d’éclairageBloc de données de sonde d’éclairage pour éclairer les objets de captureBlocs de données sondes d’éclairageSonde(s) lumièreSondes d’éclairagePool de volume des sondes d’éclairageRayon de l’éclairage : %.3fRéférence d’éclairageSeuil d’échantillonnage de lumièreTaille de l’éclairage en X : %.3fTaille de l’éclairage en Y : %.3fTaille de l’éclairage : %.3fSeuil d’illuminationArbre d’éclairageType d’éclairageCouleur de l’éclairageTempérature de couleur de l’éclairage, en KelvinBloc de données éclairage pour éclairer une scèneBlocs de données éclairagesL’énergie de la lumière émise sur toute la surface de l’éclairage dans toutes les directions, en unités de flux énergétique (W)Créer une liaison de lumière entre les bloqueurs sélectionnés et l’objet émetteurCréer une liaison de lumière entre les receveurs sélectionnés et l’objet émetteurRéglages de liaison de lumièreRéglages de liaison d’éclairage des objets et collections enfants d’une collectionRéglages de liaison de lumière de la collectionRéglages de liaison d’éclairage pour l’objet collectionÉtat de réception de lumière ou d’ombre de l’objet ou collectionSonde d’éclairage capturant la lumière incidente depuis une seule direction sur un planSonde d’éclairage capturant un éclairage basse-fréquence à l’intérieur d’un volumeSonde d’éclairage capturant précisément l’éclairage dans toutes les directions depuis un seul point dans l’espaceDistribution de la diffusion de lumière sur une surface rugueuseTaille de l’éclairage pour l’échantillonnage des rayons d’ombre (ombres raytracées)Intensité de la lumière avant l’application du changement d’atténuationÉclairages utilisés pour l’éclairage studio, en mode d’affichage solideÉclairage(s)SondeÉclairageNouvelleÉclaircirMode ÉclaircirUne pression plus légère fait que plus d’adoucissement est appliquéGroupe d’éclairageSynchro des groupes d’éclairageGroupe d’éclairage auquel l’objet appartientGroupe d’éclairage auquel le monde appartientÉclairageMéthode d’éclairage pour l’ombrage dans la vue solide/textureMode d’éclairageÉclairage pour un bloc de données de mondeLuminositéLuminosité:ÉclairagesLes éclairages affectent l’objet Grease PencilÉclairages utilisés pour afficher les objets en mode d’affichage solideÉclairages utilisés pour afficher les objets en mode d’affichage solideSegments du membreType de membreLimbNodeCalcaire (gravier)Calcaire (massif)LimiteLimiter la distanceContrainte Limiter la distanceF-modificateur LimiterLimiter à l’intervalle de framesLimiter la positionContrainte Limiter la positionMéthode de limitationMode de limitationLimiter rayonLimiter la rotationContrainte Limiter la rotationLimiter l’échelleLimiter la tailleContrainte Limiter l’échelleLimiter la forceSurface limiteLimiter la vue au contenuLimiter XLimiter YLimiter ZLimite sous laquelle fusionner les sommetsLimiter l’application de la brosse à la distance spécifiée par l’espacementLimiter par un seul canalLimiter par la moyenne des deux autres canauxLimiter les collisionneurs à cette collectionLimiter les collisionneurs à cette collectionLimiter les poids de déformation associés à un sommet à un nombre donné, en enlevant les poids les plus faiblesDistance limite en coordonnées normaliséesLimiter les effecteurs à cette collectionLimiter les objets fluides à cette collectionLimite pour l’aimantation des sommets médians au centre de l’axeLimiter les forces à cette collectionLimiter le nombre maximal d’éclairagesLimiter la pente maximale de la vague entre les points de simulation (utiliser des valeurs plus élevées pour des vagues plus douces, au dépend des détails)Limiter la géométrie de fusionLimiter les mouvements autour de l’axe XLimiter les mouvements autour de l’axe YLimiter les mouvements autour de l’axe ZLimiter le mouvement à la direction initiale du visualiseurLimiter la rotation autour de l’axe ZLimiter la rotation autour de l’axe ZLimiter la rotation autour de l’axe ZLimiter la vitesse du suivi (tracking) pour faciliter le contrôle visuel (n’affecte pas la qualité du suivi)Limiter la taille de texture à 1024 pixelsLimiter la taille de texture à 128 pixelsLimiter la taille de texture à 2048 pixelsLimiter la taille de texture à 256 pixelsLimiter la taille de texture à 4096 pixelsLimiter la taille de texture à 512 pixelsLimiter la taille de texture à 8192 pixelsLimiter la taille de texture utilisée pour le rendu finalLimiter la taille de texture utilisée pour le rendu de la vue 3DLimiter la quantité de redimensionnement automatiqueLimiter l’affichage des poignées de courbes en mode éditionLimiter la distance à l’objet cibleLimiter la distance depuis le plan décalé, à laquelle un sommet peut être affectéLimiter la distance utilisée pour la projection (zéro pour désactiver)Limiter la position de l’objet contraintLimiter la valeur maximale du rayon pour éviter que les congés ne se chevauchentLimiter le nombre de connexions simultanées à Internet que peuvent faire les opérations. 0 pour désactiver la limite.Limiter le temps de rendu (le temps de synchronisation n’est pas compté). Zéro désactive la limitationLimiter la résolution à 1 unité de l’origine de l’éclairage, plutôt que relativement au pixel ombréLimiter la rotation de l’objet contraintLimiter l’échelle de l’objet contraintLimiter la taille de la texture pour épargner la mémoire graphiqueLimiter les intervalles temporels/de valeurs de la F-courbe modifiéeLimiter la hauteur de la timeline au plus haut canal utiliséLimiter àLimiter à l’intervalle de framesLimiter à l’intervalle de lectureLimiter au segmentLimiter à la vueLimiter l’effet de luminescence à la couleur sélectionnéeLimiter la translation sur l’axe ZLimiter la translation sur l’axe ZLimiter la translation sur l’axe ZIllumination globale limitéeLimiteurStratégie de limitation pour éviter les artéfacts numériquesLimitesRestreindre le curseur Valeur de la propriété à un intervalle ; les valeurs en dehors de cet intervalle doivent être saisies manuellement en tant que nombresErreur linéaireLigneLine ArtModificateur Line ArtParamètres de Line ArtParamètres de Line Art pour le matériauParamètres de Line Art pour l’objetType de source pour les traits Line ArtDébut de ligneRetour à la ligneCouleur de ligneCouleur de ligne alphaCouleur de ligne bleuCouleur de ligne vertCouleur de ligne rougeFin de ligneLigne d’erreurLigne d’infoLigne d’entréeNuméro de ligneArrière-plan des numéros de ligneLigne de sortiePriorité de ligneRayon de ligneÉchantillon de ligneCollection d’ensembles de lignesNom de l’ensemble de lignesEnsembles de lignesEspacement des lignesStyle de ligneModificateur de style de ligne alphaModificateur de couleur du style de ligneModificateur de style de ligne géométrieModificateur de style de ligneSortie style de ligneModificateur de style de ligne épaisseurBlocs de données styles de lignesStyles de lignesÉpaisseur de ligneMode d’épaisseur de ligneType de ligneÉpaisseur de ligneAngle de la ligne où séparer l’imageCouleur de ligne utilisée pour le rendu de ligne FreestyleNuméro de la ligne à rejoindreLigne de texte dans un bloc de données textePosition de la ligne où séparer l’imageImpossible de supprimer l’ensemble de lignes « %s »Ensemble de lignes pour associer des lignes à des paramètres de styleNom de l’ensemble de lignesEnsembles de lignes pour associer des lignes à des paramètres de styleRéglages du style de ligneÉpaisseur de ligne en fonction d’un bruit aléatoireÉpaisseur de ligne en fonction de l’angle entre deux faces adjacentesÉpaisseur de ligne en fonction de la courbure radiale des surfaces du maillage 3DÉpaisseur de ligne pour le chemin de mouvementÉpaisseur de ligne en pixelsMode d’épaisseur de ligne pour le dessin FreestyleNuméro de la ligne à rejoindreEnsembleDeLignesEnsembleDeLignes %iStyleDeLigneEmplacement de texture de style de ligneLinéaireCourbes 3D linéairesAP0 linéaire avec point blanc ACESAP1 linéaire avec point blanc ACESBT.2020 linéaire avec pour point blanc l’illuminant D65BT.709 linéaire avec pour point blanc l’illuminant D65CIE-XYZ D65 linéaireCIE-XYZ E linéaireLinéaire écrêtéDCI-P3 D65 linéaireDCI-P3 linéaire avec pour point blanc l’illuminant D65Amortissement linéaireTraînée linéaireE-Gamut linéaire avec pour point blanc l’illuminant D65Extrapolation linéaireFilmLight E-Gamut linéaireGizmo linéaireDégradé linéaireInterpolation linéaireLumière linéaireMode Lumière linéaireModificateurs linéairesMoteur linéaireRec.2020 linéaireRec.709 linéaireSeuil de désactivation en vitesse linéaireVitesse linéaire sous laquelle la simulation arrête de simuler l’objetModèle de distance linéaireModèle de distance linéaire, avec écrêtageAtténuation linéaireInterpolation linéaireInterpolation linéaire entre les valeurs Depuis Min et Depuis MaxInterpolation linéaire entre images clésPréréglage linéaireViscosité linéaireFaire un fondu linéaire des données adoucies sur ce nombre de frames au début et à la fin de la sélectionRedimensionner linéairement le long de l’axe Z dans l’espace du modificateurLineArtLignesLignes uniquementLignes de texteOpérations d’ensembles de lignesLierLier l’actif à la sélectionLier l’actif à la sélection (ne pas remplacer les liens)Lier l’actif à la sélection (ne pas remplacer les liens, noms des nœuds)Lier l’actif à la sélection (ne pas remplacer les liens, noms des sorties)Lier l’actif à la sélection (menu)Lier l’actif à la sélection (remplacer les liens)Lier l’actif à la sélection (remplacer les liens, noms des nœuds)Lier l’actif à la sélection (remplacer les liens, noms des sorties)Lier les données d’animationLier les collectionsLier les polices au texteLier la collection d’instanceLimite de lienLier les matériauxLier les matériaux àLier les données d’objetIndice de l’opération de lienÉtat de la liaisonLier le nœud actif aux sélectionnés, d’après différents critèresLier après la collectionTout lier à l’osTout lier à l’objetLier avant la collectionLier entre les collectionsLien entre des nœuds d’une arborescence de nœudsLier depuis un autre fichier .blend bibliothèqueCréer un lien depuis cette sortieLier les collections de la scène actuelle (copie superficielle)Lier dans la collectionLe lien est caché du fait de prises invisiblesLe lien est suspendu et peut être ignoréLe lien est valideLier ce matériau à l’objet ou aux données de l’objetLier le nœud à la sortie du groupe ou de l’arborescence de nœudsLier les objets dans une collectionLier les objets dans une nouvelle collectionL’indice d’opération de lien est hors de l’intervalleOpération de lien à exécuter sur la prise du contexteLier les collections sélectionnées dans la scène activeConnecter les bandes sélectionnées pour pouvoir les sélectionner plus facilement en groupeLier la sélection à une autre scèneCible du lien : {}Lier les objets et blocs de données au lieu de les importerLier à une collectionLier récursivement à une collectionLier à une nouvelle collectionLier au nœud de sortieLier au nœud visualiseurLier au nœud visualiseurLier {}Lier/transférer des donnéesLiésCopie liéeDonnées liéesBlocs de données liésPoignée liéeUID de session d’ID liéeID liée utilisée comme référence par cette redéfinitionLié empaquetéTemps liéLes actions liées seront dupliquées pour chaque bande sélectionnée.Les collections d’os liées ne sont pas éditablesLes blocs de données liés ne peuvent pas être renommésLes blocs de données liés ne permettent pas d’éditer les cachesLe précalcul des objets liés requiert l’activation du Cache disqueLes blocs de données liés ou redéfinis ne permettent pas d’ajouter ou d’enlever des cachesLiaison ou import depuis un très vieux format de fichier .blend (%d.%d), aucune conversion d’animation ne sera effectuée ! Vous devriez réenregistrer votre fichier bibliothèque avec le Blender actuelLiensLes liens ne peuvent qu’entrer dans une zone, mais pas en sortirLiquideDomaine de liquideMatériau du domaine de liquideListeLister le contenu des fichiers .blendÉlément de listeCouleurs des éléments de listeLongueur de listeNom de la listeLister tout le contenu des sous-dossiers, un niveau de récursionLister tout le contenu des sous-dossiers, trois niveaux de récursionLister tout le contenu des sous-dossiers, deux niveaux de récursionLister tous les opérateurs dans un bloc de données texte, utile pour le scriptingLister les objets sous le curseur de la souris (mode objet seulement)Liste des AOVListe de groupes d’éclairageListe de calques de masquageListe de calques de masquageListe de toutes les collections d’os de l’armatureListe des modificateurs de transparence alphaListe des images d’arrière-planListe de segments d’animation à enchaînerListe de gizmos dans la carte de gizmoLa liste de grilles et les métadonnées sont chargées en mémoireListe de groupes d’os, pour faciliter la sélectionListe de bibliothèques depuis lesquelles chercher et importer cet ID. L’ID sera importée depuis le premier fichier de la liste qui le contientListe des modificateurs de couleur de ligneListe des modificateurs d’épaisseur de ligneListe d’ID Crypto d’objets et de matériaux à inclure dans le cacheListe de propriétés redéfiniesListe d’opérations de redéfinition pour une propriétéListe des modificateurs de géométrie de traitListe des contributeurs et contributrices au code source de BlenderLituanien - LietuviškaiÉdition en liveDépliage continuChaîne pour le filtrage interactifTexte utilisé pour filtrer la recherche en temps réelChargerCharger les préférences d’usine de « {} ».Charger les préférences et fichier de démarrage d’usine de « {} »Charger les préférences d’usine de BlenderCharger les préférences et fichier de démarrage d’usineCharger les préférences d’usine de {:s}Charger le module OptiX en mode débugage : niveau de verbosité plus bas, activer les validations, et niveau d’optimisation plus basCharger l’interfaceCharger un fichier de capture de mouvements BVHCharger un fichier FBXCharger un fichier SVGCharger une scène Wavefront OBJCharger un fichier de cacheCharger un fichier glTF 2.0Charger une nouvelle police depuis un fichierCharger un préréglageCharger une séquence d’images ou un fichier vidéoCharger un fichier sonCharger un fichier son comme monoCharger une archive AlembicCharger et appliquer un fichier XML de thème BlenderCharger les préférences d’usine par défaut. Pour rendre les changements permanents, utiliser « Enregistrer les préférences »Charger le fichier de démarrage et les préférences d’usine par défaut. Pour rendre les changements permanents, utiliser « Enregistrer le fichier de démarrage » et « Enregistrer les préférences »Charger les dernières préférences enregistréesCharger le manuel en ligneCharger le son avec le filmCharger le fichier blend par défaut (« démarrage d’usine »). Ce fichier est indépendant du fichier de démarrage ordinaire que l’utilisateur peut enregistrerCharger les réglages de traduction depuis un fichier JSON persistantCharger les réglages d’interface utilisateur depuis le fichier .blendCharger l’interface utilisateur définie dans le fichierCharger l’interface utilisateur lors du chargement du .blendFichier blend pré-2.50 chargé, l’animation a pu ne pas être chargée. Ouvrir et enregistrer le fichier avec Blender v4.5 pour convertir les données d’animation.Le chargement de « %s » a échoué : Chargement des bibliothèques d’assetsLe chargement des réglages d’export a échoué. Réglages corrompus supprimésLe chargement a échoué : Chargement des aperçus…Chargement des textures ({} restantes)Chargement…LocalTangente +X localeTangente +Z localeTangente -X localeTangente -Z localeCaméra localeCollections localesBlocs de données locauxPosition localeMatrice localePose localeEspace localEspace local (orientation du propriétaire)Haut/Bas localVue localeLocal avec parentRotation locale du gizmo. Utilisé uniquement si les transformations locales sont utilisées dans la vue 3DVecteurs de normales personnalisées des sommets de ce triangle, unitaires et dans l’espace localVecteur normal de cette face, unitaire et dans l’espace localVecteur normal de ce triangle, unitaire et dans l’espace localVecteur tangent de longueur unitaire en espace local pour ce sommet de cette face (doit être calculé au préalable par calc_tangents)Matrice de transformation locale du calqueIdentificateur de culture : ab. Progrès de la traduction : 0%Identificateur de culture : ar_EG. Progrès de la traduction : 23%Identificateur de culture : be. Progrès de la traduction : 0%Identificateur de culture : bg_BG. Progrès de la traduction : 1%Identificateur de culture : ca_AD. Progrès de la traduction : 100%Identificateur de culture : cs_CZ. Progrès de la traduction : 27%Identificateur de culture : da. Progrès de la traduction : 3%Identificateur de culture : de_DE. Progrès de la traduction : 37%Identificateur de culture : el_GR. Progrès de la traduction : 1%Identificateur de culture : en_GB. Progrès de la traduction : 99%Identificateur de culture : en_US. Progrès de la traduction : 100%Identificateur de culture : eo. Progrès de la traduction : 0%Identificateur de culture : es. Progrès de la traduction : 100%Identificateur de culture : eu_EU. Progrès de la traduction : 1%Identificateur de culture : fa_IR. Progrès de la traduction : 3%Identificateur de culture : fi_FI. Progrès de la traduction : 11%Identificateur de culture : he_IL. Progrès de la traduction : 2%Identificateur de culture : hi_IN. Progrès de la traduction : 4%Identificateur de culture : hu_HU. Progrès de la traduction : 11%Identificateur de culture : id_ID. Progrès de la traduction : 21%Identificateur de culture : it_IT. Progrès de la traduction : 44%Identificateur de culture : ka. Progrès de la traduction : 100%Identificateur de culture : ko_KR. Progrès de la traduction : 98%Identificateur de culture : ky_KG. Progrès de la traduction : 2%Identificateur de culture : lt. Progrès de la traduction : 3%Identificateur de culture : ml. Progrès de la traduction : 0%Identificateur de culture : nb. Progrès de la traduction : 4%Identificateur de culture : nl_NL. Progrès de la traduction : 8%Identificateur de culture : pl_PL. Progrès de la traduction : 100%Identificateur de culture : pt_BR. Progrès de la traduction : 43%Identificateur de culture : pt_PT. Progrès de la traduction : 78%Identificateur de culture : ro_RO. Progrès de la traduction : 2%Identificateur de culture : ru_RU. Progrès de la traduction : 100%Identificateur de culture : sk_SK. Progrès de la traduction : 100%Identificateur de culture : sl. Progrès de la traduction : 51%Identificateur de culture : sr_RS. Progrès de la traduction : 16%Identificateur de culture : sr_RS@latin. Progrès de la traduction : 16%Identificateur de culture : sw. Progrès de la traduction : 72%Identificateur de culture : ta. Progrès de la traduction : 100%Identificateur de culture : th_TH. Progrès de la traduction : 5%Identificateur de culture : tr_TR. Progrès de la traduction : 78%Identificateur de culture : uk_UA. Progrès de la traduction : 57%Identificateur de culture : ur. Progrès de la traduction : 86%Identificateur de culture : vi_VN. Progrès de la traduction : 93%Identificateur de culture : zh_HANS. Progrès de la traduction : 100%Identificateur de culture : zh_HANT. Progrès de la traduction : 62%Tout localiserLocaliser toutes les données ajoutées, y compris celles indirectement liées depuis d’autres bibliothèquesPositionPosition et rotationPosition et échellePosition (espace objet)Axe de positionInfluence de la positionMode de mélange de positionPosition XPosition YPosition ZPosition où ajouter les nouveaux nœudsPosition de l’objet nouvellement ajoutéPosition du centre de masseEmplacement du fichier de proxy personnaliséPosition de l’extrémité de tête de l’osPosition de la tête (extrémité de l’os), relativement à l’armaturePosition de la tête (extrémité de l’os), relativement à son parentPosition de la tête de l’os du canalPosition du marqueur dans la framePosition de la nouvelle primitivePosition de l’extrémité de queue de l’osPosition de la queue (extrémité de l’os), relativement à l’armaturePosition de la queue (extrémité de l’os), relativement à son parentPosition de la queue de l’os du canalPosition de la cible que l’objet ne dépassera pasPosition de la visée du contrôleur correspondant à l’action, en espace mondeEmplacement de l’extension à installerPosition de la clé de poils dans son système de coordonnées interne, relativement à la face émettricePosition de la clé de poils en espace objetPosition du nœud par rapport à tout le canevasPosition du nœud dans son cadre parentPosition de l’objetPosition du textePosition de ce caractère dans les données texte (seulement pour les courbes texte)Position du sommet en espace fenêtrePosition du sommet, en espace normaliséDécalage de position à appliquer à la pose de base pour déterminer la position du visualiseurEmplacement où stocker les données de précalcul sur le disquePosition uniquementPosition vers différentiellesPosition où ajouter le nouveau sommetPosition sur laquelle aligner les îlotsEmplacement où stocker les fichiers de proxyPosition, rotation et échellePosition, rotation, échelle et propriétés personnaliséesPosition :PositionsVerrouillerVerrouiller l’actifGarder la vue quand verrouilléeVerrouiller l’axeVerrouiller limitesVerrouiller la caméra à la vueVerrouiller la directionVerrouiller la direction (Alt)Verrouiller la hauteurVerrouiller la hauteur (Alt)Verrouiller aux extrémitésVerrouiller la frameVerrouiller la sélection de framesVerrouiller l’horizonForcer l’horizon à rester au même niveau qu’il est actuellementVerrouiller IK en XVerrouiller l’interfaceVerrouiller la positionVerrouiller les marqueursVerrouiller les sommets en bordure de maillageMéthode de verrouillageVerrouiller les objets dans les modesVerrouiller l’ordreVerrouiller les îlots épinglésVerrouiller les normales des polygonesVerrouiller les racinesVerrouiller la rotationVerrouiller la rotation (angle 4D)Verrouiller la rotation pendant le redimensionnementVerrouiller les rotations (4D)Verrouiller l’échelleVerrouiller la formeVerrouiller les pointesContrainte Suivi verrouilléVerrouiller l’orientation verticaleVerrouiller la valeurVerrouiller XVerrouiller la position en XVerrouiller la rotation en XVerrouiller YVerrouiller la position en YVerrouiller la rotation en YVerrouiller ZVerrouiller la position en ZVerrouiller la rotation en ZVerrouiller l’action à exécuterAction de verrouillage à exécuter sur les groupes de sommetsVerrouiller tous les calques de Grease Pencil pour empêcher leur modification accidentelleVerrouiller tous les matériaux de Grease Pencil pour empêcher leur modification accidentelleVerrouiller toutes les clés de formeVerrouiller toutes les clés de forme de l’objet actifVerrouiller tous les groupes de sommetsVerrouiller tous les groupes de sommets de l’objet actifVerrouiller et cacher tous les matériaux inutilisésVerrouiller tout matériau qui n’est utilisé dans aucun trait sélectionnéVerrouiller les sommets en bordure pendant la simplification, pour éviter d’avoir des écarts dans les maillages connectésVerrouiller le canalVerrouiller la frame actuellement affichée par le calqueVerrouiller la vue des courbes aux curseurs temporels pendant la lecture et le suiviVerrouiller l’édition de la composante « angle » des rotations à quatre composantes lors de la transformationVerrouiller l’édition par composante des rotations à quatre composantes (au lieu de comme Eulers)Verrouiller l’édition de la position pendant la transformationVerrouiller l’édition de la rotation pendant la transformationVerrouiller l’édition de l’échelle pendant la transformationVerrouiller l’interface pendant le rendu afin de donner plus de mémoire au moteur de renduVerrouiller le mouvement aux mouvements reconstitués de la caméraVerrouiller le mouvement aux mouvements reconstitués de l’objetVerrouiller le mouvement à la piste de mouvement cibleVerrouiller le mouvement au chemin de la cibleVerrou non tenu !Verrouiller les dépôts pour tester le verrouillageVerrouiller la rotation à l’axe entre les extrémités de la courbeVerrouiller les groupes de sommets sélectionnés, et déverrouiller les groupes désélectionnés de l’objet actifVerrouiller les pistes sélectionnéesVerrouiller les groupes de sommets sélectionnés de l’objet actifVerrouiller la bande de façon qu’elle ne puisse plus être transforméeVerrouiller les bandes de façon qu’elles ne puissent plus être transforméesVerrouiller l’ordre des éléments affichés (l’utilisateur ne peut pas le changer)Verrouiller la position des points racinesVerrouiller la position des sommets dans la zone d’atténuation de la simulation pour éviter les artéfacts et créer une transition plus douce avec les zones non affectéesVerrouiller la vue sur l’os ou l’objet actifVerrouiller la position des racines lors de l’adoucissementVerrouiller sur l’osVerrouiller au curseurVerrouiller sur l’objetVerrouiller à la sélectionVerrouiller au curseur temporelVerrouiller les groupes de sommets désélectionnés de l’objet actifVerrouiller la rotation des vues de côté sur dessus/devant/droiteVerrouiller la vue aux marqueurs sélectionnés lors de la lectureVerrouillage relatifVerrouiller/suspendre(Dé)verrouiller tous les calques(Dé)verrouiller les pistes sélectionnéesVerrouilléAxe verrouilléInfluence sur bouche verrouilléeMarqueur verrouilléSuivi verrouilléContrainte Suivi verrouilléPistes verrouilléesVerrouillé {:d} dépôt(s)VerrouillagesLogEncodage log avec rétrécissement et rotation chroma des couleurs primaires, et 25 stops de gamme dynamiqueNiveau de journalisationFormante basée sur Filmic avec 16,5 stops de latitude et 25 stops de gamme dynamiqueGamma de la conversion logPoint noir de référence pour la conversion logPoint blanc de référence pour la conversion logHistorique des messages d’opération, d’avertissement et d’erreurJournaliser la liste de canaux dans le terminal. Cet opérateur n’est disponible que dans les builds débug de BlenderLogarithme A base BMode LogarithmeDissolution logarithmiqueET logiqueOU logiquePoils longsClé longueClé longue sélectionnéeListe détailléeLe plus longDiagonale la plus longueLongitude minAspectDurée de prévisionDirectionRechecher l’outil le plus adapté pour le type de brosse donné, et l’activerCharger la matrice de transformation depuis un fichier externeCharger la transformation depuis un fichier externeBouclerCouleurs de bouclesNombre de répétitionsDécouper bouclePaires de bouclesGlisser les bouclesBoucle de départTotal de bouclesTriangles de bouclesBoucler et inverserBoucler en avant et en arrièreBoucle d’avant en arrière, en commençant en arrièreLa découpe de boucle ne marche pas bien quand le maillage édité est affiché en mode déforméBoucle dans un bloc de données maillageBoucle (cycle) dans les parentsLire l’animation en boucleBouclesLes boucles ne sont pas connectées par des arêtes filaires/de bordureBoucles du maillage (coins des faces)Boucle de chaque côté du profilIsoléIsolées comme contourArêtes isoléesArêtes isolées en tant que contourPoints isolésLes arêtes isolées seront de type contourSans perteSortie sans perteCompression sans perte s’appuyant sur un encodage JPEG 2000 à haut débit. Produit des fichiers plus légers, mais est assez nouveau et pas encore bien pris en charge par d’autres logiciels.Compression sans perte avec codage par plages (run-length encoding)Compression sans pertes par ondelettes, efficace pour les images bruitées ou granuleusesCompression ZIP sans perte par blocs de 16 lignesCompression ZIP sans perte, chaque ligne est compressée séparémentCompression avec perte pour les images flottantes 16 bits, à un taux fixe de 2,3:1Compression avec perte pour les images flottantes 32 bits (stocke 24 bits de chaque nombre)BasseBasse couleurFaible contrasteBasse qualitéMaillage basse résolutionContraste basse fréquence utilisant un masque flouBasseBorne inférieure (inclusive) du poids d’un sommet pour qu’il soit ajouté au groupe de sommetsBorne inférieureBas de casseConcavité basseBas gaucheMoins de mémoireBas droiteLimite basse angle XLimite basse XLimite basse de l’angle en XLimite basse angle YLimite basse YLimite basse de l’angle en YLimite basse angle ZLimite basse ZLimite basse de l’angle en ZBorne inférieure des pas temporels, en secondes, en cas de sous-étapes automatiquesBorne inférieure de l’enveloppe à ce point de contrôleBorne inférieure de l’intervalle de surbrillanceBorne inférieure de l’intervalle d’entrée à laquelle la conversion est appliquéeLimite basse pour marquer les cellules de fluide comme crêtes de vague (des valeurs plus basses produisent plus de cellules marquées)Limite basse pour marquer les cellules de fluide contenant de l’air (des valeurs plus basses produisent plus de cellules marquées)Limite basse indiquant à quelle vitesse du fluide les cellules commencent à émettre des particules (des valeurs plus basses produisent généralement plus de particules)Distance minimale à la Valeur de référence pour une influence par défaut de 1:1Faible pour plus de groupes de projection, élevé pour moins de distorsionLa moitié inférieure des textures est pour les extrémités des traitsLimite basse de la rotation autour de l’axe XLimite basse de la translation le long de l’axe XLimite basse de la rotation autour de l’axe YLimite basse de la translation le long de l’axe YLimite basse de la rotation autour de l’axe ZLimite basse de la translation le long de l’axe ZLimite basse du décalage depuis la direction +ZLimite basse de concavité du maillage (de hautes valeurs tendent à adoucir et remplir les régions concaves)Casse minuscule ou majusculeDes valeurs plus basses donnent une courbe plus lisseDes valeurs plus basses réduisent le fait que l’arrière-plan dépasse sur les éléments d’avant-planLimites inférieure/supérieure de déformationPlus bassePlus basse fréquenceLa plus basse qualitéValeur X minimale à autoriserValeur Y minimale à autoriserValeur Z minimale à autoriserCoin le plus bas de la boîte englobante de parallaxeDurée de vie minimale d’une particuleLumaForme d’onde lumaLuminanceCanal luminanceIncrustation par luminanceBruit luminanceGrille MACMB4MB5MB6MB7MDDMFTMKVClicMAction ClicMMP2MP3MPEG-1MPEG-1 Audio Layer IIMPEG-2MPEG-2 Audio Layer IIIMPEG-4MPEG-4 (divx)MPlayerMacCormackMéthode de MacCormick avec contrôle de diffusion implicite. Réduit la dissipation numérique tout en maintenant la stabilitéMagiqueTexture magiqueMagnétiquePoids de l’effecteur MagnétiqueAgrandirMagnitudeValeur absolue de APrincipauxLes touches principales 1 à 0 agissent comme celles du pavé numérique (utile pour les portables)Actions du MainAnnotations du MainArmatures du MainAxe principalBrosses du MainFichiers de cache du MainCaméras du MainCollections du MainCourbes du MainPolices du MainGéométrie principaleGrease Pencils du MainCourbes de poils du MainImages du MainÉléments principauxLattices du MainBibliothèques du MainSondes d’éclairage du MainÉclairages du MainStyles de lignes du MainMasques du MainMatériaux du MainMaillages du MainMétaballes du MainClips vidéo du MainArborescences de nœuds du MainObjets du MainCourbes de peinture du MainPalettes du MainRéglages de particules du MainNuages de points du MainScènes du MainÉcrans du MainSons du MainHaut-parleurs du MainTextes du MainTextures du MainVolumes du MainGestionnaires de fenêtre du MainEspaces de travail du MainMondes du MainAxe principal du mouvementRéglages principaux/de baseStructure de données principale représentant un fichier .blend et tous ses blocs de donnéesDirection principale des vagues lorsqu’elles sont (partiellement) alignéesConserver le volumeContrainte Conserver le volumeMaintenir un volume constant le long d’un seul axe de redimensionnementMaintenir les relations parent/enfantMaintenir la vitesse ou le niveau de vol, ou errerMaintenir la symétrie le long d’un axeConserver le volume de l’objet lors de l’étirementConserver la hauteur d’origine de l’audio lors du changement de vitesse de lectureConserver les poids relatifs pour le groupeMaintenir l’épaisseur en compensant les coins durs (lent, n’activer que si nécessaire)Maintenus par les développeurs de la communautéMaintenanceLignes principales de la grilleRayon principalSegments principauxMajeur/mineurMajorantTransmittance majorante du volumeMajoritéCréerRendre cyclique (F-modificateur)Rendre les données mono-utilisateurCréer des trousRendre interneRendre localLes outils du mode sculpture déforment le maillage de base tout en conservant le déplacement des plus hauts niveaux de subdivisionRendre les objets sélectionnés mono-utilisateursRendre les bandes sélectionnés mono-utilisateurRendre mono-utilisateurRendre mono-utilisateurRendre uniformeRendre uniqueEffectuer une copie de toutes les images clés sélectionnéesEffectuer une copie de toutes les images clés sélectionnées et les déplacerFaire une copie de la ou des frames de Grease Pencil activesFaire une copie du calque de Grease Pencil actifFaire une copie du calque de Grease Pencil actif dans un nouvel objetFaire une copie du groupe de sommets actifFaire une copie complète de la scène actuelleCréer un lien entre les prises d’entrée et de sortie sélectionnéesCréer un lien d’une prise à une autreRendre une spline cyclique en cliquant sur ses extrémitésFaire de la courbe active une boucle fermée/ouverteFaire de la spline active une boucle fermée/ouverteRendre le fichier texte actif interneRendre toutes les normales concernées parallèlesRendre tous les chemins vers les fichiers externes absolusRendre tous les chemins vers les fichiers externes relatifs au .blend actuelFaire que tous les utilisateurs des blocs de données sélectionnés utilisent le nouveau bloc choisi à la placeFaire que tous les utilisateurs des blocs de données sélectionnés utilisent celui actif (cliqué) à la placeCréer un contrôle IK supplémentaire qui pivote autour de l’extrémité de la mainCréer une image à partir de la vue 3D la plus grande, pour reprojectionFaire des annotations sur les données activesRendre permanentes toutes les modifications de catalogues en enregistrant l’état actuel dans la bibliothèque d’assetsRendre les arêtes de bordure entre les extrémités et la forme du tube douces plutôt que nettesLa sélection rectangulaire passe au glissement de séquence quand le curseur survole une bandeRendre visibles les canaux regroupés sous ce canalCréer des copies des groupes de nœuds quand des nœuds sont dupliqués dans l’éditeur nodalCréer des copies des éléments sélectionnés et les déplacerCréer des copies des traits de Grease Pencil sélectionnés et les déplacerCréer des copies des os sélectionnés dans la même armatureCréer des copies des os sélectionnés dans la même armature, et les déplacerCréer des copies des éléments de métaballes sélectionnés et les déplacerFaire tourner les objets parentés avec « Suivre chemin » le long du cheminFaire une coupe même si la bande n’est pas sélectionnée ; la sélection sera gardée après la coupeRendre les données mono-utilisateur, appliquer le modificateur, et l’enlever de la liste.Faire « faséyer » les arêtesFaire pointer les normales des faces et sommets soit vers l’extérieur, soit vers l’intérieur du maillageForcer les faces à utiliser le plus petit poids de sommet assigné à leurs sommets (s’assure que les nouvelles faces restent parallèles aux faces originales, lent, n’activer que si nécessaire)Créer un groupe à partir des nœuds sélectionnésRendre les poils moins bouffantsRendre les poils plus longRallonger ou raccourcir les poilsHérisser les poilsRendre les poils plus courtsFaire dresser les poilsRendre l’image transparente en dehors du rayonRendre réels les objets instanciés attachés à cet objetRendre l’instanciateur visible dans la vue 3DRendre l’instanciateur visible au renduRendre interneRendre les blocs de données liés depuis une bibliothèque locaux à ce fichierRendre les données liées locales à chaque bandeRendre les données liées locales à chaque objetRendre les matériaux locaux à chaque bloc de donnéesRendre le fichier texte interne après l’avoir chargéFaire de la place pour les grandes scènes en distribuant la mémoire dans les différents périphériques interconnectés (par exemple via NVLink), au lieu de la dupliquerRendre les données d’animation d’objet locales à chaque objetRendre les animations des données d’objet (maillage, courbe, etc.) locales à chaque objetRendre seulement le calque actif visible / éditableRendre les chemins des fichiers blend bibliothèques relatifs au fichier actuelRendre les courbes précédemment cachées à nouveau visibles dans l’éditeur de graphesRendre les poils sélectionnés de la même longueurFaire apparaître les objets sélectionnés dans l’éditeur NLA en leur ajoutant des données d’animationFaire exploser les objets sélectionnésRendre les objets sélectionnés liquidesRendre les clés de forme relatives, sinon lire les formes comme une séquence, en utilisant le temps d’évaluationForcer la simulation à respecter les déformations du maillage de baseRendre les données d’objet locales à chaque objetRendre les objets mono-utilisateurRendre les rayons de la peau autour des sommets sélectionnés égaux sur chaque axeS’assurer que la couleur active soit exportée en premier. Peut avoir une importance car d’autres logiciels peuvent ignorer les attributs de couleurs après le premierFaire de la cible le parent « détachable » du propriétaireRendre le fichier texte interne, après l’avoir chargéRendre le texte interneRendre le texte interne (copie séparée)La rotation HDR est fixe et ne suit pas la caméraFaire de la prise booléenne active une case à cocher pour son panneau parentFaire de l’os de contrôle un os de mécanisme invisible pour l’utilisateur et affecté seulement par les contraintesFaire du fichier actuel le fichier de démarrage par défautRendre la pose actuelle plus similaire à son intervalleRendre la pose actuelle plus similaire à, ou plus éloignée de la pose de reposFaire des préférences actuelles celles par défautFaire correspondre la boucle d’arêtes à la forme de celle adjacenteRendre l’image derrière tous les objetsAfficher le calque devant les objetsL’éclairage est fixe et ne suit pas la caméraAfficher l’objet devant les autresForcer cet objet à en « suivre des yeux » un autre, selon diverses méthodes/contraintesRendre les données de l’objet mono-utilisateur si nécessaireFaire de la case à cocher du panneau une prise autonomeRendre le stockage d’une grille volumique plus efficace, en repliant les données en tuiles ou en nœuds intérieursRendre la surface épaisseRendre les valeurs des poignées des images clés sélectionnées identiques à leurs images clés respectivesOuvrir les fichiers .blend avec cette version de Blender pour tous les utilisateurs. Nécessite une élévation des privilèges.Faire de cette texture une texture nodaleFaire que cette brosse étale la peinture existante lors de son mouvementRendre cette collection activeFaire boucler cette courbe ou surface dans la direction UFaire que cette courbe ou surface NURBS agisse comme une courbe de Bézier dans la direction UFaire partir cette courbe ou surface nurbs des extrémités dans la direction UFaire que cette surface NURBS agisse comme une courbe de Bézier dans la direction VFaire partir cette courbe ou surface nurbs des extrémités dans la direction VFaire de cette clé de forme la nouvelle clé de base, en l’appliquant au maillage. Noter que la clé de forme est appliquée à une valeur de 100%Faire de cette courbe une boucle ferméeRemplir cette courbeFaire boucler cette surface dans la direction VTransformer les widgets pour les os de gauche et droite en copies liées, avec une échelle en X négative pour le côté droit, d’après la symétrie des noms des osRendre le guidage de chemins déterministe, ce qui signifie que les rendus seront reproductibles avec les mêmes valeurs de pixels à chaque fois. L’entraînement est plus lentMalayalam - മലയാളംGérerGestion des traductions d’interfaceGérer les données inutiliséesGérer les add-ons installés via des extensionsGérer les assets dans le fichier actuel et accéder aux bibliothèques d’assets liéesObligatoireManœuvrer pour éviter les collisions avec d’autres boids et objets déflecteurs dans un futur procheManhattanDistance de ManhattanLa validation du manifeste a échoué : {:s}ManifoldManipuler les coordonnées de texture de trait et de remplissageManipuler comment l’intensité de la lumière décroît avec la distance. Utilisé typiquement pour des effets sans base physique. En réalité la lumière décroît toujours avec le carré de la distanceManipuler des objects dans un environnement 3DNe manipuler que les coordonnées de la texture de remplissageNe manipuler que les coordonnées de la texture de traitManuelCalibration manuelleDétail manuelIntervalle de frames manuelOrientation manuelleIntervalle manuelÉchelle manuelleCompression et étirement manuelsAjustement manuelCréer manuellement plus tardCréer manuellement plus tard (unique)Ajouter manuellement ORG, MCH ou DEF si nécessaire.Déterminer manuellement le nombre de threadsIntervalle de frames choisi manuellementDéfinir les divisions de la grille manuellementPoignée définie manuellement, dont la rotation est verrouillée avec celle de l’autre poignéeDéfinir manuellement le chemin où stocker les extensions. Si désactivé, un dossier d’extensions utilisateur est créé.Définir manuellement la résolution de la carte d’échantillonnage, des valeurs plus élevées sont plus lentes et demandent plus de mémoire mais réduisent le bruitSpécifier manuellement l’intervalle de lecture prévu pour l’action (cet intervalle est utilisé par certains outils, mais n’affecte pas l’évaluation de l’animation)Carte UVCorrespondance depuisConvertir l’intervalleRésolution de la carteCorrespondance d’effilageCorrespondance versCorrespondance vers X depuisCorrespondance vers Y depuisCorrespondance vers Z depuisType de correspondancePlacage UVPlaquer les UV en tenant compte de la proportion de l’image associée au matériauDéplier les UV en prenant en compte la position des sommets après que le modificateur Surface de subdivision a été appliquéPlaquer les UV dans la région de la caméra en prenant en compte la résolution et la proportionPlaquer les coordonnées X et Y directementPlaquer une texture en utilisant des coordonnées UV, pour l’appliquer à des objets au compositingConvertir toutes les valeurs inférieures à 0.5 à 0.0, et toutes les autres à 1.0Faire correspondre une action aux axes de transformation d’un osAppliquer une courbe à un nombre et sortir une valeur flottanteFaire correspondre les effets de l’objet d’effilage à la partie de la courbe effectivement biseautéeCorrespondance du vecteur en entrée sur une courbeFaire correspondre un ensemble de couleurs à un autre, pour s’approcher de l’impression d’une grande gamme dynamiqueFaire correspondre la pression de la tablette au rayon de la courbeFaire correspondre le facteur de géométrie à la longueur d’un segment et au nombre de subdivisions d’un segmentFaire correspondre le facteur de géométrie à la longueur d’une splineFaire correspondre le facteur de géométrie au nombre de subdivisions de la courbe (résolution U)Faire correspondre l’intensité de la texture au dégradé de couleur. La valeur alpha est utilisée pour les textures images, activer « Calculer alpha » pour les images sans canal alpha.Faire correspondre les transformations de la cible à l’objetPlaquer en utilisant le vecteur normalRéduire les valeurs à une plage entre 0 et 1, d’après les valeurs minimale et maximale des pixelsFaire correspondre les valeurs à des couleurs à l’aide d’un dégradéPlaquer avec Z comme axe centralPlacageCourbe de conversionCorrespondance de débutType de conversionPlacage XCorrespondance entre la géométrie cible et les points d’impactMarbreMarbre (gravier)Marbre (massif)Texture marbreMargeColonne de la margeMéthode de margeType de margeMarge ajoutée autour du fluide pour minimiser les interférences aux bordsMarge pour l’espace de suppression (culling) de la caméraMarge pour réduire les bavures venant des îlots adjacentsMarge à prendre en compte pour réparer les coutures UV lors de la peinture. Une valeur plus élevée améliore la réparation des coutures pour les mipmaps, mais diminue les performances.MarquerMarquer isoléMarquer la baseMarquer les couturesMarquer des coutures le long des arêtes biseautéesMarquer duresMarquer les actions sans F-courbes pour suppression après enregistrement et rechargement du fichier, en conservant les « bibliothèques d’actions »Marquer les arêtes biseautées comme duresMarquer les arêtes de bordure comme coutures UVMarquer les arêtes de bordure comme duresMarquer les images clés auxquelles la courbe des valeurs change de direction, en comparant avec les clés adjacentesMarquer les arêtes UV sélectionnées comme couturesMarquer les sommets sélectionnés comme isolésMarquer les sommets sélectionnés comme basesMarquer/effacer les sommets sélectionnés comme isolésMarqueurMarqueur %.2f décalage %sMarqueur %d décalage %sAffichage des marqueursNom du marqueurNoms des marqueursContour du marqueurMarqueur sélectionnnéRéglages de marqueurMarqueur pour noter des points dans la timelineLe marqueur est désactivé à la frame actuelleLe marqueur est activé à la frame actuelleMarqueur décalage %sPosition du marqueur à la frame, en coordonnées normaliséesÉtat de sélection des marqueursMarqueursLes marqueurs sont verrouillésMarqueurs spécifiques à cette action, pour libeller les posesMarqueurs utilisés dans toutes les timelines pour la scène actuelleMasqueDessinerUniformeDécalage de l’adoucissementRemplirOutil de masqueNouveauAdoucirBordure du masqueCouleur de masqueAffichage du masqueÉdition du masqueID de masque utilisé comme entrée de masque pour le modificateurEntrée masqueCalque de masquageCalques de masqueCorrespondance de masqueModificateur MasquerPrise de nœud masqueInterface de prise de nœud masqueMasquer les sommets non-groupésParent du masqueMode de masque de pressionRéglages du masqueCompresser/dilater le masquePoint de courbe de masquePoints de courbe de masquePoint UW de courbe de masqueCourbes de masqueDimensions du pochoir de masquePosition du pochoir de masqueBande masqueTexture masqueOpacité de texture de masqueAlpha de la surimpression du masque de textureEmplacement de texture masqueTemps du masqueMasque vers SDFOutils de masqueCalque UV de boucle pour masquageIndice du calque UV de boucle pour masquageIndice de calque UV de boucle à utiliser pour masquer la zone peinteValeur de masqueGroupe de sommets de masquageMasquer le calque actif avec le calque au-dessus ou en dessousL’animation du masque est synchrone avec la scèneL’animation du masque est décalée au début de la bandeBits du masque à faire correspondre aux réglages de Line Art de la collectionBits du masque à faire correspondre aux réglages de Line Art du matériauMasquer la collection dans le calque de vue actifBloc de données masque définissant un masque de compositingMasque affiché et édité dans cet espaceMasque pour quelles courbes sont susceptibles d’être sélectionnées comme guidesLe calque de masque « %s » ne contient pas la spline donnéeLa calque de masque « %s » est introuvable dans le masque « %s »Nom du calque de masquageLe calque de masque est introuvable pour la spline donnéeNiveau de masque à utiliser en mode « Valeur » (zéro signifie pas de masquage, et un, un masquage total)Modificateur masque pour la bande de séquenceModificateur masquer pour cacher des parties du maillageLe masque est introuvableMasquer seulement les zones de couleur contiguësMasquer les objets dans la collection du calque de vueMasquer les objets de la collection dans le calque de vue • Ctrl pour isoler la collection • Maj pour appliquer aux collections à l’intérieurL’opacité de surimpression du masque est actuellement définie à 0Masquer la peinture selon les cavités de la géométrie du maillagePrise masque d’un nœudCourbe de masqueMasque utilisé par cette bandeMasque pour lisser l’effet généralMasque par lequel multiplier la densitéMasquer d’un côté d’une ligne définie par le curseurMasquer à l’intérieur d’un rectangle défini par le curseurMasquer à l’intérieur d’une forme définie par le curseurCalqueMasqueMasquageTexture masqueTexture de masquageNom du groupe de sommets de masquageMasquesBlocs de données masquesMasseUnité de masseGroupe de sommets de masseMasse d’après la tailleMasse de chaque particule simuléeMasse des particulesMaîtreContrôle maîtreMatCapMatCapsCorrespondanceRespecter la casseIndices correspondantsSélectionner les intersectionsFaire correspondre les masquesCorrespondance en sortieRetrouver la densité de pointsCorrespondre à la référenceCorrespondance de texteMême typeFaire correspondre le réglage absolu/relatif avec le chemin d’entréeRéglages de « match-moving »Faire correspondre les normales des nouvelles faces aux faces adjacentesFaire correspondre aux groupes de sommets de sortie d’après leur nomComparer les chemins à cette valeurReproduire des éclairages du monde réel à l’aide de fichiers IES, qui stockent la distribution directionnelle d’intensité des sources d’éclairageFait correspondre les couches de données cibles à affecter d’après les nomsFait correspondre les couches de données cibles à affecter d’après l’ordre (les indices)Faire correspondre l’espace texture à la boîte englobante de l’objetSélectionner les groupes de sommets des objets maillages à partir du début de leurs noms. Sélectionner tous les groupes si le champ est videFaire correspondre la caméra 1:1 à la sortie du renduComme la normale à la surfaceDonnées caméra de « match-moving » pour le suiviDonnées de « match-moving » pour le suiviDonnées de la feuille d’exposition du suivi vidéoDonnées des marqueurs de « match-moving » pour le suiviDonnées de reconstitution et de suivi d’objet (tracking vidéo)Données de marqueur de suivi de mouvement de plan pour le suiviDonnées de piste de suivi de mouvement de plan pour le suiviDonnées de caméra reconstituées par « match-moving » vidéoDonnées de reconstitution de « match-moving » pour le trackerDonnées de piste de « match-moving » pour le suiviTypes d’éclairage correspondantsMatériauMélange alphaSeuil alphaHachage alphaMode de fusionTissuCubePlatFluidePoilsNouveauOpaqueType de rendu de prévisualisationBalle shaderSphèreÉpaisseurConversion du matériau %s impossible car les modes de mélange et d’ombrage sont différents (un ajustement manuel est nécessaire)Conversion du matériau %s impossible car il y a un mélange complexe (un ajustement manuel est nécessaire)Le matériau « %s » est introuvableAttribut de matériauLimites de matériauxLimites des matériauxLimites de matériauxGroupes de matériauxIndice de matériauType de calque de matériauMatériau Line ArtLier le matériau àMasques de matériauxMode de matériauNom du matériauCollision de noms de matériauxPrise de nœud matériauInterface de prise de nœud matériauDécalage de matériauSortie matériauMatériau de remplacementPasse de matériauPréréglage de matériauPréréglages de matériauPrévisualisation du matériauPropriétés de matériauUsage du matériauSélection du matériauNœud Sélection de matériauEmplacement de matériauEmplacements de matériauOpérations de matériauxPas des matériauxVariantes de matériauxBloc de données matériau pour définir l’apparence des objets géométriques au renduBloc de données matériau utilisé par cet emplacement de matériauBlocs de données matériauxMatériau pour les faces chanfreinées (-1 pour utiliser celui des faces adjacentes)Indice de matériau des faces générées, -1 pour automatiqueLe matériau est assigné aux données d’objet, qui sont liées ou empaquetées et donc non-éditables. Lier plutôt cet emplacement de matériau à l’objet, ou rendre les données l’objet locales.Type de calque de matériau du nouvel emplacement de peintureMatériau des courbes de poils généréesPasse de matériauRéglages de matériauNœud de shader de matériauEmplacement de matériau dans un objetIndice de l’emplacement de matériau de ce caractèreIndice de l’emplacement de matériau de cette courbeIndice de l’emplacement de matériau de cette faceIndice de l’emplacement de matériau de ce triangleNom de l’emplacement de matériauEmplacement de matériau utilisé pour rendre les particulesEmplacements de matériau dans l’objetPrise matériau d’un nœudMatériau à utiliser pour remplacer tous les autres matériaux de ce calque de vueMatériau utilisé pour filtrerMatériau à utiliser pour les traits de contourMatériau utilisé pour les usages secondaires de cette brosseMatériau utilisé pour l’affichage des traits dessinés avec cette brosseValeur de matériau ne donnant aucun déplacementMatériau(x)Réseau MaterialXMatériauxMatériaux et texturesMathsNœud MathsMatriceValeur d’attribut de matriceDéterminant de matriceChamp MatricePrise de nœud matriceInterface de prise de nœud matriceMatrice objetMatrice d’orientationDVS de matriceMatrice du mondeAccès matriciel aux position, rotation et taille (y compris différentielles), avant application des contraintes et parentageMatrice combinant la position et la rotation de l’os (position de la tête, direction et roulis), en espace armature (ne tient pas compte de la taille/longueur de l’os)Matrice combinant la position et la rotation du curseurLa matrice a un cisaillementMatrice représentant les propriétés de position, de rotation et d’échelle de l’osMatrice à décomposer, seule la partie 3×3 est utiliséeValeur de matrice dans un attribut de géométriePrise valeur matrice d’un nœudMatroskaCacheID de cache :Nœud de cacheObjets cachesObjets caches :CachesMaxAngle 2D maxLongueur 2D maxAccélération max dans l’airVitesse angulaire max dans l’airVitesse max dans l’airAngle maxImages B maxImages B maxFlexion maxFlou maxRebonds maxParticules enfants maxCompression maxDispersion de création maxCourbure maxProfondeur maxDéplacement maxDistance maxDistance max d’élémentsMarge d’erreur maxAngle de face maxHauteur maxImpulsion maximaleAccélération max au solVitesse angulaire max au solVitesse max au solLatitude maxÉclairages maxLongitude maxVoisins maxDébit maxDistance de rayon maxÉchantillons maxForce de couture maxAngle de forme maxCisaillement maxContraction maxTaille maxVitesse maxLongueur maximale de création de ressortÉtapes maxÉtapes maxSubdivisions maxSubdivisions maxTension maxMémoire de texture max par champÉpaisseur maxSeuil maxVitesse maxNombre de sommets max pour prévisualisation géodésique en déplacementDéplacement max du sommetMax XMax X:Max YMax Y:Max ZZénith maxQuantité maximale de contraction du tissuNombre maximum de liens autorisés pour cette priseTaille maximale de la forme de bokeh pour la profondeur de champ (plus bas = plus rapide)MaximalNombre maximum d’étapes du solveur, par frameÉchelle maximaleLongueur maximale de ressort × taille de balleVélocité maximale par cellule (des nombres de Courant plus grands minimiseront le nombre d’étapes de simulation et le temps de calcul)MaximiserAgrandir la fenêtreMaximiser la fenêtreMaximumAngle 2D maximum de division de chaînesCourbure maximumDistance maximumErreur maximalePause maximumValeur maximale de hauteur pour l’objectif cylindrique centralItérations maximalesPotentiel d’énergie cinétique maximumDurée de vie maximaleValeur maximale de longitude pour l’objectif cylindrique centralMode maximumDistance radiale maximumRayon maximumRésolution maximalePotentiel d’air emprisonné maximumValeur maximumVolume maximumPotentiel de crête de vague maximumMaximum XIndice maximum en X de la boîte englobante à restreindreValeur maximum en X pour la région de renduValeur X maximum pour découper l’imageMaximum YIndice maximum en Y de la boîte englobante à restreindreValeur maximum en Y pour la région de renduValeur Y maximum pour découper l’imageMaximum ZIndice maximum en Z de la boîte englobante à restreindreAccélération maximale dans l’air (relative à la vitesse maximale)Accélération maximale au sol (relative à la vitesse maximale)Distance maximale autorisée entre les éléments source et de destination, pour les correspondances non-topologiquesNombre maximum de courbes guides à proximité à prendre en compte pour l’interpolationAngle maximum entre normales de faces considéré comme lisseAngle maximum entre la normale et la cible à inclure dans la sélectionAngle maximum entre anciennes et nouvelles normalesAngle maximum à afficherAngle maximum pour modifier l’épaisseurAngles maximum pour les limites d’IKImpulsion maximale du moteur angulaireVitesse angulaire maximale dans l’air (relative à 180 degrés)Vitesse angulaire maximale au sol (relative à 180 degrés)Valeur maximale de la raideur de flexionDistance de flou maximale sur laquelle un pixel peut s’étendreLimite maximale de la grille (en espace monde)Limite maximum du volumeLuminosité maximale à prendre en compte lors du rejet des sprites de bokeh, d’après le voisinage (plus bas = plus rapide)Dommages maximaux occasionnés par une attaque, par secondeValeur maximale de la raideur de compressionLongueur 2D curviligne maximale pour la sélection des chaînesCoefficient d’amortissement maximal quand la valeur singulière est proche de 0 (des valeurs plus élevées donnent plus de stabilité, moins de réactivité)Densité maximale des fibresDistance maximale autorisée entre la nouvelle courbe de Bézier et la géométrie du trait référent d’origineDistance maximum entre éléments à fusionnerDistance maximale entre le trait d’origine et son approximation polygonaleDistance maximale entre sommets à fusionnerDistance d’aimantation maximale en pixelsDistance maximale à laquelle le champ fonctionneDistance maximale pour le calcul du volume, quel que soit l’éloignement de l’objetDistance maximale de la surface du maillage pour qu’une brosse affecte la peintureDistance maximale depuis laquelle un boid peut attaquerDistance maximale de l’élément au centre de la sélectionDistance maximum sur laquelle les objets peuvent se disperser, sur chaque axeDistance maximale pour chercher des parties isolées dans le maillageLongueur d’arête maximale pour la sculpture à topologie dynamique (en diviseur d’unité Blender – des valeurs plus élevées donnent des arêtes plus courtes)Longueur maximale des arêtes pour la sculpture à topologie dynamique (en pourcentage de brosse)Longueur maximale des arêtes pour la sculpture à topologie dynamique (en pixels)Erreur maximale durant les sous-étapesAngle de face maximal pour les arêtes lissesMaximum pour la mesure de l’épaisseurMaximum pour le curseurHauteur maximum du sautItérations maximales durant les sous-étapesVélocité maximale des articulations, en rad/sLatitude maximale (angle vertical) pour l’objectif équirectangulaireLongueur maximale du vecteur couleur des particulesNiveau maximum d’intersection de profondeur, en espace objet (utiliser 0.0 pour désactiver)Niveau maximum d’intersection de surface utilisé pour influencer les vagues (utiliser 0.0 pour désactiver)Contribution maximum de la lumière, réduit le bruitImpulsion maximale du moteur linéaireLongitude maximale (angle horizontal) pour l’objectif équirectangulaireMémoire maximale pour une texture de champ de volume, en Mb (sauf si écrasé par une primitive de champ)Utilisation mémoire maximum, en mégaoctets (0 signifie illimité)Nombre maximum d’images B entre images non-B, influence la taille du fichier et sa capacité à être précisément parcouruNombre maximal de cœurs CPU à utiliser simultanément pendant le rendu (pour les systèmes multicœurs/CPU)Nombre maximum de cellules supplémentairesNombre maximum de rebonds effectués par la lumière d’arrière-plan durant le renduNombre maximum de rebonds effectués par la lumière durant le renduNombre maximum de cycles autorisés après la dernière image clé (0 = infini)Nombre maximum de cycles autorisés avant la première image clé (0 = infini)Nombre maximum de poids de déformationNombre maximum de rebonds de réflexion diffuse, limité par le maximum totalNombre maximum de particules de fluide autorisées dans cette simulationNombre maximum de frames sur lesquelles l’effet de construction peut avoir lieu (à moins qu’une autre image clé de Grease Pencil ne survienne avant que ce délai ne soit écoulé)Nombre maximum de frames à afficher après l’actuelleNombre maximum de frames à montrer après l’actuelle (0 = ne montrer aucune frame après l’actuelle)Nombre maximum de frames à afficher avant l’actuelleNombre maximum de frames à montrer avant l’actuelle (0 = ne montrer aucune frame avant l’actuelle)Nombre maximum de rebonds de réflexion brillante, limité par le maximum totalNombre maximum d’itérations pour la convergence, et cas de réitérationNombre maximum de lignes à conserver dans le tampon de la consoleNombre maximum d’occlusions pour les traits générésNombre maximal de particules générées par cellule contenant de l’air, par frameNombre maximal de particules générées par cellule de crête de vague, par frameNombre maximum de particules par cellule (garantit que chaque cellule a au maximum cette quantité de particules)Nombre maximum de fichier récemment ouverts à retenirNombre maximal d’étapes de simulation à effectuer par frameNombre maximum d’itérations de résolutionNombre maximum de pas à travers le volume avant d’abandonner, pour éviter des temps de rendu extrêmement longs avec des grands objets ou des pas de petite tailleNombre maximum de textures ajoutées %dNombre maximum de rebonds de transmission, limité par le maximum totalNombre maximum de rebonds de transparence. Cette valeur est indépendante du nombre maximum des autres rebondsNombre maximum de sommets du maillage utilisant l’atténuation géodésique lors du déplacement de l’origine de l’expansion. Si le nombre total de sommets est supérieur à cette valeur, l’atténuation sera rendue sphérique lors du déplacementNombre maximum d’évènements de diffusion volumiqueValeur maximale des poids des groupes A et BOpacité maximum des os en mode d’affichage filaireValeur maximale de sortie de la conversionDistance radiale maximale à laquelle le champ fonctionneAngle maximum de la racine à l’extrémité (distance extrémité/distance racine pour les poils longs)Rotation maximumRotation maximum autour de chaque axeRugosité maximale pour laquelle utiliser le pipeline de lancer. Les surfaces plus rugueuses utiliseront l’approximation de GI rapide. Une valeur de 1 désactive l’approximation de GI rapide.Redimensionnement aléatoire maximal sur chaque axeForce de couture maximaleValeur de multiplication du cisaillement maximalTaille maximale d’un pixel de carte d’ombre. Des valeurs plus élevées utilisent moins de mémoire, au prix de la qualité de l’ombre.Vitesse maximale pour sauterVitesse maximale en unités d’interface par secondeVitesse maximale dans l’airVitesse maximale au solFacteur d’échelle maximum pris en charge pour les os de contrôle de splineNombre maximum d’intersections de surfaces utilisé par la méthode précise d’intersection de volume. Crée des artéfacts si cette valeur est dépassée. Un plus grand nombre augmente l’utilisation de VRAM.Température maximale des flammes (les flammes montent plus rapidement avec des valeurs plus élevées)Valeur maximale de la raideur de tensionÉpaisseur maximumÉpaisseur maximale dans la direction principaleValeur maximumValeur maximum pour la troncatureValeur maximale pour l’intervalle du canal cibleFacteur d’étirement de volume maximumVolume maximum, quelle que soit la proximité de l’objetPeut mal marcher avec le rendu en tuilesMballeMoyennePoids de biseau moyen :Pli moyen :Rayon X moyen :Rayon Y moyen :Rayon moyen :Inclinaison moyenne :Pli de sommet moyen :Poids moyen :MesurerMesurer la taille de la brosse relativement à la scèneMesurer la taille de la brosse relativement à la vueMesurer la taille de la brosse relativement à la vue ou à la scèneMesurer des distances et des angles • {:s} n’importe où pour réaliser une nouvelle mesure • Faire glisser le segment pour mesurer un angle • {:s} pour supprimer le segment de règle actuel • Ctrl pendant le déplacement pour aimanter • Maj pendant le déplacement pour mesurer l’épaisseur de surfaceMesureType de médiaLecteur de médias pour la vidéo et les séquences d’images PNG/JPEG/SGIMédianeBarycentreBarycentreCentre médian de la faceMoyenne :MoyenneMoyen contrasteMoyen-fort contrasteMoyen-faible contrasteQualité moyenneMoyen format (Hasselblad)MégawattsMélanineConcentration de mélanineRougeur de mélanineMém:%dM, Pic: %dMMémoireMémoire et limitesLimite de mémoire cacheLimite de mémoire cache (en mégaoctets)Mémoire: %sMenuLe menu « %s » est introuvableCouleurs de fond des menusSous-arrière-planErreur de menuMenu dépliéNom ID du menuÉlément de menuCouleurs des éléments de menusÉléments de menuMenu manquant :Nom du menuPrise menu de nœudInterface de prise de nœud menuBascule par menuMenu indéfiniCouleurs des widgets des menusMenu de sélection d’osMenu de sélection d’objetPrise menu d’un nœudMenu dans lequel rechercherLa valeur de menu doit avoir une valeur constanteMenusFusionnerFusionner ajouterCombiner l’animationCombiner les animationsDistance de fusionFusionner les sommets aux extrémitésFacteur de fusionFusionner les calquesFusionner emplacements de matériaux si possibleMélanger les nœuds (ajouter)Mélanger les nœuds (alpha au-dessus)Mélanger les nœuds (automatique)Mélanger les nœuds (couleur, ajouter)Mélanger les nœuds (couleur, diviser)Mélanger les nœuds (couleur, multiplier)Mélanger les nœuds (couleur, soustraire)Mélanger les nœuds (combiner par profondeur)Mélanger les nœuds (diviser)Mélanger les nœuds (supérieur à)Mélanger les nœuds (inférieur à)Mélanger les nœuds (maths, ajouter)Mélanger les nœuds (maths, diviser)Mélanger les nœuds (maths, supérieur à)Mélanger les nœuds (maths, inférieur à)Mélanger les nœuds (maths, multiplier)Mélanger les nœuds (maths, soustraire)Mélanger les nœuds (multiplier)Mélanger les nœuds (soustaire)Fusionner les chevauchementsFusionner la rotation et l’échelle du parentMélanger les nœuds sélectionnésMélanger les nœuds sélectionnés avec des nœuds de géométrieMélanger les nœuds sélectionnés avec des nœuds MathsMélanger les nœuds sélectionnés avec des nœuds MélangeMélanger les nœuds sélectionnés avec des shadersFusionner soustraireSeuil de fusionType de mélangeFusionner les primitives USD avec leur Xform parent si possible. USD ne permet pas les UsdGeomGprim imbriquées. Des Xform intermédiaires seront définis pour que le fichier USD reste valide si des hiérarchies d’objets sont trouvées.Fusionner les coordonnées UV qui ont un sommet en commun, pour contrecarrer l’imprécision de certains modificateursFusionner les UVFusionner les sommetsFusionner les propriétés de l’outil actif à l’activation (n’écrase pas celles existantes)Réunir les triangles adjacents en quadranglesFusionner les sommets adjacents (le décalage de vissage doit être nul)Fusionner tous les points rapprochés, qu’ils soient connectés ou pasFusionner toute la géométrie de l’intersectionFusionner tous les canaux de son en un seulCombiner par actionsFusionner selon distanceCombiner selon les noms des pistes NLAFusionner les normales personnalisées des sommets sélectionnésFusionner les premiers et derniers sommets quand l’angle fait un tour completFusionner les emplacements de matériaux si possibleMéthode de fusion à utiliserFusionner les points superposés selon leur distance. (Rendre les instances réelles doit être activé)Fusionner Xform parentFusionner les points selon la distanceFusionner au lieu de créer des facesFusionner les nœuds d’entrée de groupe en un seul, si possibleMélanger les nœuds sélectionnésFusionner les sommets sélectionnés aux autres désélectionnésFusionner les sommets sélectionnésFusionner des géométries générées séparément en une seuleCombiner l’animation des objets sélectionnés vers l’action de l’objet actif. Les actions ne sont pas supprimées, mais elles peuvent se retrouver avec zéro utilisateurFusionner les triangles en polygones à quatre côté quand c’est possibleMélanger en utilisant un shader Addition ou MélangeMélanger avec des nœuds Alpha au-dessusMélanger avec des nœuds Combiner par profondeurMélanger avec des nœuds MathsMélanger avec des nœuds Booléen de maillages ou Fusionner les géométriesMélanger avec des nœuds MélangeFusionner les sommets d’après leur proximitéFusionner les sommets entre copies adjacentesFusionner les sommets entre la première et la dernière copieFusionner les sommets ou points en dessous d’une certaine distanceFusionner les sommets sous le seuil de fusionFusionner :%d ID fusionnés depuis le Main « %s » vers le Main « %s » ; %d ID et %d bibliothèques existaient déjà dans le Main de destination, et %d ID manquants dans le Main de destination ont été libérés, ainsi que le Main sourceNom de l’animation combinéeFusionner les sommets selon la distanceMaillageNombre de faces adjacentesNombre d’arêtes connectéesNombre de faces autour d’une arêteNombre de faces dans l’îlotAngleAimantation angulaireAireAire 3DMoyenneBiseauLes deuxForme de la bordureCercleColler au miroirCollapserCôneCoplanairesMoulure en cornichePlisMoulure couronnéeCubeCylindreDirectionType d’étirement à afficherDistanceAngles des facesRemplirCouleur de remplissagePlatePlat/douxMarques d’arêtes FreestyleMarques de faces FreestyleGrilleIcosphèreLongueurLongueur 3DLigneMatériauMesuresModeModifiéNouveauAucuneNormalesObjetIndice de l’objetPérimètreÉpingléesPlanairePlanCôtés des polygonesPréréglageRelativeBordureRondeÉcranCoutureDuretéAdoucirSphèreEmbrunsEscaliersBoucles de supportSuzanneTypeDé-subdiviserPlis de sommetGroupes de sommetsEnroulementLe maillage %s a des faces invalides, probablement causées par l’outil d’extrusion adaptative dans la version 2.90.0.Le problème devrait être résolu en ouvrant et en enregistrant le fichier dans une version antérieure à 5.1Le maillage « %s » n’a pas de données de sommet de peauLe maillage « %s » a des polygones avec plus de quatre sommets, impossible de calculer et exporter son espace tangentLe maillage « %s », attribut « %s » (domaine %d, type %d) ne peut pas être converti en USDMaillage 1Maillage 2Analyse du maillageAttributs de maillageBooléen de maillagesBordures du maillageMasquage auto aux bordures du maillageCache de maillageMaillage cercleDéformer maillageArête de maillageArêtes de maillageMode édition maillageSurimpressions du mode édition de maillageGénérateur de maillageÎlot du maillageMaillage ligneBoucle de maillageTriangle de boucles du maillageTriangles de boucles du maillageBoucles de maillageMode maillageVecteur normal de maillageNormales de maillagePolygone de maillagePolygones de maillageSculpture de maillageMode de sélection du maillageMode de sélection de maillageCache de séquence de maillageProportion de simplification du maillageCalque de peau des sommets du maillageMaillage sourceVisualisation des statistiques du maillagePeinture de texture de maillageCalque UV de maillageCarte UV de maillage nécessaireSommet de maillageCouleur de sommets du maillageCalque de couleurs de sommets du maillagePeinture de sommets de maillageSommets du maillageVisualiser statistiques de maillageVolume du maillageVolume du maillage + proximitéPeinture de poids de maillageComposant de maillage contenant des données de point, coin, arête et faceMaillage formé uniquement de triangles, permettant des interactions plus détaillées que les coques convexesBloc de données maillage définissant des surfaces géométriquesBlocs de données maillagesModificateur de déformation de maillageModificateur de déformation de maillage par d’autres maillagesLe niveau de détail du maillage ne change pas à chaque coup, mais seulement lors d’un remplissageLes détails du maillage sont constants dans l’espace monde en fonction de la taille de détailLe niveau de détail du maillage est relatif à la taille de la brosseLes détails de maillage sont relatifs à la taille de la brosse et à la taille de détailLe maillage n’a pas d’attribut de couleur actif « %s »Faces et sommets du maillage réordonnés spatialementMaillage depuis les objets courbes, surfaces, métaballes, textes, ou nuages de pointsGénérateur de maillageLe maillage n’a pas de données UVLe maillage n’a pas de données de couleurs de sommetsLe maillage a une surface nulleLe maillage n’a aucune face à laquelle assigner le matériauObjet maillage auquel les courbes peuvent s’attacherObjet maillage à utiliser pour la déformationObjet maillage à utiliser comme extrémité de débutObjet maillage à utiliser comme extrémité de finObjet maillage à utiliser pour l’opération booléenneLes objets maillages n’ont aucun sommet/arête/face activeMaillage sur les faces duquel répartir des pointsMaillage sur les faces duquel répartir des pointsMaillage ou nuage de points sur lequel trouver le point le plus procheTaille de maillageRéglages de maillagesLe maillage devrait être déplié avant le précalcul des données multirésolutionsMaillage cible vers lequel contracterMaillage à soustraire du premier maillageMaillage vers courbeMaillage vers grille de densitéMaillage vers pointsMaillage vers grille SDFMaillage vers volumeModificateur Maillage vers volumeMesh duquel calculer le dualMaillage duquel convertir le volume interne en géométrie de volume de brumeMaillage à convertir en courbesMaillage duquel extruder les élémentsMaillage sur lequel trouver le point de surface le plus procheMaillage duquel inverser les facesMaillage sur lequel écraser l’attribut ensemble de facesMaillage sur lequel définir les normales personnaliséesMaillage à subdiviserMaillage à triangulerMaillage duquel utiliser la carte UVMaillage duquel séparer les arêtesMaillage duquel convertir les éléments en pointsMaillage duquel convertir le volume interne en grille de densitéMaillage duquel convertir le volume interne en grille de champ de distances signéesMaillage(s)Les maillages n’ont pas de clés de formeMaillage : {} sommets, {} arêtes, {} facesCacheMaillageDéformerMaillageModificateur Déformation de maillageCacheSéquenceMaillageBoucle UV de maillage (obsolète)MaillagesMaillages à unir ou intersecterMessageLe processus d’extraction des messages a échoué !MétaPile des métasBande métaBandes métaBandes méta sélectionnéesPile des bandes méta, la dernière est la bande méta en cours d’éditionBandeMétaMétaballeNouvelleLa métaballe « %s » ne contient pas la spline donnéeÉlément de métaballeÉléments de métaballesBloc de données méta-balle pour définir des surfaces en forme de blobBlocs de données métaballesComportement du rafraîchissement lors de l’édition de la métaballeÉléments de métaballesType de métaballeMétaballe(s)MétaballesMétadonnéesArrière-plan des métadonnéesEntrée métadonnéesTexte de métadonnéesMetalMetalRTLe lancer de rayons avec MetalRT utilise moins de mémoire pour les scènes utilisant beaucoup de courbes, et peut donner de meilleures performances dans certains casMétalliqueBSDF métalliqueRéflexion métallique avec distribution à microfacettes, et Fresnel métalliqueÉchantillon de métarig écrit dans le bloc de texte {:s}Métarig écrit dans le bloc de texte {:s}MètreMètresMètres par unitéMètres par secondeMètres par seconde carréeMéthodeMéthode quadsMéthode de calcul des booléensMéthode pour calculer la taille du planMéthode contrôlant comment la bande se combine avec les autres bandesMéthode pour la direction du décalage le long du coinMéthode pour étendre la sélection des sommets UVMéthode utilisée pour rendre le texte de l’interface plus netMéthode de lecture du timecode d’entréeMéthode de rendu de la diffusion subsurfaciqueMéthode à utiliser pour échantillonner l’entréeMéthode d’échantillonnage du flux à haute résolutionMéthode pour définir les matériaux sur les nouvelles facesMéthode à utiliser pour adoucir les valeurs entre les pixelsMéthode à utiliser pour diviser les n-gones en trianglesMéthode de division des quadrangles en trianglesMéthode pour générer la coordonnée X de la carte le long de la courbe principaleMéthode pour générer la coordonnée X de la carte le long de la courbe de profilComment choisir l’instance enfant pour chaque élémentMethode d’anticrénelage dans la vue 3DMéthode d’anticrénelage pour le rendu des vues 3DMéthode d’anticrénelage lors du rendu de l’image finaleMéthode de fusion des calques de masqueMéthode de connexion entre plusieurs bouclesMéthode de calcul des interactions aérodynamiquesMéthode pour calculer la position de l’alignementMéthode de fusion entre clés collées et existantesMéthode de modification de la géométrieMéthode de modification de la F-courbe existanteMéthode de projection de la profondeurMéthode à utiliser pour trier les canaux dans la vue feuille d’expositionMéthode de calcul de l’angle de rotationMéthode pour choisir le nombre de copiesMéthode de contrôle du minutage de lectureMéthode pour définir le nombre d’instances à disperserMéthode d’affichage/d’ombrage des objets dans la vue 3DMéthode à utiliser pour faire tenir l’image et l’angle de vue dans le capteurMéthode avec laquelle interpréter les paramètres de décalageMéthode de projection de l’image 2D sur un objet avec un vecteur de texture 3DMéthode pour redimensionner le plan dans le cadre de la caméraMéthode pour définir les origines des rotations pour les segments de la brosseMéthode d’espacement des boucles d’arêtes UVMéthode à utiliser pour assigner les poidsMéthode utilisée pour disperser les pointsMéthode à utiliser pour la divisionMéthode à utiliser pour le déplacementMéthode à utiliser pour les tangentesMéthode utilisée pour disposer les copiesMéthode utilisée pour combiner le résultat de l’action active avec le résultat de la pile NLAMéthode à utiliser pour combiner les résultats de la bande avec ceux déjà accumulésMéthode utilisée pour supprimer des frames de Grease PencilMéthode utilisée pour supprimer des données de maillageMéthode utilisée pour déterminer le redimensionnement des axes X et Z des osMéthode utilisée pour déterminer l’échelle de l’axe Y des os, par-dessus la forme et l’échelle de la courbe elle-mêmeMéthode utilisée pour afficher les images à l’écranMéthode utilisée pour dissoudre les points de traitsMéthode utilisée pour évaluer la valeur d’une F-courbe en dehors de l’intervalle entre la première et la dernière images clésMéthode utilisée pour empiler les îlots UVMéthode utilisée pour simplifier les points de traitsMéthode utilisée pour adoucirMéthode utilisée pour contruire le début et la fin de chaque maillageMéthode utilisée pour convertir le nombre flottant en entierMéthode utilisée pour définir la forme du profilMéthode utilisée pour déterminer quel nom de groupe utiliserMéthode à utiliser pour décrire la rotationMéthode utilisée pour déterminer la couleur de la F-courbe dans l’éditeur de graphesMéthode utilisée pour déterminer les poignées de contrôleMéthode utilisée pour déterminer le rayon et le placementMéthode utilisée pour déterminer quand arrêter de propager la pose aux images clésMéthode utilisée pour faire correspondre les arêtes sources avec celles de destinationMéthode utilisée pour faire correspondre les faces sources avec celles de destinationMéthode utilisée pour faire correspondre les coins de faces sources avec ceux de destinationMéthode utilisée pour faire correspondre les sommets source avec ceux de destinationMéthode utilisée pour faire correspondre les propriétés cible et contrôléeMéthode utilisée pour désigner les cheminsMéthode à utiliser pour stocker les donnéesMétriqueRugosité des microfacettes de la surface (0.0 est une réflexion de miroir parfaite, 1.0 est complètement rugueuse)MicrofibreModèle à base de microflocons, avec diffusions multiples entre des fibres orientées selon la normaleMicromètresMicrosecondesInstallation Microsoft StoreMicrowattsNiveau médianMilieuPosition du contrôle milieuContrôles intermédiairesAction clic milieuNiveau médianPoint milieuAimantation au point milieuPoints milieuxTons moyensFin tons moyensDébut tons moyensMiePeut avoir une meilleure apparence que Tempérance, mais peut aussi créer des erreurs. L’extrémité d’un os ayant un enfant est placée à la racine de son enfant. Attention : les échelles non-uniformes peuvent casserMillesMilles par heureMilligrammesMillimètresMillisecondesMilliwattsMinAngle 2D minLongueur 2D minVitesse min dans l’airAngle minCourbure minDistance minimumHauteur minLatitude minRebonds min de lumièreLongitude minMin maxDébit minÉchantillons minÉtapes minÉpaisseur minRebonds min de transparenceVoxel minMin XMin X:Min YMin Y:Min ZZénith minLes valeurs min et max sont identiques !Min/MaxMiniLuminosité des mini axesTaille des mini axesType des mini axesMinimalNombre minimum d’étapes du solveur, par frameInfos minimalesLongueur minimale du ressort × taille de la balleDistance minimale acceptée entre deux détailsValeur de corrélation minimale entre le motif trouvé et la référence pour que le suivi (tracking) soit encore traité comme réussiMinimiserMinimiser l’étirement. Mix %.2fMinimumAngle 2D minimum de division de chaînesNombre minimal d’échantillons AA pour échantillonnage adaptatif, afin de découvrir les détails sujets au bruit avant d’arrêter d’échantillonner. Zéro pour un paramétrage automatique en fonction du seuil de bruitNombre minimal d’échantillons AA pour échantillonnage adaptatif, afin de découvrir les détails sujets au bruit avant d’arrêter l’échantillonnage. Zéro pour un paramétrage automatique en fonction du seuil de bruit, pour les rendus dans une vueCourbure minimumDistance minimaleErreur minimaleEspacement minimum de la grilleValeur minimale de hauteur pour l’objectif cylindrique centralItérations minimalesPotentiel d’énergie cinétique minimumLongueur minimaleDurée de vie minimaleValeur minimale de longitude pour l’objectif cylindrique centralMode minimumDistance radiale minimumÉtirement minimalPotentiel d’air emprisonné minimumTorsion minimaleValeur minimumSommets minimumVolume minimumPotentiel de crête de vague minimumMinimum XIndice minimum en X de la boîte englobante à restreindreValeur minimum en X pour la région de renduValeur X minimum pour découper l’imageMinimum YIndice minimum en Y de la boîte englobante à restreindreValeur minimum en Y pour la région de renduValeur Y minimum pour découper l’imageMinimum ZIndice minimum en Z de la boîte englobante à restreindreDistance minimale autorisée entre les centres de deux instances dispersées. Une valeur plus haute donne une distribution plus uniforme localement.Valeur minimale des grilles de fluide (densité de fumée, carburant et chaleur) qu’une cellule peut contenir avant d’être considérée comme videValeur minimum d’amplitude nécessaire pour influencer l’enveloppeAngle minimum à afficherAngle minimum pour modifier l’épaisseurAngles minimum pour les limites IKLimite minimale de la grille (en espace monde)Limite minimum du volumeCoordonnée minimale dans l’axe X (en espace indice de grille)Coordonnée minimale dans l’axe Y (en espace indice de grille)Coordonnée minimale dans l’axe Z (en espace indice de grille)Longueur 2D curviligne minimale pour la sélection des chaînesDensité minimale d’une cellule du volume pour qu’elle contienne un point de la grilleDensité minimale d’un voxel pour qu’il contienne un point de la grilleDistance minimum entre les faces de tissu avant que la réponse de collision n’ait lieuDistance minimum entre objets collisionneurs avant que la réponse de collision n’ait lieuDistance minimum entre les nœuds pour le décalage auto des nœudsDistance minimum entre deux guidesDistance minimale entre deux guides pour la nouvelle correspondance d’indicesDistance minimale pour l’atténuation du champDistance minimum depuis le dernier point avant que la sélection ne continueDistance minimum depuis le dernier point avant que le trait ne continueErreur minimale durant les sous-étapesMinimum pour la mesure de l’épaisseurMinimum pour le curseurIntensité minimum pour déclencher la luminescenceItérations minimales durant les sous-étapesLatitude minimale (angle vertical) pour l’objectif équirectangulaireIntensité lumineuse minimale pour qu’un éclairage contribue à l’illuminationLongitude minimale (angle horizontal) pour l’objectif équirectangulaireValeur de masque minimum pour que le sommet soit considéré valide pour extraire une face depuis le maillage originalNombre minimum de rebonds de lumière. Une plus haute valeur réduit le bruit dans les premiers rebonds, mais peut être moins efficiente pour des géométries complexes comme des courbes ou des volumesNombre minimum d’occlusions pour les traits générésNombre minimum de particules par cellule (garantit que chaque cellule a au moins cette quantité de particules)Nombre minimum de pixels entre chaque ligne de la grille dans les vues 2DNombre minimal d’étapes de simulation à effectuer par frameNombre minimum de rebonds transparents. Une plus haute valeur réduit le bruit dans les premiers rebonds, mais peut être moins efficiente pour des géométries complexes comme des courbes ou des volumesValeur minimale des poids des groupes A et BValeur minimale de sortie de la conversionDistance radiale minimale pour l’atténuation du champRayon minimum correspondant au minimum de pression (également le minimum d’effilage)Angle minimum de la racine à l’extrémité (distance extrémité/distance racine pour les poils longs)Taille minimale d’un pixel de carte d’ombre. Des valeurs plus élevées utilisent moins de mémoire, au prix de la qualité de l’ombre.Vitesse minimale dans l’air (relative à la vitesse maximale)Température minimale des flammes (les flammes montent plus rapidement avec des valeurs plus élevées)Épaisseur minimumÉpaisseur minimale perpendiculairement à la direction principaleValeur minimumValeur minimum pour la troncatureValeur minimale pour l’intervalle du canal cibleValeur minimum pour la sélection aléatoireValeur de poids de sommet minimumValeur minimale pour considérer que l’attribut donné est une limite lors de la création des ensembles de facesFacteur d’étirement de volume minimumVolume minimum, quel que soit l’éloignement de l’objetMinkowskiMinkowski 1/2Minkowski 4Exposant de MinkowskiDistance de MinkowskiExposant de MinkowskiRayon secondaireSegments secondairesMinoritéMinutesMiroirCopier avec le nom d’os en miroirMiroir sur l’axeBoule miroirOs miroirÉdition en miroirModificateur MiroirObjet miroirMiroir du contrôleCopier en miroir le type et les paramètres Rigify des os sélectionnés vers le côté opposé. Les noms doivent se terminer par L ou RInverser en miroir la transformationMiroir UMiroir UDIMMiroir VSynchro session VRMiroir des groupes de sommetsInverser les sommets en miroirMiroir des poidsWidgets en miroirMiroir avec parentsMiroir XMiroir YInverser en miroir tous les points de contrôle sans inverser la déformation du latticeInverser tous les groupes de sommetsRefléter le long des axes locaux X, Y et/ou Z, par rapport à l’origine de l’objetPlacage en boule miroir pour les cartes d’environnementMiroir de la brosse le long de l’axe XMiroir de la brosse le long de l’axe YMiroir de la brosse le long de l’axe ZLe groupe miroir est verrouillé, annulationFaire une copie en miroir des éléments sélectionnés selon un ou plusieurs axesInverser les coordonnées de texture en U autour du point d’inversion décaléInverser les coordonnées de texture en V autour du point d’inversion décaléFaire un miroir de l’axe XFaire un miroir de l’axe YFaire un miroir de l’axe ZEffectuer un miroir de la sélection d’osFaire un miroir de la clé de forme actuelle le long de l’axe X localRépéter l’image en miroir dans la direction XRépéter l’image en miroir dans la direction YPeindre les groupes de sommets de gauche ou de droite en miroir. L’axe de symétrie est déterminé par les réglages de symétrie.Copier en miroir le mouvement d’une poignée sur l’autreInverser en miroir les valeurs de la nouvelle clé de formeInverser les coordonnées de texture autour des centres de chaque tuileInverser le groupe de sommets en miroir, sur les poids et/ou les noms (n’affecte que les sommets sélectionnés, inverse quand les deux côtés sont sélectionnés, sinon copie depuis le côté non-sélectionné)Faire un miroir des groupes de sommets (par exemple .R→.L)Inverser/copier les poids en miroirMiroir%sUV en miroir décalés sur l’axe UUV en miroir décalés sur l’axe VParamètres copiés en miroir pour {:d} osModificateur de copie en miroirDiversDiversCouleur d’échecLa ou les composantes %s%s%s manquent pour la rotation Euler de l’ID « %s » (chemin RNA : « %s »)« window » manque au contexteAdd-ons manquantsAdd-ons intégrés manquantsDonnées manquantesGéométrie manquanteMatériaux manquantsMenu manquant : %sConfiguration OpenColorIO manquantePanneau manquantPochoir manquantTexture manquanteCarte UV manquante pour attacher des courbes à la surface évaluéeCarte UV manquante pour attacher des courbes à la surface originaleUV manquantesNom d’os manquantEn-tête manquantBibliothèque manquanteIdentifiant d’outil nodal manquant ({})Identifiant de l’opérateur manquantSortie manquantePropriété manquante pour la prise d’entrée « %s »Fichiers de script manquantsMaillage de surface manquant%s%s%s%s manquants détectés !Manquant : %sManquant : %s.%sBrumePasse de brumeRéglages de la brume pour un bloc de données mondeMitchAngle de coupe d’ongletOnglet externeForme de profil d’ongletForme d’ongletMélangerMélanger (hérité)Mélange de couleurFacteur de mélangeFacteur de mélange à 1.0Mélanger la positionMode de mélangeNœud MélangePosition du nœud de mélangeMélanger la rotationMélanger l’échelleShader de mélangeFacteur de mélange du traitMélange de vecteursMélanger les valeurs d’attribut des éléments voisinsFacteur de mélangeFacteur de mélange des positions des sommetsMode de mélangeMélanger la valeur source à celle de destination, en utilisant le seuil donné comme facteurMélanger l’audio de la scène vers un fichier sonMélanger les poids de deux groupes de sommetsMélanger deux couleurs d’entréeMélanger deux shaders. Typiquement utilisé pour superposer des matériauxMélanger des valeurs selon un facteurMixer le son en monoTampon de mixageModalÉvènements modauxEnsemble de raccourcis modalOpérateurs modauxLes ensembles de raccourcis modaux ne sont pas pris en charge pour la configuration clavier d’add-onsModeMode (Alt)Type de modeLe mode définit la règle de fusionMode de calcul des valeurs des canaux de rotationMode d’évaluation des normales de la courbeMode d’ajustement de l’image dans le canevasComment la taille de voxel souhaitée est spécifiéeMode d’importation des images sélectionnéesMode de l’insertion automatique d’images clés pour les objets et les os (réglage par défaut utilisé pour les nouvelles scènesMode de traitement de la couleurMode de remplissage de la courbeMode d’opération pour la peinture par projectionMode de transpositionMode des outils utilisant des entrées depuis l’interfaceMode pour définir la longueurMode d’affichage des framesMode d’affichage des limitesMode de chargement des vues de l’imageMode de chargement des vues vidéoMode à utiliser lors de la création des traitsMode utilisé pour appliquer la textureMode utilisé pour le mélange avec la couleur en sortie de la textureModéliser les trois processus physiques d’un volume, représentés par leurs coefficientsModesModifiéDate de modificationArêtes modifiéesAnimation de {:d} armatures modifiéeModifié : {}{}{}ModificateurBlocsConstanteModeDureAdoucirVersVoxelLe modificateur « %s » n’est pas dans la liste de modificateurs de l’objetLe modificateur « %s » n’est pas dans la liste de modificateurs de la bandeLe modificateur « %s » n’est pas présent dans l’objet « %s »Le modificateur « %s » n’a pu être copié vers aucun objetGizmo du modificateurNom du modificateurOpération sur les modificateursPropriétés de modificateursType de modificateurUID du modificateurModificateur affectant les données de géométrie d’un objetModificateur qui affecte/génère des normales personnaliséesLe modificateur ne peut être ajouté qu’une fois à l’objet « %s »Impossible d’appliquer le modificateur à un maillage avec clés de formeLe modificateur contenant le nœud est désactivéImpossible d’ajouter le modificateur (voir la console pour plus de détails)Le modificateur n’a pu être ajouté à (%s : %s) (voir la console pour plus de détails)Modificateur désactivéModificateur pour la bande de séquenceModificateur des valeurs de la F-courbeLe modificateur a des données précalculéesLe modificateur est désactivéLe modificateur est désactivé ou a retourné une erreur, application ignoréeLe modificateur est désactivé, application ignoréeNom du modificateurAssets de groupes de nœuds de modificateur non assignés à un catalogue. Les catalogues peuvent être assignés dans l’explorateur d’assetsNuméro du modificateur auquel assignerNuméro du modificateur duquel enleverLe modificateur nécessite plus de 3 faces en entréeLe modificateur a besoin des données originalesLe modificateur a besoin des données originales, mauvaise position dans la pileÉtat de modificateurModificateur pour projeter vers d’autres formesModificateur transférant des données depuis un maillage sourceLe modificateur est introuvable dans la pileModificateursModificateurs affectant toutes les F-courbes de l’action référencéeModificateurs affectant les données de géométrie de l’objetModificateurs affectant la forme de la F-courbeModificateurs affectant cette bandeImpossible d’ajouter de modificateurs à l’objet « %s »Les modificateurs ne peuvent pas être ajoutés à l’objet : {:s}Impossible d’appliquer les modificateurs en mode éditionLes modificateurs ne peuvent être appliqués à des données redéfiniesLes modificateurs ne peuvent être appliqués à des données multiutilisateursModifier l’ensemble du maillage avec une déformation élastiqueModifierModifier l’actifModifier la courbure de la courbeModifier les cachésModifier le pochoir de masqueModifier les libellés des nœudsModifier l’asset de poseModifier la nettetéModifier le pochoir primaire ou de masqueModifier les couleurs de remplissage et de traitNe modifier que la couleur de remplissageModifier les libellés de tous les nœuds sélectionnésModifier les poids d’un groupe de sommetsModifier des propriétés comme le rayon de sommets de courbe, la taille de police ou l’enveloppe des osNe modifier que la couleur de traitModifier la dureté du traitModifier l’ensemble de faces actif au lieu d’en créer un nouveauModifier le maillage de base conformément au maillage affichéModifier interactivement la taille de détail de la topologie dynamiqueModifier la direction des normales à la surfaceModifier la direction des normales à la surface en utilisant une méthode de pondérationModifier l’intensité de la lumière capturée par cette sondeModifier la taille des voxels de maillage utilisée interactivement dans le remailleur par voxelsModifier la géométrie du trait de façon qu’elle corresponde à sa ligne de direction principaleModifier la géométrie du trait afin qu’il semble plus « polygonal »ModulaireModuler la couleur des traînées et fantômes, pour un effet de dispersion spectraleModuleDébug moduleNom du moduleNom du moduleNom du module de l’add-on à désactiverNom du module de l’add-on à activerNom du module de l’add-on à déplierNom du module de l’add-on à supprimerModules installés ({:s}) depuis {!r} dans {!r}Mode ModuloModulo périodique à la fois pour les opérandes négatifs et positifsModulo, le reste de A / BMonoPolice à chasse fixeAlgorithme plus avancé fondé sur la physiologie de l’œil, par Reinhard et DevlinPlus d’une collection sont sélectionnéesPlus d’un élément est sélectionnéPlus d’un moteur de rendu sont disponiblesRésultat plus irrégulier (varie avec la position) plus similaire à un vrai reliefPlus…Plus/moinsMorpher en sphèreJointsTaille des jointsAdoucir les jointsLe calcul d’épaisseur le plus basiqueReprésentation la plus compacte, utilise « + » comme séparateur pour les numéros de frames intra-seconde, avec un troncature du timecode à gauche et à droite si nécessaireMouvementFlou cinétiquePosition du flou cinétiqueÉtapes de flou cinétiqueModèle de mouvementChemin de mouvementPoint de cache du chemin de mouvementPoints du chemin de mouvementRéglages des chemins de mouvementChemin de mouvement pour cet élémentRéglages des chemins de mouvement pour la visualisation des animationsRéglages des chemins de mouvement, pour la visualisationChemins de mouvementÉtapes de mouvementSeuil de mouvementSuivi de mouvement (motion tracking)Contrainte de suivi de mouvement à convertir introuvableObjet de suivi de mouvement introuvableL’intervalle d’images du chemin de mouvement est invalide pour %s (%d à %d)%sLes points du chemin du mouvement seront précalculés dans l’espace caméra de la caméra active. Ils ne seront donc corrects qu’en regardant à travers cette caméra. Les changements de caméra à l’aide de marqueurs ne sont pas pris en charge.Étapes de mouvementOutils de suivi de mouvementMoteurSourisContrainte directionnelle de la sourisSeuil de cliquer-glisser sourisÉvènement sourisPosition de la sourisPosition de la souris en XPosition de la souris en YSélection à la sourisSensibilité de la sourisSouris XSouris YBouton de la souris à utiliser pour sélectionnerStyle du pointeur de la souris utilisé par un opérateur modalPosition de la sourisLa position de la souris en coordonnées normalisées, 0.0 à 1.0 est dans les limites de l’imagePosition de la souris pour sélectionner le canalPosition de la souris pour sélectionner l’entité la plus procheLes valeurs de la trajectoire de la souris, pour les opérateurs qui enregistrent ces trajectoiresDéplacerDéplacer la poignée actuelleDirection du déplacementDéplacer le point entierDéplacer le pointDéplacer le segmentDéplacer les bandesType de déplacementDéplacer les UV en fonction de la fusionDéplacer les UV le long d’un axeDéplacer un nœud pour en détacher les liensDéplacer un point ou ses poignéesDéplacer l’élément actifDéplacer après la collectionDéplacer tous les éléments sélectionnés en premier, en conservant leur ordre relatif. Attention : cela affectera aussi les indices des éléments désélectionnésDéplacer tous les emplacements de l’action sur l’objet actif dans des actions distinctes nouvellement créées. Tous les utilisateurs de ces emplacements seront réassignés aux nouvelles actions. L’action actuelle ne sera pas supprimée, mais elle sera vide et peut se retrouver avec zéro utilisateurDéplacer le long de l’axe XDéplacer le long de l’axe YSe déplacer le long de l’axe avant du contrôleurSe déplacer le long de l’axe de navigation arrièreSe déplacer le long de l’axe de navigation basSe déplacer le long de l’axe de navigation avantSe déplacer le long de l’axe de navigation gaucheSe déplacer le long de l’axe de navigation droiteSe déplacer le long de l’axe de navigation hautSe déplacer le long de l’axe de vue arrièreSe déplacer le long de l’axe de vue avantSe déplacer le long de l’axe de vue gaucheSe déplacer le long de l’axe de vue droiteDéplacer une entrée vers le haut ou le bas dans la listeDéplacer un segment de courbe existantDéplacer et attacherDéplacer la zone iciSortir l’asset de tout catalogueDéplacer l’asset vers le catalogueSortir les assets de tout catalogueDéplacer les assets vers le catalogueDéplacer avant la collectionDéplacer entre les collectionsDéplacer la règle de boids vers le bas de la listeDéplacer la règle de boids vers le haut de la listeDéplacer l’état de boid vers le bas de la listeDéplacer l’état de boid vers le haut de la listeDéplacer les os vers une collectionDéplacer par UDIMDéplacer par grille dynamiqueDéplacer par pixelDéplacer le catalogue {} dans {}Déplacer le catalogue {} vers le premier niveau de l’arborescenceDéplacer la contrainte vers le bas de la pile des contraintesDéplacer la contrainte vers le haut de la pile des contraintesDéplacer la frame actuelle vers l’avant/l’arrière d’un nombre donnéDéplacer le curseur à l’intérieur du texteDéplacer la position du curseurDéplacer le curseur vers un type de positionDéplacer les courbes de façon à ce que le premier point se situe exactement à la surface du maillageDirection du déplacementDéplacer l’effet de shader vers le bas de la pileDéplacer l’effet de shader vers le haut de la pileDéplacer un exporteur vers le haut ou le bas dans la liste d’exporteursSe déplacer plus vite (en marchant ou en volant)Se déplacer vers l’avant de quelque unités d’un coupDéplacer la frame vers le point de montage suivant ou précédentDéplacer les valeurs de la grille à travers un champ de vélocité, en utilisant l’intégration numérique. Prend en charge plusieurs méthodes d’intégration, pour différents compromis entre précision et performanceDéplacer librement la poignée du point nouvellement ajoutéDéplacer les poignées après avoir fermé la splineDéplacer les entrées et sorties à l’intérieur du modificateur vers un nouveau groupe de nœudsDéplacer dans la collection (Ctrl pour lier)Déplacer dans la collection (Ctrl pour lier, Maj pour parenter)Déplacer l’objet instance vers le bas de la listeDéplacer l’objet instance vers le haut de la listeLa translation est affectée par les réglages d’aimantationDéplacer le calque dans la liste, les calques plus bas dans la liste écrasent les données des calques plus hautDéplacer un modificateur vers le bas de la pileDéplacer un modificateur vers le haut ou le bas de la pileDéplacer un modificateur vers le haut de la pileDéplacer l’image de fond des nœudsDéplacer les nœuds et les attacher à un cadreDéplacer géométrie de l’objet vers son origineDéplacer l’origine de l’objet vers la position du curseur 3DDéplacer les objets vers une collectionDéplacer les objets vers une nouvelle collectionDéplacer la cible de particules vers le bas de la listeDéplacer la cible de particules vers le haut de la listePousser les points hors du chemin, comme si on les brossaitDéplacer les bords de la zone sélectionnéeDéplacer les fichiers sélectionnés dans la corbeilleDéplacer les éléments sélectionnésDéplacer les éléments sélectionnés vers l’extérieur, vers une forme sphérique autour du barycentreDéplacer les images clés sélectionnées à une position intermédiaire, relativement aux clés adjacentesDéplacer les nœuds sélectionnés au centre de l’éditeur de nœudsSortir les objets sélectionnés de la vue localeDéplacer les marqueurs de scène sélectionnés dans l’action active en tant que marqueurs de « pose » locauxDéplacer les clés de forme sélectionnées vers le haut/le bas de la listeDéplacer les bandes sélectionnées une piste plus bas, s’il y a de la placeDéplacer les bandes sélectionnées une piste plus haut, s’il y a de la placeDéplacer les traits sélectionnés vers un autre calqueDéplacer les marqueurs temporels sélectionnésDéplacer la sélection dans un nouveau calqueSe déplacer plus lentement (en marchant ou en volant)Déplacer le début des bandes au temps spécifiéÉcarter les bandes pour y faire tenir les bandes déplacéesDéplacer légèrement les traits vers la caméra pour éviter le découpage tout en conservant la profondeur pour la vue 3DDéplacer un emplacement de texture vers le haut ou le basDéplacer le curseur 3D au point de référence VR sélectionnéDéplacer le calque d’annotation actif vers le haut/le bas de la listeDéplacer la couleur active vers le haut/le bas de la listeDéplacer le calque ou groupe de Grease Pencil actifDéplacer l’ensemble de sélection actif vers le haut ou le bas de la listeDéplacer le signet actif vers le haut/le bas de la listeDéplacer le segment de pointillés actif vers le haut ou le basDéplacer l’entrée active vers le basDéplacer l’entrée active vers le hautDéplacer le calque actif vers le haut/le bas de la listeDéplacer le matériau actif vers le haut ou le bas de la listeDéplacer le segment temporel actif vers le haut ou le basDéplacer le groupe de sommets actif vers le haut/le bas de la listeDéplacer la caméra de façon que les objets sélectionnés soient dans le cadreDéplacer l’image de clonage sourceDéplacer la poignée la plus proche du sommet adjacentDéplacer librement la poignée actuelle du point de contrôleDéplacer les lignes sélectionnées vers le haut ou le basDéplacer le curseur en sélectionnantDéplacer le point entier en utilisant ses poignéesDéplacer la poignée le long de son angle actuelDéplacer les instances vers le centre de la faceDéplacer les images clés en même temps que le médiaDéplacer le modificateur dans la liste des modificateursDéplacer la souris pour changer le niveau de détail de la topologie dynamique. ClicG : Confirmer la taille, Échap/ClicD : Annuler, Maj : Mode précision, Ctrl : Échantillonner niveau de détailDéplacer les emplacements sélectionnés dans une nouvelle actionDéplacer la vueDéplacer la vue pour l’ajuster à la sélectionDéplacer la vue vers la frame actuelleDéplacer la vue vers le centre de la sélectionDéplacer vers la collectionDéplacer récursivement vers la collectionPlacer en premierPlacer en dernierDéplacer vers le calqueDéplacer vers une nouvelle collection d’osDéplacer dans une nouvelle collectionDéplacer vers un nouveau calqueSe déplacer au centre des voisins et adopter leur vitesseAller au dossier suivantAller au dossier parentDéplacer vers l’arbre de nœuds parent, retirer du groupeAller au dossier précédentDéplacer les instances de géométrie de plus haut niveau, en espace local ou globalDégager les bandes déplacées vers les espaces libres les plus proches pour résoudre les chevauchementsDéplacer les UV sur l’axe XDéplacer les UV sur l’axe YDéplacer les sommets vers le centroïde du groupe de doublons ; autrement le sommet le plus près du centroïde est utilisé.Déplacer {} au-dessus de {}Déplacer {} en dessous de {}Déplacer {} dans {}Déplacer {} {} au-dessus de {}Déplacer {} {} en dessous de {}Déplacer {} {} dans {}Déplacer/fusionner/ancrer la zoneDéplacer/diviser la zoneSe déplacer ou tourner relativement au visualiseur VR ou au contrôleur%i emplacement(s) déplacés dans l’action de l’objet actifLa bande à déplacer est déjà dans la bande méta fournieLa bande à déplacer est un parent de la bande méta fournieMouvementDéplacer toutes les F-courbes de la propriété « cacher » ("hide") des armatures sélectionnées dans l’action de l’objet. N’agira que sur le premier calque et la première bande de l’actionÉcarter des surfaces la position des points de capture pour éviter des artéfactsVidéoClip vidéoÉditeur de clips vidéoProxy de clip vidéoUtilisateur de clip vidéoBlocs de données clips vidéoClip vidéo d’où obtenir les données de suiviClips vidéoDistorsion vidéoFichier vidéoFichiers vidéosFormat vidéoObjets vidéoPistes de plan vidéoBande vidéoFeuille d’exposition du suivi vidéoMarqueurs de suivi vidéoDonnées de marqueur de plan de suivi vidéoMarqueurs de plan de suivi vidéoPistes vidéoClip vidéo affiché et édité dans cet espaceLe clip vidéo est introuvableClip vidéo utilisé par cette bandeLe clip vidéo d’où obtenir les données de suivi n’est pas définiFichier vidéoBande vidéoDonnées caméra du suivi vidéoDonnées de suivi vidéoDonnées des marqueurs de suivi vidéoDonnées de suivi vidéo d’objetObjet de suivi vidéo à suivreObjet de suivi vidéo à suivre (si vide, l’objet caméra est utilisé)Données de plan de suivi vidéoDonnées de caméra reconstituées par suivi vidéoDonnées de reconstitution de suivi vidéoRéglages du suivi vidéoDonnées de stabilisation du suivi vidéoDonnées de piste de suivi vidéoPiste de suivi vidéo à suivreClip vidéoPiste activeSource de l’annotationFaisceauClipFeuille d’expositionGrapheConserver les originalesMarqueurMarqueursMasqueModePlan de suiviPuissancePisteSuiviVueBande clip-vidéoBloc de données clip vidéo référençant un fichier vidéo externeImpossible de supprimer la vidéo de suivi « %s »Les vidéos ou séquences d’images ne peuvent pas être empaquetéesAnimation d’attenteImage clé d’attenteImage clé d’attente sélectionnéeLors d’un déplacement en cliquant et en glissant la souris, valider l’action en relâchant le boutonSrDépSrDéfSrRotSrZoomIntellSrDépIntSrZoomLe mtex est introuvable pour ce typeMulti-framesPlusieurs entréesID de tri pour entrée multipleMulti-modificateursRéactions multiplesSystème multicaméras, ajuster les caméras individuellementContrainte multiple, résolveur IK à étatsEXR multicouchesPeindre plusieurs poidsMultivuesFiltre flou sur plusieurs motsRecherche avec résultats sur plusieurs motsÉdition multi-framesModèle de diffusion de poils multi-échelles par Huang et al. 2022, adapté pour les vues de près et de loin, prend en charge les sections elliptiques et a des hautes lumières plus précises dans les diffusions vers l’avant.Gestuelles multi-touchBande sélecteur multicamCanal source multicamMultifractalMultiframesMulticouchesLe groupe de peinture multiple est verrouillé, annulationCaches multiplesPlusieurs moteursFaces multiplesImportances multiplesÉchantillonnage à importances multiplesÉchantillonnage à importances multiplesDiffusions multiplesRessorts multiplesTraits multiplesVues multiplesIl y a plusieurs add-ons du même nom !Plusieurs gestionnaires de fichiers peuvent être utilisés, déposer pour choisir lequel utiliserPlusieurs fichiers d’images, comme séquenceImpossible d’enregistrer plusieurs images dans le même chemin : « %s »L’échantillonnage à importances multiples est utilisé pour combiner les contributions de lumière directes depuis une estimation de l’évènement suivant, et le lancer de rayon directModèle de ciel avec plusieurs diffusions (plus précis)Plusieurs traits apparaissent/disparaissent en même tempsFacteur de multiplication lors de l’utilisation des modificateurs de rapidité ou de lenteurRedéfinition multiplicativeMultipliée par Début/Fin pour obtenir le nombre total de points à ajouterMultiplicateurMultiplicateur pour le taux de découpage de la géométrie hors du cadre de la caméra. Le taux de découpage des objets est augmenté progressivement, à mesure qu’ils s’éloignent du cadre. Des valeurs plus basses donnent une meilleure qualité de réflexions et d’ombres pour les objets hors caméra, et des plus valeurs élevées réduisent l’utilisation mémoireMultiplicateur pour la taille de subdivision adaptative par objetMultiplicateur pour la taille de subdivision adaptative par objet dans la vue 3DMultiplicateur pour faire tenir le champ sélectionné dans une carte de couleurMultiplicateur pour redimensionner les vecteursMultiplicateur pour la distance entre les lignes de la grille de la vue 3DMultiplicateur pour la valeur de hauteur, pour contrôler la distance global du placage de reliefMultiplicateur pour la force des nouveaux traitsMultiplicateur pour l’épaisseur des nouveaux traitsMultiplicateur pour l’influence de cette brosse sur les vaguesMultiplicateur des propriétés de diamètreMultiplicateur de vélocité d’obstacleMultiplicateur de la vélocité source passée au fluide (la vélocité source n’est non-nulle que si l’objet se déplace)Multiplicateur utilisé pour contrôler la magnitude des vecteurs vélocité, pour les effets temporelsMultiplierMode Multiplier ajouterMultiplier l’alphaMultiplier les canaux Échelle en entrée du B-os par la valeur d’échelle locale en Y de la poignée de début. Cette opération est effectuée après l’option Assouplissement d’échelle et n’en est pas affectée.Multiplier les canaux Échelle en sortie du B-os par la valeur d’échelle locale en Y de la poignée de fin. Cette opération est effectuée après l’option Assouplissement d’échelle et n’en est pas affectée.Multiplier les couleursMultiplier la profondeurFacteur de multiplicationMultiplier la masse par la tailleMultiplier les matricesNœud MultiplierModificateur Traits multiplesMultiplier la normaleMultiplier RBande multiplierMultiplier les poids du groupe A par ceux du groupe BMultiplier le groupe de sommets avec l’enveloppeMultiplier les poidsMultiplier l’alpha en même temps que les canaux de couleurMultiplier l’influence de la brosse par l’alpha du dégradé de couleur de vitesseMultiplier la profondeur d’intersection de la brosse (déplacement, vagues) par l’alpha du dégradé de vitesseMultiplier la couleur par l’alpha (recommandé pour une utilisation avec Blender)Multiplier les canaux de couleur de deux vidéosMultiplier les valeurs de composantes ensembleMultiplier la force par 1/distance²Multiplier la longueur de la ligne par la vitesse de particuleMultiplier la masse par la taille de particuleMultiplier le vecteur normal avec la sélectionMultiplier la position et le contour par l’intensitéMultiplier la vitesse de dessin enregistrée par un facteurMultiplier la valeur source avec celle de destination, en utilisant le seuil donné comme facteurMultiplier le canal Assouplissement en entrée du B-os par la valeur d’échelle locale en Y de la poignée de début. Cette opération est effectuée après l’option Assouplissement d’échelle et n’en est pas affectée.Multiplier le canal Assouplissement en sortie du B-os par la valeur d’échelle locale en Y de la poignée de fin. Cette opération est effectuée après l’option Assouplissement d’échelle et n’en est pas affectée.Multiplier les poids calculés par les valeurs existantes dans le groupe de sommetsMultiplier la frame de scène actuelle par ce facteurMultiplier la vitesse actuelle de la bande par ce nombre, ou refaire correspondre la frame actuelle à cette frameMultiplier la taille de filtre utilisée par l’interpolationMultiplier les valeurs d’assouplissement finales par les facteurs d’échelle en entrée/sortie en YMultiplier les canaux RVBA de l’image d’entrée par la valeur alpha d’entréeMultiplier l’échelle de l’instance par un facteur pour calibrer l’aire de la faceMultiplier l’intensité de chaque pixelMultiplier la longueur d’origine par un facteurMultiplier le rayon du point de spline par le rayon d’effilageMultiplier des matrices de transformationMultiplier les poids par l’enveloppe pour tous les os, au lieu d’agir comme un mélange basé sur les groupes de sommets (les poids spécifiés sont toujours utilisés, et seuls les os listés sont pris en compte).Multiplier par le facteur de vitesseMultirésolutionsModificateur MultiresLe précalcul des données multirésolutions requiert un objet multirésolutionLe modificateur multirésolutions a retourné une erreur, application ignoréeMultirésolutionsModificateur de maillage multirésolutionsGGX multidiffusionsMusgraveMusiqueDoit être en mode sélection sommetIl doit y avoir un os actif auquel ajouter une contrainte IKLe nombre de points de contrôle doit être supérieur à l’ordreSuspendreSuspendre les bandes (dé)sélectionnéesSuspendre le métrageSuspendre le canalSuspendre les réglages dépliés pour le modificateurSuspendre le métrage et afficher un fond noir à la placeSuspendre ou réactiver les bandes sélectionnéesRendre muet le haut-parleurSuspendre ce modificateurSuspendre les bandes non-sélectionnées plutôt que les sélectionnéesSuspendu(e)Bandes suspenduesTaille des paquets de multiplexageDébit de multiplexageTaille des paquets de multiplexage (octets)Débit de multiplexage (bits/s)N-goneRayon de N-sphèreMéthode pour n-gonesN-gonesLa touche N ouvre un menu circulaire pour (dés)activer les régionsNDOFNDOF verrouiller l’horizonDonnées de mouvement NDOFNDOF naviguer dans la vueDonnées de mouvement NDOF pour les évènements du gestionnaire de fenêtreFace n-goneFace-sommet n-goneNLAÉvaluation NLA activéeBande NLALes « transitions » de bande NLA entre bandes adjacentesContrôles de bande NLANom de la bande NLALa bande NLA se comporte comme un conteneur pour des bandes adjacentesLa bande NLA est activeLa bande NLA est lue à l’envers (uniquement quand le minutage est déterminé automatiquement)La bande NLA est sélectionnéeLa bande NLA fait référence à une actionBande NLA représentant un évènement de son pour des haut-parleursBandes NLALes bandes NLA sur cette piste NLABandes NLA pour lesquelles cette bande joue le rôle de conteneur (si elle est de type Méta)Piste NLANoms des pistes NLALa piste NLA est activeLa piste NLA est évaluée pour elle-même (c’est-à-dire que l’action active et toutes les autres pistes NLA du même bloc de données animation sont désactivées)La piste NLA est verrouilléeLa piste NLA est sélectionnéeLa piste NLA est la seule évaluée dans ce bloc de données d’animation, toutes les autres sont suspenduesPistes NLAPistes NLA (c-à-d calques d’animation)Mode ajustage NLADonnées de l’espace éditeur NLALa pile NLA est évaluée lors de l’évaluation de ce blocLa bande NLA « %s » est introuvable dans la piste « %s »F-Courbes de bande NLANURBSLignes actives en U des NURBSLignes actives en V des NURBSLignes en U des NURBSLignes en V des NURBSOrdre NURBS dans la direction U. Avec des valeurs plus hautes, chaque point a une influence sur une zone plus grande, mais les performances sont moins bonnes.Ordre NURBS dans la direction V. Avec des valeurs plus hautes, chaque point a une influence sur une zone plus grande, mais les performances sont moins bonnes.Poids de NURBSNablaNomNom (id) de l’opérateur à invoquerNommer d’aprèsCollision de nomsFiltre par nomNommer d’après l’objet source, avec un suffixeCollisions de noms : Filtre des noms, comprend les métacaractères unix '*', '?' et '[abc]'Nom du nouvel objet maillage et du matériauNom du nouvel emplacement de peintureNom du nouveau préréglageNom du nouvel asset de brosseNom du nouvel asset de poseNommer d’après l’image chargéeNom déjà utilisé. L’autre bloc de données a été renommé en « %s »Nom du groupe d’action auquel assigner des réglages pour ce cheminNom du bloc ID à dépaqueterNom de l’os parent pour le crochet (si applicable), recalcule et réinitialise également le décalageNom de l’os de pose à utiliser comme cibleNom de clé de formeNom de la carte UVNom du groupe de sommets qui détermine les ancresNom du groupe de sommets qui détermine l’influence du modificateur pour chaque pointNom du calque de couleurs de sommetsNom d’un fichier ou dossier dans une liste de fichiersNom de la collection d’os à ajouter. Ne spécifier ce paramètre que si l’on veut créer une nouvelle collection d’os et y assigner les os sélectionnés. Pour assigner à une collection existante, ne pas inclure ce paramètre et utiliser collection_indexNom de la collection d’os à ajouter. Ne spécifier ce paramètre que si l’on veut créer une nouvelle collection d’os et y déplacer les os sélectionnés. Pour assigner à une collection existante, ne pas inclure ce paramètre et utiliser collection_indexNom de l’attribut de couleurNom du modificateur à redéfinirNom du modificateur à supprimerNom du nouvel attributNom du nouvel attribut de couleurNom du nouveau dossierNom du nouveau masqueNom du nouveau calque de masqueNom du groupe nouvellement crééNom du groupe d’éclairage nouvellement crééNom de l’opérateur (traduit) à appeler lors de l’évènement d’actionNom de l’opérateur (traduit) à appeler par l’évènement d’entréeNom de l’os parent, en cas de relation de parentage à un osNom de l’os parent. Utilisé uniquement quand l’objet parent est une armature.Nom de l’objet parent dans le bloc de données spécifié auquel le parentage se faitNom du sous-objet parent dans le bloc de données spécifié auquel le parentage se faitNom de l’animation combinée glTF à exporterNom du calque de peauNom de l’AOVNom de l’AOV vers laquelle cette sortie écritNom de l’attribut Alembic utilisé pour générer les données de flou cinétiqueNom de l’attributNom du groupe d’éclairageNom de la paletteNom de l’attribut de carte UV à générerNom du groupe de sommets qui détermine l’influence du modificateur par pointNom de la carte d’actionsNom de l’affectation de carte d’actionsNom de l’élément de carte d’actionsNom de l’AOV de shader activeNom de l’attribut duquel obtenir la transformationNom de la collection d’os à laquelle assigner cet os ; laisser vide pour assigner à la collection d’os activeNom de la collection d’os à créerNom de la collection d’os de laquelle retirer l’os ; laisser vide pour retirer de la collection d’os activeNom de l’os à obtenirNom de l’os à retirer de la collection. Laisser vide pour utiliser l’os actifNom de la collection à sélectionnerNom de la contrainte à éditerNom du créateur de l’assetNom de l’orientation de transformation personnaliséeNom du segment de pointillésNom du bloc de données à utiliser par l’opérateurNom du périphériqueNom du fichierNom de la grille pour le composant en X du champ de vélocité s’il a été séparé en plusieurs grillesNom de la grille pour le composant en Y du champ de vélocité s’il a été séparé en plusieurs grillesNom de la grille pour le composant en Z du champ de vélocité s’il a été séparé en plusieurs grillesNom de l’action haptique à appliquer à l’exécution de cette actionNom de la configuration clavierNom de l’ensemble de raccourcisNom du calqueNom du matériauNom du menuNom du modificateurNom du modificateur contenant le nœudNom du modificateur à éditerNom du modificateur sur lequel travaillerNom de la nouvelle collectionNom de la nouvelle orientation personnaliséeNom du nouveau calqueNom du nouveau groupe de calquesNom de la collection nouvellement ajoutéeNom de l’os nouvellement crééNom du menu circulaireNom du préréglage, utilisé pour créer le nom de cheminNom de la collection d’os référencéeNom du type de rig dont générer l’échantillonNom de l’effet de shader à éditerNom de l’emplacementNom de l’emplacement, pour l’affichage dans l’interface utilisateur. Ce nom, combiné au type de bloc de données de l’emplacement, est unique à l’intérieur de son actionNom de la priseNom du type de priseNom du fichier sourceNom du modificateur de bande à éditerNom du thèmeNom du champ de vélocité, ou le nom de base si la vélocité est séparée en plusieurs grillesNom du calque de couleurs de sommets utilisé pour l’écumeNom du calque de couleurs de sommets utilisé pour carte de direction des embrunsNom de l’espace de travail à ajouter et à activerNom de cette collection de calque (identique au nom de la collection)Nom de la couleur de sommets à exporterNom du groupe de sommets qui détermine le taux d’émission de la surfaceFiltre par nom ou étiquetteNom pouvant être affiché dans l’interface pour cet élémentNom mis en correspondance avec le bloc de données référencéNom à utiliser dans les expressions ou fonctions scriptées (ni espaces ni points ne sont autorisés, et doit commencer par une lettre)Nom à utiliser pour enregistrer la sortie de cette surfaceNom : {:s}Attribut nomméAttributs nommésGroupe nomméSélection de calque par nomNœud Calque par nomNomsEspace de nomÉléments de nomenclature pour les cartes d’AOÉléments de nomenclature pour les cartes d’alphaÉléments de nomenclature pour les cartes de couleur de baseÉléments de nomenclature pour les cartes de reliefÉléments de nomenclature pour les cartes de déplacementÉléments de nomenclature pour les cartes d’émissionÉléments de nomenclature pour les cartes de brillanceÉléments de nomenclature pour les cartes de métallicitéÉléments de nomenclature pour les cartes de normalesÉléments de nomenclature pour les cartes de rugositéÉléments de nomenclature pour les cartes de spéculaireÉléments de nomenclature pour les cartes de transmissionNanomètresNanowattsLargeur de bande étroiteÉtroitesseNaturelVitesse de dessin naturelleLogarithme naturelSens de défilement naturelNavigationGizmo de navigationTaille du gizmo de navigationOuvrir les dossiers en cliquant dessus une seule fois au lieu de deuxNaviguer dans la scène VR en attrapant avec les contrôleursNavigationArrièreContrôleur avantBasAvantGaucheModeDroiteTourner à gaucheTourner à droiteHautVue arrièreVue avantVue gaucheVue droiteBarre de navigationCommandes de navigationPosition de navigationMode de navigationRotation de navigationÉchelle de navigationFond des onglets / de la navigationNdof+Ndof-NdofB1NdofB10NdofB11NdofB12NdofB2NdofB3NdofB4NdofB5NdofB6NdofB7NdofB8NdofB9NdofArNdofDomNdofFitNdofAvNdofIso1NdofIso2NdofMenuNdofMovNdofPanZoomNdofRAHNdofRHNdofRotNdofLAHNdofLHNDOFSauverVue1NDOFSauverVue2NDOFSauverVue3NdofTAHNdofTHNDOFVue1NDOFVue2NDOFVue3Ndof←Ndof↑Ndof→Ndof↓ProchePlan procheÉpaisseur procheDistance de découpage proche de la caméra d’ombreModèle de diffusion de poils en champ proche par Chiang et al. 2016, adapté pour les vues de près, mais plus bruité vu de loin.Plus procheCoin le plus proche et meilleure normale de face correspondanteCoin le plus proche et meilleure normale correspondanteCoin le plus proche de la face la plus procheArête la plus procheArête la plus proche interpoléeSommet d’arête le plus procheFace la plus procheArête de face la plus procheFace la plus proche interpoléeSommet de face le plus prochePlus proche voisinPixel le plus prochePoint de surface le plus procheSommet le plus procheSommets les plus prochesPosition du couPosition initiale du couAu moins 4 points de suivi doivent être sélectionnés pour créer un planNécessairesAiguilleNécessite au moins une paire de bandes sélectionnées adjacentes avec un interstice entre ellesInverser le volumeInverser l’influence dans le volumeInverser l’axe d’alignementInverser l’effet du groupe de sommets d’agglutinationInverser l’effet du groupe de sommets de densitéInverser l’effet du groupe de sommets de champInverser l’effet du groupe de sommets d’entortillementInverser l’effet du groupe de sommets de longueurInverser l’effet du groupe de sommets de rotationInverser l’effet du groupe de sommets de rugosité 1Inverser l’effet du groupe de sommets de rugosité 2Inverser l’effet du groupe de sommets de rugosité finaleInverser l’effet du groupe de sommets de tailleInverser l’effet du groupe de sommets de tangenteInverser l’effet du groupe de sommets de vrillementInverser l’effet du groupe de sommets de vitesseNégationNégatifAxe négatifFrames négativesFaire glisser ou couper les frames négativesCôtés négatifsAxe X négatifAxe Y négatifAxe Z négatifExposant négatif pour la valeur de viscosité (pour simplifier l’entrée de petites valeurs, par exemple 5*10^-6)Adoucissement de maillage négatifIndice de sommet négatif dans vertex_indices_setIndice du voisinRejet du voisinageSeuil de voisinageAucun des nœuds n’a de sortieImbriquéeIdentifiant imbriqué du nœudImbriquer un groupe de nœuds à l’intérieur de lui-meme n’est pas permisRéseauLimite de connexions réseauDélai d’attente réseauNeutreValeur de déplacement neutre ne provoquant aucun déplacement. Les valeurs plus basses déplacent la surface vers l’intérieur, les valeurs plus hautent la poussent vers l’extérieurJamaisJamais NoneNe jamais changer d’onglet lors du clic sur une icône dans un synoptiqueNe jamais cacher les nouveaux nœuds de mélangeNouveauNouveau catalogueMode de lissage des nouvelles courbesNouveaux outils de courbesNouvelles donnéesCouleurs des nouvelles F-courbes – XYZ vers RVBNouvelles fonctionnalitésNouveau fichierNouveau groupeType des nouvelles poignéesNouvel IDUID de session du nouvel ID auquel faire correspondre tous les utilisateurs d’ID sélectionnésNouvelle imageNouvel élémentType des nouvelles images clésNouveau calqueNouvel objetNouveaux objetsNouveau cheminNouveau préréglageNouvelle carte UVNouvelle fenêtreLe nouveau nom de l’os est en conflit avec un nom existant de groupe de sommets, les noms des groupes ne seront pas changés. (%s::%s)Le nouveau déplacement est ajouté à l’existantLe nouvel effet nécessite plus ou moins entréesNouvelle implémentation disponible depuis 2.8Les nouvelles clés seront de type BézierLes nouvelles clés seront de type constantLes nouvelles clés seront de type linéaireNouvelles lignes non prises en charge, appeler cet opérateur plusieurs foisNouveau nom du marqueurNouvelle valeur d’échantillonnage à utiliser pour les modificateurs suivantsNouvelle vitesse du segment reminutéNouveau trait depuis les points ou traits sélectionnésLes nouveaux traits sont placés en dessous de tous les traits du calqueLe sommet nouvellement créé est glisséNewtonienneSuivantCaractère suivantIndice de l’arête suivanteÉchec suivantImage clé suivanteLigne suivanteMarqueur suivantNœud suivantPage suivanteBande suivanteIndice prochain sommetMot suivantType de mélange ou opération suivanteLe prochain élément est cachéSuivant ou sélectionLe prochain caractère tapé sera superposé au précédent, pour les caractères spéciauxEstimation de l’évènement suivantBandeNLAPisteNLAImpossible de supprimer la piste NLA « %s »Pas de 'Connections' trouvée dans le fichier %rPas de 'GlobalSettings' trouvés dans le fichier %rPas d’'Objects' trouvé dans le fichier %rAucun objet « Relatif à » trouvé, en définir un explicitement ou s’assurer qu’il y ait un objet actifAucun éditeur de propriétés non-épinglé trouvé, dans lequel afficher la textureAucune vue 3D trouvée à partir de laquelle créer une imageAucun emplacement d’action n’est assigné, donc il n’y a rien à désassignerAucune action dans le fichier .blendAucune action activeAucun contexte actifAucun bloc de données d’animation en mode d’ajustage d’où sortirAucun bloc de données d’animation pour lequel entrer en mode d’ajustagePas d’anticrénelageGlissement d’assets impossibleAucune indexation d’assetsPas d’audioAucun os actifMême côtéNe pas connecter les régionsPas de convergenceAucune courbe sélectionnéePas de cyclesAucun bloc de donnéesAucun empaquetage de blocs de donnéesNe pas dissoudrePas de F-courbe de rotation Euler à réparerAucune rotation Euler n’a pu être corrigéeAucune rotation Euler n’a pu être corrigée, assurez-vous que chaque rotation a des clés pour toutes les composantes, et que les F-courbes pour celles-ci sont consécutives dans l’ordre XYZ, et sélectionnéesPas de F-courbe à laquelle ajouter des images clésAucun F-modificateur à copierAucun F-modificateur à collerPas d’inversionPas de blocage de cardanPas de données de Grease PencilAucune frame de Grease Pencil sur laquelle dessinerAucune frame de Grease Pencil sur laquelle dessiner les poidsAucun nœud Sortie de groupe ou Sortie fichier dans la scèneAucun bloc ID et/ou de données d’animation d’où supprimer des images clésPas d’intersectionAucun élémentAucun élément disponibleAucun ensemble de clés actifAucune redéfinition de bibliothèquePas de limiteAucun matériauNe pas combinerAucune nouvelle contraintePas de décalageAucune sortieAucune resynchro auto des redéfinitionsPas de propriétésAucun pointeur RNA disponible duquel obtenir des valeurs pour la création d’images clésAucun pointeur RNA disponible duquel obtenir des valeurs pour cette F-courbePas de fichiers récentsNe pas reprojeterAucun monde de corps rigides auquel ajouter une contrainte de corps rigideAucun monde de corps rigides à exporterAucun monde de corps rigides à supprimerAucune textureAucune tuile UDIM n’a été crééeAucune donnée UV sur la toileAucun calque UV nommé « %s » dans l’objet « %s »Aucun calque UVAucune carte UV trouvée dans l’objet évalué « %s »Pas de vidéoAucune action d’où supprimer des images clés pour l’ID %sAucun bloc de données d’animation actif utilisable (sélectionner d’abord un « expandeur » de bloc de données, ou définir les drapeaux appropriés sur un bloc de données d’animation)Aucun objet courbes actifAucune F-courbe active à laquelle ajouter une image clé, sélectionner d’abord une F-courbe éditableAucun calque de Grease Pencil actifAucun calque de Grease Pencil actif dans lequel collerAucun ensemble de clés actifAucun chemin d’ensemble de clés actif à enleverAucun ensemble de clés actif auquel ajouter un chemin videAucun ensemble de clés actif à supprimerAucun ensemble de clés actif duquel enlever un cheminAucun ensemble de clés actif duquel enlever la propriétéAucun ensemble de clés actif utilisableAucun calque UV actif dans l’objet « %s »Aucune action active sur laquelle agirAucune action active à ajouterAucun nœud de texture image actif et sélectionné dans le matériau « %s » (%d) pour l’objet « %s »Aucun asset actifAucun attribut actifAucun os actifAucune collection d’os activeAucun os actif définiAucun os actif à partir duquel copierAucun os actif avec contraintes à copierAucune brosse activeAucune caméra activeAucune caméra active dans la scèneAucune caméra active définieAucune collection activeAucun attribut de couleur actif vers lequel précalculerAucun objet éditable actifAucun élément actif trouvé !Aucune face activeAucune frame active à supprimerAucun groupe actifAucune image active dans l’emplacement de matériau (%d) pour l’objet « %s »Aucune image active, ajouter un matériau ou précalculer dans un fichier externeAucune image active, ajouter un matériau ou précalculer sans l’option « Diviser par matériaux »Aucun élément actifAucun élément actif à renommerAucune image clé active sur la F-courbeAucun calque actifAucun calque actif à dupliquerAucun style de ligne actif dans la scène actuelleAucun ensemble de lignes actif ni de style de ligne associé duquel manipuler le modificateurAucun ensemble de lignes actif auquel ajouter un nouveau style de ligneAucun marqueur activeAucun objet maillage actifAucun clip vidéo actifAucun nœud actif.Aucun objet actifAucun objet actif trouvéAucun objet actif auquel ajouter une contrainteAucun objet actif, ou l’objet actif n’est pas un objet Grease PencilAucun objet actif, impossible d’appliquer l’action avant le renduAucun plan de suivi actifAucun os actif en mode pose auquel ajouter une contrainteAucune bande active !Aucune piste active pour laquelle passer en mode ajustageAucune piste activeAucune piste active dans laquelle fusionnerAucune piste active à laquelle ajouter une bande, sélectionner une piste existante ou en ajouter une avant de réessayerAucun groupe de sommets actifAucun groupe de sommets actif à peindre, annulationAucune vue active dans la scène « %s »Aucune fenêtre active dans le contexte !Aucun module d’add-on donné !Aucun autre maillage sélectionné ayant le même nombre de sommets à fusionnerPas d’aimantation angulaireAucun bloc de donnnées animable, veuiller signaler ce bugAucune armature animée n’est sélectionnéePas de données d’animation trouvées à partir desquelles créer un assetAucune donnée d’animation à convertir pour l’objet : {!r}Piste d’animation introuvable à l’indice %dAucune source d’annotationAucune animation d’armature n’a été modifiéeAucun catalogue d’assetsAucun bloc de données d’asset provenant du fichier actuel sélectionné (les assets doivent être stockés dans le fichier actuel pour pouvoir être édités ou effacés)Aucun bloc de données d’asset sélectionnéAucun asset trouvé au chemin « %s »Pas d’asset dans le contexteAucun asset sélectionnéAucun attribut sur les objets ayant ce matériauAucun canal disponible pour la frame actuelle.Aucune collection d’os nommée « %s »Aucune collection d’os n’a reçu de boutons d’interface. Voir dans le sous-panneau Collections d’osAucun os sélectionné, rien à assigner à la collection d’osAucun os sélectionné, rien à désassigner de cette collection d’osAucune région de rendu sélectionnéeAucune brosse sélectionnéeAucune signature de paquet trouvéeCaméra introuvableAucune caméra trouvée dans la scène « %s »Aucune caméra trouvée dans la scène « %s » (utilisée dans le compositing de la scène « %s »)Aucune modification à enregistrerAucun canal auquel ajouter des images clésAucun canal sur lequel agirAucun calque enfant à fusionnerAucune scène dans le presse-papier depuis laquelle coller les données de séquenceurAucune signature de fermeture trouvéeAucune collection sélectionnéePas de réglages de collision disponiblesAucune surimpression de couleurAucun GPU compatible trouvé pour CyclesAucune image compatible ne se trouve dans le presse-papierAucune compressionAucune contrainte à copierAucun point de contrôle sélectionnéAucun point de contrôle sélectionnéPas de suppressionPas de données de courbe en entréePas de données de courbes à fusionnerAucune HDRI personnalisée configuréeAucune MatCap personnalisée configuréeAucun éclairage studio personnalisé configuréAucune {:s} personnalisée configuréeAucune donnée à coller depuis le presse-papierAucune donnée à collerAucune donnée, un masque booléen de voxels actifsAucun bloc de données sélectionné ou actifAucun bloc de données sélectionné n’est marqué comme étant un assetAucun bloc de données sélectionné ne prend en charge les opérations d’assets – sélectionner au moins une brosse, collection, groupe de nœuds, objet, action de pose, scène ou mondeAucun bloc de données trouvé pour lequel créer des assets (ou qui prenne en charge l’utilisation comme assets)Pas de périphérique - il n’y aura pas de sortie audioAucun affichagePas d’atténuation avec la distanceAucun contrôleur d’où copier des variablesAucune variable de contrôleur à coller depuis le presse-papierAucun contrôleur suppriméPas d’anneau d’arêtes trouvéAucune arête sélectionnéeAucune arête sélectionnéeAucun calque de Grease Pencil éditableAucune bibliothèque d’assets modifiable dans laquelle enregistrerAucun objet éditable à convertirAucun exportAucune région de faces sélectionnéeAucune face sélectionnéeAucune face remplieAucune face trouvée dans l’objet « %s »Aucun fichier sélectionnéAucun gestionnaire de fichier image disponibleAucun chemin de fichier pour « %s »Aucun nom de fichier spécifiéAucun chemin de fichier spécifiéAucun fichier sélectionnéAucun fichier sélectionné à ouvrirPas d’inversionAucun dossier sélectionnéAucune frame rendue, ignorée pour ne pas écraserAucune frame sélectionnée dans l’objet Grease PencilAucune frame à précalculerAucune entrée libre pour le nœud {}Aucune zone plein-écran n’a été trouvéeAucune animation glTFPas de poils connectés (impossible de connecter les poils si le modificateur de système de particules est désactivé)Aucun objet vide image sélectionnéAucune image disponibleAucune image convertieAucune image à recharger n’a été trouvée dans cette arborescenceAucune image n’a été modifiéeAucune grille en entrée trouvée pour déterminer la topologieAucun paquet installable marquéAucun paquet installé marquéAucun paquet installé à mettre à jourPas d’interpolationAucune interpolation (échantillonner le texel le plus proche)Aucune interpolation entre images clésPas d’interpolation, utiliser le plus proche pixel voisinAucune interpolation, la valeur de A est maintenue jusqu’à ce que B soit atteintAucune intersection trouvéeAucune correction inverse n’est définie, il n’y a rien à réinitialiserAucun problème détectéAucun élémentAucun élément n’est sélectionnéAucune articulation sélectionnéeAucune pose avec images clés vers laquelle propagerAucune image clé copiée dans le presse-papier interneAucune image clé supprimée sur %d objet(s)Aucune image clé supprimée dans {} bande(s)Aucune image clé sur laquelle zoomerPas d’images clés entre lesquelles glisserAucune clé n’a été insérée, et aucune erreur n’a été signalée.Aucune clé ou bande sélectionnéeAucun calque trouvéPas de calques à ajouterAucune limitation appliquée. Le plus rapide, mais peut produire des artéfacts dans les méthodes d’ordre élevéAucun marqueur n’est sélectionnéAucune région de faces correspondante trouvéeAucune image correspondante trouvéeAucun matériau à supprimerAucun favori trouvéPas de données maillage à lierPas de maillage dans l’objet actifPas d’objet maillageAucun maillage avec groupes de sommets trouvéAucun fichier manquantPlus aucune image clé vers laquelle aller dans cette directionPlus aucun marqueur vers lequel aller dans cette directionPas plus de 16 vues localesAucun nom ne correspond entre les objets et clés de forme sélectionnéesAucun nom définiAucun attribut nommé utiliséAucun nouveau fichier n’a été empaquetéAucune nouvelle redéfinition de propriété n’a été créée, l’opération existe déjàAucune nouvelle redéfinition de propriété n’a été créée, la propriété existe déjàArborescence de nœuds introuvable dans l’éditeur de nœuds active.Aucun nœud sélectionné.Aucun objet trouvé sur lequel agirAucun objet sélectionnéAucun objet sélectionné, curseur utiliséAucun objet sur lequel appliquer l’orientationAucun objet, ou pas exclusivement en mode poseAucun objet trouvé duquel précalculerAucun objet sélectionnéAucun objet sélectionné à copierAucun objet à collerAucun objet avec boîte englobante sélectionnéAucune fenêtre ouverte d’éditeur de graphes trouvéePas d’opérateur dans le contexteAucune optionAucun bloc de données orphelin à purgerAucun autre os n’est sélectionnéAucun autre objet n’est sélectionnéAucun autre objet sélectionnéAucun autre objet sélectionné n’a de fil ou d’arête de bordure à utiliser pour la projectionPas de nœud de sortieAucun fichier empaquetéAucun fichier empaqueté à dépaqueterAucun dossier parent donnéAucune permission renseignéePas de données de nuages de points à fusionnerAucun point n’a été sélectionnéAucun point n’a été sélectionnéAucune pose à copierAucun préfiltrage, utiliser quand les passes guides n’ont pas de bruitAucun aperçu à supprimerPas de projection quand derrière la facePas de projection quand devant la faceAucune référence disponible {!r}, mettre à jour les infos dans '_rna_manual_reference.py' ou appeler bpy.utils.manual_map()Aucune région vue3D disponibleAucun dépôt disponibleAucun résultat trouvéAucun résultat ne correspond au filtre de recherchePas d’effet d’obturateur roulantAucun asset de scène.Aucune F-courbe sélectionnée à laquelle ajouter des images clésAucune F-courbe sélectionnée dans laquelle collerAucun asset sélectionnéAucun os sélectionné vers lequel copierAucun bloc de données sélectionné à copierAucun objet éditable sélectionné sur lequel agirAucune face sélectionnéeFrames sélectionnées introuvablesAucune clé sélectionnée, coller sur tout l’intervalle de prévisualisationAucune clé sélectionnée, coller sur tout l’intervalleAucun objet sélectionné n’est actifAucun objet sélectionné à partir duquel copierAucun asset de pose sélectionnéAucun sommet sélectionnéAucune scène de séquenceur avec des bandes vidéo à rendreAucune correction de formeÉlément suivant introuvableAucun emplacement dans cette action.Aucun autre objet maillage sélectionnéAucune bande sélectionnéeAucune bande à collerPas de sous-titres (pistes texte) à exporterPas d’infos de contexte valides pour l’ensemble de clés actifAucun os adapté sélectionné vers lequel copierAucun objet pris en charge n’est sélectionnéAucun os cible ajoutéAucun objet cible vers lequel transférer le modeAucun texte ou fichier spécifié dans le nœud, rien à compilerPas de limite de taille de textureAucun utilisateur de la texture trouvéAucune texture dans le contexteAucune piste utilisable n’est sélectionnéeAucun dépôt utilisateurAucune action valide à ajouterAucun objet cage valideAucune donnée valide à lire !Aucune donnée de contrôleur valide dont créer une copieAucune ID liée existante spécifiée à relocaliserAucun format valide trouvéAucun format d’image valide sélectionnéAucun nœud valide dans la sélectionAucun sommet de base valide trouvé (il en faut un par îlot de maillage auquel appliquer la peau)Pas d’objet sélectionné valideAucune subdivision valide trouvée permettant de reconstruire un niveau plus basAucune subdivision valide trouvée permettant de reconstruire les niveaux plus basAucun maillage cible valideAucun groupe de sommets parmi les sommets sélectionnéesAucune donnée de groupe de sommetsAucun groupe de sommets assigné au maillageAucun groupe de sommets trouvéAucun groupe de sommets sur lequel agirAucun sommet sélectionnéAucun sommet n’a été liéAucune étiquette visible.Aucun poids/groupe de sommets dans l’objetPas de poids/groupes de sommets dans le ou les objetsAucun modificateur {:s} trouvéNe rien faireNœudArrière-plan des nœudsOpérations de couleurs des nœudsÉditeur de nœudsSurimpressions de l’éditeur de nœudsÉditeurs de nœudsFormat du nœudGroupe de nœudsGroupes de nœudsIdentifiant du nœudIdentifiant du nœudEntrées de nœudEmpreinte d’instance de nœudÉtiquette du nœudLiens de nœudsNom du nœudContours des nœudsNœud de sortieSorties de nœudRésolution de l’aperçu de nœudNœud sélectionnéPrise de nœudIdentifiant de l’outil nodalArborescence de nœudsInterface d’arborescence de nœudsAjouter une prise d’interfacePrise d’interface d’arborescence de nœudsOpérations d’interface d’arborescence nodaleChemin d’arborescence de nœudsSous-type d’arborescence nodaleType d’arborescence de nœuds (obsolète, bl_idname est le vrai identifiant d’arborescence de nœuds)Arborescences de nœudsType de nœudNœud non pris en chargeLargeur du nœudNode WranglerNode Wrangler (menu)Données de l’espace éditeur de nœudsAssets de groupes de nœuds non assignés à un catalogue. Les catalogues peuvent être assignés dans l’explorateur d’assetsBlocs de données groupes de nœudsLe groupe de nœuds a un type différentLe groupe de nœuds doit être une arborescence de nœuds de géométrieLe groupe de nœuds doit avoir une prise de sortie couleurLe groupe de nœuds doit avoir une sortie de géométrieLe groupe de nœuds doit avoir un nœud de sortieLe groupe de nœuds doit avoir une prise de sortieGroupe de nœuds contrôlant l’action de ce modificateurGroupe de nœuds à éditerL’entrée Masque du groupe de nœuds doit être de type CouleurLa première sortie du groupe de nœuds doit être une couleurLa première sortie du groupe de nœuds doit être une géométrieL’entrée de géométrie du groupe de nœuds doit être en premierL’entrée principale du groupe de nœuds doit être de type CouleurLes aperçus automatiques ne sont pas pris en charge pour les groupes de nœudsLe nœud n’a pas d’attribut {:s}Étiquette colorée d’en-tête du nœudNœuds dans une arborescence de nœudsLe nœud doit être lancé comme objetCe nœud ne marche que pour les objets courbesNœud possédant cette priseÉtat de sélection du nœudShader nodal à utiliserType de données de la prise de nœudL’arborescence de nœuds « %s » a un type indéfini %sL’arborescence de nœuds « %s » n’est pas un groupe de nœuds de compositing.Arborescence de nœuds affichée et éditéeArborescence de nœuds faite de nœuds liés, utilisée pour le compositingArborescence de nœuds faite de nœuds liés, utilisée pour les géométriesArborescence de nœuds faite de nœuds liés, utilisée pour les matériaux (et d’autres blocs de données d’ombrage)Arborescence de nœuds faite de nœuds liés, utilisée pour l’ombrage, les textures et le compositingArborescence de nœuds faite de nœuds liés, utilisée pour les texturesArborescence de nœuds pour les éclairages basés sur les nœudsArborescence de nœuds pour les matériaux basés sur les nœudsArborescence de nœuds, pour les mondes basés sur les nœudsArborescence de nœuds pour les shaders nodauxArborescence de nœuds pour les textures basées sur les nœudsType d’arborescence de nœuds %s indéfiniType d’arborescence de nœuds à afficher et à éditerArborescence de nœuds introuvable dans l’éditeur de nœuds actuel.Type de nœudType de nœud %s non-définiNœud {} suppriméNœud(s)GroupeNœudsAAbsoluAdditionnerArc cosinusArc sinusArctan2Arc tangenteFlècheBDessousBoîtePlafondPlafondFermetureTeinte de vernisCouleurBrûler couleurSous-développer couleurComparerComparaisonConstanteConversionCosinusFonduProduit vectorielActuelleAssombrirDifférenceDistanceDiviserDiviser, plafondDiviser, partie entièreDiviser, arrondirProduit scalaireStyle d’affichageExposantVers l’avantPartie entièreModulo partie entièrePour chaque élémentFractionCadreFonctionsSupérieur àPlus grand commun diviseurTeinteCosinus hyperboliqueSinus hyperboliqueTangente hyperboliqueIntersectionRacine carrée inverseFusionner les géométriesIncrustationPlus petit commun multipleLongueurInférieur àÉclaircirLumière linéaireLogarithmeMaximumMédianeMinimumBloc de données manquantMélangeModeModuloMultiplierMultiplier ajouterOpposéNouveauSuivanteNormaliserOpérationSuperpositionPing-pongPing-pongPlanairePuissancePrécédenteProjeterRéfléchirRéfracterRépéterRotationsArrondirArrondiMode d’arrondiSaturationMultiplication scalaireÉcranTeinte de lustreSigneSimulationSinusMaximum adouciMinimum adouciAimanterLumière douceTeinte de spéculaireRacine carréeSoustraireTangenteTeinteEn degrésEn radiansDessusTrigonométrieTronquerModulo tronquéUnionInconnuValeurBouclerNœudsModificateur NœudsPrécalcul de modificateur NœudsPanneau de modificateur NœudsAvertissement de modificateur NœudsBruitQuantité de bruitBase de bruitBase de bruit 2Profondeur de bruitBruit de distorsionF-modificateurs BruitIntensité du bruitDécalage du bruitÉchelle du bruitGraine du bruitTaille de bruitTexture bruitSeuil de bruitType de bruitAlgorithme de bruit – Blender original : bruit doux interpoléAlgorithme de bruit – Bruit cellulaire : tessellation de cellule au carréAlgorithme de bruit – Perlin amélioré : bruit doux interpoléAlgorithme de bruite – Perlin original : bruit doux interpoléAlgorithme de bruit – Voronoï craquelé : tessellation de Voronoï avec des arêtes duresAlgorithme de bruit – Voronoï F1-F2Algorithme de bruit – Voronoï F1 : retourne la distance au plus proche point caractéristiqueAlgorithme de bruit – Voronoï F2 : retourne la distance au deuxième point caractéristique le plus procheAlgorithme de bruit – Voronoï F3 : retourne la distance au troisième point caractéristique le plus procheAlgorithme de bruit – Voronoï F4 : retourne la distance au quatrième point caractéristique le plus procheBase de bruit pour la distorsionBase de bruit utilisée pour la turbulenceModificateur d’effet de bruitNiveau de bruit auquel arrêter l’échantillonnage, des valeurs plus basses réduisent le bruit en contrepartie d’une augmentation du temps de rendu. Zéro pour paramétrage automatique basé sur le nombre d’échantillons AANiveau de bruit auquel arrêter l’échantillonnage, des valeurs plus basses réduisent le bruit en contrepartie d’une augmentation du temps de rendu. Zéro pour un paramétrage automatique basé sur le nombre d’échantillons AA, pour les rendus dans la vueNon-contiguësValeur non booléenne trouvée : {:s}[ ].{:s}Non-assetsNon-couleurL’objet non-vide « %s » ne peut plus dupliquer la collection « %s » dans Blender 2.80 et plus, l’instanciation a été enlevéeRaccourci non-clavierSauf shadersNon-uniformeNon-zéroLes courbes non-instances sont ignoréesMontage non linéaire pour disposer et mélanger des scènes, vidéos, audios et effetsValeur non-négative de A, abs(A)Éclairage non-physique, sans unité. Utile quand les contrôles d’exposition ne sont pas disponiblesAucunAucun (ancien comportement)None for Enum/BooleanAucune des collections d’os n’est en mode « solo »Aucun des objets n’est compatible avec une conversion en « %s »Aucun os sélectionné n’a été assigné à cette collectionAucun des canaux sélectionnés n’est un emplacement d’actionAucun bloc de données sélectionné ne prend en charge les aperçusAucun, rendu completAnimation non-linéaireCourbure des liensNon OuNormaleBiais normalDomaine des normalesÉdition de normalesModificateur Édition de normalesAtténuation normaleChamp NormaleCarte de normalesDécalage normalesBits de quantification des normalesRayon normalTaille des normales en espace écranSélection par normalesTaille des normalesAdoucissement de la normaleEspace des normalesVecteur normalPoids de la normaleDirection normale du maillage de surface au point d’attacheVecteur de direction de normale. • Cliquer-glisser gauche sur la sphère pour définir la direction de la normale. • Maintenir Ctrl pendant le glisser pour aimanter la rotation en incréments de 45 degrésImage clé normale, par exemple pour des poses clésLa carte de normales utilise la convention DirectX, avec l’axe Y dans le canal vert pointant vers le basLa carte de normales utilise la convention OpenGL, avec l’axe Y dans le canal vert pointant vers le hautPasse de normale utilisée par le débruiteurNormal à la surfaceVecteur normal utilisé pour copier, additionner ou multiplierNormale-tangenteQuantification des normales/tangentesÉditionNormalesNormalisationNormaliserNormaliser ANoyau normaliséNormaliser les poidsNormaliser les poids du sommet actifNormaliser tous les poids de tous les groupes de sommets, de façon que pour chaque sommet, la somme de tous les poids soit 1.0Normaliser l’intensité par l’aire d’éclairage, pour une production lumineuse totale constante, indépendamment de la taille et de la formeNormaliser les intensités lumineuses durant le suivi (plus lent)Normaliser la distance de sortie dans l’intervalle de 0.0 à 1.0Normaliser les sorties dans l’intervalle de 0.0 à 1.0Normaliser la coordonnée X de la sortie Coordonnées du segment sur un intervalle [0, 1], et décaler la coordonnée Y sur un intervalle [0, infinie). Si activé, les textures seront étirées pour tenir dans chaque segment angulaire. Autrement, les parties de la texture qui ne tiennent pas dans chaque segment angulaire sont coupéesNormaliser les couleurs, en augmentant le contrasteNormaliser les poids résultants (autrement ils sont restreints entre 0.0 et 1.0)Normaliser les poids de tous les groupes de sommets, de façon que pour chaque sommet, la somme de tous les poids soit 1.0Normaliser les poids du sommet actif (si les groupes affectés ne sont pas verrouillés)Normaliser les poids de tous les os ciblesNormaliser les poids du groupe de sommets actifNormaliser les poids du groupe de sommets actif, de façon que les plus hauts soient maintenant à 1.0NormaliséSinus normaliséCoordonnées normalisées avec décalage d’un demi-pixelRotation en quaternions normaliséeNormaliser le noyau pour que son intégrale fasse unNormalement toujours 1, mais peut être utilisé comme contrôle supplémentaire pour altérer la courbe de luminositéNormalesLes normales « suivent » (pointent vers) l’objet cibleNormales uniquementNordNord-estNord-ouestNorvégien (Bokmål) - Norsk bokmålNonNon EtNon égalDifférent deIndéfiniNon pris en chargePas une arborescence de nœuds de compositingPas une arborescence de nœuds de géométriePas une arborescence de nœuds de géométrie ou de compositingPas une bibliothèqueN’est pas un ensemble de raccourcis modalPas un ensemble de raccourcis non-modalPas une arborescence de nœuds de shaderPas une arborescence de nœuds de shader ou de géométriePas une arborescence de nœuds de shader, de géométrie, ou de compositingPas une arborescence de nœuds de textureSélection invalide pour l’extrusionCertains objets armatures n’ont pas d’action et d’emplacement assignésCe nom n’est pas éditableAssigné à aucune collection d’os.Non disponible pour les installations du Microsoft StoreL’image clé ne sera pas supprimée pour la F-courbe verrouillée « %s », objet « %s »L’image clé ne sera pas supprimée pour la F-courbe verrouillée « %s », scène « %s »Pas de suppression de l’image clé pour la F-courbe verrouillée d’influence de bande NLA « %s » pour %s « %s »Pas assez de mémoire vidéo disponible pour précalculer « {} » ({} / {} Mo). Essayez de réduire la résolution de surfel ou la distance de capture pour diminuer la taille de l’allocation.Pas assez de contenu pour limiter les bandesPas assez de mémoire disponiblePas assez de sommets pour le parentage par sommetNe filtrer aucune ligne d’après la région éclairéePas implémentéPas implémenté pour les masquesPas à l’intérieur d’un groupe de nœudsPas lancé en activant « --enable-event-simulate »Non pris en charge en mode topologie dynamiqueNon pris en charge pour la sculpture avec topologie dynamiqueNon pris en charge avec dyntopoNon pris en charge en mode multirésolutionsNon pris en charge en mode sculpturePas encore définiePas encore fonctionnelPas encore implémentéPas encore spécifié. Quand cet emplacement est assigné à un bloc de données pour la première fois, cette valeur prend le type de ce bloc de donnéesNoteNote : un moteur ou visionneur glTF 2.0 entièrement conforme les utilisera comme facteurs de multiplication pour la couleur de base.Note/calque auquel ajouter les traits d’annotationNote :Note : ce rig combiné est obsolète.NotesRienRien d’indiquéAucune sélectionAucune sélection sur laquelle insérer une cléRien à précalculerRien à supprimerRien à effacerRien sur quoi agir : {:s}[ ].{:s}Rien à montrer pour l’instant…Rien sous le curseurMaintenantLes données de Grease Pencil n’ont nulle part où allerNukeModèle de distortion de NukeNullPas d’actionObjet tissu nullNombre d’étapesNuméroChamp numériqueCouleurs des widgets numériquesNombre de segments de B-osNombre d’échantillons de flouNombre d’échantillons de flou (zéro pour désactiver le flou)Nombre de coupesNombre de facesNombre de framesNombre de clésNombre de morceauxNombre de pointsNombre de projecteursNombre de sommetsNombre d’échantillons supplémentaires à prendre entre les frames pour améliorer la qualité des objets effecteurs se déplaçant rapidementNombre d’échantillons supplémentaires à prendre entre les frames pour améliorer la qualité des flux rapidesNombre de segments angulaires pour le tuilage. Une valeur non-entière donne un segment irrégulierNombre de lamelles du diaphragme pour le bokeh polygonal (au moins 3)Nombre de canaux dans le tampon de pixelsNombre de canaux dans le tampon de pixels de la tuileNombre d’enfants par parentNombre d’enfants par parent pour le renduNombre de points calculés dans la direction U entre chaque paire de points de contrôleNombre de cercles concentriques utilisés pour remplir la face circulaireNombre d’itérations du solveur de contrainte effectuées par pas de simulation (des valeurs plus élevées sont plus précises mais plus lentes)Nombre de points de contrôle dans une courbe nouvellement ajoutéeNombre de points de contrôle de la courbeNombre de courbes ajoutées par la brosse AjoutLe nombre de normales personnalisées n’est pas celui des boucles (%f / %d)Le nombre de normales personnalisées n’est pas celui des sommets (%f / %d)Nombre de répétitions du cycleNombre d’éléments désélectionnés dans la séquence qui se répèteNombre de dimensions du type de données grilleNombre de dimensions pour lesquelles générer le bruitNombre de copies à faireNombre d’arêtes ou de points dans la faceNombre d’éléments à grouperNombre d’extensions ayant des mises à jour disponiblesNombre de points de contrôle de spline supplémentaires, attachés aux contrôle de finNombre de points de contrôle de spline supplémentaires attachés aux contrôle de débutNombre de face contenant ce sommetNombre de faces qui ont une arête en commun avec la faceNombre de frames après chaque image clé de Grease Pencil avant que le modificateur ne commence à faire effetNombre de frames au début de la bande pour le fondu en ouverture de l’influenceNombre de frames entre les frames mises en cacheNombre de frames entre les frames interpolées généréesNombre d’images entre les chemin montrés (pas pour la méthode de pelure d’oignon « Sur images clés »)Nombre de frames entre deux étapes de randomisationNombre de frames en cacheLe nombre de frames pour le fondu en ouverture/fermeture est déterminé automatiquement d’après le chevauchement des bandesNombre de frames depuis la frame de fin pour que l’influence disparaisseNombre de frames depuis la frame de début pour que l’influence prenne effetNombre de frames sur lesquelles la vague s’atténue après qu’elle est morteNombre de frames de la séquence à utiliserNombre de frames ou de secondes desquelles avancer ou reculerNombre de frames que devrait durer cette animation de cheminNombre de frames à parcourir. Non affecté par la vitesseNombre de frames durant lesquelles figer chaque valeurNombre de frames à ignorer depuis la fin de la source. Le contenu de la source est coupé, et les frames suivantes sont transformées en attenteNombre de frames à ignorer depuis le début de la source. Le contenu de la source est coupé, et les frames précédentes sont transformées en attenteNombre de frames à décalerNombre de frames de décalage, ou frame fixeNombre de frames à afficher après la frame actuelle (uniquement pour la méthode de pelure d’oignon « Autour de la frame »)Nombre de frames à afficher avant la frame actuelle (uniquement pour la méthode de pelure d’oignon « Autour de la frame »)Nombre de frames à sauter lors du précalcul de chaque frameNombre de frames à sauter lors du rendu/de la lecture de chaque frameNombre de fréquences utiliséesNombre de graphesNombre de colonnes dans la grilleNombre de lignes de la grille à afficher en vue en perspectiveNombre d’unités de grille contenues dans une unité UV, dans l’espace UVNombre de segments de poilsNombre de pixels horizontalement dans l’image rendueNombre d’images de la vidéo à utiliserNombre échantillons d’entrée à moyenner pour adoucir le trait de brosseNombre d’extensions installées qui sont bloquéesNombre d’élémentsNombre d’itérations duquel appliquer le filtreNombre d’itérations où exécuter le solveur SLIMNombre d’itérations à effectuer, 0 est illimité quand lancé interactivementNombre d’itérations d’adoucissement du maillageNombres d’itérations pour lesquelles la méthode « Étirement minimal » est utiliséeNombre de niveaux d’instances imbriquées à rendre réels pour chaque instance de plus haut niveauNombre de segments du membreNombre de lignes à faire défilerNombre de boucles utilisées par cette faceNombre de régions en miroir autour d’un axe centralNombre d’échantillons de flou cinétiqueNombre d’octaves (c’est-à-dire le niveau de détail du bruit de Perlin)Nombre d’octaves (c’est-à-dire le niveau de détail du bruit spatial)Nombre de pixels à utiliser pour flouter le contour (0 pour désactiver)Nombre de pixels à utiliser pour flouter l’ombre (0 pour désactiver)Nombre de pixels par point ou par unité BlenderNombre de pixels avant de considérer que le curseur s’est déplacé (utilisé pour passer d’un élément sélectionné à l’autre quand on clique plusieurs fois)Nombre de pixel à recadrer en basNombre de pixel à recadrer à gaucheNombre de pixel à recadrer à droiteNombre de pixel à recadrer en hautNombre de pixels à glisser avant qu’un évènement « glisser » ne soit déclenché, pour les entrées clavier et autres, souris et tablettes exceptées (sans quoi des évènements de clics sont détectés)Nombre de pixels à glisser avant qu’un évènement « glisser » ne soit déclenché, pour les entrées souris et trackpad (sans quoi des évènements de clics sont détectés)Nombre de pixels à glisser avant qu’un évènement « glisser » ne soit déclenché, pour les entrées tablette (sans quoi des évènements de clics sont détectés)Nombre de pixels à utiliser pour dilater ou contracter la zone remplieNombre de points dans un tour de la spiraleNombre de points sur chaque cercleNombre de points sur le cercleNombre de sommets dans les cercles du haut et du basNombre de points sur le cercle de profil. Définit aussi la résolution des extrémités rondesNombre de points pour qu’un trait soit considéré comme isoléNombre de points à échantillonner par unité de volumeNombre de points à sélectionner depuis l’arrièreNombre de points à sélectionner depuis la finNombre de points à sélectionner depuis l’avantNombre de points à sélectionner depuis le débutNombre de projecteurs à utiliserNombre de directions de rayons à évaluer lors du précalculNombre de rayons à lancer par évaluation du shaderNombre d’itérations dans une esquisse à plusieurs touchesNombre d’itérations dans les traits de contourNombre de points de contrôle sur la courbeNombre d’échantillonsNombre d’échantillons le long de l’axe X du volumeNombre d’échantillons le long de l’axe Y du volumeNombre d’échantillons le long de l’axe Z du volumeNombre d’échantillons par pixel pour le renduNombre d’échantillons par pixel capturés, divisé par le nombre maximum d’échantillons. Pour analyser l’échantillonnage adaptatifNombre d’échantillons pour calculer les ombres volumétriquesNombre d’échantillons à rendre pour chaque pixelNombre d’échantillons à rendre dans les vues 3D, illimité si 0Nombre d’échantillons à tester par faceNombre d’échantillons utilisés par le tampon de mixage audioNombre d’échantillons, illimité si 0Nombre de secondes entre chaque exécution du ramasse-miettes des textures GLNombre de secondes entre chaque exécution du ramasse-miettes des objets de tampon de sommets (VBO) GLNombre de segments pour les arêtes/sommets arrondisNombre de segments de l’anneau principal du toreNombre de segments de l’anneau secondaire du toreNombre de segments de la chaîne cinématique inverse qui déforment le maillageNombre d’éléments sélectionnés dans la séquence qui se répèteNombre de demi-tons à transposer.Nombre de threads ou de sous-processus de compilation de shaders, limité par le nombre max de threads pris en charge par le CPU (nécessite un redémarrage de Blender pour prendre effet). Un plus grand nombre augmente l’utilisation mémoire en réduisant le temps de compilation. Une valeur de 0 utilisera une configuration automatique. (OpenGL uniquement)Nombre de côtés au trou requis pour combler (zéro comble tous les trous)Nombre d’étapes de simplification (de hautes valeurs réduisent la précision de remplissage)Nombre de pas de simulation effectués par frame (des valeurs plus élevées sont plus précises mais plus lentes)Nombre d’itérations par étape de brosseNombre d’espaces correspondant à une tabulationNombre de points de contrôle au milieu de la splineNombre de valeurs entre 0 et 1Nombre d’étapes dans la révolutionDécomposer la transformation en ce nombre d’étapes, pour l’aimantation à la face la plus procheNombre d’étapes lors du calcul d’effets volumétriques. Un plus grand nombre d’étapes augmente l’utilisation de VRAM et la qualité.Subdiviser le déplacement final en ce nombre d’étapes. Les champs, y compris la normale et la position, sont réévalués avant chaque étape.Nombre de subdivisionsNombre de subdivisions entre les lignes de la grilleNombre de subdivisions pour la grille de points affichée en arrière-planNombre de subdivisions pour lequel les déplacements sont enregistrésNombre de subdivisions de l’os (B-os uniquement)Nombre de subdivisions ajoutées à l’icosaèdre de baseNombre de subdivisions par segmentNombre de subdivisions à effectuer avant extraction des positions et normales des sommetsNombre de subdivisions à effectuer dans les vues 3DNombre de subdivisions à effectuer au renduNombre de subdivisions à utiliser en mode sculptureNombre de subdivisions à utiliser dans les vues 3DNombre de subdivisions utilisées dans les intersections de courbes cardinales (puissance de 2)Nombre d’échantillons par pixel de suréchantillonnage pour l’anticrénelage au rendu finalNombre de surfels à générer par unité de distance locale (une valeur plus élevée améliore la qualité)Nombre de textures utilisées par la carte d’ombrage en cascadeNuméro de la position que cette tuile recouvreCombien de fois échantillonner les données d’objet par frameCombien de fois échantillonner les transformations par frameCombien de fois réduire la géométrie (mode Dé-subdiviser uniquement)Combien de fois le filtre est appliquéCombien de fois les clés sont répétéesCombien de fois la lumière est réinjectée dans les grilles de lumière ; 0 désactive la lumière diffuse indirecteCombien de fois la spirale fait un tour completNombre de références sur ce bloc de donnéesCombien de fois appliquer la simplificationCombien de fois appliquer le lissage (de grands nombres peuvent réduire la fréquence d’images)Combien de fois appliquer le lissage (de grands nombres peuvent réduire le fps)Combien de fois appliquer l’opération de vissage/torsionCombien de fois flouter les couleurs (des valeurs plus élevées floutent plus)Combien de fois dilater ou éroder les voxels actifsCombien de fois redessinerNombre de répétitions de l’intervalle de l’actionCombien de fois adoucir les traits nouvellement créésCombien de fois adoucir le maillageCombien de fois subdiviser les nouveaux traits, pour réduire l’effet anguleuxCombien de fois dé-subdiviserNombre de particules de traînéeNombre de tours autour du parent le long de la fibreNombre d’actions pouvant êtres annulées (de petites valeurs conservent la mémoire)Nombre d’utilisateursNombre de pixels verticalement dans l’image rendueNombre de sommets dans la direction X de la formeNombre de sommets dans la direction Y de la formeNombre de sommets dans la direction Z de la formeNombre de sommets dans la direction XNombre de sommets dans la direction YNombre de sommets sur le cercleNombre de sommets sur la ligneNombre de voxels dans l’axe XNombre de voxels dans la direction X de la tuile, ou 1 si le champ est évalué sur un voxelNombre de voxels dans l’axe YNombre de voxels dans la direction Y de la tuile, ou 1 si le champ est évalué sur un voxelNombre de voxels dans l’axe ZNombre de voxels dans la direction Z de la tuile, ou 1 si le champ est évalué sur un voxelNombre spécifique à cet emplacement, unique à l’intérieur de l’action. Utilisé par exemple sur une ActionKeyframeStrip pour rechercher l’ActionChannelbag pour cet emplacementNombre à ajouter ou enlever au code du caractèreNombre de niveaux d’arborescence à afficher simultanémentID numériqueID numérique (lecture seule !)Flèches d’entrée numériqueÉvaluation d’entrée numériqueProblème numériqueMéthode d’intégration numérique pour l’advectionExport OBJ : impossible de créer le fichier mtl pour « %s »Export OBJ : impossible d’ouvrir le fichier « %s »Export OBJ : aucune information à écrireExport OBJ : collection « %s » introuvableImport OBJ : impossible d’ouvrir le fichier « %s »OFFOKONOpenEXROSTouche OSBoucle OSTouche OSLa requête OSL n’a pas pu ouvrir %sLa compilation du shader OSL a échoué, voir les erreurs dans la consoleLa compilation du shader OSL a réussiOSL est désactivé dans cette buildObjetBoidChargeCourbeGuideTraînéeChampChampFluideForceHarmoniqueConserver les originauxLennard-JonesAimantNouveauChampTextureTurbulenceTourbillonVentL’objet « %s » a une matrice de transformation non inversible, la transformation n’a pas été appliquéeL’objet « %s » n’est pas un maillageL’objet « %s » n’est pas un maillage ou ne peut pas être converti en maillage (courbe, texte, surface ou méta-balleL’objet « %s » n’est pas activé au renduL’objet « %s » n’est pas dans le calque de vueObjet « %s » introuvable dans la scène évaluée, il est peut-être cachéL’objet %s n’a aucune pose, impossible d’appliquer l’action avant le renduL’objet %s a perdu des donnéesL’objet %s n’est pas dans le calque de vue %sL’objet « %s » a déjà une contrainte de corps rigideL’objet « %s » est déjà dans la collection « %s »L’objet « %s » ne peut pas être caché car il n’est pas dans le calque de vue « %s » !L’objet « %s » ne peut pas être sélectionné car il n’est pas dans le calque de vue « %s » !L’objet « %s » n’a pas pu créer les données internes nécessaires pour trouver le point le plus procheL’objet « %s » ne prend pas en charge les modificateurs %sL’objet « %s » ne prend pas en charge les clés de formeL’objet « %s » n’a pas de données courbe ou Grease Pencil évaluéesL’objet « %s » n’a pas de données Grease Pencil ou courbes évaluéesL’objet « %s » n’a pas de données courbe évaluéesL’objet « %s » n’a pas de données maillage évaluéesL’objet « %s » n’a pas de données maillage ou courbe évaluéesL’objet « %s » n’est pas dans la collection « %s »Objet (attacher les courbes à la surface)Objet (conserver transformation sans inverse)Objet (conserver transformation)Objet (sans inverse)Objet 1Objet 2Action objetAlignée sur l’objetAnimation de l’objetBase d’objetCentre de l’objetEnfants des objetsCollisions d’objetsCouleur d’objetPropriétés de contraintes d’objetContraintes d’objetContenu des objetsDonnées objetAnimation des données d’objetPropriétés de données d’objetAffichage objetÉtat d’évaluation de l’objetObjets supplémentairesObjet policeObjet depuisGizmos de l’objetGroupes d’objetsIndice d’objetInfos d’objetInstances d’objetLiaison de lumière d’objetLine Art de l’objetParamètres de Line Art de l’objetPosition d’objetMode objetModificateurs d’objetNom de l’objetPrise de nœud objetInterface de prise de nœud objetObjet de décalageOpération d’objetTaille de l’origine des objetsOrigines d’objetsChemin de l’objetChemins d’objetsObjet pivotPropriétés de l’objetRotation d’objetÉchelle d’objetObjet de vissageObjet sélectionnéEffets de shader d’objetSolveur d’objetContrainte Solveur d’objetEspace objetFiltre des états d’objetsObjet versTransformation objetTypes d’objetVélocité de l’objetX objetY objetZ objetObjet comme caméraÉtat de sélection de la base d’objetType d’affichage des limites de l’objetAfficher les ombres projetées par les objets dans la vue 3DL’objet enfant utilisera une transformation relative, comme une déformationCouleur d’objetCouleur et alpha de l’objet, utilisés quand le mode Couleur de l’objet est activéL’objet vient d’un ensemble d’arrière-planL’objet provient d’un instanciateurL’objet n’a pas pu être dupliquéDonnées d’objetBloc de données objet, définissant un objet dans une scèneBlocs de données objetsObjet définissant le décalageDétails d’objets, y compris filaire d’objets vides, caméras et autres guides visuelsRéglages d’affichage d’objet pour la vue 3DL’objet n’a pas de données de géométrieFormat de fichier objet (.obj)Objet pour l’espace personnaliséObjet pour la rotation du pôleLa géométrie de l’objet est mise à jourL’objet a une échelle négative, la sculpture peut se révéler imprévisibleL’échelle (la taille) de l’objet est négative, le dépliage s’appliquera sur une version non-inversée du maillageL’objet n’a aucune contrainte de corps rigide à supprimerL’objet n’a aucun réglage de corps rigide à supprimerL’objet n’a pas de poseL’objet n’a pas de groupe de sommetsL’objet a une échelle non-uniforme, la sculpture peut se révéler imprévisibleL’échelle (la taille) de l’objet n’est pas uniforme, le dépliage s’appliquera sur une version non-redimensionnée du maillageMode d’interaction objetL’objet est une redéfinition locale de bibliothèqueL’objet est directement contrôlé par le système d’animationL’objet est directement contrôlé par les résultats de la simulationL’objet n’est pas une courbe ni un texteL’objet n’est pas un maillageL’objet n’est pas une armatureL’objet n’est pas à l’avantL’objet est redimensionné par le rayon de la courbeL’objet est affiché à l’avantL’objet est utilisé pour le suivi de caméraL’objet doit être en mode objetNom de l’objet à placer (utilise l’objet actif quand cette propriété et « UID de session » ne sont pas définies)Objet introuvableObjet d’une collection avec ses réglages liés à la collectionChemin d’objetObjet fournissant la géométrie instance à utiliser pour la dispersionRéglages d’objetsL’ombrage de l’objet est mis à jourL’objet devrait être de type maillagePrise d’objet d’un nœudPlacage des normales en espace objetPlacage des normales en espace objet, compatible avec les précalculs de rendu de BlenderPlacage de déplacement vectoriel en espace objetObjet définissant une forme personnalisée pour l’affichage de cet osObjet ayant le système de particulesObjet auquel est liée cette baseObjet à éviterObjet d’où calculer les distances aux sommetsObjet définissant l’axe de vissage/torsionObjet à utiliser pour déterminer la position du centreObjet à utiliser pour déterminer le centre de rotationObjet autour duquel appliquer le miroir. Laisser ce champ vide mais choisir plutôt le nom d’un os pour toujours utiliser cet os dans l’armature activeObjet définissant les coordonnées de textureObjet duquel prendre la position et la rotation, auxquelles seront appliqués les différentiels de translation et de rotation depuis le casque VRObjet duquel transférer les donnéesObjet duquel transformerObjet vers lequel transformerObjet à utiliser comme cage au lieu de la calculer à partir de l’objet actif par extrusion de cageObjet à utiliser comme cage, au lieu de calculer celle-ci à partir de l’objet actif par extrusion de cageObjet à utiliser comme plan de miroirObjet à utiliser comme transformations de projectionObjet à utiliser comme géométrie d’entréeObjet à utiliser pour le placage, avec les coordonnées de texture objetObjet à utiliser pour le placage de textureObjet auquel les matrices sont rendues relativesLa transformation de l’objet est mise à jourLe type d’objet « %s » n’a pas de données éditablesLes aperçus automatiques ne sont pas pris en charge pour ce type d’objetCe type d’objet ne prend pas en charge les groupes de sommetsCe type d’objet n’est pas pris en chargeIncohérence du type d’objet, le chemin d’objet Alembic pointait vers une caméra lors de l’import mais ce n’est plus le casIncohérence du type d’objet, le chemin d’objet Alembic pointait vers des courbes lors de l’import mais ce n’est plus le cas.Incohérence du type d’objet, le chemin d’objet Alembic pointait vers des NURBS lors de l’import mais ce n’est plus le casIncohérence du type d’objet, le chemin d’objet Alembic pointait vers des points lors de l’import mais ce n’est plus le casIncohérence du type d’objet, le chemin d’objet Alembic pointait vers un maillage polygonale lors de l’import mais ce n’est plus le casIncohérence du type d’objet, le chemin d’objet Alembic pointait vers une surface de subdivision lors de l’import mais ce n’est plus le casIncohérence du type d’objet, le chemin d’objet Alembic pointait vers une transformation lors de l’import mais ce n’est plus le casIncohérence du type d’objet, le chemin d’objet Alembic pointe vers une caméraIncohérence du type d’objet, le chemin d’objet Alembic pointe vers des courbes.Incohérence du type d’objet, le chemin d’objet Alembic pointe vers des NURBSIncohérence du type d’objet, le chemin d’objet Alembic pointe vers des points.Incohérence du type d’objet, le chemin d’objet Alembic pointe vers un maillage polygonaleIncohérence du type d’objet, le chemin d’objet Alembic pointe vers une surface de subdivisionIncohérence du type d’objet, le chemin d’objet Alembic pointe vers une transformationLe type de l’objet source n’est pas pris en chargeObjet utilisé comme position de départ de la constructionObjet utilisé comme centreObjet utilisé comme distance de référenceL’objet utilisé pour le suivi de caméra ne peut être suppriméObjet utilisé comme point de référenceObjet utilisé pour la direction du dégradéObjet à utiliser pour l’instance d’élastique à cheveuxObjet utilisé pour définir la profondeur dans l’espace caméra par projection à la surface de cet objetObjet à utiliser pour définir l’espace de déplacementVisibilité de l’objet pour les rayons de caméraVisibilité de l’objet pour les rayons de diffuseVisibilité de l’objet pour les rayons de brillanceVisibilité de l’objet pour les rayons d’ombreVisibilité de l’objet pour les rayons de transmissionVisibilité de l’objet pour les rayons de diffusion volumiqueL’objet n’a pas encore été évaluéObjet définissant le centre de vagueObjet dont l’axe Z définit l’orientation de la gravitéL’objet suivra la direction et l’inclinaison de la courbeL’objet restera verrouillé sur un seul point quelque part sur la courbe, sans tenir compte du tempsL’objet {!r} a déjà un système de particulesL’objet {!r} a déjà des F-courbes {!r}. Veuillez les supprimer et réessayerBoîte englobante de l’objet, en coordonnées d’espace objet, toutes les valeurs sont à -1.0 si indisponibleObjet(s)Distance en espace objet de laquelle décaler la surface SDFObjet : {:s}, Maillage : « {:s} » n’a pas d’UVL’objet {:s}, maillage {:s} a {:d} boucles (pour {:d} faces), {:d} attenduesObjetsObjets et collectionsCompteur de sélection d’objetsLes objets peuvent être mis à jour individuellement, au prix d’un temps de rendu plus longLes objets n’ont pas le même nombre de sommetsLes objets n’ont pas de données à transformerLes objets de cette collection ne contribuent qu’indirectement (par les ombres et réflexions) au calque de vueLes objets dans la collection ne contribuent qu’indirectement (par les ombres et réflexions) dans le calque de vue • Ctrl pour isoler la collection • Maj pour appliquer aux collections à l’intérieurObjets inclus dans l’ensemble de clés actifObjets liés dans %sObjets déplacés vers %sObjets de la collection et leurs réglages liés à la collection parenteLes objets partagent l’espace texture, déplier tous les objets dans une même carte UVObjets qui sont directement dans cette collectionObjets dans cette collection et ses collections enfantsObstacleDistance d’obstacleSurfaces de niveaux d’obstacleSeuil d’obstacleOcclureOcclusion de la gommeOcclure la géométrieOcclure les objets avec la couleur d’environnement à mesure qu’ils s’éloignentOcclusionDistance d’occlusionOcclusion seulementOcéanModificateur OcéanL’océan est en cacheOctogonalOctaèdreOctavesProfondeur de l’octreeImpairesCases impaires du damierDésactivéDécaleésPyramides de vue décalées convergeant sur un planOfficielOfficiellement pris en chargeÉchelle de découpage en dés hors-écranÉchelle hors-écranDécalageDécalage (ancien comportement)Quantité de décalageAngle de décalageDécaler le coin dans la faceDirection du décalageDistance de décalageDécaler la boucle d’arêtesDécalage uniformeFacteur de décalageFréquence de décalageMatrice de décalageMéthode de décalageDécalage par objetDécaler les plansDécaler le point dans la courbeDécalage relatifÉchelle du décalageDécalage au débutDécaler vers la caméra personnaliséeDécalage UDécalage valideVecteur de décalageDécalage en XDécalage YDécaler l’indice d’un point de contrôle à l’intérieur de sa courbeDécaler un champ de distance signée (SDF) d’une distance en espace monde. Dilate (positif) ou érode (négatif) tout en conservant la propriété de distance signéeDécaler le long de la normale lors du dessin sur des surfacesDécaler une imageAngle duquel décaler l’arcLimiter le décalage en fonction de l’échelle de la géométrieDécaler la boucle d’arêtes par glissementDécaler toutes les N lignesDécalage pour l’intervalle de temps de l’obturateur, permet de modifier les traînées du flou cinétiqueDécalage depuis le centre de l’objetDécalage depuis la fin de la bande, en framesDécalage depuis le plan du solDécalage depuis l’origine à utiliser lors de l’instanciationDécalage par rapport à la position correspondant à la frameDécalage depuis le début de la bande, en framesDécalage par rapport au point de départDécalage en unités à valeur flottante, 1.0 correspond à la largeur et à la hauteur de l’imageDécalage dans la table de nombres aléatoires pour les particules enfants, pour obtenir un résultat aléatoire dfférentDécalage dans la table de nombres aléatoires, pour obtenir un résultat aléatoire différentIndices de décalage des premiers points de chaque courbePour chaque trait, décalage avant le début de la génération des segments pointillésDécaler les images clésDécaler les calques d’un même facteurDécaler l’indice de matériau des faces généréesDécaler l’indice de matériau des faces de bords généréesDécaler les matériaux d’un même facteurDécalage des copies, de -1 à 1 (de l’intérieur vers l’extérieur)Décalage de chaque brin dans une direction aléatoireDécalage du sol par rapport à l’origine de l’objetDécalage de la première frame du métrage relativement au nom de fichier (n’affecte que la façon dont le métrage est chargé, pas les données associées à un clip)Décalage des nœuds depuis le curseur lors de leur ajoutDécalage du pivot depuis la cible (quand elle est définie), ou depuis la position du propriétaire (quand Position constante est désactivé), ou le point de pivot absoluDécalage de l’origine de la bordure par rapport au rayon de la brosseDécalage des courbes pour arrondir la pointeDécalage de l’origine de la pose en relation au rayon de la brosseDécalage du contourDécalage de l’ombreDécalage de la piste par rapport au point parentDécalage par courbeDécaler les plans les uns des autres. Si désactivé, plusieurs plans seront créés au même endroitÉloigner les rayons des surfaces pour réduire les artéfacts de terminateur d’ombre sur la géométrie low poly. N’affecte que les triangles affectés par le décalage de géométrieÉloigner les rayons des surfaces pour réduire les artéfacts de terminateur d’ombre sur la géométrie low poly. N’affecte que les triangles à des angles rasants par rapport à la lumièreDécaler l’échantillonnage de la grille d’irradiance dans la direction de la normale à la surface, pour réduire les bavures de lumièreDécaler l’échantillonnage de la grille d’irradiance dans la direction du regard, pour réduire les bavures de lumièreDécaler le point de départDécaler les traits d’un même facteur, d’après l’ordre de dessin des traitsDécalage des traits par rapport au remplissageDécaler les traits vers la caméra personnalisée au lieu de la caméra activeDécaler les copies aléatoirementDécaler la chaîne entière relativement à l’articulation racineDécaler tout le trait, et non seulement les points sélectionnésDécaler les instances sur les coins de faces vers leur face respectiveDécaler les instances aléatoirementDécaler le bruit le long des traitsDécaler le numéro de la frame à utiliser dans l’animationDécaler l’origine et l’orientation de la déformationDécaler la révolution le long de cet axeDécaler l’enroulement le long de la courbe originale pour conserver la formeDécaler le trait de la surfaceDécaler l’épaisseur depuis le centreDécalage à ajouter à la frame de scène actuelle. Peut aussi être négatifDécalage à appliquer aux animations durant l’import, en framesDécalage à appliquer aux horodatages d’animations, en framesDécalage des données de la bandeDécalage utilisé pour afficher le maillage édité devant d’autres géométriesValeur de décalage à ajouter aux UV des traitsVecteur de décalageDécaler les sommets selon une textureLe décalage sera un point absolu dans l’espace, au lieu d’être relatif à la cibleDécaler avec transformation de cibleDécalage/Puissance/Pente (ASC-CDL)Décalage :Décalage : %.3fDécalagesOggOgg TheoraHuileAncienAncienne actionUID de session de l’ancienne action à remplacerAncien IDL’ancien ID « %s » est lié depuis une bibliothèque, ses utilisations indirectes ne seront pas réaffectéesUID de session de l’ancien ID à partir duquel faire correspondre les donnéesAire de face de l’ancien objetValeur de départ de la conversion, en framesOmettre l’accesseur sporadique si les données sont videsOmettre l’accesseur sporadique si les données sont videsSource de lumière omnidirectionnelle ponctuelleSource de lumière omnidirectionnelle ponctuelleActivéSur la cageClicSur la frame actuelleAu solPressionSur les images clés sélectionnéesSur les marqueurs sélectionnésSur la sélection uniquementÀ la surfacePour les bandes de séquence images, retourner une bande pour chaque imageUne faceUn niveauUn des nœuds n’a pas de sortieUn des trois points sur le cercle. L’ordre des points détermine la direction du cercleUne ou plusieurs F-courbes ne sont pas visibles, à cause des réglages de filtragePour un ou plusieurs objets utilisés comme prototypes dans les nœuds « Instancier sur les points », soit l’option « Comme instance » est désactivée dans leurs nœuds « Infos d’objet », soit le prototype est l’entrée géométrie de base elle-même. Dans les deux cas, un export valide de l’instanciateur de points est impossible. S’il s’agit de la première possibilité, activer « Comme instance » pour éviter un auto-référencement incorrect.Une seule définition de grapheOneDriveOpacité d’oignonPelures d’oignonPelure d’oignonPelures d’oignonAccès en ligneExtensions en ligneL’accès en ligne est nécessaire pour la recherche de mises à jour.L’accès en ligne est nécessaire pour l’installation et la mise à jour.L’accès en ligne est requis pour installer ou mettre à jour. Activer l’accès en lignes dans les préférences systèmeL’accès en ligne est requis pour installer ou mettre à jour. Lancer Blender sans --offline-modeL’accès en ligne est nécessaire pour l’installation de mises à jour.Dépôt en ligne d’extensions libres et open sourceSeules les rotations à 90 degrés sont permisesSeulement activer si sélectionnéActive seulementF-courbe active uniquementEnsemble de clés actif uniquementAssets seulementSeulement aligné sur l’axeAmplification seuleSeules les courbes de Bézier sont prises en chargeSeules des courbes de Bézier peuvent être ajoutéesCanal uniquementCourbes seulementOs déformants seulementArêtes et faces uniquementExtrémités seulementFaces seulementSeulement les remplissagesPremier uniquementN’insérer que si disponibleN’insérer que si nécessaireSeulement dans l’externeLocal uniquementPositions uniquementSeulement les arêtes isoléesGéométrie voisine uniquementBordure uniquementSecondes seulementSélectionner seulement non-sélectionnésSélection seulementSeulement les os sélectionnésSeulement les canaux sélectionnésImages clés sélectionnées uniquementPoignées des images clés sélectionnées uniquementAfficher les erreurs uniquementAfficher la sélection uniquementN’afficher que les images clés des F-courbes sélectionnéesN’afficher que l’emplacement de l’objet actifAdoucissement uniquementSeulement les traitsInutilisées uniquementUtiliser alpha uniquementSeules les transformations sur l’axe X sont affectéesSeules les transformations sur l’axe Y sont affectéesSeules les transformations sur l’axe Z sont affectéesSeules l’entrée principale Image et le masque sont pris en charge, le reste retournera zéroUn seul caractère est pris en chargeN’activer que quand la souris n’est pas au-dessus d’un nœud (utile pour la gestuelle d’ajustage)Calque actif uniquementN’ajouter un F-modificateur qu’à la F-courbe activeN’ajouter un F-modificateur du type spécifié qu’à la bande activeAjouter seulement des arêtes dures, sans retirer les arêtes déjà marquées avantN’ajouter que la bordure aux données originalesN’affecter que les éléments sélectionnésN’affecter que les sommets qui ne sont pas cachés par d’autres faces (diminue les performances)Ne permettre qu’une valeur de densité donnée dans la zone de l’émetteur, non cumulableNe permettre qu’aux objets sélectionnables de contribuer au résultat du lancer de rayonNe permettre que les entrées à une seule valeur plutôt que les champs. Obsolète. Sera enlevé dans 5.0.Appliquer seulement les os sélectionnés (en propageant aux enfants)Seuls les objets armatures sont pris en chargeSeuls les assets de ce fichier peuvent être déplacés d’un catalogue à l’autreDisponible uniquement en mode sélection de pointSeulement disponible avec ressorts de flexion angulaires.Ne précalculer les images clés que dans un certain intervalleNe précalculer que les volumes des sondes d’éclairage sélectionnéesNe précalculer que le volume de la sonde d’éclairage activeNe biseauter que les arêtes avec un angle suffisamment aigu entre les facesSeules les prises d’entrée booléennes sont prises en chargeSeules les propriétés booléennes, entières, flottantes et énum sont prises en chargeSeules les propriétés booléennes, entières, flottantes et énum sont prises en chargeNe calculer que l’intensitéN’effacer que les chemins de mouvement des os sélectionnésN’effacer que les chemins de mouvement des objets sélectionnésNe prendre en compte que les bandes sur le même canal que celle activeNe prendre en compte que l’objet lui-même lors du calcul de l’OANe découper que la géométrie sélectionnéeNe couper que la géométrie au premier planNe déformer que les sommets en dessous de cette distance du centre de l’effet (laisser à 0 pour infinie)Seuls les modificateurs déformants peuvent être appliqués aux clés de formeSupprimer seulement les images clés sélectionnéesNe supprimer que les données d’éclairage précalculées des sondes d’éclairage sélectionnéesNe supprimer que les données d’éclairage précalculées de la sonde d’éclairage activeSeuls des dossiers peuvent être choisis pour l’opération en cours.N’afficher et prendre en compte que les sommets externesN’afficher qu’une frame sur nN’afficher l’image que quand elle est alignée avec l’axe de vueNe dissoudre que les angles inférieurs à cette limite (mode Planaire uniquement)Seuls les bords du masque interne qui sont à l’intérieur du masque externe seront pris en compte. Autrement, tous les bords du masque interne seront pris en compteN’éditer que le calque actif de l’objetSeuls les objets vides prennent en charge les instances de collectionN’exporter que les os déformants et leurs parentsN’exporter que les objets sélectionnés. Les parents désélectionnés des objets sélectionnés seront exportés en tant que transformations videsSeuls les détails plus éloignés que les pixels de marge des bords de l’image sont pris en compteInverser les normales de boucles personnalisées des éléments sélectionnés uniquementNe générer que les lignes d’intersection pour cette collectionNe figer que la dernière frameUniquement en multiframesN’inclure que les F-courbes et les contrôleurs qui sont désactivés ou qui ont des erreursN’inclure que le calque dans le rendu de ce calque de vue (laisser vide pour toujours inclure)N’inclure que les canaux relatifs aux objets et données sélectionnésN’afficher que les lignes qui correspondent aux éléments sélectionnésN’augmenter la valeur alpha que si l’alpha peint est supérieur à l’existantN’insérer des images clés que là où elles sont nécessaires dans les F-courbes idoinesSeules des entrées nombres entiers peuvent être utilisées comme précision dynamique : « {} »Seules des entrées nombres entiers peuvent être utilisées comme largeur dynamique : « {} »N’insérer d’images clés que pour les os sélectionnés (précalcul de pose uniquement)Seuls les raccourcis clavier peuvent être édités de cette façon, utilisez les préférences utilisateurs sinonSeules les images clés des F-courbes sélectionnées sont visibles et éditablesSeule la dernière région peut être divisée en quatreLier seulement les données, au lieu de les ajouterSeuls les ID liés peuvent être empaquetésNe lister que le contenu du dossier actuel, sans récursionFusionner seulement le long des arêtesNe fusionner les points de maillage que le long d’arêtes existantes. Cette méthode est bien plus rapideNe copier en miroir les paramètres Rigify que vers les os sélectionnés ayant le même type Rigify que l’os actifNe modifier les traits que durant l’intervalle de frames spécifiéUniquement à l’extrémité la plus proche de la première image cléUniquement à l’extrémité la plus proche de l’image clé suivanteUne seule * est possible dans le motifUn seul effet de ce type autoriséUn seul modificateur de ce type autoriséN’agir que sur l’os actifNe peindre que sur les faces directement sous la brosse (plus lent)Ne peindre que les points de traits sélectionnésNe peindre que les traits sélectionnés, entre d’autres traitsNe peindre que les traits sélectionnésNe coller les F-modificateurs que sur la F-courbe activeNe copier les F-modificateurs que sur la bande activeNe coller la pose copiée que sur les os sélectionnés, dans la pose actuelleNe lancer des rayons que sur l’objet lui-mêmeNe lire que l’alpha du dégradé de couleurN’enregistrer les données de liaison que pour les sommets présents dans le groupe de sommets au moment de la liaisonNe rafraîchir que le dépôt actifNe rendre que les ombres et réflexions pour cet objet, pour compositer des rendus dans des prises de vue réelles. On considère que les objets avec ce réglage existent déjà dans le plan, les objets sans sont des objets de synthèse composités dans le plan.Ne rendre que le calque actif. N’affecte que le rendu depuis l’interface et n’est pas pris en compte depuis la ligne de commande.Ne remplacer que les éléments de destination dont les données sont au-dessus du seuil donné (le comportement exact dépend du type de données)Ne remplacer que les éléments de destination dont les données sont sous le seuil donné (le comportement exact dépend du type de données)Ne sculpter que les points de traits sélectionnésNe sculpter que les traits sélectionnés, entre d’autres traitsNe sculpter que les traits sélectionnésNe sélectionner que les triangles restants n’ayant pas été fusionnésSeulement les arêtes sélectionnéesSeulement les images clés sélectionnéesNe sélectionner que les lignes des régions éclairéesNe sélectionner que les lignes des régions dans l’ombreN’afficher que les add-onsN’afficher et éditer que les poignées des images clés sélectionnéesN’afficher que les brosses appliquables à l’outil actif dans l’étagère d’assets. Enregistré dans les préférences, il peut donc falloir les enregistrer manuellement si « Enregistrer les préférences automatiquement » est désactivéNe montrer que les add-ons activés. Décocher pour voir tous les add-ons installés.Afficher seulement les extensions de ce dépôtN’afficher que les éléments correspondant à ce nom (utiliser « * » comme joker)N’afficher que la clé de forme active, avec son effet au maximumN’afficher que l’emplacement de l’objet actif. Autrement, afficher tous les emplacements de l’actionN’afficher que les thèmesPris en charge seulement dans les régions de type "TEMPORARY" (surgissantes)Pris en charge uniquement en mode multirésolutionsSeulement pris en charge en mode objetNe synchroniser la longueur active que pour la bande activeNe synchroniser que le dépôt actifSeule la première sortie est prise en compte, le reste est ignoréSeules les différences positives des amplitudes de l’enveloppe sont additionnées pour produire la sortieNe transférer que la couche activeNe transformer que les positions des objets, sans affecter leur rotation ou leur échelleSeules les actions inutilisées (« utilisateur factice » uniquement) sont prises en compteNe mettre à jour que le dépôt actifN’utiliser que les objets brosses de cette collectionN’utiliser que les correspondances à la recherche sensibles à la casseN’utiliser que les correspondances exactes à la rechercheN’utiliser que la géométrie donnée pour le fluideUtiliser cette collection uniquement pour produire l’occlusionN’utiliser que la première et la dernière partie du trait pour l’aimantationN’utiliser que les données d’objet pour produire l’occlusionUtile uniquement pour le précalcul. Un pas de 1 crée une clé à chaque frame, un pas de 2 en crée une sur deux, etcSeules les transformations de vue et les aspects peuvent être édités pour ces réglagesVisible uniquement à la caméra et dans les refletsOs visibles/sélectionnés uniquementSeule une région « fenêtre » peut être divisée en quatreN’écrire que les os déformants (et ceux qui ne le sont pas quand ils ont des enfants déformants)N’écrire que les canaux de translation de l’os racineOpacitéOpacité (alpha) du volume de la pyramide de vue des camérasOpacité (alpha) du plan de convergenceOpacité (alpha) du cache assombrissant, en vue caméraFacteur d’opacitéForce d’opacitéOpacité des sommets éditésOpacité des lignes pointillées dans les liensOpacité des surimpressions d’UVOpacité de l’affichage de l’image à clonerOpacité des arêtes dans les surimpressions d’UVOpacité des faces dans les surimpressions d’UVOpacité de la surimpression d’étirement des UVOpacité de l’attribut actuellement visualiséOpacité de la cage en surimpression, en mode sculpture de courbesOpacité de la zone assombrie en surimpression, en dehors de la région de renduOpacité des arêtes affichées (1.0 pour opaques)Opacité de l’imageOpacité des pointsOpacité du masque de pochoir en surimpression dans le mode peinture de texturesOpacité de la surimpression en mode peinture de poidsOpacité à utiliser pour la sélection d’osOpacité : %3fOpacité : %sOuvrirTout ouvrirFlèche ouverteLimites ouvertesOuvrir le dossierOuvrir les dossiers d’un simple clicBoucle ouverteOuvrir récentOpen Shading LanguageOuvrir un fichier BlenderOuvrir une invite de commande iciOuvrir un navigateur de dossiers, maintenir Maj pour ouvrir le fichier, Alt pour parcourir le dossier parentOuvrir un dossier à sa sélectionOuvrir un navigateur de fichiers, maintenir Maj pour ouvrir le fichier, Alt pour parcourir le dossier parentOuvrir un nouveau bloc de données texteOuvrir un chemin dans un navigateur de fichiersOuvrir un message pour définir le niveau de débugageOuvrir une étagère d’assets prédéfinie dans une fenêtre surgissanteOuvrir un menu prédéfiniOuvrir un panneau prédéfiniOuvrir un menu circulaire prédéfiniOuvrir un site web prédéfini dans le navigateur webOuvrir un fichier de module de styleOuvrir une vue à utiliser avec les casques de réalité virtulle, ou la fermer si elle existe déjàOuvrir un site web dans le navigateur internetOuvrir une fenêtre pour gérer les données inutiliséesOuvrir une fenêtre avec des informations sur BlenderOuvrir toutes les entrées de l’objet, et fermer tout le resteOuvrir un fichier sauvegardé automatiquementOuvrir un navigateur de fichiers images, maintenir Maj pour ouvrir le fichier, Alt pour parcourir le dossier parentOuvrir les fichiers .blend avec cette version de BlenderOuvrir les préférences d’extensionsOuvrir une imageOuvrir des imagesOuvrir automatiquement les menus et listes déroulantes au passage de la sourisOuvrir le nouveau dossierOuvrir au survol de la sourisOuvrir la documentation de référence en ligne dans un navigateur webLecteur d’images open sourceOuvrir le fichier blend contenant l’asset actifOuvrir le fichier par défautOuvrir le fichierOuvrir le dossierOuvrir la sauvegarde effectuée à la fermeture (« quit.blend »)Ouvrir la fenêtre de recherche d’opérateurOuvrir la barre d’outil surgissante ou la fenêtre d’assets de brosses Quand la barre d’espace est maintenue pour la barre d’outils : • Appuyer sur la touche correspondant à un outil pour l’activer immédiatement. • Glisser le curseur sur un outil et relâcher le bouton pour l’activer (comme un menu circulaire). Utiliser shift + barre d’espace pour la lectureOuvrir l’écran d’accueil avec les données de versionOuvrir l’éditeur temporaire dans un écran maximiséOuvrir l’éditeur temporaire dans une nouvelle fenêtreOuvrir l’arborescence et ajuster la vue de façon à ce que l’objet actif y soit centréFenêtre ouverteFenêtres ouvertesOpenEXROpenEXR (.exr)OpenEXR MultiLayer (.exr)OpenGLOpenGL ou DirectXOpenVDBOpenVDB (.vdb)Fichier OpenVDBErreur OpenVDB : {}Format de fichier OpenVDB (.vdb)Volume OpenVDBChemin de composant OpenXRChemins de composants OpenXRChemin de profil de l’interaction OpenXRChemin utilisateur OpenXRChemins OpenXR de l’utilisateurRayon d’ouverture de l’évasement au bout de la tresseType d’opérandeParamètres du système d’exploitationTouche du système d’exploitation presséeTouche du système d’exploitation pressée, -1 pour n’importe quel étatOpérationMode d’opérationL’opération ne peut être effectuée en mode éditionOpération interdite en mode éditionL’opération requiert un os actifL’opération requiert un ensemble de clés actifOpération à appliquer au maillageOpération à effectuer sur le fichier ou chemin sélectionnéOpérationsOpérations pour division et fusionOpérateurTout (dé)sélectionner(Dé)sélectionner tous les fichiers(Dé)sélectionner tous les marqueurs(Dé)sélectionner tous les traits(Dé)sélectionner la première(Dé)sélectionner la dernière(Dé)sélectionner tous les marqueursMarqueurs 3D vers maillageÀ propos de BlenderAccepterActionActiver l’asset de brosseActiver la configuration clavierActiver le même type suivantActiver le même type suivant/précédentActiver le même type précédentActiver le point de référence VRActiver le nœud visualiseurCaméra activeGroupe de Grease Pencil actifCalque de Grease Pencil actifAjouterAjouter (avec cibles)…Ajouter une AOVAjouter au-dessus de la sélectionAjouter bande actionAjouter actifAjouter tout à l’ensemble de clésAjouter un modificateur de transparence alphaAjouter une armatureAjouter une bibliothèque d’assetsAjouter une étiquette d’assetAjouter un attributAjouter un chemin d’exécution autoAjouter un humain basique (métarig)Ajouter un quadrupède basique (métarig)Ajouter un oiseau (métarig)Ajouter une règle de boidsAjouter un état de boidAjouter un osAjouter une collection d’osAjouter une référence de collection d’osAjouter une contrainte d’osAjouter les os à l’ensemble de sélectionAjouter un signetAjouter une brosseAjouter BézierAjouter un cercle de BézierAjouter une caméraAjouter une image d’arrière-plan de caméraAjouter un préréglage de caméraAjouter une caméra et point de référence VR depuis la sessionAjouter une toileAjouter un chat (métarig)Ajouter un cercleAjouter une zone FermetureAjouter un préréglage de tissuAjouter une collectionAjouter une instance de collectionAjouter couleurAjouter un attribut de couleurAjouter un marqueur de dégradéAjouter un côneAjouter une contrainteAjouter une contrainte (avec cibles)Ajouter une prise CryptomatteAjouter un cubeAjouter un point de courbe et le déplacerAjouter une configuration clavier personnaliséeAjouter des données de normales personnaliséesAjouter un cylindreAjouter un contrôleurAjouter une variable de contrôleurAjouter un contrôleur…Ajouter des contrôleurs à la sélectionAjouter une copieAjouter les marques d’arêtes à l’ensemble de clésAjouter un effetAjouter une bande d’effetAjouter un effecteurAjouter un objet videAjouter des courbes videsAjouter un groupe videAjouter un objet vide image ou déposer l’image vers l’objet videAjouter un ensemble de clés videAjouter un chemin vide à l’ensemble de clésAjouter une entréeAjouter un exporteurAjouter un dépôt d’extensionsAjouter un jeu de fonctionnalités externeAjouter un modificateur de F-courbeAjouter un F-modificateurAjouter les marques de faces à l’ensemble de clésAjouter les fondusAjouter un utilisateur facticeAjouter un sommet d’adoucissementAjouter un sommet d’adoucissement et glisserAjouter un préréglage de fluideAjouter une zone « Pour chaque élément de géométrie »Ajouter un module FreestyleAjouter un arrêt sur imageAjouter un arrêt sur image et glisserAjouter depuis le thèmeAjouter un Grease PencilAjouter un préréglage de brosse de Grease PencilAjouter un matériau de Grease PencilAjouter un préréglage de matériau de Grease PencilAjouter une grilleAjouter un nœud Entrée de groupeAjouter un préréglage de dynamique de poilsAjouter un cheval (métarig)Ajouter un humain (métarig)Ajouter une IK à l’osAjouter une icosphèreAjouter une imageAjouter une bande d’imageAjouter une image comme nœudAjouter un nœud d’importAjouter un préréglage d’intégrateurAjouter un élémentAjouter un raccourciAjouter une déformation par latticeAjouter un éclairageAjouter une sonde d’éclairageAjouter un groupe d’éclairageAjouter un modificateur de couleur de ligneAjouter un ensemble de lignesAjouter un modificateur d’épaisseur de ligneAjouter un marqueurAjouter et déplacer un marqueurAjouter et glisser un marqueurAjouter un marqueur au clicAjouter un calque de masqueAjouter un nœud de masqueAjouter une bande masqueAjouter un matériauAjouter un emplacement de matériauAjouter une variante de matériauAjouter des méta-bandesAjouter une métaballeAjouter un échantillon de métarigAjouter un modificateurAjouter un singeAjouter une bande vidéoAjouter une bande clip-vidéoAjouter un calque d’annotationAjouter un nouveau cacheAjouter un nouveau groupeAjouter un nouveau calqueAjouter un nouveau groupe de calquesAjouter un nouveau calque de masquageAjouter une nouvelle courbe de peintureAjouter un nouveau point de courbe de peintureAjouter une nouvelle paletteAjouter un nœudAjouter un nœud de collectionAjouter un préréglage de couleur de nœudAjouter un groupe de nœudsAjouter un asset groupe de nœudsAjouter un nœud d’objetAjouter un cercle NURBSAjouter une courbe NURBSAjouter un objetAjouter une contrainte d’objetAjouter une instance de données d’objetAjouter une redéfinitionAjouter des redéfinitionsAjouter un emplacement de peintureAjouter un emplacement de système de particulesAjouter passifAjouter un cheminAjouter un préréglage de performanceAjouter un planAjouter un nuage de pointsAjouter un objet primitiveAjouter une mise en place de textures PBRAjouter une propriétéAjouter un dossier de scripts PythonAjouter des courbes aléatoiresAjouter un préréglage de lancer de rayonAjouter un préréglage de renduAjouter un emplacement de renduAjouter une vue de renduAjouter une zone de répétitionAjouter un dépôt…Ajouter un reroutageAjouter des reroutagesAjouter une clé de reminutageAjouter des corps rigidesAjouter un corps rigideAjouter une contrainte de corps rigideAjouter un monde de corps rigidesAjouter un filtre de ligneAjouter un préréglage de zone de sécuritéAjouter un préréglage d’échantillonnageAjouter asset de scèneAjouter une bande de scèneAjouter un segmentAjouter les os sélectionnésAjouter les os sélectionnés à la collectionAjouter les os sélectionnés à une nouvelle collectionAjouter la sélection à la collection de l’objet actifAjouter une clé de formeAjouter un requin (métarig)Ajouter des UV simplesAjouter une zone de simulationAjouter une seule redéfinitionAjouter une seule à l’ensemble de clésAjouter des données de peauAjouter un clip audioAjouter une bande sonAjouter un haut-parleurAjouter une transition de vitesseAjouter une transition de vitesse et glisserAjouter un carréAjouter les pistes à la stabilisation en rotationAjouter les pistes à la stabilisationAjouter standardAjouter un modificateur de bandeAjouter une bande avec une nouvelle scèneAjouter un modificateur de géométrie de traitAjouter une surface cercleAjouter une surface courbeAjouter une surface cylindreAjouter un patch de surfaceAjouter un emplacement de surfaceAjouter une surface sphèreAjouter une surface toreAjouter une cibleAjouter un os cibleAjouter un texteAjouter une boîte de texteAjouter un préréglage d’éditeur de texteAjouter une config de texturesAjouter un thèmeAjouter une tuileAjouter un marqueur temporelAjouter un toreAjouter une pisteAjouter une piste au-dessus de la sélectionAjouter un préréglage de couleur de pisteAjouter un objet de suiviAjouter un préréglage de suivi (tracking)Ajouter des pistesAjouter une transitionAjouter une carte UVAjouter une sphère UVAjouter des UVAjouter les groupes d’éclairage utilisésAjouter un point de référence VRAjouter un point de référence VR depuis la caméraAjouter un point de référence VR depuis la caméraAjouter un sommetAjouter un groupe de sommetsAjouter un sommet et glisserAjouter un calque de vueAjouter un préréglage d’échantillonnage pour la vue 3DAjouter un volumeAjouter un préréglage de balance des blancsAjouter un loup (métarig)Ajouter un espace de travailAjouter une zoneAjouter un nouvel emplacement de varianteAjouter un calqueAjouter l’échantillonAjouter à la collectionAjouter à l’ensemble de clésAjouter aux favoris rapidesAjouter à la collection de liaisonAdd-on activéAjouter/supprimer des lignes d’interfaceAjuster la taille de l’éclairageAjuster la taille de l’éclairage en XAjuster la taille de l’éclairage en YAjuster la taille d’affichage de l’objet videAjuster l’extrusionAjuster la focaleAjuster la distance de mise au pointAjuster la dernière opération…Ajuster la puissance de l’éclairageAjuster le rayon de l’éclairageAjuster le décalageAjuster l’asset de poseAjuster l’angle du faisceau du spotAjuster le mélange du spotAjuster l’angle du soleilCalque d’ajustementAffineAprèsAprès la frame actuelleAlembic (.abc)Import Alembic terminéAlignerAligner la caméra active à la sélectionAligner la caméra active à la vueAligner les osAligner caméra sur vueAligner les nœudsAligner les objetsAligner la rotationAligner sur l’orientation de transformationToutToutes les transformationsAutoriser l’accès en ligneAlpha au-dessusAlpha en dessousAnimer le cheminTransformations animées vers différentiellesPas à pas d’animationAnnoterGomme d’annotationLigne d’annotationPolygone d’annotationAjouter une nouvelle annotationDessiner une annotationDé-lier l’annotationAjouterAjouter et activer un espace de travailAjouter…AppliquerAppliquer (image clé active)Appliquer toutAppliquer l’image depuis la caméraAppliquer la contrainteAppliquer les réglages par défautAppliquer le modificateurAppliquer le modificateur comme clé de formeAppliquer la transformation d’objetAppliquer l’inverse du parentageAppliquer la poseAppliquer l’asset de poseAppliquer la pose retournéeAppliquer la pose comme pose de reposAppliquer l’échelleAppliquer la sélection comme pose de reposAppliquer l’échelle à la solutionAppliquer la transformationAppliquer la transformation visuelleAppliquer les transformations visuelles à la poseAppliquer comme clé de formeAppliquer à la baseAppliquer à la clé de baseArcOptions de zoneArmatureOrdonnerOrdonner/aligner les îlotsFlèchesAssignerAssigner l’actionAssigner le catalogue d’assetsAssigner un nom à l’attributAssigner automatiquement depuis les osAssigner aux valeurs par défaut des propriétés personnaliséesAssigner un nom à la grilleAssigner un nom au calqueAssigner le matériauAssigner l’emplacement de matériauAssigner un nouveau groupe de nœuds de géométrieAssigner les os sélectionnésAssigner un raccourci…Assigner à la varianteUtiliser cette valeur par défautAssigner comme originalAssigner depuis les enveloppes des osAssigner au groupe actifAssigner à la collectionAssigner au crochetAssigner à une nouvelle collectionAssigner à un nouveau groupeAssigner au groupe de sommetsAu centreAu curseurAttacher nœudsAutoAnimation auto du cheminSauvegarde auto…Nommage auto avant/arrièreNommage auto gauche/droiteNommage auto haut/basNoms autos d’après l’axeAutocompléterEmpaqueter automatiquement les ressourcesDisponibleMoyenneMoyenner les tailles d’îlotsMoyenner les normalesMoyenner les pistesPrécédentRevenir au précédentRevenir à la disposition d’écran précédenteDéplacer le fondZoomer fondDézoomer fondAjuster l’image d’arrière-planDéplacer l’image d’arrière-planZoomer l’image d’arrière-planArrière-plan…Échantillonner l’arrière-planEn arrière dans l’historiqueVers l’arrièrePrécalculerPrécalculer (cache disque obligatoire)Précalculer l’actionPrécalculer l’action…Précalculer toutPrécalculer toutes les dynamiquesPrécalculer tous les volumes des sondes d’éclairagePrécalculer toutes les physiquesPrécalculer les canauxPrécalculer les donnéesPrécalculer le nœud de géométriePrécalculer les guidesPrécalculer la séquence d’imagesPrécalculer les images clésPrécalculer le cache d’éclairagePrécalculer Line ArtPrécalculer le maillagePrécalculer le bruitPrécalculer la transformation d’objet en Grease PencilPrécalculer la transformation d’objet vers Grease Pencil…Précalculer l’océanPrécalculer les particulesPrécalculer la physiquePrécalculer la simulationPrécalculer depuis le cachePrécalculer vers des images clésPrécalcul de tout – Échap pour mettre en pausePrécalcul des données – Échap pour mettre en pausePrécalcul des guides – Échap pour mettre en pausePrécalcul du maillage – Échap pour mettre en pausePrécalcul du bruit – Échap pour mettre en pausePrécalcul des particules – Échap pour mettre en pauseChangement par lotRenommer en masseRenommer en masse…Effacer les aperçus en masseEffacer les aperçus en masse…Générer des aperçus en masseGénérer des aperçus en masse…Embellir les facesAvantAvant la frame actuelleFléchirEntre les marqueurs sélectionnésBiseauterBiseauter les arêtesBiseauter les sommetsLier la caméra aux marqueursBissecterLameVideMélangeFondre un décalageFondre les clés vers décalageMélanger la poseMélanger l’asset de poseMélanger la pose inverséeMélanger la pose à la pose de reposMélanger avec une clé de formeFondre vers la valeur par défautFondre vers l’amortiFondre les clés vers l’amortiFondre vers la clé voisineMagasin BlenderSite de BlenderFlouterGrasEnveloppe d’osTaille d’osOpération sur les osOsDéfinir le rectangle à superposerLes deuxLes deux voisinesDes deux côtésEn basBoîteAjouter une boîteLame rectangulaireEnsembles de faces par rectangleCacher par rectangleMasquer par rectangleSélectionner par rectangleSélectionner par rectangle (plage définie par l’axe)Sélectionner par rectangle (poignées comprises)Sélectionner par rectangle les épinglesAfficher dans un rectangleDécouper par rectangleIntervalles principauxIntervallageRelier les boucles d’arêtesRelier les facesLuminosité/ContrasteParcourir l’imageBrosseÉditer à la brosseConstruire le proxyConstruire le proxy / timecodeAdoucissement ButterworthPar attributSelon proximitéPar poids de biseau d’arêtePar plis d’arêtePar limites d’ensembles de facesPar parties isoléesPar matériauxPar normalesPar arêtes duresPar type de traitPar coutures UVBézierCalculerCalculer les chemins d’osCalculer la masseCalculer les chemins de mouvementCalculer les chemins de mouvement d’objetCalculer la simulation jusqu’à la frameCalculer jusqu’à la frameCalculer…Afficher la fenêtre d’étagère d’assetsAppeler le menuAppeler le panneauAppeler le menu circulaireCaméraRemplir le cadre de caméra avec la sélectionÉchelle de focale de la caméraAnnuler l’animationAnnuler l’opération de fichierAnnuler le rendu de la vueCapture d’écran pour miniatureCentrer sur la frame actuelleCentrer le curseur et cadrer sur toutCentrer le dernier traitCentrer les nœudsCentrer la vue sur le curseurCentrer la vue sur la sourisChanger actifChanger la collection d’os active de l’armatureModifier le caractèreModifier la forme de collisionChanger les données/fichiersChanger le type d’effetChanger le facteurChanger la frameChanger d’ensemble de clés…Changer les chemin / fichiersChanger la scèneChanger la scène…Modifier la formeModifier le raccourci…Modifier l’espacementChanger les sources de données visiblesChange le verrouillage des clés de formeChanger le verrouillage sur les groupes de sommetsDésélection en damierEnfantCercleSélectionner par cercleSélectionner par cercle (désélectionner)Sélectionner par cercle (étendre)Cercle •EffacerNettoyer les canauxNettoyer les images clésNettoyer les points isolésNettoyer les points isolés…Nettoyer les pistesNettoyer les préréglages d’opérateurNettoyer les données d’espaceNettoyer le poids des groupes de sommetsNettoyer le dépôt de travail d’i18nNettoyer le dépôt de travailNettoyerNettoyer les signetsEffacerNettoyer le groupe actifTout effacerDé-marquer tous les paquetsRendre tous les objetsSupprimer l’animationEffacer les données d’animationAnnuler l’assetAnnuler l’asset (définir utilisateur factice)Effacer les Line Arts précalculésEffacer les chemins d’osEffacer le texte du boutonEffacer les données de normales personnaliséesEffacer les aperçus des blocs de donnéesEffacer les aperçus des blocs de données…Effacer les contrôleursEffacer les éditionsSupprimer l’action FKEffacer le fonduEffacer les fondusEffacer l’utilisateur facticeRéinitialiser les poids d’adoucissementVider le filtreEffacer les arêtes FreestyleEffacer les faces FreestyleEffacer les courbes fantômesDésactiver MasqueSupprimer l’action IKDésactiver Indirect seulementRéinitialiser l’inverseSupprimer l’image cléEffacer les images clés (boutons)Effacer les images clésEffacer les images clés…Effacer les libellésAnnuler les redéfinitions de bibliothèqueEffacer la ligneRéinitialiser la positionDé-marquer le paquetEffacer le masqueEffacer les chemins de mouvementEffacer les contraintes de l’objetEffacer les modificateurs d’objetEffacer les chemins d’objetsRéinitialiser l’origineEffacer les données redéfiniesEffacer le parentageEffacer la transformation inverse du parentageEffacer les contraintes de poseRéinitialiser la position de poseRéinitialiser la rotation de poseRéinitialiser l’échelle de poseRéinitialiser les transformations de poseEffacer l’intervalle de prévisualisationNettoyer la liste des fichiers récentsNettoyer les éléments récentsEffacer la région de renduEffacer l’emplacement de renduNe plus cacher dans la vueRéinitialiser le roulisRéinitialiser la rotationRéinitialiser l’échelleEffacer les données de masque de sculptureEffacer les couturesSupprimer la clé de formeRéinitialiser les clés de formeEffacer duresEffacer dures depuis les sommetsEffacer un seul assetEffacer les images clés d’une seule propriétéEffacer les données de peauEffacer la solutionEffacer le statutRéinitialiser le décalage de la bandeRéinitialiser les transformations de la bandeEffacer le thèmeRéinitialiser l’inclinaisonSupprimer le suiviEffacer le chemin des pistesEffacer les actions inutiliséesRéinitialiser les transformations utilisateurEffacer le visualiseurEffacer la région de visualisationClicCliquer-insérer images clésClipBande…Région de découpageRégion de découpage…ClonerFermerFermer la zoneFermer la fenêtreFiltre de tissuCollapserReplier les canauxCollapser arêtes et facesReplier et cacher les prises inutiliséesInstance de collectionInstance de collection…Line Art de la collectionCouleurFiltre de couleurMélange couleurColonne, d’après la frame actuelleColonnes, d’après les clés sélectionnéesColonnes, d’après les marqueurs sélectionnésPeignerCôneConnecterTout connecterConnecter les poilsConnecter les corps rigidesConnecter les bandesConnecter les paires de sommetsConnecter le chemin de sommetsConnecter à la sortieAutocompléter consoleMessage d’accueil de la consoleExécuter la consoleLangage de la consoleCible de contrainteOpération sur les contraintesContrainte vers F-courbeContexte – circuler dans tableauContexte – définir la collection de booléensContexte – circuler dans l’énumMenu d’énum de contexteContexte – menu circulaire d’énumContexte – circuler dans l’entierMenu contextuelContexte – souris modaleContexte – redimensionner flottantContexte – redimensionner entierContexte – définirContexte – définir un booléenContexte – définir une énumContexte – définir un flottantContexte – définir une chaîne de caractèresContexte – définir une valeurContexte – (dés)activerContexte – (dés)activer valeursContinuerPoursuivre hors ligneRangée de point de contrôleConvertir l’attributConvertir l’attribut de couleurConvertir le type de courbeConvertir les courbes en système de particulesConvertir l’objet vide image en maillage planConvertir le systèmes de particules en courbesConvertir les particules en maillageConvertir le mode de rotationConvertir enConvertir le typeConvertir volumeConvertir les espacesConvertir en courbesConvertir en maillageConvertir en maillage planConvertir en système de particulesCoque convexeCopierCopier l’actifCopier l’actif vers les objets sélectionnésCopier tous les contrôleurs vers la sélectionCopier tous les calques vers la sélectionCopier tous les matériaux vers la sélectionCopier tout vers la sélectionCopier tous vers les objets sélectionnésCopier la couleurCopier les couleurs vers la sélectionCopier la contrainte vers la sélectionCopier les contraintes vers les os sélectionnésCopier les contraintes vers les objets sélectionnésCopier le chemin des donnéesCopier le contrôleurCopier les variables de contrôleurCopier le contrôleur vers la sélectionCopier les contrôleurs vers la sélectionCopier l’effetCopier les F-modificateursCopier le chemin de données completCopier les transformations globalesCopier l’imageCopier les images clésCopier le libelléCopier le calque vers la sélectionCopier l’ensemble de lignesCopier les marqueurs vers la scèneCopier le matériauCopier le matériau vers la sélectionCopier les matériaux vers l’objet sélectionnéCopier les coordonnées UV en miroirCopier le modificateurCopier le modificateur vers la sélectionCopier les modificateurs vers la sélectionCopier les objetsCopier seulement les paramètresCopier l’option vers les rigs sélectionnésCopier l’objet instanceCopier les systèmes de particulesCopier la poseCopier la pose en tant qu’assetCopier les réglages précédentsCopier la commande PythonCopier la transformation relativeCopier les rapports dans le presse-papierCopier les réglages de corps rigideCopier les paramètres Rigify vers la sélectionCopier les ensembles de sélectionCopier les réglagesCopier les réglages vers les défautsCopier une seule vers la sélectionCopier les splinesCopier le traitCopier les paramètres d’éclairage studioCopier le texteCopier les réglages d’emplacement de textureCopier les réglages de pisteCopier les pistesCopier le type et les paramètresCopier les cartes UVCopier les UVCopier le vecteurCopier les groupes de sommets vers la sélectionCopier en tant que nouveau contrôleurCopier en tant que scriptCopier depuis l’actifCopier depuis la piste activeCopier depuis objetsCopier dans la bibliothèque d’assetsCopier dans le presse-papierCopier dans le presse-papier (comme script)Copier vers sélectionnésCopier vers les bandes sélectionnéesCopier vers les bandes sélectionnées…Copyright ©Angle de coinLier l’adoucissement correctifCréer un ensemble de facesCréer un matériau de trait FreestyleCréer courbes fantômesCréer un masqueCréer une nouvelle collectionCréer un nouveau dossierCréer une orientationCréer un plan de suiviCréer un asset de pose…Créer un ensemble de sélectionCréer et ajouter les os à l’ensemble de sélectionCréditsFondu enchaînéFondu enchaîné de sonsCubeProjection cubiqueCache actuel vers précalculCurseurCurseur au centre de la vueValeur du curseur vers sélectionCurseur vers actifCurseur vers grilleCurseur vers origineCurseur vers pixelsCurseur vers sélectionCurseur vers sélectionCurseur vers point de référence VRCurseur vers origine du mondeCourbePlume de courbe(Dés)activer le mode de sculpture de courbeOutils de conversion par courbePlume de courbesMise à jour de caméra personnaliséeNormale personnaliséePersonnalisé…CouperCouper les liensCouper le texteParcourir les emplacements de renduAlterner entre les contextes d’espaceAlterner ou définir le type d’espaceAlterner entre les espaces de travailCylindreProjection cylindriqueChoisir la profondeur de champDéposer dans la pileDésactiver le nœud visualiseurDébugger la liste de canauxMenu débugDécimer (changement autorisé)Décimer (proportion)Décimer la courbeDécimer la géométrieDécimer les images clésDiminuer le contrasteDiminuer l’approcheDiminuer le numéroDissoudre dégénérésDegrés °Désentrelacer les vidéosSupprimerSupprimer la frame activeSupprimer les frames activesSupprimer l’image clé active (calque actif)Supprimer l’image clé active (tous les calques)Supprimer les images clés actives (tous les calques)Supprimer toutEffacer tous les précalculsSupprimer tous les groupesSupprimer tous les précalculs de physiqueSupprimer tous les ensemblesSupprimer tous les groupes non-verrouillésSupprimer l’assetSupprimer le catalogue d’assetsSupprimer le précalculSupprimer la collection d’osSupprimer le signetSupprimer les frames d’intervalles principauxSupprimer l’asset de brosseSupprimer la simulation en cacheSupprimer les canauxSupprimer le marqueur de dégradéSupprimer la contrainteSupprimer le cache actuelSupprimer la courbeSupprimer le bloc de donnéesSupprimer le contrôleurSupprimer la variable de contrôleurSupprimer les contrôleursSupprimer les contrôleurs de la sélectionSupprimer les frames en doubleSupprimer la boucle d’arêtesSupprimer les arêtesSupprimer l’éditionSupprimer le modificateur de F-courbeSupprimer les facesSupprimer les framesSupprimer les clés généréesSupprimer le précalcul du nœud de géométrieSupprimer globalementSupprimer le groupe de Grease PencilSupprimer le calque de Grease PencilSupprimer le groupeSupprimer la hiérarchieSupprimer les niveaux supérieursSupprimer les contrôleurs non validesSupprimer l’image cléSupprimer l’image clé (boutons)Supprimer les images clésSupprimer les images clés…Supprimer l’image clé pour l’ensemble de clésSupprimer l’image clé pour l’ensemble de clés (par nom)Supprimer le nœudSupprimer la bibliothèqueSupprimer le cache d’éclairageSupprimer isolésSupprimer le marqueurSupprimer les marqueursSupprimer le mot suivantSupprimer l’élément d’interface nodaleSupprimer l’orientationSupprimer les autres espaces de travailSupprimer la hiérarchie de données redéfiniesSupprimer la couleur de paletteSupprimer les précalculs de physiqueSupprimer le pointSupprimer l’asset de poseSupprimer le mot précédentSupprimer le proxySupprimer les rapportsSupprimer les clés de reminutageSupprimer la scèneSupprimer les scènesSupprimer la disposition d’écranSupprimer le segmentSupprimer les os sélectionnésSupprimer les fichiers sélectionnésSupprimer l’ensemble de sélectionSupprimer la clé de formeSupprimer un seul contrôleurSupprimer une seule image cléSupprimer bande et donnéesSupprimer les bandesSupprimer le texteSupprimer la pisteSupprimer les pistesSupprimer nœuds inutilisésSupprimer les sommetsSupprimer le poidsSupprimer l’espace de travailSupprimer en copiant et en reconnectantSupprimer en reconnectantDé-bruiter l’animationDensitéMode de densitéDésélectionnerDésélectionner (liste)Tout désélectionnerDésélectionner la collection d’osDésélectionner les osDésélectionner l’emplacement de matériauDésélectionner l’objetDésélectionner les objetsDésélectionner l’os de poseDéselectionner l’ensembleDésélectionner le groupe de sommetsDétacherDétacher les liensDétacher les nœudsDétacher les sortiesDétacher et déplacerRemplir le détailDétecter les détailsCommunauté des développeursDocumentation pour le développementCouleurs de sommets salesDésactiver l’add-onDésactiver réglage de canalDésactiver la collectionDésactiver la collection au renduDésactiver les marqueursDésactiver et garder les transformationsDésactiver l’extensionDésactiver dans le calque de vueDésactiver dans le renduDésactiver dans les vuesDésactiver l’extension de thèmeTout déconnecterDéconnecter les poilsDéconnecter les bandesFiltre de discontinuité (Euler)Afficher une varianteDissoudreDissoudre les osDissoudre les arêtesDissoudre les facesDissoudre les os sélectionnésDissoudre la sélectionDissoudre les sommetsRépartir les marqueurs uniformémentRépartir les marqueurs depuis la gaucheNe pas remplacer les liensDocumentationTravelling vueFaire un travelling…Faire un donFaire un don à BlenderGlisserGlisser-déposerDessinerDessiner une courbeDessiner une courbeDessiner ensembles de faceDéposer la clé de forme activeDéposer la collectionDéposer la couleurDéposer l’URL d’extensionDéposer le groupe de nœuds de géométrie sur l’objetDéposer le matériau dans les emplacements de matériauxDéposer le matériau sur l’objetDéposer le nomDéposer le matériau nommé sur l’objetDéposer l’objet dans la scèneDéposer la scèneDéposer mondeDéposer pour effacer le parentage (maintenir Alt pour ne pas garder les transformations)Déposer pour importer le fichierDéposer pour définir le parent (maintenir Alt pour ne pas garder les transformations)DupliquerDupliquer les frames activesDupliquer l’image clé active (calque actif)Dupliquer l’image clé active (tous les calques)Dupliquer la zone dans une nouvelle fenêtreDupliquer l’asset…Dupliquer la collectionDupliquer l’attribut de couleurDupliquer la contrainteDupliquer l’actuelDupliquer la courbeDupliquer les images clés videsDupliquer l’élémentDupliquer les images clésDupliquer le calqueDupliquer le calque vers un nouvel objetDupliquer la ligneDupliquer avec lienDupliquer la collection liéeDupliquer le marqueurDupliquer les marqueurs vers la scèneDupliquer les marqueurs vers la scène…Dupliquer le masqueDupliquer les éléments de métaballesDupliquer les nœudsDupliquer les objetsDupliquer le système de particulesDupliquer les os sélectionnésDupliquer la clé de formeDupliquer les bandesDupliquer les traitsDupliquer le marqueur temporelDupliquer le groupe de sommetsPrécalculer la peinture dynamiqueTopologie dynamique(Dé)sactiver la topologie dynamiqueAmortirAmortir les images clésMode d’amortiType d’amortiArêtePoids de biseau d’arêtePlis d’arêteBoucles d’arêtesSélectionner anneau d’arêtesAnneau d’arêtesGlisser les arêtesDivision d’arêtesÉditer le chemin du répertoireÉditer le contrôleurÉditer le contrôleur…Éditer la taille de détail de la topo dynamiqueÉditer avec un autre programmeÉditer l’ensemble de facesÉditer le groupeÉditer les métadonnéesÉditer les métadonnées…Distance minimum d’éditionMode éditionÉditer la miniature…Éditer la propriétéÉditer la valeur de la propriétéÉditer la sourceÉditer le texteÉditer la valeurÉditer la taille de voxelOpération sur les os d’éditionVidePoils – videObjet vide imageActiver l’add-onActiver le réglage de canalActiver la collectionActiver la collection au renduActiver les marqueursActiver un dépôt par glisserActiver dans le renduActiver dans le calque de vueActiver dans les vuesActiver l’extension de thèmeEncoder le maillage widget en PythonEncoder le métarigEncoder l’échantillon de métarigEncoder le métarig en PythonEncoder l’échantillon en PythonExtrémitésRehausser les détailsPasser en mode d’ajustageEntrer / sortir du groupeÉgaliser les poignéesEffacerEffacer le déplacementFiltre de discontinuité d’EulerEuro €Exécuter le fichierExécuter le fichier de la fenêtreExécuter un préréglage PythonSortir du groupeQuitter le mode ajustageÉtendreÉtendre l’ensemble de faces actifDéplier les canauxÉtendre l’ensemble de faces selon la topologieÉtendre le masque selon les normalesÉtendre le masque selon la topologieTout déplier/replierDéplier/replier les menus d’en-têteRafraîchir ExploserExporterExporter AlembicExporter tousExporter toutes les collectionsExporter BVHExporter FBXExporter la configuration clavier…Exporter l’ensemble de clés…Exporter PLYExporter PO…Exporter STLExporter les sous-titresExporter USDExporter la disposition UVExporter Wavefront OBJExporter glTF 2.0Exporter vers un fichierExporter vers PDFExporter en SVGExporter…Ext. : installer paquets marquésExt. : désinstaller paquetExt. : désinstaller paquets marquésExt. : synchro. dépôtÉtendreÉtendre à l’enfantÉtendre au parentÉtendre les sommetsOpération externe sur le fichierExtraire l’ensemble de facesExtraire la paletteExtraire une palette depuis l’imageMode d’extrapolationExtruderExtruder le long des normalesExtruder le contexteExtruder la courbe et déplacerExtruder les arêtesExtruder les facesExtruder les faces le long des normalesExtruder avec une fourcheExtruder individuellesExtruder les faces individuellesExtruder les faces individuelles et déplacerExtruder individuels et déplacerExtruder adaptatifExtruder manifold le long des normalesN’extruder que les arêtesN’extruder que les arêtes et déplacerN’extruder que les sommetsN’extruder que les sommets et déplacerExtruder la régionExtruder la région et déplacerExtruder la région, et compresser/dilaterExtruder à répétitionExtruder points de traitExtruder les sommetsExtruder et déplacer le long des normales individuellesExtruder et déplacer le long des normalesExtruder sous le curseur et déplacerExtruder vers le curseurExtruder vers le curseur ou ajouterPipettePipette d’osPipette dégradéPipette dégradé (points)Pipette bloc de donnéesPipette de profondeurPipette contrôleurFBX (.fbx)FBX (.fbx) (hérité)FK vers IKAction FK vers IKPose FK vers IKFaceAires des facesForce de normales de faceRégions de facesCacher les faces sélectionnéesGestuelle rectangulaire d’ensemble de facesExtraire l’ensemble de facesGestuelle d’ensemble de faces par lassoGestuelle d’ensemble de faces par ligneEnsemble de faces depuis la sélection du mode éditionEnsemble de faces depuis les masquéesEnsemble de faces depuis les visiblesVisibilité d’ensembles de facesFace sous le curseur et déplacerFaces par côtésFonduPositions élégantesTangentes élégantesUtilisateur facticeMenu circulaire d’outil secondairePrévisualisation rapideRéinitialiser l’animation de l’adoucissementDéposer le sélecteur de fichierRemplirRemplir entre les jointuresRemplir les trousRemplir le masqueDéfinir l’intervalle d’après la sélectionRemplir la tuileFiltreFiltrer les canauxFiltre de tissuFiltre de couleurFiltre de maillageFiltrer les pistesType de filtreChercherChercher et remplacer…Chercher et sélectionnerTrouver les fichiers manquantsTrouver les fichiers manquants…Trouver suivantTrouver le nœudTrouver le nœud…Chercher…DébutAjusterAdapter l’image de fond à l’espace disponibleAjuster la colonneFaire tenir la prévis. dans la fenêtreFixer à la caméra de la scènePlatFaces platesAplatir les poignéesInverserInverser (sans distorsion)Inverser (topologie)Inverser le dégradé de couleurRetourner horizontalementRetourner l’imageRetourner MatCapInverser les nomsInverser les normalesInverser la tessellation des quadsInverser les quaternionsDécaler la régionRetourner verticalementPlancherFlorin ƒValider les éditionsNavigation en volantMode concentrationSuivre les quads actifsSuivre les quads actifs…Champ de forceDésactiver de force le dépôt actifDéverrouiller de force le dépôt…SuivantEn avant dans l’historiqueVers l’avantCadrer sur toutCadrer sur tout, remplirFrame vers l’arrièreFaire tenir le cadre de caméraVoir le canal sous le curseurFrame vers l’avantDécalage de frameVoir l’intervalle de prévisualisationVoir l’intervalle de scèneVoir l’intervalle de scène / de prévisualisationVoir la sélectionVoir la sélection (vue quad)Voir les canaux sélectionnésLibérerLibérer toutLibérer les donnéesLibérer les guidesLibérer les maillagesLibérer le bruitLibérer les particulesDepuis le libellé du nœud actifDepuis le libellé du nœud liéDepuis le nom de la sortie liéeFourrureFondu gammaFlou gaussienAdoucissement gaussienGénéralGénérer l’aperçuGénérer un aperçu depuis l’objetGénérer le rigEszett ßObtenir l’intervalle de framesS’impliquerGizmoSélectionner le gizmoAjuster le gizmoGroupeGizmoLuminescenceAller à la frame actuelleAller au dossier parentDéplacerDéplacer le cloneDéplacer les UVDégradéDégradé (linéaire)Dégradé (radial)GravitéForme d’arc de Grease PencilGomme carrée de Grease PencilForme carrée de Grease PencilForme cercle de Grease PencilForme courbe de Grease PencilDessiner au Grease PencilGomme lasso de Grease PencilPipette Grease PencilRemplir au Grease PencilÉtiquette de couleur du groupe Grease PencilInterpoler le Grease PencilOpération sur les calques de Grease PencilForme ligne de Grease PencilOpération sur les nœuds de Grease PencilPeindre les sommets de Grease PencilPeinture de poids de Grease PencilPlume de Grease PencilForme polyligne de Grease PencilSculpture de Grease PencilDécouper Grease PencilGrease Pencil en PDFGrease Pencil en SVGGrilleRemplir par grilleGrouper les canauxGrouper les canaux…Insérer dans le groupeÉtendre l’ensemble de facesÉtendre le masqueAgrandir la sélectionAgrandir la visibilitéGuillemet «Guillemet »Gérer les lieux d’action des zones (fenêtres)Type de poignéeTraiter le fichier .blend glissé-déposéCacherCacher l’ensemble de faces actifCacher le calque actifCacher tout le contenuCacher la collectionCacher les courbesCacher les calques inactifsCacher le contenu de la collectionCacher les calquesCacher masquésCacher les matériauxCacher les objetsCacher un niveauCacher les autres collectionsCacher les autresCacher sélectionnésCacher les courbes sélectionnéesCacher les pistesRévéler les pistes cachéesCacher non-sélectionnésCacher les courbes non-sélectionnéesCacher/afficherCacher/afficher toutCacher/afficher par lassoCacher/afficher par ligneCacher/afficher masquésCacher/afficher par polyligneSurligner le fichierAjouter à l’historiqueCirculer dans l’historiqueAccrocher à un nouvel objetAccrocher à l’objet sélectionnéAccrocher à l’os d’objet sélectionnéDivision horizontaleTeinte/Saturation/ValeurExporter l’i18n de l’add-onImporter l’i18n de l’add-onCharger les réglages d’i18nEnregistrer les réglages d’i18nIK vers FKAction IK vers FKPose IK vers FKIcosphèreProportion d’imageÉdition externe d’imagesPeindre l’imageSéquence d’imagesImage depuis vueImage/Séquence…Importer AlembicImporter BVHImporter les préférences de Blender {:d}.{:d}Importer FBXImporter une séquence d’imagesImporter des images en tant que plansImporter une configuration clavier…Importer un volume OpenVDBImporter OpenVDB…Importer PLYImporter PO…Importer STLImporter SVGImporter SVG en Grease PencilImporter USDImporter Wavefront OBJImporter glTF 2.0Importer…Inclure les objets sélectionnésRenforcer le contrasteAugmenter l’approcheAugmenter le numéroIncrémenter le nombre dans le nom de fichierIndenterIndentation ou autocomplétionGonflerInitialiser les ensembles de facesInitialiser la màj d’i18n, sélectionner les languesInitialiser les réglages de màj i18nInitialiser un masqueInitialiser les réglages(Dés)activer l’attribut en entréeInsérerInsérer une frame videInsérer une image clé vide (calque actif)Insérer une image clé vide (tous les calques)Insérer des espacesInsérer dans le groupeInsérer une image cléInsérer une image cléInsérer une image clé (boutons)Insérer une image clé (par nom)Menu insérer une image cléInsérer une image clé avec l’ensemble de clés…Insérer des images clésInsérer un retour à la ligneInsérer et décalerInsérer une clé de formeInsérer une seule image cléInsérer du texteInsérer UnicodeInsérer un élément de groupe de nœudsIncruster les facesInstallerInstaller un add-onInstaller un patron d’application…Installer les mises à jour disponiblesInstaller une extensionInstaller un jeu de fonctionnalités depuis un fichier…Installer un éclairageInstaller les marquésInstaller un patron depuis un fichier…Installer un thème…Installer depuis le disqueInstaller depuis le disque…Installer…Instancier la collectionInstancier dans la scèneDiriger l’éclairage vers le curseur interactivementMiroir interactifFaces internesInterpolerInterpoler la séquenceMode d’interpolationIntersecter (booléens)Intersecter (couteau)Nom de variable invalideInverserInverserInverser le canal alphaInverser le canal bleuInverser les canauxInverser le canal vertInverser les couleurs de l’imageInverser le verrouillageInverser le masqueInverser les épinglagesInverser le canal rougeInverser la sélectionInverser le groupe de sommetsInverser la visibilitéInverser visibleInverser le poidsPoint d’exclamation inversé ¡Point d’interrogation inversé ¿IsolerIsoler la collectionIsoler les calquesIsoler le matériauItaliqueCombinerFusionner les zonesFusionner les remplissagesFusionner les entrées du groupeRegrouper les nœudsRegrouper les nœuds dans un cadreCombiner les palettesFusionner la sélectionJoindre les pistesCombiner comme clés de formeRegrouper dans un cadre nomméRegrouper dans un nouveau cadreAller àSauter dans le tempsAller à…Aller à l’emplacement d’actionAller au point extrêmeOuvrir le fichier texte actuelAller à la frameAller à l’image cléAller aux images clésAller au marqueurAller au marqueur suivantAller à la bande suivanteAller à la bande suivante (centrer)Aller au marqueur précédentAller à la bande précédenteAller à la bande précédente (centrer)Sauter vers la sélectionAller à la bandeAller à la cibleType de cléEnsemble de clés – ajouter la sélectionEnsemble de clés – enlever la sélectionClés à échantillonnerCouteauProjection couteauOutil couteau de topologieDéformation laplacienne – lierAdoucir les sommets par laplacienAjouter au lassoEnsembles de faces par lassoCacher par lassoMasquer par lassoSélectionner par lassoSélectionner des UV par lassoAfficher par lassoDécouper par lassoFinDernière sessionLatticeDéformer la sélection par latticeConnexion rapideEn savoir plusGaucheVoisine de gaucheLongueurMoinsNiveauxLicenceEmpiler pour carte d’éclairageEmpiler pour carte d’éclairage…Limiter le nombre de poids par sommetLimiter le totalLimiter le total des groupes de sommetsDissolution limitéeLigneDébut de ligneRetour à la ligneFin de ligneEnsemble de faces par ligneCacher par ligneMasquer une ligneNuméro de ligneProjection sur ligneAfficher par ligneDécouper par ligneLierLier le nœud actif à la sélectionLier les bloqueurs à l’émetteurLier la collectionTest d’opération de glisser de lienLier l’objet vide à la pisteRelier les nœudsLier les objets à la scèneLier l’objets à la scène…Lier les receveurs à l’émetteurLier au visualiseurLier à une collectionLier à la scèneLier au visualiseurLier au nœud visualiseurLier…Lier/transférer les donnéesLiésDupliquer liéesFaces plates liéesLier depuisLiées depuisCouper les liensFiltre de listeChargerCharger un aperçu personnaliséCharger les préférences d’usine de BlenderCharger les réglages d’usine de BlenderCharger les préférences d’usineCharger les réglages d’usineCharger les réglages d’usine pour {:s}Charger persistant depuis…Charger les préférencesCharger une miniatureVue localeDonnées localiséesPositionTout verrouillerVerrouiller tous les calquesVerrouiller tous les matériauxVerrouiller tous les dépôts (pour test)Inverser le verrouillage sur toutVerrouiller sélectionnés uniquementVerrouiller désélectionnés uniquementVerrouiller sélectionnésVerrouiller les bandesVerrouiller les pistesVerrouiller désélectionnésVerrouiller les matériaux désélectionnésVerrouiller inutilisésVerrouiller les matériaux inutilisésDécouper une boucleDécouper boucle et glisserSélection de boucleGéométrie isoléeCréerRendre baseRendre la collection activeCréer arête/faceCréer un groupeConvertir en instances de facesRendre les instances réellesRendre interneCréer une redéfinitionCréer un lienCréer des liensRendre localRendre les marqueurs locauxRendre métaCréer une méta-bandeRendre case à cocher de panneauParenterParenter sans inverseParenter sans inverse (conserver la transformation)Rendre tous les chemins absolusRendre tous les chemins relatifsAplanir les facesRendre régulierCréer un segmentFaire de la clé de forme la clé de baseRendre mono-utilisateurCréer un suiviParenter aux sommetsCréer et remplacer des liensGérer les données inutiliséesGérer les données inutilisées…ManuelMarquer toutMarquer tous les paquetsMarquer arêtes FreestyleMarquer faces FreestyleMarquer le paquetMarquer les couturesMarquer duresMarquer dures depuis les sommetsDéfinir comme assetDéfinir un seul assetSélection rectangulaire de marqueursMasquerGestuelle de masque rectangulaireExtraire le masqueFiltre de masqueRemplir le masque par diffusionMasque depuis limitesMasque depuis cavitéGestuelle de masque par lassoGestuelle de masque par ligneGestuelle de masque par polyligneDécouper le masqueDécouper le masque et remplir les trousDécouper le masque vers un nouvel objetMasquer par couleurMasque depuis cavitéMasquer depuis limites d’ensembles de facesMasquer depuis limites de maillageMasquer avec le calque au-dessusMasquer avec calque au-dessus/dessousMasquer avec le calque en dessousMasque…Correspondre image cléUtiliser la durée de la vidéoCorrespondre précédenteFaire correspondre la penteFaire correspondre l’espace textureMatériauxAgrandir la zoneMesurerMoyenneStatistiques mémoireRechercher un menu…FusionnerTout fusionnerCombiner l’animationFusionner vers le basFusionner le groupeCombiner les imagesMélanger les nœudsFusionner les normalesFusionner les UV selon la distanceFusionner selon distanceDéformation de maillage – lierFiltre de maillageMaillage plan…Minimiser l’étirementMiroirInverser les clés en miroirCopier les paramètres Rigify en miroirMiroir de clé de formeCopier en miroir les type et paramètresMiroir de groupe de sommetsMiroir de groupe de sommets (topologie)Miroir XMiroir YEn miroirNœuds de mélangeMixerModeOpération sur les modificateursModifier les libellésModifier l’asset de poseSingePlusPlus…Capture de mouvement (.bvh)Clic de souris sur canauxClic de souris sur pistes NLADéplacerDéplacer le modificateur actif vers l’indiceDéplacer le modificateur de bande actif vers l’indiceDéplacer après la baseDéplacer le calque d’annotationDéplacer les bords de la zoneDéplacer entre lignes d’interfaceDéplacer la collection d’osDéplacer le signetDéplacer les canauxDescendre la contrainteRemonter la contrainteDéplacer la contrainte vers l’indiceDéplacer le curseurDéplacer le segment de pointillésVers le basDescendre la règle de boidsDescendre l’état de boidDescendre l’effetDéplacer l’objet instance vers le basDescendre le modificateurDescendre la cibleDéplacer l’effet vers l’indiceDéplacer l’entréeDéplacer l’exporteurDéplacer le module FreestyleDéplacer l’élémentDéplacer le calqueDéplacer l’ensemble de lignesDéplacer les lignes vers le basDéplacer les lignes vers le hautDéplacer les lignesDéplacer le marqueurDéplacer le matériauDéplacer le modificateurDéplacer l’origineDéplacer la couleur de paletteDéplacer le segmentSélectionner et déplacerDéplacer l’ensemble de sélection dans la listeDéplacer la clé de formeDéplacer les emplacements vers une nouvelle actionDéplacer le modificateur de bandeDéplacer les bandes vers le basDéplacer les bandes vers le hautDéplacer l’emplacement de textureDéplacer l’espace de textureDéplacer le marqueur temporelVers le hautRemonter la règle de boidsRemonter l’état de boidRemonter l’effetDéplacer objet instance vers le hautRemonter le modificateurRemonter la cibleDéplacer le groupe de sommetsDéplacer et attacherDéplacer le calqueDéplacer sur l’axeDéplacer vers la collection d’osDéplacer tout en basDéplacer vers la collectionPlacer en dernierDéplacer vers le calqueAller en début de ligneAller en fin de ligneAllez au mot suivantDéplacer vers les nœudsAller au mot précédentDéplacer tout en hautDéplacer/étendre à partir de la frame actuelleVidéo…Sélection de boucles d’arêtes multiplesSélection d’anneaux d’arêtes multiplesSélecteur multicamPlusieurs imagesMultiplication ×MultiplierMultires – appliquer à la baseGomme de déplacement multiresÉtaler déplacement multiresEmpaqueter les multires externeMultires – changer la formeEnregistrer multires en externeSubdiviser multiresSuspendreSuspendre les canauxSuspendre les liensSuspendre les bandesSuspendre les bandes non-sélectionnéesNDOF orbiter la vueNDOF orbiter la vue avec zoomNDOF déplacer la vueZoom/panoramique NDOFNDOF déplacer vueNouvelleNouvelle actionNouveau catalogue d’assetsNouvelle collection d’osNouvelle caméra depuis les points de référence VRNouvelle collectionNouvelle combinéeNouveau groupe de nœuds de compositingNouveau groupe de nœuds compositing pour séquenceurNouvelle arête/face depuis les sommetsNouvelle face depuis les arêtesNouveau dossierNouveau groupe de nœuds de géométrieNouveau modificateur nœuds de géométrieNouveau groupe d’outil nodal de géométrieNouvelle imageNouvelle image depuis marqueur de planNouvel élémentNouveau calqueNouvelle collection de liaison de lumièreNouveau style de ligneNouvelle fenêtre principaleNouveau masqueNouveau matériauNouvelle arborescence de nœudsNouvelle couleur de paletteNouvelle case à cocher de panneauNouveaux réglages de particulesNouvelle cible de particulesNouvelle scèneNouvelle disposition d’écranNouvel ensemble de sélectionNouvelle scène de séquenceurNouvel emplacementNouveau texteNouvelle textureNouvelle fenêtreNouvel espace de travailNouveau mondeNouvelles depuis objetsNouvelles depuis objets inversésActif suivantBloc suivantCaractère suivantDossier suivantLigne suivanteMot suivantEspace de travail suivantAucune collection à instancierOptions de nœudAperçu du nœudModifier l’entrée du nœudNon-manifoldAucunNormaliserNormaliser l’actifTout normaliserNormaliser tous les groupes de sommetsNormaliser le groupe de sommetsNormaliser les poidsOutils de vecteurs de normalesCercle NURBSCourbe NURBSCylindre NURBSSphère NURBSSurface NURBSTore NURBSObjetObjet et donnéesObjet, données et matériauxAnimation de l’objetAnimation des données de l’objetLine Art de l’objetMenu de mode objetRendre obsolètes les marquésDécaler la boucle d’arêtesDécaler la coupe de boucle d’arêtesDécaler et glisser l’arêteSur les images clés sélectionnéesSur les marqueurs sélectionnésUn objetUn objet par ligneManuel en ligneRéférence Python en ligne (en)Seulement les remplissagesSeulement les traitsOpacitéOuvrirOuvrir le fichier BlenderOuvrir un fichier de cacheOuvrir le rendu en cacheOuvrir un clipOuvrir l’éditeur de contrôleursOuvrir le fichier à l’extérieurOuvrir l’emplacement du fichierOuvrir la policeOuvrir une imageOuvrir des imagesOuvrir l’emplacement à l’extérieurOuvrir les préférences…Ouvrir un site web prédéfiniOuvrir un sonOuvrir un son monoOuvrir un fichier de module de styleOuvrir un texteOuvrir…Ouvrir/fermerListe des opérateursOpérateur énum circulairePréréglage d’opérateurRechercher un opérateur…Orbiter de l’autre côtéOrigineContourSynoptique – opération sur les données d’animationSynoptique – opération sur contrainteSynoptique – opérations sur les donnéesSynoptique : (dés)activer le mode éditionSynoptique – copier données d’IDSynoptique – opération sur les données IDSynoptique – coller les données d’IDSynoptique – réaffecter données d’IDSynoptique – opérations sur les bibliothèquesSynoptique – opérations sur les redéfinitions de bibliothèquesSynoptique – opération de réparation des redéfinitions de bibliothèquesSynoptique – opération sur les modificateursSynoptique – opération d’objetSynoptique : (dés)activer le mode poseSynoptique – opération de scèneSynoptique – définir l’actionRedéfinir la hiérarchie de donnéesEmpaqueterEmpaqueter le précalcul du nœud de géométrieEmpaqueter l’imageEmpiler les îlotsEmpaqueter les bibliothèques liéesEmpaqueter les ressourcesEmpaqueter le sonPeindreDéplacer la vuePanoramique de la vueCase à cocher de panneauParenterDossier parentArborescence de nœuds parente(Dés)activer l’édition des particulesSystème de particulesCollerColler les blocs de donnéesColler le contrôleurColler les variables de contrôleurColler les F-modificateursColler le fichierColler inverséesColler la transformation globaleColler l’imageColler les images clésColler l’ensemble de lignesColler le matériauColler les objetsColler la poseColler la pose inverséeColler les ensembles de sélectionColler les courbesColler les traitsColler le texteColler les réglages d’emplacement de textureColler les pistesColler les UVColler le vecteurColler le poids vers la sélectionColler les poses inversées en XColler et précalculerColler comme nouvel assetColler par calqueColler depuis le presse-papierColler vers les clés sélectionnéesCheminChemin / fichiersMettre le précalcul en pausePlumePar ensemble de facesPar partie isoléePour mille ‰Par sommetPerspective/orthogonaleChoisir le chemin le plus courtÉpinglerÉpingler la scène à l’espace de travailPincerPincer les UVPivot vers le sommet actifPivot vers la limite du masquePivot vers l’originePivot vers la surface sous le curseurPivot vers non-masquéPlacer le curseurPlacer l’objet sous la sourisAxes simplesPlanLire l’animationLire l’animation rendueNuage de pointsDiriger les normales vers la cibleDiriger vers la cible…PointsFaces en éventailPôles par nombrePolygoneConstruction polyConstruction poly – supprimer sous le curseurConstruction poly – dissoudre sous le curseurConstruction poly – face sous le curseurConstruction poly – diviser sous le curseurConstruction poly – transformer sous le curseurPolyligneAjouter par polyligneEnsemble de faces par polyligneCacher par polyligneMasquer par polyligneAfficher par polyligneDécouper par polyligneIntervallageOpération sur les canaux de poseLivre £Préférences…PréchargerPrécharger les imagesAppuyer sur boutonActif précédentBloc précédentCaractère précédentDossier précédentLigne précédenteMot précédentEspace de travail précédentAppliquer la projectionÉditer la projectionProjeter l’imageGestuelle de projection par ligneProjeter depuis la vueProjeter depuis la vue (limites)Propager la posePropager vers les formesProtéger les canauxBoufferPurgerPurger tousPurger les données inutilisées…PousserAjouter l’actionExagérer depuis l’intervallePousser/tirerPousser-tirer les images clésPousser/tirerRéférence de l’API Python (en)Redimensionner la vue quadRemailler avec QuadriFlowQuantifierQuantifier les poids de sommetsÉdition rapideExplosion rapideFourrure rapideLiquide rapideFumée rapideQuitterQuitter BlenderContrôle radialRayonAléatoireRandomiserRandomiser les couleursRandomiser les couleurs des ensembles de facesRandomiser la transformationSommets aléatoiresRégénérer le rigRemettre des clés pour les points des formes sélectionnéesRemettre des clés aux points de formeRéinitialiser le temps des clés de formeLire les calques de vueRéassigner les entréesReconstruireReconstruire le BVHReconstruire les subdivisions plus bassesReconstruire le proxy et les indices de timecodeRecalculer les poignéesRecalculer à l’intérieurRecalculer les normalesRecalculer à l’extérieurRecalculer le roulisRecentrer le crochetRécupérer une sauvegarde autoRécupérer la dernière sessionRedéfinir les graphes d’égalisationRefaireRétablir la modification de catalogueRefaire dernièreTimer de réaffichageRéférence…Affiner les marqueursRafraîchirTout rafraîchirRafraîchir l’archiveActualiser la bibliothèque d’assetsRafraîchir les aperçus des blocs de donnéesRafraîchir les contrôleursActualiser la liste de fichiersRafraîchir les données d’i18n…Rafraîchir objets instanciésRafraîchir localRafraîchir distantRafraîchir le séquenceurActualiser la liste d’actionsRégionAlpha de régionEnregistrerEnregistrer l’association de fichiersMarque déposée ®StandardRefaire clésRelaxerRelâcher les ensembles de facesRelâcher la pose vers l’intervalleRelaxer les UVNotes de versionRechargerRecharger le clipRecharger le fichier d’historiqueRecharger l’imageRecharger les imagesRecharger la bibliothèqueRecharger les scriptsRecharger le fichier de démarrageRecharger les bandesRecharger les bandes et ajuster la longueurRecharger la traductionRelocaliserRelocaliser la bibliothèqueRelocaliser les ID liéesRemaillerEnleverSupprimer l’AOVSupprimer le groupe actifSupprimer l’ensemble de clés actifRetirer le chemin actif de l’ensemble de clésSupprimer l’add-onSupprimer tous les groupesSupprimer tous les matériauxSupprimer tous les systèmes de particulesSupprimer l’animationSupprimer le calque d’annotationSupprimer la bibliothèque d’assetsSupprimer l’étiquette d’assetSupprimer l’attributSupprimer le chemin d’exécution autoSupprimer la règle de boidsSupprimer l’état de boidSupprimer la collection d’osSupprimer une référence de collection d’osRetirer l’os de la collection d’osRetirer les os de l’ensemble de sélectionSupprimer la brosseSupprimer l’image d’arrière-plan de caméraSupprimer la toileRetirer de la collectionSupprimer l’attribut de couleurSupprimer la prise CryptomatteSupprimer le segment de pointillésSupprimer les doublonsSupprimer le contrôleurSupprimer les données d’animation videsSupprimer l’exporteurSupprimer le dépôt d’extensionsSupprimer le jeu de fonctionnalités externeSupprimer l’association de fichiersSupprimer les guides de remplissageSupprimer le module FreestyleEnlever de la collection de liaison de lumièreRetirer les espacesRetirer les espaces (tous)Supprimer l’effet de Grease PencilSupprimer le crochetEnlever l’IKSupprimer l’élémentSupprimer la configuration clavierSupprimer le raccourciSupprimer la configuration clavierSupprimer le calqueSupprimer le groupe de calquesSupprimer le groupe d’éclairageSupprimer l’ensemble de lignesSupprimer le calque de masquageSupprimer l’emplacement de matériauRendre non-métaSupprimer les méta-bandesSupprimer le modificateurSupprimer la redéfinitionSupprimer les redéfinitionsSupprimer le point de courbe de peintureSupprimer l’objet instanceSupprimer l’emplacement de système de particulesSupprimer la cible de particulesSupprimer l’aperçuSupprimer la propriétéEnlever un dossier de scripts PythonSupprimer l’emplacement de renduSupprimer la vue de renduSupprimer le dépôtSupprimer le dépôt et les fichiersSupprimer les corps rigidesSupprimer le corps rigideSupprimer la contrainte de corps rigideSupprimer le monde de corps rigidesSupprimer le filtre de ligneSupprimer le segmentSupprimer les os sélectionnésRetirer les os sélectionnés de tous les ensemblesSupprimer l’entrée sélectionnéeSupprimer les éléments sélectionnésRetirer la sélection de la collection activeRetirer la sélection des collections d’osSupprimer la clé de formeSupprimer le raccourciSupprimer une seule redéfinitionRetirer la piste de la stabilisation en rotationRetirer la piste de la stabilisationSupprimer le modificateur de bandeSupprimer l’emplacement de surfaceRetirer la cibleSupprimer la boîte de texteSupprimer le thèmeEnlever la tuileSupprimer l’objet de suiviSupprimer la carte UVSupprimer les inutiliséesSupprimer les collections d’os inutiliséesSupprimer les collections inutiliséesSupprimer les groupes d’éclairage inutilisésSupprimer les emplacements de matériaux inutilisésSupprimer les emplacements inutilisésSupprimer le point de référence VRSupprimer le groupe de sommetsSupprimer le calque de vueRetirer du groupe actifRetirer de tousRetirer de toutes les collectionsEnlever de tous les groupesRetirer d’une collectionRetirer du cadreRetirer de l’ensemble de clésRetirer de la vue localeRetirer des favoris rapidesEnlever du groupe de sommetsRenommerRenommer l’emplacement d’actionRenommer l’os actif…Renommer l’élément actif…Renommer l’objet actif…Renommer le calque d’annotationRenommer la collection d’os de l’armatureRenommer l’osRenommer la collection d’osRenommer le canalRenommer le bloc de donnéesRenommer l’os d’éditionRenommer le fichier ou dossierRenommer le dessin de Grease PencilRenommer le calque de Grease PencilRenommer le groupe de Grease PencilRenommer le marqueurRenommer le modificateurRenommer la piste NLARenommer l’objetRenommer l’os de poseRenommer le groupe de sommetsRenommer l’élément dans la vueRenommer le calque de vueRenommer la clé de formeRenommer…RendreRendre l’objet actifRendre l’animationRendre l’audio…Rendre le calque modifiéRendre l’imageRendre un playblastRendre un playblast aux images clésRégion de renduRégion de rendu…Rendre prévisualisation du séquenceurRendre l’animation du séquenceurRendre l’image du séquenceurEmplacement de rendu suivantEmplacement de rendu précédentRendre une image fixe de prévisualisationRendre prévisualisation de la vue 3DRéordonnerRéordonner les collections d’os de l’armatureRéordonner les colonnesRéordonner les modificateurs de F-courbeRéordonner le calque de masquage du Grease PencilRéordonner le calqueRéordonner les calquesRéordonner le maillage spatialementRéorganiser à la finRéorganiser au débutHistorique d’actions à répéterHistorique d’actions à répéter…Répéter la dernière opérationRemplacerRemplacer et sélectionnerRemplacer l’actionRemplacer toutRemplacer l’imageRemplacer l’image cléRemplacer les images clésRemplacer les liensRemplacer une seule image cléRemplacer par une nouvelle actionRemplacer…Rejouer les opérateursSignaler les fichiers manquantsSignaler un bug (en)DépôtReprojeter les traitsReprojeter les traits…RéinitialiserRéinitialiser tout aux valeurs par défautRéinitialiser le fondRéinitialiser le dégradé de couleurRéinitialiser la courbe de profilRéinitialiser la distanceRéinitialiser l’animation de l’adoucissementRéinitialiser le crochetRéinitialiser l’approcheRéinitialiser la redéfinition de bibliothèqueRéinitialiser le nœudRéinitialiser les nœudsRéinitialiser les nœuds dans le cadreRéinitialiser la longueur originaleRéinitialiser les données redéfiniesRéinitialiser le profilRéinitialiser les récentsRéinitialiser le reminutageRéinitialiser les réglagesRéinitialiser une seule à la valeur par défautRéinitialiser vers l’originalRéinitialiser les transformationsRéinitialiser les UVRéinitialiser les sans-clésRéinitialiser les vecteursRéinitialiser la couleur de sommetsRéinitialiser la vueRemettre le thème par défautRéinitialiser à la valeur par défautRedimensionnerRedimensionner la colonneRedimensionner l’imageRedimensionner le nœudRésoudre le conflitRestaurerRestaurer les zonesRestaurer le raccourciRestaurer les raccourcisRéinitialiser l’opérateur aux valeurs par défautRestaurer l’action précédenteCacher au rendu non-sélectionnésReprendreResynchroniser la hiérorchie de données redéfiniesResynchroniser la hiérarchie de données redéfinies – forcerReminuter les bandesReminutageRévélerRévéler les courbesRévéler les faces et sommetsRévéler cachésRévéler la sélectionInverser les couleursInverser les UVRechargerRevenir à l’asset de brosseRevenir à l’assetRevenir aux préférences enregistréesRanimer les F-courbes désactivéesDroiteVoisine de droiteAjouter un ensemble de couleursAjouter un ensemble de couleurs depuis le thèmeAjouter ensembles de couleur standardsAppliquer les couleurs active et de sélection définies par l’utilisateurEncoder le métarigEncoder l’échantillon de métarigEncoder le widgetGénérer le rigObtenir les couleurs active et de sélection depuis le thème actuelSupprimer tous les ensembles de couleursSupprimer un ensemble de couleursMettre à jour les calques du métarigMettre à jour les types de métarigsDéchirerDéchirer l’arêteDéchirer la régionSéparer (déchirer) les sommetsSéparer (déchirer) les sommets et étendreSéparer (déchirer) les sommets et remplirRoulisRoulis à gaucheRoulis à droiteRacinesTournerTourner à 180°Tourner à 90° en sens horaireTourner à 90° en sens antihoraireTourner les couleursTourner l’arête dans le sens antihoraireTourner l’arête dans le sens horaireTourner l’image à angle droitTourner les normalesTourner l’arête sélectionnéeTourner les UVTourner la vueTourner…RotationRotation — changer de pôleAjouter une règleSupprimer la règleExécuter le fichier PythonExécuter le scriptSTL (.stl)SVG en Grease PencilÉchantillonnerÉchantillonner la couleurÉchantillonner la taille de détailÉchantillonner le groupeÉchantillonner une ligneÉchantillonner le groupe de sommetsÉchantillonner le poidsÉchantillons vers clésEnregistrerEnregistrer toutes les imagesEnregistrer modifiéesEnregistrer sousEnregistrer comme asset…Enregistrer l’image sousEnregistrer sous…Enregistrer les catalogues d’assetsEnregistrer le fichier BlenderEnregistrer l’asset de brosseEnregistrer les changements dans l’assetEnregistrer une copie…Enregistrer les éclairages studio personnalisésEnregistrer l’imageEnregistrer incrémentalEnregistrer de nouvelles préférencesEnregistrer persistant vers…Enregistrer les préférencesEnregistrer une capture d’écranEnregistrer une capture d’écran (éditeur)Enregistrer une capture d’écran (éditeur)…Enregistrer une capture d’écran…Enregistrer la séquenceEnregistrer le fichier de démarrageEnregistrer les infos système…Enregistrer le thèmeEnregistrer l’image du visualiseurEnregistrer une copie…Enregistrer comme asset de brosseEnregistrer comme clé de formeEnregistrer comme éclairage studioScalable Vector Graphics (.svg)RedimensionnerFondre vers la moyenneFondre vers la moyenne des clésRedimensionner le B-osRedimensionner le B-osCage redimensionnementRedimensionner la distance d’enveloppeRedimensionner l’adoucissementRedimensionner le rayonRedimensionner la régionRedimensionner la brosse de sculpture/peintureRedimensionner l’espace de textureRedimensionner pour faire tenirRedimensionner depuis les voisinesRedimensionner pour remplirCaméra de scène vers point de référenceLine Art de la scèneVisserMettre à jour le nœud scriptDéfilerDéfiler basDéfiler gaucheDéfiler la pageDéfiler droiteDéfiler hautAjouter à la sortie consoleBarre de défilementActiver la barre de défilementSculpterMode sculptureCoutures d’après îlotsChercher un menuChercher un opérateurChercher un seul menuRechercher…SélectionnerSélectionner (poignée liée)Sélectionner (temps lié)Sélectionner (liste)Sélectionner (du côté de la frame)Sélectionner (non-connectés)Sélectionner la caméra activeTout sélectionnerSélectionner tout par typeSélectionner alternésSélectionner l’axeSélectionner les osSélectionner les os de la collection d’osSélectionner la boucle de bordureSélection par rectangleSélectionner par nombre du pôleSélectionner par type de traitSélectionner la caméraSélectionner le canalSélectionner les images clés du canalSélection par cercleSélectionner connectésSélectionner la cible de la contrainteSélectionner une ligne de points de contrôleSélectionner dossierSélectionner les extrémitésÉtendre sélectionÉtendre sélection (liste)Sélectionner les faces par côtésSélectionner le remplissageSélectionner les enfants du cadreSélectionner groupésSélectionner groupés…Agrandir la sélectionSélectionner une poignéeSélectionner les poignéesSélectionner la hiérarchieSélectionner le crochetSélectionner les faces intérieuresSélectionner les clésSélectionner les clés et poignéesSélectionner les images clésSélection par lassoSélectionner gauche/droitSélectionner moinsSélectionner les bloqueurs de liaison de lumièreSélectionner les receveurs de liaison de lumièreSélectionner la ligneSélectionner liésSélectionner tous liésSélectionner les faces planes liéesSélectionner liés depuisSélectionner liées sous le curseurSélectionner liés versSélectionner les sommets liésSélectionner les sommets liés sous le curseurSélectionner la boucleSélectionner région interne de boucleSélectionner la géométrie isoléeSélectionner les marqueurs avant/après la frame actuelleSélectionner le matériauSélectionner l’emplacement de matériauMenu de sélectionSélectionner en miroirMode de sélectionSélectionner plusSélectionner les suivantsSélectionner l’élément suivantSélectionner non-manifoldSélectionner l’objetSélectionner la hiérarchie d’objetsSélectionner les objetsSélectionner les objets de la collectionSélectionner l’orientationSélectionner les superpositionsSélectionner le point de courbe de peintureSélectionner l’os parentSélectionner le cadre parentSélectionner le parent ou l’enfantSélectionner par motifSélectionner par motif…Sélectionner liées avec le curseurSélectionner les épinglesSélectionner l’os de poseSélectionner les précédentsSélectionner l’élément précédentSélectionner aléatoirementSélectionner le rapportSélectionner les racinesSélectionner la même collectionDéfinir l’ensemble de sélectionSélectionner les arêtes duresSélectionner le chemin le plus courtSélectionner le côtéSélectionner du côté de la frameSélectionner similairesSélectionner les régions similairesSélectionner faces séparéesSélectionner les pistes de stabilisation en rotationSélectionner les pistes de stabilisationSélectionner du texteSélectionner une tuileSélectionner le marqueur temporelSélectionner les pointesAlterner sélectionAlterner sélection (liste)Sélectionner non-groupésSélectionner le groupe de sommetsSélectionner l’élément de vueSélectionner le motSélectionner par attributSélectionner par typeObjets sélectionnésSélectionner les épinglesSélectionnés vers non-sélectionnés adjacentsSélectionnés vers curseurSélectionnés vers curseur (décalage)Sélectionnés vers pixelsSélectionPeindre la sélectionSélection vers actifSélection vers la frame actuelleSélection vers curseurSélection vers curseur (conserver le décalage)Sélection vers valeur du curseurSélection vers grilleSélection vers la frame la plus procheSélection vers le marqueur le plus procheSélection vers la seconde la plus procheSéparerSéparer les osSéparer les remplissagesSéparer les imagesSéparer les emplacementsGlisser la séquenceSéquenceur intervertir donnéesFacteur de zoom de la vue séquenceurOpération sur le séquenceurPlacer le curseur 2DPlacer le curseur 3DDéfinir la caméra activeDéfinir le clip actifDéfinir le groupe actifDéfinir l’ensemble de clés actifDéfinir le calque actifDéfinir le matériau actifDéfinir le modificateur actifDéfinir l’objet actif comme caméraDéfinir la clé de forme activeDéfinir le modificateur de bande actifDéfinir le groupe de sommets actifDéfinir l’attributDéfinir l’axeDéfinir l’espace de couleur de travail du fichier blendDéfinir les extrémitésDéfinir la casseDéfinir le mode de clipDéfinir l’attribut de couleurDéfinir l’étiquette coloréeDéfinir le type de coinPlacer le curseurPlacer le curseur sur le décalageDéfinir les extrémités de courbesDéfinir le rayon de la courbeDéfinir la résolution des courbesDéfinir le type de courbeDéfinir un point des courbesDéfinir l’objet de surface des courbes(Dés)activer cycliqueDéfinir la largeur par défaut du nœud de groupeDéfinir la frame de finDéfinir les étiquettes d’extensionsDéfinir l’extrapolation des F-courbesDéfinir le solDéfinir frame (prévisualisation de bande)Définir l’intervalle de frames d’après les bandesActiver la randomisation de géométrieDéfinir le poids de butDéfinir le type de poignéeDéfinir MasqueDéfinir Indirect seulementDéfinir l’inverseDéfinir l’image clé ADéfinir l’image clé BDéfinir le type d’amorti de l’image cléDéfinir le type de poignée des images clésDéfinir l’interpolation des images clésDéfinir le type des images clésDéfinir ID de bibliothèqueDéfinir les normales depuis les facesDéfinir le mode ObjetDéfinir le mode objet avec sous-modeDéfinir le décalage à partir du curseurDéfinir le décalage à partir de l’objetDéfinir l’origineDéfinir le rectangle à superposerDéfinir la base persistanteDéfinir la position du pivotDéfinir le planDéfinir l’intervalle de prévisualisationDéfinir l’intervalle de prévisualisation à la sélectionDéfinir l’intervalle de prévisualisation d’après les bandesUtiliser l’intervalle des bandesDéfinir la couleur de renduDéfinir la région de renduDéfinir la taille du renduDéfinir la résolutionCacher dans la vueDéfinir le roulisDéfinir le mode de rotationDéfinir l’échelleDéfinir les frames de la scèneDéfinir la disposition d’écranDéfinir le mode de sélectionActiver les proxies des bandes sélectionnéesDéfinir la sélectionDéfinir la dureté par l’angleDéfinir l’échelle de la solutionDéfinir l’image clé du solveurDéfinir la vitesseDéfinir le type de splineDéfinir la frame de débutDéfinir le point de départ(Dés)activer la 3D stéréoDéfinir le type de traitDéfinir le styleDéfinir le thèmeChoisir l’outil par type de brosseChoisir l’outil par indiceChoisir un outil par nomDéfinir une opacité uniformeDéfinir une épaisseur uniformeDéfinir la région utilisateurDéfinir les couleurs de sommetsDéfinir l’arrière-plan de vueDéfinir le murDéfinir le poidsDéfinir l’axe XDéfinir l’axe YDéfinir l’actionDéfinir l’action activeDéfinir comme matériau actifDéfinir comme arrière-planDéfinir depuis les facesRéglages depuis l’actifConstruirePréparer la scène de suiviOmbrage lissé autoOmbrage platOmbrage lisséLisser l’ombrage selon l’angleMettre à jour le shaderCouper une formePropager la clé de formeArêtes duresSommets pointusDurcirDurcir le masqueCisaillerCisailler les images clésCisailler les clésChemin le plus courtAfficherAfficher l’actifTout afficherAfficher tout le contenuAfficher tous les calquesAfficher tous les matériauxAfficher la collectionAfficher l’éditeur de contrôleursAfficher les objets cachésAfficher bandes cachéesAfficher la hiérarchieAfficher le journal d’infosAfficher dans la collectionAfficher la hiérarchie d’objetsAfficher un niveauCacher le paquetAfficher le paquetAfficher les clés de reminutageAfficher les réglagesAfficher les pistesAfficher/cacher un niveauAfficher/cacher la vue de renduRéduire l’ensemble de facesRéduire le masqueRéduire la visibilitéCompresser/dilaterPréréglage de courbe d’obturateurD’un côté de l’actifMême côté de la frameSimplifierSimplifier le traitFlèche uniqueOs uniqueAction mono-utilisateurMonde mono-utilisateurPeau – créer une armaturePeau – marquer/effacer isolésPeau – égaliser les rayonsRedimensionner la peauPeau – marquer comme baseGlisserGlisser le marqueurGlisser-peindre le point de courbeGlisser le marqueur de planGlisser le pointFaire glisser la courbure de courbeGlisser les sommetsGlisserFaire glisser le contenu de la bandeGlisser les bandesPetites capitalesProjection UV intelligenteProjection UV intelligente…ÉtalerAdoucirAdoucir (gaussien)Adoucir (héritage)Adoucir le rayon de courbeLisser l’inclinaison de courbeLisser les poids de courbeAdoucir les arêtesAdoucir les facesAdoucir les clésAdoucir les sommets (laplacien)Adoucir le masqueAdoucir les vecteurs de normalesAdoucir les pointsAdoucir le défilementLisser le traitAdoucir les vecteursLisser les couleurs de sommetsAdoucir le groupe de sommetsAdoucir les poids de sommetsAdoucir les sommetsAdoucir les sommets (laplacien)Adoucir vueAdoucir la vue 2DAimanterAimanter le curseurAimanter la valeur du curseur à la sélectionAimanter le curseur sur l’actifAimanter le curseur à la grilleAimanter le curseur à la sélectionAimanter le curseur aux points sélectionnésAimanter le curseur vers l’origine du mondeAimanter les courbes à la surfaceAimanter les clésAimanter la sélectionAimanter la sélection à l’actifAimanter la sélection au curseurAimanter la sélection à la grilleAimanter les bandesAimanter les bandes à la frame actuelleAimanter à la surface déforméeAimanter à la surface la plus procheAimanter à la symétrieSolidifierSolidifier les facesSolutionRésoudre la caméraRésoudre le mouvement de caméraRésoudre le mouvement d’objetTrier les élémentsTrier les éléments de maillageTrier la paletteTrier les groupes de sommetsTrier par hiérarchie d’osTrier par nomTrier depuis la colonneSonFondu audioAudio vers échantillonsSon…Haut-parleurContrôle de vitesseSphèreProjection sphériqueFaire tournerÉcran d’accueilDiviserDiviser la zoneDiviser les faces concavesCouper multicamDiviser les faces non-planesDiviser les normalesDiviser les bandesDiviser sous le curseur et déplacerDiviser le traitCarréPistes de stabilisation en rotationPistes de stabilisationStanford PLY (.ply)Démarrer l’édition de l’action réservéeDémarrer l’ajustage des bandes d’action (pile entière)Démarrer l’ajustage des bandes d’action (bas de la pile)Réserver l’actionStatistiquesContrôler la brosse pochoirFusionnerArrêter l’édition de l’action réservéeArrêter l’ajustage des bandes d’actionEnregistrer un instantané d’annulation pour les modifications des catalogues d’assetsÉtirerÉtirer pour remplirTransformer la bande pour remplirTraitSculpter les courbesMode de traitTraitsAlterner le mode de peinture de traitsAlterner le mode de sculpture de traitAlterner le mode de sommets des traitsAlterner le mode de pondération des traitsForteSubdiviserSubdiviser l’anneau d’arêtesSubdiviser le traitSubdiviser et adoucirDéfinir la subdivisionSoustraireExposant ²Exposant ³Exposant ¹SupportDéformation de surface – lierLisser la surfaceIntervertirIntervertir les zonesÉchanger les couleursIntervertir les donnéesÉchanger le groupe videIntervertir les entréesÉchanger les liensÉchanger le nœudÉchanger un asset groupe de nœudsIntervertir bandesIntervertir les bandesÉchanger la zoneInverser la directionPasser en mode pôlePasser en mode rotationSymétriserSynchroniser la longueur d’actionSynchroniser les prisesEffilerChanger temporairement le type de brosseTester l’incorporation des nœuds de shaderRechercher des conflits dans la configuration clavierTexteAutocompléter le texteDégradé de textureMode peinture de textureInclinerDécalage temporelDécaler les clés dans le tempsPointesVers objet 3DVers toutes les sortiesVers la dernière image clé (rendre cyclique)Vers les sorties connectéesVers les sorties déconnectéesEn minusculesVers l’image clé suivanteVers sphèreEn capitales(Dés)activer grasAlterner la casse(Dés)activer l’éditabilité des canaux(Dés)activer le réglage de canal(Dé)commenter(Dés)activer cycliqueAfficher la feuille d’exposition(Dés)activer l’utilisateur factice(Dés)activer le champ de forceAfficher l’éditeur de graphesCacher ou afficher les prises de nœuds(Dés)activer les fichiers cachés(Dés)activer italiqueRendre la redéfinition bibliothèque (non-)éditable(Dés)activer la vue locale(Dés)activer le verrouillage de la sélection(Dés)activer la maximisation de zone(Dés)activer métaÉditer la méta-bandeSuspendre / réactiverSuspendre / réactiver le nœud(Dés)activer les options de nœud(Dés)activer l’aperçu de nœudInverser la sélection d’objet(Dés)activer le calque de sortie(Dés)activer l’écrasement(Dés)activer l’épinglage(Dés)épingler l’ID(Dés)activer le mode Pose(Dés)activer la vue quad(Dés)activer la région(Dés)activer la sélectionInverser la sélectionBasculer entre séquenceur et prévisualisation(Dés)activer le type d’ombrage(Dés)activer petites capitales(Dés)activer le style(Dés)activer la console système(Dés)activer le type actif(Dés)activer souligné(Dés)activer la session VR(Dés)activer le nœud visualiseur(Dés)activer la visibilité(Dés)activer la fenêtre plein écran(Dés)activer les rayons XOutilBarre d’outilsInvite de barre d’outilsEn hautToreTracer l’image au Grease PencilSuivre les marqueursOrdre des pistesChemin de pisteRéglages de suivi comme défautTrackballTransférer l’animation FK vers l’IKTransférer l’animation IK vers la FKTransférer des données de maillageTransférer l’organisation des données de maillageTransférer le modeTransférer le mode sculptureTransférer la clé de formeTransférer les cartes UVTransférer les poidsTransformerDéfinir le gizmo de transformationTransformer sous le curseur et déplacerTransformer avec gizmoPropriétés de transformationTransformations vers deltasTransitionTriangles vers quadsTrianguler les facesTaillerGestuelle de découpe rectangulaireGestuelle de découpe par lassoGestuelle de découpe par ligneGestuelle de découpe par polyligneRéparerAjusterVrillerTypeImport USD terminéDécouper les UVDéchirer et déplacer les UVMode de sélection UVSphère UVDé-subdiviserRetirer solo de toutDéfaire la méta-bandeDésassigner l’emplacementPrises non-connectéesSoulignéAnnulerAnnuler la modification de catalogueHistorique d’annulationAjouter l’annulationAnnuler et refaireDégrouperDégrouper les canauxSommets dégroupésTout révélerUniformiser la longueurDésindenterDésinstallerDésinstaller les marquésDésinstaller l’éclairage studioUniversal Scene Description (.usd*)Dé-lierDé-lier l’actionDé-lier la collectionDé-lier le bloc de donnéeDé-lier les objetsDé-lier case à cocher du panneauDé-lier l’actionDé-lier le matériauDé-lier la textureDé-lier le mondeTout déverrouillerDéverrouiller tous les matériauxDéverrouiller tous les dépôts (pour test)Déverrouiller sélectionnésDéverrouiller les bandesDéverrouiller les pistesDéverrouiller désélectionnésDé-marquer toutRéactiver les canauxRéactiver les bandes (dé)sélectionnéesRéactiver les bandesDépaqueterDépaqueter le précalcul du nœud de géométrieDépaqueter l’imageDépaqueter l’élémentDépaqueter les bibliothèques liéesDépaqueter les ressourcesDépaqueter le sonDésépinglerDéprotéger les canauxDésenregistrerDé-définir la propriétéDé-subdiviserDéplierDéplier d’après les anglesDéplier conformelDéplier étirement minimalMettre à jourMettre à jour tous les chemins de mouvementMettre à jour tous les chemins d’objetsMettre à jour tous les cheminsTout mettre à jour jusqu’à la frameMettre à jour les contraintes Transformation animéesMettre à jour l’animationMettre à jour le cache d’animationMettre à jour les chemins de mouvement d’armatureMÀJ le dépôt BlenderMettre à jour les chemins d’osMettre à jour le point de référence VR personnaliséMettre à jour la surbrillanceMettre à jour l’i18n de l’add-onMÀJ le dépôt Blender d’i18nMise à jour i18n statistiquesMettre à jour le dépôt de travail d’i18nMettre à jour l’image depuis le marqueur de planMettre à jour les chemins d’objetsMettre à jour le cheminMettre à jour l’intervalle depuis la scèneRafraîchir l’affichage des rapportsMÀJ intervalle de frames de scèneMÀJ le dépôt de travailMettre à jour depuis les objetsMettre à jour depuis objets inversésMettre à jour rig facialMettre à jour le métarigUtiliser des nœuds Alpha au-dessusUtiliser des nœuds Combiner par profondeurUtiliser les nœudsCommunautés d’utilisateursValider les chaînes de caractères du .blendValider les références de collectionVersionner la propriété Cacher de l’osSommetPoids vers couleurs de sommetsConnecter les sommetsConnecter un chemin de sommetsPlis de sommetNiveaux de groupe de sommetsPeinture de sommetsLuminosité/contraste sur peinture de sommetsTeinte/Saturation/Valeur sur peinture de sommetsInverser la peinture de sommetsNiveaux sur peinture de sommetsMode de peinture de sommetsAppliquer la couleur sur peinture de sommetsCacher les sommets sélectionnésGlisser le sommetDivision verticaleVoir tout dans l’éditeur de graphesVoir l’animationVoir axeVoir caméraCentrer la vueVoir les détailsVoir la documentationDéposer dans la vueDéfiler en bordureFiltrer la vueAfficher dans l’éditeur de graphesCentrer le verrouillage de la vueAnnuler le verrouillage de la vueVerrouiller la vue sur l’actifVoir le manuelNavigation de la vue (marcher/voler)Voir le manuel en ligneOrbiter la vueVue perspective/orthogonaleVoir le renduTourner la vueDéfiler la vueVoir la sélectionVoir une seule dans l’éditeur de graphesZoomer la vueFacteur de zoom de la vueVoir dans l’éditeur de graphesRégion de visualisationRendre la vue 3DFiltre de visibilitéVisiter la plateforme d’extensionsVoir le site webGéométrie visuelle vers objetsRemailler par voxelsNavigation en marchantSélection par progression(Dé)sélectionner des fichiers par progressionMurDéformerWavefront (.obj)FaiblePoidsDégradé de poidsPeinture de poidsMode de peinture de poidsPeinture de poids – échantillonner le groupeÉchantillonner le poids de la peinture de poidsInverser la direction de la peinture de poidsDéfinir le poidsPoids d’après osSouderSouder les arêtes sur des facesNouveautésVoletFilaireMotEnvoyer l’espace de travail à l’arrièreEnvoyer l’espace de travail à l’avantAxe XNavigation XR – volerAttraper pour navigation XRRéinitialiser la navigation XRNavigation XR échanger les mainsTéléportation pour navigation XRAxe YYen ¥Zoom 1:1Zoomer la vue 2DZoom caméra 1:1Zoom avantZoom arrièreZoomer dans un rectangle…Zoomer la vueZoom vers rectangleAjuster le zoomglTF 2.0 (.glb/.gltf)Sortie de matériau glTFL’opérateur « %s » n’est pas activé en enregistrement, fonction invoke incorrecteL’opérateur « %s » n’a pas d’historique activé, fonction invoke incorrecteL’opérateur « %s » est introuvable !Opérateur – élément de liste de fichiersArrière-plan de l’icône d’opérateurAvant-plan de l’icône d’opérateurMode d’opérateurOpérateur – trajectoire de la sourisNom de l’opérateurOptions d’opérateurPréréglages d’opérateurPropriétés d’opérateurOpérateur – élément de traitL’opérateur ne peut pas être refaitMode d’exécution de l’opérateurL’opérateur a été activé en utilisant un évènement de cliquer-glisserL’opérateur est déjà enregistréL’opérateur est gelé, les modifications de ses réglages ne prendront pas effet tant qu’il sera geléL’opérateur n’a pas de srnaNom de l’opérateur (comme chaîne Python)Opérateur introuvable : bpy.ops.{:s}Réexécution : l’opérateur « %s » n’est pas activé en enregistrement, fonction invoke incorrecteRéexécuter opérateur « %s » : mauvais contexteListe des opérateursOpérateur permettant aux gestionnaires de fichiers de recevoir les fichiers déposésOpérateur pouvant gérer l’export des fichiers avec les extensions spécifiées dans bl_file_extensionsOpérateur pouvant gérer l’import des fichiers avec les extensions spécifiées dans bl_file_extensionsOpérateur à appeler lors de l’activation d’un élément ayant des propriétés en référence à un assetOpérateur à appeler lors du glisser d’un élément ayant des propriétés en référence à un assetOpérateursValeur opposée à l’entréeOptiXDébugage Module OptiXCentre optiqueCentre optique de l’objectifCentre optique de l’objectif, en pixelsAffichage optimalOptimiser la taille de l’animationOptimiser les animationsOptimiser les clés de formeOptimiser tous les noyaux. Rendu le plus rapide, utilisation CPU en arrière-plan supplémentaire possibleOptimiser seulement les noyaux d’intersection. Rendu plus rapide, utilisation CPU en arrière-plan négligeableAccès optimisé aux données des points de clés de forme, lors de l’utilisation des accesseurs foreach_get/foreach_set. Attention : ne prend pas en charge les clés de forme des courbes héritées.Optimisation des shaders ({} restants)OptionCouleurs des widgets optionsOption pour la déformation sur courbe : utiliser les limites du maillage pour limiter la déformationOption pour la déformation sur courbe : faire que l’enfant déformé s’étire sur l’intégralité du cheminOption pour les chemins et la déformation sur courbe : appliquer le rayon de la courbe aux objets qui la suivent et aux objets déformésArgument optionnelÉtiquette facultativeRétro-compatibilité facultative pour les moteurs de rendu non-standard. S’applique aux éclairagesLabel de nœud facultatif personnaliséFacteur facultatif modulant le composant transmis dans le poil, réfléchi à l’arrière et transmis à l’extérieur du poil. Ce composant est orienté approximativement autour de la direction incidente, et reprend la couleur du pigment dans le poil. Garder à 1.0 pour un résultat physiquement correctFacteur facultatif modulant le premier rebond à la surface du poil. La couleur de ce composant est toujours blanche. Garder à 1.0 pour un résultat physiquement correctFacteur facultatif modulant le composant de transmission. Reprend la couleur du pigment dans le poil. Garder à 1.0 pour un résultat physiquement correctIdentifiant facultatif du nœud sur lequel agirChemin facultatif définissant l’emplacement du nouveau catalogueType facultatif de région auquel l’ensemble de raccourcis est associéType facultatif d’espace auquel l’ensemble de raccourcis est associéÉtiquette de tuile personnaliséeVecteur vers le haut facultatif, typiquement une normale de surfaceFacultatif. Si renseigné, ce nom sera utilisé pour le rig généré, la collection de widgets et le script. Autrement, un nom est généré d’après celui de l’objet métarig, en remplaçant « metarig » par « rig », « META » par « RIG », ou en ajoutant le préfix « RIG- ». Lors de la mise à jour d’un rig déjà généré, son nom n’est jamais modifiéFacultativement, redéfinir le contexte avec un moduleOptionsLes options sont désactivées tant que le fichier n’est pas enregistréOptions de ce type d’étagère d’assetsOptions pour l’opération d’import de ce fichier blendOptions de ce type d’opérateurOptions :OpusOuOrbiterOrbite et panoOrbiter autour de la sélectionAxe d’orbitageCentre d’orbitageOrbiter en basOrbiter à gaucheMéthode d’orbitageOrbiter à droiteSensibilité orbitaleOrbiter en hautOrbiter et zoomer la vue avec la souris 3DMéthode d’orbitage de la vue 3DOrbiter la vueOrbiter la vue vers la gaucheOrbiter la vue vers la droiteOrbiter la vue vers le basOrbiter la vue vers le hautOrbiter la vue avec la souris 3DOrdreOrdre en UOrdre en VOrdre des îlotsOrienter une rotation le long de la direction spécifiéeOrienter une rotation Euler le long de la direction spécifiéeOrienter selon les réglages de transformation actuelsOrienter la vueOrienter avec normalesOrienter l’axe Y surOrientationAxe d’orientationOs d’orientationEmplacement d’orientationPoids d’orientationOrientation de l’axe pour limiter le déplacement du filtreOrientation de l’axe pour limiter la force du filtreOrienter un vecteur A pour pointer à l’opposé d’une surface B telle que définie par sa normale C. Retourne (dot(B, C) < 0) ? A : -AFPS originalesHauteur originaleLargeur originaleOrigineDécalage de l’origineOrigine de l’image pour la transformationOrigine du redimensionnement pour chaque élément. Si plusieurs éléments son connectés, la moyenne de leurs centres est utiliséeDistance de décalage de l’origineOrigine vers curseur 3DOrigine vers centre de gravité (surface)Origine vers centre de gravité (volume)Origine vers géométrieOriginelBase originaleCoordonnées originalesID originelSolveur IK originalLongueur d’origineMode originalNormale originalePerlin originalPlan d’origineBoîte englobante originaleIntervalle de frame original : {:d}–{:d} ({:d})Frames par seconde originalesHauteur originale de l’imageLargeur originale de l’imageLongueur originale de l’osScène originale pour laquelle le graphe de dépendances a été construitLe maillage de surface original est videIl manque une carte UV à la surface originale : « {} »Transformation originale de l’os en espace armature, définie en mode éditionLa position originale, non-déformée, utilisée pour calculer la force de l’effet de déformation (éditer/animer plutôt « Position déformée »)Incohérence avec le nombre de sommets original : %u contre %uCalque de vue original pour lequel le graphe de dépendances a été construitOriginesOrigines (toutes)Orphelin Objets de bibliothèque orphelins ajoutés à la scène actuelle pour éviter leur perteOrthogonaleÉchelle de la caméra orthogonale (similaire à un zoom)Échelle orthogonaleÉchelle de la caméra orthogonale (similaire à un zoom)AutreAutres interpolationsAutres bandesAutres types de géométrie, comme les courbes, métaballes, etc. (converties en maillages)L’autre objet n’a pas de clé de formeLes autres bandes affectées par l’active (partageant du temps, et en dessous ou assignées à un effet)En plus d’ajouter des contraintes de collage au contrôle, le rig agit comme une chaîne de déformation basique d’un segmentAutre chemin utilisateur, pour les actions à deux mains. Par exemple "/user/hand/right"AutresOncesSortieErreur de manque de mémoireSortie XSortie ZMémoire insuffisanteMémoire insuffisante lors de l’allocation de l’objet tissuMémoire insuffisante lors de l’allocation des trianglesMémoire insuffisante lors de l’allocation des sommetsExterneAngle du cône externeVolume du cône externeCoins externesPli externeMasque externeOnglet externePoints externesRayon externeÉpaisseur externeÉpaisseur externe des facesForme englobante à utiliser pour les outilsFlux sortantSurfaces de niveaux de flux sortantContourCouleur de contourMatériau contourModificateur ContourSurligner sélectionnésÉpaisseur du contourCouleur du contour des os de pose actifsCouleur du contour des os de pose sélectionnésModificateur contour des traits depuis la vue caméraLe contour nécessite une caméra activeSynoptiqueSynchroniser le synoptiqueSynoptique - Données d’espaceSortieSortie AAttributs de sortieSortie BChemin de fichier de sortieÉlément de sortieÉléments de sortieNom de sortieNœud de sortieChemin de sortieChemins de sortiePropriétés de sortieQualité de sortie(Dés)activer la sortieGroupe de sommets en sortieGroupe de sommets en sortiePoint blanc en sortieProduire une surface en blocs, sans adoucissementProduire une valeur couleur choisie avec le widget sélecteur de couleurProduire un maillage manifold même si le maillage de base ne l’est pas, si les arêtes sont connectées à trois faces ou plus. Cette méthode est plus lente.Produire un maillage correspondant au volume du maillage originalProduire une valeur aléatoireProduire une sélection d’un calque de Grease PencilProduire une sélection d’arêtes en suivant des chemins le long des arêtes de maillageProduire une seule collectionProduire un seul matériauProduire un seul objetProduire une surface lissée, sans détection des détails netsProduire une version solide du maillage par simple extrusionProduire une surface qui reproduit les arêtes et coins durs du maillage d’entréeRéglages d’espace de couleur de sortieProduire des courbes suivant des chemins le long des arêtes de maillageDonnées en sortie d’un groupe de nœudsDonnées de sortie pour la zone de simulationRenvoyer chaque enfant de la collection comme une instance distincte, triés par ordre alphabétiqueProduire des faces avec un ombrage lissé plutôt que platConteneur du fichier de sortieFormat de sortie pour les images. PNG est sans perte et généralement préféré, mais JPEG peut être préférable pour des applications web à cause de sa plus petite taille de fichiers. Elles peuvent également être omises si elles ne sont pas nécessairesFormat de sortie. Binaire est le plus compact, mais JSON peut être plus facile à éditer ultérieurementFournir une grille avec les valeurs évaluées des champsEnregistrer l’image au format AVIFEnregistrer l’image au format CineonEnregistrer l’image au format DPXEnregistrer l’image au format JPEG 2000Enregistrer l’image au format JPEGEnregistrer l’image au format OpenEXREnregistrer l’image au format PNGEnregistrer l’image au format Radiance HDREnregistrer l’image au format SGI IRISEnregistrer l’image au format TIFFEnregistrer l’image au format TargaEnregistrer l’image au format WebPEnregistrer l’image au format bitmapEnregistrer l’image au format OpenEXR multicouchesEnregistrer l’image au format Targa non compresséRésolution de l’image de sortieSortir des informations de couleur de lumière pour le Monde de la scèneEnvoyer des informations de lumière vers un objet éclairageFournir une liste avec les valeurs évaluées des champsLe nœud de sortie ne doit pas être dans une zoneProduire des normales pour le placage de relief – désactiver cette option peut améliorer les performances si elle n’est pas nécessaireLes prises de sortie ne peuvent pas être multi-entréesProduire des caractères textuels ne pouvant pas être entrés directement au clavierSortir des informations de matériau de surface, utilisées pour le renduProduire la pose d’os relativement à la transformation de l’objet armatureRenvoyer l’objet entier comme une seule instance. Cela permet d’instancier des types d’objets non-géométriquesProduire la géométrie relativement au décalage de la collectionProduire la géométrie relativement à la transformation de l’objet en entrée, et la position, la rotation et l’échelle relativement à l’origine du mondeRenvoyer les positions des poignées relativement au point de contrôle correspondant plutôt que dans l’espace local de la géométrieFournir les points évalués de la courbe d’entrée, d’après l’attribut de résolution pour les splines NURBS et Bézier. Les splines polys ne sont pas changéesProduire les valeurs de normale et de rotation telles qu’elles apparaissaient avant que le nœud ne prenne en compte les normales adouciesProduire le nombre de caractères dans le texte donnéSortiesSorties :Incrustation externeIncrustation externe plutôt qu’interneExtérieurHors de l’annotationPadding externeSurface extérieureDistance externe, en unités d’interface, depuis la bordure de la région à l’intérieur de laquelle commencer à déplacer la vueL’extérieur de l’onglet est en arcL’extérieur de l’onglet est durL’extérieur de l’onglet est une pièce carréeVélocité vers l’extérieurPar-dessusPar-dessus l’imageSur quelle partie des éléments de l’arborescence appliquer l’opérationSur-flouQualité globale du débruitage en utilisant OpenImageDenoiseFacteur général de distance pour la déformationFacteur global de déformationIntensité globale minimum de l’effet de brumeRayon global des tressesRayon global des bouclesSensibilité globale de la souris 3D pour la rotationSensibilité globale de la souris 3D pour la translationÉchelle de texture globaleÉchelle de texture globale. L’échelle est un facteur de la boîte englobante de la face, divisée par la valeur ÉchelleSur-flouDéborderDébordDébord maxDébord minSuperposerMode de chevauchementSeuil de superpositionChevauchement de types d’arêtesArêtes superposées en tant que contourLes courbes qui se chevauchent dans la même direction d’enroulement sont remplies comme une unionLes îlots qui se chevauchent seront fusionnésSuperposition temporelleSuperpositionVerrouiller la superpositionMode de superpositionDécalage de superpositionRéglages de surimpressionFilaire adouci en surimpressionType de superpositionSuperposer une image d’avant-plan sur une image d’arrière-planFacteur de surimpression du masque rasteriséCouleur différente d’une ligne sur deuxMéthode d’affichage de la superpositionSuperposer les nouvelles clés aux existantesMode de superposition du masque rasteriséSurimpressionsRedéfinissableRedéfiniRedéfini sélectionnéLes blocs de données redéfinis ne sont pas éditablesRemplacerImage d’arrière-plan redéfinieCollection redéfinieContrainte redéfinieRemplacer le pliRemplacer la frameÉcraser « Insérer images clés par défaut - Visuel »Écraser « Insérer images clés par défaut - Seulement si nécessaire »Écraser les itérationsCalques de remplacementRedéfinir la positionModificateur redéfiniRemplacer le format du nœudRemplacer les normalesOpérations de redéfinitionComportement pour répartir les chevauchementsÉcraser la surimpressionPropriétés de redéfinitionRemplacer les réglages de renduRemplacer itérations du solveurPiste redéfinieRemplacer la transformationRemplacer également toutes les valeurs stockées pour les voxels inactifsÉcraser les réglages par défaut pour insérer des images clés basées sur les « transformations visuelles »Écraser les réglages par défaut pour n’insérer des images clés que là où elles sont nécessaires dans les F-courbes idoinesRedéfinir le nombre d’échantillons de rendu pour ce calque de vues, 0 utilisera le réglage de la scèneRedéfinir la priorité d’intersection d’objet et de collectionL’opération de redéfinition ne peut pas être suppriméeLa redéfinition de propriété ne peut pas être suppriméeRedéfinir le tableau "location" donné en recalculant les positions en espace objet à partir des positions "mouse_event" fourniesRemplacer le nombre d’itérations du solveur pour cette contrainteRemplacer le rayon du point de spline avec le rayon d’effilageRemplacer la caméra active de la scèneRemplacer l’intervalle de frames de simulation de la scèneRemplacer le monde dans ce calque de vueÉcrasement de certains des réglages de la brosse activeSurbalayageTaille du surbalayageDépassementDépassement désactivéDépassement désactivéVue globale du graphe de la scène et de tous les blocs de données disponiblesÉcraserÉcraser %sTout écraserÉcraser l’action actuelleÉcraser l’intervalle entierRemplacer l’existant :Écraser le matériauMode d’écrasementÉcraser la précédenteÉcraser l’intervalleÉcraser le fichier de démarrageÉcraser le fichier patron de démarrageÉcraser les texturesÉcraser les maillages de widgetsÉcraser les données de tous les élémentsÉcraser les caractères lors de la frappe, au lieu de les insérerÉcraser les données de précalcul existantes ?Écraser les fichiers existantsÉcraser les fichiers de texture existants lors de l’exportÉcraser les fichiers existants pendant le renduÉcraser le matériau existant ayant le même nomÉcraser les fichiers proxy existants pendant leur générationÉcraser ce fichier avec une version plus ancienne de Blender ?Écraser le fichier avec la configuration OpenColorIO actuelle ?Écraser n’est pas coché pour %s, ignoréÉcraser les clés dans l’intervalle colléRéécrire les clés dans l’intervalle collé, en utilisant l’intervalle des clés copiéesÉcraser l’orientation précédemment crée avec le même nomPropriétaireEspace propriétaireOzoneP1P2Extensions PBRPC2PCMProportion PIC/FLIP. Une valeur de 1.0 donnera une simulation purement FLIP. Utiliser une valeur plus basse pour des simulations qui devraient produire de plus petites éclaboussures.PIZExport PLY : impossible d’ouvrir le fichier « %s »Export PLY : collection « %s » introuvableImporteur PLY : %s : %sImporteur PLY : l’import a échoué, aucun sommetImporteur PLY : l’import a échoué, erreur inconnuePNGPNG (.png)Image PNG (.png)Chemin du fichier PO de BlenderChemin du fichier PO de travailChemin de fichier potBase de PPMFacteur de PPMEmpaqueterPackBitsEmpaqueter externesEmpaqueter les imagesEmpiler les îlotsQualité d’empilementEmpiler les îlots UVChamp Empiler les îlots UVEmpiler toutes les faces du maillageEmpaqueter toutes les images dans le fichier .blendEmpaqueter tous les fichiers externes utilisés dans le .blendEmpaqueter tous les fichiers externes utilisés dans ce fichier .blendEmpaqueter une image comme données embarquées dans le fichier .blendEmpaqueter les données précalculées depuis le disque vers le fichier .blendEmpaqueter les déplacements (déformations) depuis un fichier externeEmpiler les UV de chaque face à l’intérieur des limites UVEmpiler les îlots dans la tuile UDIM active, ou dans la tuile UDIM dans laquelle se trouve le curseur 2DEmpiler les îlots dans l’UDIM la plus procheEmpiler les îlots dans une région personnaliséeEmpiler uniquement les faces sélectionnéesEmpaqueter les données précalculées dans le fichier .blendEmpaqueter le son dans le fichier .blend actuelEmpiler dansEmpiler les îlots à l’intérieur de leur boîte englobante de départEmpaqueter {}ID du paquetID du paquet non définiEmpaqueter%d fichiers empaquetésFichier empaquetéFichier empaqueté, cliquer pour dépaqueterFichiers empaquetésLes fichiers multicouches empaquetés ne peuvent pas être peintsLes fichiers multicouches empaquetés ne peuvent pas être peints : %sLes blocs de données empaquetés ne peuvent pas être renommésBloc de données de bibliothèque empaquetée, cliquer pour dépaqueter et rendre localImpossible d’enregistrer l’image dans une bibliothèque empaquetée : « %s » depuis « %s »L’image « %s » a été empaquetée en mémoireEmpilement des UV…Pavé*Pavé+Pavé-Pavé.Pavé/Pavé0Pavé1Pavé2Pavé3Pavé4Pavé5Pavé6Pavé7Pavé8Pavé9PavéEntréePagePeintureAlpha de la peintureCouleur de peintureDégradé de couleur de peintureCourbe de peintureCourbes de peintureBlocs de données courbes de peintureDébugage de peintureDessiner des traits de Grease PencilMasque de peintureMode de peintureSource de peintureSurface de peintureListe de surfaces de peintureHumidité de la peinturePeindre une couleur sur les points de traitsPeindre un trait dans le calque d’attribut de couleur actifPeindre un trait dans les poids du groupe de sommets actuelPeindre une trait dans l’imagePeindre dans le poids de tous les os sélectionnés, en conservant leurs influences relativesAlpha de la peinturePeindre des images en 2DPeindre essentiellement sur les faces dirigées vers la vuePeindre le plus sur les faces dirigées vers la vue, selon cet angleIcône d’emplacement de peintureListe de surfaces de peinturePeindre le matériau avec un attribut de couleurPeindre en utilisant la couleur de base du matériau actifPeindre des poids dans le groupe de sommets actifHumidité de la peinture, visible dans la carte d’humidité (certains effets n’affectent que la peinture humide)Peindre avec un dégradéPeindre avec une seule couleurCourbe de peintureNouvelleCalque de carte de peintureCartes de peintureSortie appareilléePaletteNouvelleLa palette « %s » ne contient pas la couleur donnéeCouleur de paletteCourbes de palettePalette crééeBlocs de données palettesPalette. Utiliser le clic gauche pour échantillonner plus de couleursPalettesAxe de rotation de la paumeDéfilerDéfiler/zoomer la vue de la caméraAngle de panoramiqueDéfiler en basDéfiler à gaucheDéfiler à droiteSensibilité en panoramiqueDéfiler en hautDéplacer la vueFaire défiler et tourner la vue avec la souris 3DFaire défiler la vueFaire défiler la vue vers le basDéplacer la vue dans une direction donnéeFaire défiler la vue vers la gaucheFaire défiler la vue vers la droiteFaire défiler la vue vers le hautFaire défiler la vue quand la souris est maintenue sur un bordFaire défiler la vue avec la souris 3DDéfiler/zoomer la vue de la caméra au lieu de quitter la vue caméra pendant l’orbitagePanneauLe panneau « %s » est introuvableArrière-plan des panneauxEn-tête des panneauxIdentifiant du panneauContour des panneauxRondeur des panneauxTexte des panneauxTitre des panneauxPolice du titre des panneauxCase à cocher de panneauLe panneau a déjà une case à cocherPanneau contenant des éléments d’interfaceDescription du panneauPanneau duquel ajouter les prises au nœud d’entrée/sortie de groupe ajoutéLe panneau est fermé par défaut sur les nouveaux nœudsLe panneau est sélectionné dans l’interfaceNom du panneauPanneau contenant l’élémentIntensité de l’ombre des panneaux et menusLargeur de l’ombre des panneaux et menusPanneauxDéplacement de vueType de panoramaPanoramiquePapierParadeParagrapheParallaxeRayon de parallaxeVMM tenant compte de la parallaxeParallèlesNormales parallèlesCaméras parallèles sans convergenceLignes parallèlesParallélogrammeÉditeur de paramètresParamètre entre 0 et 1 le long de l’évasementParamètresParamètres et réglages pour le navigateur de fichiersParamètres définissant comment un bloc de données clip vidéo est utilisé par un autre bloc de donnéesParamètres définissant comment un bloc de données image est utilisé par un autre bloc de donnéesParamètres définissant la durée de l’image, son décalage et autres réglages afférentsParamètres définissant l’emplacement de renduParamètres définissant quelle frame du clip vidéo est affichéeParamètres définissant quels calque, passe et frame de l’image sont affichésParamètres du solveur IKParamètres pour les caméras personnalisées (utilisant OSL)Paramètres du solveur IK iTaSCParamétriquePosition paramétrique le long de la courbe, à laquelle les objets qui la parcourent devraient se trouver (la position est évaluée en la divisant par la valeur « Longueur de chemin »)ParentBibliothèque d’archives parenteOs parentIndice du parentInverse du parentageMatrice inverse de parentageMatrice inverse de parentageGroupe de calques parentObjet parent pour le crochet, recalcule et réinitialise également le décalageParticules parentesChemin du parentÉtiquettes de parentsType de parentageSommet parentSommets parentsFenêtre parenteOs parent (dans la même armature)Collection d’os parente. Note : pour accéder à cette propriété, il faut parcourir toutes les collections d’os pour trouver le parent.Os d’édition parent (dans la même armature)Indice du parent dans le chemin de contexteLe parent ne fait pas partie de l’interfaceParenter les objets nouvellement créés à l’instanciateur originalObjet parentParent de cet os de poseMatrice de transformation relativement au parent. Attention : ne prend en compte que le parentage d’objet, donc par ex. en cas de parentage à un os on obtient une matrice relative à l’objet armature, et pas à l’os parentParenter les objets sélectionnés aux sommets sélectionnésParent auquel le nœud est attachéParenter à la position non-distordue de la piste 2DParent :Réglages de parentage pour l’élément de masquageParentage :ParentsErreur d’analyse syntaxique dans %sSéparer par îlots de maillagePartie de la géométrie de laquelle afficher les donnéesPartie du maillage qui sera simulée quand le coup de pinceau est actifPartielleAfficher un rectangle par-dessus le séquenceur avec un décalage dans le tempsParticulesÉpaisseur (étroite) de bande des particules (des valeurs plus élevées donnent des bandes plus épaisses et plus de particules)Nombre de particulesBrosse de particulesÉdition de particulesClé de poils particulesInfos de particulesInstance de particulesPoids d’objet instance sur particuleClé de particuleDurée de vie maximum des particulesPosition de la particuleDécalage des particulesPropriétés de particulesRayon des particulesRendu des particulesRéglages de particulesEmplacement de texture des réglages de particulesOpérations de particulesSystème de particulesNuméro du système de particulesSystème de particules contrôlé par ce modificateurSystèmes de particulesCible des particulesOutil particuleUV des particulesRayon de mise à jour des particulesVélocité de la particuleNombre de particulesBlocs de données particulesBrosse d’édition des particulesLes effecteurs de particule s’affectent eux-mêmesParticule dans un système de particulesNom de l’objet instance sur particuleClé de particule pour un système de particules poilsFacteur du nombre de particules (des valeurs plus élevées donnent plus de particules)Axe d’orientation des particules (n’affecte pas les résultats du modificateur Explosion)Type de physique de particulesFacteur de rayon de particule (des valeurs plus élevées donnent de plus grandes particules « maillées »). À ajuster après changement de la taille du maillage.Facteur de rayon des particules (augmenter cette valeur si la simulation semble perdre en volume, la diminuer si la simulation semble augmenter de volume).Les rotations des particules sont affectées par les collisions et effecteursÉchelle de particuleMode de sélection et d’affichage des particulesRéglages de particules, réutilisables par plusieurs systèmes de particulesTaille des particules dans les cellules de simulationLe système de particules peut être édité en mode particuleLe système de particules a été édité en mode particuleLe système de particules a plusieurs caches de pointsSystème de particules dans un objetModificateur d’instanciation de système de particulesNom du système de particulesRéglages du système de particulesModificateur de simulation de système de particulesSystèmes de particules émis par cet objetNom de la cible des particulesType de particuleInstanceParticulesModificateur Instance de particulesRéglagesParticulesAxeTresseEnfantsCercleFonduBoucleÉmissionEntortillementNouveauxAucunAucunParentesAffichage des particulesPointPuissanceRadialRenduRoulisRotationRudesseSpiraleVagueSystèmeParticulesModificateur Système de particulesParticulesParticules maximumRéglages de particulesParticules et instanciationLes particules meurent quand elles entrent en collision avec un objet déflecteurParticules générées par le système de particulesParticules aux limitesLa partie « particules » de l’objet devrait être visible au renduLes particules ont été créées par une simulation de fluideParticules/faceSéparationFacteur de séparationMaximum de séparationMinimum séparationSéparation indisponible avec les parents virtuelsPasseFiltre de passeIndice de passeTransiterTransiter sur poignées de bandesPasse contenant les ombres et la lumière, qui doit être multipliée dans l’arrière-planPasse dans une image multicouchesLaisser passer les vagues à travers les bordures du maillagePasse-partoutAlpha du passe-partoutPassesPasses non prises en chargePasses à inclure dans la passe de précalcul activePasses utilisées par le débruiteur pour distinguer le bruit des détails de shading ou de géométriePassifPassthroughPassthrough indisponibleCollerColler les points ou traits de Grease Pencil depuis le presse-papierMéthode pour collerColler la normaleColler par calqueColler le contenu d’un fichierColler les copies de traits stockées dans le presse-papier interneColler les blocs de données depuis le presse-papier interneColler le contrôleur : aucun contrôleur à collerLe collage attendait 3 nombres, formattés : « [n, n, n] »Le collage attendait 4 nombres, formattés : « [n, n, n, n] »Coller les images clés depuis les os en miroir, s’ils existentColler les images clés depuis le presse-papier interne pour les canaux sélectionnés, à partir de la frame actuelleColler les clés en finissant à la frame actuelleColler les clés à leurs temps d’origineColler les clés relativement à la position en Y du curseurColler les clés relativement à la frame actuelle au moment de la copieColler les clés relativement à la valeur de la courbe sous le curseurColler les clés à partir de la frame actuelleColler les clés en décalant la valeurDécaler les clés en faisant correspondre la première clé à la clé à gauche du curseurDécaler les clés en faisant correspondre la première clé à la clé à droite du curseurColler les clés avec les mêmes valeurs que quand elles ont été copiéesColler l’image depuis le presse-papierColler les nœuds du presse-papier interne vers l’arborescence de nœuds activeColler la normale depuis le presse-papier interneColler les objets depuis le presse-papier interneColler à l’arrièreColler dans toutes les frames entre la première et la dernière clés sélectionnées, et créer de nouvelles images clés si nécessaireColler dans les frames qui ont une clé sélectionnée, et créer éventuellement de nouvelles clés sur ces framesColler uniquement dans les valeurs actuelles, en manipulant les données d’animation seulement si l’insertion automatique est activéeColler les sommets UV sélectionnésColler les courbes depuis le presse-papier interneColler les bandes depuis le presse-papier interneColler le texte sélectionné depuis le presse-papierColler le texte sélectionné ailleurs, plutôt que le texte copié (X11 et Wayland seulement)Coller l’asset précédemment copié avec la fonction Copier la pose en tant qu’assetColler le contrôleur depuis le presse-papier interne vers le bouton en surbrillanceColler le contenu du presse-papier interne dans l’ensemble de lignes actifColler les réglages et nœuds du matériauColler la pose copiée inversée dans la pose actuelleColler la pose copiée dans la pose actuelleColler les réglages et nœuds de textureDécalage temporel des clés colléesColler sur l’actifColler les pistes depuis le presse-papier interne%d assets collés%d os ont été collés, et %d os désélectionnés ignorésLes %d os ont été collésSeuls %d os ont été collés sur les %d os copiésSeuls %d os ont été collés sur les %d os copiés, et %d os désélectionnés ont été ignorésColler la matrice depuis le presse-papier vers l’os de pose actif ou l’objet actif. Utilise des matrices en espace mondePièceCheminImpossible de rendre absolu le chemin « %s »Le chemin « %s » ne peut pas être passé en absolu pour %s « %s »Le chemin « %s » ne peut pas être passé en relatif pour %s « %s »Chemin « %s » introuvable (aucun bloc de données propriétaire connu)Chemin « %s » introuvable, depuis le bloc de données lié « %s » (bibliothèque « %s »)Chemin « %s » introuvable, depuis le bloc de données local « %s »Chemin aprèsChemin d’animationChemin avantComparer le cheminContrainte cheminDurée du cheminFin du cheminGuidage de cheminsImage clé de chemin aprèsImage clé de chemin avantLongueur de cheminMasque de cheminMode de cheminSortie cheminChemin relatifSéparateur de cheminChemin, débutÉtapes des cheminsConflit de chemin : %d caches pointent vers le chemin %sMode édition de cheminChemin depuis le bloc de données jusqu’à l’arborescence de nœuds en cours d’éditionInterpolation du chemin à ce pointLe chemin est déjà animéLe chemin est éditéLe chemin est vide, impossible d’enregistrerChemin de l’ID utilisé pour générer une image pour le contrôleChemin d’un objet au sein d’une archive AlembicChemin de la propriété à définir avec la profondeurChemin de la propriété à sélectionner entre les chemins de données primaire et secondaireChemin de la propriété utilisée pour faire tourner l’affichage de la textureChemin de la propriété utilisée pour définir la couleur du contrôleChemin de la propriété utilisée pour définir la couleur de remplissage du contrôleChemin de la propriété utilisée pour définir le niveau de zoom du contrôleLe point du chemin est sélectionné pour éditionChemin relatif au dossier actuellement affiché dans le navigateur de fichiers (y compris le nom du fichier)La sélection par chemin requiert la sélection de deux éléments correspondantsLe temps du chemin est en frames absoluesChemin vers un fichier CSVChemin vers un fichier OBJChemin vers un fichier OpenVDBChemin vers un fichier PLYChemin vers un fichier STLChemin vers le lecteur d’animation/de séquence d’images préféréChemin vers un dossier contenant des fichiers .blend, à utiliser comme bibliothèque d’assetsChemin vers un dossier où stocker les images précalculéesChemin pour un paramètre à utiliser dans un Keying SetChemin vers un fichier texteChemin vers un fichier de démarrage alternatifChemin vers un éditeur d’imagesLe chemin vers la bibliothèque d’assets n’existe pas :Chemin vers les données visualiséesChemin vers un fichier de déplacement externeChemin vers le fichierChemin de gltfpackChemin vers l’exécutable gltfpackChemin vers le fichier imageChemin dans lequel installer des paquets d’add-on (héritage)Chemin vers la police d’interfaceChemin de la police à chasse fixe de l’interfaceChemin vers le réglage de propriétéChemin du fichier .blendChemin de l’archiveChemin vers les données affichéesChemin vers les données qui sont affichées dans le tableurChemin du dossier où les textures importées seront copiéesChemin de la bibliothèqueChemin du fichier .blend bibliothèqueChemin vers l’objet dans l’archive Alembic utilisé pour rechercher les données de géométrieChemin de l’objet au sein de l’archive Alembic utilisé pour charger la matrice de transformationChemin vers le fichier patron potChemin vers le fichier po correspondant dans le dépôt du code source de BlenderChemin du fichier po correspondant dans le dépôt de travailChemin vers le fichier de réglages enregistréChemin du shader définissant la caméra personnaliséeLe chemin est trop long, impossible d’enregistrerChemin : {!r}Chemin : {:s}CheminsComparer les cheminsIntervalle des cheminsType de cheminsChemins des objets au sein de l’archive AlembicChemins :MotifZone de motif :Boîte englobante de motifCoins du motifCorrespondance de motifMode de motifTaille de motifBoîte englobante de la zone de motif en coordonnées normaliséesMotif à utiliser pour l’intérieur des ongletsMotif à utiliser pour l’extérieur des ongletsMotif utilisé pour connecter des objetsMotifsPauseMettre le précalcul en pausePause prévisualisationMettre en pause tous les rendus de prévisualisation dans les vues 3DPatteAccentuation des pics pour les modèles JONSWAP et TMACacahuètes (sans coque)Cacahuètes (avec coque)Stylet retournéLa pression du pinceau diminue l’influence de la textureInclinaison du stylet de l’arrière (1.0) à l’avant (+1.0)Inclinaison du stylet de la gauche (-1.0) à la droite (+1.0)PentagonalPar courbePar dimensionDéplacement par sommetFacteur par composanteLe nombre d’échantillons des calques de rendu remplace celui de la scèneNombre d’échantillons par pixelDonnées de peau par sommet, utilisées par le modificateur PeauPourcentPourcentagePourcentagePourcentage le long de chaque courbe pour adoucir la déformation depuis la racinePourcentage de la quantité à utiliser pour la vue 3DPourcentage de combien la couleur de cette bande affecte les autres bandesPourcentage de la longueur de la bande d’entréePourcentage de la vitesse maximalePourcentage de particules à afficher dans les vues 3DPourcentage de la taille de rendu à ajouter en surbalayage aux tampons de rendu internesPourcentage de la longueur de la bande d’entréePourcentage de multiplication de la résolution du renduPourcentage définissant la position de la cible le long de la courbePerceptuelVisuellement sans perteValeurs perceptuellement uniformes, correspondant au sélecteur de couleurEffectuer un échantillonnage RIS (échantillonnage à importance rééchantillonnée) guidé d’après le produit de la distribution de la lumière incidente et du BSDFEffectuer une opération de comparaison sur les deux entrées donnéesEffectuer une opération logique sur les entrées booléennes donnéesEffectuer une multiplication matricielle sur les deux matrices en entréeEffectuer une seule coupe de l’objet domaineEffectuer des opérations bit à bit sur des entiers 32 bitsEffectuer une incrustation chroma (pour retirer l’arrière-plan) et un despill (pour corriger les couleurs venant de l’arrière-plan)Effectuer une adaptation chromatique depuis un point blanc différentEffectuer le débruitage sur les périphériques GPU configurés dans l’onglet Système des préférences utilisateur. Cette option est significativement plus rapide que sur CPU, mais demande plus de mémoire GPU. Quand des scènes lourdes nécessitent plus de mémoire GPU, cette option peut être désactivéeEffectuer une opération externe sur un fichier ou un dossierEffectuer une correspondance floue/sur plusieurs mots. Attention : peut être lentEffectuer des ajustements de niveau sur chaque canal de couleur d’une imageEffectuer des opérations de mathsEffectuer des opérations séparément pour chaque élément de géométrie (par exemple les sommets, arêtes, etc.)Effectuer l’action d’exécution sur le fichier situé sous le curseur (par exemple ouvrir le fichier)Effectuer diverses opérations mathématiques sur les valeurs entières données en entréesEffectuer des opérations de maths vectoriellesPerformancePréréglages de performancePériodePériode de l’ondulationPériode du bruitBruit de Perlin 1DBruit de Perlin 2DDéformation permanenteToujours autoriser l’exécution des scriptsSupprimer définitivement le fichier blend d’asset de brosse. Ne peut pas être annulé.Supprimer définitivement la brosse. Ne peut pas être annulé.Supprimer définitivement le fichier blend d’asset de pose ? Ne peut pas être annulé.Collections toujours cachées :PerméabilitéPermissionsPersan - ﯽﺳﺭﺎﻓPersistantDonnées persistantesChemin des données persistantesID persistantIdentifiant persistantUID persistantDonnées persistantes associées à une colonne du tableurDonnées persistantes associées à un tableauDonnées persistantes pour les tableaux affichés dans l’éditeur tableurIdentifiant persistant pour une correspondance inter-frames des objets avec flou cinétiqueJeton d’accès personnel, peut être demandé par certains dépôtsPerspectiveFocale de l’objectif de la caméra perspective, en millimètresMatrice de perspectiveDistance focale de la caméra perspectivePgSuivPgPrécPhaseMultiplicateur de phaseDécalage de phasePhase de l’ondulationFonction de phase pour la lumière diffuséePhase du déplacement sinusoïdalPhiSimulation physique pour le tissuConducteur physiquePropriétés physiquesSources lumineuses physiquesModèle physique pour simuler les forces de flexionUnités d’éclairage glTF à base physique (cd, lx, nt)Shader à base physique facile à utiliser pour le rendu des matériaux des poils et de la fourrureShader à base physique facile à utiliser pour le rendu des matériaux de surface, fondé sur le modèle OpenPBRPhysiquePropriétés de physiqueType de physiqueSimulation physique pour des fluides tels que l’eau, l’huile ou la fuméeChoisirChoisir l’instance« Choisir l’instance » est activé, mais il n’y a aucune instance à choisir. L’entrée sera utilisée comme instance.Choisir au hasardChoisir une propriété à utiliser comme cible de contrôleurChoisir les objets dans la collection au hasardL’os choisi n’appartient pas à l’armature déjà choisieÉchec du choix de l’osPicomètresImagesMenu circulaireCouleurs des menus circulairesMenu circulaire en glissantMenus circulairesSi le bouton du menu circulaire est maintenu plus longtemps que ce délai, il sera fermé en relâchant (en centièmes de seconde)Taille des menus circulaires, en pixelsLes menus circulaires utiliseront la position initiale de la souris comme centre durant ce laps de temps (en centièmes de secondes)ÉpinglerRaideur de ressort de l’épinglage (position cible des sommets)Épingler les borduresÉpingler le gizmoForce d’épinglageGroupe d’épinglageÉpingler l’IDÉpingler le matériauMéthode d’épinglageÉpingler le modeÉpingler la scèneÉpingler les limites de simulationRaideur d’épinglageGroupe de sommets d’épinglageÉpingler au paramètreÉpingler chaque courbe à un certain point pour l’opérationÉpingler dans l’éditeur de graphesÉpingler le mode à la brosseGarder en dernierPincerPincer les UVVa-et-vientMode Ping-pongÉpinglésL’armature épinglée n’est pas active dans la vue 3DLes îlots épinglés sont verrouillés en positionLes îlots épinglés seront seulement déplacésL’échelle des îlots épinglés ne sera pas modifiéeLa rotation des îlots épinglés ne sera pas modifiéeLes sommets épinglés ne peuvent être sélectionnés qu’en mode SommetsPipelinePistonTangageFacteur de hauteur, pour le calcul de l’effet DopplerPivotAxe de pivotContrainte PivotContrôle de pivotDécalage du pivotPoint de pivotPivot XPivot YPivoter autour de l’objet actifPivoter autour du centre de la boîte englobante des objets sélectionnésPivoter autour de l’origine propre à chaque objetPivoter autour du point médian de chaque îlot sélectionnéPivoter autour du curseur 2DPivoter autour du curseur 3DPivoter autour du barycentre des objets sélectionnésCentre de pivot pour la rotation et le redimensionnementPivot en tant que paramètre u de point du trait (0.0 <= u <= 1.0)La position du pivot est celle de l’objet actifLa position du pivot est celle de l’objet sélectionnéLa position du pivot se situe entre les deux corps rigides contraintsPivot des opérations de redimensionnement et de rotationPixelPixel artProportion de pixelProportions de pixelProportion de pixel XProportion de pixel YCoordonnées en pixelsDensité de pixelsPréréglages de densité de pixelFiltre de pixelTaille de pixelProportions de pixelType de filtre de pixelLargeur du filtre de pixelTaille de pixelTaille de pixel pour le rendu dans la vue 3DTaille de pixel multipliée par un pourcentage de scènePixelliserEffet pixelationEffet pixelationPixelliser l’imagePixelsLes pixels sont considérés comme étant dans la zone de flou si la différence moyenne entre leur déteriminateur et celui du pixel central est inférieure à ce seuilOn considère que les pixels font partie des contours si plus de 10% des pixels voisins ont des valeurs de cache différentes de celle du pixel de cette valeur de toléranceUn flou intérieur est appliqué à un pixel seulement si le nombre de pixels voisins différents est plus grand que ce seuil, relativement au nombre total de voisins. Les voisins sont considérés différents si la différence est plus grande que l’entrée Seuil de couleurUn flou intérieur est appliqué à un pixel seulement si la différence de couleur par rapport à la couleur moyenne de ses voisins dépasse ce seuilPixels parcourus par la souris le long d’un axe lors du tracéPixels par unité BlenderPixels par pouceLes pixels dont la luminance est supérieure à ce maximum sont incrustésLes pixels dont la luminance est inférieure à ce minimum sont incrustésPixels par centimètrePixels par poucePixels par mètrePixels/{:s}Placer un marqueurPlacer le sommet suivant du traitPlacer le curseurPlacer des marqueurs dans tout le cadreNe placer des marqueurs que dans les zones entourées avec l’outil d’annotationNe placer des marqueurs qu’en dehors des zones entourées avec l’outil d’annotationPlacer un nouveau marqueur à l’emplacement spécifiéPlacer le nouveau marqueur à la position désirée (cliquée)Placer le nœud de mélange à la même hauteur que le nœud le plus basPlacer le nœud de mélange entre les deux nœudsPlacer le curseur au point médian des images clés sélectionnéesPlacer la valeur du curseur sur la valeur moyenne des images clés sélectionnéesPlacer le curseur 3D sans « sauter » à ce nouvel emplacement (quand le verrouillage au curseur est activé)Placer les sommets sur la surface qui serait produite avec des niveaux infinis de subdivision (forme la plus lisse possible)Emplacements reservésEmplacements reservésPositionnementPositionnement des détails détectésSimpleAxes simplesChaînage simplePlanaireSonde planairePlanAlpha du planAngle des plansAxe planNormale du planDécalage du planPression pour le décalage du planPoint du planPlan de suiviDéformation de suivi de planOpérations d’images de suivi planPlans de suiviAjustage de planPlan pour les traits projetésPlan à utiliser pour l’orientationLe plan de suivi « %s » est introuvable dans l’objet à tracker %sLe plan de suivi est sélectionnéDéformation plane utilisant des valeurs explicites pour les coinsPlâtrePlastiquePlasticitéLectureLire l’audioLire toutes les framesLire dansMode de lectureLire l’animationLire à vitesse normale, sans tenir compte des FPS de la scèneLire l’audio de l’éditeur de séquences pendant le balayageLire l’audio de l’éditeur de séquences, sinon laisser muetLire les images/vidéos rendues avec un lecteur externeLire à l’enversLire ce fichierLectureContrôles de lectureFréquence d’images durant la lecture (FPS)Lecture uniquementÉchelle de lecturePanoramique du son lors de la lecture (uniquement pour les sources mono)Hauteur du son lors de la lectureVolume de lecture du sonLecteurTête de lectureDécalage de la tête de lectureVeuillez d’abord créer une varianteVeuillez désactiver/activer « Filtre d’actions » pour rafraîchir la listeVeuillez éditer les préférences de l’add-on de traduction d’interfaceVeuillez activer Accès en ligne dans les préférences Système.Veuillez signaler ce bug.Veuillez sélectionner au moins une imageSélectionner un seul cadre à réinitialiserVeuillez sélectionner deux bandesDuresPointPoint 1Point 2Point 3Point 4Cache de pointsListe des caches de pointsCaches de pointsNuage de pointsNuage de points depuis les objets maillagesNuage de points : {} pointsNuages de pointsNombre de pointsIndice du point dans la courbeDensité de pointsID du groupe de pointsIndice du pointIndice du point dans la courbeInfos de pointsÉclairage ponctuelPoint de suiviHaut des pointsCache de points pour les simulations physiquesLe cache de points doit être précalculéComposant de nuage de points ne contenant que des données de pointsBloc de données nuage de pointsBlocs de données nuages de pointsL’objet nuage de points ne prend pas en charge cette opération pour définir l’origineNuage de points ou maillage duquel fusionner les pointsLes nuages de points ne prennent en charge qu’un matériau. L’entrée sélection ne peut pas être un champCoordonnées du pointPoint dans un nuage de pointsPoint dans une clé de formePoint dans une clé de forme pour les courbes de BézierPoint dans une clé de forme pour les courbesPoint dans la grille du latticeLe point est introuvable dans la courbe donnéePoint de la courbePoint de la courbe utilisé pour une conversion par courbePoint d’un chemin utilisé pour définir un profilPoint sur la source qui sera aimanté à la cibleMode de sélection de pointPoint sélectionnéDiriger les normales personnalisées sélectionnées vers la ciblePoint autour duquel tournerPointer vers la cible en prenant le chemin de rotation le plus courtPointer l’axe de suivi vers la cible, tout en verrouillant les autres axesPointer vers une cible en effectuant la plus petite rotation possibleÉchantillonner ponctuellement un dégradé de couleurPoint :NuagePointsNouveauPointeurLe pointeur défini par le chemin image_id n’est pas un IDCaractère pointuPointsPoints (non pris en charge)Points en UPoints en VPoints définissant l’adoucissementGrille de points, actuellement non pris en charge par les objets volumesPoints dans la direction U (ne peut être modifié quand il y a des clés de forme)Points dans la direction V (ne peut être modifié quand il y a des clés de forme)Points dans la direction W (ne peut être modifié quand il y a des clés de forme)Points de la courbePoints du latticePoints par courbePoints à convertir en sommets d’un maillagePoints vers courbePoints vers grille SDFPoints vers sommetsPoints vers volumePoints desquels calculer la coque convexePoints à partir desquels générer les courbesPoints sur lesquels instancierPoints desquels modifier les positionsPoints desquels définir les rayonsPoints à convertir en volumePoints desquels convertir le volume en grille de champ de distances signéesPoints:%sPoints:%s/%sDisques de PoissonCoefficient de Poisson pour la déformation élastique. De plus fortes valeurs conservent mieux le volume, mais conduisent aussi à plus de gonflement.Centre d’éventailDécalage de l’éventailCalcul du centre de l’éventail pour la faceLe 0 polaire est XLe 0 polaire est YPolaire ZXPolaire ZYPôleAngle du pôleNombre du pôleAngle de fusion des pôles, débutAngle de fin de fusion des pôlesAngle de début de fusion des pôlesSous-cible du pôleCible du pôleAxe polaire de rotationDécalage de la rotation du pôlePolonais - PolskiPolygonaleConstruction poly – face sous le curseurConstruction poly – diviser sous le curseurConstruction poly – transformer sous le curseurTypes de données de polygonePolygoneAire du polygoneCentre du polygoneNormale de polygoneNormales de polygonesPolygone dans un bloc de données maillagePolygonalisationPolygonisationRésolution de la polygonisation au renduRésolution de la polygonisation dans les vues 3DPolygonesPolygones du maillagePolylignePolynomialOrdre du polynômePolystyrèneAfficher une recherche de menu dans le contexte actuelAfficher une recherche de tous les opérateurs disponibles dans le contexte actuelAfficher une recherche des menus disponibles dans le contexte actuelPortailProfondeur de portailProportion d’éléments à sélectionner aléatoirementPortugais (Brésil) - Português brasileiroPortugais (Portugal) - Português europeuPosPoseAsset de pose copié, utiliser Coller comme nouvel asset dans un explorateur d’assets pour collerOs de poseCouleur d’os de poseOs de posePosition de la tête en poseSegments de pose IKBibliothèque de posesBibliothèque de poses fondée sur le système d’assets.Décalage de la position de poseMarqueurs de posesMatrice de poseMode poseNom de la poseOptions de poseDécalage origine posePosition de poseDécalage de la rotation de poseEspace de posePosition de la queue en poseLes assets de poses ne peuvent être modifiés qu’en mode poseLa bibliothèque de poses est réservée aux armatures en mode poseContraintes d’os de posePositionPosition 1Position 2Facteur de positionChamp PositionMode de positionQuantification des positionsBits de quantification des positionsPosition en XPosition sur le cheminPosition et contourPosition du faisceau reconstitué d’après cette pisteLa position du pochoir de masque dans la vuePosition de la clé de reminutage dans la timelineLa position du pochoir dans la vuePosition du point de contrôle de fin de la courbePosition de la poignée de fin utilisée pour définir la forme de la courbe. En mode Décalage, relativement au point de FinPosition du premier point de contrôlePosition du premier sommetPosition de l’élément dans son panneau parentPosition du dernier point de contrôlePosition du point de contrôle intermédiairePosition du point de contrôle du milieu, désactivée si égale à zéroPosition de la souris utilisée pour les modes « Surface » et « Sommet actif »Position du point racine d’une courbePosition du deuxième point de contrôlePosition de la coupePosition du point de contrôle de début de la courbePosition de la poignée de début utilisée pour définir la forme de la courbe. En mode Décalage, relativement au point de DébutPosition de la pointe d’une courbePosition du contrôle et du point de pivot du torsePosition de l’onde le long de la direction des bandes. Peut être utilisé comme entrée pour plus de contrôle sur la distorsionPlacer la caméra de la scène au point de référence sélectionnéPosition à laquelle allerPosition, contour et intensitéPosition :De positionSuvi de positionPositiveAxe positifCôtés positifsAxe X positifAxe Y positifAxe Z positifAdoucissement de maillage positifPerte de données possible lors de l’enregistrement de ce fichier ! Le modificateur %s est obsolète (objet : %s)Post-traitementProcessus post-sous-étapePost-traitementPostériserRepousser l’exécution jusqu’à l’exécution de l’opérateur outil (si utilisé avec un outil)Post-traitementRayon de potentielLivresPuissanceMode PuissancePrécisionMode précisionAngle utilisé pour les incréments de rotation précis dans les éditeurs 2DAngle utilisé pour les incréments de rotation précis dans les éditeurs 3DMode précisionPrécision de la convergence en cas de réitérationPrécision de l’échantillonnage des traits. Des valeurs basses donnent un résultat plus précis, et zéro désactive l’échantillonnagePrécision du lancer de rayon progressif de la GI rapidePrécision du lancer de rayons en espace écranTransitions inertielles prédéfinies, utiles pour le motion design (de la moins à la plus « dramatique »Couleur de nœud prédéfinieCouleur de piste prédéfinie« Intrinsèques » de caméra de suivi prédéfinisRéglages de suivi prédéfinisPrédirePrédire le mouvement de la ciblePreethamPreetham 1999 (hérité)Préférer un parentage DEFPréférer glisser le long des arêtes plutôt que des largeurs égalesPréférer glisser le long des arêtes plutôt que d’avoir des largeurs égalesPréférencesVue 3DAccessibilitéAjout courbeAjout maillageToutAnimationPrécalculCaméraColoréCompositingInterneSombreDéveloppementExtensionRetoursMoteur de jeuNœuds de géométrieGrease PencilContrastéImport-exportInspiré parHéritage (autre)Héritage (utilisateur)ClairÉclairageMatériauMaillageModélisationNœudObjetPeinturePhysiquePipelineImpressionRenduRiggingScèneSculptureSéquenceurSystèmeÉditeur de texteSuiviTraduireUVInterface utilisateurType d’affichage des préférencesPréférences de navigationLes préférences ont changéPréférences se rapportant aux données de visualisationPréférences enregistréesPréférences qui ne s’appliquent que pour les applicationsPériphérique à choisir en priorité pendant la détection (nécessite un redémarrage de Blender pour prendre effet)Préférer connecter des composants d’arrière-planPréférer connecter des composants d’avant-planPréférer connecter la couleur qui apparaît le moins souvent dans le voisinage local de la position actuellePréférer connecter la couleur qui apparaît le plus souvent dans le voisinage local de la position actuellePrécharger les framesPrécharger des frames depuis le disque pour une lecture et un suivi plus rapidesPréchargement…PréfiltragePréfiltrer les passes guides bruitées (albédo et normales) pour améliorer la qualité du débruitage, avec OpenImageDenoisePréfiltrer les passes guides bruitées avant de débruiter l’image. Améliore la qualité quand les passes guides sont bruitées, en augmentant le temps de calculPréfiltrer les passes guides bruitées avant de débruiter l’image. Améliore la qualité quand les passes guides sont bruitées, en augmentant le temps de calcul.PréfixePrémultipliéPrémultiplier l’alphaPréparer les animations supplémentairesPréparer les textures inutiliséesPréparer la scène pour compositer des objets 3D dans ce métragePrépassePrétraitementMode présélectionné quand cette brosse est utiliséeConserverConserver les attributsConserver les couleursConserver les détailsConserver la longueurConserver les bordures du maillageConserver la hauteurConserver le précédentConserver le masque précédentConserver les couturesConserver la duretéConserver les caractères encodés en UTF-8 lors de l’écriture des primitives USD et des noms de propriétés (nécessite des logiciels utilisant USD 24.03 ou supérieur à l’ouverture des fichiers exportés)Conserver les formants vocauxConserver le volumeConserver les lignes de contour au moment du filtrageConserver les coins qui ont un angle plus aigu que ce seuilConserver la longueur de chaque courbe pendant la déformationConserver les chemins de fichiers des textures venant de fichiers USD déjà importés. Exporter les textures restantes dans un dossier « textures » à côté du fichier USDConserver l’alignement des îlotsConserver l’ordre des îlotsConserver les coutures le long des arêtes biseautéesConserver les arêtes dures le long des arêtes biseautéesConserver la longueur des courbes sur une base de segmentConserver le masque précédent et y ajouter ou soustraire le nouveau masque généré à partir des couleursConserver l’état précédent des données ciblesConserver la transformation dans le monde durant le parentageConserver le volume quand des rotations sont utiliséesConserver la géométrie existante le long du plan découpéPréréglageNom du préréglagePréconfigurations pour les lecteurs d’animation externesPréréglage de point de vue à utiliserPréréglagesPressionAppuyer sur Entrée pour échantillonner en dehors de la fenêtre BlenderAppuyer sur + et -, ou utiliser la molette, pour définir le fonduAppui et relâchementAppuyer sur une toucheL’appui active immédiatement et empêche que le clic soit passé à l’outilAppuyer sur le bouton actifPressionCorrespondance pression-fluctuationMasque de pressionNiveau de pression aléatoireÉchelle de pressionCorrespondance pression-tailleCorrespondance pression-forceGroupe de sommets de pressionChamp de pression du domaine de fluideEmpêcher les modifications des réglages de relancer l’opérateur, pratique pour modifier plusieurs choses d’un coup avec de lourdes géométriesEmpêcher le visualiseur de changer de hauteurEmpêcher le visualiseur de changer de positionEmpêcher le visualiseur de changer de rotationEmpêcher le visualiseur de changer de tailleEmpêcher le visualiseur de changer d’orientationEmpêcher l’adoucissement de s’auto-intersecterEmpêcher les UV de se retourner ; le retournement peut diminuer la distorsion selon la position des épinglesEmpêcher l’édition des marqueursEmpêcher les sommets de traverser le plan de miroir pendant la transformationEmpêcher le retournement des UVEmpêche l’utilisateur de modifier cette opération prédéfinie (INUTILISÉ)PrévisualisationArrière-plan de prévisualisationPrévisualisation déplacement poignéesRéglages de surimpression pour prévisualisationSurimpressions prévisQualité prévisIntervalle de prévisualisationFrame de fin de l’intervalle de prévisualisationFrame de début de l’intervalle de prévisualisationRésolution de l’aperçuForme de l’aperçuTaille de l’aperçuAimantation de prévisualisationPrévisualiser le mondeZoom de prévisPrévisualiser tous les canaux inférieurs ou égaux à cette valeur. 0 affiche tous les canaux, et les valeurs négatives remontent d’autant de niveaux de méta-bande si possible, en y montrant chaque canal.Image et icône d’aperçuImage et icône d’aperçu de ce bloc de données (toujours None si non pris en charge par ce type de données)Prévisualiser les matériaux avec des éclairages d’environnement prédéfinisForme de l’aperçu utilisée par les aperçus de nœudsPrévisualiser la scène finale à l’aide du moteur de rendu actifPrévisualiser les plans de raclage dans le curseur pendant le coup de brosseAperçu de ce fichierAperçusLe processus de nettoyage des prévisualisations a échoué pour le fichier « {:s} » !Le processus de génération des prévisualisations a échoué pour le fichier « {:s} » !PrécédentVitesse angulaire précédenteCaractère précédentIndice de l’arête précédenteÉchec précédentImage clé précédenteLigne précédenteNœud précédentPage précédentePosition précédente de la particuleVélocité précédente de la particuleRotation précédenteMot précédentType de mélange ou opération précédenteFrame précédentePrécédent ou sélectionPrewittPrimaireAxe primaireAxe d’os primaireCouleur primaireCalques de contrôle primairesChemin de données primaireAxe de rotation primaireCouleur primaire du motif de damier indiquant les zones transparentesChemin primaire de la propriété à définir par le contrôle radialAxe de rotation primaire :PrimitivesPrimitive booléenPrimitive flottantPrimitive entierPrimitivesLa primvar « %s » (interpolation %s, type %s) ne peut pas être convertie vers BlenderPoint principalGuidéBSDF guidéeBSDF guidée poilsVolume guidéShader guidéImprimerAfficher les performances dans la consoleAfficher un message à l’initialisation du terminalAfficher les statistiques mémoire dans la consoleImprimer ce fichierPriorité à la couleur activePrivilégier la constance pour les transpositions dynamiquesPrivilégier un traitement audio de haute qualitéPrivilégier la vitesse plutôt que la qualité audioPrioritéProResProRes 422ProRes 422 HQProRes 422 LTProRes 422 ProxyProRes 4444ProRes 4444 XQProfil ProResInterrompre les échantillons de lumière de façon probabiliste quand la contribution lumineuse passe sous ce seuil (plus de bruit mais rendu plus rapide). Zéro désactive le test et n’ignore jamais les éclairagesProbabilitéDensité de probabilité par canal de couleur qu’un évènement de sortie par diffusion (out-scattering) ait lieu, par unité de distanceDensité de probabilité par canal de couleur que la lumière soit absorbée, par unité de distance parcourue dans le médiumSondeDécoupage de fin de la sonde, au-delà duquel les objets n’apparaîtront pas dans les réflexionsDécoupage de début de la sonde, en deçà duquel les objets n’apparaîtront pas dans les réflexionsProblème lors du précalcul de l’objet « %s »Problème à l’enregistrement de la carte précalculée dans « %s »Problème pour enregistrer la carte de précalcul en interne pour l’objet « %s »Procédurale – texture colorée basée sur des fonctions trigonométriquesProcédurale – créer une texture de bruit fractal de type nuageProcédurale – créer une texture de bruit fractalProcédurale – créer une texture de dégradéProcédurale – créer des motifs de type cellulaires, basés sur un bruit WorleyProcédurale – texture de bruit fractal hautement flexibleProcédurale – texture bruit de type marbre, avec des bandes générées par une ondeProcédurale – texture de bruit distordue par deux algorithmes de bruitProcédurale – bruit aléatoire, donne un résultat différent à chaque fois, pour chaque frame, pour chaque pixelProcédurale – bandes ou anneaux générés par une onde, avec bruit facultatifTexture procédurale de mélange de couleurTexture procédurale de bruit distorduTexture procédurale MusgraveTexture de bruit procéduraleTexture procédurale VoronoïTraiter les propriétés des osTraiter les propriétés des donnéesAppliquer l’effet d’égouttement (faire couler la peinture dans la direction de la gravité)Appliquer l’effet de contraction (contracter les zones peintes)Appliquer l’effet de diffusion (diffuser la peinture humide dans la surface)Faire passer le résultat du rendu (et du compositing) dans le pipeline de l’éditeur de séquences vidéo, si des bandes de séquence existentFaire passer le résultat du rendu dans le pipeline de compositing, si un groupe de nœuds de compositing est assigné à la scèneProduire un facteur de mélange dépendant de l’angle entre la normale à la surface et la direction de la vue, en utilisant les équations de Fresnel. Utile typiquement pour mélanger les réflexions à un angle rasantProduire un facteur de mélange dépendant de l’angle entre la normale à la surface et la direction de la vue. Utile typiquement pour superposer les shaders avec un nœud Shader de mélangeProduire un « blueprint » en utilisant des traits de contour circulaires, elliptiques et carrésProduire un cache pour isoler le contenu d’avant-plan, en le comparant à une image d’arrière-plan de référenceProduit moins de pôles et un meilleur flux de topologieProfilCourbe de profilFacteur de profilGéométrie du profilEntrée profilMode de profilObjet profilÉditeur de chemin de profil utilisé pour créer un chemin de profilPoint du profilRésolution du profilForme de profilType de profilPoints de contrôle du profilProgrammeErreur de programmation : il manque une fonction de remise à zéro de la transformation ou un nom d’ensemble de clésÉtapeBarre de progressionCouleurs des widgets barres de progressionProgressionProjeterProjeter A sur BAxe de projectionDistance de projectionProjeter les éléments individuelsLimites de projectionMode de projectionProjeter sur la sélectionProjeter à l’oposéeProjeter un pointProjeter un point selon une matrice, en utilisant une division en perspective, position, rotation, échelleProjeter un rendu édité depuis la caméra active sur l’objetProjeter des lignes de contour en utilisant un objet éclairage sourceReprojeter une image éditée sur l’objetProjeter dans les deux directions, spécifiée et opposéeProjeter sur la surfaceProjeter les traits sur un plan verrouillé en XProjeter les traits sur un plan verrouillé en YProjeter les traits sur un plan verrouillé en ZProjeter les coordonnées de la carte UV depuis l’axe -Z d’un autre objetProjeter les sommets UV du maillage tels que vus depuis la vue 3D actuelleProjeter les sommets UV du maillage sur la surface courbe d’une sphèreProjeter les sommets UV du maillage sur la paroi courbe d’un cylindreProjeter les sommets UV du maillage sur les six faces d’un cubeProjeter le maillage extrait sur la sculpture originaleProjeter la géométrie sur un plan défini par une ligneProjeter la forme sur un autre objetProjeter les traits seulement sur les objets sélectionnésProjeter sur sculptureProjetéeProjeté (2D)Projection sur arête interpoléeProjection sur face interpoléeX projetéY projetéProjeté depuis vueProjectionFondu de projectionMatrice de projectionMode de projectionType de projectionProjection XProjection à partir de la photo orthogonale d’une boule miroirProjection de l’image d’entréeProjection sur un cylindre virtuel depuis son centre, similaire à une caméra panoramique rotativeDéplier par projection les faces sélectionnées des objets maillagesProjecteursProjeter le maillage pour conserver le volume et les détails du maillage originalInvite de commandesDemander confirmationProp :PropagerPropager l’échellePropager aux contrôlesPropager la torsionPropager en amont tous les messages d’info, d’erreur et d’avertissementPropager les attributs d’instance au domaine point plutôt qu’au domaine courbe. Cette propriété existe pour des raisons de compatibilité avec 5.0 et antérieurs.Ne propager en amont que les messages d’erreur et d’avertissementNe propager en amont que les messages d’erreurPropager la pose à toutes les images clés entre l’image actuelle et celle de la propriété « Image »Propager la pose à toutes les images clés, depuis l’image actuelle jusqu’à ce qu’aucune autre ne soit trouvéePropager la pose à toutes les images clés coïncidant avec des marqueurs de scène, après l’image actuellePropager la pose à toutes les images clés sélectionnéesNe propager la pose qu’à la première image clé après l’image actuelleNe propager la pose qu’à la dernière image clé (c’est-à-dire rendre l’action cyclique)Propager l’échelle des contrôles principaux le long de la chaînePropager la torsion des contrôles principaux le long de la chaînePropager :Étapes de propagationPropriétésEspace propriétésPropriétés servant d’entrées pour le contrôleurPropriétés et barres latéralesPropriétés associées à l’exporteur configuréLes propriétés provenant de données redéfinies ne peuvent pas être éditéesPropriétés du mode de peinture d’image et texturePropriétés du mode peinturePropriétés du mode édition des particulesPropriétés de la tuile UDIMPropriétés des modes de peinture de sommets et de poidsDonnées de l’espace propriétésPropriétés à définir lors de l’appel de l’opérateurPropriétéLa propriété « %s.%s » est introuvableDéfinition de propriétéPropriété à éditerÉditeurs de propriétésArrière-plan de l’icône de propriétéAvant-plan de l’icône de propriétéNom de la propriétéPoids de propriétéPropriété ajoutée à l’ensemble de clés : « %s »La propriété ne peut être à la fois un booléen et un flottantChemin de la propriété à éditerLa propriété définie par le chemin « %s » a une longueur de %d au lieu de %dLa propriété définie par le chemin « %s » n’est pas un flottantLa propriété a été créée dynamiquement à l’exécutionLa propriété est une sortie de type nom ou un chemin de fichier ou de dossierLa propriété est un chemin prenant en charge le préfixe « // », qui symbolise l’emplacement relativement au dossier contenant le fichier .blendLa propriété est un chemin prenant en charge la syntaxe d’expression variable « {variable_name} », qui remplace l’expression par la valeur de la variable référencéeLa propriété est animable en passant par le RNALa propriété est éditable depuis les instances liées (les changements ne sont pas enregistrés)La propriété est éditable en passant par le RNALa propriété n’est pas éditableLa propriété n’est pas éditable : %sLa propriété est éventuellement enregistrée pendant l’enregistrement des typesLa propriété est redéfinissable en passant par le RNALa propriété est enregistrée pendant l’enregistrement des typesLa propriété doit être un None, une distance, un facteur, un pourcentage, un angle ou un pixelLa propriété doit être un entier ou un flottantNom de propriété (comme chaîne)Édition du nom de la propriétéLa propriété nommée « %s » est introuvablePropriété enlevée de l’ensemble de clésPropriété qui stocke des propriétés arbitraires, définies par l’utilisateurLe type de propriété ne correspond pas à la prise d’entrée « %s »La valeur de la propriété n’est pas dans l’énumérationProportion des pixels de l’image source originale à échantillonnerÉdition proportionnelleÉdition proportionnelle d’actionsÉdition proportionnelle de F-courbesAtténuation de l’édition proportionnelleÉdition proportionnelle d’objetsÉdition proportionnelle agissant uniquement sur la géométrie connectéeÉdition proportionnelle en utilisant les positions en espace écranTaille proportionnelleMode d’édition proportionnelleÉdition proportionnelle dans l’éditeur de F-courbesÉdition proportionnelle dans l’éditeur d’actionsÉdition proportionnelle en mode masqueÉdition proportionnelle en mode objetProtégerProtéger la couleur de toute nouvelle édition et/ou changement de frameProtéger le calque de toute nouvelle édition ou changement de frameProtéger la clé de forme d’une édition ou sculpture accidentelleProtéger le nœud d’arborescence des modificationsProtégée de toute redéfinitionPrototypesFournir une valeur Vrai/Faux pouvant être connectée à d’autres nœuds dans l’arborescenceFournir un ID de groupe personnalisé pour chaque calque, et tous les calques ayant le même ID seront fusionnés ensembleFournir une valeur rotation pouvant être connectée à d’autres nœuds dans l’arborescenceFournir une sélection d’après le type de poignées des points de contrôle de BézierFournir une sélection pour un nombre arbitraire de points d’extrémité dans chaque splineFournir une sélection de faces utilisant le matériau spécifiéFournir une valeur textuelle pouvant être connectée à d’autres nœuds dans l’arborescenceFournir une valeur vectorielle pouvant être connectée à d’autres nœuds dans l’arborescenceFournir une valeur entière pouvant être connectée à d’autres nœuds dans l’arborescenceObtenir des informations sur les points de suivi de mouvement, comme les valeurs en x et yFournir les position, rotation, échelle séparéesLes proxies ont été retirés de Blender (%d proxies ont été automatiqument convertis en redéfinitions de bibliothèques, %d proxies n’ont pas pu être convertis et ont été supprimés). Pensez à enregistrer à nouveau tout fichier de bibliothèque .blend avec la dernière version de BlenderProximitéDistance de proximitéGéométrie de proximitéMode de proximitéL’atténuation de proximité est appliquée dans le volumeType d’atténuation de proximitéProxyDossier spécifique de proxyFichier de proxy spécifiqueDossier proxyTaille de rendu du proxyRéglages de proxyConfiguration proxyTaille du proxyLe proxy n’est pas activé pour %s, ignoréProxy perdu dans l’objet %s, bibli %sProxy perdu dans l’objet %s, bibli Réglages de proxy pour un clip vidéoRéglages de proxy pour une bande de séquenceProxy/TimecodeÉlaguer la grilleMode bouffantVolume de bouffantTirerAttirer les points vers le centre de la brosseListe déroulanteCouleurs des widgets listes déroulantesContracter les arêtes isoléesTirer le tissu vers la position de départ du curseurModulation par impulsions et codage (PCM, RAW)PercutantÉclairages ponctuelsAléatoire purPurger les données inutilisées de ce fichierPousserRepousserExagérer la poseAjouter l’action au sommet de la pile NLA, comme une nouvelle bandeAjouter l’action au sommet de la pile NLA, comme une nouvelle bandePousser une étape d’annulation après chaque utilisation du gizmoRepousser les particules secondaires qui ont quitté le domaine dans celui-ciRapproche le terminateur d’ombre de la lumière pour masquer les artéfacts sur la géométrie low polyPousser/tirerPousser/tirer les éléments sélectionnésPousser/tirer : %.4f%s %sPousser/tirer : %s%s %sMettre en arrière-planMettre les nouveaux objets dans la collection activeMettre les objets collés dans la collection activeRemettre le contenu d’une méta-bande dans le séquenceurPxr24 (avec perte)PythonRéférence de l’API Python (en)Console PythonScripting PythonDossiers de scripts PythonDossier de scripts PythonInfobulles PythonAdd-ons Python à charger automatiquementLangagePython est désactivé dans cette buildL’évaluation de Python a échoué : L’évaluation de Python a échoué : {:s}Expression Python à évaluer comme réglage de nœud initialPython restreint par sécuritéScript Python définissant un module de styleValeur Python pour les types de propriétés personnalisées non pris en chargePython : {}Python : {}.{}QuadType de coin quadrangleMéthode pour quadranglesDiviser quadranglesVue quadrantsRégions de vue quadQuad-buffer (tampon quadruple) non pris en charge par le systèmeFenêtre de tampon quadruple créée avec succèsQuadratiqueBézier quadratiqueTraînée quadratiqueSphère quadratiqueAmorti quadratiqueRemailler le maillage sélectionné avec QuadriFlowQuadriFlow : remaillage annuléQuadriFlow : remaillage terminéQuadriFlow : le remaillage a échouéQuadriFlow : le maillage doit être manifold et avoir toutes les normales de faces dans le même sensQuadrilatèreQualitéÉtapes de qualitéQualité, pour les formats d’image permettant la compression destructiveQualité de l’export JPEGQualité du filtrage anisotropeQualité de l’image exportéeQualité des proxies à créerQualité de l’empilement. Des valeurs plus élevées sont plus lentes mais moins d’espace est perduQualité de la transpositionQualité de la simulation en étapes par frame (des valeurs plus élevées sont de meilleur qualité mais plus lentes)Options de qualité pour le pipeline de lancer de rayonInvisibilité quantitativeQuantité de suie dans le fluideBits de quantification pour les valeurs de couleur (0 = pas de quantification)Bits de quantification pour les valeurs génériques comme les poids ou les articulations (0 = pas de quantification)Bits de quantification pour les valeurs de normales (0 = pas de quantification)Bits de quantification pour les valeurs de position (0 = pas de quantification)Bits de quantification pour les valeurs de coordonnées de texture (0 = pas de quantification)Quantifier la positionQuartAmorti quartiqueQuaternionQuaternion (WXYZ)Attribut quaternionValeur d’attribut de quaternionRotation en quaternionsType de données quaternion, affecte la rotationRotation en quaternionsRotation quaternion (affecte le mélange NLA)Quaternion vers rotationRequête à insérer dans le champ de rechercheTaille de la queueEffets rapidesFavoris rapidesConfiguration rapideQuickTimeAnimation QuickTimeMettre en place rapidement un Line Art pour la collection activeMettre en place rapidement un Line Art pour l’objet actifMettre en place rapidement un Line Art pour toute la scèneAmorti quintiqueQuitter BlenderRPhotorécepteursRED Dragon 5KRED Dragon 6KRED Helium 8KRED Monstro 8KRVBEspace de couleur RVB (Rouge, Vert, Bleu)Courbes RVBCanal de limitation RVBParade RVBLes canaux RVB des pixels transparents sont multipliés par le canal alphaLes canaux RVB des pixels transparents ne sont pas affectés par le canal alphaEspace de couleur RGBModificateur courbes RVB pour la bande de séquenceRVB vers N&BRVB vers XYZValeurs RVBRVBACouleur RVBA avec des valeurs à virgule flottante 32 bitsCouleur RVBA dans un espace de couleur sRGBCouleur RVBA en espace de couleur de scène linéairePrise couleur RVBA d’un nœudCouleur RVBA avec valeurs en virgule flottante 32 bitsCouleur RVBA avec valeurs positives entières 8 bitsRK4RLEClicDIndice du tableau RNAChemin RNAChemin RNA (depuis le bloc ID) pour la propriété utiliséeChemin RNA de la propriété affectée par la F-courbeCollections RNA d’identifiants uniquement, la référence à l’élément utilise aussi le pointeur ID lui-même, pas seulement son nomChemin RNA menant à cette propriété, depuis l’ID propriétaireDéfinition de propriété RNAType RNA utilisé pour les pointeurs vers n’importe quelle données possiblesAdaptateur RNA de booléenAdaptateur RNA de flottantAdaptateur RNA d’entierAdaptateur RNA de chaîne de caractèresRVRadialDistorsion radialePuissance d’atténuation radialeRugosité radialeNombre de symétries radialesDallage radialModèle de distorsion radiale qui correspond aux caméras courantesPuissance d’atténuation radiale (atténuation gravitationnelle réelle = 2)Champ radial dirigé vers le centre de l’objetTangente radiale autour de l’axe X, Y ou ZDistordre radialement l’image pour créer une distorsion en barillet ou en coussinRadiance HDR (.hdr)RadiansRadians : {}Boutons radioCouleurs des widgets radiosRayonRayon (parent)Rayon - longueur du vecteurRayon 1Rayon 2Rayon basAtténuation du rayonRayon de têteInterpolation de rayonRayon maxRayon minDécalage du rayonÉchelle du rayonRedimensionnement du rayonRayon hautRayon X :Rayon Y :Changement de rayon à appliquer aux traits actuelsRayon de biseautageRayon entre l’origine et le centre du cercle de révolutionRayon en échantillons de grille pour chercher des échantillons de grille valides à copier vers les échantillons de grille invalidesRayon dans lequel les courbes dupliquées sont décalées depuis les guidesRayon de l’espace personnel des boids dans l’air (en % de la taille de la particule)Rayon de l’espace personnel des boids au sol (en % de la taille de la particule)Rayon des enfants autour du parentRayon des points de contrôle de la courbeRayon de la « brosse » gommeRayon de l’effet luminescentRayon de la tête de l’os (pour la déformation par enveloppe uniquement)Rayon du noyau utilisé pour adoucir et durcir, en pixelsRayon de la sphère limitanteRayon des nouvelles courbes lorsque la valeur n’est pas interpolée à partir d’autres courbesRayon de la queue de l’os (pour la déformation par enveloppe uniquement)Rayon de la géométrie de biseautage, sans compter l’extrusionRayon du cercle en bas du côneRayon de la brosse, en pixelsRayon du cercle interne ; peut être plus grand que le rayon externeRayon du cercle externe ; peut être plus petit que le rayon interneRayon des rouleauxRayon de la peauRayon de la sphère ou du cylindreRayon du cercle en haut du côneRayon de la section du toreRayon du cylindre virtuelRayon à peindre d’une couleur unieRayon d’applicationRayon pour calculer la mise à jour de la position de chaque particule (des valeurs plus élevées sont plus lentes mais le mouvement des particules est moins chaotique)Rayon pour calculer le potentiel de chaque cellule (des valeurs plus élevées sont plus lentes mais créent des grilles de potentiel plus lisses)Rayon auquel sélectionner les voisins pour l’uniformisationRayon à utiliser quand la pression maximale est appliquée (ou quand une tablette n’est pas utilisée)Rayon utilisé pour calculer la normale de zone lors du premier clic, en pourcentage du rayon de brosseRayon :Élever l’échelle de la cible à la puissance spécifiéeRatisserDégradéAléatoireAngle aléatoireTrait référent aléatoireRaideur aléatoire en flexionCentre aléatoireTaille aléatoire des enfantsCouleur aléatoireCourbe aléatoireAmortissement aléatoireFacteur aléatoire finFriction aléatoireLongueur aléatoireMasque aléatoireBruit du décalage aléatoireDécalage aléatoireOrdre aléatoireOrientation aléatoireAléatoire par îlotPhase aléatoirePosition aléatoireRayon aléatoireRotation aléatoireRugosité aléatoireGraine pour aléatoireGraine aléatoire pour l’opérationRéglages d’aléatoireTaille aléatoireFacteur aléatoire débutValeur aléatoireCheminement aléatoireCheminement aléatoire (peau)Réglages de brosse aléatoireFacteur d’aléatoire pour la rotation UV générée automatiquementFacteur aléatoire de modification de la teinte originaleFacteur aléatoire de modification de la saturation originaleFacteur aléatoire de modification de la valeur originaleAtténuation aléatoireID aléatoire pour cette instance, typiquement pour du shading aléatoireDécalage aléatoire de la texture bruit pour chaque courbeDécalage aléatoire de l’angle de rotation par courbeAléatoire par ensemble de facesAléatoire par partie isoléeAléatoire par sommetRotations aléatoires donnant des directions uniformément distribuées. La rotation autour de l’axe Z est entièrement aléatoire.Motif d’échantillonnage aléatoire à utiliser par l’intégrateurGraine aléatoireGraine aléatoire pour l’opérationGraine aléatoire à utiliser pour le solveur. Le remailleur utilisera des graines différentes pour trouver des dispositions de quads différentes sur le maillageRaideur aléatoire des fibresVariation aléatoire de l’amortissementVariation aléatoire de la frictionVariation aléatoire de l’amplitudeVariation aléatoire de l’orientationVariation aléatoire de la taille des particules enfantsVecteur aléatoire pour chaque courbeRandomiserRandomiser l’amplitudeRandomiser les axesRandomiser la couleurRandomiser le retournementRandomiser la positionRandomiser le décalageRandomiser la phaseRandomiser la rotationRandomiser l’échelleRandomiser l’échelle, axesGraine pour aléatoireRandomiser la tailleRandomiser les transformationsRandomiser les valeurs des transformations différentielles, au lieu des transformations normalesRandomiser toutes les n framesRandomiser la sélection existante ou créer une nouvelle sélection aléatoireRandomiser les transformations des instances dans leur espace local individuelRandomiser la position, la rotation et l’échelle des objetsRandomiser sur les images clés uniquementRandomiser l’ordre des éléments sélectionnésRandomiser l’orientation des particulesRandomiser la position le long du cheminRandomiser la rotation autour du cheminRandomiser la rotation autour de l’axe d’orientation choisiRandomiser le décalage du traitRandomiser la position, la rotation et l’échelle de l’îlot UVRandomiser les faces ou arêtes, durant la constructionRandomiser les valeurs de positionRandomiser l’ordre des éléments de géométrie (par exemple les sommets ou arêtes) après certaines opérations ne garantissant pas l’ordre. Évite de se reposer par accident sur quelque chose qui pourrait changer à l’avenirRandomiser la valeur de rotationRandomiser les valeurs de rotationRandomiser les valeurs d’échelleRandomiser les transformations des instancesRandomiser les transformations entre toutes les copiesRandomiser les transformations entre toutes les instances disperséesRandomiser les positions de sommetsRandomiser les sommetsRandomiser la sélection existante ou créer une nouvelle sélection aléatoireSélectionner aléatoirement des points de contrôle UVWSélectionner aléatoirement des éléments de métaballesSélectionner des points de contrôle aléatoirementSélectionner des sommets aléatoirementRandomisationFacteur aléatoire pour l’échantillonnage des particulesFacteur aléatoire pour la pression des nouveaux traitsFacteur aléatoire pour la force des nouveaux traitsAspect aléatoire de l’étirement du trait référentAspect aléatoire du centreAspect aléatoire du rayonIntervalleMax d’intervalleMin d’intervalleSélectionner une plageL’intervalle en surbrillance n’est pas disponible pour les drapeaux !DébitContrôle du débit : taille du tampon (kb)Contrôle du débit : débit maximum (kbits/s)Contrôle du débit : débit minimum (kbits/s)FacteurProportion entre le rayon de la brosse et le rayon qui va être utilisé pour échantillonner le centre de la zoneProportion entre le rayon de la brosse et le rayon à utiliser pour échantillonner la couleur à estamper en peinture mouilléeProportion entre le rayon de la brosse et le rayon qui va être utilisé pour échantillonner la normaleRapport entre les vitesses de vol max et minRapport entre les vitesses de rotation max et minRapport entre la hauteur de la brique et l’échelle de la textureRapport entre la largeur de la brique et l’échelle de la textureProportion de contacts à l’avant de la surface, en dessous de laquelle un échantillon de grille sera ignoré pour l’éclairageProportion de contacts à l’avant de la surface, en dessous de laquelle un échantillon de grille réutilisera l’éclairage des échantillons de grilles voisinsProportion d’échantillons dans un cycle pour lesquels la broche est activéeProportion entre la normale sphérisée et la normale originaleProportion de triangles à laquelle parvenir (mode Collapser uniquement)BrutBrut (obsolète)Cache brutTaille de cache brutImages brutesDonnées brutes (octets, contenu exact du fichier embarqué)Format de fichier brut (.raw)Valeur de pression brute à interpréter comme 100% par BlenderNombre de rayonsProfondeur de rayonDirection du rayonLongueur des rayonsÉpaisseur de ligne du rayonBSDF portail de rayonRayon du rayon projetéVisibilité des rayonsDirection du rayon à utiliser pour la projection (si l’objet brosse est situé dans cette direction, il projette de la peinture)Lancer de rayonRayleighFonction de phase de Rayleigh, utilisée principalement pour des particules plus petites que la longueur d’onde de la lumière, comme la diffusion de la lumière du soleil dans l’atmosphère terrestreRayonsRugosité max du lancer de rayonTransmission par lancer de renduLancer les rayons dans le tampon de profondeur. Se rabat sur les sondes d’éclairage pour les rayons invalides.Transmission par lancer de renduLancer de rayonsPréréglages de lancer de rayonRéutiliser les données localesRéattacher les courbes sur une surface déformée en utilisant les informations d’attachement existantes. Ne fonctionne que si la topologie du maillage de surface n’a pas changéRééchantillonner le trait avec des segments de la longueur spécifiéeÉchantillonnage à importance rééchantillonnéeRéagir àRéagir plusieurs foisVitesse de réactionRéacteurObjet cible réacteurSystème de particules cible de réacteurLectureDonnées à lireLecture seuleLire les variables de primitives USD (Primvars) comme attributs de maillageLire ce qu’il y a de nouveau dans cette version de BlenderLire tous les calques de rendu de toutes les scènes utiliséesLire tous les calques de vue de la scène actuelle depuis le cache, si nécessaireLire le cache depuis un emplacement externeLecture de la bibliothèque : « %s », « %s », parent « %s »Lire les coordonnées UV du maillageLire les attributs de couleur du maillageSurface de cette face (en lecture seule)Lecture de la bibliothèque empaquetée : « %s », parent « %s »Lire les attributs de volume depuis les grilles de volumeVecteur en lecture seuleEntier en lecture seuleRéférence externe en lecture seule à un bloc de données lié et à son fichier bibliothèqueDrapeau en lecture seule indiquant qu’il y a au moins une collection d’os marquée « solo »Indications en lecture seule des opérations prises en chargeIndications en lecture seule de quelles opérations de brosse sont prises en charge par l’outil de sculpture actuelDépôt en lecture seule fourni par le systèmeLecture du résultat de rendu : les dimensions ne correspondent pas, %d×%d attenduesLecture du résultat de rendu : canal attendu « %s.%s » introuvableLecture du résultat de rendu : canaux attendus « %s.%s » ou « %s » introuvablesLire les informations d’attache des poils par rapport à la surface d’un maillageLire des informations sur chaque courbeLire des informations sur la racine de chaque courbeLire des informations sur la pointe de chaque courbeLire des informations sur le segment de courbe précédent de chaque pointPartie réelle de l’indice de réfraction du conducteur, souvent appelée nTout rendre réelRendre les instances réellesRendre réels tous les niveaux d’instances imbriquées pour les instances de plus haut niveau. Outrepasse la valeur de l’entrée ProfondeurRendre réelles sur domaine pointLes données de courbes rendues réelles ont trop d’éléments.Les données rendues réelles de la géométrie d’entrée sont ignoréesLa géométrie rendue réelle n’est pas utilisée quand Choisir l’instance est activéLe Grease Pencil rendu réel a trop de calques.Le maillage rendu réel a trop d’éléments.Le nuage de points rendu réel a trop de points.Temps réelRafraîchissement en temps réelRéappliquer et mettre à jour le préréglage, en supprimant les changementsRéordonner les éléments de géométrie, en changeant leurs indicesRéordonner les canaux d’animation sélectionnésRéarranger certaines faces pour essayer d’avoir une géométrie moins dégénéréeRéassigner les entrées pour la bande d’effetReconstruire les subdivisionsReconstruire un plus bas niveau de subdivisions du maillage de base actuelReconstruire tous les proxies et les indices de timecode sélectionnésReconstruire tous les proxies et les indices de timecode sélectionnés, en tâche de fondReconstruire les redéfinitions locales sélectionnées depuis leurs références liées, ainsi que leurs hiérarchies de dépendancesReconstruire les redéfinitions locales sélectionnées depuis leurs références liées, ainsi que leurs hiérarchies de dépendances, en forçant ces hiérarchies à correspondre aux données liées (c’est-à-dire en ignorant les redéfinitions existantes sur les propriétés pointeurs des blocs de données)Reconstruire tous les niveaux possibles de subdivisions pour générer un maillage de base de plus basse résolutionEnregistrement en coursRec.1886Rec.2020Rec.2100-HLGAffichage Rec.2100-HLG 1000 nits maximum, avec blanc de référence à 100 nitsRec.2100-PQAffichage Rec.2100-PQ 10000 nits maximum, avec blanc de référence à 100 nitsRecalculer tous les chemins de mouvement visible pour les objets et les posesRecalculer et réinitialiser les transformations de décalageRecalculer les données d’animation des points sélectionnés pour les frames sélectionnées dans la feuille d’expositionRecalculer la longueur des poignéesRecalculer les chemins de mouvement des objets sélectionnésRecalculer les chemins pour les os qui en ont déjàRecalculer la direction des poignées sélectionnéesRecalculer le BVH de sculpture pour améliorer les performancesReprojectionRecevoir des caustiques d’ombreRecevoir des caustiques approximatives des matériaux réfractifs dans les ombres de cet objet. Les options de caustiques d’ombres des objets éclairages, émetteurs et receveurs doivent être activéesCollection receveuseRécentsFichiers récentsDossiers récentsOpérations d’éléments récentsRecherches récentesRecentrerDurée de recentrageRecommandé pour un encodage rapideRecommandé si vous avez beaucoup de temps et voulez la meilleure efficacité de compressionRecalculer le nombre d’utilisateurs d’ID à l’enregistrementRecalculer tous les nombres d’utilisateurs d’ID lors de l’enregistrement dans un fichier .blend. Permet de contourner le problème de gestion des nombres invalides dans du code qui conduirait à des pertes de données à cause de blocs de données inutilisés détectés par erreurRecalculer la liaison dynamiquement par-dessus les autres déformateurs (plus lent et gourmand en mémoire)ReconstituéeCaméras reconstituéesReconstitutionTiming enregistréTiming enregistré, sans trousRécupérerRecréer le fichierRectangleRécursifRécursionUne récursion a été détectée dans le séquenceur vidéo. La bande %s à la frame %d ne sera pas rendueRécursion détectée, impossible d’utiliser cette bandeRécursionsSuppression récursiveUne fermeture récursive n’est pas permiseLes fermetures récursives ne sont pas prises en chargeExaminer récursivement les blocs de données indirectement inutilisés, en s’assurant qu’aucun bloc de données orphelin ne reste après l’exécutionDupliquer récursivement la collection, tous ses enfants et objets, en gardant les données d’objets liéesDupliquer récursivement la collection, tous ses enfants, objets et données d’objetsRougeCanal rougeRouge Vert BleuCanal rougeComposante rouge du champ de couleurRouge-CyanRouge:Redéfinir les graphes d’égalisationRedistribuer les points des courbesRedistribuer les changements copiés en volume de façon égale sur les trois axes du propriétaireRedistribuer uniformément les points de contrôle existants le long de chaque courbeRefaireRefaire la dernière actionRétablir la dernière modification annulée dans les catalogues d’assetsRéduire le facteur de mélange de 0.01Réduire le facteur de mélange de 0.1Réduire le mouvementRéduire l’étirement UV en détendant les anglesRéduire l’épaisseur de la brosse de ce facteur quand le trait est perpendiculaire à la direction « Angle »Réduire le détail d’une image en rendant certains pixels plus visibles, pour un effet mosaïque ou blocRéduire la taille du fichier exporté en supprimant les images clés en doubleRéduire la vitesse supplémentaire qui peut s’accumuler quand des objets entrent en collision (diminue légèrement la stabilité de la simulation, donc à utiliser uniquement si nécessaire)Réduire le nombre de couleur d’une image, en convertissant les dégradés continus en transitions nettesRéduire la répartition aléatoire entre les pixels afin d’améliorer les performances de rendu GPU, au prix de possibles artéfacts dans le rendu si la valeur choisie est trop basseRéduire le cisaillement dans les îlotsRéduire la densité de la géométrieRéduire le bruit à la surface d’un objet, avec des changements minimaux à sa formeRéduire le force de la brosse là où des applications symétriques se chevauchentRéduit le nombre de faces final en simplifiant la géométrie quand le niveau de détail n’est pas nécessaireRéduit le nombre final de faces en simplifiant la géométrie là où les détails ne sont pas nécessaires, générant des triangles. Une valeur supérieure à 0 désactive « Réparer les pôles ».Facteur de réduction pour chaque niveau des boucles secondaires de boucheRéférenceDimension de référenceDistance de référenceRéférencer existantCompression gamut de référenceID de référenceClé de référencePoint de référencePosition de référenceEnsemble de référenceTaille des sphères de référenceSphères de référenceValeur de référenceObjet courbe de référence pour le réseauDistance de référence, à laquelle le volume est à 100%Référence à une collection d’os depuis un champ RigifyParameters.Position de référence sur laquelle alignerNombre de frames de référence avant de figer les frames (à utiliser par exemple pour figer sur le motif « 1-3 » ou « 5-7 »)Objet de référence pour définir la transformation accumuléePoint de référence où ancrer la stabilisation (les autres frames seront ajustées par rapport à la position de celle-ci)Position de référence avant déformationAffinerAffiner la longueur focaleMéthode de raffinementAffiner le point principalAffiner les coefficients radiauxAffiner les coefficients tangentielsAffiner la longueur focale pendant la résolution de la caméraAffiner le point principal pendant la résolution de la caméraAffiner les coefficients radiaux du modèle de distorsion pendant la résolution de la caméraAffiner les positions des marqueurs sélectionnés en lançant le traqueur depuis la frame de référence de la piste jusqu’à la frame actuelleAffiner les coefficients tangentiels du modèle de distorsion pendant la résolution de la caméraAffiner :RéajusterRéfléchir A autour de la normale B. B n’a pas besoin d’être normalisé.RéflexionOptions du lancer de réflexionShaders de réflexion et transmission optimisés pour le rendu des poilsRéflexion pour des matériaux tels que du tissu. Typiquement mélangé avec d’autres shaders (comme un shader diffus) et pas particulièrement utile en soiRéflexion avec une distribution de microfacettes, utilisé pour des matériaux comme du métal ou des miroirsRéflexionCaustiques réflectivesBSDF réfractionProfondeur de réfractionRéfractionCaustiques réfractivesRafraîchirRafraîchir les contrôleursRafraîchir les données dans le modificateur ExploserRafraîchir les add-ons extensions et hérités, et recharger les modules et métadonnées (similaire à un redémarrage)Actualiser la liste d’actionsRafraîchir la liste d’objets instanciés et leurs poidsActualiser la liste des fichiersRafraîchir la liste d’extensions pour tous les dépôts distantsRafraîchir la liste d’extensions pour le dépôt actifRafraîchir l’éditeur du séquenceurDonnées de régionHauteur de régionRégion X maximumRégion Y maximumRégion X minimumRégion Y minimumSuperposition des régionsPosition de région XPosition de région Y(Dés)activation de régionMenu circulaire de (dés)activation de régionType de régionLargeur de régionCoordonnées de région de l’échantillonnageLa région n’a pas pu être dessinée !La région flotte à l’écran, ne pas utiliser d’alignement fixeHauteur de régionRégion dans une zone d’écran subdiviséeLa région est divisée horizontalement et verticalementLa région est introuvable dans le type d’espaceDonnées spécifiques à la région (leur type dépend du type de région)Largeur de la régionRégionsBoutons de visibilité des régionsRégions d’accès rapide aux assetsRégions en lesquelles cette zone est subdiviséeExécuter au démarrageEnregistrer comme parentEnregistrer pour tous les utilisateursEnregistrer le contrôle comme un parent sélectionnableEnregistréeEnregistrée en optionConfigurations clavier enregistréesEnregistrement de la classe d’étagère d’assets : « %s » a déjà été enregistrée, déchargement de la précédenteEnregistrement de la classe d’étagère d’assets : « %s » est trop long, la longueur maximale est %dEnregistrement du gestionnaire de fichier : « %s » est trop long, la longueur maximum est %dEnregistrement de la classe de propriété id : « %s » est trop long, la longueur maximale est %dEnregistrement de la classe de nœud : « %s » est trop long, la longueur maximale est %dEnregistrement de la classe de nœud : « %s », avec le bl_idname « %s » n’a pas pu être déchargéEnregistrement de la classe de nœud : « %s », avec le bl_idname « %s » a déjà été enregistrée, déchargement de la précédenteEnregistrement de la classe de nœud : « %s », avec le bl_idname « %s » est un nœud prédéfiniEnregistrement de la classe de prise de nœud : « %s » est trop long, la longueur maximale est %dEnregistrement de la classe d’arborescence nodale : « %s » est trop long, la longueur maximale est %dEnregistrement de la classe d’arborescence nodale : « %s », avec le bl_idname « %s » n’a pas pu être déchargéEnregistrement de la classe d’arborescence nodale : « %s », avec le bl_idname « %s » a déjà été enregistrée, déchargement de la précédenteEnregistrement de la classe de panneau :Impossible d’enregistrer depuis les installations du Microsoft StoreRefaire pousserRefaire pousser les poils à chaque frameStandardExpression régulière pour rechercheRemplacer par expression régulièreCouleurs des widgets ordinairesTouche ordinaire pressée en tant que modificateurRéitérationPosition des lignes de relationRelationsRelationLignes de relationsRelatifIdentifiant relatif d’assetDétails relatifsArêtes relativesFaces relativesFrame relativeClé relativeMiroir relatifObjet relatifDécalage relatifDéplacement de décalage relatifParentage relatifChemin relatifChemins relatifsEspace relatifRelatif au départRelatif àRelative en pixelsQuantité relative de parents virtuelsForce relative du crochetPoids relatif du mélange des éléments voisinsNombre de faces relatif, par rapport au maillage actuelDécalage relatif des particules à utiliser pour l’instanciation, pour éviter que plusieurs instances ne se chevauchentMéthode pour appliquer les positions de la clé de forme relativement à la nouvelle cléTaille relative de la zone à assombrirTemps relatif de la clé sur la longueur des poilsTranslation relative de la zone à assombrirLargeur relative de chaque segment angulaire. Peut être utilisée pour redimensionner les textures pour les faire tenir dans chaque segmentRelâcher les ensembles de facesMéthode de relaxationRelâcher la poseRelâcher la topologieRelaxer les UVRelâcher le maillageRelâcherValider en relâchantNotes de versionDurée d’extinctionRe-lier les contraintesRechargerRecharger les imagesRecharger le fichier de démarrage pour restaurer les réglagesRecharger le bloc de données de texte depuis son fichierRecharger le fichier texte actif ?Recharger toutes les données de cette bibliothèqueRecharger un clipRecharger l’image actuelle depuis le disqueRecharger le fichier en autorisant l’exécution des scripts PythonRecharger depuis le disqueRecharger depuis le disque (ignorer les changements locaux)Recharger les préférences depuis le dernier état enregistréRecharger les scriptsRecharger les bandes dans le séquenceurRecharger la bibliothèque donnéeRecharger le fichier enregistréRechargé {:d} image(s)Recharger l’historique et les signetsRelocaliserRelocaliser une ID liée, c’est-à-dire sélectionner une autre ID à lier, et refaire correspondre ses utilisations locales à ce nouveau bloc de données. Actuellement conçu uniquement comme un opérateur interne, pas exposé directement à l’utilisateurRelocaliser la bibliothèque donnée vers une nouvelle (ou plusieurs)Relocaliser la bibliothèque sous le curseurResteLes sommets restants qui séparent des paires d’arêtes sont conservés si l’angle entre arêtes dépasse ce seuil.RéaffecterRéaffecter ID de donnéesActualiser les chemins relatifsRéaffecter utilisateursConvertir une valeur depuis un intervalle vers un autreActualiser les chemins relatifs lors d’un enregistrement dans un autre répertoireEnregistrer les réglages d’exportSe souvenir de la dernière scène utilisée pour l’espace de travail actuel, et basculer vers cette scène quand cet espace de travail est activé à nouveauSe souvenir de la dernière scène utilisée pour cet espace de travail et basculer vers cette scène quand cet espace de travail est activé à nouveauRemaillageMode de remaillageModificateur RemaillageRemaillage avec QuadriFlow…URL distante du dépôt d’extensions, le système de fichier peut être utiliser en utilisant le schéma URI file : « file:// »SupprimerSupprimer l’AOV activeSupprimer le groupe d’éclairage actifSupprimer l’add-on : {!r} ?Supprimer l’objet armatureSupprimer l’objet armature si possible. Si l’armature a plusieurs os racines, l’objet ne sera pas suppriméSupprimer le calque CryptoSupprimer personnaliséesSupprimer le F-modificateur Cycles, s’il n’est plus nécessaireSupprimer les pièces déconnectéesEnlever les doublonsSupprimer le dépôt d’extensionsEnlever les F-modificateurs de la F-courbe pour ajouter des images clésSupprimer les fichiersRefermer les espacesSupprimer un nouveau groupe de calques de Grease Pencil de l’objet actifSupprimer les entréesSupprimer un calque de masquageSupprimer les points isolésSupprimer l’attribut nomméSupprimer les sortiesSupprimer hors intervalleSupprimer l’empaquetageSupprimer le point de courbe de peintureSupprimer le dépôtSupprimer le dépôt et les fichiersSupprimer une contrainte de corps rigide de l’objetSupprimer les réglages de corps rigide de l’objetRetirer le monde de simulation de corps rigides de la scène actuelleEnlever les os sélectionnésRetirer de la sélection actuelle les os de l’ensemble de sélectionSupprimer les particules ciblesEnlever le cisaillement de la cibleSeuil de suppressionSupprimer la carte UVEnlever les poidsSupprimer un ensemble de sélection de l’armatureSupprimer une image d’arrière-plan de la caméraSupprimer une configuration clavier personnalisée de la liste de préréglagesSupprimer un thème personnalisé de la liste de préréglagesRetirer un effet de l’objet Grease Pencil actifEnlever un crochet de l’objet actifSupprimer un modificateur de l’objet actifEnlever un modificateur de la bandeSupprimer un chemin vers un fichier .blend, afin que l’explorateur d’assets ne tente plus de l’afficher à nouveauSupprimer un morceau du trait au début et à la fin du trait référentSupprimer une portion du maillage d’un côté d’une ligneSupprimer une règle de filtrage de ligneEnlever une utilisation de ce bloc de données, en effaçant l’assignationSupprimer le calque d’annotation actifRetirer le chemin actif de l’ensemble de clés actifSupprimer la couleur active de la paletteSupprimer l’élément actifEnlever toutes les contraintes IK des os sélectionnésSupprimer tous les ensembles de sélections de cette armatureSupprimer tous les attributs correspondants au motif, qui peut contenir un seul joker (*)Supprimer toutes les faces arrières pour accélérer les calculs. Des arêtes seront créées à des niveaux d’occlusion différents si activéSupprimer toutes les collections d’os qui n’ont ni os ni enfants. Effectué récursivement, pour que les collections d’os qui n’ont que des enfants inutilisés soient aussi suppriméesSupprimer toutes les contraintes des objets et os avec clés. Pour obtenir un précalcul correct, activer Insertion visuelleSupprimer tous les fichiers dans :Supprimer toutes les animations par image clé pour les objets sélectionnésSupprimer toutes les animations par image clé pour les bandes sélectionnéesSupprimer tous les liens vers les nœuds sélectionnés, et essayer de reconnecter les nœuds voisins entre euxSupprimer tous les matériauxSupprimer tous les systèmes de particules au sein de l’objet actifSupprimer toutes les images clés sélectionnéesSupprimer toutes les clés de formeSupprimer tous les traits créés depuis l’outil remplissage pour servir de guidesSupprimer tous les groupes de sommets non-verrouillésSupprimer tous les groupes d’éclairage inutilisésSupprimer tous les groupes de sommetsSupprimer un catalogue d’assets de la bibliothèque d’assets (les assets qui s’y trouvent ne seront pas affectés et seront visible en tant que non-assignés)Supprimer un mot clé défini comme étiquette sur l’asset actifSupprimer un dépôt d’extensionsSupprimer un élément de la bascule par indiceSupprimer un calque de remplacement de l’archiveSupprimer une opération de redéfinitionSupprimer l’animation pour les objets sélectionnés ?Enlever l’animation des bandes sélectionnées ?Supprimer toutes les images clés qui ne sont pas des copies de la précédenteSupprimer l’attribut de la géométrieSupprimer les frames d’intervalles principaux générées en interpolant entre deux frames de Grease PencilSupprimer les canaux de la sélection de l’asset de poseSupprimer l’attribut de couleur de la géométrieRetirer des couleurs d’un fond bleu ou vert, en réduisant un canal RVB par rapport aux autresRetirer la contrainte de la pile des contraintesRetirer de l’ensemble de clés actuel la propriété active dans l’interfaceSupprimer les courbes dont les points racines sont trop prochesEnlever les doublons de l’historiqueSupprimer l’élément en cas d’annulationSupprimer les add-ons existants ayant le même IDSupprimer les patrons existants ayant le même IDSupprimer le fichier de thème existant, si présentSupprimer un exporteur de la liste d’exporteursSupprimer l’exporteur ?Supprimer les fichiers d’extensions lors de la suppression du dépôtSupprimer un jeu de fonctionnalités externe (rigs, métarigs, modèles d’interface)Enlever l’entrelacement des vidéosRetirer de tous les groupesRetirer de la sélectionRetirer du mode actuelRetirer de la sélectionDécaler vers la gauche toutes les bandes immédiatement à droite de la frame actuelle, indépendamment de l’état de sélection ou de verrouillage des bandesSupprimer la géométrie derrière le planSupprimer la géométrie en avant du planSupprimer une configuration clavierSupprimer le raccourciSupprimer les images clés à la frame actuelle pour les objets et os sélectionnésSupprimer les images clés à la frame actuelle pour les bandes sélectionnéesSupprimer un calque d’un nœud CryptomatteRetirer la distorsion optique d’une vidéo, en utilisant les paramètres d’optique de caméra du suivi vidéoSupprimer les arêtes isoléesSupprimer les faces isoléesSupprimer les points isolésSupprimer les sommets isolésSupprimer le calque de masqueSupprimer la clé de forme à la frame actuelle pour le calque de masque actifSupprimer les nœuds et les reconnecter comme s’ils étaient désactivésSupprimer les nœuds connectés à l’entréeSupprimer l’objet de suiviEnlever l’objet de toutes les scènesRetirer un objet ou matériau du cache, en sélectionnant une couleur depuis la sortie ChoisirSupprimer en cas d’annulationSupprimer les faces originalesSupprimer la géométrie originaleSupprimer les propriétés d’opérateur obsolètess dans les préréglages pouvant créer des problèmesSupprimer les systèmes de particules des objets ciblesSupprimer un chemin à exclure de l’exécution autoRetirer les F-courbes sélectionnées de leurs groupes actuelsRetirer les objets sélectionnés d’un ensemble de sélectionRetirer les os sélectionnés de la collection d’os activeSupprimer les os sélectionnés de l’armatureSupprimer les points de contrôle ou courbes sélectionnéesSupprimer les éléments sélectionnés d’une géométrieEnlever les éléments sélectionnés (lignes bleu-gris) de l’ensemble de clés actifSupprimer les éléments sélectionnés de l’interfaceSupprimer les nœuds sélectionnésEnlever les objets sélectionnés de la simulation de corps rigidesRetirer les objets sélectionnés d’une collectionRetirer les objets sélectionnés de toutes les collectionsSupprimer les particules sélectionnées assez proches des autresSupprimer les points sélectionnésRetirer la piste sélectionnée de la stabilisation de rotationRetirer la piste sélectionnée de la stabilisation en translationSupprimer une clé de forme de l’objetEnlever le cisaillement de la transformation cible avant de combinerAnnuler la sporadicité d’une grille volumique en changeant les tuiles actives en voxelsSupprimer le calque de Grease Pencil actifSupprimer la collection d’os activeSupprimer l’ensemble de clés actifRetirer l’ensemble de lignes actif de la liste des ensembles de lignesRetirer l’objet actif de cette collectionSupprimer le segment actif du modificateur pointillésSupprimer le segment actif du modificateur décalage temporelEffacer la couleur sous ce trait en l’utilisant comme masqueSupprimer l’emplacement de rendu actuelSupprimer la couche de données de normales personnalisées, si elle existeSupprimer les contrôleurs pour les propriétés connectées représentées par le bouton en surbrillanceSupprimer automatiquement l’élément quand il est dé-liéRetirer le modificateur de la liste des modificateursRetirer l’objet d’une collection d’objets contenant l’objet actifSupprimer l’attribut ayant le nom donnéEffacer la relation de parenté entre les os sélectionnés et leurs parentsSupprimer l’aperçu de ce bloc de donnéesSupprimer le verrou du dépôt dans le système de fichiersRetirer les os sélectionnés de tous les ensembles de sélectionRetirer l’entrée sélectionnée de la listeSupprimer l’objet instance sélectionnéSupprimer l’emplacement de matériau sélectionnéSupprimer le système de particules sélectionnéSupprimer la cible de particules sélectionnésSupprimer la vue de rendu sélectionnéeSupprimer l’emplacement de surface sélectionnéEnlever les sommets sélectionnés du groupe de sommets actif (ou de tous les groupes)Supprimer le calque de vue sélectionnéRetirer le module de style de la pileRetirer la cible de la contrainteSupprimer la boîte de texteSupprimer ce conteneur de données d’animationSupprimer les associations de fichers .blend de cette installationEnlever cet objet ou collection de la collection de liaison de lumièreSupprimer cette ligne de la liste de références aux collections d’osSupprimer les emplacements de matériaux inutilisésSupprimer les réglages inutilisés des éditeurs invisiblesEnlever les assignations à des groupes de sommets qui ne sont pas nécessairesEnlever les sommets des groupes dans lesquels ils ont un poids nul après l’inversionEnlever les sommets dont le poids est inférieur ou égal à cette limiteRetirer du groupe les sommets dont le poids est inférieur à la limiteSuppression, fichiers locaux gardés.Suppression, fichiers locaux introuvables.%d particule(s) en double enlevées%d matériaux supprimés%d emplacements supprimés%d sommet supprimé%d sommets supprimésNombre d’éditeurs supprimés : %dContrainte supprimée : %sEffet supprimé : %sModificateur supprimé : %s{:d} actions vides ou à utilisateur factice supprimées{:d} sur {:d} collections d’os suppriméesSupprimés : %d sommets, %d arêtes, %d facesEnlever une tuile de l’imageEnlever l’animation de fondu des bandes sélectionnéesSupprimer les clés en dehors de l’intervalle choisi, et ne laisser que les nouvelles clés précalculéesSupprimer le paquet de la géométrie peut être bénéfique pour éviter les copies de données inutilesRenommerRenommer l’élément actifRenommer le marqueurRenommer le marqueur temporel sélectionnerRenommer les cartes UVRenommer la carte UV en « st » pour se conformer aux conventions USDRenommer le canal d’animation sous la sourisRenommer un fichier ou un dossierRenommer le premier marqueur temporel sélectionnéRenommer plusieurs éléments à la foisRenommer l’élément actifRenommer l’élément actif dans la vue du jeu de donnéesRenommer l’élément actif, plutôt que celui qui est sous la sourisRenommer {:d} {:s}Attribut renommé depuis « %s » vers « %s », dans l’objet « %s », sur le calque « %s » à la frame %d !{:d} sur {:d} {:s} renommésRenduRendre l’occlusion ambiante dans ce calqueQuantité au renduAnticrénelage du renduRendre commeRebonds au renduCache de renduChemin de cache de renduDonnées de renduType d’affichage du renduMoteur de renduRendre le Grease Pencil sur ce calqueEffectuer le rendu dansRendre l’instanciateurRendre uniquement les images clésCalque de renduAOVOcclusion ambianteCombinéCryptoAssetCryptoMatériauCryptoObjetDonnéesCouleur diffuseLumière diffuseÉmissionEnvironnementGénéralLumièreBrumeNormalePositionPasse de renduAOV de shaderOmbreCouleur spéculaireLumière spéculaireTransparenceLumière volumétriqueCalques de renduNiveaux au renduRendu des objets liquidesMéthode de renduOpacité de renduSortie de renduDossier de sortie des rendusPasse de renduPasse de rendu à afficher dans la vuePasses de renduRendu de prévisualisationPropriétés de renduRégion de renduRésolution au renduRésolution U au renduRésolution V au renduRésultat de renduLes résultats de rendu et nœuds visualiseurs ne peuvent pas être empaquetésÉchantillons au renduRendre ce seul calqueTaille au renduRendre le ciel dans ce calqueEmplacement de renduEmplacements de renduRendu des objets fuméeRendre les faces solides dans ce calqueÉtapes au renduRendre les fibres dans ce calqueLimite de texture de renduTemps de renduRendu URendre non-distorduVue de renduVues de renduRendre un champ de simulation tout en faisant correspondre ses voxels aux couleurs d’un dégradé ou à un code couleur prédéfiniRendre un sous-ensemble du nombre maximum spécifié d’échantillons. Utilisé typiquement pour un rendu distribué sur plusieurs appareilsRendre une région définie par l’utilisateur, à l’intérieur des limites du cadreRendre la scène activeRendre la scène de séquenceur activeRendre chaque œil en alternance (« page flip », le prise en charge du tampon quadruple par la carte graphique est nécessaire)Rendre et afficher les faces lissées, en utilisant les normales de sommet interpoléesRendre et afficher les faces plates, en utilisant les normales de faceRendre à 12.5% de résolutionRendre à 25% de résolutionRendre à 50% de résolutionRendre en résolution complèteRendre une passe Cryptomatte d’assets, pour isoler des groupes d’objets ayant le même parentRendre une passe Cryptomatte de matériaux, pour isoler des matériaux au compositingRendre une passe Cryptomatte d’objets, pour isoler des objets au compositingRendre la scène actuelle, quand les calques du nœud d’entrée ont été modifiésRendre les courbes avec une géométrie 3D circulaire, pour des résultats justes en gros plansRendre les courbes avec une géométrie 3D circulaire, avec une interpolation linéaire entre points de contrôle, pour un rendu rapideRendre les courbes comme des rubans avec les normales arrondies, pour un rendu rapideErreur de rendu (%s), impossible d’enregistrer : « %s »Rendre chaque pixel en faisant tourner la caméra autour du point milieu de la distance inter-oculaireRendre des fichiers à partir de l’intervalle d’animation de cette scèneRendre les frames à l’avance en arrière-plan, pour une lecture plus rapideLa hauteur du rendu doit être de 480 pixels pour le DV NTSC !La hauteur du rendu doit être de 576 pixels pour le DV PAL !Rendre les images haute résolution en tuiles, pour réduire l’utilisation mémoire. Les tuiles sont mises en cache disque au rendu pour conserver la mémoireRendre les éclairages et sondes d’éclairage de la scèneRendre les images et vidéos manquantes avec une couleur magenta unieRendre le flou cinétique dans ce calque, si activé dans la scèneRendre plusieurs calques transparents (peut produire des problèmes de tri de transparence)Rendre plusieurs calques transparents (peut produire des problèmes de tri de transparence) (obsolète : utiliser « use_transparency_overlap »)Rendre les objets comme un masque ou cache, qui créent un trou dans l’image avec un alpha nul, à remplir au compositing avec des prises de vue réelles ou un autre renduNe rendre que les frames où les objets sélectionnés ont une clé dans leurs données d’animation. Utilisé uniquement lors du rendu d’animationRendre les particules parentesIndice de passe de renduPasse de rendu à afficher dans la vue 3DLes passes de rendu dans le compositeur de vue 3D ne sont prises en charge que pour EEVEERendre les polygones transparents, en fonction du canal alpha de la textureRendre la prévisualisation en utilisant un proxy non-distorduRéglages de renduTaille de rendu trop grande pour le GPU, utiliser plutôt le compositeur CPUNom de l’emplacement de renduEmplacements de rendu de l’imageRendre les reflets spéculairesRendre des traits stylisés dans ce calqueRendre la surface sans transparenceRendre le texte pour un placement horizontal optimalRendre la collectionRendre la scène du séquenceur au lieu de la scène activeRendre le texte d’infos de l’étiquette dans l’image rendueRendre la vue 3D à partir de l’intervalle d’animation de cette scèneRendre la vue 3D sur l’intervalle d’animation de cette scène, mais seulement les images clés des objets sélectionnésRendre cet effet à 12.5% de la résolution de renduRendre cet effet à 25% de la résolution de renduRendre cet effet à 50% de la résolution de renduRendre cet effet à 6.25% de la résolution de renduRendre les surfaces transmissives comme transparentes, pour compositer du verre par-dessus un autre arrière-planRendre en utilisant l’affichage OpenGL du séquenceurLa vue de rendu « %s » n’a pas pu être supprimée de la scène « %s »Nom de la vue de renduPoint de vue de rendu pour les rendus 3D stéréo et multivuesRendre les vues des yeux gauche et droit comme deux couleurs filtrées différemment dans une seule image (des lunettes anaglyphes sont nécessaires)Rendre les vues des yeux gauche et droit entrelacées dans une seule image (un moniteur 3D est nécessaire)Rendre les vues des yeux gauche et droit l’une au-dessus de l’autreRendre les vues des yeux gauche et droit côte-à-côteRendre les volumes dans ce calqueLa largeur de rendu doit être de 720 pixels pour le DV !Vue de renduObjets visibles au renduRenduEnfants rendusRendu de la séquence…Réglages de rendu pour un bloc de données scèneRendu de la vue 3D…Rendu…RendusRendre la sortie Freestyle dans une passe séparée au lieu de la superposer à la passe combinéeRéordonnerRéordonner les entréesRéordonner les sortiesLes indices à réordonner doivent être validesIl ne doit pas y avoir de doublons dans les indices à réordonnerRéordonner les faces et sommets d’après leur position dans l’espace, pour de meilleures performances de construction de BVH et de sculpture.Réordonner le calque de masquage actif du Grease Pencil vers le haut/le bas de la listeRéorganiser l’espace de travail pour qu’il soit le premier dans la listeRéorganiser l’espace de travail pour qu’il soit le dernier dans la listeRépéterAppel répétéRépéter l’imageEntrée de répétitionÉlément de répétitionÉléments de répétitionRépéter en miroirRépéter le mouvementSortie de répétitionIdentifiant du nœud de sortie de répétitionRépéter XRépéter YZone de répétitionRépéter l’intervalle d’images clés tel quelRépéter l’intervalle d’images clés, mais avec un décalage en fonction de la différence entre les valeurs de début et de finRépéter la dernière actionRépéter les frames, en inversant la direction de lecture un cycle sur deuxRépéter la frame de début avant, et la frame de fin après l’intervalle de framesRépéter les valeurs de la F-courbe modifiéeRépéter avec décalageRetourner et répéter l’image horizontalement et verticalementMultiplicateur de répétition dans la direction XMultiplicateur de répétition dans la direction YRépétitions de la surface générée en XRépétitions de la surface générée en YRemplacerRemplacer l’actionTout remplacerRemplacer l’alphaRemplacer la couleurRemplacer les existantesRemplacer les poignées Libres par des Alignées, et inversementRemplacer les effets de Grease PencilRemplacer la longueurRemplacer le matériauRemplacer les modificateursRemplacer l’originaleRemplacer le rayonRemplacer la sélectionRemplacer le texteTexte de remplacementRemplacer les polices des objets de texteRemplacer les poids du groupe A par ceux du groupe BRemplacer le segment de texte donné par un autreRemplacer le nœud actif par un groupe videRemplacer toutes les clésRemplacer toutes les occurrencesRemplacer les données d’animation assignéesRemplacer la collection d’instance assignéeRemplacer les collections assignéesRemplacer les matériaux assignésRemplacer les données d’objet assignéesRemplacer la couleur de la brosse par le dégradé de couleur de vitesseRemplacer les valeurs des composantesRemplacer l’image actuelle par une autre sur le disqueRemplacer la bande d’effet par une autre acceptant le même nombre d’entréesRemplacer les F-modificateurs, au lieu d’en ajouter à la liste existanteRemplacer les variables de contrôleur existantes, au lieu d’en ajouter à la liste existanteRemplacer des plans dans la vidéo par une autre image, détectée par les plans de suivi du suivi de mouvementRemplacer l’illumination globale par de l’occlusion ambiante après le nombre de rebonds spécifiéRemplacer les tuiles inactives par des nœuds inactifs. Plus rapide que l’élagage d’après tolérance, utile pour les cas comme des grilles SDF à bande étroite ayant seulement des valeurs internes ou externes.Remplacer les modificateurs dans la destinationRemplacer les connections de prise par les nouveaux liensRemplacer la géométrie du trait référent par une courbe de Bézier suivant approximativement la géométrie du trait référent d’origineRemplacer le texte dans le nomRemplacer le texte par le texte spécifié et le sélectionnerRemplacer le texte par le texte spécifiéRemplacer l’ID liée active (et ses dépendances éventuelles) par une autre, depuis la même bibliothèque ou une autreRemplacer la couleur des points de traits auxquels une couleur est déjà appliquéeRemplacer la géométrie entrante par la géométrie sélectionnée de l’entréeRemplacer le canal alpha de l’image d’entrée par la valeur alpha d’entréeRemplacer le rayon d’origineRemplacer la rotation originale par celle copiéeRemplacer la transformation originale par celle copiéeRemplacer la transformation originale par les canaux d’actionRemplacer la transformation d’origine par celle provenant de l’attributRemplacer le parent par un autre os après création de tous les os. En utilisant seulement CTRL, DEF ou MCH, le préfixe sera remplacé plutôt que le parentRemplacer les nœuds sélectionnés par le type spécifiéRemplacer l’opacité du trait au lieu de moduler chaque pointRemplacer l’épaisseur du traitRemplacer la zoneRemplacer la valeur de référence par une valeur redéfinieRemplacer les coordonnées des sommets par les valeurs mises en cacheRemplacer les groupes de sommets des objets sélectionnés par ceux de l’objet actifRemplacer parRemplacer par la sélectionAction de remplacementRejouerRejouer les opérateurs sélectionnésDossier du dépôtIndice du dépôtRapportSignaler un bug avec des informations de version prérempliesSignaler tous les fichiers externes manquantsRapportsIndique le temps par pixel en millisecondes. Pris en charge seulement sur les périphériques de rendu CPUReplacer le pivotReplacer le pivot de transformation de sculpture à la limite de la zone active d’expansionDépôtsDépôtDépôt « {:s} » : {:s}{:s}Avertissement dépôt :URL du dépôtDépôt géré par l’utilisateur, placé dans ses dossiersDépôt non définiLe dépôt nécessite un jeton d’accèsDépôt : {:s}Représentation de l’alpha dans le fichier image, pour la conversion à l’enregistrement et au chargement de l’imageReprésentation de l’information alpha dans les pixels RVBAReprésente l’« échelle orthogonale » d’une caméra orthogonale. Si la caméra est située à la position de l’éclairage avec cette échelle, elle représentera la couverture de la « caméra » de l’ombre.Reprojeter les attributs sur le nouveau maillageReprojeter les traits sélectionnés depuis la vue actuelle, comme s’ils étaient à nouveau dessinés (par exemple pour régler des problèmes de déplacement accidentel du curseur 3D ou de changement intempestif de vue, ou pour correspondre à une géométrie qui se déforme)Reprojeter les traits sur la géométrie de la scène, comme si dessinés avec le placement « Surface »Reprojeter les traits sur un même plan, comme s’ils étaient dessinés depuis la vue actuelle avec le placement de trait « Curseur »Reprojeter les traits en utilisant le plan XYReprojeter les traits en utilisant le plan XZReprojeter les traits en utilisant le plan YZReprojeter les traits en utilisant l’orientation du curseur 3DErreur de reprojectionFacteur de répulsionLa répulsion est un facteur de la raideurExiger que tous les masques d’intersection correspondent, au lieu d’un seulExiger que tous les masques de matériaux correspondent, au lieu d’un seulNécessiter que les points reliés par les ressorts aient des normales opposéesNécessaireLa taille de rendu demandée ({}px) est plus grande que la limite de taille de texture ({}px).Nécessite un GPU AMD avec architecture RDNANécessite un jeton d’accèsNécessite Apple Silicon avec macOS %s ou plusNécessite un GPU Intel avec architecture Xe-HPGNécessite un GPU Intel avec architecture Xe-HPG etNécessite un GPU NVIDIA avec capacité de calcul %sRequiert au moins trois sommetsRequiert des sommets sélectionnés ou un groupe de sommets actifRelire les assets et les catalogues d’assets depuis la bibliothèque d’assets sur le disqueRerouterLibellés de reroutage autoRééchantillonnageNombreRééchantillonner la courbeLongueurModeÉchelle du rééchantillonnageRééchantillonner la courbe en entrée avant de faire le maillageRéserver des emplacements pour les frames manquantes de la séquence d’imagesRéinitialiserRéinitialiser le zoom de l’image d’arrière-planRéinitialiser les enfantsRéinitialiser le dégradé de couleurRéinitialiser la courbeRéinitialiser les nœudsRéinitialiser la normaleRéinitialiser les os de pose entre les actionsRéinitialiser les clés de forme entre les actionsRéinitialiser la transformationRéinitialiser la projection UVRéinitialiser les transformations UV à leur valeur par défautRéinitialiser les différentiels de navigation XR par rapport à la pose de base de la sessionRéinitialiser les valeursRéinitialiser la vueRéinitialiser l’étiquette coloréeRéinitialiser les courbes et les points blanc et noirRéinitialiser les poids de l’adoucissement pour toutes les valeurs des points d’animation sélectionnésRéinitialiser les transformations de l’image à leur valeur par défautRéinitialiser la distance limite, pour la contrainte Limiter la distanceRéinitialiser les différentiels de positionRéinitialiser les positions, rotations et échelles des os sélectionnés à leurs valeurs par défautRéinitialiser les positions des os sélectionnés à leurs valeurs par défautRéinitialiser les normales à celles de départRéinitialiser l’opérateur aux valeurs par défautRéinitialiser la longueur originale de l’os, pour la contrainte Étirer versRéinitialiser les transformations des os de pose à leur état défini par des images clésRéinitialiser les os de pose entre chaque export d’action. Peut être nécessaire quand des os n’ont pas de clés sur certaines animationsRéinitialiser les fichiers récentsRéinitialiser les différentiels de rotationRéinitialiser les rotations des os sélectionnés à leurs valeurs par défautRéinitialiser les différentiels d’échelleRéinitialiser les échelles des os sélectionnés à leurs valeurs par défautRéinitialiser l’échelle des bandes sélectionnéesRéinitialiser les clés de forme entre chaque export d’action. Peut être nécessaire quand clés de forme n’ont pas d’images clés sur certaines animationsRéinitialiser le reminutage de la bandeRéinitialiser la position de la bandeRéinitialiser la position, l’échelle et la rotation de la bandeRéinitialiser la rotation de la bandeRéinitialiser l’échelle de la bandeRedéfinir la copie du maillage à sculpterRemettre les poids d’adoucissement à zéroRecentrer la vue horizontale sur l’intervalle de scène actuel, en prenant en compte l’intervalle de prévisualisation s’il est activéRéinitialiser le presse-papier interne ou la normale de l’élément sélectionnéRéinitialiser la redéfinition locale sélectionnée aux valeurs de référence du fichier liéRéinitialiser les redéfinitions locales sélectionnées aux valeurs liées en référenceRéinitialiser les transformations du pochoir aux valeurs par défautRéinitialiser les corrections de transformation appliquées à la relation de parenté, ne supprime pas le parentage lui-mêmeRéinitialiser les transformations de chaque instance enfantRéinitialiser les transformations de chaque instance enfant dans la sortie. Seulement utilisé quand Séparer les enfants est activéRéinitialiser la vueRedéfinir les poids de toutes les clés de forme à 0, ou à la valeur la plus proche respectant les limitesRéinitialiser le zoom et la position de l’image d’arrière-planRéinitialiser cette propriété à sa valeur par défautRéinitialiser tous les éléments du tableau à leurs valeurs par défautRéinitialiser aux couleurs du thème par défautRemettre le thème par défaut si ce thème est actifRéinitialiser la couleur de sommets pour tous les traits ou les sélectionnésRéinitialiser la zone visible pour montrer l’ensemble des images clésRéinitialiser la zone visible pour montrer l’ensemble des bandesRéinitialiser la zone visible pour montrer l’intervalle d’images clés sélectionnéRéinitialiser la zone visible pour montrer l’ensemble des images clés sélectionnéesRéinitialiser la zone visible pour montrer l’ensemble bandes sélectionnéesRéinitialiser la zone visible pour montrer le canal sous le curseurRéinitialiser la zone visible pour montrer les canaux sélectionnésRéinitialiser le minutage des clés de forme absoluesChanger la formeRedéfinir les valeurs de la F-courbe – par exemple modifier l’amplitude des mouvementsLe changement de forme ne peut fonctionner qu’avec de plus hauts niveaux de subdivisionRésistance de l’objet au mouvementRedimensionnerRedimensionner les zones de la vue quadRedimensionner les quadrantsRedimensionner la régionRedimensionner un nœudRedimensionner une colonne du tableurRedimensionner une colonne du tableur à la taille des donnéesRedimensionner les éditeurs en glissant depuis les bordsRedimensionner le lattice pour qu’elle contienne les objets déformables sélectionnésRedimensionner l’imageRedimensionner les objets pour garder leur boîte englobante sous cette valeur. Une valeur de 0 désactive cette limitationRéduire à un maximum de 1024 pixelsRéduire à un maximum de 2048 pixelsRéduire à un maximum de 256 pixelsRéduire à un maximum de 4096 pixelsRéduire à un maximum de 512 pixelsRedimensionner la vue afin de pouvoir voir tous les nœudsRedimensionner la vue afin de pouvoir voir les nœuds sélectionnésRésolutionDivisionsLimite de résolutionMode de résolutionRésolution de prévisualisation UÉchelle de résolutionRésolution URésolution VRésolution vue 3DRésolution XRésolution YRésolution ZLa résolution ne correspond pasLa résolution n’est pas sélectionnée pour %s, ignoréLa résolution doit être supérieure à 1La résolution doit être positiveRésolution des traits générésRésolution de la surface générée pour le rendu et le précalculRésolution de l’octree, des valeurs plus élevées donnent des détails plus finsPourcentage de résolution des cartes d’ombrePourcentage de résolution des objets volumes dans la vue 3DRésolution utilisée pour les aperçus de nœuds de shading (à ajuster pour trouver le bon équilibre de performances)Résolution utilisée pour le domaine de fluide. La valeur correspond au côté le plus long du domaine (les résolutions des autres côtés sont calculées automatiquement).Résolution après précalcul vers une textureRésolutionsRepos et intervallesDensité au reposLongueur au reposPose de reposPosition de reposClé de forme au reposSource au reposLongueur au repos de la force harmoniqueRedémarrer à partir de la frame de départ lorsque Durée du cycle est atteinteRestitutionRestaurer les zonesRestaurer la longueur du segment de courbeRestaurer la frameRestaurer la sélection de poignéesRemettre les données liées empaquetées à leurs emplacements d’origineRestaurer tous les raccourcis à leur valeur par défautRemettre tous les blocs de données liés empaquetés à leurs emplacements d’origineRestaurer la sélection des poignées après ajustageRestaurer le raccourciRestaurer les raccourcisRetourner à la frame au moment où l’animation a été lancéeRestaurer la longueur de chaque segment de courbe après déformation, en utilisant un état précédentRestreindreRestreindre l’intervalle de framesRestreindre au renduRestreindre la sélectionRestreindre vueRestreindre les points visiblesRestreindre l’édition des traits et images clés de ce calqueRestreindre les valeurs minimum et maximum de la F-courbeRestreindre le modificateur pour qu’il n’agisse qu’après sa frame de débutRestreindre le modificateur pour qu’il n’agisse qu’avant sa frame de finRestreindre les mouvements le long de chaque axe dans les limites donnéesRestreindre les mouvements au déplacement le long d’une courbe, par conversion de la position le long de l’axe le plus long de la courbeRestreindre les mouvements à la surface du maillage cibleRestreindre les déplacements en dessous d’une certaine distance à une cible (au moment de l’évaluation de la contrainte uniquement)Limiter les objets visibles par cette sonde (obsolète)Restreindre la peinture aux sommets du groupeRestreindre au renduRestreindre la rotation du corps rigide à un seul axeRestreindre la translation et la rotation du corps rigide à un seul axeRestreindre la translation de corps rigide à un seul axeRestreindre les rotations autour de chaque axe dans les limites donnéesRestreindre les redimensionnements le long de chaque axe dans les limites donnéesRestreindre la sélection dans la vue • Maj pour appliquer aux enfantsRestreindre la sélection dans les vues 3DRestreindre la sélection aux objets qui utilisent le même mode que l’objet actif, pour empêcher de changer accidentellement de mode lors d’une sélectionRestreindre certaines optimisations pour garder les nœuds nommés et les maillages qui y sont attachés, pour que ces nœuds puissent être transformés en externeRestreindre la liste de rigs à un jeu de fonctionnalités spécifiqueRestreindre la translation et la rotation du corps rigide aux axes spécifiésRestreindre la translation et la rotation aux axes spécifiés, avec des ressortsRestreindre la visibilité dans la vue 3DRestreindre la visibilité dans la vue 3D • Maj pour appliquer aux enfantsRestreindre la visibilité dans les vues 3DBoutons de restrictionRestrictionsRésultatRésultat de l’itération du solveur de tissuRésultat de la fusion des géométries de toutes les itérationsRésultat du processus de rendu, incluant calques et passesRedémarrableRetourner à la vitesse normaleResynchroniserResynchroniser – forcerGarder la forme généraleReminuterReminutageClé de reminutageÉtat de sélection des clés de reminutageClés de reminutageReprendre les frames de fin et revenir au début pour continuer en boucleUne clé de reminutage doit être sélectionnéeRetopologieDécalage de la retopologieObtenir une carte UV dans la géométrie, ou se replier sur la carte par défaut si aucune n’est spécifiéeObtenir un élément de paquet par son chemin.Obtenir un attribut de couleur, ou la valeur par défaut si aucun n’est spécifiéObtenir un indice de point de la courbeObtenir un identifiant aléatoire et stable de l’attribut « id » sur le domaine point, ou l’indice si l’attribut n’existe pasObtenir un vecteur de longueur unitaire s’éloignant de la géométrie pour chaque élémentObtenir une valeur depuis une listeObtenir un vecteur indiquant la position de chaque élémentObtenir une valeur entière indiquant la position de chaque élément dans la liste, en commençant à zéroObtenir des attributs attachés aux objets ou à leur géométrieObtenir les coins dans la même face qu’un autre coinObtenir les coins qui constituent une faceObtenir les données d’un point sur une courbe à une distance donnée de son débutObtenir les données d’autres éléments dans la géométrie du contexteObtenir les coins de faces connectés aux arêtesObtenir les coins de faces connectés aux sommetsObtenir des infos de géométrie sur le point en cours de shadingObtenir les instances de géométrie depuis une collectionObtenir les infos de la courbe de poilsObtenir la distance où se trouve chaque point depuis le début de la splineObtenir des informations sur une grille de volumeObtenir des informations sur une imageObtenir des infos sur les points dans un nuage de pointsObtenir des informations sur les régions connectées distinctes dans un maillageObtenir des informations sur la caméra et sa relation avec la position du point à shaderObtenir des informations sur l’instance d’objetObtenir des informations sur un objet caméraObtenir des informations sur un objetObtenir des informations sur des os d’armaturesObtenir différents types de coordonnées de textures. Typiquement utilisé pour les entrées des nœuds de texturesObtenir l’angle utilisé pour incliner la normale de la courbe autour de sa tangente à chaque point de contrôleObtenir le temps actuel dans l’animation de la scène, avec des unités en secondes ou en framesObtenir la courbe dont un point fait partieObtenir les données de l’attribut spécifiéObtenir les données de la particule qui a instancié l’objet, par exemple pour donner des variations à différentes instances d’un objetObtenir la direction des courbes à chaque point de contrôleObtenir les arêtes connectées à chaque sommetObtenir les arêtes d’un objet tels qu’il apparaît à Cycles. Note : puisque les maillages sont triangulés avant d’être traités par Cycles, la topologie apparaîtra toujours trianguléeObtenir les arêtes de part et d’autre d’un coin de faceObtenir la face dont chaque coin de face fait partieObtenir la transformation complète de chaque instance dans la géométrieObtenir l’indice du matériau utilisé pour chaque élément dans la liste de matériaux de la géométrieObtenir les coordonnées entières du voxel sur lequel le champ est évaluéObtenir la longueur totale de toutes les splines additionnéesObtenir le nombre d’éléments dans une géométrie pour chaque domaine d’attributObtenir le nombre de points évalués qui seront générés pour chaque point de contrôle des courbesObtenir le nombre de faces utilisant chaque arête comme côté de la faceObtenir l’objet qui contient le modificateur Nœuds de géométrie en cours d’exécutionObtenir les positions des poignées de chaque point de contrôle de BézierObtenir la position du curseur de la sourisObtenir les composants quaternion représentant une rotationObtenir le rayon de chaque point de la géométrie de courbe ou de nuage de pointsObtenir la rotation de chaque instance dans la géométrieObtenir l’échelle de chaque instance dans la géométrieObtenir la caméra active de la scèneObtenir la longueur totale de chaque spline, en tant que distance ou que nombre de pointsObtenir le type du rayon incident pour lequel le shader est en cours d’exécution. Typiquement utilisé pour des astuces sans base physiqueObtenir le sommet auquel chaque coin de face s’attacheObtenir la direction et la position du point de vue dans la vue 3DObtenir des informations de topologie à propos de chaque arête d’un maillageObtenir des informations de topologie à propos de chaque face d’un maillageObtenir des informations de topologie à propos de chaque sommet d’un maillageObtenir les transformations depuis des données d’attributs de la géométrie cibleObtenir les données d’un champ dans un domaine différent du domaine du contexteObtenir des valeurs d’éléments de géométrie spécifiquesObtenir des valeurs à partir de la grille de volume spécifiéeObtenir des valeurs de la grille de volume aux voxels spécifiésSavoir si tous les triangles d’une face sont sur le même plan, c’est-à-dire s’ils ont la même normaleSavoir si chaque arête est marquée comme ayant ses normales douces ou diviséesSavoir si chaque face est marquée comme ayant des normales douces ou duresObtenir si chaque point de fin de spline est connecté au débutSavoir si les nœuds sont évalués pour la vue 3D plutôt que pour le rendu finalRésultatRetourne le signe de A, sign(A)Retourner au mode précédentRetourner au mode précédentRetourne s’il s’agit d’une action par calques. À l’heure actuelle toutes les actions ont des calques après versionnage, et cette fonction retourne toujours VraiRetourne s’il s’agit d’une action héritée. Les actions héritées n’ont pas de calques ni d’emplacements. Depuis Blender 4.4, les actions sont automatiquement mises à jour vers des actions par calques. Ceci ne retournera Vrai que pour les actions videsRetourne une sélection d’arêtes de bordRetourne une sélection d’arêtes constituant une couture dans les données UV fournies. Une couture est définie comme une discontinuité dans les données entre coins de faces connectésRetourne une sélection d’arêtes isoléesRetourne une sélection d’arêtes manifoldRetourne une rotation aléatoire avec distribution uniformeRetourne une valeur quand un seul bit parmi A et B est activéRetourne une valeur quand les bits de A et B sont activés tous les deuxRetourne une valeur quand les bits de A ou B sont activésObtenir des informations sur une imageRetourne des informations sur la bande active du modificateurRetourne l’angle entre les deux arêtes bordant un coin de faces, à l’intérieur d’une faceRetourne les coordonnées des pixels d’une imageRetourne la longueur d’une arêteRetourne la valeur opposée du bit de A. En décimal, équivalent à A = -A - 1Retourne les position et vitesse du marqueur à la frame de scène actuelle, relativement à la position du premier marqueur non-désactivé dans la pisteRetourne les position et vitesse du marqueur à la frame de scène actuelle, relativement à la position du marqueur à la frame actuelle, plus une frame relative donnée par l’utilisateurRetourne les position et vitesse du marqueur à la frame de scène actuelle, relativement à l’origine zéro de l’espace de suiviRetourne les position et vitesse du marqueur à la frame absolue spécifiéeRetourne le signe de AID locale réutilisableRéutiliser les rayons des pixels adjacentsAfficher tous les os cachés en mode éditionAfficher tous les os cachés en mode PoseAfficher tous les sommets UV cachésAfficher tous les éléments de métaballes cachésAfficher tous les sommets, arêtes et faces cachésAfficher tous les objets au rendu en définissant le drapeau « cacher au rendu »Afficher les points de contrôle cachésAfficher les faces et sommets cachésRéafficher les calques de masque temporairement cachésRéafficher les objets temporairement cachésInverserInverser la courbeInverser les framesInverser la sourisInverser le tracéInverser l’ordre de triInverser le transfertInverser l’ordre actuel des éléments sélectionnésParcourir l’historique à l’enversInverser l’ordre des framesInverser l’ordreInverser la direction des courbes sélectionnéesInverser l’ordre des éléments affichésInverser l’ordre des sommets et des arêtes des faces sélectionnées, pour inverser la direction de leurs normalesInverser l’effet du triInverser la transformation entre cet objet et sa cibleInverser le mouvement vertical de la sourisInverséInverser la direction des entrées de rotationRevenirRevenir à la disposition d’écran originale, avant le passage de la zone en plein écranRéinitialiser les nœuds à leur état par défaut, mais garder les connexionsFaire revenir les réglages de la brosse active à leur valeur par défaut dans la bibliothèque d’assetsRevenir à l’intégration d’ordre 1 si une limitation serait appliquée. Plus prudent que la limitationRevenir aux préférences enregistréesRevenir au fichier enregistréFaire tourner les arêtesSimpleCrêteCrêtes et valléesMultifractal striéCrêtes et valléesNom du rigScript d’interface du rigRig qui possède cet objet et peut le supprimer ou l’écraser lors de la régénérationType de rigType de rig pour cet osRiggingDroiteŒil droitPoignée de droiteChamp Poignée de droiteDécalage de la poignée droitePoignée droite sélectionnéeType de la poignée de droiteClé de droiteAction de sélection du clic droitVoisine de droiteOrthogonale de droitePerspective de droiteEffectuez un clic droit sur des boutons pour les ajouter dans ce menuL’œil droit devrait voir l’image de gauche et vice-versaÉtat de sélection de la poignée de droiteLe clic droit de la souris sert toujours à ajusterLe clic droit de la souris utilise l’outil de sélectionVecteurs singuliers droitsCoin inférieur droit de la zone de recherche, en coordonnées normalisées relatives à la position du marqueurDécalage vers la droite de la poignée de gauche, en frames, depuis le début du contenu de la bandeCorps rigideContrainte de corps rigideType de contrainte de corps rigideObjet corps rigideRéglages de corps rigideForme de corps rigideType de corps rigideMonde de corps rigidesLe monde de corps rigides n’a pas de données physiques associées à exporterLe corps rigide participe activement à la simulationLe corps rigide se déforme durant la simulationCorps rigideLe monde de corps rigides n’a pas été initialisé correctement, vous devez d’abord faire avancer la simulation frame à frameRigifyCollection Rigify activeType Rigify actifOutils d’animation RigifyOpérations d’ensembles de couleurs RigifyOutils de développement RigifyMétarigs RigifyRig possesseurNom du rig RigifyRig Rigify cibleInterface du rig Rigify cibleType RigifyContour lumineuxCouleur du contourPli de bordureEffet contour lumineuxDécalage du matériau de bordureGroupe de sommets de bordureEffet contour lumineuxAnneauxDirection des anneauxAnneaux le long de l’axe XAnneaux le long de l’axe YAnneaux le long de l’axe ZAnneaux le long de la distance sphériqueAnneaux doit être au moins à 3DéchirerLa division a échouéLe déchirement n’est pas compatible avec la sélection collante de sommetsLe déchirement est seulement compatible avec la sélection synchronisée des sommets ou arêtesSéparer (déchirer) les polygones et déplacer le résultatDécouper les sommets sélectionnés ou la région sélectionnéeRotation de la zone à obscurcirRôle de l’objet dans les simulations de corps rigidesRoulisAngle de roulisSource de l’angle de roulisProfondeur d’enroulementDirection d’enroulementEnrouler les courbes de poilsRoulis en entréeRoulis à gaucheLongueur d’enroulementRoulis en sortieRayon d’enroulementRoulis à droiteEffilage de l’enroulementDécalage en sortie du roulis du B-os, ajuste la torsionDécalage en entrée du roulis du B-os, ajuste la torsionFaire un roulisFaire rouler la vue vers la gaucheFaire rouler la vue vers la droiteFaire un roulis selon une valeur angulaireRoulis : %.2fRoulis : %sObturateur roulantDurée de l’obturateur roulantEnrouler les courbes de poils, en commençant par la pointeRoumain - RomânRacineDiamètre de la racineDirection de la racineIndice de la racineNœuds racinesPosition de la racinePositions des racinesPrimitive racineSélection des racinesCoordonnées de texture aux racinesTranslation racine uniquementAtténuation racine carréeRacine de la hiérarchie de collections de ce calque de vue, sa propriété pointeur « collection » est la même que la collection principale de la scèneChemin racine de tous les fichiers listés dans la collection ``files``Préréglage racineTournerTourner de 180 degrés dans le sens horaireTourner de 270 degrés dans le sens horaireTourner de 90 degrés dans le sens horaireTourner deRotation EulerFaire tourner les courbes de poilsTourner les instancesTourner la rotationTourner la sourceFaire tourner les coordonnées UV dans les facesTourner le vecteurFaire tourner un point autour de l’axe XFaire tourner un point en utilisant l’ordre XYZFaire tourner un point autour de l’axe YFaire tourner un point autour de l’axe ZFaire tourner un point autour d’un axe selon un angleFaire tourner un vecteur autour d’un point de pivot (centre)Tourner autour d’un point différentRotation autour d’un axe selon un angleTourner autour du centre de l’imageFaire tourner autour du X local, puis ZFaire tourner autour du Z local, puis XRotation autour des axes X,Y et ZTourner autour de l’axe Z dans l’espace du modificateurTourner autour de l’axe X localTourner autour de l’axe Y localTourner autour de l’axe Z localTourner autour de l’axe (« verrouillé ») spécifié pour pointer vers une cibleTourner les instances d’après la forme du réseauFaire tourner les normales personnalisées des éléments sélectionnésFaire tourner les attributs de couleurs sur coins de faces à l’intérieur des facesFaire tourner les instances de géométrie dans l’espace local ou globalTourner l’image d’un certain angleTourner la sélection initiale, pour donner une meilleure formeFaire tourner l’instance d’après la normale du sommetTourner les instances d’après la forme de la géométrie entranteTourner les instances d’après la forme de la géométrie de surfaceLa rotation est affectée par les réglages d’aimantationFaire tourner les îlots pour un meilleur ajustementTourner les îlots pour les aligner horizontalementTourner les îlots pour les aligner verticalementTourner les îlots pour améliorer la dispositionFaire tourner le redimensionnement non-uniforme du parent pour l’aligner avec l’enfant, en appliquant l’échelle en X du parent le long de l’axe X de l’enfant, et ainsi de suiteFaire tourner les points autour du centre de la brosseFaire tourner par rapport à l’orientation actuelleFaire tourner l’arête sélectionnée ou les faces adjacentesFaire tourner les éléments sélectionnésTourner les copies aléatoirementTourner l’imageFaire pivoter la rotation en entrée dans son espace globalFaire pivoter la rotation en entrée dans son espace localFaire pivoter la rotation en entrée dans l’espace local de l’objetTourner les instances aléatoirementFaire tourner la tangente à la surfaceTourner la vueTourner/vrillerCaméras tournées, regardant le même point à la distance de convergenceTournés vers un rectangle minimal, vertical ou horizontalFaire tourner chaque courbe de poil autour d’un axeFait un décalage circulaire sur les valeurs des bits de A par la quantité Décalage spécifiée. Une valeur positive décale vers la gauche, une valeur négative vers la droite.Tourner la direction de l’anisotropie, 1.0 fait une rotation complèteRotationRotation et échelleAngle de rotationAxe de rotationChamp RotationIncrément en rotationInfluence de la rotationMatrice de rotationMéthode de rotationMode de mélange en rotationMode de rotationPrise de nœud rotationInterface de prise de nœud rotationOrigines des rotationsChemin de rotationIncrément de précision en rotationIntervalle de rotationOpérations de pistes de rotationPistes de rotationUnité de rotationRotation WRotation XRotation YRotation ZRotation accumulée pour chaque copieQuantité de rotation par pixel, pour contrôler la vitesse d’orbitage de la vueRotation et échelleAngle de rotationAngle de rotation autour de l’axe Z auquel appliquer les différentiels de rotation depuis le casque VRRotation autour du centre ou de l’objetRotation autour du cheminRotation autour de l’axe d’orientation choisiAxe de rotation (défaut : tangent au point racine)Conversion de rotationErreur de rotationRotation pour chaque étapeRotation de l’image d’arrière-plan (vue ortho uniquement)Rotation de l’objet nouvellement ajoutéRotation en EulersRotation en quaternionsRotation en quaternions (garder normalisée)La rotation n’est pas prise en charge dans l’éditeur feuille d’expositionMode de rotation. N’affecte que la manière d’afficher la rotation, pas la rotation elle-même.Rotation des lames du diaphragmeRotation du Soleil autour du zénith (azimut)Rotation de la visée du contrôleur correspondant à l’action, en espace mondeRotation de l’effetRotation des instancesRotation de l’éclairage studio autour de l’axe ZDécalage en rotation à appliquer à la pose de base pour déterminer la rotation du visualiseurRotation uniquementPoint de pivot de rotation ou de redimensionnementRotation présente dans le plan original, sera compensée (par exemple pour du roulis délibéré)Intervalle de rotation dans lequel le pivotage devrait avoir lieuAngle de rotation pour les touches (2 4 6 8) du pavé numériqueRotation vers axe et angleRotation vers différentiellesRotation vers EulerRotation vers quaternionValeur de rotation dans un attribut de géométriePrise valeur rotation d’un nœudLes valeurs de rotation ne peuvent être affichées qu’avec la surimpression de texte dans la vue 3DPivot de rotation/redimensionnementRotation : %.2f%s %sRotation : %s %s %sDifférence de rotationRotationsRudesseFacteur de rudesseRugositéRudesse 1Rudesse 2Courbe de rudesseRugosité finaleRudesse au point finalSeuil de rugositéRugosité du matériauRugosité de la couche de lustre. Des valeurs de rugosité basses ou élevées produisent un apparence duveteuse ou poussiéreuse, respectivementSelon la rugositéRugositéURugositéVRondArrondir A au plus grand entier multiple de B inférieur ou égal à AArrondir A à l’entier le plus proche. Arrondir vers le haut si la partie fractionnelle est 0.5Mode ArrondiArrondir les UV aux pixels pendant l’éditionExtrémité ronde (demi-cercle)Arrondir les coins en générant des arcs circulaires sur chaque point de contrôleArrondir les coins intérieurs concaves dans un champ de distance signée (SDF). N’affecte que les zones avec une courbure principale négative, en créant des transitions adoucies entre surfacesArrondir la forme des bordures ouvertesPréréglage rondArrondir le nombre flottant vers le bas, à l’entier inférieur le plus procheArrondir le nombre flottant à l’entier le plus proche dans la direction de zéro (partie entière si positif, entier supérieur si négatif)Arrondir le nombre flottant vers le haut ou le bas, à l’entier le plus procheArrondir le nombre flottant vers le haut, à l’entier supérieur le plus procheArrondir aux pixelsArrondir aux centres des pixelsArrondir aux coins des pixelsArrondieRubans arrondisArrondiRondeur des enfants autour du parentRondeur de la pointe de la brosseArrondi des coins des panneaux et sous-panneauxArrondi des systèmes de coordonnées des segmentsItérationsLigneFiltres de lignesHauteur de rangéeEntrelacement par lignesLignes :CaoutchoucÉvaluation des règlesIncertitude des règlesRègle utilisée pour déterminer quelles régions se trouvent à l’intérieur ou à l’extérieurRègleLes règles sont parcourues de haut en bas (seule la première règle dont l’effet est au-dessus du seuil de confusion est évaluée)Exécuter en tant qu’utilisateurExécuter un fichier PythonExécuter Python pendant l’éditionExécuter le scriptExécuter une opération de glisser de lien, à fin de testExécuter le script actifLancer en tâche de fondExécuter en tant que l’utilisateur spécifiéExécuter dans l’éditeur de nœuds de géométrieLancer ce script après la génération pour appliquer des changements supplémentairesExécuter ce texte en tant que script Python au chargementRunge-Kutta 3Runge-Kutta 4En mode hors ligneÀ l’exécutionDonnées à l’exécutionOptions d’exécutionInformations sur l’état d’exécution pour la session VRRusse - РусскийSSDFGrille SDFBooléen de grilles SDFCongé de grille SDFLaplacien de grille SDFMoyenne de grille SDFCourbure moyenne de grille SDFMédiane de grille SDFDécalage de grille SDFSDLSSeuil SMAASeuil SMAA renduSeuil SMAA vue 3DSMPTE (compact)SMPTE (complet)Timecode SMPTE montrant les minutes, secondes et images seulement – les heures sont aussi montrées si nécessaire, mais pas par défautRéglages de fluide SPHSolveur SPHÉchantillons SSAARéglages de SSAOSSE42STL (.stl)Export STL : impossible d’ouvrir le fichier « %s »Export STL : collection « %s » introuvableImport STL : impossible d’ouvrir le fichier « %s »Import STL : échec lors de l’import du maillage depuis le fichier « %s »Import STL : échec lors de la lecture du fichier « %s »SVG en courbesLe SVG contient des dégradés, la couleur du Grease Pencil sera approximéeZones de sécuritéZone de sécurité pour les éléments générauxZone de sécurité pour les éléments généraux dans des proportions différentesZone de sécurité pour les textes et éléments graphiquesZone de sécurité pour les textes et éléments graphiques dans des proportions différentesZones de sécurité utilisées dans les vues 3D et le séquenceurMême canalMême objetComme frame_end, mais n’importe quelle valeur peut être choisie, y compris celles qui créent un état invalideComme frame_start, mais n’importe quelle valeur peut être choisie, y compris celles qui créent un état invalideMême os sélectionné…Mêmes collections que l’os actifMême couleur que l’os actifMême direction d’entrée/sortie des prisesÉchantillonnerÉchantillonner UV d’attacheÉchantillon de biaisNombre d’échantillonsÉchantillonner la courbeÉchantillonner à longueur égaleFormat d’échantillonnageÉchantillonner la grilleÉchantillonner l’indice de grilleÉchantillonner l’ID de groupeÉchantillonner l’indiceLongueur d’échantillonÉchantillons en ligneÉchantillonnage fusionnéMode d’échantillonnageÉchantillonner le plus procheÉchantillonner la plus proche surfacePosition échantillonRayon d’échantillonnageTaux d’échantillonnageTaille d’échantillonÉchantillonner arêtes droitesSous-ensemble d’échantillonsTaille du sous-ensemble d’échantillonsDécalage du sous-ensemble d’échantillonsUV échantillonÉchantillonner la surface UVÉchantillonner un os depuis la vue 3D ou le synoptique, à stocker dans une propriétéÉchantillonner un dégradé de couleurÉchantillonner une couleur dans la fenêtre Blender et créer un matériau de Grease Pencil avecÉchantillonner une couleur depuis la fenêtre de Blender, et la stocker dans une propriétéÉchantillonner un bloc de données depuis la vue 3D, à stocker dans une propriétéÉchantillonner une ligne et l’afficher dans les panneaux de scopesPrécision d’échantillonnage, important pour les données d’animation (plus la valeur est basse, plus c’est précis)Échantillonner le fichier image en tant que textureÉchantillonner un fichier image en tant que texture d’environnement. Typiquement utilisé pour éclairer la scène avec le nœud d’arrière-planÉchantillonner la couleur pour %sÉchantillonner la profondeur depuis la vue 3DÉchantillonner le détail de topologie dynamiqueÉchantillonner chaque spline en distribuant le nombre de points spécifiéÉchantillonner chaque spline en la divisant en segments de la longueur spécifiéeÉchantillonner les arêtes avec une longueur constanteÉchantillonner les arêtes avec des poignées vectoriellesÉchantillonner tous les pixels de l’imageFormat d’échantillonnageÉchantillonner les longueurs d’après la longueur totale de toutes les courbes, plutôt que d’utiliser la longueur propre à chaque courbe sélectionnéeÉchantillonner la taille de voxel du maillageÉchantillonner plusieurs éclairages plus efficacement, selon la contribution estimée à chaque point d’ombrageÉchantillonner les valeurs de pixels sous le curseurPoint d’échantillonnage pour la F-courbeTaux d’échantillonnage en échantillons/sTaux d’échantillonnage de l’audio en HzÉchantillonner le niveau de détail du maillage au point cliquéÉchantillonner la couleur finaleÉchantillonner le nombre de points spécifié le long de chaque splineÉchantillonner la carte UV de la surface au point d’attacheÉchantillon à partir duquel commencer le débruitage de la prévisualisationÉchantillonner des valeurs dans une texture imagePoints échantillonnésDonnées d’animation échantillonnéesCouleurs échantillonnées le long d’une ligneÉchantillonsTransformation échantillonsÉchantillons par frameÉchantillonnageÉchantillonnage des animationsSolution de repli d’interpolation d’échantillonnageMéthode d’échantillonnageMotif d’échantillonnagePréréglages d’échantillonnageTaux d’échantillonnageSous-étapes d’échantillonnageÉchantillonnage d’une couleur pour la paletteMéthode d’échantillonnage à utiliser pour les volumesStratégie d’échantillonnage pour les surfaces émissivesSaturer l’imageSaturationFluctuation de saturationMode SaturationNiveau de saturationSaturation des icônes dans l’interfaceSaturation, valeur, teinteSaturation:EnregistrerEnregistrer %u image(s) modifiée(s)Enregistrer et ouvrirEnregistrer comme renduEnregistrer sous…Enregistrer des sauvegardesEnregistrer une copieEnregistrer externe…Mode d’enregistrementEnregistrer les PNG en PNG, les JPEG en JPEG, et les WebP en WebP. Pour les autres formats, utiliser PNGEnregistrer les préférencesConfirmation d’enregistrementVersions de sauvegardeEnregistrer un fichier de capture de mouvement BVH à partir d’une armatureEnregistrer une copie de l’asset de brosse actif dans la bibliothèque d’assets par défaut, et en faire la brosse activeEnregistrer une copie du fichier dans son état actuel modifié, mais ne pas rendre le fichier enregistré actifEnregistrer un thème personnalisé dans la liste de préréglagesEnregistrer une séquence d’imagesEnregistrer le bloc de données texte actifEnregistrer le bloc de données de texte actif, avec optionsEnregistrer toutes les images modifiéesEnregistrer sur le disque une image empaquetée dans le fichier .blendEnregistrer comme renduSauvegarder les fichiers de cache sur le disque (le fichier blend doit être enregistré)Enregistrer les modifications avant de quitter ?Enregistrer les éclairages studio personnalisés depuis les réglages de l’éditeur d’éclairages studioEnregistrer les déplacements (déformations) dans un fichier externeEnregistrer l’image avec la gestion de couleur de rendu. Pour les formats d’image destinés à l’affichage comme PNG, appliquer les transformations de vue et d’affichage. Pour les formats d’image intermédiaires comme OpenEXR, utiliser l’espace de couleur de sortie de rendu par défautEnregistrer les images en JPEG. (Les images qui ont besoin d’alpha sont quand même enregistrées en PNG.) Attention : une perte de qualité est possibleEnregistrer les images en WebP comme image principale (sans solution de repli)Enregistrer des canaux luminance-chrominance-chrominance au lieu de couleurs RVBEnregistrer à la fermetureEnregistrer les préférences à la fermeture si modifiées (sauf si les réglages d’usine ont été chargés)Mettre en cache le rendu dans un fichier EXR (utile pour du compositing lourd, note : affecte les scènes rendues indirectement)Enregistrer la carte de précalcul dans un fichier externeEnregistrer la carte de précalcul dans un bloc de données image interneSauvegarde le fichier Blender en coursEnregistrer le fichier Blender actuel en incrémentant une valeur numérique dans son nom, sans écraser de fichier existantEnregistrer le fichier actuel à l’emplacement désiréEnregistrer le fichier actuel à l’emplacement désiré, sans rendre le fichier enregistré actifEnregistrer le nœud visualiseur actuel vers un fichier imageEnregistrer l’image avec un autre nom et/ou d’autres réglagesEnregistrer l’image avec le nom et les réglages actuelsEnregistrer l’image rendue dans le chemin de sortie (utilisé seulement quand l’animation est désactivée)Enregistrer la scène dans un fichier PLYEnregistrer la scène dans un fichier Wavefront OBJEnregistrer la scène dans un fichier STLSauvegarder ce bloc de données même s’il n’a pas d’utilisateurEnregistrer ce calque de sortieEnregistrer sur le disque (ignorer les changements externes)Enregistrer les réglages de traduction dans un fichier JSON persistantEnregistré « %s »%s enregistréEnregistré sous « %s »Copie enregistrée sous « %s »Image « %s » enregistréeEnregistré incrémentalement sous « %s »Fichier empaqueté enregistré en : %sTexte « %s » enregistréEnregistrementL’enregistrement a échouéL’enregistrer avec cette version (%s) peut entraîner une perte de données.L’enregistrer avec cette configuration OpenColorIO peut entraîner une perte de données.Échec de l’enregistrement des préférencesDents de scieScalable Vector Graphic (.svg)Format Scalable Vector Graphics (SVG) 1.1ScalaireÉchelleRedimensionner les éléments sélectionnésRedimensionner par axesÉchelle de baseAssouplissement d’échelleRedimensionner les élémentsRedimensionnement égalRedimensionner la fréquence d’imagesFacteur de fonduFacteur d’échelle pour la textureRedimensionner l’image à la nouvelle tailleÉchelle en entréeInfluence de l’échelleRedimensionner les instancesMatrice de redimensionnementMode de mélange en redimensionnementMode de redimensionnementRedimensionner le décalageÉchelle en sortieAléatoire d’échelleRedimensionner la raideurRedimensionner l’épaisseur du traitRedimensionner l’épaisseurRedimensionner U et V indépendammentRedimensionner les coordonnées UV aux limites après dépliageÉchelle uniformeÉchelle XÉchelle X : %s Y : %s Z : %s%s %sÉchelle X : %s Y : %s%s %sÉchelle YÉchelle ZRedimensionner une valeur flottante du contexteÉchelle accumulée pour chaque copieRedimensionner toutes les données (certains importateurs ne prennent pas en charge les armatures redimensionnées !)Redimensionner toutes les tuiles UDIM de l’imageÉchelle le long de la courbeRedimensionner le long de l’axe XRedimensionner le long de l’axe YRedimensionner une valeur entière du contexteRedimensionner d’après la densité en pixels unité BlenderRedimensionner d’après la densité en pixels par pouceRedimensionner par aire de faceMultiplicateur pour redimensionner par taille de faceRedimensionner par taille de faceRapetisser le texte pour qu’il tienne dans les boîtes de texteRedimensionner chaque courbe uniformément jusqu’à atteindre la longueur cibleRedimensionner les éléments du même facteur dans chaque directionRedimensionner les éléments dans une seule directionFacteur d’échelle appliqué sur la longueur de rééchantillonnage calculée automatiquementFacteur d’échelle déterminant la « vitesse » de la fonctionFacteur d’échelle déterminant les valeurs maximales/minimalesFacteur d’échelle pour ajuster la hauteur des images clésFacteur d’échelle pour les formes d’osFacteur d’échelle du rayon de diffusion subsurfaciqueFacteur d’échelle en sortie du B-os, ajuste l’épaisseur (pour des effets d’effilage)Facteur d’échelle en entrée du B-os, ajuste l’épaisseur (pour des effets d’effilage)Méthode de remplissageÉchelle pour l’intensité des éclairages importésÉchelle de l’objet nouvellement ajoutéRedimensionner les instances de géométrie en espace local ou globalRedimensionner des groupes d’arêtes et de faces connectéesRedimensionner les arêtes individuelles ou les îlots d’arêtes voisinesRedimensionner les faces individuelles ou les îlots de faces voisinesRedimensionner les instances d’après la taille des facesL’échelle est nulleLe redimensionnement est affecté par les réglages d’aimantationRedimensionner les îlots d’une carte UV et les déplacer pour qu’ils occupent autant de l’espace UV que possibleRedimensionner les îlots pour remplir le carré unitaireRedimensionner le maillageÉchelle du bruit de distorsionÉchelle du bruit (des valeurs plus élevées donnent de plus grands vortex)Échelle de la texture bruit le long de chaque courbeÉchelle de la solution de l’objet, en espace caméraÉchelle des petites capitalesL’échelle des axes X et Z est ajustée afin de conserver le volume des osL’échelle le long des axes X et Z est l’inverse de l’échelle en YÉchelle de l’octave de base du bruitÉchelle de la pointe de la brosse dans l’axe XÉchelle de l’effet de déplacementÉchelle des traits définitifsÉchelle de l’instance d’élastique à cheveuxÉchelle des instancesÉchelle des instances sur chaque axe localÉchelle du calqueÉchelle de la texture bruit par position de la racineÉchelle du profile à chaque pointÉchelle de l’ombreÉchelle du bruit spatialÉchelle de la textureÉchelle uniquementRedimensionner la zone sélectionnéeRedimensionner la taille d’affichage des os souples sélectionnésRedimensionner les valeurs des clés sélectionnés autour de leur moyenneRedimensionner les rayons de peau des sommets sélectionnésRedimensionner la raideur au lieu du rayonRedimensionner le BVH par cette valeurMultiplier l’entrée Z lorsque qu’un tampon Z n’est pas utilisé, contrôle le flou maximum défini par la couleur blanche ou la valeur d’entrée 1Redimensionner l’image d’arrière-planRedimensionner l’os pour remplir toute la longueur de la courbeMultiplier la contribution de l’éclairage directMultiplier la contribution de l’éclairage indirectRedimensionner les copies aléatoirementRedimensionner les copies par axeMultiplier la taille de l’objet personnalisé par la longueur de l’osMultiplier la distance entre échantillons du shader volumique lors du rendu du volume (des valeurs plus basses donnent des résultats plus précis et détaillés, mais augmentent aussi le temps de rendu)Redimensionner les objets instanciés sur les facesRedimensionner la fréquence d’images depuis le BVH vers les scènes actuelles, sinon chaque frame BVH correspond directement à une frame BlenderRedimensionner l’image pour qu’elle tienne entièrement dans le cadre, en ne laissant aucun espace vide dans les coinsRedimensionner les instances d’après l’aire des faces de la géométrie entranteRedimensionner les instances aléatoirementRedimensionner les instances aléatoirement pour chaque axeRedimensionner les instances sur chaque axe localRedimensionner les instances aléatoirementRedimensionner les instances aléatoire pour chaque axeMultiplier le mouvement de la souris par cette valeur avant d’appliquer le différentielRedimensionner la fréquence du bruitRedimensionner le décalage d’après la géométrie environnanteRedimensionner la matrice de décalage (pour appliquer un décalage en espace écran)Redimensionner le décalage pour obtenir une épaisseur plus uniformeRedimensionner les objets de la scènes de la valeur de mètres par unité de l’étage USD. Ce redimensionnement est appliqué en plus de la valeur choisie dans l’option ÉchelleRedimensionner l’épaisseur du trait lors de la transformation des traitsRedimensionner la texture pour tenir dans la longueur de chaque traitRedimensionner les valeurs de la F-courbe modifiéeRedimensionner à la longueur de l’osRedimensionner aux limitesProportionnelle au cadre de la caméraÉchelle vers différentiellesRedimensionner aux tailles de facesRedimensionner pour remplirAjusterRedimensionner pour tenir dans ou remplir le cadre de la caméraRedimensionner pour respecter le zoom (sinon la taille d’affichage est indépendante du zoom)Échelle à utiliser pour convertir entre les unités Blender et les dimensions. Pour travailler à une échelle microscopique ou astronomique, une petite (ou grande, respectivement) échelle d’unité peut être choisie afin d’éviter des problèmes de précision numériqueMultiplier la sensibilité de l’orbitage par trackballMultiplier les vecteurs par leurs magnitudesRedimensionner, déplacer et tourner une imageRedimensionner/déplacerÉchelle : %s : %s : %s%s %sÉchelle : %s : %s%s %sÉchelle : %s%s %sÉchelleB X : %s Y : %s Z : %s%s %sÉchelleB : %s : %s : %s%s %sÉchelleB : %s%s %sÉchelleX : %sÉchelleRedimensionner l’image pour qu’elle tienne entièrement dans le cadre, en ne laissant aucun espace vide dans les coinsMultiplier l’intensité du bruitRedimensionner le maillage comme un corps mou, en utilisant l’origine de l’objet comme échelleMultiplier l’intensité lumineuse de manière exponentielle, en multipliant l’intensité par 2^expositionÉchelleÉchelle (temporelle) du bruitFacteur d’échelle à appliquer en plus de l’échelle de scène pour des ajustements sur la vue VR. Si possible, modifier plutôt l’échelle de la scèneFacteur de redimensionnement de l’actionFacteur de redimensionnement appliqué le long de l’axe XFacteur de redimensionnement appliqué le long de l’axe YÉchelle pour l’entrée du bruitÉchelle de l’objet (redimensionnement)Scanner le répertoire des add-ons pour rechercher de nouveaux modulesTemps « d’exposition » scanline pour l’effet d’obturateur roulantDiffusionCoefficients de diffusionDiffuser la lumière quand elle traverse le volume, souvent utilisé pour ajouter de la brume dans une scèneDistribuer sur instancesDisperser sur surfaceDistribuer la géométrie en référence à la surface d’un maillageModèle de diffusionRayon de la diffusion par canal de couleur (RVB), multiplié par l’ÉchelleScèneCopier les réglagesCopie complèteCopie liéeNouvelleIndice d’objetEspaceTypeLa scène « %s » a une collection racine invalide. Elle n’a pas été lueLa scène « %s » est liée, l’instanciation d’objets et groupes est désactivéeLa scène « %s » est la dernière locale, elle ne peut pas être suppriméeCaméra de la scèneCollection de la scèneCollections de scènesAffichage scèneDurée de la scèneIntervalle de frames de la scèneGraphe de scèneGravité de la scèneScène HydraRéglages de scène du moteur de rendu HydraInstanciation de scèneÉclairages de la scènePrise de nœud scèneInterface de prise de nœud scèneObjets de la scèneOpération de scèneOptions de scèneOrigine de la scènePropriétés de la scèneVue de rendu de la scèneRéglages de scèneTaille de la scèneStatistiques de la scèneBande scèneAffichage de bande de scèneIntervalle de bande de scèneBande scène…Temps de la scèneUnité de scèneEnvironnement de la scèneAssets de scènes non assignés à un catalogue. Les catalogues peuvent être assignés dans l’explorateur d’assetsScène dans son état évaluéBloc de données scène, fait d’objets et définissant les réglages de temps et de renduBlocs de données scènesRéglages d’affichage de la scène pour la vue 3DFréquence d’images de la scène définie à %.4g (convertie depuis %.4g)Scène depuis laquelle sélectionner la caméra active (scène de rendu si non-définie)La scène n’a pas de données d’animation ou d’action activeLa scène n’a pas de caméraLa scène n’a pas de caméra, impossible de rendre l’aperçu de %s sans ça.Ensembles de clés de la scèneValeurs linéaires de scène dans l’espace de couleur de travailUtiliser 0.001 mètre par unité pour la scèneUtiliser 0.01 mètre par unité pour la scèneUtiliser 0.0254 mètre par unité pour la scèneUtiliser 0.3048 mètre par unité pour la scèneUtiliser 0.9144 mètre par unité pour la scèneUtiliser 1.0 mètre par unité pour la scèneUtiliser 1000.0 mètres par unité pour la scèneLe mode Scène utilise le précalcul intégral :Scène introuvableCollection à la racine de la scène, qui contient tous les objets et autres collections instanciées dans la scèneTaille de la scènePrise scène d’un nœudScène utilisée par cette bandeScène à rendre, la scène actuelle si non renseignéLa scène sera rendue avec 11 échantillons d’anticrénelageLa scène sera rendue avec 16 échantillons d’anticrénelageLa scène sera rendue avec 32 échantillons d’anticrénelageLa scène sera rendue avec 5 échantillons d’anticrénelageLa scène sera rendue avec 8 échantillons d’anticrénelageLa scène sera rendue avec une méthode d’anticrénelage à une passe (FXAA)La scène sera rendue sans aucun anticrénelageScène(s)ScènesLes aperçus ne sont pas pris en charge pour les scènes sans camérasScheme = Catmull-Clark, si possible. Se rabat sur un export du maillage subdivisé pour le type de subdivision SimpleScheme = None. Exporter le maillage de base sans subdivisionScheme = None. Exporter le maillage subdiviséFond de région des scopesScopesScopes pour une vue statistique d’un clip vidéoScopes pour une vue statistique d’une imageScopes pour visualiser des statistiques de l’imageScopes pour visualiser les statistiques du clip vidéoDistance d’embrouillageDistance d’embrouillage vue 3DÉcranNouveauPrécisionÉcranTaille de capture d’écranMode ÉcranEspace écranLancer en espace écranCoordonnées écran de l’échantillonnageBloc de données écran, définissant la disposition des sous-fenêtres dans une fenêtreBlocs de données écransDispositions d’écran d’un espace de travailTaille des normales en espace écran dans la vue 3DAimantation angulaire en espace écranLancer en espace écranPrécision du lancer en espace écranÉpaisseur du lancer en espace écranÉcransCapture d’écranLa capture d’écran ne peut pas être plus petite que %i pixels par côtéVisserModificateur VisserAxe de vissage (torsion)ScriptDossiers de scriptsFichiers scriptsNœud de scriptSource du scriptDossier de scripts introuvableExpression scriptéeScriptingBarre de défilementSens de défilementCouleurs des widgets de défilementDéfilement et zoom pour une région 2DSens de défilement (Wayland uniquement)Défiler vers le bas d’une pageDéfiler la page vers le haut ou le basAfficher les fichiers sélectionnés dans la vueDéfiler la vue vers le basDéfiler la vue vers la gaucheDéfiler la vue vers la droiteDéfiler vers le hautDéfiler vers le haut d’une pageDéfiler la vue en cliquant et en glissant la sourisFaire défiler la vue de façon que la frame actuelle soit centréeSortie consoleBalayageRéglages de région du balayage et des marqueursBalayage / marqueursSculptureSculpter tous les îlotsSculpter le maillage de baseCapacités de sculptureSculpture de courbesCage de sculpture de courbesOpacité des ensembles de faces de sculptureSculpter le Grease PencilSculpter les traits de Grease PencilNiveaux en sculptureOpacité du masque de sculptureMode sculptureSurimpressions du mode sculptureCouleur de surimpression de sculpturePlan de sculptureDéfinir le pivot pour la sculptureAfficher les ensembles de faces de sculptureAfficher le masque de sculpturePeinture de texture en mode sculptureSculpter un trait dans la géométrieSculpter les courbes avec une brosseSculpter sur une couche persistante du maillageSculpter les traits dans l’objet Grease Pencil actifCouleur de sculpture/peinture en surimpressionSculptureCoutureMarge de coutureArête de couture pour le dépliage UVCoutures (UV)RechercheChercher dans les add-onsZone de recherche :Distance de rechercheChercher dans les extensionsRésultats de rechercheRecherche maxRecherche minTaille de rechercheReprendre la recherche au début du fichier lorsque la fin est atteinteChercher par raccourci clavierChercher par nomChercher un nœud d’après son nom, centrer la vue dessus et le sélectionnerChercher des fichiers de ce typeChercher des éléments dans ce dossierChercher les marqueurs qui sont déformés de façon affine (t, r, k et oblique) entre les framesChercher les marqueurs qui sont déformés en perspective (homographie) entre les framesChercher les marqueurs qui sont translatés et tournés entre les framesChercher les marqueurs qui sont translatés et redimensionnés entre les framesChercher les marqueurs qui sont translatés entre les framesChercher les marqueurs qui sont translatés, tournés ou redimensionnés entre les framesChercher dans tous les blocs de données textes, plutôt que dans l’actif seulementLe texte de recherche est sensible aux majuscules et minusculesChercher les sous-dossiers pour toutes les images associées (attention, peut être lent)Terme de recherche pour le filtrage dans l’interfaceSecondeDeuxième baseType de la deuxième poignéeSecond objet de corps rigide à contraindrePas entre secondesDeuxième coefficient de la distorsion radiale de Brown-Conrady de quatrième ordreDeuxième coefficient de la distorsion tangentielle de Brown-Conrady de second ordreDeuxième coefficient de la distorsion Nuke de second ordreDeuxième coefficient de la distorsion de division de second ordreDeuxième coefficient de la distorsion tangentielle NukeDeuxième coefficient de la distorsion radiale polynomiale de troisième ordreDeuxième couleur utilisée pour l’effetDeuxième point de contrôle de la spline cubique entre les vitesses min et maxDeuxième entrée de la bande d’effetDeuxième image clé utilisée pour l’initialisation de la reconstitutionDeuxième point de la capture d’écran, en espace écranUn second objet maillage doit être sélectionné, duquel copier la formeNom du second groupe de sommetsSecondaireAxe secondaireAxe d’os secondaireCouleur secondaireCalques de contrôle secondairesChemin de données secondaireAtténuation d’influence secondaireRéflexion secondaireTexture secondaireCouleur secondaire du motif de damier indiquant les zones transparentesChemin secondaire de la propriété à définir par le contrôle radialSecondesLes secondes autour du curseur sur lequel on zoomeDurée en secondes pendant laquelle effectuer le test (remplace le nombre d’itérations)SecretSection à activer dans les préférencesVoir « %s » dans l’éditeur externeVoir « %s » dans l’éditeur de texteVoir le panneau Modificateurs ci-dessousVoir le bloc de texte OperatorList.txtGraineLa graine aléatoire, si utiliséGraine pour le générateur de nombres aléatoires (si négatif, le temps est utilisé à la place comme graine)Graine, pour les opérations aléatoiresGraine pour la génération du bruitGraine pour le générateur de nombres aléatoiresGraine du bruitGraine du générateur aléatoireGraine à utiliser par le générateur de nombre aléatoire pour générer des points aléatoiresValeur de la graine pour que l’intégrateur obtienne différents motifs de bruitValeur de la graine pour la randomisationValeur de la graine pour le générateur aléatoireAccéder d’après les horodatages lus dans le flux vidéo, pour obtenir la meilleur correspondance entre les temps de la scène et de la vidéoSegmentCoordonnées du segmentDirection du segmentID du segmentInfluence des segmentsLongueur du segmentRotation du segmentLargeur du segmentSegment entre les deux images clésCoordonnées du segment pour le placage de texture, à l’intérieur de chaque segment angulaireSegmentsSegments pour les arêtes courbesSegments doit être au moins à 3Segments échantillonnés à partir des points de contrôleLes segments avec une distance d’image sous ce seuil seront chaînésSélectionnerSélectionner et ajusterSélectionner deux bandes de sonSélectionner le type de courbe 2D ou 3DSélectionner la poignée Aligné uniqueTout sélectionnerBascule avec Tout sélectionnerTout sélectionner par caractéristiquesSélectionner l’ancreSélectionner la zoneSélectionner l’arrière-planBiais sélectionSélectionner plus grandSélectionner un canalSélectionner l’enfantSélectionner le cadre enfantSélectionner les enfants seulementSélectionner la collectionCouleur sélectionnéeSélectionner point de contrôleSélectionner les courbesIndice de la dernière ligne de la sélectionSélectionner les faces connectées à la sélection actuelleSélectionner groupésSélectionner une poignéeSélectionner les poignéesSélectionner la hiérarchieSélectionner les objets importésSélectionner le calqueSélectionner la poignée gaucheSélectionner liésSélectionner l’élément de listeSélectionner l’élément de liste (double-clic pour renommer)Sélectionner la positionSélectionner les bouclesMode de sélectionSélectionner plus ou moinsSélection sourisSélectionner externesSélectionner le parentSélectionner la passeSélectionner le motifSélectionner le pointSélectionner la poignée droiteSélectionner un anneauSélectionner la rechercheSélectionner l’ensemble de sélectionSélectionner similairesSélectionner l’emplacementSélectionner la divisionSélectionner du texteSélectionner des sommets UVSélectionner des sommets UV avec la sélection rectangulaireSélectionner des sommets UV avec la sélection par cercleSélectionner des UV dans une tuile spécifiqueSélectionner les UV qui sont à la même position et ont un sommet du maillage en communSélectionner les UV qui ont un sommet de maillage en commun, qu’ils soient à la même position ou nonSélectionner des UV avec la sélection par lassoSélectionner des sommets connectés à la sélection actuelleSélectionner la vueSélectionner un os sur le rig généré avec lequel contrôler cette actionSélectionner un dossier mis en signetSélectionner une caméra à lier à un marqueur sur cette frameSélectionner la chaîne de bandes liées la plus proche du curseur de la sourisSélectionner un trait caractéristique si ses deux faces adjacentes sont marquéesSélectionner un trait caractéristique si l’une de ses faces adjacentes est marquéeSélectionner une boucle de sommets UV connectésSélectionner une boucle d’arêtes connectéesSélectionner un axe miroir (X, Y)Sélectionner un axe miroir (X, Y, Z)Sélectionner un nouveau chemin pour cette bibliothèque, et recharger toutes ses donnéesSélectionner un nœud pour assigner un raccourciSélectionner un point de courbe de peintureSélectionner un point ou ses poignéesSélectionner des poils ou des points répartis aléatoirementSélectionner un intervalle à partir de l’élément actifSélectionner une ligne de points de contrôle comprenant l’actif. Utiliser l’opérateur plusieurs fois sur le même point pour changer de direction U/VSélectionner une bande (la dernière sélectionnes devient la « bande active »)Sélectionner les sommets affectés sur le maillageSélectionner toutes les faces UV qui se superposent entre ellesSélectionner tous les sommets UV liés à la carte UV activeSélectionner tous les sommets UV liés sous la sourisSélectionner tous les canaux d’animation à l’intérieur de la région spécifiéeTout sélectionner entre l’élément cliqué et l’actifSélectionner tous les os liés par des relations de parent/enfant connectées dans la sélection actuelleSélectionner tous les os liés à la sélection actuelle par des relations parent/enfantSélectionner tous les os ayant le même parent que les os actuellement sélectionnésSélectionner tous les caractèresSélectionner tous les enfants des os actuellement sélectionnésSélectionner tous les points de contrôle liés aux points déjà sélectionnésSélectionner tous les points de contrôle liés à la sélection actuelleSélectionner tous les points de courbe liés aux points déjà sélectionnésSélectionner toutes les courbes d’un remplissageSélectionner toutes les données du maillage le long d’un axeSélectionner toutes les pistes désactivéesSélectionner tous les élémentsSélectionner toutes les pistes estiméesTout sélectionner si Vrai, sinon tout désélectionnerSélectionner toutes les pistes avec des images clésSélectionner toutes les images clés du canal sous la sourisSélectionner toutes les images clés à l’image (aux images) spécifiée(s)Sélectionner toutes les images clés définies à la même frame que celle du curseur de la sourisSélectionner toutes les images clés au sein de la région spécifiéeSélectionner toutes les clés liées à celles déjà sélectionnésSélectionner toutes les pistes verrouilléesSélectionner tous les sommets ou arêtes non-manifoldSélectionner tous les objets de la collectionSélectionner tous les objets qui bloquent la lumière depuis cet émetteurSélectionner tous les objets recevant de la lumière de cet émetteurSélectionner tous les chemins entre les éléments de source et de destinationSélectionner tous les sommets UV épinglésSélectionner tous les points des courbes contenant déjà des points sélectionnésSélectionner tous les points dans la courbe sous le curseurSélectionner toutes les arêtes suffisamment dures/aiguësSélectionner toutes les bandes adjacentes à la sélection actuelleSélectionner tous les objets visibles groupés par diverses propriétésSélectionner toutes les bandes du même côté de la frame actuelle que le curseur de la sourisSélectionner tous les points du traitSélectionner tous les points des traits entre d’autres traitsSélectionner tous les traits ayant des caractéristiques similairesSélectionner tout le texteSélectionner toutes les images clés du canal sous la sourisSélectionner toutes les images clés de la courbeSélectionner tout le texteSélectionner tous les sommets assignés au groupe de sommets actifSélectionner tous les marqueurs temporels dans un rectangleSélectionner toutes les pistes trackéesSélectionner toutes les pistes du groupe spécifiéSélectionner toutes les pistes ayant échoué à la reconstitutionSélectionner toutes les pistes de la même couleur que la piste activeSélectionner tous les sommets connectés à la sélection actuelleSélectionner tous les os visibles regroupés par des propriétés similairesSélectionner tous les objets visibles groupés par diverses propriétésSélectionner tous les objets visibles qui sont liésSélectionner tous les objets visibles d’un certain typeSélectionner des points alternés dans les mêmes traits que les points déjà sélectionnésSélectionner un anneau d’arêtesSélectionner un anneau d’arêtes de sommets UV connectésSélectionner un nombre pair de boucles pour connecter les pairesSélectionner d’abord une piste NLA existante ou une ligne d’action videSélectionner un objet ou un os de poseSélectionner et activer des élémentsSélectionner et déplacer un point de courbe de peintureSélectionner et utiliser l’élément de maillageSélectionner les lignes d’anti-silhouetteSélectionner au moins un objet maillageSélectionner au moins deux boucles d’arêtesSélectionner des régions plus grandes au lieu de plus petitesSélectionner les os de la collection d’os activeSélectionner les os liés par les relations de parent/enfant connectées sous le curseur de la sourisSélectionner les os parents des os actuellement sélectionnésSélectionner les os utilisés comme cibles des os actuellement sélectionnésSélectionner les arêtes de bordures (arêtes de maillage ouvert)Sélectionner les arêtes aux bords des faces sélectionnéesSélectionner parSélectionner par force de faceSélectionner par emplacement de matériau actifSélectionner les objets parent/enfants connectésSélectionner contour ou silhouetteSélectionner les contours (silhouettes extérieures de chaque objet)Sélectionner les points de contrôle aux bords de chacune des régions sélectionnéesSélectionner les points de contrôle suivant ceux déjà sélectionnés le long des courbesSélectionner les points de contrôle précédant ceux déjà sélectionnés le long des courbesSélectionner les arêtes de plis (celles entre deux faces faisant un angle plus petit que l’Angle de plis)À la fin de l’import, sélectionner les objets créésSélectionner des points de courbe avec la sélection rectangulaireSélectionner des points de courbe avec la sélection par cercleSélectionner des points de courbe avec la sélection par lassoSélectionner les courbes qui sont proches des courbes déjà sélectionnéesType de données de l’attributSélectionner les enfants immédiats des os actuellement sélectionnésSélectionner l’objet domaine de la simulation de fuméeSélectionner les marques d’arêtes (arêtes marquées par la marque d’arête Freestyle)Sélectionner les arêtes aux limites de matériauxSélectionner des arêtes ou paires de faces autour desquelles les boucles d’arêtes pourront tournerSélectionner 1 ou 3 sommets auxquels parenterSélectionner soit des poils soit des pointsSélectionner l’élémentSélectionner les éléments d’après l’attribut booléen actifSélectionner les extrémités des courbesSélectionner les extrémités des traitsTout sélectionner en partant de la dernière sélectionTout sélectionner à l’exception des lignes de la collection spécifiéeSélectionner les contours externes (silhouettes externes des objets « occludeurs » et occlus)Sélectionner la boucle de faces sous le curseurSélectionner les faces dont toutes les arêtes sont utilisées par plus de 2 facesSélectionner les traits caractéristiques d’après une collection d’objetsSélectionner les traits caractéristiques d’après leurs types d’arêtesSélectionner les traits caractéristiques d’après leur visibilitéSélectionner les traits caractéristiques appartenant aux objets du groupeSélectionner les traits caractéristiques d’après les marques de facesSélectionner les traits caractéristiques d’après les limites de l’image (consommation mémoire réduite)Sélectionner les traits caractéristiques n’appartenant pas aux objets du groupeSélectionner les traits caractéristiques ne satisfaisant pas aux conditions de type d’arête donnéesSélectionner les traits caractéristiques ne satisfaisant pas aux conditions des marques de faces donnéesSélectionner les traits caractéristiques satisfaisant toutes les conditions de type d’arêteSélectionner les traits caractéristiques satisfaisant au moins une des conditions de type d’arêteSélectionner les traits caractéristiques satisfaisant aux conditions de type d’arête donnéesSélectionner les traits caractéristiques satisfaisant aux conditions des marques de faces donnéesSélectionner les traits caractéristiques dans un intervalle de valeurs d’invisibilité quantitative (QI)Sélectionner des lignes caractéristiques qui viennent de régions éclairées ou ombrées. N’affectera pas les ombres projetées ni les contours de lumière puisqu’ils sont à la frontière.Sélectionner le cadre contenant les nœuds sélectionnésChoisir le modèle Chiang ou HuangSélectionner une entrée par son nom, parmi plusieursSélectionner les poignées de manipulation sur les côtés de la bande sélectionnéeSélectionner des courbes du grapheSélectionner les poignées à côté de la bande activeSélectionner les traits caractéristiques cachésSélectionner comment contraindre l’objet à la surface de la cibleSélectionner la manière dont les sommets sont contraints à la surface cibleChoisir si le dépôt est dans un dossier géré par l’utilisateur, ou fourni par le systèmeSélectionner le parent/enfant immédiat des os sélectionnésSélectionner les bandes chevauchant la frame actuelleSélectionner des éléments avec la sélection rectangulaireSélectionner des éléments avec la sélection par cercleSélectionner des éléments avec la sélection par lassoSélectionner des points d’image clé avec la sélection par cercleSélectionner des points d’images clés avec la sélection par lassoSélectionner les images clés à côté de celles déjà sélectionnéesSélectionner des images clés en cliquant dessusSélectionner les images clés apparaissant dans les mêmes F-courbes que celles sélectionnéesSélectionner les images clés à gauche ou à droite de la frame actuelleSélectionner les clés directement liées aux clés sélectionnées les plus à l’extérieur de chaque particuleSélectionner le type de ligne pour les traitsSélectionner les faces liéesSélectionner les faces liées par angleSélectionner les faces liées sous le curseurSélectionner les sommets liésSélectionner les sommets liés sous le curseurSélectionner des boucles d’arêtes connectées depuis chaque arête sélectionnéeSélectionner la géométrie isolée en fonction du mode de sélectionSélectionner les marqueurs à la frame actuelle et à sa gauche ou droiteSélectionner des marqueurs avec la sélection rectangulaireSélectionner des marqueurs avec la sélection par cercleSélectionner des marqueurs avec la sélection par lassoSélectionner les nœuds appartenant au cadre sélectionnéSélectionner les éléments du maillage aux positions en miroirSélectionner en miroir les points de latticeSélectionner plus de sommets UV connectés à la sélection initialeSélectionner plus de points de courbe connectés à la sélection initialeSélectionner plus de bandes adjacentes à la sélection actuelleSélectionner plus de sommets, arêtes ou faces connectés à la sélection initialeSélectionner des bandes vidéo ou imagesSélectionner un canal de suivi vidéoSélectionner la particule la plus proche du pointeur de la sourisSélectionner un nouvel élément de maillage actif et utiliser sa positionSélectionner les nouveaux objetsSélectionner un nœud et le lier à un nœud de visualisationSélectionner les nœuds liés en entrée aux nœuds sélectionnésSélectionner les nœuds liés en sortie aux nœuds sélectionnésSélectionner des nœuds avec la sélection par lassoSélectionner des nœuds aux propriétés similairesSélectionner les objets dans la même collectionSélectionner un objet relativement à la position de l’objet actif dans la hiérarchieSélectionner les objets dans la collectionSélectionner les objets dont le nom correspond à un motifSélectionner les objets récursivement à partir de l’élément actifSélectionner l’un des groupes de sommets disponibles sous la position actuelle de la sourisSélectionner une ou plusieurs bandesNe sélectionner que les faces entièrement sélectionnéesSélectionner seulement les points(Dé)sélectionner toutes les bandes NLA(Dé)sélectionner tous les fichiers(Dé)sélectionner toutes les bandesSélectionner ou désélectionner des objets visibles au hasardSélectionner l’orientation après l’avoir crééeSélectionner les autres bandes ou poignées au même temps, ou toutes les clés de reminutage après l’actuelle, en mode reminutageSélectionner les objets collésSélectionner une région de faces dans une boucle d’arêtes sélectionnéeSélectionner des rapports par indiceSélectionner les objets réaffichésSélectionner les crêtes et vallées (lignes de limite entre zones de surface convexes et concaves)Sélectionner des anneaux d’arêtes connectés depuis chaque arête sélectionnéeSélectionner les racines de toutes la particules visiblesSélectionner le chemin le plus court entre deux osSélectionner le plus court chemin entre deux sélectionsSélectionner le chemin le plus court entre deux sommets/arêtes/facesSélectionner les silhouettes (arêtes à la frontière entre faces visibles et cachées)Sélectionner les UV similaires d’après un type de propriétéSélectionner les os similaires d’après un type de propriétéSélectionner les points de courbe similaires d’après un type de propriétéSélectionner les régions de faces similaires à la sélection actuelleSélectionner les métaballes similaires d’après un type de propriétéSélectionner les sommets, arêtes ou faces similaires d’après un type de propriétéSélectionner les points de courbeSélectionner une poignée de bandeSélectionner les bandes individuellement, qu’elles soient connectées ou nonSélectionner les bandes sur le côté choisi des bandes sélectionnéesSélectionner des bandes par rapport à la frame actuelleSélectionner les bandes à gauche ou à droite de la frame actuelleSélectionner des bandes avec la sélection rectangulaireSélectionner des bandes avec la sélection par cercleSélectionner des bandes avec la sélection par lassoStyle utilisé pour dessiner les traitsStyle utilisé pour remplir les traitsSélectionner les contours suggestifs (arêtes de quasi-silhouette/contour)Sélectionner le texte par ligneSélectionner du texte en déplaçant le curseurSélectionner le mode de contrôle de FreestyleSélectionner la caméra activeSélectionner la bibliothèque d’assets et les catalogues inclus à afficher dans l’étagère d’assetsSélectionner l’axe avec lequel comparer chaque sommetSélectionner les os de cet ensemble de sélectionSélectionner la caméraSélectionner l’axe le plus proche lors du placement des objetsSélectionner le gizmo actuellement en surbrillanceSélectionner le format de fichier à utiliser pour la mise en cache des données de bruitSélectionner le format de fichier à utiliser pour la mise en cache des données de particulesSélectionner le format de fichier à utiliser pour la mise en cache des données surfaciquesSélectionner le format de fichier à utiliser pour la mise en cache des données volumétriquesSélectionner le fichier relatif au .blendSélectionner le type d’entrée pour l’élastique.Sélectionner le type d’entrée pour la géométrie de surface.Sélectionner les calques à convertirSélectionner le type de conversionSélectionner les objets en miroir des objets sélectionnés, par exemple « L.épée » et « R.épée »Sélectionner les nouvelles faces incrustéesSélectionner l’élément suivant (selon l’ordre de sélection)Sélectionner le nœud sous le curseurSélectionner les parents des os actuellement sélectionnésSélectionner l’élément précédent (selon l’ordre de sélection)Sélectionner le panneau de propriétés à afficherSélectionner la paramétrisation de couleur du shaderSélectionner la forme des traits de contour « blueprint »Sélectionner la forme des deux extrémités des traitsSélectionner la clé de tri déterminant l’ordre d’empilement des chaînesSélectionner l’ordre de triSélectionner la source des positions de reposSélectionner les bandes et leurs poignéesSélectionner l’API de tablette à utiliser pour la sensibilité de la pression (peut nécessiter de redémarrer Blender pour que le changement prenne effet)Sélectionner la méthode de lancer à utiliser pour trouver les intersections scène-rayonSélectionner comment les traits caractéristiques sont joints pour former des chaînesSélectionner la façon dont la clé de tri est calculée pour chaque chaîneSélectionner ces os connectés à la sélection initialeSélectionner les os qui sont utilisés dans cette poseSélectionner des marqueurs temporelsSélectionner les pointes de toutes les particules visiblesSélectionner les bandes à gauche de la frame actuelleSélectionner les bandes à droite de la frame actuelleSélectionner des marqueurs de suiviSélectionner les pistes par groupeSélectionner les pistes utilisées pour la stabilisation en rotationSélectionner les pistes utilisées pour la stabilisation en translationSélectionner l’orientation de transformationSélectionner deux boucles d’arêtes ou une seule boucle d’arêtes fermée, à partir desquelles deux boucles d’arêtes peuvent être calculéesSélectionner deux objets maillagesType de dégradé utilisé pour remplir les traitsSélectionner le type d’algorithme de contraction/enveloppement pour la position de la cibleSélectionner le type d’algorithme de subdivisionSélectionner les mauvaises pistesSélectionner la boucle de sommets sous le curseurSélectionner les sommets aux pôles par le nombre d’arêtes connectées. En modes arête et face, la géométrie connectée aux sommets est sélectionnéeSélectionner les sommets directement liés aux sommets déjà sélectionnésSélectionner des sommets ou faces par le nombre de côtés des facesSélectionner les sommets dépourvus de groupeSélectionner les traits caractéristiques visiblesSélectionner sur quel point est le début de la courbeSélectionner avec le bouton de la sourisSélectionner le mot à la position du curseurSélectionner le mot sous le curseur(Dé)sélectionner tous les traits de Grease Pencil utilisant le matériau actuel(Dé)sélectionner tous les traits ou remplissages(Dé)sélectionner un élément dans cette direction(Dé)sélectionner des fichiers en les parcourantSélectionnabilité et visibilitéSélectionnableSélectionnables uniquementSélectionSélection et contenuCarte d’actions sélectionnéeBande de clip-action sélectionnéeBinding sélectionnéGras sélectionnéCanal sélectionnéCanaux sélectionnés sous le curseurTotal d’arêtes sélectionnéesTotal de faces sélectionnéesFaces sélectionnéesFichier sélectionnéSurlignage sélectionnéL’ID sélectionnée « %s » est un(e) %s, et ne peut pas être utilisée pour relocaliser l’ID liée existante « %s », qui est un(e) %sL’ID sélectionnée « %s » semble être la même que l’ID relocalisée « %s », utiliser plutôt l’opération « Recharger »Italique sélectionnéÉlément sélectionnéForcer le centre d’orbitage à ne prendre en compte que les objets actuellement sélectionnés.Éléments sélectionnésClés sélectionnéesPoint de référence sélectionnéArrière-plan de la ligne sélectionnéeCouleur du texte de la ligne sélectionnéeMarqueur sélectionnéBande méta sélectionnée (pour grouper des bandes apparentées)Groupe de nœuds sélectionnéObjet sélectionnéObjets sélectionnésObjets sélectionnés uniquementObjets et données sélectionnésObjets, données et matériaux sélectionnésSélectionnés uniquementPoints sélectionnésOs de pose sélectionnésPetites capitales sélectionnéesBande son sélectionnée (pour ajuster le minutage des sons de haut-parleur)Bandes sélectionnéesÉclairage studio sélectionnéTexte sélectionnéBande de transition sélectionnéeÉlément UV sélectionnéLes sommets UV sélectionnés qui sont dans un rayon donné les uns des autres sont fusionnésSouligné sélectionnéTotal de sommets sélectionnésL’asset sélectionné %s n’a pas pu être trouvé dans la bibliothèque d’assetsL’asset sélectionné %s n’est pas une actionL’asset sélectionné se trouve dans un fichier géré par le système d’assets, il vaut mieux éviter les modifications manuellesL’asset sélectionné est contenu dans le fichier actuelOs sélectionnés depuis %sLes blocs de données sélectionnés sont déjà des assets (ou ne prennent pas en charge l’utilisation comme assets)Nombre d’arêtes sélectionnées en mode éditionArêtes/faces sélectionnées requisesNombre de faces sélectionnées en mode éditionFaces sélectionnées requisesLes boucles sélectionnées doivent avoir le même nombre d’arêtesLes maillages sélectionnés doivent avoir le même nombre de sommetsLes nœuds sélectionnés ne sont pas du même type que {}Les nœuds sélectionnés ne peuvent pas être fusionnésLes noms des objets sélectionnées doivent utiliser des suffixes .L ou .RLe chemin sélectionné est en dehors de la bibliothèque d’assets sélectionnéeSélectionnés vers actifNombre de sommets sélectionnés en mode éditionSélectionnées/non-sélectionnéesSélectionner les lignes des régions éclairées et créer des formes circonscrites à partir de la combinaison des lignes de contour, de contour de lumière et de lignes d’ombresLa caméra ne peut être sélectionnée qu’en mode objetSélectionDomaine de sélectionCaractère de fin de sélectionDernière ligne de la sélectionMasque de sélectionMode de sélectionLe mode de sélection doit être PointsSélection uniquementOpacité de la sélectionEnsemble de sélectionIndice d’ensemble de sélectionEnsembles de sélectionOpérations d’ensembles de sélectionOutil de sélectionType de sélectionAction de sélection à exécuterSélection par collectionSélection par types d’arêtesSélection par marques de facesSélection au bord de l’imageSélection par visibilitéLa sélection n’est pas un osLa sélection n’est pas un os. L’armature doit être en mode pose ou édition pour pouvoir choisir dans la vue 3DLa sélection traîne derrière la souris et suit un chemin plus lisséLa sélection n’est pas prise en charge en mode objetSélection du solveur IK pour la chaîne IKSélectionner depuis le canal actif jusqu’au canal cliquéSélection d’arêtes non-connectées à une faceSélection d’arêtes constituant les bords d’une surface de maillageSélection d’arêtes connectant deux faces d’une surface de maillageSélection d’arêtes signifiant une discontinuité des vecteurs d’entréeSélection d’éléments dont les normales correspondent à la direction cible. (La normale est évaluée sur le même domaine que cette sortie sélection)Sélection d’éléments à l’intérieur d’une sphèreSélection des instances à randomiserSélection de points à déplacerSélection dans le domaine d’itérationPaire de sélections introuvableÉtat de sélection du point de la courbeÉtat de sélection du point du cheminÉtat de sélection de l’emplacementÉtat de la sélectionÉtat de sélection de la poignée Aligné uniqueÉtat de sélection du point de contrôleÉtat de sélection du point de contrôle. (Obsolète : utiliser plutôt Sélectionner point de contrôle)État de sélection de la poignée de gaucheÉtat de sélection de la poignée de droiteSélection vers frame actuelleSélection vers valeur du curseurSélection vers frame la plus procheSélection vers marqueur le plus procheSélection vers seconde la plus procheMoindre carré amorti sélectifSélectionner comment la poignée finale du B-os est calculéeSélectionner comment la poignée initiale du B-os est calculéeSélectionner comment les sommets sont mis en correspondance avec les segments de B-os, selon leur positionSélectionner des points aléatoires dans la sélection de traits actuelleSélectionner l’algorithme d’ajustement de la bordureSélectionner l’algorithme à utiliserSélectionner l’algorithme d’épaisseur à utiliserAuto-collisionAuto-collisionsS’affecter soi-mêmeAuto-frictionTouché soi-mêmeAuto-intersectionAuto-intersectionTest d’auto-intersectionAuto-distance minimumCet objetAuto-chevauchementAuto-intersecter les faces sélectionnéesEnvironnement et réglages de simulation de corps rigides autonomeGroupe de sommets auto-collisionInterprétation sémantique de la propriétéSemi-lagrangienneDemi-tonsEn arrièreTout derrièreSensibilitéCapteurRemplissage du capteurHauteur du capteurBruit de capteurLargeur du capteurLe capteur est scanné de haut en basSéparableSéparerSéparer le paquetÉléments de séparation de paquetsSéparer les enfantsSéparer la couleurSéparer les composantsSéparer cylindriqueSéparer la géométrieOrteil IK séparéSéparer la matriceMode de séparationSéparer les séquences d’imagesSéparer sphériqueSéparer la transformationSéparer les unitésSéparer XYZSéparer toute géométrie des intersectionsSéparer par calqueSéparer par matériauSéparer les bandes contenues dans les méta-bandes sélectionnéesSéparer les projections par îlots séparés par des couturesSéparer la géométrie sélectionnéeSéparer la géométrie sélectionnée vers un nouveau maillageSéparer la géométrie sélectionnée vers un nouvel objetSéparer la géométrie sélectionnée vers un nouveau nuage de pointsSéparer les nœuds sélectionnés du groupe de nœudsSéparer dans un nouvel objet les points sélectionnés des points connectés non-sélectionnésSéparer la géométrie sélectionnée vers un nouvel objet Grease PencilSéparer les traits sélectionnés du remplissage actuel%s séparée en %i nouvelles actionsOs séparésSépiaSéquenceAdditionAjustementCalque d’ajustementAlpha au-dessusAlpha en dessousAudioArrière-planLuminosité/contrasteClipHorlogeCouleurBalanceCouleursMélange couleurCompositingFondu enchaînéCourbesDirectionDoubleÉchoÉgaliseurFondu gammaFlou gaussienLuminescenceDiviser avec arrêt sur imageCorrection de teinteImageEntréeIrisMasqueMétaVidéoMulticamSélecteur multicamMultiplicationAucunSortiePar bandeHauteurProjetStockage proxyScèneUniqueSonÉgaliseur audioVitesseDiviserSoustractionTexteConversion tonaleConversion tonaleType de transitionTypeBalance des blancsVoletÉditeur de séquencesGlisser la séquenceGlisser séquence : %s%sNom de la bande de séquenceDonnées d’édition de séquence pour un bloc de données scèneDonnées de l’espace éditeur de séquencesMode de lecture de la séquenceBande séquence appliquant un effet aux images créées par d’autres bandesBande de séquence créant un flou gaussienBande séquence créant un effet de luminescence, de haloBande séquence créant une transition par voletBande séquence créant une image unie d’une seule couleurBande séquence créant du texteDonnées de la bande séquence, pour une seule frameBande séquence définissant un son à lire sur une période de tempsBande séquence pour contrôler la vitesse d’autres bandesBande séquence pour regrouper d’autres bandes en une seuleBande séquence pour charger une vidéoBande séquence pour charger une vidéo depuis un masqueBande séquence pour charger une vidéo depuis l’éditeur de clipsBande séquence pour charger une ou plusieurs imagesBande de séquence, pour effectuer des ajustements sur les calques en dessousBande séquence pour effectuer du montage multicamérasBande de séquence utilisant l’image rendue d’une scèneSéquenceurSéquenceur et prévisualisationRéglages d’espace de couleur du séquenceurNœuds de compositing de séquenceÉditeurs de séquenceSurimpressions montagePrévisualisation du séquenceurOmbrage de la prévisualisation du séquenceurScène du séquenceurAimantation du séquenceurInfos de bande du séquenceurBandes du séquenceurRéglages d’outils du séquenceurType d’effet de séquenceurScène du séquenceur non éditableBande active du séquenceurSerbe (Cyrillique) - СрпскиSerbe (Latin) - Srpski latinicaÉtat de la sessionUID de sessionUID de session de la collection dans laquelle lierUID de session de la collection vers laquelle déplacerUID de session du bloc de données à utiliser par l’opérateurUID de session de la collection directement liée contenant l’objet sélectionné, pour en faire une redéfinitionUID de session du groupe de nœuds de géométrie à déposerUUID de sessionUUID de session pour l’objet à placer (utilise l’objet actif quand cette propriété et « Nom » ne sont pas définies)DéfinirActiver « utilisateur factice » pour les éléments ajoutés (à l’exception des objets et collections)Définir la position du curseur 2DPlacer le curseur 2D au centre de la vueDéfinir l’actionDéfinir l’indice d’emplacement de l’action activeFaire démarrer toutes les animations glTF à 0Définir l’alphaDéfinir l’étiquette de couleurDéfinir le thème actuelDéfinir les normales de la courbeDéfinir le rayon de la courbeDéfinir l’inclinaison de la courbeDéfinir la valeur de débugageDéfinir l’icône par défautDéfinir l’ensemble de facesDéfinir la force de faceDéfinir en utilisateur facticeDéfinir secondaireDéfinir l’intervalle de framesDéfinir le paquet de géométrieDéfinir le nom de la géométrieDéfinir la couleur de Grease PencilDéfinir la profondeur de Grease PencilDéfinir la douceur de Grease PencilDéfinir l’arrière-plan de grilleDéfinir la transformation de la grilleDéfinir le profil de la courbe de poilDéfinir les positions des poignéesDéfinir le type de poignéeDéfinir l’IDDéfinir la transformation d’instanceDéfinir inverse en attenteDéfinir le matériauDéfinir le mode de mélangeDéfinir l’indice de matériauDéfinir les normales de maillageDéfinir la variable de Minkowski à 0.5Définir la variable de Minkowski à 4Définir le facteur de mélange à 0.0Définir le facteur de mélange à 1.0Définir un nomDéfinir l’origine non pris en charge pour %s objet(s)Définir l’origine non pris en charge pour les objets videsParenter àDéfinir le pivotDéfinir le rayon du pointDéfinir la positionDéfinir l’intervalle de prévisualisation d’après la plage des images clés sélectionnéesDéfinir l’intervalle de prévisualisation d’après les durées des bandes sélectionnéesDéfinir l’intervalle de prévisualisation d’après l’intervalle des images clés sélectionnéesDéfinir la fréquence d’images de la scèneDéfinir les proxies des bandes sélectionnéesDéfinir la sélectionDéfinir l’ombrage lisséDéfinir la tailleDéfinir la base d’aimantationDéfinir spline cycliqueDéfinir la résolution de la splineDéfinir le type de splineDéfinir la 3D stéréoPlacer les points de contrôle UVW à équidistanceReplacer le visualiseur VR à la position où le rayon a frappéDéfinir la valeurDéfinir la transformation de vueDéfinir une étiquette colorée pour les collections sélectionnéesDéfinir une étiquette de couleur pour les bandes sélectionnéesDéfinir une valeur d’un tableau dans le contexte (utile pour circuler dans le mode édition du maillage actif)Définir une valeur du contexteDéfinir une valeur de contexte (utile pour circuler dans les matériaux, clés de forme, groupes, etc. actifs)Définir une valeur de contexte à un bloc de données IDDéfinir un facteur de débit constant (Constant Rate Factor, CRF).Définir un nombre de frames fixe pour toutes les animations de constructionDéfinir un pourcentage de construction manuelDéfinir un nombre maximum d’images BDéfinir un nouvel ensemble de clés actifDéfinir un nouveau nom ou ajouter un préfixe ou suffixe à l’existantDéfinir une nouvelle sélectionDéfinir l’indice de config de l’action active à {}.Appliquer la couleur active à tous les sommets sélectionnésDéfinir le marqueur actif comme origine, en déplaçant la caméra (ou son parent s’il existe) dans l’espace 3DDéfinir le matériau actifDéfinir le début de toutes les animations glTF à 0.0 s. Peut être utile pour les animations en boucleMettre tous les points de traits à la même opacitéMettre tous les points de traits à la même épaisseurDéfinir toutes les normales de sommets en fonction de l’angle des coinsDéfinir toutes les normales de sommets en fonction de l’aire des facesDéfinir l’alpha du stop de couleur sélectionnéDéfinir le niveau d’opacité pour le calque UV exportéDéfinir et utiliser le curseur 3DDéfinir la visibilité de l’annotationDéfinir la transformation de vue appropriée d’après l’espace de couleur du médiaDéfinir comme groupe de sommets actifDéfinir comme arrondi, par défautDéfinir les canaux audio à 4 canauxDéfinir les canaux audio en son surround 5.1Définir les canaux audio en son surround 7.1Définir les canaux audio en monoDéfinir les canaux audio en stéréoDéfinir la taille du tampon de mixage audio à 1024 échantillonsDéfinir la taille du tampon de mixage audio à 16384 échantillonsDéfinir la taille du tampon de mixage audio à 2048 échantillonsDéfinir la taille du tampon de mixage audio à 256 échantillonsDéfinir la taille du tampon de mixage audio à 32768 échantillonsDéfinir la taille du tampon de mixage audio à 4096 échantillonsDéfinir la taille du tampon de mixage audio à 512 échantillonsDéfinir la taille du tampon de mixage audio à 8192 échantillonsUtiliser des entiers 16 bits signés comme format d’échantillonnage audioUtiliser des entiers 24 bits signés comme format d’échantillonnage audioUtiliser des flottants 32 bits comme format d’échantillonnage audioUtiliser des entiers 32 bits signés comme format d’échantillonnage audioUtiliser des flottants 64 bits comme format d’échantillonnage audioUtiliser des entiers 8 bits non signés comme format d’échantillonnage audioUtiliser un taux d’échantillonnage audio de 192000 échantillons par secondeUtiliser un taux d’échantillonnage audio de 44100 échantillons par secondeUtiliser un taux d’échantillonnage audio de 48000 échantillons par secondeUtiliser un taux d’échantillonnage audio de 96000 échantillons par secondeDéfinir le point noir ou blanc pour les courbesDéfinir les valeurs booléennes d’une collection d’élémentsDéfinir la vue caméra d’après la vue activeActiver le fait que la collection ne contribue qu’indirectement dans le calque de vue, à travers les ombres et les réflexionsDéfinir la visibilité de la couleurDéfinir les attributs de couleur et d’opacité sur de la géométrie de Grease PencilRendre la couleur complètement opaque au lieu de réutiliser l’alpha existantDéfinir l’interpolation de couleurDéfinir le mode de couleur à utiliser pour l’interpolationDéfinir la couleur du stop de couleur sélectionnéDéfinir le clip vidéo actuel comme arrière-plan de la caméra dans la vue 3D (ne fonctionne que quand une vue 3D est visible)Définir la position du curseurDéfinir la position du curseur dans le textePlacer le curseur sur le décalage utilisé pour les instances de collectionDéfinir la sélection du curseurDéfinir l’attribut de couleur par défaut utilisé pour le renduDéfinir la distance entre les plansDéfinir le type d’amorti pour les segments de F-courbe débutant aux images clés sélectionnéesDéfinir la dureté des arêtes d’après l’angle entre les faces adjacentesDérouler l’effet dans l’interface utilisateurDéfinir le mode d’extrapolation pour les F-courbes sélectionnéesDéfinir la force de faces sur toutes les facesDéfinir la force de face sur les nouvelles faces et celles qui sont affectées uniquementDéfinir la force de face sur les nouvelles faces et les faces modifiées uniquementDéfinir la force de face sur les nouvelles faces uniquementPasser les ID ajoutées en utilisateurs facticesDéfinir le plan de solDéfinir la casse de la policeDéfinir le style de policeDéfinir la fréquence d’images de la scène actuelle à celle de la vidéoDéfinir le centre du crochet à l’emplacement du curseurComment le compositing est exécutéDéfinir si ce bloc de données de redéfinition de bibliothèque peut être éditéDéfinir directement l’image pour la peinture de textureDéfinir l’interpolation entre stops de couleurDéfinir le mode d’interpolation pour les segments de F-courbe commençant aux images clés sélectionnéesDéfinir la correction inverse pour la contrainte Enfant deDéfinir la correction inverse pour la contrainte Solveur d’objetDéfinir l’image clé utilisée par le solveurDéfinir la visibilité du masqueDéfinir le masque au niveau spécifié par la propriété « valeur »Définir le masque au niveau spécifié par la propriété « valeur » inverséeDéfinir des coutures d’après la disposition des îlots dans l’éditeur d’UVDéfinir la métaballe comme négativeDéplier le modificateur dans l’interface utilisateurRestreindre les valeurs négatives RVB et d’intensité de la texture à zéro ; pour certains usages comme le déplacement cette option peut être désactivée pour obtenir toutes les valeursDéfinir une nouvelle position pour le curseur 3D et l’utiliserDéfinir l’échelle de la solution de l’objet d’après la distance entre les deux pistes sélectionnéesEnsemble de propriétés affectéesDéfinir le décalage utilisé pour les instances de collection d’après la position du curseurDéfinir le décalage utilisé pour les instances de collection en se basant sur la position active de l’objetDéfinir l’origine comme point médian des faisceaux sélectionnésDéfinir la taille des particules dans les cellules de simulation ou utiliser la cellule la plus procheDéfinir le rayon utilisé pour l’effilage du biseau, pour chaque pointDéfinir le plan d’après trois faisceaux sélectionnés, en déplaçant la caméra (ou son parent s’il existe) dans l’espace 3DDéfinir la position du stop de couleur sélectionnéDéfinir les taille et proportions du rendu d’après la bande activeDéfinir la résolution des courbes sélectionnéesDéfinir l’échelle de la scène, en redimensionnant la caméra (ou son parent s’il existe)Définir l’échelle pour les dimensions X, Y et Z de la textureDéfinir les frames de début et de fin de la scène d’après la frame de début et la durée du clipDéfinir les valeurs d’ensembles de faces de sculpture pour les facesDéfinir les sommets sélectionnés comme non-isolésDéfinir la sélection de la géométrie éditée, pour l’exécution de l’outilRendre l’ombrage platRendre l’ombrage lisséDéfinir la courbe d’obturateurDéfinir le poids du but de corps souple pour les points sélectionnésDéfinir les attributs de douceur sur de la géométrie de Grease PencilDéfinir une propriété de taille (par exemple la taille d’une brosse) avec la molette de la sourisDéfinir la vitesse du segment reminutéDéfinir les frames de début et de fin depuis la scèneDéfinir la sélection du texteDéfinir l’ordre de profondeur de Grease Pencil à utiliserChoisir le nombre de mètres par unité pour l’étage USD, avec une unité prédéfinie ou une valeur personnaliséeDéfinir la carte UV comme active au renduDéfinir la description d’accessibilité pour la primitive par défaut de l’étage exportéDéfinir le libellé d’accessibilité pour la primitive par défaut de l’étage exportéDéfinir le calque de Grease Pencil actifDéfinit l’os actif comme parent des os sélectionnésDéfinir l’objet actif comme la caméra active, pour cette vue ou scèneRéinitialiser l’opérateur actif à ses valeurs par défautDéfinir la scène active et le temps d’après la bande de scène actuelleDéfinir le groupe de sommets actifDéfinr les valeurs d’arrière-plan utilisées pour les voxels et tuiles inactivesDéfinir les limites pour les opérations de visualisation (pas implémenté)Définir les limites de la région de rendu et l’activerDéfinir les limites du rectangle contenant la frame de référenceDéfinir les limites de la région de rendu et activer celle-ciDéfinir les limites de la région utilisateurDéfinir le paquet d’une géométrieDéfinir le mode d’interaction de clipDéfinir la couleur et l’opacité pour les points du traitDéfinir la couleur et l’opacité pour les remplissages du traitDéfinir la sélection de la consoleDéfinir le type de coin des points sélectionnésDéfinir la frame actuelle comme frame de fin de la scène ou de prévisualisationDéfinir la frame actuelle comme frame de début de la scène ou de prévisualisationDéfinir la frame actuelle à la frame moyenne des images clés sélectionnéesDéfinir le langage actuel pour cette consoleDéfinir le gizmo de transformation actuelDéfinir l’emplacement du curseur, glisser pour transformerDéfinir les normales personnalisées d’après celles des faces sélectionnéesDéfinir la direction d’un des axes de la scène en faisant tourner la caméra (ou son parent s’il existe). Suppose que la piste sélectionnée se trouve sur un des axes reliés à l’origineDéfinir la taille des points du nuage à l’affichageDéfinir la distance entre les yeux – la distance jusqu’au plan stéréo / 30 devrait faire l’affaireDéfinir le mode d’évaluation des normales de la courbeDéfinir l’outil secondaire au lieu de l’outil primaireDéfinir l’outil secondaire au lieu de l’outil primaireSélectionner le fichier relativement au ficher .blend, si possibleDéfinir l’intervalle de frames au début et à la fin des bandes sélectionnéesDéfinir le type de poignée pour les courbes de BézierDéfinir le type de poignée pour les courbes de BézierDéfinir le type de poignées pour les points de contrôle d’une courbe de BézierDéfinir l’attribut ID sur la géométrie en entrée ; surtout utilisé en interne pour randomiserDéfinir l’intervalle de frames de l’image pour qu’il corresponde à la durée de la vidéoDéfinir l’influence de cette contrainte à zéro tout en essayant de maintenir la transformation de l’objet. D’autres contraintes actives peuvent encore influencer la transformation finaleDéfinir la position de chaque pointDéfinir la position du curseur 3DDéfinir la carte comme active pour le clonageDéfinir la carte comme active pour l’affichage et l’éditionDéfinir le calque de masque depuis les boutons de placage UVDéfinir le parentage du masqueDéfinir l’indice de matériau pour chaque élément géométrique sélectionnéDéfinir le matériau sur les nouvelles faces d’après l’ordre des emplacements de matériaux dans la liste. Si un matériau n’existe pas sur l’objet modifié, la face utilisera le même emplacement de matériau, ou le premier si l’objet n’a pas assez d’emplacements.Définir le nom de la géométrie pour faciliter le débugageDéfinir l’origine de l’objet, en déplaçant les données, en définissant le centre des données, ou en utilisant le curseur 3DDéfinir le parentage de l’objetDéfinir le parentage de l’objet sans définir la correction de parenté inverseAdoucir les normales du maillage de sortieDéfinir les positions des poignées des courbes de BézierDéfinir plutôt l’intervalle de prévisualisationDéfinir le rayon de la courbe à chaque point de contrôleDéfinir la représentation de la rotation utilisée par les os sélectionnéesDéfinir la fréquence d’images de la scène par celle du fichier BVH (annule l’option « Redimensionner la fréquence d’images », puisque l’échelle sera de 1:1)Définir comme actif le matériau de trait sélectionnéDéfinir la dureté des arêtes du maillage d’après l’angle entre les faces adjacentesDéfinir le type d’espace ou alterner entre les sous-typesDéfinir le type de trait (trait, remplissage, ou les deux) des traits sélectionnésMettre le maillage dans sa position de repos avant l’attachementDéfinir l’angle d’inclinaison à chaque point de contrôle de la courbeChoisir l’outil par son indice (pour les ensembles de raccourcis)Choisir l’outil par son nom (pour les ensembles de raccourcis)Définir la transformation de la grille depuis l’espace indice de grille vers l’espace objet.Définir la matrice de transformation de chaque instanceDéfinir la valeur de toutes les étiquettesDéfinir les poids du groupe de sommets d’après la distance à un objet cibleDéfinir l’axe de la vue, chaque direction de la souris correspond toujours au même axeDéfinir l’axe de la vue, chaque direction de la souris correspond à un axe par rapport à l’orientation actuelleDéfinir la région de découpageDéfinir le poids des clés sélectionnéesUtiliser le poids du sommet sous le curseur pour définir celui de l’outil dessinDéfinir les poids des groupes correspondant aux os sélectionnés de l’armature attachée, en utilisant la distance entre sommets et osDéfinir les poids des sommets d’un groupe d’après la distance à un objet cibleDéfinir la largeur d’après le nœud de groupe parent dans le contexte actuelDéfinir le niveau de zoom (par rapport à la taille du clip)Définir cette action de pose comme l’action active sur l’objet actifUtiliser la valeur actuelle de la propriété en tant que nouvelle valeur par défautDéfinir le rayon de l’extrémité à zéroDéfinir à 0 pour utiliser l’estimation d’après l’image d’entréeVrai si le cache est divisé en fichiers séparésDéfinir à Vrai pour demander un nouveau calcul de la matrice inverseDéfinir la visibilité du nœud d’arborescenceDéfinir le type de la spline activeDéfinir le type de poignée pour les images clés sélectionnéesDéfinir le type de poignée pour les points de contrôle sélectionnésDéfinir le type d’image clé pour les images clés sélectionnéesDéfinir le type des courbes sélectionnéesDéfinir les proxies automatiquementDéfinir la valeur des facesDéfinir les valeurs des images clés sélectionnées à la valeur du curseur (Y/partie horizontale)Définir les valeurs de l’attribut actif pour les éléments sélectionnésDéfinir le plan de murDéfinir les poids dans un nombre fixe de valeursDéfinir le niveau de zoom de la vueDéfinir {} comme activeLire ou écrire la force des faces (utilisée par le modificateur Normales pondérées)Définir/annuler les sommets sélectionnés comme ancrés entre plusieurs opérations de dépliageDéfinir le niveau de surface de subdivision (1 à 5)Définir combien d’objets uniques peuvent être distingués par pixelRend transparentes les parties en dehors de la région de recadrage au lieu de recadrer réellement la taille de l’imageDéfinir le calque comme actif pour l’affichage et l’éditionDéfinir le calque comme actif au renduDéfinir le mode d’interaction objetPlacer la position du pivot à celle du sommet actifPlacer la position du pivot à la position moyenne des sommets non-masquésPlacer la position du pivot au centre de la bordure du masquePlacer la position du pivot à la surface sous le curseurPlacer la position du pivot à l’origine de la sculptureDéfinir l’attribut de rayon des courbes de poils d’après une forme de profilDéfinir l’origine de la rotation automatiquement en utilisant la topologie et la forme du maillage comme guidesPlacer la position du pivot de transformation de sculptureIl est possible d’améliorer le temps de compilation en choisissant la méthode Sous-processus dans les Préférences > Système > Méthode de compilation des shaders.RéglagesLes réglages se trouvent dans l’onglet ParticulesLes réglages se trouvent dans l’onglet PhysiqueRéglages de brosse du Grease PencilRéglages pour les outils d’interpolation du Grease PencilRéglages pour la physique des boidsRéglages pour l’affichage des surimpressionsRéglages pour l’affichage des surimpressions dans la vue 3DRéglages pour l’affichage des surimpressions dans l’éditeur de clips vidéoRéglages pour l’affichage des surimpressions dans l’éditeur de nœudsRéglages pour l’affichage des surimpressions dans l’éditeur d’images et d’UVRéglages pour les extensionsRéglages pour les fonctionnalités qui en sont encore à un stade de développement précoceRéglages pour filtrer les données d’animationRéglages du filtrage des canaux montrés dans les éditeurs d’animationRéglages pour les formats d’imageRéglages des périphériques d’entréeRéglages pour l’interaction avec les données de BlenderRéglages pour la navigation en XRRéglages d’un objet participant à la simulation de corps rigidesRéglages de la physique de fluide des particulesRéglages pour la simulation de corps rigidesRéglages d’ombrage dans la vue 3DRéglages pour la simulation de corps soupleRéglages des espacesRéglages de la 3D stéréoRéglages pour l’affichage 3D stéréoRéglages de la 3D stéréoRéglages pour la sortie stéréoRéglages pour les outils et brosses de sculpture de traitsRéglages pour la sélection de fichiers en mode explorateur d’assetsRéglages pour la visualisation du mouvementRéglages pour utiliser l’objet comme collisionneur dans une simulation physiqueRéglages pour utiliser l’objet comme un champ de force dans une simulation physiqueRéglages pour le mode de navigation en marchantCes réglages peuvent avoir un impactRéglages de l’espace de couleur dans lequel le séquenceur travailleRéglages du périphérique sur lequel l’image enregistrée sera affichéeRéglages pour lesquels des images clés doivent être insérées ensembleRéglages à appliquer au nœud nouvellement crééRéglages définissant une bibliothèque réutilisable, à usage des explorateurs d’assetsRéglages définissant un dépôt d’extensionsRéglages utilisés pour les fluidesRéglages/infos à propos d’une langueMode de stéréoCoudre le tissuCoutureForce de couture maxOmbrage inférieurOmbrage lisséOmbrage supérieurTeinte pour les os correspondants à un groupe de poids verrouillé pendant la peintureOmbréSans ombrageShaderAOV de shaderNom de l’AOV de shaderMéthode de compilation des shadersWorkers de compilation de shaderGroupe de shader personnaliséÉditeur de shadersAdd-ons de l’éditeur de shadersEffets de shaderNœud de shaderAfficher les aperçus des nœuds de shadingPrise de nœud shaderInterface de prise de nœud shaderArborescence de nœuds de shaderBalle shaderShader définissant la caméra personnaliséeNœuds de shaderChemin du script shaderPrise shader d’un nœudShader vers RVBOmbrageDécalage ombrageRéglages de l’ombrageRéglages de l’ombrage pour le moteur de rendu OpenGLType d’ombrage à changerOmbreAlpha de l’ombreAngle de l’ombreSuppression des faces arrières des ombresFlou d’ombreLuminosité de l’ombreDécoupage du tampon d’ombrage, débutCaméra d’ombre loinCaméra d’ombre procheTaille de caméra d’ombreAttrapeur d’ombresCaustiques d’ombresCouleur d’ombreEffet d’ombreRayon du filtre d’ombreDureté des ombresIntensité de l’ombreAgitation d’ombreSur-flou d’agitation d’ombreLiaison d’ombreOpérations de liaison d’ombreLiaison d’ombre pour %sDécalage de l’ombreDécalage de l’ombre en XPool d’ombreTaille du pool d’ombreNombre de rayons d’ombreRéglages d’ombreDécalage des ombresTaille de l’ombreTaille d’adoucissement de l’ombreNombre d’étapes d’ombreTerminateur d’ombresDécalage de géométrie pour le terminateur d’ombreDécalage de normales pour le terminateur d’ombreDécalage d’ombrage pour le terminateur d’ombreVisibilité d’ombreLargeur de l’ombreDécalage en X de l’ombreDécalage en Y de l’ombreCouleur de l’ombre en niveaux de grisEffet d’ombreFacteur de dureté des ombresDécoupage lointain de la carte d’ombrage, au-delà duquel les objets ne généreront pas d’ombreDécalage de l’ombre, en pixelsAngle de terminaison des ombresType d’ombre (0 aucune, 3 et 5 flou, 6 contourOmbresLimite de résolution des ombresÉchelle de résolution des ombresEaux peu profondesFormeAsymétrie de formeClé de formeAnimations des clés de formePoint de Bézier de clé de formeClé de forme de point de courbeClés de forme en mode éditionÉditeur de clés de formeNormales de clés de formePoint de clé de formeOpérations de clés de formeTangentes de clés de formeMenu contextuel de clé de formeBlocs de données clés de formeClés de formeAnimation des clés de formeMéthode de formeObjet formeOrientation de formeParamètres de formeConservation de la formeAjustement de la forme de l’épaisseur des brins pour les tressesLimite de l’angle de formeForme définissant une section du tube, utilisant le plan XYClé de forme dans un bloc de données clés de formeÉtat de sélection des clés de formeClé de forme à utiliser pour le mélangeClé de forme à utiliser comme longueur de repos des ressortsClés de formeBloc de données clé de forme, contenant différentes formes des blocs de données de géométrieForme de la quantité le long de chaque courbe (0=constante, 0.5=linéaire)Forme d’agglutinationForme de la distribution depuis le centre vers le bord, autour du guideForme de la rudesse au point finalForme de l’éclairage zoneForme du rayon de la tresse le long de chaque courbeForme de l’influence le long des courbes (0=constant, 0.5=linéaire)Forme du profilForme du rayon le long de la courbeForme utilisée comme une clé relativeForme utilisée dans la brosse pour appliquer la force au tissuCléFormeLa clé de forme %s a un pointeur 'from' invalide (%p), elle va être suppriméeClé de forme introuvableFormesPartager l’espace de textureAccesseurs partagésPosition en communPropriétés partagées de régionSommet en communPropriétés de thème partagées d’animationCollection en communPropriétés de thème partagées des courbesDonnées en commun (scène, image, son, etc.)Effets en communType d’objet en communParent en communBandes d’effet partageant le même type d’effet (si la bande active n’est pas une bande d’effet, sélectionner toutes les bandes qui n’en sont pas)Type de bande partagéDureArêtes duresSeuil de duretéArête dure pour le shadingArêtes dures ou normales personnalisées détectées, subdivision GPU désactivéeAtténuation durePréréglage netDurcirAiguiser le coinNetteté du masqueAccentuer les picsAccentuer l’image en augmentant le contraste le long des contours.Effet d’accentuation de la brosseDurcir les cavités du maillageDurcir :DuretéDureté maxDureté minCisaillementAxe de cisaillementFacteur de cisaillementGroupe de cisaillementAmortissement du ressort de cisaillementRaideur en cisaillementRaideur en cisaillement maximaleGroupe de sommets de raideur en cisaillementCisailler les éléments sélectionnés le long de l’axe spécifiéCisailler les clés en utilisant la clé de gauche comme référenceCisailler les clés en utilisant la clé de droite comme référenceCisaillement : %.3f° %sCisaillement : %s %sLustreBSDF lustreRugosité de lustrePoids de lustreModèle d’ombrage du lustreCoqueGroupe de sommets de coqueDécalageMaj - Maintenir pour précisionTransposition audioMaj Clic gaucheDécaler la texture dans l’espace 2DDécentrement XDécentrement YTouche Maj presséeTouche Maj pressée, -1 pour n’importe quel étatTransposer en utilisant une proportion directeTransposer en utilisant des semi-tons et centsDécaler en bloc les clés sélectionnées vers la valeur des clés voisinesTransformer la forme vers une primitive prédéfinieDécaler le contenu des bandes, sans affecter leurs poignéesMajGMajDDécale les valeurs des bits de A par la quantité Décalage spécifiée. Une valeur positive décale vers la gauche, une valeur négative vers la droite.Décaler les valeurs des clés sélectionnées dans le tempsListe brèveRaccourci pour alterner : {}Paramétrage des raccourcis pour les claviers et autres périphériques d’entréeLe raccourci {:d} n’est pas encore assigné à un nœud visualiseurRaccourci : {}Raccourcir les courbes en supprimant des portions au début ou à la finDiagonale la plus courtePlus courts chemins d’arêtesChamp Coût des plus courts chemins d’arêtesChamp Prochain sommet des plus courts chemins d’arêtesRotation la plus petitePlus courte longueur de vague autoriséeAfficherAfficher les fichiers .blendAfficher les éléments des fichiers .blend (objets, matériaux, etc.)Afficher les fichiers .blend1, .blend2, etcAfficher le curseur 2DAfficher le curseur 3DAfficher les noms des marqueurs 3DAfficher les fichiers de volume 3DAfficher les blocs de données actionsAfficher actifAfficher l’ensemble de faces actifAfficher les pixels actifsTout afficherAfficher tous les calques de vueAfficher l’alphaAfficher l’alpha dans le rendu de prévisualisationAfficher les annotationsAfficher les blocs de données annotationsAfficher les annotations dans les prévisualisations OpenGLAfficher les blocs de données armaturesAfficher l’armature dans sa pose de liaison (pas de mise en pose possible)Afficher les armaturesAfficher un avertissement d’insertion autoAfficher les extensions disponiblesAfficher les nœuds de BVHAfficher la face arrièreAfficher l’image d’arrière-planAfficher la pose mélangéeAfficher les fichiers Blender dans le navigateur de fichiersAfficher l’utilisation mémoire de BlenderAfficher la version de BlenderAfficher le canal bleuAfficher les rayons X d’osAfficher les osAfficher la brosseAfficher la brosse sur la surfaceAfficher les blocs de données brossesAfficher les faisceauxAfficher le cacheAfficher les blocs de données fichiers de cacheAfficher la distance mise au point de la caméraAfficher les guides de la caméraAfficher la focale de la caméraAfficher la trajectoire de la caméraAfficher les blocs de données camérasAfficher les camérasAfficher la grille de canevas devantAfficher la cavitéAfficher les zones de sécurité coupe centraleAfficher les blocs de données collectionsAfficher les collectionsAfficher les étiquettes de couleurAfficher le côneMontrer F-courbes de contrôleAfficher les contrôleursAfficher le curseurAfficher la prévisualisation du curseurAfficher les extrêmes des courbesAfficher les blocs de données courbesAfficher les surimpressions personnaliséesAfficher les filtres des blocs de donnéesAfficher le débugAfficher désactivéesAfficher la duréeAfficher des lignes d’éditionAfficher les lignes d’édition uniquement en multiframesAfficher des lignes d’édition lors de l’édition de traitsAfficher l’émetteurAfficher les objets videsAfficher l’objet vide avec champ de forceAfficher l’objet vide imageAfficher les erreursAfficher dépliéAfficher le nombre de mises à jour d’extensionsAfficher l’extrapolationAfficher les F-courbesAfficher le remplissageAfficher la couleur de remplissage durant le dessinAfficher le filtreAfficher les filtresAfficher les blocs de données policesAfficher le pied de pageAfficher les numéros de framesAfficher les framesAfficher les blocs de données styles de ligne FreestyleAfficher l’utilisation mémoire vidéo du GPUAfficher les gizmosAfficher les gizmosAfficher les Grease PencilsAfficher les blocs de données Grease PencilAfficher les objets Grease PencilsAfficher le canal vertAfficher la grilleAfficher les poignéesAfficher les poignées et l’interpolationAfficher l’en-têteAfficher cachésAfficher les fichiers/blocs de données cachésAfficher la région cachéeAfficher la liste des raccourcisAfficher au survolAfficher les blocs de données imagesAfficher dansAfficher en avantAfficher les infosAfficher les extensions installéesAfficher l’instanciateurAfficher les attributs internesAfficher la courbe de fluctuationAfficher les numéros d’images clésAfficher les points de référenceAfficher le lassoAfficher les blocs de données latticesAfficher la direction de l’éclairageAfficher les blocs de données sondes d’éclairageAfficher la taille de l’éclairageAfficher les blocs de données éclairagesAfficher les éclairagesAfficher les limitesAfficher ligneAfficher les Grease Pencils en Line Art devant tout le resteAfficher les lignesAfficher les marqueurs locauxAfficher les emplacementsAfficher le panneau GérerAfficher la margeAfficher le motif de marqueurAfficher la recherche de marqueurAfficher les marqueursAfficher l’éditeur de masquesAfficher le masque en superpositionAfficher les splines des masquesAfficher les blocs de données masquesAfficher les propriétés relatives à l’édition de masqueAfficher les blocs de données matériauxAfficher la mémoireAfficher les menusAfficher les blocs de données maillagesAfficher les maillagesAfficher les blocs de données méta-ballesAfficher les métadonnéesAfficher les médias manquantsAfficher la brumeAfficher tout en modalAfficher la colonne de modeAfficher les blocs de données clips vidéoAfficher le nomAfficher les attributs nommésAfficher les nomsAfficher le groupe de nœudsAfficher les aperçus des nœudsAfficher les blocs de données arborescences de nœudsAfficher les flèches d’entrée numériqueAfficher les propriétés de l’OS pour cet élémentAfficher les enfants des objetsAfficher le contenu des objetsAfficher les objets supplémentairesAfficher la position de l’objetAfficher le contour de l’objetAfficher la rotation de l’objetAfficher l’échelle de l’objetAfficher les blocs de données objetsAfficher les décalagesAfficher au premier planAfficher la sélection seulementAfficher les opérateursAfficher les optionsAfficher le guide d’axe d’orbitageAfficher le guide du centre d’orbitageAfficher la pose d’origineAfficher les autres objetsMontrer les surexpositionsAfficher la frame superposéeAfficher les surimpressionsAfficher la peintureAfficher les blocs de données courbes de peintureAfficher les blocs de données palettesAfficher les blocs de données réglages de particulesAfficher les particulesAfficher le passe-partoutAfficher passthroughAfficher les performancesAfficher les marqueurs de poseAfficher l’aperçuAfficher la nomenclature PBRAfficher les références Python dans les infobullesAfficher les destinations récentesAfficher la liste des emplacements récents dans le navigateur de fichiersAfficher la reconstitutionAfficher le canal rougeAfficher le renduAfficher libellés de reroutage autoAfficher les clés de reminutageAfficher les zones de sécuritéAfficher le même matériauAfficher la durée de la scèneAfficher l’intervalle de la bande de scèneAfficher les blocs de données scènesAfficher la sélectionAfficher soi-mêmeAfficher la taille du capteurAfficher la scène de séquenceurAfficher les réglagesAfficher les ombresAfficher la courbe de tailleAfficher les potardsAfficher les blocs de données sonsAfficher la sourceAfficher les blocs de données haut-parleursAfficher l’écran d’accueilAfficher stableAfficher la frame de débutAfficher les statistiquesAfficher la barre d’étatAfficher la stéréoAfficher la courbe de forceAfficher le traitAfficher la sous-frameAfficher les emplacements systèmeAfficher les redéfinitions systèmeAfficher les emplacements du système dans le navigateur de fichiersAfficher les zones de sécurité TV de titre et d’action, en vue caméraAfficher les zones de sécurité de titre et d’action dans la prévisualisationAfficher les valeurs de débugage de tabletteAfficher les étiquettesAfficher le texteAfficher les blocs de données textesAfficher la textureAfficher les blocs de données texturesAfficher les miniaturesAfficher la duréeAfficher des petits marqueursAfficher les paramètres de l’outilAfficher la trajectoire de la pisteAfficher les pistesAfficher l’erreur des pistesAfficher les courbes de vitesseAfficher le chemin de l’arborescenceAfficher les préférences de la configuration clavierAfficher une liste des pistes participant à la stabilisationAfficher l’éditeur d’UVAfficher les propriétés relatives à l’édition d’UVAfficher la caméra VRAfficher les contrôleurs VRAfficher les contrôleurs VR (nécessite les actions VR pour les poses du contrôleur)Afficher la VRAMAfficher la valeurAfficher la versionAfficher le visualiseurAfficher les avertissementsAfficher un avertissementAfficher les niveaux des poidsAfficher les poidsAfficher le filaireAfficher les couleurs des liensAfficher les blocs de données mondesAfficher les rayons XAfficher le composant X de la grille MACAfficher le composant Y de la grille MACAfficher le composant Z de la grille MACAfficher une colonne listant les date et heure de modification de chaque fichierAfficher une colonne listant la taille de chaque fichierAssombrir l’image en dehors de la zone d’image, en vue caméraAfficher un gizmo en forme de cadran dans la vue 3D pour entrer une valeurAfficher un gizmo linéaire dans la vue 3D pour entrer une valeurAfficher une liste de texte utilisé dans le document ouvertAfficher une prévisualisation de la frame de début ou de fin d’une bande, lors de la transformation de la poignée correspondanteAfficher un gizmo de transformation dans la vue 3DAfficher les marqueurs locaux aux actions sur les bandes, utile pour synchroniser le minutage entre bandesAfficher l’attribut de couleur actifAfficher les préférences d’add-onAfficher des options supplémentaires dans le menu d’ombrage (Z)Afficher tous les calques de Grease PencilAfficher toutes les collections d’osAfficher tout sauf ce groupe pendant l’interactionAfficher tous les types d’extensionsAfficher toutes les images clés durant la lecture de l’animation, et activer toutes les images clés pour l’édition (décocher pour n’utiliser que l’image clé actuelle durant la lecture et l’édition)Afficher tous les objets dans le calque de vueAfficher tous les objets et collections situés dans cette collectionAfficher tous les calques de vueAfficher tout pendant l’interaction, ainsi que ce groupe quand une interaction a lieu avec un autre groupeAfficher le canal alpha du masqueAfficher un indicateur de la valeur actuelle tout en glissantAfficher un contour en surbrillance autour des objets sélectionnésAfficher les données d’animationAfficher le bloc de données d’annotation qui appartient à la piste activeAfficher le bloc de données d’annotation qui appartient au clip vidéoAfficher les annotations pour cette vueAfficher l’armature dans sa position de repos ou dans sa pose finaleAfficher l’armature dans sa pose finaleAfficher les objets armaturesAfficher les armaturesAfficher les assets de toutes les bibliothèques d’assets listéesAfficher les assets depuis les bibliothèques d’assets définies dans les préférencesAfficher l’attribut en surimpression pour le nœud visualiseur actifAfficher les valeurs de l’attribut sous forme de texte dans la vue 3DAfficher le canal bleu de la frameAfficher les mesures de distances et d’anglesAfficher les guides de composition de la caméraAfficher les objets camérasAfficher le passe-partout de la caméraAfficher les camérasAfficher les enfantsAfficher les collectionsAfficher une liste de couleurs compacte au lieu de miniaturesAfficher des courbes de niveaux formées par les points ayant le même poids interpoléN’afficher que la frame actuelleAfficher le curseur dans la vue 3DAfficher la courbe de l’erreur moyenne par frame (le mouvement de la caméra doit d’abord être résolu)Afficher les F-courbesAfficher les courbes, lattices, sondes d’éclairage, polices, …Afficher des surimpressions personnalisées en VRAfficher les coupes cachées par la géométrieAfficher les lignes pointillées indiquant les relations de parentage ou de contrainteAfficher les blocs de données dont les noms commencent par un point dans les menus de rechercheAfficher les pistes désactivées dans le métrageAfficher l’éditeur de contrôleurs dans une fenêtre à partAfficher la prévisualisation du clip en cours d’éditionAfficher les objets videsAfficher les objets videsAfficher les extensions par typeAfficher les extensions de tous les dépôtsAfficher les filaires des arêtesAfficher les fichiers et les blocs de données qui sont habituellement masquésAfficher les options de filtrageAfficher les filtres pour l’éditeur de graphesAfficher les dossiersAfficher les dossiers dans le navigateur de fichiersAfficher les fichiers de polices de caractèresAfficher les numéros de frames des images clés sur les chemins de mouvementAfficher les numéros de frames dans les chemins de mouvementAfficher l’avant ou l’arrièreAfficher les fantômes des images clés avant et après la frame actuelleAfficher les gizmos de tous les typesAfficher la vue graphe pour l’élément actifAfficher le canal vert de la frameAfficher la grille dans la vue orthogonale de côtéAfficher la grille montrant la distorsion optiqueAfficher les lignes de grilleAfficher les fibres guidesAfficher les courbes de poilsAfficher la grille de simulation de poilsAfficher les poignées des points de contrôle de BézierAfficher des lignes d’aide au remplissage pour visualiser les limitesAfficher des lignes pour faciliter l’extension des traitsAfficher les fichiers cachés (par un point)Afficher les particules cachéesAfficher les fichiers imagesAfficher les images, clips vidéo, sons et masquesAfficher dans l’éditeur de contrôleursAfficher en fantômesAfficher dans le journal d’infosMontrer les F-courbes d’influence sur les bandesAfficher le journal d’infos dans une fenêtre à partAfficher les instances quand les particules sont en vieAfficher les instances quand les particules sont mortesAfficher les instances quand les particules ne sont pas encore néesAfficher seulement les mesures d’anglesAfficher seulement les mesures de distancesAfficher le raccourci clavier et les détails de la propriété dans l’interface utilisateurAfficher les latticesAfficher les couleurs des éclairagesAfficher les objets éclairageAfficher les sondes d’éclairageAfficher les éclairagesAfficher les numéros de ligne à côté du texteAfficher les marqueurs appartenant à l’action active, au lieu des marqueurs de la scène (éditeurs d’action et de clés de forme uniquement)Afficher les marqueurs d’une manière plus compacteAfficher les outils d’édition de masqueAfficher la couleur du matériauAfficher le nom du matériau assigné à chaque traitAfficher les matériaux, arborescences de nœuds, textures et styles de lignes FreestyleAfficher les menus dans l’en-têteAfficher les objets maillagesAfficher le maillage quand les particules sont en vieAfficher le maillage quand les particules sont mortesAfficher le maillage quand les particules ne sont pas encore néesAfficher les données de maillages, courbes, lattices, armatures et méta-ballesAfficher les métaballesAfficher les métadonnées du clipAfficher les métadonnées de la première bande visibleAfficher les fichiers vidéoAfficher les noms des objets pistes reconstituésAfficher les commandes permettant la navigation dans les vues 2D et 3D qui ne possèdent pas de barres de défilementN’afficher aucune mesureAfficher des points au centre des objetsAfficher la couleur de l’objetAfficher la couleur de l’objet sur les filairesAfficher les objets supplémentaires, dont les vides, les éclairages et les camérasAfficher les objetsAfficher les objets et collectionsAfficher les objets de cette collection à la place des particulesAfficher seulement les blocs de données d’un typeN’afficher que les raccourcis contenant ce texte dans leur nomN’afficher que les objets de la collection (Maj pour étendre)Afficher seulement les objets sélectionnablesAfficher seulement l’objet actifAfficher seulement les pelures d’oignon de l’objet actifN’afficher que cette collection d’os et les autres également marquées « solo »Afficher les options pour l’éditeur de propriétésAfficher les options pour choisir quels canaux inclure, selon le type de données auxquels ils sont liésAfficher les courbes originales en cours d’éditionAfficher les autres types de donnéesMontrer les zones surexposées avec des zébruresAfficher les propriétés relative à la peintureAfficher le numéro de la particuleAfficher la taille de la particuleAfficher la vélocité des particulesAfficher les particules après qu’elles soient mortesAfficher les particules avant qu’elles ne soient émisesAfficher la façon dont la piste bougeAfficher la boîte englobante de motif pour les marqueursAfficher les nuages de pointsAfficher les points dans l’ordre dans lequel ils sont dans le trait (par exemple pour animer des lignes en train d’être dessinées)Afficher les valeurs de pression lors de l’utilisation d’un opérateur de peintureAfficher la projection des marqueurs 3D dans le métrageAfficher une couleur aléatoire par objetAfficher une couleur aléatoire sur les filairesAfficher la trajectoire reconstituée de la caméraAfficher la superposition dans une zone rectangulaireAfficher le canal rouge de la frameN’afficher que la frame de référenceAfficher les sphères de référence avec un ombrage neutre réagissant à l’éclairage, pour aider au look developmentAfficher les propriétés relatives au renduAfficher les clés de reminutage des bandes sélectionnéesAfficher les clés de reminutage pour pouvoir les déplacerAfficher la marge de droiteAfficher les zones de sécurité pour faire tenir le contenu dans des proportions d’image différentesAfficher la durée de la scèneAfficher la scène d’une seule couleur personnaliséeAfficher les statistiques de la scèneAfficher les filaires de la scène avec la couleur de fil du thèmeAfficher les scènesAfficher les fichiers de scriptsAfficher la boîte englobante de recherche pour les marqueursAfficher les objets sélectionnésAfficher les contours de sélectionAfficher la taille du capteur (couloir, « film gate ») en vue caméraAfficher les potards à côté des canaux des F-courbesAfficher des petits axes 3D tournants dans le coin supérieur droit de la vue 3DAfficher les fichiers de sonAfficher les haut-parleursAfficher le métrage stabilisé dans l’éditeur (si la stabilisation est activée)Afficher la barre d’étatAfficher les miniatures des bandesMontrer la direction de dessin du trait par un gros point vert (début) et un plus petit rouge (fin)Afficher les remplissages de traits de ce matériauAfficher les traits de ce matériauAfficher les surfacesAfficher le panneau des préférences système « Réseau » pour autoriser l’accès en ligneAfficher les fichiers texteAfficher les objets textesAfficher la texture dans l’onglet des texturesAfficher la texture dans la vue 3DAfficher la passe de rendu Occlusion ambianteAfficher la passe de rendu Arrière-planAfficher la passe de rendu CombinéAfficher la passe de rendu Couleur diffuseAfficher la passe de rendu Diffuse directeAfficher la passe de rendu Diffuse indirecteAfficher la passe de rendu ÉmissionAfficher l’orientation des faces en surimpressionAfficher la passe de rendu Couleur de brillanceAfficher la passe de rendu Brillance directeAfficher la passe de rendu Brillance indirecteAfficher la passe de rendu BrumeAfficher les chemins de mouvement en surimpressionAfficher la passe de rendu NormaleAfficher la pelure d’oignon en surimpressionAfficher la passe de rendu PositionAfficher la passe de rendu Attrapeur d’ombresAfficher la passe de rendu Couleur de transmissionAfficher la passe de rendu Transmission directeAfficher la passe de rendu Transmission indirecteAfficher la passe de rendu UVAfficher la passe de rendu Volume directAfficher la passe de rendu Volume indirectAfficher la ligne de l’axe XAfficher la ligne de l’axe YAfficher la ligne de l’axe ZAfficher le nom de la caméra active, en vue caméraAfficher l’ensemble de faces actifAfficher le cache de peinture dynamique de l’objet actifAfficher le cache de corps rigide de l’objet actifAfficher le cache de points de tissu de l’objet actifAfficher le cache de points de particules de l’objet actifAfficher les données de cache et de précalcul des nœuds de simulation de l’objet actifAfficher le cache de fumée de l’objet actifAfficher le cache de points de corps souple de l’objet actifAfficher le nom de l’asset avec l’aperçu. Autrement, seul l’aperçu sera visible.Afficher les assets disponibles dans cette session BlenderAfficher le panneau des extensions disponiblesAfficher les éléments et utilitaires de base fournis avec BlenderAfficher la sélection d’os en surimpressionAfficher les distances de découpage dans la vue 3DAfficher la collection dans ce calque de vueAfficher le sélecteur de bloc de données dans le modificateurAfficher le sélecteur de bloc de données dans le nœudAfficher les détails dans l’interface utilisateurN’afficher que le tampon de luminescenceAfficher la grille d’arrière-plan et les borduresAfficher la grille par-dessus l’imageAfficher la grille du plan au solAfficher le volume d’influence dans la vue 3DAfficher le panneau des extensions installéesAfficher les caméras gauche et droiteAfficher la colonne de mode pour le changement de mode et l’activationAfficher le point d’origine (le centre) de tous les objets (sélectionnés ou non)Afficher le panneau des options de transparence alphaAfficher le panneau des options de couleur de ligneAfficher le panneau des options d’épaisseur de ligneAfficher le panneau de création des traitsAfficher le panneau des options de géométrie des traitsAfficher le panneau des options de texture des traitsAfficher le volume de correction de parallaxe dans la vue 3DAfficher la vue passthroughAfficher le statut des images en cache dans la timelineAfficher le plan de convergence 3D stéréoAfficher le volume de la pyramide de vue pour la 3D stéréoAfficher l’éclairage studio à l’arrière-planAfficher la texture depuis le nœud de texture image actif, en utilisant les coordonnées de la carte UV activeAfficher les nœuds de BVH sous-jacents, sous la forme de faces de différentes couleursAfficher ce fichierAfficher cette image en arrière-planAfficher cette image devant les objets, dans la vue 3DAfficher cet objet à la place des particulesAfficher les temps sous forme de timecodes plutôt que de framesAfficher les noms et statuts des pistesAfficher les outils de suivi et résolutionAfficher des lignes transparentes à utiliser comme limites pour le remplissageAfficher des lignes de grille verticalesAfficher les sommetsAfficher les sommets sans poids dans aucun groupeAfficher les sommets sans poids dans le groupe actifAfficher des poignées aux coins pour la gestion des zonesAfficher les objets visiblesAfficher les volumesAfficher un avertissement lors de la transformation d’objets et d’os si l’insertion automatique d’images clés est activéeAfficher ce qui se trouve dans les éléments des objetsAfficher quand les nœuds utilisent des attributs nommésAfficher tout en glissantRendre toute la scène transparenteAfficher les blocs de données espaces de travailAfficher les mondes, éclairages, caméras et haut-parleursAfficher les préférences {}Afficher/cacherAfficher/cacher les facesAfficher les blocs de données courbesAfficher les blocs de données nuages de pointsAfficher les blocs de données volumesRéduireRéduire l’ensemble de facesFacteur de contractionFacteur de contraction maxRéduire le masqueVitesse de contractionGroupe de sommets de contractionRéduire la visibilitéRéduire la sélection actuelle des bandes sélectionnées adjacentesRéduire le cadre à la boîte englobante minimaleContracter la position à la surface de la cible la plus procheContracter la position à la surface de la cible la plus proche, selon un axe donnéComprimer la position sur la surface cible la plus proche, le long des normales de sommet interpolées de la cibleContracter la position au plus proche sommet de la cibleContracter le maillage vers la surface de la cible la plus procheContracter le maillage vers la surface de la cible la plus proche, le long d’un axe donnéContracter le maillage vers la plus proche surface cible, le long des normales de sommets interpolées de la cibleContracter le maillage vers le plus proche sommet de la cibleRéduire la sélection d’un pointRéduire d’une face la visibilité, d’après la topologie du maillageModificateur de contraction/enveloppement d’un objet sur une cibleModificateur de contraction/enveloppement d’un objet sur/autour d’une cibleCompresser/dilaterCompresser/dilater : Compresser/dilater : %3fCompresser/dilater : %sCompresser/dilater les sommets sélectionnés le long des normalesFacteur de réductionGroupe de réductionRéduire d’une face la limite des ensembles de faces, d’après la topologie du maillageContracter/envelopperContrainte Contracter/envelopperContracter/envelopper les courbes de poilsModificateur Contracter/envelopperType de contraction/enveloppementContracter/envelopper les courbes de poils à la surface d’un maillage, depuis l’intérieur et éventuellement depuis l’extérieurRépartirObturateurFermeture de l’obturateurCourbe d’obturateurOuverture de l’obturateurType d’obturateurFrèresCôtéCôté (Y-Z)Segments côtésSegments côtés doit être au moins à 1Côte à côte vers la gaucheCôte à côte vers la droiteCôte à côte vers le basCôte à côte vers le hautLongueur du côté le long de chaque axeLongueur de côté du plan dans la direction XLongueur de côté du plan dans la direction YMême côté de la frameCôté de l’objet à utiliser pour l’alignementCôté des poignées Bézier des images clés à modifierCôté de la bande à intervertirCôté à sélectionnerCôte à côteBarre latéraleRéglages de région de la barre latérale et barre d’outilCôtésSigmaMode SigneSigne du vecteur bitangent pour ce sommet de cette face (doit être calculé au préalable par calc_tangents, bitangent = bitangent_sign * cross(normal, tangent))Angle orientéChamp Angle orientéMéthode significativement plus rapide, qui approxime les tangentes interpolées autour des coins de faces avec les UV correspondantes. Pour une valeur réellement tangente à la surface, utiliser le produit vectoriel avec la normale.SilhouettesFiltrage silhouetteLes arêtes de silhouettes et de bordures sont centrées sur la géométrie du traitLes arêtes de silhouettes et de bordures sont dessinées à l’intérieur de la géométrie du traitLes arêtes de silhouettes et de bordures sont dessinées à l’extérieur de la géométrie du traitLes arêtes de silhouettes et de bordures sont décalées d’un facteur défini par l’utilisateurSoieArgentSimilairement à Hybride multifractal, créer un relief hétérogène, mais ressemblant plus à des cours d’eauSimilaire à SMPTE (compact), sauf que la partie décimale de la seconde est affichée au lieux des framesSimilaire à la plupart des objectifs fisheye modernes, prend en compte les dimensions du capteurSimilaire à multifractalSimilaire au nœud BSDF guidée mais utilise le processus spéculaire au lieu de métallique, et fonctionne en indiquant la couleur de réflexion face à la caméra (le long de la normale). L’énergie n’est pas conservée, et le résultat n’est donc pas forcément physiquement justeSimpleAxes simplesMélange simpleDéformation simpleExpression simpleNom simpleÉtoile simpleModificateur de déformation simple, pour appliquer des effets comme la torsion ou la flexionInterpolation basique entre pixels adjacentsNom simple du catalogue d’assets, utile pour le débugage et la récupération de donnéesSimples effets d’amorti inspirés de la physiqueSimple chronométrage de réaffichage pour tester la vitesse de mise à jour de l’interfaceSolveur simple avec de bonnes performances, sans prise en charge des géométries superposéesVue de timeline simple avec contrôles de lectures dans l’en-tête, sans liste de canaux, panneau latéral, ni pied de pageDéformationSimpleModificateur Déformation simpleAlgorithme photographique plus simple par ReinhardSimplificationSimplifierSimplifier les particules enfantsSimplifier les F-courbes et supprimer les canaux vides ou redondants.Simplifier les F-courbes en enlevant les images clés rapprochéesSimplifier le dessin du Grease PencilNe simplifier le Grease Pencil que pendant la lectureModificateur SimplifierSimplifier le traitModificateur pour simplifier le traitSimplifier la subdivisionSimplifier les volumesSimplifier la géométrie en fusionnant des arêtesSimplifier les maillages en visant une proportion du nombre de trianglesSimplifier les courbes sélectionnéesSimplifier les traits sélectionnésSimplifier les traits en réduisant le nombre de pointsSimplifier le trait en fusionnant les sommets plus proches que la distance donnéeSimplifier l’ensemble de traitsSimuler une couche de brillance en réduisant la rugosité au facteur donné, uniquement pour le premier rebond de lumière (diffuse). L’intervalle [0, 1] équivaut à une réduction de [0%, 100%] de la rugosité d’origineSimuler une structure volumique interne en créant des ressorts entre les côtés opposés du maillageSimuler la surface d’un océanSimuler la distorsion et la dispersion des optiques de camérasSimuler les fluides à haute viscosité en utilisant un solveur spécialSimuler la pression à l’intérieur d’un maillage de tissu ferméSimuler des objets souples et déformablesSimuler l’exécution des nœuds pendant une duréeFrames simuléesSimuler une déformation en cinématique directe (FK) en utilisant l’ensemble de faces sous le curseur comme contrôleurSimuler une frange de couleur causée par l’aberration chromatique de l’objectifSimuler seulement une zone restreinte autour de la brosse, limitée par un rayon fixeSimuler tout le maillageSimuler le bruit aléatoire de pixel produit par un capteur de caméra.Simulation de l’océan…SimulationBrosseMettre en cacheToileChangement de profondeurDissoudreForceObstacleRefléter uniquementÉchelle de l’influenceTypeType de vagueZone de simulationDossier de précalcul de simulationAtténuation de simulationFrame de fin de simulationFrame de début de simulationEntrée de simulationÉlément de simulationLimite de SimulationMéthode de simulationNœuds de simulationSortie de simulationIdentifiant du nœud de sortie de simulationIntervalle de simulationDébut de la simulationÉtat de la simulationZone de simulationFrame de fin de la simulationChamp de simulation vers carte de couleursChamp de la simulation à utiliser pour colorier la grilleLa simulation ne doit pas être dans une boucle ou dans une fermetureFrame de début de la simulationLa simulation sera évaluéeLa zone de simulation n’est pas prise en chargeSinusoïdeSinusMode SinusUniqueFlèche uniqueAxe uniqueCouleur unieImage uniqueAnticrénelage à une passePropriété uniqueDiffusion simpleUn seul côtéUn seul côtéUne seule valeurCanal audio monoUne seule face d’une carte cubique équiangulaireUn seul fichier avec toutes les vuesFichier unique avec une paire stéréo encodéeUnique depuis la cibleFichier d’image uniqueCalque unique utilisé pour masquer les pixelsPoint unique dans le segment de courbe définissant l’adoucissementPoint unique dans une courbe utilisée pour définir un masqueFlottant simple précisionCalque de rendu unique à rerendre (utilisé uniquement quand l’animation est désactivée)Modèle de ciel à une seule diffusionCourbe unique utilisée pour définir la forme du masqueSystème de caméra stéréo unique, ajuster les réglages stéréo dans le panneau de la caméraUne seule piste avec faisceau devrait être sélectionnée pour définir l’axeGéométrie à un seul élément pour l’itération actuelle. Note : il peut être très peu efficace de séparer une grosse géométrie en plein de petitesValeur singulière en dessous de laquelle l’amortissement est progressivement appliqué (des valeurs plus élevées donnent plus de stabilité, moins de réactivité)Valeurs singulièresDéplacement sinusoïdalAmorti sinusoïdal (le plus faible, presque linéaire mais avec une légère courbure)SiteTailleTaille 1Taille 2Taille pour la déflexionFacteur de tailleMode de taillePression pour tailleTaille sourceUnité de tailleTaille XTaille YTaille ZTaille depuis rayonMultiplicateur de taille à utiliser pour afficher des éléments d’interface utilisateur personnalisés, pour qu’ils soient dimensionnés correctement sur des écrans avec différentes densités. Cette valeur se fonde sur les réglages de densité du système d’exploitation et sur l’échelle d’affichage de Blender.Taille du motif de damier indiquant les zones transparentesTaille du bruit d’agglutinationTaille du décalage dérivatif utilisé pour calculer la normaleTaille de l’affichage de l’objet vide dans les vues 3DTaille de l’élément, l’usage des composantes dépend du type d’élémentTaille de toutes les cubemapsTaille du cache final d’images rendues, en mégaoctetsTaille de la rudesse dépendant de la positionTaille de la nouvelle primitiveTaille du fichier empaqueté en octetsTaille des particules dans les vues 3DTaille de la zone de motif pour les pistes nouvellement crééesTaille de la forme de projection (laisser à 0 pour auto)Décalage aléatoire ajouté à la fin de chaque traitDécalage aléatoire ajouté au début de chaque traitTaille de la rudesse aléatoireTaille du cache d’images sources en mégaoctetsTaille de la zone de recherche pour les pistes nouvellement crééesTaille du disque solaireTaille du placage de textureTaille de la zone de l’éclairage zone, dans la direction Y, pour les formes rectangulairesTaille de la zone de l’éclairage zone, dans la direction X pour les formes rectangulairesTaille en pixels des miniatures d’aperçu d’assetsTaille du flou sur l’axe XTaille du flou sur l’axe YTaille du capteur de la caméraTaille du cube sur lequel projeterTaille de l’effetTaille du remplissage entre les briques (le mortier). 0 = pas de mortierTaille de la police utilisée pour le rendu du texte d’étiquetteTaille du pool d’irradiance, une plus grande taille de pool permet d’avoir plus de grille d’irradiance dans la scène mais peut ne pas tenir dans la mémoire GPU et diminuer les performancesTaille de la marge, en tant que division des UVTaille du remplissage autour de chaque éditeur.Taille de la fenêtre de recherche pour identifier les contours. Une taille de recherche plus grande donne des contours moins bruités et de meilleure qualité, pas nécessairement des contours plus larges. La tolérance de contour peut être utilisée pour étendre la taille des contoursTaille de la carte d’ombre appliquée à chaque échantillon d’irradianceTaille du pool d’ombre, une plus grande taille de pool permet d’avoir plus d’ombres dans la scène mais peut ne pas tenir dans la mémoire GPUTaille du domaine de simulation (en mètres), et de la géométrie générée (en unités Blender)Taille du texteTaille de la turbulenceTaille des cellules de la grille de voxels pour les effets d’interactionTaille en espace objet du voxel utilisé pour l’évaluation du volume. Des valeurs plus basses conservent les détails plus fins.Taille de capture de l’image, pour la reprojectionTaille :Taille : {:s}Taille : {}Taille : {} ({} octets)Les tailles doivent être supérieures à zéroDessins de ce calque, à différentes framesEsquisseChaînage comme une esquisse, avec plusieurs touchesPeauModificateur PeauRedimensionner la peauBase de la peauDonnées de peau des sommetsPeau des sommetsPeau_lumièrePeau_ombreSkinningPasserIgnorer au relâchementSauter les canaux verrouillés ou suspendusIgnorer le POTIgnorer la génération du fichier POTIgnorer pour préréglageNe pas enregistrerSegments à sauterNe pas calculer les normales personnalisées et les normales de coins de faces pour l’affichage des maillages dans les vues 3DÉviter l’affichage des arêtes subdivisées internesÉviter l’affichage/rendu des arêtes subdivisées internesIgnorer les triangles de la coque couverts par une face préexistanteIgnorer l’élément pour l’affichage dans la liste%d clés de forme verrouillées ont été ignorées%d îlots sur %d ignorés, la géométrie était trop complexe pour détecter une correspondanceÉdition des données objet de la bibliothèque ignoréeCertaines collections ont été ignorées car des cycles ont été détectésLe versionnage des matériaux de l’objet « %s » a été ignoré, car « %s » a déjà été converti. Une intervention manuelle est peut-être nécessaire !« {:s} » ignoré, pas un maillage« {:s} » ignoré, pas le même nombre de sommetsLa frame existante « %s » est ignoréeObjet « %s » ignoré, les données « %s » ont déjà été traitées dans un objet précédentObjet « %s » ignoré, les données liées ou redéfinies « %s » ne peuvent être modifiéesChemin dans l’ensemble de clés ignoré, car il n’a pas d’ID (KS : « %s », chemin : « %s[%d] »)CielTexture cielType de cielDalleCoupeCoupes par voxelDécouper le texteCouper selon l’axe XCouper selon l’axe YCouper selon l’axe ZDécouper vers un nouvel objetDécouper le masque de peinture dans le maillageGlisserDirection du glissementGlisser l’adoucissementGlisser le nouveau pointGlisser-peindre point de courbeGlisser le pointFaire glisser un point sur la spline pour définir sa courbureFaire glisser une bande de séquence dans le tempsGlisser un sommet le long du maillageFaire glisser une boucle d’arêtes le long d’un maillageFaire glisser l’animation pour qu’elle commence à la frame 0Faire glisser les points de contrôleFaire glisser les zones du marqueurFaire glisser les zones du marqueur de planCurseurMax curseurMin curseurCouleurs des widgets potardsOutil glisserLégèreGlisser les images clésDécalage du glissement : Frames : %dDécalage du glissement : Frames : %d Décalage du son : %.3fDécalage du glissement : Frames : %sGlisser les bandes sous le curseur de la souris, au lieu de toutes les bandes sélectionnéesGlisser le contenu des bandes sélectionnéesPenteEmplacementEmplacement %dNom d’affichage de l’emplacementDescripteur d’emplacementIdentifiant de l’emplacementType d’emplacementL’emplacement ne peut pas être NoneL’emplacement a une image et une carte UV validesEmplacement d’action à utiliser pour les contraintes ActionEmplacement contenant les informations sur la peinture de textureEmplacement {:d}EmplacementsSlovaque - SlovenčinaSlovène - SlovenščinaLentExpression Python lenteCorrespondance plus lente qui donne de meilleures déformations pour les B-os très recourbés en position de reposSolveur plus lent avec les meilleurs résultats pour les faces coplanairesLe plus lentPetitePetites capitalesÉchelle des petites capitalesPlus petiteNombre entier plus petit, dans une plage de -128 à 127Des valeurs plus petites donnent des résolutions plus élevéesDes valeurs plus basses donnent une meilleure performance mais peuvent rogner le volumePlus petite vaguePlus petit au plus grandIntelligenteProjection UV intelligenteÉtalerÉtaler les poids dans le groupe de sommets actifFuméeFumée et feuCouleur de la fuméeDomaine de fuméeMatériau du domaine de fuméeRésolution de grille de fuméeStyle de fuméeRéglages de collision de la fuméeGrille de couleur pour la fuméeGrille de densité de la fuméeGrille de flamme pour la fuméeGrille de chaleur de la fuméeGrille de température de fumée, l’intervalle [0, 1] représente [0, 1000K]Grille de vélocité de la fuméeAdoucirAdoucir correctifAdoucir les extrémitésAdoucir les extrémitésF-modificateur AdoucirF1 adouciFacteur d’adoucissementAdoucir la géométrieAdoucir les traits de Grease PencilDrapeaux de groupes de lissageGroupes de lissageAdoucir les courbes de poilsInterpolation adoucie d’Hermite entre les valeurs Depuis Min et Depuis MaxItérations d’adoucissementAdoucir laplacienAdoucir le masqueMode Maximum adouciMode Minimum adouciModificateur AdoucirAdoucir les normalesRayon atténuéRapport d’adoucissementOmbrage lisséEscalier adouciLissage du traitFacteur de lissage du traitRayon de lissage du traitTolérance d’adoucissementType d’adoucissementAdoucir la vueAdoucir le filaireAdoucir l’axe XAdoucir l’axe YAdoucir l’axe ZAdoucir le long de l’axe XAdoucir le long de l’axe YAdoucir le long de l’axe ZAdoucir une F-courbe tout en gardant sa forme généraleAdoucir les zones d’une image où le bruit est détectable, sans toucher aux zones plus complexesAdoucir les bords irréguliersAdoucir les bordures, mais les coins restent pointusAdoucir les bordures, y compris les coinsLisser selon l’angleAdoucir les couleursLisser les couleurs sur plusieurs sommetsAdoucir la géométrie complexe autour des branchesAdoucir les parties connectées d’une géométrieAdoucir la courbe en utilisant un adoucissement gaussienAdoucir les normales personnalisées d’après les normales des sommets adjacentsFacteur de l’effet d’adoucissementModificateur effet d’adoucissementAdoucir les extrémités traitsAtténuation douceSource de peinture atténuée, ajoutée en plus du rayon solideAdoucir les poilsAdoucir l’intensité de la lumière près des sources lumineuses. Peut éviter les hautes lumières violentes, et réduire le bruit d’illumation globale. 0.0 ne donne aucun adoucissement, des valeurs plus élevées adoucissent plusInterpolation lissée entre A et B, avec un contrôle sur la forme de la courbeItérations d’adoucissement appliquées après avoir calculé le facteur de pose de chaque sommetItérations d’adoucissement à appliquer au maillage extraitAdoucir les bords crénelés des textes de l’interfaceAdoucir le maillageAdoucir l’objet le long de l’axe XAdoucir l’objet le long de l’axe YAdoucir l’objet le long de l’axe ZN’adoucir que les points sélectionné dans le traitAdoucir les couleurs avec la couleur moyenne sous la brosseAdoucir les couleurs sur les points de traits adjacentsPréréglage d’adoucissementAdoucir le défilement pour rendre le fichier éditable visibleAdoucir les traits sélectionnésLisser les points de traitAdoucir la courbe en utilisant un filtre gaussienLisser les détails, mais garder la forme globaleAdoucir les arêtes de tous les ensembles de facesAdoucir l’ombrage de cet éclairageAdoucir le maillage en applatissant les angles entre les faces adjacentesAdoucir le maillage tout en conservant le volumeLisser les normales de la surface ou de la courbe « biseautée »Adoucir la surfaceLisser la surface du maillage, en conservant le volumeAdoucir les poids du groupe de sommets actifAdoucir les poids des sommets sélectionnésInterpolation lissée de haute qualité, mais plus lenteVersion adoucie de F1. Somme pondérée des cellules de Voronoï avoisinantes.Lissage négatifLissage positifInterpolation adoucie d’Hermite plus forte entre les valeurs Depuis Min et Depuis MaxEscalier plus adouciInterpolation plus douce de l’irradiance, mais peut introduire des bavures de lumièreAdoucir la forme des courbes de poilsLissageGroupes de lissageAdoucissement positifÉtapes d’adoucissementModificateur avec effet d’adoucissementFacteur d’adoucissementItérations d’adoucissement pour les tangentesDécaler de manière continue la valeur aléatoire de chaque traitAdoucissementFacteur d’adoucissementDouceur de la transition entre les régions sombres et clairesAdoucir les bords des traitsAdoucir la surface et le volumeAdoucir la surface du maillage en conservant le volumeBavureForce d’étalementÉtaler les couleurs en les attrapant et en les faisant glisserForce de l’effet d’étalement (bavure)AimanterAimanter le curseur 3D à l’élément actifAimanter le curseur 3D au centre des éléments sélectionnésAimanter le curseur 3D à la plus proche division de la grilleAimanter le curseur 3D vers l’origine du mondeAimanter l’angleBase d’aimantationAimanter la frame actuelle aux bandesDistance d’aimantationÉlément d’aimantationIncrément de l’aimantationInverser l’aimantationColler les îlotsMode d’aimantationAimanter le nœud pendant la transformationInstallation de paquet SnapAimanter sur la peau des objetsCôté d’aimantationCible d’aimantationCible d’aimantation pour chaque élémentAimanter àAimanter la rotationSeuil de rotation aimantéeÉlément d’aimantation d’UVAimanter les UV pendant la transformationAimanter les sommetsAimanter l’actif à la cibleAimanter au point médianAimanter en projetant sur des facesAimanter le point le plus proche à la cibleAimanter la frame actuelle au début ou à la fin des bandesAimanter le curseur au centre des points sélectionnésAimanter le curseur au type cibleAimanter pendant la transformationColler les îlots ensemble (en mode fusion d’arêtes, fait aussi tourner les îlots)Aimanter le barycentre à la cibleAimanter les sommets médians au centre de l’axeAimanter uniquement sur les objets sélectionnablesN’aimanter qu’à la cible qui était la plus proche au début de la transformation (« Face la plus proche » seulement)Aimanter sur l’actifAimanter sur éditéAimanter sur non-éditésAimanter sur sélectionnables uniquementN’aimanter à soi-même que si activé (mode édition seulement)Aimanter sur les objets non-actifs en mode édition (mode édition uniquement)Aimanter sur des objets qui ne sont pas en mode édition (mode édition uniquement)Aimanter la tête de lecture lors du balayageAimanter la frame par incrémentsAimanter les sommets UV sélectionnées au type de cibleAimanter les éléments sélectionnés au curseur 3DAimanter les éléments sélectionnés à l’actifAimanter les éléments sélectionnés à la position de la sourisAimanter les éléments sélectionnés à leur plus proche division de la grilleAimanter les images clés sélectionnées aux temps et valeurs choisisAimanter les images clés sélectionnées à la frame actuelleAimanter les images clés sélectionnées à la frame entière la plus proche (à utiliser pour résoudre les décalages sub-frame accidentels)Aimanter les images clés sélectionnées au marqueur le plus procheAimanter les images clés sélectionnées à la seconde la plus procheAimanter les images clés sélectionnées aux temps spécifiésAimanter les points sélectionnés aux points les plus proches de la grilleAimanter les points/traits sélectionnés au curseurAimanter les bandes pendant la transformationAimanter les bandes à la frame actuelle, en utilisant la bande active comme ancre, et le curseur de la souris par rapport à la tête lecture pour déterminer de quel côté de la tête de lecture aimanterAimanter l’angle de la poignée à 45 degrésAimanter la racine de chaque courbe au point le plus proche de la surfaceAimanter àAimanter aux élémentsAimanter à la même cibleAimanter aux bandesAimanter à la surfaceAimanter à toute la géométrieAimanter à tous les pointsAimanter aux bords et aux origines des bandes déselectionnées et visiblesAimanter à la frame actuelleAimanter aux arêtesAimanter aux premier et dernier points et interpolerAimanter au premier pointAimanter à la frameAimanter aux incréments de framesAimanter aux valeurs entièresAimanter à la grilleAimanter à un incrément, snap(A,B)Aimanter aux incrémentsAimanter aux incréments de la grilleAimanter aux images clésAimanter aux marqueursAimanter au marqueur le plus procheAimanter au point le plus proche des facesAimanter aux bords de la prévisualisationAimanter au centre de la prévisualisationAimanter aux frames de début et de fin de scène ou de prévisualisationAimanter aux clés de reminutageAimanter aux incréments de secondesAimanter aux secondesAimanter au milieu de l’arêteAimanter au milieu des facesAimanter au point le plus proche d’une arêteAimanter au début et à la fin du contenu de la bande, dans les cas où la longueur de la bande s’étend au-delà de cet intervalle, donnant des attentesAimanter aux sommetsAimanter au volumeAimanter le centre de transformation à la cibleAimanter les valeurs au pas de la grille – par exemple pour un aspect de stop-motionAimanter les paires de sommets à leurs positions en miroirAimantationDistance d’aimantationAimanter le membre FK sur l’IKAimanter le membre FK sur le membre IK à la frame actuelleAimanter le membre IK sur la FKAimanter le membre IK sur le membre FK à la frame actuelleSobelSobol-BurleyPriseIdentifiant de la priseSélectionner la prisePatron de priseType de priseNom du type de priseLa prise peut marcher avec différentes sortes de structuresDescription de la priseLa prise attend un champLa prise attend une grilleLa prise attend une listeLa prise attend une seule valeurLa prise est dessinée comme une icône interactive dans l’éditeur de nœudsLa prise est grisée car il a été détecté qu’elle n’a aucun effet sur la sortieLa prise est sélectionnée dans l’interfaceLes prises sont dépliées dans l’interface utilisateurLa prise doit être dans un panneauNom de priseForme de prisePrise à inclure dans le nœud d’entrée/sortie de groupe ajoutéInfobulle de la prisePrise_2Prise_3DouxCorps soupleModificateur Corps souplePlasticité de corps soupleCache de points de corps soupleRéglages de corps soupleAtténuation douceLumière douceMode Lumière douceLimites souplesMax soupleMin soupleModificateur de simulation de corps soupleRéglages de simulation de corps souple pour un objetCorps soupleCorps souples et tissuPoids du but du corps soupleAdoucirAdoucir les détails le long des axesDouceurSolideÉclairages en vue SolideÉclairages en vue SolideRayon de couleur unieSolidifierModificateur SolidifierSoloSolo actifSolo sur la clé de forme activeRésoudreRésoudre le mouvement de caméra d’après les pistesErreur de solution : {:.2f} pxSolveurItérations de solveurOptions de solveurRésultat du solveurLe solveur nécessite un maillage manifoldRésoudreRésolution de la caméra…Méthode de résolution : amortissement automatique ou manuelCertaines connexions ont été perdues à cause d’un nombre différent de prises de sortieCertaines courbes n’ont pu être converties car elles n’étaient pas attachées à la surfaceImpossible de reconstituer certaines données (voir la console pour plus de détails)Certaines frames ont été sautées pendant le calcul ou l’enregistrement du cacheCertaines chaînes de caractères ont été réparées, n’oubliez pas d’enregistrer le fichier .blend pour garder ces modificationsTrier parOrdre alphabétiqueTrier parTrier par :Trier les enfants par nomTrier les blocs de donnéesTrier les élémentsIndice triClé de triOrdre de triTrier les couleurs de la paletteType de triPoids de triTrier par plus récentTrier par nomTrier d’après la longueur curvilinéaire 2D (les lignes les plus longues se superposent aux plus courtes)Trier d’après la distance à la caméra (les lignes les plus proches se superposent aux plus éloignées)Trier par la valeur X projetée dans le système de coordonnées de l’imageTrier par la valeur Y projetée dans le système de coordonnées de l’imageTrier les canaux par la moyenne des erreurs de reprojection des pistes après solutionTrier les canaux par le numéro de leurs premières framesTrier les canaux par le numéro de leurs dernières framesTrier les canaux par le plus long segment suiviTrier les canaux par le nombre total de segments suivisTrier les canaux par leurs nomsTrier la liste des fichiers par dateTrier la liste des fichiers par tailleTrier les îlots du plus grand au plus petitTrier les îlots du plus petit au plus grandTrier les éléments par ordre alphabétiqueTrier les éléments par leurs nomsTrier les éléments par ordre décroissant, de la valeur la plus élevée à la plus basseTrier les éléments sélectionnés depuis le plus éloigné au plus proche, dans la vue actuelleTrier les éléments sélectionnés de gauche à droite dans la vue actuelleTrier les éléments sélectionnés depuis les plus proches aux plus éloignés du curseur 3DTrier les éléments sélectionnés du plus petit au plus grand indice de matériauTrier la liste des assets par ordre alphabétiqueTrier la liste d’assets pour que les assets d’un même catalogue soient regroupés ensemble. À l’intérieur d’un même catalogue, les assets sont triés par nom. Les catalogues suivent l’ordre de la hiérarchie aplatie des catalogues.Trier les enfants de chaque os par ordre alphabétiqueTrier la liste des fichiers par ordre alphabétiqueTrier la liste des fichiers par extension/typeAfficher en haut les éléments récemment cherchésType de triTrier les groupes de sommetsTriSonCouperNouveauPanoramiqueHauteurDécalage du sonVolume de la bandeVolumeFichiers audioNom du sonPrise de nœud sonInterface de prise de nœud sonBande sonBandes sonBandes son sélectionnéesNom du bloc de données son à dépaqueterBloc de données son référençant un fichier son externe ou empaquetéBloc de données son utilisé par ce haut-parleurBloc de données son utilisé par cette bandeBlocs de données sonsLe son n’est pas éditableSon non-empaquetéFichier de son utilisé par ce bloc de données SonPrise son d’un nœudBande sonPisteSonSonsDossier de sonsSourcePiste sourceImage source de clonageEmplacement de source de clonageCarte UV source de clonageCollection sourceImage sourceSélection des couches sourcesBibliothèques sourcesBibliothèque sourceListe de sourcesRéglages de région de la liste de sourcesObjet sourcePosition sourceRacine du code sourcePrise source !Arborescence sourceType de sourceGroupe de sommets sourceSource et destination de l’opérateur symétrieLes maillages source et de destination n’ont pas le même nombre d’arêtes, la correspondance « Topologie » ne peut être utilisée dans ce casLes maillages source et de destination n’ont pas le même nombre de coins de faces, la correspondance « Topologie » ne peut être utilisée dans ce casLes maillages source et de destination n’ont pas le même nombre de faces, la correspondance « Topologie » ne peut être utilisée dans ce casLes maillages source et de destination n’ont pas le même nombre de sommets, la correspondance « Topologie » ne peut être utilisée dans ce casCouleur sourceLes éléments source doivent être plus proches que la distance donnée de ceux de destinationLe fichier source est dans le chemin de recherche d’add-ons : {!r}Bibliothèque source à partir de laquelle cette archive d’ID empaquetées a été généréeBibliothèque source : {} {}Position de la sourceLe maillage source n’a aucune arête, aucune des correspondances « Arête » ne peut être utilisée dans ce casLe maillage source n’a aucune face, aucune des correspondances « Face » ne peut être utilisée dans ce casSource de valeurs d’entrée pour les variables du contrôleurSource de nom du libelléSource d’aléatoireSource pour les directions des rayons de réflexionSource du maillage utilisé pour créer la forme de collisionLes maillages source/de destination n’ont aucune arête, impossible de transférer des données d’arêteLes maillages source ou de destination n’ont aucune face, impossible de transférer des données de coinLes maillages source ou de destination n’ont aucune face, impossible de transférer des données de faceLes maillages source/de destination n’ont aucun sommet, impossible de transférer des données de sommetsSource depuis laquelle sélectionner le canevasSources de données d’entrée pour évaluer cette variableSudSud-estSud-ouestEspaceEspace éditeur de clipsEspace de consoleEspace éditeur feuille d’expositionEspace navigateur de fichiersEspace éditeur de graphesEspace éditeur d’imagesEspace infosMatrice d’espaceEspace éditeur NLAEspace éditeur de nœudsEspace synoptiquePréférences d’espaceEspace éditeur de séquencesEspace tableurEspace éditeur de texteType d’espaceEspace éditeur UVEspacer toutes les UV uniformémentEspace entre îlotsEspace actuellement affiché dans cette zoneDonnées d’espace, pour une fenêtreType de données d’espaceEspacer les applications d’après l’orientation de la surface, au lieu de l’espace écranEspace de l’axe de projectionEspace dans lequel les transformations sont effectuéesEspace de la hauteur d’entréeEspace de la normale d’entréeL’espace dans lequel le propriétaire est évaluéEspace dans lequel la cible est évaluéeEspace depuis lequel convertirEspace vers lequel convertirEspace à utiliser pour copier les données de maillageEspace de transformation pour copier d’un objet vers un autreBarre d’espaceAction de la barre espaceEspacesEspaces contenus dans cette zone, le premier étant l’espace actif (note : utile par exemple pour restaurer un espace de vue 3D précédemment utilisé dans une zone donnée, pour retrouver l’ancienne orientation de la vue)EspacementEspacement le long du traitDistance d’espacementPression pour espacementEspacement avant que le dégradé de pinceau ait fait un cycle completEspacement entre les applications de la brosse, en pourcentage du diamètre de la brosseEspacement entre les caractèresEspacement entre les points de la grilleEspacement entre les motsEspacement des textures le long de la longueur du traitEspacement : {:g}ÉtendueEspagnol - EspañolLiaison sporadiqueBruit spatialRéutilisation spatialeTaille spatialeGénérer des particules à partir de la formeHaut-parleurNouveauVolume minBloc de données haut-parleur, pour les objets haut-parleurs audio 3DBlocs de données haut-parleursHaut-parleur(s)Haut-parleursCaractères spéciauxSpécifier l’absorption d’énergie par longueur unitaire quand la lumière traverse le poil. Des valeurs élevées donnent des couleurs plus sombresCombien les coins durs seront arrondisCombien le bokeh est rond, un arrondi maximum donne un bokeh circulaireComment l’os hérite de l’échelle (taille) de l’os parentSpécifie comment l’os de collage est riggé aux contrôle à la position de la tête de l’osSpécifie si la conversion tonale agit sur toute l’image ou par pixel. 0 pour toute l’image, 1 pour par pixel, et un mélange entre les deux pour les valeurs intermédiairesSpécifie si la conversion tonale agit sur la luminance ou sur chaque canal indépendamment. 0 pour toute la luminance, 1 pour par canal, et un mélange entre les deux pour les valeurs intermédiairesSpécifie la rugosité des microfacettes de la base diffuse (0.0 est une réflexion lambertienne parfaite, 1.0 est complètement rugueuse)Spécifie la rugosité des microfacettes de la surface pour la réflexion et la transmission spéculaires (0.0 est une réflexion catoptrique parfaite, 1.0 est complètement rugueuse)Quantité de décalage de couleur. 1 pour un décalage maximum vers le bleu, -1 pour un décalage maximum vers le rougeSpécifie le nœud en entrée utilisé par la zone crééeSpécifie la force du canal de limitationSpécifie la luminance à laquelle les tons moyens de l’image finissent et où les hautes lumières commencentSpécifie la luminance à laquelle les tons moyens de l’image commencent et où les ombres finissentSpécifie le nœud en sortie utilisé par la zone crééeTaille de l’iris catadioptrique, zéro ne donne aucun irisSpécifier la douceur de l’écran d’incrustationSpécifie la force d’épandage de chaque canal de couleurSpécifier la force du despillSpécifier le seuil ou la sensibilité aux contours. Diminuer cette valeur permet de détecter plus de contours, au prix de performances moins bonnesSpécifie la valeur de l’option Position locale pour les contrôles IK, qui décide si les canaux de position sont alignés à l’orientation locale du contrôle, ou au mondeSpécifier le poids de l’adoucissement par rapport à la normale originaleSpécifier si la géométrie à révéler devrait être sélectionnée ou nonChoisir une valeur personnalisée pour le nombre de mètres par unité de la scèneDéfinir une taille personnaliséeDéfinir une condition de sélection de traits caractéristiques d’après les marques de facesDéfinir une combinaison logique des conditions de sélection des types de traits caractéristiquesSpécifier une nouvelle valeur d’échantillonnage qui détermine la résolution des polylignes de traitSpécifier un chemin où enregistrer les données précalculéesSpécifier une fraction précise du résultat final des UVSpécifier soit l’inclusion soit l’exclusion des traits caractéristiques appartenant à une collection d’objetsSpécifier soit l’inclusion soit l’exclusion des traits caractéristiques sélectionnés par les types d’arêtesSpécifier soit l’inclusion soit l’exclusion des traits caractéristiques sélectionnés par les marques de facesSpécifier la longueur focale de l’optique en millimètresComment les transformations existantes et les canaux d’action sont combinésSpécifier comment les rotations copiées et existantes sont combinéesSpécifier comment les transformations existantes et copiées sont combinéesSpécifier comment la valeur du modificateur est mélangée avec la valeur de baseSpécifier comment combiner la nouvelle position avec l’originaleSpécifier comment combiner la nouvelle rotation avec l’originaleSpécifier comment combiner le nouveau redimensionnement avec l’originalDéfinir l’orientation et l’échelle, au lieu d’utiliser les données intégrés dans le fichier FBXSource pour la forme de la grilleSpécifier le nombre de faces par rapport au maillage actuelSpécifier le nombre approximatif de voxels le long de la diagonaleSpécifier la distance entre les sommetsSpécifier la focale comme un angle de vueSpécifier les points de début et de fin de la ligneSpécifier le nombre de copies séparément pour chaque courbeSpécifier le décalage d’un sommet à l’autreSpécifier le nombre total de sommetsSpécifier le type de canaux de rotation à utiliserSpécifier la longueur du côté d’un voxelSpécifier l’épaisseur de ligne de base, en pixelsSpécifier la précision des données de volume. Des valeurs plus basses réduisent la consommation mémoire mais aussi les détails.Spécifier la densité du volume et la taille du pas en espace objet ou mondeSpécifier la taille du pas et la densité du volume en espace mondeSpécifier quels éléments utiliser pour l’instanciation. (Des valeurs non-entières donnent une sélection aléatoire)Spécifier quel attribut de matériau utiliserSpécifier quelles parties de l’asset de pose sont écraséesSpectreLe spectre à utiliserSpéculaireBSDF spéculaireCouleur spéculaireCouleur spéculaire bleuCouleur spéculaire vertCouleur spéculaire rougeFacteur spéculaireDureté spéculaireReflets spéculairesNiveau IDR de spéculaireLumière spéculaireCouleur spéculaire du matériauMultiplicateur pour la réflexion spéculaireVitesseContrôle de vitesseFacteur de vitesseInterpolation de vitesse 0Interpolation de vitesse 1Multiplicateur de vélocitéRampe d’accélérationVecteurs vitesseMéthode du contrôle de vitesseFacteur de vitesse lors des regards alentour, de fortes valeurs donnent des mouvements plus rapidesVitesse du sonVitesse du son, pour le calcul de l’effet DopplerVitesse de la réaction de combustion (des valeurs plus élevées donnent des flammes plus petites)Vitesse de la vague, vers le point de départ si négativeBande contrôle de vitesseCache de vérification orthographiqueSphèreRayon de sphèreSélection sphériqueRayon de la sphère pour calculer les courburesRésolution des sphèresSphériqueAtténuation sphériqueSonde sphériqueStéréo sphériqueCaméra sphérique pour les cartes d’environnement, aussi appelée panoramas Lat LongAtténuation sphériqueChamp de force sphérique basé sur la charge des particules, n’influence que les autres champs de force ChargeSphériserForce de sphérisationForce de l’épandageSpiraleForce spiralante qui s’enroule autour de l’axe Z local de l’objet forceÉcran d’accueilÉcran d’accueilSplinePoints de courbe de BézierNombre de splinesIK splineContrainte IK SplineIndice de la splineLongueur de splinenœud Longueur de splineParamètre de la splineNœud Paramètre de la splineNombre de points de la splinePoints de courbeRésolution de la splineLa spline se ferme en relâchant, si on n’a pas glisséPoint de ligne sans poignéeType de splineCourbe :SplinesDivisionAngle de divisionSéparer l’animation par objetDiviser les primitives BVH par ce nombre d’étapes temporelles, pour accélérer le rendu au prix de plus de mémoireSéparer par groupesSéparer par objetsTiret 1 divisionTiret 2 divisionTiret 3 divisionSéparer les arêtesDiviser les arêtes et facesCurseurs Suivi paupières séparésEspace 1 divisionEspace 2 divisionEspace 3 divisionDiviser l’impulsionLongueur de divisionDécouper par ligneDiviser par matériauxMotif de divisionDivision tonaleSéparer une matrice 4×4 en ses valeurs individuellesSéparer un paquet en plusieurs prises.Séparer une couleur en ses composantes individuelles, selon différents modèlesSéparer une couleur en canaux séparés, d’après le modèle de couleur choisiDiviser une face en éventail de trianglesSéparer une géométrie vers une sortie différente pour chaque type de données dans la géométrieSéparer une géométrie vers deux sorties de géométrie, d’après une sélectionSéparer une matrice de transformation en un vecteur translation, une rotation, et un vecteur échelleSéparer un vecteur en ses composantes X, Y et ZSéparer les points en courbes selon leur ID de groupe, et les réordonner par poidsSéparer une image en les canaux de couleurs qui la composentSéparer et copierDiviser et fusionner les éditeurs en glissant depuis les coinsCouper à la position du curseur au lieu de la frame actuelleSéparer aux arêtes les faces jointesDiviser les cartes précalculées par matériaux, et utiliser les noms de matériaux pour les fichiers de sortie (externe uniquement)Diviser les chaînes aux points dont les angles sont supérieurs à l’angle 2D maximumDiviser les chaînes aux points dont les angles sont inférieurs à l’angle 2D minimumDiviser les canauxDiviser les faces concaves en connectant des sommets pour les rendre convexesDiviser les normales personnalisées des sommets sélectionnésDiviser les arêtes marquées comme duresDiviser les arêtes avec un grand angle entre les facesDiviser les images externes par matériaux (externe uniquement)Diviser les faces le long des arêtes sélectionnéesDiviser les faces et les arêtes connectées aux sommets sélectionnésCouper la piste multicam et sélectionner une caméraDiviser les faces non-planes dépassant le seuil angulaireDiviser les coins de faces au lieu de fusionner les facesDiviser les coins de la face afin de conserver la géométrie environnanteSéparer les os sélectionnés des os connectés non-sélectionnésSéparer la géométrie sélectionnée de la géométrie connectée non-sélectionnéeSéparer les points sélectionnés des points connectés non-sélectionnésDiviser la zone sélectionnée en vues caméra, face, droite et dessusDiviser la zone sélectionnée en nouvelles fenêtresDiviser les arêtes sélectionnées de façon que chaque face voisine en ait sa propre copieSéparer les points sélectionnésSéparer les points sélectionnés vers un nouveau traitDiviser les bandes sélectionnées en leur milieuDiviser la courbe jusqu’à atteindre le seuil de tolérance (rapide)Diviser les faces en plus petites parties, permettant de donner une apparence plus lisseDiviser les polygones avec un algorithme de « découpe d’oreilles »Diviser les quadrangles le long de leur plus longue diagonaleDiviser les quadrangles le long de leur plus courte diagonaleDiviser les quadrangles en jolis triangles, méthode plus lenteDiviser les quadrangles aux seconds et quatrièmes sommetsDiviser les quadrangles aux premiers et troisièmes sommetsSéparer le point sélectionné vers un nouveau traitCouper les bandes sélectionnées en deuxSéparer en instancesDiviser/ancrerSéparer les guides en différents groupes. Les nouvelles courbes interpolent des courbes existantes depuis un seul groupeSéparer les éléments de la géométrie en entrée en groupes pouvant être échantillonnés individuellementSéparer les faces du maillage en entrée en groupes pouvant être échantillonnés individuellementDivisionAtténuation du spotMélange du spot : %.2fÉclairage spotAérosolAérosol + bullesAérosol + écumeAérosol + écume + bullesCarte d’embrunsLes particules d’aérosol et de bulles sont enregistrées dans le même système de particulesLes particules d’aérosol et d’écume sont enregistrées dans le même système de particulesPropagationLongueur d’étalementVitesse de diffusionDistance de propagation pour les arcs à l’intérieur de l’ongletTableurColonne du tableurID colonne tableurÉditeurs tableursFiltre de rangée tableurTableau du tableurID tableau du tableurTableaux du tableaurDonnées de l’espace tableurRessortForce de ressortFrames du ressortLongueur de ressortType de ressortGroupe de sommets de ressortForce de ressortForce de ressort qui ramène le niveau d’eau à zéroImplémentation des ressorts utilisée dans Blender 2.7. L’amortissement est limité à 1.0Longueur de ressort au repos (facteur de rayon de particule)La longueur au repos du ressort est un facteur de 2 fois la taille de particuleRessortsSeuil de spriteCarréCarré (TS + V)Carré (TV + S)Carré (SV + T)Centimètres carrésChaînes carréesDécimètres carrésDécamètres carrésPieds carrésFurlongs carrésHectomètres carrésPouces carrésKilomètres carrésMètres carrésMicromètres carrésMilles carrésMillimètres carrésRacine carréeMode Racine carréeMils carrésSeuil de signal carréVerges carréesExtrémité carrée (plate et étendue)Carré uniquement : toutes les valeurs dont l’amplitude absolue est inférieur à cette valeur donnent 0Racine carrée de ACarré avec un point dedansCarrésÉcrasementCompression et étirementQuantité d’écrasementFréquence d’écrasementÉcraser toutes les N lignesRéduire une valeur (hérité)Vues compriméesPoids de stabilisationStabilisationStabiliser 2DStabiliser le clip en 2DStabiliser le centreStabiliser la normaleStabiliser la rotationStabiliser l’échelleStabiliser le traitStabilisation la rotation détectée autour du centre de la frameStabiliser la vidéo en utilisant les réglages de stabilisation 2D du suivi de mouvementFacteur de stabilisation du traitRayon de stabilisation du traitEmpilés vers le hautEmpilés vers le basÉtiquette caméraÉtiquette dateÉtiquette nom de fichierÉtiquette frameÉtiquette nom d’hôteNoms des étiquettesÉtiquette focaleÉtiquette marqueurÉtiquette noteTexte de l’étiquette de noteÉtiqueter la sortieMarquer pic de mémoireÉtiquette temps de renduÉtiquette scèneÉtiquette bande de séquenceÉtiquette tempsStandardÉcart typeTransitions standards entre images clésStanford PLY (.ply)ÉtoileDébutCorrespondance début et finDébut (facteur)Début (longueur)Angle débutStyle de flèche de débutCommencer à la frame actuelleExtrémité initialeDémarrer désactivéDémarrer le débruitageFacteur débutFrame de débutFrame de début (manipulée dans l’interface)Frame de début (valeur brute)Frame de début (quand « Restreindre l’intervalle de frames » est activé)Poignée de débutAssouplissement poignée de débutÉchelle poignée de débutPosition débutType de correspondance au débutDécalage de débutPosition de départObjet de position de départPosition de départ XPosition de départ YRayon débutPremier échantillonNombre débutDémarrer la session VRSommets départLes frames de début et de fin doivent être différentes !Distance de début de l’effet volumétriqueCommencer à éditer le chemin du répertoireCommencer à entrer du texte pour filtrerCommencer à entrer du texte pour filtrer l’ensemble de donnéesCommencer à entrer du texte pour filtrer la listeSaisir du texte pour filtrer les canaux affichés, et n’inclure que ceux dont le nom correspondFrame de début limitée à l’intervalle de rendu valideFrame de départ affichée dans l’éditeur de séquences après application des décalages ; définir ceci équivaut à déplacer la poignée, pas la frame de départ réellePremière frame du précalculLa frame de début est plus haute que celle de finFrame de début de la bande NLA. Note : modifier cette valeur met aussi à jour le nombre de répétitions de la bande ou la frame de début de son action. Pour modifier seulement la frame de début, utiliser plutôt la propriété Frame de début.Frame de début de l’effetFrame initiale de l’export, utiliser la valeur par défaut pour prendre la première frame de la scène actuelleFrame de début du précalcul de l’océanFrame de début de la bandeDémarrer à la frameDémarrer le placement en utilisant un point projeté sur l’axe de l’orientation, à la position du curseur 3DDémarrer le placement en utilisant un point projeté sur le plan de la vue, à la position du curseur 3DDémarrer le placement sur la surface, en utilisant la position du curseur 3D en solution de repliDémarrer le placement à la position centraleDémarrer le placement à la position de l’arêtePoint de départCommencer à chercher du texteLancer l’opérateur de transformation après insertion du nœudDébut/finTrès partiellesPosition initiale de la sourisAngle de début de l’arcDistance de début de la brume, mesurée depuis la caméraFrame de début de l’animationFrame de départ de l’intervalle des chemins à afficher/calculer (pas pour la méthode de pelure d’oignon « Autour de la frame »)Frame de début de l’intervalle enregistréPremière frame à exporterTemps de début du cheminCommence parFichier de démarrage enregistréÉtatCouleurs des étatsÉtat autreÉtat de tous les panneaux définis par le groupe de nœudsÉtat de la liaison de lumièreÉtat de l’autre chemin utilisateur pour les actions à deux mainsÉtat de la liaison d’ombreSolveur à état s’exécutant en contexte temps réel et ignorant actions et contraintes non-IKSolveur sans état calculant la pose d’après l’action actuelle et les contraintes non-IKBVH statiqueÎlot statiqueType staticVue statistique des niveaux de couleur d’une imageStatistiquesStatutBarre de statutDrapeaux de statutStatut de l’itération du solveurStatut :AcierPochoirCouleur du pochoirDimensions du pochoirImage de pochoirCalque de pochoirMasque de pochoirOpacité du masque de pochoirPosition du pochoirCouleur du pochoir dans la vuePasNombre d’étapesTaux d’échantillonnageTaux d’échantillonnage, renduTaille du pasTaille de pas d’éclairageTaille minimum des pasEspace entre les frames généréesTaille de pas lors du lancer de rayon progressif de volumeTaille de pas pour le calcul de l’éclairage, lors du lancer de rayon progressif de volumePas à pas dans l’animation, par positionF-modificateur Interpolation en escalierLinéaire en escalierInterpolation linéaire en escalier entre les valeurs Depuis Min et Depuis MaxÉtapesÉtapes minÉtapes vue 3DStéréo3D stéréoAffichage 3D stéréoFormat 3D stéréoLe mode stéréo 3D nécessite que la fenêtre soit en plein écranŒil stéréoStéréo FXStéréo LFEMode stéréoSortie stéréoCanaux audio stéréoStéréo avec canal LFEStéréoscopieRéglages de stéréoscopie pour un bloc de données caméraBâtonColler le trait aux autres traitsColler le trait aux surfacesColler le trait à l’imageColler le trait à la vueAdhérenceMode de sélection collanteSélection collante des sommets désactivéeRaidir les quadranglesViscosité de raideurLa viscosité de raideur est un facteur de la viscosité normaleRaideurRaideur en XLa raideur définit à quel niveau remplir l’élémentRaideur le long de l’axe XRaideur le long de l’axe de rotation XRaideur le long de l’axe YRaideur le long de l’axe de rotation YRaideur le long de l’axe ZRaideur le long de l’axe de rotation ZFixePrévisualisation de jonction – îlot actifPrévisualisation de jonction – arêtePrévisualisation de jonction – facePrévisualisation de jonction – joignablePrévisualisation de jonction – injoignablePrévisualisation de jonction – sommetFusionner les UV en dessous de la distance spécifiéeFusionner les sommets UV sélectionnés par proximitéLa couture ne marche que quand moins de %i objets sont sélectionnés (%i sélectionnés)PierrePierre (concassée)PierresArrêterArrêter la session VRArrêter la lecture d’animationArrêter la sélection de bordure aux n-gonesArrêter la sélection de bordure aux sommets à plus de trois arêtesArrêter la sélection de bordure aux sommets à deux arêtes lorsqu’elles partagent une face autre qu’un n-goneArrêter de sauterArrêter la subdivision quand ce niveau est atteint, même si le taux de découpage en dés devrait produire une tessellation plus fineArrêter cette tâcheEmpêcher les sommets de se projeter sur la face de la cible quand ils sont devant/derrière elleStockageMode de stockage pour les données de normales personnaliséesStockage d’un opérateur en cours d’exécution, ou enregistré après exécutionStockage dans lequel garder temporairement l’emplacement d’action principal pendant la durée de l’ajustageStockage dans lequel garder temporairement l’action principale pendant la durée de l’ajustageStocker un élément de paquetStocker les passes de débruitageStocker les catalogues activés dans les préférencesStocker en attribut nomméStocker en grille nomméeEnregistrer les canaux RVB et alpha séparément, avec l’alpha comme masque, également appelé alpha non-associé. Communément utilisé par les applications d’édition d’image et les formats de fichiers comme le PNG.Enregistrer les canaux RVB multipliés par l’alpha, également appelé alpha associé. Le format naturel des rendus, et utilisé par des formats de fichier comme OpenEXR.Stocker un élément de paquet par son chemin et type de données.Stocker un vecteur de normale pour chaque élément de maillageStocker une seule valeur pour le domaine entierStocker une valeur pour chaque élémentStocker tous les blocs de données liés depuis d’autres fichiers .blend dans le fichier .blend actuel. Les références de bibliothèques sont conservées pour que les blocs de données liés puissent être dépaquetés à nouveauStocker les normales personnalisées comme simples vecteurs dans l’espace local du maillage. Les valeurs ne sont pas forcément mises à jour automatiquement quand le maillage est déformé.Stocker les valeurs d’énumérations des propriétés personnalisées sous forme de chaînes de caractèresStocker les valeurs d’énumérations sous forme de chaînes de caractèresStocker des valeurs de sélection en virgule flottante. Pour les géométries maillages, les stocker inversées en tant que masque du mode sculptureEnregistrer les réglages d’export dans le projet BlenderStocker les données de grille dans une géométrie de volume, avec le nom spécifiéEnregistrer les déplacements multires hors du fichier .blend, pour économiser de la mémoireStocker les normales dans un espace de transformation personnalisé dépendant de la déformation. Cette méthode est plus lente, mais peut être meilleure quand des opérations ultérieures modifient le maillage sans gérer spécifiquement les normales.Stocker les proxies en utilisant les réglages de chaque bandeStocker les proxies en utilisant le dossier du projetÉcrire les données précalculées dans un dossier sur le disqueEnregistrer l’état actuel des catalogues d’assets dans le tampon d’annulationStocker les passes de détails de débruitage et l’image bruitées. Les passes s’adaptent au débruiteur sélectionné pour le renduStocker les transformations estimées dans les paramètres du corps soupleStocker le résultat d’un champ sur une géométrie et produire les données dans une prise de nœud. Permet de rappeler ou d’interpoler des données alors que la géométrie change, comme les positions avant déformationStocker le résultat d’un champ dans une géométrie, en tant qu’attribut portant le nom spécifiéStocker la dureté de chaque face ou arête. Similaire aux opérateurs « Ombrage lissé » et « Ombrage plat ».Stocker les catalogues activés de l’étagère dans les préférences plutôt que dans les léglages locaux de l’étagère d’assetsStocker cette action dans la pile NLA comme une bande non-active, pour usage ultérieurStocker cette action dans la pile NLA comme une piste non-active, pour usage ultérieur, et en créer une nouvelleStocker des valeurs de sélection (vrai ou faux) en mode éditionMode d’opération enregistréStocké comme une seule valeurStocke et applique une différence entre valeur de référence et valeur locale (INUTILISÉ)Stocke et applique un facteur de multiplication entre valeur de référence et valeur locale (INUTILISÉ)Stocke le style de chaque caractèreStoryboardingDirectAlpha directCoupe directeInterpolation en ligne droite entre A et B (c’est-à-dire pas d’amorti en entrée et sortie)Les segments d’extrémité sont étendus en ligne droite au-delà des images clés d’extrémitéRedresserDresser les courbes de poilsRedresser en XRedresser en YDresser les courbes de poils entre la racine et la pointeFibreIndice du brinLongueurs des fibresRendu fibreForme des fibresÉtapes de fibreÉpaisseur de la fibre à la racineLargeur de fibre à l’extrémitéParamètre contrôlant la forme des fibresFacteur de fondu des traînéesTraînéesAngle de traînéesIndice du fluxLignes de fluxForceFacteur de forcePression pour forceNiveau de force aléatoireForce du SoleilForce du déplacement quand il est appliqué au maillageForce d’émissionPuissance du champ de forceForce des déformations du modificateurForce de l’effet du modificateurForce du bruitForce de l’adoucissement appliqué aux chaînes irrégulièresIntensité de l’effet de placage de relief, en interpolant entre des placages de relief nul et totalForce du déplacementIntensité de la lumière émiseIntensité de la lumière émise. Une valeur de 1.0 garantit que l’objet dans l’image ait la même couleur que la couleur d’émissionForce de l’effet d’atténuationIntensité de la source d’éclairageForce de l’effet de placage de normaleIntensité de l’éclairage studioForce de la limitation de volume par étirementForce à utiliser pour l’assignation ou la sélection des influences des faces pour le modificateur Normales pondéréesForcesÉtirerOpacité de l’étirementÉtirer versContrainte Étirer versÉtirer pour tenirÉtirer UÉtirer les UVÉtirer VÉtirer le long de l’axe Y pour pointer vers une cibleÉtirer ou amenuiser les traitsÉtirer les coordonnées en U entre 0 et 1, quand il y a des UVÉtirer les coordonnées en V entre 0 et 1, quand il y a des UVÉtirer le début et la fin du trait référentÉtirer l’objet le long de l’axe Z dans l’espace du modificateurÉtirer pour remplirÉtirer à la rencontre de l’objet cibleÉtirer les limites de l’image jusqu’au canevas, sans conserver les proportions de l’imageStrictDécalage auquel les traits « tuilés » sont recopiésTexteAttribut texteValeur d’attribut de chaînes de caractèresChamp TexteLongueur du textePrise de nœud texteInterface de prise de nœud texteValeur de chaîne de caractèresPrise texte d’un nœudTexte vers courbesTexte vers valeurTexte à insérer à la position du curseurValeur de chaîne de caractères dans un attribut de géométrieTextesBandeLa bande « %s » n’est pas dans la scène « %s »Retirer des caractèresCouleur de bandeBande balance des couleursDonnées de balance des couleurs de la bandeÉtiquettes de couleur de bandesBande recadrerDurée de la bandeÉlément de bandeRetirer depuisModificateur de bandePropriétés de modificateurs de bandesModificateurs de bandeNom de la bandeAucune bandeRetirer les nombresParties d’où retirerPrévisualiser la bandePropriétés de bandesProxy de la bandeProxy et timecode de la bandeTemps de bandeTransformations de la bandeLa bande ne peut être déplacée dans elle-mêmeType de bande d’effetLa bande n’a plus d’influence au-delà de ses limitesRetirer des caractères au début et à la fin du nomLes noms de bandes ne sont pas éditables depuis le synoptiqueIl faut deux entrées à la bande pour les échangerLe temps de la bande est contrôlé par une F-courbe, plutôt que déterminé automatiquementPropriété de transformation de la bande à réinitialiserCe type de bande ne prend pas en charge les modificateursType de bande non définie.Le type de la bande doit être 'META'Bande utilisée comme entrée de masque pour le modificateurBande avec un ensemble de F-courbes pour chaque emplacement d’actionBande(s)StripElements.pop : impossible de dépiler le dernier élémentStripElements.pop : indice hors de l’intervalleBandesBandes sélectionnéesLes bandes doivent avoir la même duréeLes bandes doivent avoir le même nombre d’entréesBandes imbriquées dans la bande métaLes bandes n’étaient pas compatiblesStrips.new_effect : l’effet attend plus de deux entrées (%d, ça ne devrait jamais arriver !)Strips.new_effect : l’effet prend exactement une bande d’entréeStrips.new_effect : l’effet prend exactement deux bandes d’entréeStrips.new_effect : longueur invalideStrips.new_sound : impossible d’ouvrir le fichier sonStroboscopiqueTraitTrait et remplissageLe trait et le remplissage sont entièrement transparentsCentre du traitCouleur du traitDécalage en profondeur du traitOrdre de superposition des traitsDirection du traitFin du traitMéthode d’ajustage au traitLongueur du traitNom du matériau de traitDécalage du traitTrait uniquementOpacité du traitPlacement de traitPlacement de trait (vue 2D)Placement du trait (vue 3D)Placement des traits :Paramètre de point de traitPoints de traitTrait aléatoireAimantation du traitDébut du traitPas des traitsÉpaisseur du traitTrait et remplissageDonnées des points du traitStyle en fin de traitLe trait est entièrement transparentDécalage du trait pour le modificateur de Line ArtStyle en début de traitTraitsCollision des traitsLes traits apparaissent/disparaissent les uns après les autres, mais un seul change à la foisExtension de l’extrémité des traits pour fermer les interstices, 0 pour désactiverForteDéfinition de structure utilisée pour les propriétés assignées à cet élémentStructure rassemblant toutes les données nécessaires pour les ID liées redéfiniesStructsStructurelGroupe structurelGroupe de sommets de raideur structurelleStructureType de structureStucTexture stucStudioÉclairage studioÉclairages studioÉclairage studioLe fichier image d’éclairage studio a des passes « diffuse » et « spéculaire » séparéesRéglages de l’éclairage studioÉclairage studio installé {!r} dans {!r}Éclairage studioRotation de l’éclairage studioStyleModule de styleModules de styleStyle de débutLe module de style « %s » n’a pu être suppriméConfiguration d’un module de styleLe module de style n’a pas pu être suppriméStyle de mélange de couleurStyle à assigner à la sélectionStyle à utiliser pour afficher le contrôleurStylesSoustraireNiveau inférieurDélai d’ouverture des sous-menusSous-parentSous-panneauArrière-plan des sous-panneauxSous-étapesSous-cibleSous-canauxSubdiviserSubdivision/fusionSubdiviser la courbeSubdiviser les arêtesSubdiviser le maillageSubdiviser le traitModificateur pour subdiviser le traitSubdiviser les segments de traits en ajoutant un point entre ceux sélectionnésSubdiviser les faces sans changer la formeSubdiviser les longues arêtes pour ajouter des détails au maillage là où c’est nécessaireSubdiviser les arêtes perpendiculaires à l’anneau d’arêtes sélectionnéSubdiviser les polygones jusqu’à atteindre la taille spécifiée en pixels à l’écranSubdiviser les segments de courbe sélectionnésSubdiviser les arêtes sélectionnéesSubdiviser les segments de particules sélectionnés (ajoute des clés)Subdiviser les segments sélectionnésSubdiviser les traits et les adoucirSubdiviser le maillage de telle manière à pouvoir modifier des niveaux de subdivision supérieursSubdiviser jusqu’à atteindre la longueur d’arête spécifiée en espace objet. Requis pour utiliser la subdivision adaptative sur les maillages instanciésSubdivisionPlis de subdivisionDonnées de subdivisionNiveaux de subdivisionMode de subdivisionModificateur SubdivisionÉtapes de subdivisionSurface de subdivisionModificateur Surface de subdivisionLe modificateur Surface de subdivision doit venir en premier pour fonctionner avec le dépliageType de subdivisionNiveau de subdivision à appliquer avant la déformationModificateur surface de subdivisionSubdivisionsDécalage sous-frame du début de la source audio, exprimé en secondesSous-framesSous-frames à simuler pour améliorer la stabilité et la granularité des simulations (dt = timestep / (subframes + 1))Identifiant local du sous-élémentIndice local du sous-élémentNom local du sous-élémentIdentifiant de référence du sous-élémentIndice de référence du sous-élémentNom de référence du sous-élémentAnticrénelage sous-pixelSous-processusSous-processusSous-ensembleQuelles sondes mettre à jourSous-ensemble de tags (définis dans la structure parente) qui sont définis pour cette propriétésSous-étapesAvec un nombre de sous-étapes < 1, le processus ne sera pas exécutéSous-étapes par frameSubsurfaceAnisotropie de subsurfaceCouleur de subsurfaceSubsurface directeIDR subsurfaceSubsurface indirecteMéthode subsurfaciqueRayon de subsurfaceÉchelle de subsurfaceDiffusion subsurfaciqueTranslucence subsurfaciquePoids de subsurfaceShader de diffusion subsurfacique multiple pour simuler la lumière qui pénètre une surface et rebondit à l’intérieur. Typiquement utilisé pour des matériaux tels que la peau, la cire, le marbre ou le laitSoustraireCouleur en soustractionMode SoustraireBande soustraireSoustraire les poids du groupe B de ceux du groupe AEffet de soustraction de la brosseSoustraire de la sélection existanteSoustraire les couleurs d’une bande d’une autreSoustraire la valeur source de celle de destination, en utilisant le seuil donné comme facteurSoustrait de la frame actuelle pour chercher les données dans le fichier de cache, ou pour déterminer quel fichier utiliser dans une séquence de fichiersSoustrait de la couleur de texture pour obtenir le vecteur déplacementRedéfinition soustractiveSous-typeÉtiquette de sous-typeSous-type de la valeur par défautSuccès%d images clés ont été ajoutées avec succès pour l’ensemble de clés « %s »Attributs copiés avec succès depuis {} vers {}« {:s} » généré avec succès%d images clés ont été supprimées avec succès pour l’ensemble de clés « %s »{} réinitialisé avec succèsSuffixeSuffixe ajouté aux images rendues pour cette vueSuffixe pour identifier la caméra à utiliser, et ajouté aux images rendues pour cette vueÉpaisseur de ligne et taille de point suggérées en pixels, pour les add-ons qui affichent des éléments d’interface utilisateur personnalisés, d’après les réglages du système d’exploitation et l’échelle de l’interface de BlenderContours suggestifsContours suggestifsSommeAdditionner les valeursRésuméSoleilAngle du soleilRayons de soleilDirection du SoleilDisque solaireHauteur du SoleilIntensité du SoleilÉclairage soleilPosition du SoleilRotation du SoleilTaille du SoleilSeuil du soleilAngle du Soleil depuis l’horizonDisque solaire indisponible dans EEVEEForce de la lumière du soleil en watts par mètre carré (W/m²)SuperellipsePrise en chargePrise en charge de l’émulationPrise en charge couleur HDRPrise en charge échelle uniformePrendre en charge les bordures des facesPrendre en charge le stockage de paquets personnalisés dans une géométrie, dans les nœuds de géométriePrendre en charge un redimensionnement uniforme du membre au travers du contrôle « roue dentée » à la basePrend en charge les aperçusPermet d’effectuer à la fois le déplacement, la rotation et le redimensionnementPrend en charge la profondeur retaillée par les autres objets dans la vuePrend en charge la sélectionCacher le contrôleSurfSurfaceCourbe surfaceDéformation de surfaceÉmission de surfaceFormat de la surfaceGéométrie de surfaceGuidage de surfaceProbabilité de guidage de surfaceType d’entrée surfaceModificateur SurfaceNormale de la surfaceDistanceObjet surface auquel attacher (doit avoir des transformations correspondantes)Décalage surfaceSélection de surfaceProjeter sur la surfaceMéthode de rendu de surfaceRéponse de surfacePosition de repos de la surfaceLisser la surfaceTension superficielleÉpaisseur de la surfaceType de surfaceUV de surfaceCoordonnées UV de la surfaceCarte UV de la surfaceCoordonnées UV de la surface au point d’attacheCarte UV de la surface non définieCarte UV de surface à utiliser pour l’attacheCarte UV de surface à utiliser pour échantillonner la normale pour le déplacementCoordonnées UV de la surface d’attache stockées sur chaque courbeDensité de surface des courbes de poils généréesGéométrie de surface pour la générationGéométrie de surface de l’attache de courbeGéométrie de surface à laquelle attacher les courbes de poilsGéométrie de surface à utiliser pour contracter/envelopperGéométrie de surface à utiliser pour échantillonner la normale pour le déplacementLa surface n’a pas de maillageModificateur surface définissant la position dans la pile des modificateurs utilisée pour les champs de force surfaceNom de la surfaceNormale de la surface au point d’attacheObjet de surface pour la génération (nécessite une correspondance des transformations)Objet de surface à utiliser pour contracter/envelopperObjet surface à utiliser pour échantillonner la normale pour le déplacementRésolution de la surface dans la direction U utilisée au rendu (zéro utilise la résolution de prévisualisation)Résolution de la surface dans la direction V utilisée au rendu (zéro utilise la résolution de prévisualisation)Facteur d’échelle de la surface (n’affecte pas la hauteur des vagues)Subdivisions par segment de surfaceTension superficielle du liquide (des valeurs plus élevées donnent un comportement plus hydrophobique)Épaisseur de la surface à utiliser pour détecter les intersection lors du lancer en espace écranLa ou les surfaces n’ont aucun point actifDéformationSurfaceModificateur Déformation de surfaceSurfacesRésolution de surfelSwahili - KiswahiliIntervertirIntervertir deux bandes du séquenceurIntervertir les zonesChanger d’axeInverser hauteur et profondeurInverser gauche/droiteÉchanger les liensÉchanger les controles de navigation XR entre les contrôleurs de gauche et de droiteIntervertir la bande active avec celle de droite ou de gaucheÉchanger tous les utilisateurs d’une action pour une nouvelle action. Ignore le LNA et les contraintes d’actionÉchanger tous les utilisateurs d’une action pour une autre. Les règles normales d’assignation des emplacements d’actions s’appliquent. Ignore le NLA et les contraintes d’actionsInverser les canaux stéréos gauche et droitÉchanger un matériau avec un autreInverser l’ordre des bandes sélectionnées dans les pistesÉchanger les couleurs de brosse primaire et secondaireIntervertir les positions à l’écran des zones sélectionnéesÉchanger les nœuds sélectionnés par l’asset groupe de nœuds sélectionnéInverser le sens du zoom à la molette de la sourisÉchanger les connexions en sorties des deux nœuds sélectionnés, ou deux entrées similaires d’un même nœudInverser les rôles de Hauteur et de Profondeur.Intervertir les deux entrées de la bande d’effetSuédois - SvenskaAngle à parcourirLigne de balayageBalayer la surface de l’image avec une ligne de transitionBalancementBalancement et torsion XBalancement et torsion YBalancement et torsion ZTourbillonEffet tourbillonEffet tourbillonBasculeChanger d’îlotChanger de vue stéréoChanger de vueRetourner à l’action précédente, après avoir créé un asset de poseBasculer entre un attribut et une valeur unique pour définir les données de chaque élémentBasculer entre la brosse active et la brosse assignée d’une utilisation à l’autre.Basculer entre deux images à l’aide d’une case à cocherBasculer entre deux entréesInverser la direction des splines sélectionnéesBasculer la vue actuelle entre projection en perspective et orthogonaleInverser le sens, d’horaire à antihorairePasser en mode Pose ou ObjetPasser en brosse gomme pendant la durée du traitPasser en brosse masque pendant la durée du traitPasser en brosse douce pendant la durée du traitBasculer vers l’objet ou os cibleBasculer vers ce mode objet à l’activation de l’espace de travailParent sélectionnableChanger le mode de l’objet actif et assigner le même mode à un autre objet sous le curseur, en laissant l’objet actuel dans le mode actifMélange RSymétriqueSymétrique ({:s})SymétriserRendre symétriques les modifications de topologieSymétrieAdoucissement de symétrieSymétrie XSymétrie YSymétrie ZSynchroSynchroniser la longueur de l’actionSynchroniser la longueurSynchroniser les marqueursSynchroniser les marqueurs avec les éditions des images clésMode de synchroSynchroniser la sélection du synoptiqueSynchro temps de la scèneSynchroniser la sélectionSynchroniser l’intervalle visibleSynchro zoom/panoSynchroniser la sélection du synoptique avec les autres éditeursSynchroniser à l’audioSynchroniser avec la lecture audio, en abandonnant des framesSynchroniser la position de vue entre les vues de côtéSynchroniser avec le synoptiqueSynchronisationSynchroniser la longueur de l’action référencée avec la longueur utilisée dans la bandeSynchroniser le dépôt avec une URL distanteSynchroniser la perspective de la vue des sessions de réalité virtuelle avec cette vue 3DSynchroniser l’intervalle de frames visible dans la timeline avec les autres éditeursSyntaxe des intégrésSyntaxe des commentairesColoration syntaxiqueSyntaxe des nombresSyntaxe des préprocesseursSyntaxe des réservésSyntaxe des spéciauxSyntaxe des chaînes de caractèresSyntaxe des symbolesColoration syntaxique pour le scriptingSystèmeSystème et OpenGLSignets systèmeDossiers systèmeInstallation systèmeMaximum du systèmeMémoire systèmeRedéfinitions systèmeLes extensions système sont en lecture seule et ne peuvent pas être désinstalléesSignets du systèmeDossiers du système (en général la racine, les disques accessibles, etc.)TARGATHEME01THEME02THEME03THEME04THEME05THEME06THEME07THEME08THEME09THEME10THEME11THEME12THEME13THEME14THEME15THEME16THEME17THEME18THEME19THEME20TIFFTIFF (.tif)ASTUCE : Utiliser plutôt les F-courbes pour une animation procéduraleASTUCE : Utiliser des variables au lieu de chemins bpy.data (voir ci-dessous)ASTUCE : bpy.context n’est pas sûr pour un usage en ferme de renduTV NTSC 16:9TV NTSC 4:3TV PAL 16:9TV PAL 4:3OngletCouleurs des ongletsRésultats de recherche des ongletsLargeur de tabulationTab pour le menu circulaireLe tableau contient des données de géométrieTableauxTabletteAPI de tabletteSeuil de cliquer-glisser tablettePression de la tabletteTabulations comme espacesSobol tabuléÉtiquetteL’étiquette « %s » existe déjà dans cet assetL’étiquette « %s » est introuvable dans l’asset spécifiéTaguer biseauTaguer plisTaguer marque d’arête FreestyleTaguer coutureTaguer duretéMarquer les os sélectionnés comme invisibles en mode éditionMarquer les os sélectionnés comme invisibles en mode PoseÉtiquettesQueuePosition de la queueSélectionner la queueQueuesUtiliser un calque ou un groupe de calques Grease Pencil comme champ de sélectionCapturer une image de la vue 3D activeMoyenne des vélocités des frames précédentes et des nouvelles vélocités de la frame actuellePrendre la moyenne des normales de sommetsPrendre en compte le lissage des faces dans le calcul de la carte de vuePrendre les informations de poignées en considération pour la conversionPrendre en compte les proportions de l’imagePrendre en compte les réglages d’unité actuels de Blender (sinon, les valeurs en Unités Blender sont utilisée telles quellesSortir le lien du groupe de nœuds pour le connecter au nœud de sortie de l’arborescence à la racinePrendre la géométrie de référence comme entréeTamoul - தமிழ்TangenteChamp tangenteMode TangenteNormales tangentesPhase de tangenteEspace tangentTangente de la carte UVNœud TangenteL’espace tangent peut seulement être calculé pour des triangles ou quadrangles, abandonLe calcul de l’espace tangent nécessite une carte UV, « %s » introuvable, abandonPlacage des normales en espace tangentPlacage de déplacement vectoriel en espace tangentielTangent à la surfaceDistorsion tangentielleTangentesDurée d’appuiObjet d’effilageRayon d’effilageEffilage débutFacteur d’effilage pour le rayon de chaque point le long de la courbeEffilage de l’enroulementFrapper Alt (sans appuyer sur une autre touche) affiche une invite dans la barre de statut, demandant une deuxième frappe pour activer l’outilTarga (.tga)Targa Raw (.tga)CibleOs cibleObjet courbe cibleDensité cibleForce de densité cibleFrame cibleGéométrie cibleGrease Pencil cibleCalque de Grease Pencil cibleBloc ID cibleCible locale avec parentsObjet maillage cibleCible : nouvel objet videProjeter normales de la cibleObjet cibleObjet cible (courbes uniquement)Objet cible, définissant la position du pivot lorsqu’il est définiSystème de particules cibleChemin de la cibleRig cibleCible : Os sélectionnéCible : objet sélectionnéSélection de la cibleEspace cibleTransformation cibleVitesse cibleVolume cibleCibler ZCible le long de la longueur de l’os : 0 pour la tête, 1 pour la queueVitesse cible du moteur angulaireArmature cibleOs de l’armature cibleOs cible, pour les contraintes multiciblesLa cible contient des polygones concavesLa cible contient des polygones invalidesLa cible contient des sommets qui se chevauchentDirection cible à laquelle comparer la normaleLongueur d’arête cible pour le nouveau maillageObjet géométrie cibleLa cible contient des arêtes à plus de deux polygonesLa cible n’a aucune faceLa cible n’est pas dans la liste de cibles de contrainteLongueur cible pour l’opérationVitesse cible du moteur linéairePosition de la ciblePosition cible vers laquelle les normales doivent se dirigerObjet cibleObjet cible, pour les contraintes multiciblesObjet cible depuis lequel la distance est mesuréeL’objet cible vient d’un autre fichier, opération impossible !L’objet cible n’est pas un Grease Pencil, opération impossible !L’objet cible n’est pas définiForme de l’objet cibleLongueur cible des arêtes en espace objet, pour la subdivision adaptativeObjet cible pour définir le début du traitObjet cible utilisé pour affecter les normalesSystème de particules cibleSystèmes de particules ciblesTaille cible des polygones en pixels, pour la subdivision adaptativeLes polygones cibles ont changé de %u à %uLa scène cible a des marqueurs verrouillésMode de sculpture utilisant la taille échantillonnéeCible à laquelle aimanter les UV sélectionnéesLes sommets cibles ont changé de %u à %uL’axe Z de la cible, et non celui du monde, contraindra la direction vers le hautCible : exclure non-sélectionnablesCible : inclure actifCible : inclure éditéCible : inclure non-éditéCiblesAligne tous les axes Y des contrôles à l’axe défini (espace global)Aligner les widgets personnalisés à l’axe choisi (espace global)Déchirer la limiteSe téléporterDurée de téléportationMéta-tempTempérance (moyenne)TempératureAttribut de températureCouleur depuis températureDifférence de températureGrille de températureTempérature maximumUnité de températureDifférence de température par rapport à la température ambianteTempérature du fluideLe patron « {} » sera comme actuellement au prochain démarrage.Patron installé ({:s}) depuis {!r} dans {!r}ModèlesAccumulation temporelleReprojection temporelleDésactiver temporairement l’évaluation de la pile NLA (c’est-à-dire que seule l’action active est évaluée)Cacher temporairement dans la vueCacher temporairement dans la vue • Ctrl pour isoler la collection • Maj pour appliquer aux collections et objets à l’intérieurCacher temporairement dans la vue • Maj pour appliquer aux enfantsCacher temporairement les calques de masqueCacher temporairement les objets dans la vueTemporaireDossier temporaireÉditeurs temporairesFichiers temporairesTendance d’un objet à rebondir après collision avec un autre (0 = reste immobile, 1 = parfaitement élastique)TensionAmortissement du ressort en tensionRaideur de tensionRaideur de tension maximaleTriangulaireMode d’interruptionTessellerTriangle tessellé dans un bloc de données maillageTessellation des polygones du maillage en trianglesRechercher des conflits dans la configuration clavierCoordonnées de texturesBits de quantification des coordonnées de textureTexteCasseChiffresIndentationLigneLignesMinusculeModifiéNouveauMotifPonctuationEspacesRetirer des caractèresTabulationTabulationsMajusculeGraisseMotTexte « %s »Texte (.txt)Anticrénelage du texteDébut du texteBoîte de texteHauteur de la boîte de texteLargeur de la boîte de texteBoîtes de texteFormat de caractère du texteCouleur du texteCurseur texteCourbe texteÉditeur de texteArguments de l’éditeur de textePréréglages d’éditeur de texteFin du texteFichiers textesTexte surlignéOptimisation du texteInfos textuellesTexte d’infos en surimpressionEntrée texteLigne de textePrise de nœud texteInterface de prise de nœud texteRendu du texteTexte sélectionnéBande texteCurseur de la bande texteStyle de texteAnticrénelage sous-pixel du texteValeur texteCouleurs des widgets textesBoîte englobante de texte pour la mise en pageRéglages de formatage des caractères de texteCouleur du texteCouleur du texte de la ligne sélectionnéeBloc de données texte référençant un fichier texte externe ou empaquetéBlocs de données textesTexte affiché et édité dans cet espaceDonnées de l’espace éditeur de texteLe fichier texte a été édité depuis le dernier enregistrementLe fichier texte est en mémoire, sans fichier correspondant sur le disqueLe fichier texte sur le disque est différent de celui en mémoireAlignement horizontal du texte depuis le centre de l’objet ou de la boîte de texteTexte dans la ligneTexte introuvable : %sLe texte n’est utilisé par aucun nœud ou caméra, aucune mise à jour n’a été faiteSeule l’échelle peut être appliquée aux textes : « %s »Texte sur courbePrise texte d’un nœudChaîne de caractèresCurseur d’édition de bande texteSélection de texte de la bandeTexte à afficherTexte vers objet 3DTexte à remplacerTexte affiché dans l’en-tête durant le redimensionnementTexte à insérer à la position du curseurTexte devant remplacer le texte sélectionné par l’outil de substitutionTexte à rechercher par l’outil de rechercheTexte à utiliser pour le bouton, dans le panneau d’interface (ne modifie pas le nom de la collection)Texte à utiliser pour le bouton, dans le panneau d’interface, à la place du nom de la collectionTexte trop longAlignement vertical du texte depuis le centre de l’objetTexte : externeTexte : interneHauteur de la boîte de texteDébordement des boîtes de texteLargeur de la boîte de texteDécalage en X de la boîte de texteDécalage en Y de la boîte de texteBoîtes de texteTextesTextureLe long du traitBruit des bandesBandesDimensionsGénéréesGlobalesPlacageNouvelleObjetMotifPlastiqueBruit des anneauxAnneauxDurPlus durDouxFibres / particulesCoordonnées de textureUVEn creuxEn reliefFenêtreTaux de collection des texturesCoordonnées de textureOs pour coordonnées de textureObjet pour coordonnées de textureQuantification des coordonnées de textureCoordonnées de textureDistorsion de textureQualité d’encodage de textureChamp textureLimite de texturePlacage de textureMode de placage de textureTexture masqueMaillage de textureNiveau moyen de la textureMode TextureNœud de textureÉditeur de nœuds texturePrise de nœud textureInterface de prise de nœud textureArborescence de nœuds de textureOpacité de textureAngle de la textureAlpha de la surimpression de texturePeinture de textureSurimpressions de peinture de textureEmplacement de texture de peinturePeinture de texture/Modificateur UVFacteur de taille de pixel de la texture le long du traitPropriétés de textureBiais d’échantillonnage de textureRayon d’échantillon de textureEmplacement de textureImages d’emplacement de textureEmplacements de textureEspace texturePosition de l’espace textureMaillage espace de textureTaille de l’espace textureEspacement de textureOpérations de texturesPéremption de textureRéglages du placage des coordonnées textureCoordonnées de textures entre 0 et 1Coordonnées de texture à partir des positions à la racine des particulesCoordonnées de texture utilisées pour plaquer l’image sur la surfaceCoordonnées de texture utilisées pour plaquer la texture sur l’arrière-planBloc de données texture, utilisé par les matériaux, éclairages, mondes et brossesBloc de données texture utilisé par cet emplacement de textureBlocs de données texturesPoids de l’effecteur TextureQualité d’encodage de textureMéthode d’export des texturesType de filtre de textureImages de texture utilisées pour la peinture de textureInterpolation de textureLe placage de texture n’est pas réglé sur 3D, les résultats seront peut-être imprévisiblesType de placage de textureNœuds de textureEmplacement de texture définissant le placage et l’influence d’une textureEmplacement de texture pour les textures d’un bloc de données brosseEmplacement de texture pour les textures d’un bloc de données style de ligneEmplacement de texture pour les textures d’un bloc de données réglages de particulesNom de l’emplacement de textureEmplacements de texture définissant le placage et l’influence des texturesPrise texture d’un nœudPosition de l’espace textureTaille de l’espace textureTexture contrôlant la force de l’émissionTexture à utiliser comme forcePlacage de textureTexturéTexturesDossier de texturesThaï - ภาษาไทยCet élément représente une ID également utilisée comme dépendance de redéfinition de bibliothèque (soit directement, comme référence de redéf., soit indirectement, comme données utilisées par une référence de redéf.). Il ne doit jamais être rendu local directement. Mutuellement exclusif avec `LIBOVERRIDE_DEPENDENCY_ONLY`Cet élément représente une ID utilisée seulement comme dépendance de redéfinition de bibliothèque (directement ou indirectement, voir `LIBOVERRIDE_DEPENDENCY` pour plus de précisions). Il ne doit pas être pris en compte pendant le processus pour rendre local (ajout), et rester des données purement liées. Mutuellement exclusif avec `LIBOVERRIDE_DEPENDENCY`Cet élément a été ajouté pour une ID importée indirectement, comme dépendance d’un autre bloc de donnéesL’attribut « id » si disponible, sinon l’indiceLa direction normale « divisée » de chaque coin de face, influencée par les normales de sommets, les faces et arêtes dures, et les normales personnalisées. Peut être vide.Le paramètre "stroke" ne peut pas être videLe bloc de données « %s » (%s) est lié et ne peut pas être édité. Utilisez « Rendre local » pour le rendre éditable.Le bloc de données « %s » (%s) est empaqueté et ne peut pas être édité. Utiliser « Rendre local » pour le rendre éditable.La collection « {:s} » sera ajoutée automatiquement lors de la générationLa position dans la vue 2D du centre des nouveaux nœuds, ou identique si non-définiLe manuel de référence de l’API pour cette version de BlenderLe fichier BVH ne contient aucune durée de frame dans sa section MOTION, la BVH et Blender sont supposés avoir la même fréquence d’imagesLe chemin racine des sources de BlenderVersion de Blender dans laquelle il est prévu de supprimer cette propriétéVersion de Blender depuis laquelle cette propriété est obsolèteCollections d’os de cette armatureCollections d’os contenant cet osLe nœud Cryptomatte en mode rendu n’est pris en charge que pour le compositing de scèneLes contrôleurs/expressions pour ce bloc de donnéesLe nœud Sortie fichier n’est pris en charge que pour le compositing de scèneLa bibliothèque C FriBidi compilée (.so sous Linux, .dll sous Windows…), vous devrez probablement l’éditer si vous êtes sous Windows, par exemple en utilisant celle incluse dans le dépôt de bibliothèques de BlenderValeur du bruit de Gabor avec à la fois une intensité et une phase aléatoires. C’est égale au sinus de la phase, multiplié par l’intensitéLe pointeur ID redéfini par cette opération est supposé correspondre à la hiérarchie de référenceIndice de réfraction (IDR) de la couche de vernis (affecte sa réflectivité et l’atténuation de la teinte de vernis)Ensemble de clés à utiliserLa taille du gizmo de navigationCouleur RVB de la fibre. Seulement utilisé en coloration directeLe nœud Calques de rendu n’est pris en charge que pour le compositing de scèneLimite d’erreur du solveur ODE Runge-Kutta, une faible valeur donne plus de précision, des valeur élevées plus de rapiditéLa scène doit avoir une caméraL’emplacement auquel les données d’animation de cet ensemble de canaux sont destinéesLe nœud Infos de bande n’est pris en charge que pour le compositing de séquenceL’UUID du catalogue affiché dans l’explorateurCoordonnées UV où échantillonner la texture. On suppose que la composante Z contient un canal alphaLa caractéristique de Voronoï que le nœud calculeTaille de la forme dans l’axe XPosition en X du coin inférieur gauche de la région de recadrageTaille de la forme dans l’axe YPosition en Y du coin inférieur gauche de la région de recadrageL’action %s n’est pas éditableL’action dépend des états ou poses des deux chemins utilisateurL’action est prévue pour être utilisée en tant que cycle se répétant dans l’intervalle de lecture défini manuellement (l’activation de cette option ne crée pas automatiquement une boucle)Les poses d’action seront utilisées pour la visée du contrôleur VRLes poses d’action seront utilisées pour attraper avec le contrôleur VRL’action à effectuer lors du glisser du clic milieu dans la vue 3D. Maj-clic-milieu est utilisé pour l’autre action. S’applique également au trackpadGroupe de sommets actifL’attribut actif a un type non pris en chargeL’attribut actif doit être sur le domaine sommet, arête, ou faceL’attribut actif doit être de type booléenLe bloc de données actif « %s » n’est pas un bloc lié valideLe bloc de données actif « %s » est utilisé par un autre bloc liéLa face active de ce maillageL’ensemble de lignes actif n’a pas de style de ligne (possible corruption de données)Le modificateur actif dans la listeL’objet actif ne correspond pas à l’armatureL’objet actif doit être une armatureLe dépôt actif a des réglages invalidesLa clé de forme active de %s est verrouilléeLa zone de simulation active se déplace avec la brosseLe modificateur de bande actif dans la listeLe groupe de sommets actif est verrouilléEspace de travail actif visible dans la fenêtreAlignement du nouvel objetL’ID locale déjà existante qui peut être réutilisée dans les cas d’ajout et réutilisation. Aucune avant qu’elle ne soit trouvéeQuantité d’aberration chromatique à ajouter à la distorsionQuantité de bruit de couleurLe nombre de copies est trop grand, impossible de générer la quantité de géométrie nécessaireQuantité de netteté par diamantQuantité de distortion. 0 : pas de distorsion, -1 : distorsion en coussin, 1 : distorsion en barilletQuantité d’agitation à introduire lors du calcul des rayons ; une agitation plus forte peut être plus rapide mais produire des résultats grainés ou bruitésLe nombre de points à sélectionner à partir de la fin de chaque splineLe nombre de points à sélectionner à partir du début de chaque splineQuantité de rotation le long de chaque axe, en ordre XYZQuantité de rotation autour chaque axe, dans l’ordre X, Y et ZQuantité de rotation couverte par le flouQuantité de redimensionnement le long de chaque axeQuantité de redimensionnement couverte par le flouQuantité d’accentuationQuantité de cisaillement à appliquerQuantité d’espace entre les nœudsQuantité de translation le long de chaque axeQuantité de translation couverte par le flou dans la direction spécifiée, relativement à la taille de l’image. Des valeurs négatives indiquent une translation dans la direction opposéeQuantité de bruit par valeurAmplitude du décalageLes amplitudes de l’enveloppe sont additionnées (ou, quand Accumuler est activé, les différences positives et négatives sont accumulées)Angle entre copies le long de l’arc de cercleAngle entre les normales des faces manifold connectéesL’angle entre les plans change pendant le coup de brosse pour s’adapter à la surface sous le curseurAngle du bokehL’incrément de l’aimantation angulaire utilisé en mode angle contraintL’angle qui définit la direction de la translationAngle entre la première traînée et l’axe horizontalL’armature doit être en mode pose ou éditionL’asset est local à ce fichier. Le supprimer enlèvera simplement son statut d’asset.L’étagère d’assets n’est pas disponible dans le contexte actuel (essayer de changer de mode ou d’outil actif)Le chemin de catalogue de l’assetDomaine d’attribut donnant assez d’informations pour représenter les normales du maillageL’attribut est associé au calque de vue, à la scène ou au monde en cours de renduL’attribut est associé au système de particules ou à l’objet instanciateur ; il se rabat sur le mode Objet si l’attribut n’est pas trouvé, ou si l’objet n’est pas instanciéL’attribut est associé à la géométrie de l’objet, et sa valeur varie d’un sommet à l’autre, ou à l’intérieur du volume de l’objetL’attribut est associé au bloc de données objet ou maillage lui-même, et sa valeur est uniformeL’attribut est conçu pour un usage interne par BlenderLe nom d’attribut ne doit pas être videLe nom d’attribut utilisé par défaut quand le groupe de nœud est utilisé par un modificateur de nœuds de géométrieLa sortie attribut ne peut pas être utilisée sans la sortie de géométrieL’audio est rendu avec un débit de 240kbit/s par canal, le débit maximum pris en charge par Vorbis.L’audio est rendu avec un débit de 256kbit/s par canal, le débit maximum pris en charge par Opus.L’audio est rendu avec un débit de 320kbit/s, le débit maximum pris en charge par MP3.L’audio est rendu avec un débit de 384kbit/s, le débit maximal pris en charge par MP2.L’audio est rendu avec un débit de 640kbit/s, le débit maximum pris en charge par AC3.L’audio est rendu avec un débit d’environ 250kbit/s par canal, le débit maximal pris en charge par AAC.Taille de l’icône des axesAxe le long duquel la courbe se déformeL’axe à utiliser pour placer la région de la baseNom de fichier de base. D’autres informations peuvent être incluses dans le nom de fichier final, selon les options du nœudUnité de base pour les pixels par mètre.Le dépôt bf-translationLe facteur de mélange, 0 étant la frame actuelleNiveau de luminance au-dessus duquel les pixels seront considérés comme des hautes lumières produisant un éblouissementLa brosse affecte la rotation UV du pointLa brosse affecte la force de couleur du pointLa brosse affecte la position du pointLa brosse affecte l’épaisseur du pointLa brosse est du type utilisé pour dessiner des traitsLa brosse est du type utilisé pour remplir des zonesLa brosse est du type utilisé pour teinter des traitsLa brosse est du type utilisé pour effacer des traitsLe cache a été précalculéLe cache est en cours de précalculCaméra utilisée pour rendre la scèneCentre du cercle décrit par trois pointsLe presse-papier ne contient aucun ensemble de sélectionLe code utilisé pour calculer les forces internes sur les particulesLa collection à laquelle ajouter les autres objets sélectionnésLa collection d’où retirer les autres objets sélectionnésLa collection d’où retirer cet objetCouleur des éléments après la frame actuelle (pour la pelure d’oignon, les chemins de mouvement, etc.)Couleur des éléments avant la frame actuelle (pour la pelure d’oignon, les chemins de mouvement, etc.)Variation de couleur entre Couleur 1 et Couleur 2. Des valeurs de -1 et 1 n’utiliseront qu’une des deux couleurs. Des valeurs intermédiaires donneront un mélangeCouleur depuis laquelle le blanc est converti (convertie automatiquement depuis ou vers des température et teinte)Couleur vers laquelle le blanc est converti (convertie automatiquement depuis ou vers des température et teinte)L’intervalle de frames combiné de toutes les F-courbes dans l’actionLe compositeur est toujours activé, quelle que soit la vueLe compositeur est désactivéLe compositeur n’est activé qu’en vue caméraCondition pour que la fermeture des splines soit activéeL’action contraignanteLa contrainte est appliquée en espace de pose, les transformations de l’objet sont ignoréesLa contrainte est appliquée relativement au système de coordonnées local d’un objet, os ou groupe de sommets personnaliséLa contrainte est appliquée relativement au système de coordonnées local de l’objetLa contrainte est appliquée relativement au système de coordonnées local de la pose de repos de l’os, ce qui inclut les transformations du parentLa contrainte est appliquée relativement au système de coordonnées du mondeContraste du masque de cavitéLe point de contrôle duquel obtenir les donnéesLe point de convergence des caméras stéréo (souvent la distance entre le projecteur et l’écran)Coordonnées où le bruit de Gabor est évalué. Le composant Z est ignoré dans le cas 2DCoordonnées auxquelles échantillonner dans la carte UVLe coin duquel obtenir les données. Utilise le coin à partir du contexte par défautRotation antihoraire des points internesCatégorie de panneau active actuellement, peut être Null si la région ne prend pas en charge cette fonctionnalité (NOTE : ces catégories sont générées à l’exécution, donc la liste peut être vide à l’initialisation, avant que rien n’ait été dessiné)Le numéro de ligne actuelleLa position actuelle (décalage) de la vue pour cette arborescence de nœudsLe nombre de faces actuel dans le maillage déciméPas temporel de la simulation actuelle, en fraction de frameLa boîte de texte actuelleLe groupe de courbes dans lequel interpolerLa valeur de normale de la courbe à chacun de ses points de contrôleLa courbe à laquelle le point de contrôle appartientLa courbe de laquelle obtenir les données. Utilise la courbe à partir du contexte par défautLe type de courbe vers lequel transformer les courbes sélectionnéesCouleurs d’os personnalisées, utilisées si la palette est « CUSTOM »L’intervalle personnalisé dans lequel créer des nouvelles clés. Utilisé seulement quand l’intervalle de scène n’est pas utiliséLe chemin de données depuis chaque itérable jusqu’à la valeur (int ou float)Le chemin de données relatif au contexte, doit pointer sur un itérableLe type de données de la colonne correspondante visible dans le tableurLe type de données vers lequel l’attribut est converti avant de calculer les résultatsType de données utilisé pour lire les valeurs d’attributLe bloc de données %s n’a pas pu être redéfiniLe bloc de données %s n’est pas redéfinissableAlignement par défaut des objets ajoutés à partir d’un menu d’une vue 3DLe choix par défaut, et recommandé dans la plupart des casLe répertoire par défaut de sortie des rendus, pour les nouvelles scènesLe répertoire par défaut contenant les policesL’emplacement par défaut des sonsLe répertoire par défaut des texturesDélai de l’effet en secondesPériphérique à utiliser pour traiter les nœuds de débruitage du compositingDifférence d’échelle entre deux octaves consécutives. De plus hautes valeurs donnent une plus grande échelle aux plus hautes octavesDimensions de l’image en pixels, avec transformations appliquéesEnfants directs de ce groupe de calques. Triés dans l’ordre de la pile, c’est-à-dire que le premier enfant est celui qui en bas dans l’arborescence de calques.Direction (s’applique seulement aux évènements de glisser)Direction du bruit de Gabor anisotropeLa direction vers laquelle le plan pointeDirectionnalité du bruit de Gabor. 1 donne un bruit complètement directionnel, et 0 donne un bruit omnidirectionnelLe dossier où stocker les fichiers temporaires. Le chemin doit pointer vers un dossier existant, sans quoi il sera ignoréDossier dans lequel l’image sera écriteL’affichage et la transformation de vue prennent en charge l’émulation automatique d’un autre périphérique d’affichage, en utilisant le mécanisme des espaces de couleur d’affichage dans les configurations OpenColorIO v2La transformation d’affichage et de vue prend en charge les couleurs à grande gamme dynamiqueLa distance à laquelle peut se trouver un point depuis la surface pour qu’une face ne soit plus considérée planeDistance entre copies le long de la courbeDistance entre le point du bas et l’axe XDistance entre le point du haut et l’axe XLa distance à partir de laquelle les particules sont totalement affectéesDistance en pixels jusqu’au pixel le plus proche sur la limite du masque. La distance est négative à l’intérieur du masqueLe type de distance à utiliser pour calculer la textureDistance à laquelle autoriser les points résultants à se trouverLe programme de dons pour soutenir la maintenance et l’améliorationL’extension déposée vient d’un dépôt désactivé.L’extension déposée vient d’un dépôt inconnu.Géométrie dupliquée, sans compter la géométrie d’origineL’arête après le coin dans la face, dans la direction des indices croissantsL’arête avant le coin dans la face, dans la direction des indices décroissantsLe drapeau d’arête à taguer lors de la sélection du chemin le plus courtL’arête de laquelle obtenir les données. Utilise l’arête à partir du contexte par défautLes bords de l’images qui rencontrent le masque externe seront considérés comme des bords du masque externes. Autrement le masque externe sera considéré comme ouvertLes arêtes qui se trouvent à la limite entre différents groupes de facesL’objet éditéFrame de fin de l’animationLa frame de fin de l’intervalle défini manuellement à lireL’énergie que cet éclairage émettrait sur toute sa surface s’il n’était pas limité par l’angle du spot, en unités de flux énergétique (W)Tout l’intervalle de scène ou de prévisualisationOn peut maintenant accéder à la définition d’énum directement dans le nœud. Cette propriété existe pour des raisons de compatibilité descendante.L’évènement des particules cibles auquel réagirPosition exacte du point à utiliserDurée de la dernière exécution de l’arborescence de nœuds. Pour les nœuds cadres et groupes, la durée pour tous les sous-nœudsDéviation au carré depuis la moyenne attendue pour chaque groupeL’option expérimentale pour ce nœud est désactivéeL’extension est incompatible avec ce système : {:s}Mode d’extension appliqué à l’axe XMode d’extension appliqué à l’axe YHautes lumières extraites, à partir desquelles l’éblouissement a été généréL’indice de la face pour chaque triangle de boucleLa face de laquelle obtenir les données. Utilise la face à partir du contexte par défautFacteur d’opacité du point original à appliquer sur les nouveaux pointsFacteur du rayon du point original à appliquer sur les nouveaux pointsFacteur duquel redimensionner les clésLe nom du dossier racine de l’archive du jeu de fonctionnalités n’est pas un identifiant valide : « {:s} »L’archive du jeu de fonctionnalités n’a ni rigs ni métarigs, ou il manque le fichier __init__.pyL’archive du jeu de fonctionnalités doit contenir un dossier racineFeedback de l’effetExtension de fichier utilisée pour enregistrer les rendusLe libellé du gestionnaire de fichiersLe fichier n’est pas un fichier Blender valide.Chemin utilisé pour l’exportLe fichier a été enregistré avec une version plus récente, l’ouvrir avec Blender %s ou plusPremière frame à exporterLa première sortie doit être une prise géométriePortez ce vieux whisky au juge blond qui fume ! 0123456789Le pied pivote à la base de l’orteilLe pied pivote autour de la chevilleLe pied pivote à la cheville, avec un pivot supplémentaire sur l’orteilL’avant-plan passe par-dessus l’arrière plan selon l’alpha de l’avant-planL’avant-plan passe par-dessus l’arrière plan selon l’alpha de l’avant-plan, mais l’avant-plan recouvre complètement l’arrière-plan s’il est plus opaqueL’avant-plan passe par-dessus l’arrière plan selon l’alpha de l’avant-plan, tout en supposant que l’arrière-plan est masqué par l’avant-planDirection vers l’avant, le long de la forme du réseauDécalage fractalLa part fractionnelle de ALa part fractionnelle de A par élémentLe numéro de frame dans la scèneLa frame à laquelle le marqueur de timeline apparaîtLa frame à laquelle ce dessin apparaîtLa frame à évaluer (en partant de 0)L’axe de redimensionnement libre de l’objetLa fréquence du décalage (1/longueur totale)Le multiplicateur de gainÉblouissement généréLe nombre aléatoire généré est le même pour chaque point de contrôle d’une courbeLa géométrie ne peut pas être extraite quand dyntopo est activéLa direction normale de la géométrieLes gizmos sont faits pour être utilisés dans des sessions de réalité virtuelle et nécessitent une gestion spéciale du réaffichageDans le format glTF, les normales, UV et autres attributs discontinus de sommets sont censés être stockés en tant que sommets à part, ce qui est nécessaire pour le rendu sur les cartes graphiques ordinaires. Cette option tente de combiner les sommets coïncidents quand c’est possible. Ne peut pas actuellement combiner des sommets ayant des normales différentesL’os de collage devient un enfant de l’os de contrôleL’os de collage devient un frère de l’os de contrôle avec Copier les transformationsL’os de collage garde son parent, mais utilise Copier les transformations pour inclure les mouvement local et celui du parent du contrôle dans l’espace localLe dorsal graphique peut être changé dans la section Système des préférences.La taille de la grille pour la liaisonValeur de la grille à chaque voxelL’ID de groupe de chaque groupe d’instanceLa poignée peut être déplacée n’importe où, et n’influence pas l’autre poignée du pointHauteur de la région de recadrageHauteur du cylindreHauteur, perpendiculairement à la base de la spiraleLa plus forte puissance de « x » pour ce polynôme (nombre de coefficients - 1)Plus grande valeur dans chaque groupeL’identifiant de l’emplacement d’action le plus récemment assigné. L’emplacement identifie quel sous-ensemble de l’action est destiné à cette contrainte, et son identifiant est utilisé pour trouver le bon emplacement lors de l’assignation d’une action.L’identifiant de l’emplacement d’action le plus récemment assigné. L’emplacement identifie quel sous-ensemble de l’action est destiné à ce bloc de données, et son identifiant est utilisé pour trouver le bon emplacement lors de l’assignation d’une action.L’identifiant de l’emplacement d’action. L’emplacement identifie quel sous-ensemble de l’action est destiné à cette bande, et son identifiant est utilisé pour trouver le bon emplacement lors de l’assignation d’une action.L’identifiant qui compose cette étiquetteL’image, avec l’éblouissement généré ajoutéL’ID importée. Aucune avant qu’elle soit liée ou ajoutée. Peut être identique à ``reusable_local_id`` si ajoutéeL’indice, d’après le contexteL’indice du système de particules de l’objet cibleIndice de la collection d’os active de l’armature ; -1 quand il n’y a pas de collection active. Attention : cette valeur indexe le tableau interne des collections d’os, qui peut ne pas être dans l’ordre attendu. Les collections racines sont listées en premier, et les collections d’un même niveau sont toujours dans l’ordre. À part ça, les collections peuvent être dans n’importe quel ordre, donc incrémenter ou décrémenter cet indice peut faire sauter la collection active ne manière inattendue. Pour une interface plus prévisible, utiliser ``active`` ou ``active_name``.Indice de l’attribut de couleur utilisé en solution de repli pour le renduL’indice du point de contrôle plus le décalage dans tout le bloc de données de courbesIndice du point de contrôle à évaluer. Utilise l’indice actuel par défautIndice du coin, à partir du premier coin de la faceIndice du curseurL’indice de chaque îlot du sommet. Les indices se fondent sur le plus petit indice de sommet dans chaque îlotIndice de la face à laquelle le coin appartientIndice du premier sommet dans l’arêteIndice du coin décaléIndice du deuxième sommet dans l’arêteL’indice du premier point de contrôle de cette courbeL’indice vers lequel déplacer la contrainteL’indice vers lequel déplacer l’effetL’indice vers lequel déplacer le modificateurIndices des copies de chaque élémentLes F-courbes individuelles qui animent l’emplacementInfluence d’une couche de Voronoï, relativement à celle de la couche précédenteRéglage de proportions initialProfondeur initiale à utiliser lors du placement du curseurPosition initiale pour le placementLa grille d’entrée doit avoir une échelle de voxel uniforme pour être advectée.Les données en entrée sont invalides, ou l’algorithme n’a pas été invoqué correctementCoordonnées entières du pixel le plus proche sur la limite du masqueLa partie entière de A, en enlevant les chiffres fractionnelsL’intervalle de frames prévu pour la lecture de cette action, en utilisant cet intervalle personnalisé si disponible, ou les intervalles combinés de toutes les F-courbes de cette action autrement (assigner une valeur définit l’interval personnalisé)Intensité du bruit de Gabor, sans phase aléatoireIntensité de l’effet d’aberrationType d’interpolation pour cet élément de courbeLa ligne d’intersection sera incluse dans l’objet ayant la plus haute valeur de priorité d’intersectionLa matrice inversée, ou la matrice identité si l’entrée n’est pas inversableLe noyau est une couleur et chacun de ses canaux sera convolué avec son canal respectif en entréeLe noyau est un flottant et sera convolué avec tous les canaux d’entréeType de dépôt à ajouterType de rotation à appliquer ; les valeurs des autres modes de rotation ne sont pas utiliséesType de traits ou remplissages à supprimerTypes de messages devant être propagés depuis ce nœud vers le nœud groupe parentLe plus grand entier inférieur ou égal à ALe plus grand entier positif pouvant diviser A et B. Par exemple PGCD(8,12) = 4Le dernier os de la chaîne est directement contrôlé, comme la main d’un bras IK et le milieu s’étire pour l’atteindreDernière frame à rendreLe groupe de calques est déplié dans l’interfaceLe nœud d’arborescence de calques après (c’est-à-dire au-dessus de) celui-ciLe nœud d’arborescence de calques avant (c’est-à-dire en dessous de) celui-ciPoignée du point de contrôle Bézier de gauche, depuis le contexteLongueur du contenu de cette bande après application des poignéesLongueur du contenu de cette bande avant application des poignéesLa longueur de la distance dans les directions axialesLa longueur du voyage axial le plus longLa redéfinition de bibliothèque de l’ID liée. Aucune avant sa créationLa lumière qui rebondit à la surface du poilLa lumière qui pénètre dans le poil et ressort de l’autre côtéLa couleur de ligne de plus haute priorité est utilisée comme limites de matériauL’ID liée avait d’autres utilisations sans rapport, et elle a donc été dupliquée vers une copie localeLes liens forment un cycle, ce n’est pas pris en chargeLes liens doivent être de même niveauListe d’emplacement d’actions appropriés pour cette bande NLAListe de calques composant cette actionListe d’emplacements dans cette actionListe d’emplacements dans ce bloc de données d’animationListe de bandes présentes sur ce calque d’animationLe bloc de données local que cet asset représente ; valide uniquement s’il s’agit d’un bloc de données de ce fichierDossier local contenant des extensionsLa position et l’orientation de l’os Transformation de la forme personnalisée seront utilisées pour tansformer les gizmos et pour d’autres opérateurs de transformations dans la vue 3D. Si désactivé, la vue 3D utilisera toujours les transformations du vrai os, même si la transformation de la forme personnalisée est écrasée.La position est calculée automatiquement pour être douceLa position est calculée pour pointer vers le point de contrôle précédent ou suivantLa position est contrainte pour pointer vers la direction opposée de l’autre poignéePosition du curseur 3D de la scène, dans l’espace local de l’objet modifiéPlus petite valeur dans chaque groupeLuminance qui correspondra à la luminance log moyenne, typiquement la valeur gris moyenLa masse de chaque sommet dans le matériau du tissuMatériau à utiliser pour les nouveaux traitsLe cache est converti de façon à ce que les valeurs plus hautes que le niveau de blanc deviennent blanches. Les pixels placés sur les contours identifiés sont exclus de la conversion pour conserver les détailsLe cache est converti de façon à ce que les valeurs plus basses que le niveau de noir deviennent noires. Les pixels placés sur les contours identifiés sont exclus de la conversion pour conserver les détailsLa distance maximale à laquelle un sommet peut être déplacé. Les déplacements au-dessus de ce seuil peuvent occasionner des problèmes de visibilité.Distance maximale au-dessus du plan pour qu’un sommet soit affecté. Augmenter la hauteur pour affecter les sommets plus loin au-dessus du plan.Distance maximale sous le plan pour qu’un sommet soit affecté. Augmenter la profondeur pour affecter les sommets plus loin en dessous du plan.Le maximum entre A et BLe maximum entre A et B avec C adoucissementLe temps de pause maximum entre deux traits, en secondesLongueur maximale qu’un ressort interne peut avoir à sa création. Si la distance entre les points internes est supérieure à cette valeur, aucun ressort interne ne sera créé entre ces points. Une longueur de zéro signifie qu’il n’y a aucune limite de longueur.Nombre maximum d’échantillons utilisés pour entraîner le guidage de chemins. Plus d’échantillons donnent un guidage plus précis, mais peuvent aussi ralentir inutilement le rendu une fois que le guidage est suffisamment précis. Une valeur de 0 continuera l’entraînement jusqu’au dernier échantillonLa distance de rayon maximale pour faire correspondre les points entre l’objet actif et ceux sélectionnés. Si nulle, il n’y a pas de limiteLa distance de rayon maximale pour faire correspondre les points entre l’objet actif et ceux sélectionnés. Si nulle, il n’y a pas de limite.Le maximum entre A et B, max(A,B)La carte UV de maillage à échantillonner. Ne doit pas avoir de faces superposéesLe maillage a besoin de matériauxLe maillage de simulation est redimensionné de ce facteur (comparé à la résolution de base du domaine). Pour un « meshing » (maillage) optimal, il est recommandé d’ajuster le rayon de particule de maillage en même temps.Le volume du maillage pour lequel les pressions interne et externe seront égales. Si défini à zéro le volume n’affectera pas la pression.Méthode à utiliser pour déterminer la taille du biseauMéthode d’activation des outils comme déplacer, tourner et redimensionner (G, R, S) avec le clavierMéthode à utiliser pour créer de la géométrie aux intersectionsMéthode à utiliser pour créer le maillage aux intersectionsLa méthode utilisée pour calculer l’adoucissementLa valeur au milieu de chaque groupe quand toutes les valeurs sont triées de la plus petite à la plus grandeValeur de rugosité minimale d’un matériau pour appliquer le guidageLe minimum entre A et BLe minimum entre A et B avec C adoucissementLe minimum entre A et B, min(A,B)Le modificateur affecte le facteur de rotation UV du pointLe modificateur affecte la force de couleur du pointLe modificateur affecte la position du pointLe modificateur affecte l’épaisseur du pointLe modificateur utilisé ne prend pas en charge les positions déforméesLe nom « {:s} » n’est pas autorisé pour les jeux de fonctionnalitésLe nom d’un fichier json stockant ces réglages (malheureusement, le système de Blender ne fonctionne pas ici)Le nom de la collection d’os active de l’armature ; vide s’il n’y a aucune collection activeNom de l’objet courbe définissant la forme de biseautageNom de l’attribut de couleur actif pour l’affichage et l’éditionNom de la configuration clavier activeNom de l’attribut sur le maillage de surface utilisé pour définir l’attachement de chaque courbeNom de l’attribut de couleur par défaut utilisé en solution de repli pour le renduNom du nœud d’arborescenceNouvelle transformation depuis l’espace indice de grille vers l’espace objet.La nouvelle transformation de grille est valide et a été appliquée à la grille avec succès.L’ID nouvellement liée a été rendue localeLe groupe de nœuds est utilisé comme modificateur de géométrieLe groupe de nœuds est utilisé comme outilLe groupe de nœuds est utilisé pour le Grease PencilLe groupe de nœuds est utilisé pour les courbesLe groupe de nœuds est utilisé pour les maillagesLe groupe de nœuds est utilisé pour les nuages de pointsLe groupe de nœuds est utilisé en mode éditionLe groupe de nœuds est utilisé en mode objetLe groupe de nœuds est utilisé en mode peintureLe groupe de nœuds est utilisé en mode sculptureLe groupe de nœuds doit avoir une prise de sortie géométrieLe libellé du nœudLa valeur par défaut de la prise de nœudLe libellé de l’arborescence de nœudsLa simulation du bruit est redimensionnée de ce facteur (comparé à la résolution de base du domaine)La direction normale à chaque face, définie par l’ordre de rotation et la position de ses sommetsLa direction normale de chaque sommet, définie comme la moyenne des normales de faces adjacentesLa direction normale du coin de face, qui prend en considération les faces et arêtes dures, et les données de normales personnaliséesDirection normale du plan décrit par les trois points, dirigée vers l’axe Z positifNombre de couches de Voronoï à additionnerNombre de frames d’animation. Pour une seule image, vaut 1Nombre de points calculés dans la direction V entre chaque paire de points de contrôleNombre d’anneaux concentriques utilisés pour remplir les faces rondesLe nombre de points consécutifs du trait original à inclure dans ce segmentNombre de points de contrôle à traverser le long de la courbeLe nombre de points de contrôle à créer sur le segment après chaque pointNombre de copies à générerNombre de coins dans la faceNombre de coins duquel se déplacer autour de la face avant de trouver le résultat, en revenant au début de la face si nécessaireNombre de répliques à créer pour chaque élémentNombre d’arêtes connectées à chaque sommetNombre d’arêtes sur la courbeNombre d’arêtes le long du côneNombre d’éléments dans la listeNombre de points évalués sur la courbeNombre de faces ou de coins connectés à chaque arêteNombre de faces ou de coins connectés à chaque sommetLe nombre de faces ayant chaque arête sur un de ses côtésNombre de lamelles dans le bokehLe nombre de frames nécessaires pour parcourir le chemin, définit la valeur maximale pour le réglage « Temps d’évaluation »Nombre de frames à moyenner autour de chaque image clé. Des valeurs plus élevées donnent un adoucissement plus fort, mais diminuent les performances.Nombre de frames à utiliser pour calculer la moyenne de fréquence d’images. 0 pour la calculer automatiquement, quand le nombre d’échantillons correspond à la fréquence d’images cibles.Le nombre de segments générés à sauter pour réduire la complexitéNombre de fantômes pour l’éblouissement Fantôme, ou qualité et étalement de l’éblouissement pour Traînée et Étoile simpleNombre d’anneaux horizontauxNombre d’images clés qui utilisent ce dessinNombre d’octaves de bruit. De plus hautes valeurs donnent un bruit plus détaillé mais augmentent le temps de renduNombre de versions précédentes à garder dans le dossier actuel, lors d’une sauvegarde manuelleNombre de pixels correspondant au même pixel de sortieNombre de points dans la courbeNombre de points sur l’arcLe nombre de points sautés après ce segmentsNombre de points à créerLe nombre de points à sauter pour créer des segments droitsNombre de segments rectangulaire le long de chaque côtéNombre d’échantillons à rendre dans ce sous-ensembleNombre d’échantillons à utiliser pour approximer le flou cinétiqueNombre d’échantillons utilisés pour calculer le flou. Plus le nombre d’échantillons est élevé, plus le résultat est adouci, au prix d’un temps de calcul plus long. Le nombre réel d’échantillons est de deux puissance cette entrée, donc il augmente exponentiellementNombre d’échantillons utilisés pour calculer le flou. Un plus grand nombre d’échantillons adoucit le résultat, mais prend plus de temps de calcul. Le nombre d’échantillons final est de 2^cette entrée, donc il augmente exponentiellementLe nombre de segments dans chaque quart de cercle du biseauNombre de traînéesCombien de fois le masque de cavité est floutéCombien de fois cet objet est répété, par rapport aux autres objetsNombre de sommets connectés à ce sommet par une arête, égal au nombre d’arêtes connectéesNombre de sommets dans les cercles du haut et du basL’objet %s a des clés de forme verrouilléesLa géométrie de l’objet elle-même devrait être visible au renduL’objet n’a qu’un calqueL’objet n’a qu’un matériauL’objet est contraint à l’intérieur d’une sphère virtuelle autour de l’objet cible, avec un rayon défini par la distance limiteL’objet est contraint à la surface d’une sphère virtuelle autour de l’objet cible, avec un rayon défini par la distance limiteL’objet est contraint à l’extérieur d’une sphère virtuelle autour de l’objet cible, avec un rayon défini par la distance limiteL’objet est parenté à un osL’objet est parenté à un latticeL’objet est parenté à un sommetL’objet est parenté à un objetL’objet qui possède le système de particules cible (vide si c’est le même objet)L’objet auquel le pointeur de données se réfère n’est pas un modificateur valideLe décalage est trop faible, impossible de générer la quantité de géométrie nécessaireOpacité des F-courbes désélectionnées par rapport à l’arrière-plan de l’éditeur de graphesL’ordre des sommets/arêtes/faces sélectionnées est modifié, selon une méthode donnéeGéométrie originale en entrée, avec potentiellement de nouveaux attributs fournis par la zoneRésolution de l’image d’origine en pixels, avant toute transformationLa sortie est une courbe carrée (les valeurs négatives donnent toujours -1, et les positives, 1)Le nœud de sortie %s est déjà appareillé avec %sLe propriétaire de cette contrainteGroupe parent de ce nœud d’arborescence de calquesLa simulation de particules est agrandie de ce facteur (par rapport à la résolution de base du domaine)Le système de particules avec lequel peindreParties de la géométrie dans la sélectionParties de la géométrie pas dans la sélectionParties de la géométrie allant dans la première sortieParties de la géométrie à supprimerLe chemin pour le profil personnalisé de la courbeLe chemin pour le profil personnaliséLe chemin vers le dossier « /branches » de la copie locale de svn-translation, pour permettre la traduction depuis l’interfaceLe chemin du préréglage chargé dans ce thème (si applicable)UID persistante du modificateurPhase du bruit de Gabor, sans intensité aléatoireMétadonnées de densité de pixels écrites dans les formats d’image pris en charge. Cette valeur est multipliée par les PPM de base, qui définissent l’unité (typiquement pouces ou mètres)Rayon en pixels du masque flouLe point est contraint à l’intérieur de l’objet cibleLe point est contraint à l’extérieur de l’objet cibleLe point est contraint à la surface de l’objet cible, avec un décalage de distance toujours vers l’extérieur, vers ou à l’opposée de la position d’origine du pointLe point est contraint à la surface de l’objet cible, avec un décalage de distance appliqué exactement le long de la normale de la cibleLe point est contraint à la surface de l’objet cible, avec un décalage de distance vers la position d’origine du pointLe point représente une tuile (plusieurs voxels) plutôt qu’un seul voxelPosition autour de laquelle les transformations pivotent. Définie en coordonnées normalisées, donc 0 signifie le coin inférieur gauche et 1 le coin supérieur droit de l’imagePosition des axes sur l’os. Augmenter cette valeur pour les rapprocher de la pointe ; la diminuer pour les rapprocher de la racine.La position, d’après le contextePosition du premier sommet dans l’arêtePosition du curseur de la souris au début de l’opérationPosition du deuxième sommet dans l’arêtePosition de la source des rayons en coordonnées normalisées. 0 signifie le coin inférieur gauche et 1 le coin supérieur droit de l’imagePosition autour de laquelle les transformations pivotent, en coordonnées normalisées. 0 pour le coin inférieur gauche et 1 pour le coin supérieur droit de l’imagePositions des nouveaux pointsPrécision des résultats intermédiaires du compositeurLes axes secondaire et primaire doivent être différentsProbabilité de guider une direction à l’intérieur d’un volumeProbabilité de guider une direction sur une surfaceLe profil peut être une courbe concave ou convexeLe profile peut être un chemin arbitraire entre ses points extrêmesLa forme du profil (0.5 = rond)La propriété est obsolèteLes données fournies n’ont pas satisfait les prérequisQualité utilisée par les nœuds de débruitage lors du compositing des rendus finaux si l’option de qualité des nœuds est définie à « Comme la scène »Qualité utilisée par les nœuds de débruitage lors du compositing interactif et dans la vue 3D si l’option de qualité des nœuds est définie à « Comme la scène »Rayons des nouveaux pointsRayon des traits générésRayon du cercle décrit par les trois pointsRayon du cylindreL’intervalle d’angles à affecterLa vitesse à laquelle le bruit de Gabor change dans l’espace. Cette valeur est différente de l’entrée Échelle, car elle ne redimensionne que perpendiculairement à la direction du bruit de GaborLa proportion d’images clés à supprimerLa proportion de la plus grande dimension du modèle sur la taille de la grilleRapport entre le petit axe et le grand axe d’une section de poil elliptique. Les valeurs recommandées sont de 0.8~1 pour les poils asiatiques, 0.65~0.9 pour les poils caucasiens, 0.5~0.65 pour les poils africains. Le grand axe est aligné à la normale de la courbe, qui n’est pas prise en charge pour les poils par particulesLe manuel de référence pour cette version de BlenderRégion où l’image sera assombrieLa région dans laquelle le panneau sera utiliséPosition en X de la souris dans l’espace de région, à partir de 0 à gauchePosition en Y de la souris dans l’espace de région, à partir de 0 en basLa distance relative qu’une particule peut parcourir avant de nécessiter plus de sous-frames (nombre de Courant cible) ; l’intervalle conseillé est 0.01-0.3Le reste de la division avec partie entièreLe reste de la division tronquée utilisant fmod(A,B)Le remailleur ne fonctionne pas en mode éditionLe remailleur ne fonctionne pas si un modificateur Multirésolutions se trouve dans la pile de modificateursLe remailleur ne fonctionne pas quand la topologie dynamique est activéeLe remailleur ne fonctionne pas sur des données liées ou redéfiniesUID de session de l’action de remplacement, par laquelle remplacer tous les utilisateurs de l’action sélectionnéeRésolution du masque dans la direction XRésolution du masque dans la direction YRésolution de la grille de particulesRésolution à utiliser pour chaque segment de courbePoignée du point de contrôle Bézier de droite, depuis le contexteNœuds racines de l’arborescence de calques. Triés dans l’ordre de la pile, c’est-à-dire que le premier nœud est celui qui en bas dans l’arborescence de calques.Le canal de rotation a été filtréRotation du curseur 3D de la scène, dans l’espace local de l’objet modifiéType de rotation et ordre d’axes à utiliserRugosité de la couche de vernisLe total courant des valeurs dans le groupe correspondant, en commençant à la première valeurLe total courant des valeurs dans le groupe correspondant, en commençant à zéroFacteur de fondu appliqué aux segments de courbeÉchelle d’une couche de Voronoï, relativement à celle de la couche précédenteÉchelle du bruit de GaborLa position et la rotation du curseur 3D de la scèneL’expression scriptée peut être évaluée sans utiliser l’interpréteur Python completCollection de rig sélectionnéeType de rig sélectionnéLes bandes sélectionnées ne se chevauchent pasLa sélection à partir du début et de la fin des splines, d’après les nombres en entréeLa sélection contenait %d objets de type(s) ne prenant pas en charge la conversion en « %s »La sélection de chaque élément en tant que valeur à virgule flottanteLa sélection de chaque élément en tant que valeur vraie ou fausseCritère du navigateur pour charger un fichier .blend, une bibliothèque ou un fichier spécialForme de la distribution gaussienne en frames. Des valeurs plus basses augmentent la netteté sur la largeur du filtre.La forme de la distribution gaussienne, des valeurs plus basses la rendent plus netteForme de début et de fin du traitPlus petit angle en radians entre deux faces, à leur rencontre sur une arête. Les arêtes plates ou non-manifold ont un angle de zéro. Le calcul de cette valeur est plus rapide que l’angle orientéL’obturateur se ferme à la frame actuelleL’obturateur est ouvert durant la frame actuelleL’obturateur s’ouvre à la frame actuelleLe côté de la poignée à sélectionnerLe côté qui reste sélectionné après la coupeLe côté où la sélection s’appliqueL’angle orienté arctan(A / B)Angle orienté entre deux faces, à leur rencontre sur une arête. Les arêtes plates ou non-manifold ont un angle de zéro. Les angles concaves sont positifs, et les angles convexes sont négatifs. Le calcul de cette valeur est plus lent que l’angle non-orientéLe pas temporel par frame de la simulation (en secondes par frame)Taille de la dilatation/érosion en pixels. Les valeurs positives dilatent et les négatives érodentTaille du flou en pixelsTaille de l’atténuation depuis les bords, en pixels. Si inférieure à deux pixels, les bords seront anticrénelésTaille du filtre en pixelsLa taille de la géométrie détermine la distance entre les éléments du réseauTaille de l’éblouissement, relativement à l’image. 1 pour que l’éblouissement couvre toute l’image, 0.5 pour qu’il en couvre la moitié, etcTaille du rebouchage en pixelsTaille des particulesTaille de la tuile ou du voxel. Pour les voxels individuels c’est 1, pour les tuiles cela représente la taille cubique de la tuileL’emplacement identifie quel sous-ensemble de l’action est destiné à ce bloc de données, et son nom est utilisé pour trouver le bon emplacement lors de l’assignation d’une actionL’emplacement identifie quel sous-ensemble de l’action est destiné à cette bande, et son nom est utilisé pour trouver le bon emplacement lors de l’assignation d’une autre actionLe plus petit entier supérieur ou égal à ALe plus petit entier positif pouvant être divisé par A et B. Par exemple PPCD(6,10) = 30Douceur des hautes lumières extraitesLa douceur des bords du spotLe solveur ne réitère pas, pas même à la première frame (il débute d’après la position de repos)Le solveur réitère (converge) à toutes les framesLe solveur réitère (converge) à la première frame, mais pas aux suivantesLe fichier son est décodé et chargé en RAML’axe de la source que l’axe X de l’objet contraint utiliseL’axe de la source que l’axe Y de l’objet contraint utiliseL’axe de la source que l’axe Z de l’objet contraint utiliseLa couleur source contient une composante alphaLa couleur source est gamma-corrigéeLa géométrie source doit contenir un maillage ou un nuage de pointsLe maillage source doit avoir des facesLa source de ce champ de force est le point zéro d’un oscillateur harmoniqueSource d’où la taille du masque est obtenueEspace dans lequel l’étagère d’assets apparaît. Ignoré pour les étagères d’assets surgissantes, qui peuvent être affichées dans n’importe quel espace.L’espace dans lequel le panneau va être utiliséRacine carrée de la variance pour chaque groupeLe bruit fractal de Perlin standardLes poignées de début et de fin sont à des positions fixesLes poignées de début et de fin sont décalées depuis les points de contrôle de la splineFrame de début de l’animationLa frame de début de l’intervalle de lecture personnaliséPosition de départ des lignes de relation entre les os parents et enfantsValeur de force des traits générésLe texte à trouver dans le texte en entréeLe texte à utiliser pour remplacer chaque correspondanceLa valeur de texte à déposer dans le boutonLes valeurs de la bande sont combinées avec les résultats accumulés en utilisant de façon appropriée l’addition, la multiplication, ou les maths de quaternions, en fonction du type de canalLes valeurs de la piste remplacent les résultats accumulés, au niveau spécifié par l’influenceLe niveau de subdivision est trop élevéLe niveau de subdivision visible au renduSomme de toutes les valeurs dans chaque groupe, divisée par la taille de ce groupeL’aire de chacune des faces du maillageLe système n’a pas trouvé de solutionLe maillage cible doit avoir des facesMode de rotation cibleLa cible à utiliser pour aimanterLe redimensionnement du tentacule est contrôlé manuellement par des contrôles de torsion.Le tentacule s’étirer pour tenir dans la courbeLa texture affecte la couleur de base du traitLa texture affecte la valeur alphaL’angle d’inclinaisen des écailles de cuticules (la partie externe du poil). Elles sont toujours inclinées vers la racine du poil. La valeur est généralement entre 2 et 4 pour les poils humainsTemps (en minutes) entre les sauvegardes automatiques temporairesTemps d’attente en secondes pour les opérations en ligne avant qu’une connexion puisse échouer avec une erreur de délai dépassé. 0 pour utiliser la valeur par défaut du système.Le temps à utiliser pour chercher les données dans le fichier de cache, ou pour déterminer quel fichier utiliser dans une séquence de fichiersTaille totale de la région en X, en pixelsTaille totale de la région en Y, en pixelsNombre total d’îlots dans le maillageLe total de toutes les valeurs dans le groupe correspondantTransformation de la sortie instances. N’a pas d’influence sur la géométrie interneLa transformation de l’os cible est évaluée relativement à son système de coordonnée local, suivi par une correction pour la différence entre les orientations des poses de repos de la cible et du propriétaire. Appliquée au propriétaire en tant que transformation locale, produit le même mouvement global que la cible si les parents sont toujours en pose de repos.La transformation de l’os cible est évaluée relativement au système de coordonnées local de sa pose de repos, ce qui inclut les transformations du parentLa transformation de la cible est évaluée relativement à un objet, os ou groupe de sommets personnaliséLa transformation de la cible est évaluée relativement à son système de coordonnée localLa transformation de la cible est évaluée relativement au système de coordonnées du mondeLa transformation de la cible est seulement évaluée dans l’espace Pose, la transformation de l’objet cible de l’armature est ignoréeTransformation des sorties vecteur et géométrieLe type de transformation à modifier sur l’objet contraintLe type de transformation de la cible à utiliserTranslation de cet évènement de mouvement. L’intervalle sur chaque axe est [-1; 1], avant multiplication par les préférence de sensibilité. Elle est typiquement multipliée par la différence de temps avant usage.Type de bruit de Gabor à évaluerType de donnéesLe bloc de données %s n’est pas encore pris en chargeLe type de licence selon laquelle cet asset est distribué. Un champ vide ne signifie pas forcément que l’asset n’est soumis à aucune condition. Contacter l’auteur pour obtenir toute clarification nécessaire.Type de média à enregistrerLe type d’interpolation de rayon pour les courbes de BézierLe type de forme utilisé pour reconstruire la section biseautéeLe type d’opération de coupe à effectuer sur les bandesLe type de stratégie utilisée pour échantillonner les contributions de lumière directesLe type du bloc de données, si l’asset en représente un ('NONE' autrement)Type d’identifiant du tableauLe type de calcul de l’inclinaison pour les courbes 3DType d’interpolation d’inclinaison pour les courbes de Bézier 3DType d’opérateurs de transformation à écrireLe type d’interpolation de poids pour la splineLa pression uniforme appliquée constamment au maillage, en unités d’échelle de pression. Peut être négative.Le système d’unité à utiliser pour les contrôles dans l’interfaceDirection du haut le long de la forme du réseauDirection du haut pour la forme du cercleL’utilisateur a vu l’invite « Accès en ligne » et fait son choixDépôt de l’utilisateur dans lequel installer les extensionsLa valeur calculée pour la chaîne est le maximum des valeurs obtenues pour les sommets de la chaîneLa valeur calculée pour la chaîne est la moyenne des valeurs obtenues pour les sommets de la chaîneLa valeur calculée pour la chaîne est le minimum des valeurs obtenues pour les sommets de la chaîneLa valeur calculée pour la chaîne est la valeur obtenue pour le premier sommet de la chaîneLa valeur calculée pour la chaîne est la valeur obtenue pour le dernier sommet de la chaîneLa valeur est relative à chaque dimension de l’image, indépendammentLa valeur est relative à la dimension X de l’imageLa valeur est relative à la dimension Y de l’imageLa valeur est relative à la diagonale de l’imageLa valeur est relative à la plus grande dimension de l’imageLa valeur est relative à la plus petite dimension de l’imageLa valeur du bitflag réservé 'FILTER_ITEM' (dans les valeurs de filter_flags)La valeur vers laquelle la luminance moyenne est convertieLa valeur en laquelle cet évènement est traduit, dans un ensemble de raccourcis modalValeur à utiliser si le chemin de données ne peut pas être résoluValeur correspondante dans le dégradé de couleur. 0.0 donne la couleur la plus à gauche et 1.0 donne celle de droiteLes valeurs de l’attribut "id" sur les points, ou l’indice si cet attribut n’existe pasValeurs à partir desquelles la moyenne et la médiane seront calculéesValeurs à partir desquelles le minimum et le maximum seront calculésValeurs à partir desquelles l’écart type et la variance seront calculéesLes valeurs à accumulerVecteur à transformerLe sommet auquel le coin est attachéLe sommet duquel obtenir les données. Utilise le sommet à partir du contexte par défautLe visualiseur ne fonctionne pas car le modificateur est désactivéLe visualiseur ne fonctionne pas car le groupe de nœuds utilisé par le modificateur n’a aucune sortieLa visibilité des dessins dans ce nœud d’arborescence est affectée par les calques dans sa liste de masquesLa façon dont la contrainte traite l’échelle d’origine sur les axes non-libresMélange wet/dry de l’effetLe niveau d’humidité auquel les couleurs commencent à se fondre vers l’arrière-planLargeur des groupes de nœuds nouvellement créésLargeur des colonnes dans les vues en liste horizontaleLargeur de la région de recadrageLa fenêtre a un tampon graphique HDR, dans lequel les couleurs à large gamut et à grande gamme dynamique peuvent être écrites, en espace de couleur sRGB étendu.La position horizontale de la zone relativement à la fenêtreLa position horizontale de la région, relativement à la fenêtreLa position verticale de la zone relativement à la fenêtreLa position verticale de la région, relativement à la fenêtreLe volume du monde était auparavant rendu par la version héritée d’EEVEE. Une conversion est nécessaire pour le rendre correctement.ThèmeThème « {:s} » déjà installé !Thème de la vue 3DCouleur d’arrière-plan du thèmeEnsemble de couleurs d’os du thèmeThème de l’éditeur de clipsCouleur de collection du thèmeThème de la consoleThème de la feuille d’expositionThème du navigateur de fichiersThème de l’éditeur de graphesThème de l’éditeur d’imagesThème des infosThème de l’éditeur de nœudsThème de l’animation non-linéaireThème du synoptiqueThème des préférencesThème des propriétésThème de l’éditeur de séquencesThème de cet espaceRéglages de thème des espacesThème du tableurThème de la barre d’étatCouleur de bande du thèmeThème de l’éditeur de texteThème de la barre supérieureThème de l’interface utilisateurEnsemble de couleurs de widgets du thèmeCouleur d’état des widgets du thèmeCouleur de thème ou couleur personnalisée de l’osPropriétés du thème pour les régions d’éditeurs partagéesPropriété de thèmes communes à différents éditeursRéglages du thème pour les polices de caractèresRéglages du thème pour la fenêtre d’infosRéglages du thème pour les étagères d’assetsRéglages du thème pour les couleurs et dégradé d’arrière-planRéglages du thème pour les ensembles de couleurs des osRéglages du thème pour les couleurs des collectionsRéglages du thème pour les régions communes à plusieurs éditeursRéglages du thème pour les couleurs des bandesRéglages du thème pour les ensembles de stylesRéglages du thème pour la vue 3DRéglages du thème pour les préférences de BlenderRéglages du thème pour la consoleRéglages du thème pour la feuille d’expositionRéglages de thème pour le navigateur de fichiersRéglages du thème pour l’éditeur d’imagesRéglages du thème pour l’éditeur de clips vidéoRéglages du thème pour l’éditeur NLARéglages du thème pour l’éditeur de nœudsRéglages du thème pour le synoptiqueRéglages du thème pour les propriétésRéglages du thème pour l’éditeur de séquencesRéglages du thème pour le tableurRéglages du thème pour la barre d’étatRéglages du thème pour l’éditeur de texteRéglages du thème pour les barres supérieuresRéglages du thème pour l’éditeur de graphesRéglages du thème pour les éléments de l’interface utilisateurRéglages du thème pour les ensembles de couleurs de widgetsRéglages du thème pour les couleurs d’état des widgetsThèmesTheoraIl y a plusieurs nœuds de sortie de groupe, et celui-ci n’est pas actifIl n’y a pas d’entrées.Il n’y a aucun bloc de données actifPas de données d’animation sur lesquelles agirAucune bibliothèque d’assets à supprimerAucun dépôt d’extensions à enleverIl n’y a pas de calque « %s »Il n’y a pas de groupe de nœuds parent dans ce contexteIl faut un attribut actifIl faut au moins un dépôt utilisateur dans lequel installer les extensions{:d} échecs d’insertion de clés sont survenus pour des raisons inconnues.Insertion auto nécessaire pour :ThetaÉpaisseDes lignes plus épaisses que par défautÉpaisseurLimiter l’épaisseurFacteur d’épaisseurÉpaisseur depuis l’ombreÉpaisseur maxÉpaisseur minMode d’épaisseurModificateurs d’épaisseurÉpaisseur procheÉpaisseur externePosition d’épaisseurProfil d’épaisseurProportion d’épaisseurForme d’épaisseurForce d’épaisseurÉpaisseur en fonction de la direction du traitUn calcul d’épaisseur utilisant des contraintes, le plus avancéFacteur d’épaisseurFacteur d’épaisseur à utiliser pour l’influenceLe modificateur d’épaisseur « %s » n’a pu être suppriméType de modificateur ÉpaisseurModificateurs d’épaisseur pour changer l’épaisseur des lignesÉpaisseur des traits d’annotationÉpaisseur de chaque brin de cheveuxÉpaisseur de l’affichage de la fumée dans la vue 3DÉpaisseur de la couche mince en nanomètresÉpaisseur du trait de contour, relativement à l’épaisseur de la brosse actuelleÉpaisseur du trait de périmètreÉpaisseur de la coqueÉpaisseur de l’affichage du volume dans la vue 3DPosition d’épaisseur des arêtes de silhouettes et de bordures (applicable quand le chaînage simple est utilisé avec l’option Même objet)Épaisseur : %s, profondeur : %sFineCouche minceIDR de la couche minceÉpaisseur de la couche minceDes lignes plus fines que par défautTroisièmeTroisième coefficient de la distorsion radiale de Brown-Conrady de quatrième ordreTroisième coefficient de la distorsion radiale polynomiale de troisième ordreTiersCet asset est stocké dans le fichier blend actuelImpossible d’accéder à cet attribut dans un contexte procéduralCette collection d’os est dépliée dans la vue arborescente des collectionsCet ensemble de canaux n’appartient pas à cette bandeCette collection est contrôlée par une armature locale, ou a été ajoutée dans le fichier blend actuel via une redéfinition de bibliothèqueCette collection a été ajoutée via une redéfinition de bibliothèque dans le fichier blend actuelCette couleur définit le blanc dans la bandeCes données ne prennent pas en charge la jonction en mode éditionAucun emplacement d’action n’est assigné à ce bloc de donnéesCe bloc de données est un emplacement réservé pour les données liées manquantes : il redéfinit des données liées qui sont devenues introuvablesCe bloc de données est éditable dans l’interface utilisateur. Les blocs de données liés ne sont pas éditables à part s’ils ont été chargés en tant qu’assets éditables.Ce bloc de données est lié et empaqueté dans le fichier .blendCe bloc de données n’est pas indépendant, mais fait partie des sous-données d’un autre ID (exemples typiques : les racines d’arborescences nodales ou les collections principales)Ce bloc de données contient des données à l’exécution, c’est-à-dire qu’il ne sera pas enregistré dans le fichier .blend. Les ID évaluées (par exemple) sont toujours à l’exécution, donc cette valeur n’est éditable que pour les blocs de données de la base de données Main.Ce jeu de fonctionnalités dépend du jeu de fonctionnalités suivant pour marcher correctement :Ce jeu de fonctionnalités n’a pas pu être chargé correctement.Ce jeu de fonctionnalités nécessite Blender {:s} ou plus pour marcher correctement.Ce fichier est géré par le système d’assets de Blender et ne peut pas être écraséCe fichier est géré par le système d’assets de Blender. Il ne peut pasCe fichier est géré par le système d’assets, impossible de l’écraser (il est possible d’utiliser « Enregistrer sous »)Ce fichier est hors ligneCe fichier est en lecture seuleCe fichier a été enregistré par une version plus récente de Blender (%s).Fichier système restreint d’accèsCeci est un calque de règle spécialDistance depuis une terre sous le vent, appelée fetch, ou la distance sur laquelle le vent souffle avec une vitesse constante. Utilisé par les modèles JONSWAP et TMA.Il s’agit de la moins efficace des formes disponibles, et ne devrait être utilisée que si nécessaire.Ce calque n’appartient pas à cette actionCette bibliothèque est un stockage « d’archive » pour les ID empaquetés liées à l’origine depuis sa bibliothèque « archive parente ».Cela peut conduire à des comportements inopinésCe métarig contient des types de rigs anciens, qui peuvent être mis à jour automatiquement pour bénéficier des nouvelles fonctionnalités de Rigify.Ce métarig nécessite une mise à jour vers des collections d’osCe métarig utilise l’ancien rig de facial.Cette méthode donne une bonne représentation 2D d’un maillageCe mode est comme passer sa main à travers l’écran et tenir le modèle. En poussant le contrôleur 3D vers la gauche, le modèle se déplace à gauche. En poussant à droite, le modèle se déplace à droiteCe mode nécessite l’insertion auto pour marcher correctementCe modificateur ne peut que déformer les points de contrôle, pas les surfaces ou courbes rempliesCe modificateur ne peut que déformer les surfaces ou courbes remplies, pas les points de contrôleCe modificateur a des données précalculéesCe modificateur est actifCette opération de modificateur n’est pas autorisée en mode éditionCe rig facial monolithique est obsolète.Nécessite une armature locale ou une redéfinitionCe nœud définit une signature de paquet devant être utilisée par d’autres nœudsCe nœud définit une signature de fermeture devant être utilisée par d’autres nœudsCe nœud n’a pas de connexions en entrée à échangerCe nœud n’a pas d’entrées à échangerCe nœud devrait être lié au nœud de sortie du groupeCet objet fait partie d’une forme combinéeCette opération n’est pas prise en charge en mode éditionCet opérateur ne fonctionne qu’en modes pose et édition d’armatureCet opérateur requiert un sommet actif (le dernier sélectionné)Ce bloc de données de redéfinition n’est plus nécessaire, mais il a apparemment été édité par l’utilisateurCe bloc de données de redéfinition n’est pas utiliséCette propriété redéfinie n’existe pas dans les données actuelles, elle sera enlevée lors de la prochaine sauvegarde du .blendCet asset de pose est vide, et ne contient donc aucune poseCette propriété ne peut être animée, car elle ne serait pas mise à jour correctementCette propriété est à usage interne uniquement et ne peut être éditéeCette propriété est utilisée uniquement pour mettre en cache l’aire de l’objet pour des calculs ultérieursCette région ne prend pas en charge les catégories de panneauxCe type de rig n’ajoute pas le préfixe ORG.Ce script a été écrit pour la version {:d}.{:d}.{:d} de Blender et peut mal fonctionner, mais il a quand même été activéCet emplacement (%s) n’appartient pas à l’action assignéeCet emplacement (%s) n’est pas adapté à ce type de bloc de données (%c%c)Cet emplacement n’appartient pas à cette actionCet emplacement n’est pas adapté pour ce type de bloc de données (%c%c)Cette prise est prévue pour être une case à cocher dans l’en-tête de son panneauCette bande n’appartient pas à ce calqueCe type de bande ne peut pas être reminutéCe texte n’a pas été enregistréCette zone définit une signature de fermeture devant être utilisée par d’autres nœudsMilsThreadThreadsMode des threadsTrois niveauxTrois pistes avec faisceaux sont nécessaires pour orienter le solSeuilSeuil au-dessus duquel le remplissage n’est plus propagéSeuil en dessous duquel aucun « durcissement » n’est effectuéSeuil de distance pour la fusion autoSeuil de distance sous lequel les particules sont suppriméesSeuil pour tester la géométrie en superpositionSeuil pour l’algorithme de détection de contours (des valeurs élevées peuvent trop flouter certaines parties de l’image)Seuil pour l’algorithme de détection de contours (des valeurs élevées peuvent trop flouter certaines parties de l’image). S’applique seulement au rendu finalSeuil pour les intersections de traitsSeuil en espace écran utilisé pour l’algorithme de simplification. Les points en dessous de ce seuil sont traités comme s’ils étaient en ligne droite.Niveau limite pour considérer qu’un détail est assez bon pour être suiviSeuil de création d’embranchementsSeuil de distance à la surface où les collisions sont encore prises en compte (meilleurs résultats si non-nul)Seuil du mouvement initial nécessaire depuis la position de repos du périphériqueSeuil pour considérer la couleur comme transparente, pour le remplissageSeuil pour que des poids différents soient considérés égauxMiniaturesAction du tildeTuileForme de la grille de tuilesNuméro de tuileDécalage de tuileTaille de tuileTuiler en XTuiler en YTuiler en ZTuiler le long de l’axe XTuiler le long de l’axe YTuiler le long de l’axe ZTuile dans une image tuiléeÉtiquette de la tuilePosition de la tuile dans laquelle sélectionner les UVEn tuilesTexture image tuilée en UDIMTuilesTuiles de l’imageTuilageDécalage de tuile pour l’axe XInclinerInterpolation d’inclinaisonForce de l’inclinaisonInclinaison XInclinaison YInclinaison dans la vue 3DInclinaison des points de contrôle de la courbeIncliner les sommets de contrôle sélectionnés de la courbe 3DInclinaison :BoisTempsNouveauAncienAlignement temporelCourbe de tempsDifférence de tempsÉtendre dans le tempsSaut de tempsDifférence temporelleLimite de tempsMode de minutageSegment du modificateur de tempsDécalage temporelDélai d’attenteTemps restant : {} Temps écoulé : {}Conversion de tempsÉchelle de tempsSéquence temporelleGlisser dans le tempsÉtape de tempsÉtirer le tempsDéplacer dans le tempsUnité de tempsMoment auquel l’obturateur est ferméMoment auquel l’obturateur est ouvertTemps entre les rebonds pour le fondu élastiqueDurée entre l’ouverture et la fermeture de l’obturateur, en framesTemps, en dixièmes de secondes, avant ouverture automatique des sous-menusTemps, en dixièmes de secondes, avant ouverture automatique des menus de niveau supérieurTemps d’évaluation du modificateur, en secondes. N’est défini que pour les objets évalués. Si plusieurs modificateurs tournent en parallèle, le temps n’exécution n’est pas une mesure fiable.Temps nécessaire pour animer entièrement le menu circulaire vers son état déplié (en centièmes de secondes)Temps de la clé sur la simulationTemps de la position de la sourisDécalage temporel pour l’effet de bruitTemps, en secondes, depuis le dernier accès à la texture GL, après quoi elle est libérée (mettre à 0 pour conserver les textures allouées)Temps depuis le dernier accès à un objet de tampon de sommets (VBO) GL, après quoi il est libéré (mettre à 0 pour conserver les VBO alloués)Temps en secondes depuis la dernière étapeTemps écoulé depuis le dernier évènement de mouvement (en secondes)Temps en secondes depuis le démarrage du timerTemps spécifié en frames, converti en secondes selon la fréquence d’images de la scèneTemps exprimé en secondesTemps spécifié en secondes, indépendamment de la scènePas temporel pour l’advection, en secondesPlage du pas temporel contrôlant la parabole de l’arc de téléportationDurée en frames entre l’ouverture et la fermeture de l’obturateurTemps pour animer le changement de vue, en millisecondes, zéro pour désactiverDurée de prévision, en secondesTemps à utiliser pour l’animation du masqueTemps/délai (en millisecondes) pour un double clicTemps:Temps : %.3f %sTemps : %s %sTemps : +%.3f %sTemps : +%s %sDécalage temporelGlisser temps : %sTimecodeIndice de timecodeStyle de timecodeTimelineFrame de la timelineMarqueurs de la timelineRéglages de surimpression dans la timelineFrame de la poignée de gauche sur la timeline, et frame de début de la bandeFrame de la poignée de droite sur la timeline, c’est-à-dire la première frame où la bande ne contribue plus en sortieFrame de la timeline à laquelle la source de la bande commenceFrame de la timeline à laquelle la source de la bande se termineLe marqueur de timeline « %s » est introuvable dans l’action « %s »Le marqueur de timeline « %s » est introuvable dans la scène « %s »TimerIntervalle (minutes)Échelle de tempsEstampille temporelleÉchec de lecture de l’estampille temporellePas temporelPas temporels maximumChanger la vitesse des bandes vidéoMinutageMinutagesTeinteCouleur de teintureFacteur de teintureMode de teinteTeinter la réflexion diélectrique à incidence normale pour plus de contrôle artistique, et la réflexion métallique à incidence quasi-rasante pour simuler un indice de réfraction complexeTeinter la réflexion à un angle d’incidence presque rasant pour simuler un indice de réfraction complexeTeinter la couleur des traitsTeinter les hautes lumières et les ombres avec des couleurs distinctes.Teinter l’éblouissement. Essayer de désaturer l’éblouissement pour obtenir une teinte plus justeMinusculeSuppression des petites primitivesExtrémitéContrôle d’extrémitéDiamètre de la pointeDirection de la pointeIndice de la pointeLongueur d’extrémitéPosition de la pointeSuppresseur d’extrémitésRondeur de la pointeÉchelle X pointeSélection de pointesDispersion des pointesMode de sélection d’extrémitésTitreCasse de titreMarges de sécurité de titreTitre pour le navigateur de fichiersTmrTmr0Tmr1Tmr2TmrJobTmrRegTmrReportTmrSaveVersAu curseur 3DÀ toutesVers toute la sélectionTout en basAux contrôlesVers la frame actuelleMode En degrésVers la dernière image cléAux liéesAux déconnectéesVers maxVers X maximumVers Y maximumVers Z maximumVers minVers X minimumVers Y minimumVers Z minimumVers l’image clé suivanteOrdre versVers prémultipliéMode En radiansVers la priseVers espacesVers sphèreVers sphère : %.4f %sVers sphère : %s %sVers directVers tabulationsTout en hautPour rendre les changements permanents, utiliser « Enregistrer les préférences »Pour rendre les changements permanents, utiliser « Enregistrer les préférences ».Pour rendre les changements de préférences permanents, utiliser « Enregistrer les préférences ». Attention : le fichier n’est pas enregistré ! Les changements seront abandonnés si vous continuez.Pour faire correspondre les rendus avec l’espace de couleur de travail précédent du mieux possible, les couleurs de tous les matériaux, éclairages et géométries doivent être converties. Certains graphes de nœuds ne peuvent pas être convertis exactement et pourront nécessiter des ajustements manuels.Vers le nœudVers la priseAujourd’huiOrteilRoulis en pointe d’orteilConvergentes(Dés)activer(Dés)activer la prise en charge de la 3D stéréo dans la fenêtre actuelle (ou modifier le mode d’affichage)Activer le mode Ajouter ou Soustraire pour l’outil de peinture de poids(Dés)activer tout(Dés)activer des options d’os(Dé)commenter(Dés)activer la fin(Dés)activer libres/alignéesActiver ou désactiver l’option de verrouillage de la sélection dans l’éditeur de clips actuel(Dés)activer les surimpressions(Dés)activer la troncature du profil(Dés)activer l’utilisation au rendu(Dés)activer la sélectionInverser la sélection(Dés)activer l’aimantation(Dés)activer le début(Dés)activer la console système(Dés)activer vecteur(Dés)activer l’utilisation dans les vues 3D(Dés)activer la visibilitéCouleurs des widgets cases à cocherAlterner une valeur de contexteEntrer ou sortir d’une méta-bande (pour éditer les bandes incluses)(Dés)activer un nœud visualiseur spécifique à l’aide des touches 1, 2, …, 9Lancer ou arrêter l’animation (Maj + espace pour les outils ou la fenêtre d’assets de brosses)Alterner entre des poignées vecteur et auto(Dés)activer la sélection rectangulaire(Dés)activer la visibilité du catalogue dans l’étagère d’assets(Dés)activer le drapeau Limiter superpositionReplier les nœuds et cacher les prises inutilisées(Dés)activer le collapsage des nœuds sélectionnés(Dés)activer les opérations du dégradé de couleur(Dés)activer cyclique pour les splines sélectionnées(Dés)activer le drapeau « désactivé » pour les marqueurs sélectionnésN’afficher que les objets sélectionnés et les centrer dans la vue(Dés)activer l’affichage de la zone sélectionnée en plein écran ou maximisé(Dés)activer l’éditabilité des canaux sélectionnés(Dés)activer l’énum(Dés)activer l’atténuation des objets Grease Pencil, sauf de l’actifAlterner la casse de la police(Dés)activer le style de police(Dés)activer la randomisation de géométrie à des fins de débugage(Dés)activer l’effet de gravité(Dés)activer le drapeau Durcir normales(Dés)activer l’affichage des fichiers cachés (nom commençant par un point)(Dés)activer l’inversion des normales affectéesInverser la sélection d’images clés au lieu de ne conserver que les nouvelles images clés de sélectionnées(Dés)activer le drapeau « verrouillé » des pistes sélectionnéesBasculer le verrouillage de tous les groupes de sommets, et inverser les groupes désélectionnés de l’objet actifBasculer le verrouillage de tous les groupes de sommets de l’objet actifBasculer le verrouillage des groupes de sommets sélectionnés de l’objet actifBasculer le verrouillage des groupes de sommets désélectionnés de l’objet actif(Dés)activer le drapeau Marquer couture(Dés)activer le drapeau marquer dures(Dés)activer l’ombrage de prévisualisation du matériau(Dés)activer la suspension des nœuds sélectionnés(Dés)activer le mode édition de l’objet(Dés)activer le champ de force de l’objetOuvrir ou fermer la hiérarchie(Dés)activer l’affichage des boutons d’option pour les nœuds sélectionnés(Dés)activer l’écrasement lors de la saisie(Dés)activer le mode édition de particules(Dés)activer l’affichage de l’aperçu pour les nœuds sélectionnés(Dés)activer l’ombrage de rendu(Dés)activer le mode de sculpture dans la vue 3D(Dés)activer le nœud visualiseur sélectionné dans le compositeur et les nœuds de géométrie(Dé)sélectionner tous les éléments(Dé)sélectionner tous les canaux d’animationInverser la sélection de toutes les images clésModifier l’état de sélection de tous les os(Dés)activer le type d’ombrage dans la vue 3D(Dés)activer l’affichage de la vue de rendu(Dés)activer l’ombrage solide(Dés)activer le réglage spécifié dans tous les canaux d’animation sélectionnés(Dés)activer les connexions de bandes(Dés)activer l’édition de texte(Dés)activer le mode de peinture de texture dans la vue 3DInverser la sélection des éléments du synoptique(Dés)activer la vue caméraBasculer la fenêtre active en plein écranModifier l’alignement de la région (gauche/droite ou haut/bas)Inverser la sélectionInverser le mode de sélection(Dés)activer le mode de peinture de sommets dans la vue 3D(Dés)activer cette clé de forme(Dés)activer l’affichage des prises de nœud inutilisées(Dés)activer la visibilité(Dés)activer la visibilité des canaux dans l’éditeur de graphes pour l’édition(Dés)activer le mode de peinture de poids dans la vue 3DActiver ou désactiver un type donnéChoisir si l’élément sous le curseur est ouvert ou ferméChoisir si la surface affectée ou ignorée(Dés)activer le fait que le matériau actif soit le seul éditable et/ou visibleChoisir de lier le matériau à l’objet ou à ses données(Dés)activer l’ombrage filaireChanger la chaîne IK entre une rotation et un pôle cible(Dés)activer des régions dans la barre supérieure n’est pas permisToléranceTolérance pour la découverte des copies de sommetsTolérance pour les cas isolés (des valeurs plus basses filtrent le bruit, alors que des valeurs plus élevées reproduisent plus fidèlement les arêtes de l’entrée)Intervalle tonalTonAlgorithme de conversion tonaleModificateur conversion tonaleTon de la courbeConversion tonaleType de conversion tonaleTonnesTonnesTrop peu de regroupements de bandes sélectionnés dans la piste NLA (%s) : il en faut exactement deuxTrop peu d’éléments sélectionnés pour fusionnerTrop de regroupements de bandes sélectionnés dans la piste NLA (%s) : il en faut exactement deuxTrop de points sélectionnés : %dTrop de collections racines potentielles (%d) pour la hiérarchie de redéfinition, veuillez utiliser le synoptiqueOutilGizmo d’outilEn-tête outilsInitialisation de l’outilRaccourcis d’outils :Touches d’outilsMode d’outilPropriétés des outilsInitialiser les propriétés d’outilRéglages d’outilCouleurs des widgets outilL’outil ne peut pas être défini avec un espace videAssets de groupes de nœuds d’outils non assignés à un catalogue. Les catalogues peuvent être assignés dans l’explorateur d’assetsL’outil {!r} est introuvable pour l’espace {!r}Barre d’outilsBarre d’outil / barre latéraleÉlément de barre d’outilCouleurs des widgets éléments de barre d’outilsDisposition en colonnes de la boîte à outilsOutilsLes outils peuvent utiliser cela pour taguer des données pour leur propre usage (l’état initial est indéfini)InfobulleCouleurs des infobullesStyle d’infobulleInfobullesBSDF toonComposante de la BSDF toon à utiliserEn hautHaut (X-Y)Barre supérieureLigne de base du hautHauteur hautNiveau supérieurDélai d’ouverture des menus supérieursLigne supérieureOrthogonale du dessusPerspective du dessusHaut droiteLargeur hautAligner en haut au chargementPlus haute ligne visibleDébut de la listeBorne supérieure du mouvement de la destination le long de l’axe XBorne supérieure du mouvement de la source le long de l’axe XBorne supérieure du mouvement de la destination le long de l’axe YBorne supérieure du mouvement de la source le long de l’axe YBorne supérieure du mouvement de la destination le long de l’axe ZBorne supérieure du mouvement de la source le long de l’axe ZHaut-basÉditeur 3D en haut à gaucheBandes de premier niveau uniquementCoin supérieur droit des limites d’empilementHaut/basTopologieDiagonales topologiquesDistance topologiqueInfluence de topologieCorrespondance de topologieMiroir de la topologieInclinaison de topologiePas topologiqueLa topologie a changé, peut-être après triangulation du maillage. Seuls les sommets seront lus !ToreTotalCoût totalRayon extérieur total du toreRayon intérieur total du toreNiveaux totauxAngle total utilisé pour répartir les instances sur un arc de cercleFichiers totaux %d | Modifiés %d | Échoués %dNombre maximum total de rebondsNombre total de particulesNombre total de points pour la courbe ou la surface dans la direction UNombre total de points de la surface dans la direction VTemps total requis par l’effet de constructionPavé tactileSens de défilement du pavé tactileVers la caméra personnaliséeTracéFrame à tracerTracer l’image en commençant à l’image actuellePrécision du lancerTracer toute la séquenceLancer des rayons vers l’intérieur de l’objetTracer la frame actuelle de l’imageTraceusesLancer de rayonMéthode de lancerTraçage de l’image…SuiviLa piste « %s » est introuvable dans l’objet de suivi %sAxe de suiviAligner à la caméraIndice de la pisteTracker le mouvementPosition de pisteSuivre la séquenceSeuil de pisteSuivi versContrainte Suivi versTracker aussi vite que possibleLa piste est cachéeLa piste est verrouilléeLa piste est verrouillée et tout changement dessus est impossibleLa piste est sélectionnéeSuivre le marqueur durant la séquence d’images plutôt qu’une seule imageLe mode Pistes utilise le précalcul intégral :Suivre le motif de la frame actuelle à la suivanteSuivre le motif depuis la frame donnée, lors du suivi du marqueur à la frame suivanteSuivre le motif de l’image clé à la frame suivanteSuivre les marqueurs sélectionnésSuivre les marqueurs sélectionnés vers l’arrière, sur une frameSuivre les marqueurs sélectionnés vers l’arrière, sur toute la durée du clipSuivre les marqueurs sélectionnés vers l’avant, sur une frameSuivre les marqueurs sélectionnés vers l’avant, sur toute la durée du clipContrainte Suivi versTracker à double vitesseTracker à la moitié de la vitesse temps réelTracker au quart de la vitesse temps réelTracker en temps réelLe point d’ancrage de la piste est sélectionnéLa zone de motif de la piste est sélectionnéeLa zone de recherche de la piste est sélectionnéePiste :TrackballTrackball permet de basculer la vue dans tous les anglesRotation de style trackball des éléments sélectionnésTrackball : %.2f %.2f %sTrackball : %s %s %sFrames trackéesPistes trackéesSuiviAxe de suiviObjet de suiviPréréglages de suiviRéglages du suiviRéglages de suivi supplémentairesRéglages de suivi supplémentairesSuivi des marqueurs…PistesType d’affichage des pistesTaille des pistesPistes pour positionPistes pour rotation/échellePistes pour stabilisationPistes de la même couleurCompromis entre vitesse d’encodage et efficacité de compressionTraditionnelSens de défilement traditionnelNombre de traînéeValeur de queueÉchantillons d’entraînementTransférerTransférer l’animation FK vers les os IKTransférer les marques d’arête FreestyleTransférer les marques de face FreestyleTransférer l’animation IK vers les os FKNe transférer que la sélectionTransférer les cartes UV de l’objet actif aux sélectionnés (nécessite une géométrie correspondante)Transférer les couches UVTransférer le marquage de couture UVTransférer le groupe de sommets actif, ou tousTransférer tous les attributs dans le nouveau maillageTransférer toutes les couchesTransférer tous les groupes de sommets utilisés par des os déformantsTransférer tous les groupes de sommets utilisés par les os de pose sélectionnésTransférer le poids de biseautageTransférer les attributs de couleurTransférer les valeurs de pliTransférer les normales personnaliséesTransférer les données de l’objet actif vers les objets sélectionnésTransférer des couches de données (poids, dureté d’arête, etc.) depuis le maillage actif vers ceux sélectionnésTransférer des couches de données (poids, dureté d’arête, etc.) depuis les maillages sélectionné vers l’actifTransférer le marquage lisse/platTransférer depuis les objets sélectionnés vers celui actifTransférer l’organisation des couches de données depuis le maillage actif vers ceux sélectionnésNe transférer que les transformations de positionTransférer les transformations de position, rotation et échelleTransférer les matériaux depuis les emplacements non-vides vers le maillage résultant, en ajoutant de nouveaux matériaux si nécessaire. Pour les emplacements vides, se replier sur le même indice de matériau que le maillage opérande.Transférer le mouvement depuis un autre maillageNe transférer que les transformations de rotationNe transférer que les transformations d’échelleNe transférer que les os sélectionnésTransférer différents types de données (groupes de sommets, cartes UV, couleurs de sommets, normales personnalisées) d’un maillage vers un autreTransférer le marquage « dur »Transférer les valeurs de plis de subdivisionTransférer l’animation FK vers l’IKTransformationCache de transformationContrainte Cache de transformationCanal de transformationTransformer le système de coordonnées pour un dallage radialTransformer le curseurTransformation différentielleTransformer la directionTransformer la géométrieGizmo de transformationMatrice de transformationMode de transformationNaviguer pendant la transformation avec AltObjet transformationEmplacements d’orientation de transformationOrientations de transformationTransformer les originesTransformer les parentsPoint de pivot pour la transformationTransformer le pointPose de transformationPrévisualisation au déplacement des poignéesRéférence de transformationÉchantillons de transformationEspace de transformationTransformer un vecteur directionTransformer un vecteur direction (la position est ignorée)Transformer un vecteur normale de longueur unitaireTransformer un pointTransformer une texture par placage inverse des coordonnées de textureTransformer un vecteur unitaire normal (la position est ignorée)Transformer tous les îlots de façon qu’ils remplissent au mieux l’espace UV/UDIMAxe de transformation auquel limiter les effetsCanal de transformationTransformer les frames en doubleTransformation depuis l’espace indice de grille vers l’espace objetLa transformation est paramétrée pour affecter seulement la positionTransformer les marqueurs comme les bandesTransformer les origines des objets, sans toucher à leurs formesParamètres de transformation pour une bande de séquenceTransformer les éléments sélectionnés par type de modeModificateur pour transformer les coordonnées de texture du traitTransformer la carte UV en utilisant la différence entre deux objetsTransformer l’os comme s’il était un enfant de l’os Transformation de la forme personnalisée. Peut être utile pour combiner des déformations de clé de forme et d’armature.Transformer l’entrée relativement à la géométrie principaleTransformer le vecteur d’entrée en appliquant translation, rotation et redimensionnementTransformer les parents, sans toucher à leurs enfantsLes outils de transformation sont aussi affectés par cette contrainteTransformation :TransformationContrainte TransformationMode de transformationCanal de transformation de la cible utilisé pour contrôler l’actionMatrice de transformation contenant la position, la rotation et la taille de l’objetMatrice de transformation depuis l’indice de voxel vers l’espace objetMatrice de transformation à appliquer avantTransformation de chaque instance depuis le contexte de géométrieOrientation de transformationTransformationsLes transformations sont aussi affectées par cette contrainteLes transformations n’incluent pas les parentage, pose de repos et contraintesLes transformations incluent les effets des contraintes mais pas le parentage ni la pose de reposLes transformations incluent les effets des parentage, pose de repos et contraintesTransforme les points depuis l’epsace objet vers l’epsace vue, en utilisant la position et la rotation de la vue 3DTransforme les points depuis l’espace vue vers l’espace région (« espace clipping, clip space » ou « coordonnées normalisées d’affichage, normalized device coordinates »)TransitionBande transitionTransitionsTransitions sélectionnéesTranslaterDéplacer les instancesTraduire l’interfaceTraduire les nouveaux nomsDéplacer l’origineTraduire les rapportsDéplacer les racinesTraduire les infobullesTranslater XTranslater YTraduire les informations supplémentaires, telles que les messages d’erreurTraduire toutes les étiquettes dans les menus, boutons et panneaux (cela peut rendre les tutoriaux ou le manuel difficiles à suivre)Déplacer et tourner les courbes d’après les changements entre le maillages original et le maillage évalué de l’objetDéplacer l’origine au lieu de la sélectionDéplacer les os racines (sans parent) à l’origine de l’armatureTraduire les descriptions quand le curseur passe sur les éléments de l’interface (recommandé)Traduire les noms des nouveaux blocs de données (objets, matériaux, etc.)Déplacer les points initialement dans le cercle de la brosseDéplacer, orienter, redimensionnerDéplacer, tourner, redimensionnerDéplacer, faire tourner ou redimensionner la géométrieTranslationDossier de branches de traductionContexte de traductionRacine de la traductionOpérations de pistes de translationPistes de translationTranslation accumulée pour chaque copieContexte de traduction du nom de la propriétéTranslation du calqueBSDF translucideTransmissionRebonds de transmissionCouleur de transmissionProfondeur de transmissionTransmission directeFacteur de transmissionTransmission indirecteVisibilité de transmissionPoids de transmissionMultiplicateur de lumière pour la transmissionTransmissionTransparenceChevauchement de transparenceTransparence des icônes dans l’interface, pour réduire le contrasteTransparence sans réfraction, traversant directement la surface comme s’il n’y avait pas de géométrieTransparentBSDF transparenceArrière-plan transparentDamier transparentProfondeur de transparenceVerre transparentRebonds max de transparenceSeuil de rugosité transparenteOmbres transparentesAffichage transparent de la scène. Permet de sélectionner à travers les élémentsTransposer la matriceTrapèzeÉchantillonage des particule d’air emprisonnéesPotentiel maximum d’air emprisonnéÉchantillonnage d’air emprisonnéTraverser les faces connectées (diagonales et anneaux d’arêtes inclus)Considérer toutes les lignes comme si elles étaient du même type afin de pouvoir les chaîner ensembleTraiter la courbe comme cyclique (pas de limitation à la boîte englobante de la courbe)Traiter l’image comme des données non-couleurs, sans gestion colorimétrique, comme les cartes de normales ou de déplacementConsidérer les lignes de contour et d’intersection comme si elles étaient du même type afin de pouvoir les chaîner ensembleTraiter les matériaux avec alpha comme des décalcomanies (pas de projection d’ombres)Ne traiter que l’arrière de la surface comme un éclairage pour l’échantillonnageNe traiter que l’avant de la surface comme un éclairage ; habituellement pour les maillages fermés dont l’intérieur n’est pas visibleTraiter la surface comme un éclairage pour l’échantillonnage, et émettre à la fois depuis l’avant et l’arrière des facesTraiter cet objet comme un maillage plan et non-fermé. Le fluide ne sera émis que depuis la surface du maillage, en fonction de la valeur d’émission de la surface.Traiter cet objet comme un maillage plan, non-ferméNœud d’arborescenceType d’arborescenceLe nœud d’arborescence est sélectionnéTriangulaireTriangleTriangle AAire du triangleTriangle BFaces de trianglesÉventail de triangleNormale du triangleTrianglesLes triangles dont tous les sommets sont dans ce groupe ne sont pas utilisés pendant les collisions d’objetsLes triangles dont tous les sommets sont dans ce groupe ne sont pas utilisés pendant les auto-collisionsTriangulaireTriangulerTrianguler les facesTrianguler le maillageTrianguler les maillagesModificateur TriangulerTrianguler les maillages pendant l’exportNe trianguler que les polygones dont le nombre de sommets est supérieur ou égal à ce nombreTrianguler les faces sélectionnéesMaillage trianguléSolveur de triangulation pour le remplissage des courbes 2DDéclencheur ADéclencheur BTrilinéaireRogner la courbeTailler les courbes de poilsMode de découpeTailler les fins de traitTailler toutes les arêtes aux limites de l’image, y compris dans la marge de surbalayageTailler les courbes de poils aléatoirement jusqu’à une certaine quantitéTailler les extrémités des traits se recoupantÉcraser les bandes pour résoudre les chevauchementsDécouper/AjouterTailler ou redimensionner les courbes de poils à une certaine longueurTripleTrépiedMouvement trépiedSolveur trépiedTriquadratiqueVraiVraie normaleVrai si l’élément actif existe dans le maillage, sinon fauxVrai si la courbe n’apporte aucune animation à cause d’un manque d’images clés ou de modificateurs utiles, et devrait être suppriméeVrai si le champ est évalué sur une tuile, c’est-à-dire sur plusieurs voxels à la fois. Si c’est faux, l’étendue est toujours 1Vrai si les données d’image sont chargées en mémoireVrai si la matrice en entrée est inversableVrai si l’onglet du modificateur est dépliéVrai si la prise peut accepter plusieurs liens ordonnés en entréeVrai (True) si la prise est une sortie, sinon c’est une entréeVrai si la prise est connectéeVrai si la prise est sélectionnéeVrai si la prise est indisponibleVrai s’il y a des données de normales personnalisées pour ce maillageVrai si cette image a des calques nommésVrai si cette image a de multiples vuesVrai si cette image est stockée dans un tampon flottantVrai si cet élément est choisi dans l’entrée menuVrai si cette bibliothèque contient des redéfinitions de bibliothèques liées dans le fichier .blend actuel, et qui ont dû être resynchronisées récursivement au chargement (il est recommandé d’ouvrir et de réenregistrer ce fichier de bibliothèque dans ce cas)Vrai si ce matériau a des données de Grease PencilVrai si ce nœud est utilisé comme sortie du groupe actifVrai si ce nœud est utilisé comme sortie activeVrai si cette icône d’aperçu a été modifiée par un script py, et n’est plus générée automatiquement par BlenderVrai si cette image d’aperçu a été modifiée par un script py, et n’est plus générée automatiquement par BlenderVrai si la piste a un faisceau valideVrai ou fauxVrai sauf si la première entrée est vraie et la seconde est fausseVrai quand toutes les ancêtres de cette collection d’os sont marqués comme visibles ; toujours Vrai pour les collections d’os racinesVrai quand au moins une des entrées est fausseVrai quand au moins une des entrées est vraieVrai quand les deux entrées sont approximativement égalesVrai quand les deux entrées sont différentes (ou exclusif)Vrai quand les deux entrées sont égales (non-ou exclusif)Vrai quand les deux entrées sont faussesVrai quand les deux entrées ne sont pas approximativement égalesVrai quand les deux entrées sont vraiesVrai si invoqué (même si le seul appel d’exécution est disponible)Vrai quand plusieurs énumsVrai quand l’opacité du remplissage est suffisamment haute pour le rendre visibleVrai quand l’opacité du trait est suffisamment haute pour le rendre visibleVrai si lancé depuis le panneau « Ajuster la dernière opération »Vrai si lancé depuis l’opérateur « Répéter la dernière opération »Vrai quand le curseur est capturéVrai quand la première entrée contient la deuxième dans son texteVrai quand la première entrée termine par la deuxièmeVrai quand la première entrée est plus claireVraiquand la première entrée est plus sombreVrai quand la première entrée est supérieure à la deuxième entréeVrai quand la première entrée est supérieure ou égale à la deuxième entréeVrai quand la première entrée est inférieure à la deuxième entréeVrai quand la première entrée est inférieure ou égale à la deuxième entréeVrai quand la première entrée est vraie et la seconde est fausse (non implique)Vrai quand la première entrée commence par la deuxièmeVrai quand la propriété est cachéeVrai quand la propriété n’est pas enregistrée dans les préréglagesVrai quand la propriété est optionnelle dans une fonction Python implémentant une fonction RNAVrai quand la propriété utilise des valeurs fantômesVrai pendant le balayage dans le tempsVrai quand cette propriété est une valeur de sortie d’une fonction RNAVrai quand cette valeur ne peut pas être définie à NoneVrai si utilisé en mode éditionTronquerMode TronquerTronquer le texte qui dépasserait des boîtes de texteFichiers blend de confianceFichier fiableSource de confiance [chemin non-fiable]Essayer d’aligner l’axe principal de l’os avec ses enfantsEssayer de retrouver les fichiers externes manquantsEssayer d’inverser les noms des os si possible, au lieu d’ajouter des suffixes numériquesEssayer de deviner la pose de liaison originale pour les maillages liés à une armature, à partir des matrices inverses de liaison. Si désactivé, utiliser la pose par défaut ou la pose de repos comme pose de liaisonEssayer de conserver la forme globaleEssayer de conserver les normales personnalisées. Attention : selon la méthode de triangulation choisie, l’ombrage peut être perdu, la méthode « Fixe » donne en général les meilleurs résultatsEssayer de conserver les bordures du maillageEssayer de conserver les détails nets du maillageEssayer de réutiliser les ID correspondantes déjà ajoutées lors d’ajouts ultérieurs, au lieu de créer des copies localesEssayer de réutiliser les blocs de données déjà ajoutés correspondants, au lieu d’ajouter une nouvelle copieTenter de retirer l’ensemble point-nombre le plus à droite dans les noms inversés. Attention : peut donner des noms incohérents dans certains casEssayer d’utiliser l’accesseur sporadique si ça fait gagner de l’espaceEssai de rechargement de la bibliothèque « %s » depuis le chemin invalide « %s »Essai de rechargement ou de relocalisation de la bibliothèque « %s » vers le chemin invalide « %s »TubeMaillage tubeAjuster l’imageTurbiditéTurbulencePoids de l’effecteur TurbulenceTurbulence des types bruit de bande et bruit en anneauTurbulence du bruitOcéan turbulentTurc - TürkçeQuantité de rotationTourner à gaucheInstructions pour tournerTourner à droiteVitesse de rotationFacteur de vitesse de rotationTourner en sens horaire autour de l’axe de navigation vers le hautTourner en sens antihoraire autour de l’axe de navigation vers le hautChanger les voxels et tuiles inactives en tuiles d’arrière-plan inactivesConvertir les objets en toiles et brosses de peinture, en créant des attributs de couleur, des séquences d’image, ou un déplacementDésactiver cet add-onDésactiver cette extensionActiver les messages de diagnostique de corps souple, dans la consoleActiver ou désactiver l’épinglageAfficher le panneau Gérer lors de la création d’un modificateurActiver cet add-onActiver ce thèmeChanger les régions dans lesquelles tous les voxels ont la même valeur et le même état d’activation (à une certaine tolérance près) en tuiles d’arrière-plan inactivesVitesse de rotation en degrés par secondeTransformer la sortie en une seule géométrie plutôt qu’en instances (nécessaire pour de nombreux autres modificateurs)ToursTable tournanteLe mode Table tournante maintient l’axe Z vertical pendant l’orbitageAjusterDrapeau d’ajustement de duplicataStockage d’action du mode ajustageRéserve d’action du mode ajustageAjuster la texture secondaire/de masque de la brosseGestuelle d’ajustage depuis un espace vide pour la sélection rectangulaireAjuster le gizmo actuelAjuster le minutage de la physique, pour contrôler fréquence et vitesseVrillerCourbe de vrilleFacteur de vrillementMéthode de vrillageAdoucir le vrillageDécalage de torsion pour les boucles closesDeux niveauxIl faut deux pistes ou plus sous cette bandeDeux pistes avec faisceau devraient être sélectionnées pour définir l’échelleEntTxtTypeLe type "{:s}" est introuvableLe type « {} » ne peut pas être formatéType 1Type 2Infos de typeÉtiquette de typeType et valeur par défaut d’une prise de nœudIdentifiant de type de ce bloc de donnéesType de bloc ID pouvant être utiliséType de mélange à utiliserType de bande NLAType de contrainte de corps rigideType de bloc de données variable selon le contexte, depuis lequel accéder à la propriétéType d’entrée d’angleType de fond dans la vue 3DType de fonction prédéfinie à utiliserType de comparaison à effectuerType de courbe à utiliser pour les nouveaux traitsType de données stockées en attributType de données à accumulerType de données à partir duquel les sorties sont calculéesType de données à renommerType de données d’où obtenir le shaderType de données d’où obtenir la textureType de données à visualiser/vérifierType de bloc de données que cet emplacement est prévu pour animer ; peut être défini à 'UNSPECIFIED', mais est autrement en lecture seuleType d’élément auquel aimanter les éléments transformés individuellementType d’élément auquel « Aimanter avec »Type d’élément sur lequel l’attribut est stockéType d’élément auquel aimanterType d’évènementType de correspondance de l’évènementType de champType de filtre à utiliser pour la transformation de l’imageType de contrainte généréeType de générateur à utiliserType de données de la grilleType de volume d’influenceType d’informations à afficherType de données d’entrée utilisées comme masqueType de l’élément d’interfaceType de l’image cléType d’images clés (pour filtrage)Type d’image clé (uniquement visuel)Type d’images clés à créer à l’insertion d’images clésType d’éclairageType de sonde d’éclairageType de matériau dont sont faits les objets (détermine la densité du matériau)Type du nouvel emplacement de peintureType de l’objetType d’objet vers lequel convertirType de volume de parallaxeType de relation de parentéType de parentageTypes de passes à précalculerType de passes à précalculer, certaines peuvent ne pas être prises en charge par le moteur de rendu actifType de décalage périodique sur la courbeType de décalage périodique sur le cheminType du rendu de prévisualisationType d’intervalle à calculer pour les chemins de mouvementType d’intervalle à afficher pour les chemins de mouvementType d’opération de réordonnancement à appliquerType de représentation pour la distribution de guidageType d’effet d’obturateur roulant correspondant aux caméras à capteurs CMOSType de formeType de priseType de guide rapideType d’étirement à afficherType de vue de l’éditeur (navigateur de fichiers ordinaire ou explorateur d’assets)Type de la texture bruitType de vue du séquenceur (séquenceur, prévisualisation, ou les deux)Type de la vue de l’éditeur de clipsType de l’échantillonnage directionnel utilisé pour le guidageType de la poignée extrudéeType d’élément à créerType du modificateurType de modificateur sur lequel travaillerType de l’élément de cheminType de la région à basculerType de prise générée par cet élément d’interfaceType de cette régionType de transition utilisée pour fondre la brumeType d’unité de cette propriétéType de vecteur transformé par la conversionType d’espace vers lequel convertirType d’affichage filaireChevauchement de types mis en cacheType à utiliser pour les attributs de position des sommetsType non pris en charge pour l’attribut « %s »Type : paquetType : fermetureType : ensemble de géométrieType : listeTypesTypes d’extensions de traits à utiliser pour fermer les intersticesUAxe U (X)Décalage UCoordonnée U du point le long du segment de courbeAxe UTuile UDIMTuiles UDIMNuméro UDIM de la tuileDisposition de l’interfaceÉpaisseur de ligne de l’interfaceNom d’interfaceLigne d’interfaceÉchelle de l’interfaceÉtiquette d’interfaceÉtiquettes d’interfaceTitre de l’interfaceListe d’interface contenant les éléments d’une collection",;=AActionZone sur zoneActionZone plein écranActionZone sur quadActionZone sur régionAltApplicationBDerrièreRetour arrièreEn basBouton 1Bouton 10Bouton 11Bouton 12Bouton 2Bouton 3Bouton 4Bouton 5Bouton 6Bouton 7Bouton 8Bouton 9Bouton4Souris bouton 4Bouton5Souris bouton 5Bouton6Souris Bouton 6Bouton7Souris bouton 7CCtrlDSupprimerDominantFlèche basEFinEntréeGommeEsc (Échap)FF1F10F11F12F13F14F15F16F17F18F19F2F20F21F22F23F24F3F4F5F6F7F8F9AjusterDevantGSup/infHDébutHyperIDéplacement interstitielInsérerIsométrique 1Isométrique 2JKModificateur de toucheLGaucheAlt gaucheFlèche gaucheCtrl gaucheClic gaucheMaj gaucheSaut de ligneMMédia précédentMédia suivantMédia lecture/pauseMédia arrêtMenuMilieuClic milieuMoinsMouvementSouris déplacementSouris/trackpad défilerSouris/trackpad tournerSouris/trackpad zoom intelligentSouris/trackpad zoomDéplacerNNDOF arrièreNDOF basNDOF bouton 1NDOF bouton 10NDOF bouton 11NDOF bouton 12NDOF bouton 2NDOF bouton 3NDOF bouton 4NDOF bouton 5NDOF bouton 6NDOF bouton 7NDOF bouton 8NDOF bouton 9NDOF dominantNDOF ajusterNDOF avantNDOF isométrique 1NDOF isométrique 2NDOF gaucheNDOF menuNDOF moinsNDOF mouvementNDOF panoramique/zoomNDOF plusNDOF droiteNDOF roulis antihoraireNDOF roulis horaireNDOF rotationNDOF sauver vue 1NDOF sauver vue 2NDOF sauver vue 3NDOF lacet antihoraireNDOF lacet horaireNDOF tangage antihoraireNDOF tangage horaireNDOF hautNDOF vue 1NDOF vue 2NDOF vue 3Pavé num *Pavé num +Pavé num -Pavé num .Pavé num /Pavé num 0Pavé num 1Pavé num 2Pavé num 3Pavé num 4Pavé num 5Pavé num 6Pavé num 7Pavé num 8Pavé num 9Pavé num entréeOTouche OSPPage suivantePage précédentePano/zoomPauseStyletPlusQREntréeDroiteAlt droiteFlèche droiteCtrl droiteClic DroitMaj droiteRoulis antihoraireRoulis horaireTournerSMajEspaceBarre d’espaceLacet antihoraireLacet horaireTTabEntrée texteTangage antihoraireTangage horaireTimerTimer 0Timer 1Timer 2Timer de sauvegarde autoTimer de jobsTimer de régionTimer de rapportDessusTypeUFlèche hautVVue 1Vue 2Vue 3WMolette basMolette intérieurMolette gaucheMolette extérieurMolette droiteMolette hautDésactiver fenêtreXAction XRYZ[]`Recherche similaire à celle des noms de fichiers sous shell UNIX, prend en charge les jokers ('*') et une liste de motifs séparés par ';'HautURLURL à ouvrirURL : {:s}USDExport USD : impossible de déplacer le nouveau fichier usdz depuis l’emplacement temporaire %s vers %sExport USD : impossible de supprimer le fichier usdz existant %sExport USD : collection « %s » introuvableExport USD : impossible de construire un chemin de fichier relatif pour le fichier .vdb, un chemin absolu sera utilisé à la placeExport USD : impossible de résoudre le fichier .vdb pour l’objet : %sExport USD : texte de chemin invalide « %s » : %sExport USD : le chemin « %s » n’est pas absoluExport USD : le texte de chemin « %s » n’est pas un chemin de primExport USD : impossible de trouver un plugin USD approprié pour écrire %sCallback USDImport USD : nombre de valeurs de l’attribut d’UV « %s » incompatible avec ce type d’interpolationImport USD : impossible d’ajouter l’attribut d’UV « %s »Import USD : impossible d’ouvrir l’étage pour lire %sRéseau USD Preview SurfaceFormes USDImport de squelette USD : matrices d’os avec déterminants négatifs détectées dans la prim %s. De telles matrices peuvent indiquer des échelles négatives, peut-être occasionnées par des opérations de miroirs, et ne peuvent pas être converties vers les représentations d’os de Blender actuellement. L’animation squelettique ne sera pas importéeUSD ne prend pas en charge l’animation du type de courbe. Le type de courbe change de %s vers %s à la frame %fExport USD : subdivision Simple non prise en charge, export du maillage subdiviséExport USD : la texture n’a pas pu être copiée de %s vers %sExport USD : la tuile de texture n’a pas pu être copiée de %s vers %sExport USD : les textures en mémoire n’ont pas pu être exportées vers %sLe moteur de rendu matriciel haute performance d’USDTaille de réduction USDZ personnaliséeRéduction de texture USDZUUIDUVUV le long du traitCentre des UVCoordonnées UVRégion personnalisée d’UVOpacité de l’arête UVÉditeur d’UVOpacité de face UVFacteur UVGrille UVSélection d’îlots UVCalque UVDisposition UVVue locale UVCalques UV de boucleCarte UVCalques UVNomCarte UV nécessaireParamètre UParamètre VCarte UV pour les tangentes générées depuis les UVCarte UV pour les cartes en espace tangentPlacage UVCartes UVDécalage UVOpacité UVÉpinglage UVUV épingléeProjection UVModificateur Projection UVUV aléatoiresDécouper les UVÉchelle UVSculpture d’UVSculpture UVCouture UVMode de sélection d’UVMode de sélection UVAdoucir les UVSphère UVÉtirement des UVSynchroniser la sélection UVTangente d’UVTest UVTexture UVDéplier les UVDépliage UV des facesChamp Dépliage UVSommet UVDéformer les UVCoordonnées UV entre 0 et 1 pour chaque coin de face des faces sélectionnéesCoordonnées UV en espace objet du parentCoordonnées UV sur les coins de facesCoordonnées UV correspondant à une texture dans la longueur du traitCoordonnées UV à utiliser pour le placageDonnées de l’éditeur d’UV pour l’espace de l’éditeur d’imagesRéglages de l’éditeur d’UVCalque UV à utiliser au lieu de l’actifCalque UV de boucle à utiliser comme source de clonageCalque UV de boucle à utiliser pour masquer la zone peinteLa carte UV « %s » est introuvableNom de la carte UVLa carte UV ou l’attachement de surface est invalideCarte UV à modifier en fonction de l’âge des particulesCarte UV à utiliser pour plaquer avec des coordonnées de texture UVÉtat de l’épinglage dans l’éditeur d’UVModificateur de projection UV pour définir des UV depuis un projecteurProjecteur UV utilisé par le modificateur UVprojectMode de sélection et d’affichage UVÉditeur UV/imageCarteUVProjeterUVUVTILEDéformerUVModificateur Déformer les UVUVLes UV et bordures sont lisséesLes UV sont disposées en éventails aux pôlesLes UV ne sont pas lissées, les bordures restent nettesLes UV sont pincées aux pôlesLes UV sont lissées, les bordures restent nettesLes UV sont lissées, les coins des bordures discontinues et les jonctions de 3 régions ou plus restent nettesLes UV sont lissées, les coins des bordures discontinues restent nettesLes UV sont lissées, les coins des bordures discontinues, les jonctions de 3 régions ou plus et les fléchettes et coins concaves restent nettesLes UV sont cousues au point médian, au lieu de l’être à l’îlot statiqueUkrainien - УкраїнськаDécommenterDésassigner l’emplacement d’action de cette bande NLA, et rendre le bloc de données non-animéDésassigner l’emplacement d’action de cette contrainteDésassigner l’emplacement d’action, et rendre le bloc de données non-animéDésassigner l’emplacement d’action d’une contrainte Action. Note : il faut définir de quelle contrainte cet emplacement est censé être désassigné dans le pointeur de contexte « constraint », en utilisant : >>> layout.context_pointer_set("constraint", constraint)Désassigner l’emplacement d’action d’un ID. Note : il faut définir de quel ID cet emplacement est censé être désassigné dans le pointeur de contexte « animated_id », en utilisant : >>> layout.context_pointer_set("animated_id", animated_id)Désassigner l’emplacement d’action d’une bande NLA. Note : il faut définir de quelle bande cet emplacement est censé être désassigné dans le pointeur de contexte « nla_strip », en utilisant : >>> layout.context_pointer_set("nla_strip", nla_strip)Dé-subdiviser les arêtes et faces sélectionnéesChargement du fichier impossibleImpossible d’accéder à la vue 3DImpossible d’accéder au tampon de profondeur, utilisation du plan de la vueImpossible d’accéder à la taille, chemin de la source « %s »Impossible de désactiver la brosse, mauvais mode d’objetImpossible d’activer l’asset de brosse enregistré juste avantImpossible d’ajouter un élément au dégradé (limité à %d)Impossible d’ajouter une bande (la piste n’a pas assez d’espace pour accueillir cette nouvelle bande)Impossible d’appliquer le modificateur « Générer »Impossible de changer de mode d’objet pendant la transformationImpossible de fermer la zoneImpossible de copier le paquet à cause de %zu dépendances externes ; voir la console pour plus de détailsImpossible de copier le paquet à cause d’une dépendance externe : « %s »Impossible de copier l’élémentImpossible de créer le chemin de préférences utilisateur pour le patron d’applicationImpossible de créer un attribut en mode éditionImpossible de créer le dossier de configuration pour y écrire les signetsImpossible de créer un élément avec ce type de priseImpossible de créer un nouvel objetImpossible de créer une nouvelle bandeImpossible de créer l’orientationImpossible de créer le panneauImpossible de créer la priseImpossible de créer le chemin de configuration utilisateurImpossible de créer le chemin de préférences utilisateurImpossible de déterminer la longueur de la séquence ABCImpossible de dupliquer %d des collections sélectionnées. Aucune collection parente valide n’a été trouvée pour les nouveaux duplicats, elles ne seront liées à aucun calque de vueImpossible d’exécuter « %s », erreur au changement de modeImpossible d’exporter le PDFImpossible d’étendre la durée de la scène, car le fichier BVH n’a aucun nombre de frames dans sa section MOTIONImpossible de remplir les zones non-closesImpossible de trouver un nom de fichier incrémenté disponibleImpossible de trouver un processus en cours d’exécutionImpossible de trouver le calque à ajouterImpossible de trouver le groupe de barre d’outilImpossible de trouver une zone de vue 3D valideImpossible d’importer « %s »Impossible d’installer un dossierImpossible d’installer l’add-on, aucun chemin définiImpossible d’installer depuis un chemin relatifImpossible de charger %s depuis %sImpossible de trouver l’élément « %s » dans le nœudImpossible de trouver l’élément dans le nœudImpossible de trouver le lien dans l’arborescence de nœudsImpossible de trouver le nœud « %s » dans l’arborescence de nœudsImpossible de trouver la prise « %s » dans le nœudImpossible de faire une sauvegarde de versionImpossible de faire une sauvegarde de version : nom de fichier trop courtImpossible de copier en miroir, aucun objet ni os choisi comme miroirImpossible de déplacer des prises d’un nœud intégréImpossible d’ouvrirImpossible d’ouvrir « %s » : %sImpossible d’ouvrir le fichier blend Impossible d’ouvrir ou de lire le fichier de signet « %s »Impossible d’écraser le préréglage : {:s}Impossible d’empaqueter le fichier, le chemin de la source « %s » est introuvableImpossible d’empaqueter les fichiers de plus de 2 Go, chemin de la source « %s »Impossible d’analyser le XML, %s :%s pour le fichier %rImpossible de lireImpossible de supprimer le point de courbeImpossible de supprimer les préréglages par défautImpossible de supprimer le dossier : %sImpossible de supprimer les fichiers pour les dépôts « Système »Impossible de supprimer un emplacement de matériau en mode éditionImpossible de supprimer le point du cheminImpossible de supprimer le préréglage : {!r}Impossible d’enlever une prise d’un nœud intégréImpossible d’enlever des prises d’un nœud intégréImpossible de faire tourner %d arête(s)Impossible d’enregistrer « %s » : %sImpossible d’enregistrer un fichier non-enregistré avec une propriété « filepath » vide ou non-définieImpossible d’assigner le raccourci, le nœud sélectionné n’est pas un visualiseur, ou ne prend pas en charge la visualisationImpossible de faire un stat sur « %s » : %sImpossible de transférer le mode, les objets source ou cible ne sont pas éditablesImpossible de mettre à jour la fréquence d’images de la scène, car le fichier BVH contient une durée de frame à zéro dans sa section MOTIONImpossible d’écrire dans le tampon de copie sur le disque.Ne plus assigner l’os nommé à cette collection d’osNon assignéOutils nodaux non-assignésIndisponibleDélierNon-néesIndéfiniType d’arborescence de nœuds indéfiniType de prise non-définiType indéfiniType de nœud indéfini (peut arriver par exemple quand un arbre nodal lié est manquant)Position non-déforméeSoulignéPosition du soulignageÉpaisseur de soulignementDé-distordreDé-distordre clipClip dé-distorduDéfaireHistorique d’annulationAncien système d’annulationMémoire max pour l’annulationTaille de mémoire d’annulationMessage d’annulationÉtapes d’annulationsAnnuler toutes les éditions effectuées dans le système de particulesAnnuler et refaireAnnuler et refaire la dernière actionAnnulation désactivée au démarrage en mode arrière-plan (appeler `ed.undo_push()` pour initialiser explicitement le système d’annulation)Annuler ou refaire une action spécifique de l’historiqueAnnuler la dernière actionAnnule la dernière modification des catalogues d’assetsAnnuler/refaireErreur inopinée, collection introuvableType de bibliothèque inattendu. Impossible de créer l’asset de poseType de modificateur inattendu : {:s}Nombre d’utilisateurs non-nul inattendu pour l’asset, veuillez signaler ce bugDégrouper les nœuds sélectionnésType Gprim non pris en charge : %s (%s)Révéler tous les matériaux de Grease Pencil cachésRévéler tous les objets et collectionsAfficher l’étagère d’asset la première fois qu’elle est disponible, autrement elle sera cachéeCache UniFormat de fichier UniFormat de fichier Uni (.uni)Valeur hexa du point de code UnicodeRéglages de peinture unifiésCouleurs de sélection / active unifiéesUniformeAtténuation uniformeUniformiser l’opacitéÉchelle uniformeÉpaisseur uniformeLargeur uniformeÉchelle uniforme à appliquer à la vue VRUniformitéDésindenter le texte sélectionnéListe de fichiers non initialiséeImage « %s » de l’objet « %s » non-initialiséeImage %s non-initialiséeUnionMode UnionSimpleID uniqueIdentifiant unique de chaque segment, en commençant à 0 et en augmentant de 1 par segment, en sens antihoraireNom unique du bloc de données ID (pour un même type et une même bibliothèque)Nom de bloc de données ID unique, incluant celui de la bibliothèque si présenteIdentifiant unique pour les espaces de couleur courants, tel que défini par le Color Interop Forum. Peut être vide s’il n’y a pas d’ID d’interop pour l’espace de couleur de travail. Les valeurs courantes sont lin_rec709_scene, lin_rec2020_scene et lin_ap1_scene (pour ACEScg)Identifiant unique pour faire correspondre les prisesIdentifiant unique pour ce panneau, dans cette arborescence de nœudsIdentifiant unique du périphériqueEntier unique identifiant l’aperçu de ce fichier en tant qu’icône (zéro pour invalide)Identifiant unique de cet aperçu comme icône (zéro pour invalide)Identifiant unique du moduleNom unique du calqueNom unique de l’objetNom unique de la pisteNom unique utilisé dans le code et le scriptingNom unique utilisé dans le code et le scripting ; peut être redéfini dans les sous-classes Python si nécessaireIdentifiant unique du nœudIdentifiant unique d’opérateur pour l’outil nodalNom unique du dépôtIdentifiant unique à l’exécution pour l’ID liée à relocaliserUnique au sein de cette armatureIdentifie le modificateur de manière unique dans la pile de modificateurs dont il fait partieUnitéAccélérationAngleAireAxe et angleChaîne de caractères octetCaméraDistance de caméraTempérature de couleurCoordonnéesPar défautDirectionChemin de dossierDistanceAngles d’EulerFacteurNom de fichierChemin de fichierFrameFramesFréquenceCouleur gamma-corrigéeImages clésCalqueMembre de calqueLongueurCouleur linéaireMarqueursMasseMatriceMarqueur le plus procheAucunMot de passePourcentagePixelTaille de pixelDonnées simplesPuissanceQuaternionRotation en quaternionsRotationSecondeSecondesÉlément d’aimantation d’animationAimanter l’élément de tête de lectureBandesSous-typeTempératureTempsTemps (absolu)Temps (relativement à la scène)Unité de tempsTranslationUnitéNon signéVitesseUnité de vélocitéVolumeLongueur d’ondeXYZLongueur XYZCouleur sRGBÉchelle d’unitéRéglages des unitésSystème d’unitésRéglages des unités d’éditionL’épaisseur de ligne de base est multipliée par la proportion entre la résolution d’image verticale actuelle et 480 pixelsUnité à utiliser pour afficher les valeurs de longueursUnité à utiliser pour afficher les valeurs de massesUnité à utiliser pour afficher les valeurs de températureUnité à utiliser pour afficher les valeurs de tempsUnité utilisée pour éditer la focale dans l’interface utilisateurUnité à utiliser pour afficher/éditer les valeurs de rotationsSans unitéUnitésUnité utilisée pour la longueur focale de la caméraInconnu(e)Erreur booléenne inconnuePropriété inconnueAdd-ons inconnusType de modificateur de transparence alpha inconnuErreur inconnue du solveur booléenErreur inconnue lors du chargement de « %s »Erreur inconnue à l’ouverture du fichierType de fichier inconnu : {!r}Type de modificateur de couleur de ligne inconnuType de modificateur d’épaisseur de ligne inconnuOpérateur inconnuType de prise inconnuType de modificateur de géométrie de trait inconnuDé-lierDé-lier l’actionDé-lier le bloc de données d’annotation actifDé-lier le bloc de données police actifDé-lier le bloc de données de texte actifDé-lier le bloc de données (Maj + Clic pour définir à zéro les utilisateurs, les données ne seront alors pas enregistrées)Déconnecter les bandes sélectionnées pour pouvoir les sélectionner individuellementDé-lier la collection de tous les objetsDé-lier cette action de l’emplacement d’action actif (et/ou quitter le mode d’ajustage)DéverrouillerDéverrouiller les proportionsDéverrouiller tous les matériaux de Grease Pencil afin qu’ils soient éditablesDéverrouiller toutes les clés de formeDéverrouiller toutes les clés de forme de l’objet actifDéverrouiller tous les groupes de sommetsDéverrouiller tous les groupes de sommets si au moins l’un d’entre eux est verrouillé, sinon les verrouiller tousDéverrouiller tous les groupes de sommets de l’objet actifDéverrouiller les dépôts pour tester le verrouillageDéverrouiller les groupes de sommets sélectionnés, et verrouiller les groupes désélectionnés de l’objet actifDéverrouiller les pistes sélectionnéesDéverrouiller les groupes de sommets sélectionnés de l’objet actifDéverrouiller les bandes de façon qu’elles puissent être transforméesDéverrouiller les groupes de sommets désélectionnés de l’objet actifDéverrouilléDéverrouillé {:d} dépôt(s){:s} déverrouilléNon-masquésRéactiver les bandes (dé)sélectionnéesRéactiver les bandes désélectionnées plutôt que les sélectionnéesDépaqueterDépaquetage – Fichiers : {}, Précalculs : {}Dépaqueter le fichierDépaqueter tous les fichiers empaquetés dans ce .blend vers des fichiers externesDépaqueter les données précalculées depuis le fichier .blend vers le disqueDépaqueter le son vers le nom de fichier des samplesDépaqueter ce fichier vers un fichier externeLe dépaquetage de vidéos ou de séquences d’images n’est pas pris en chargeTaille non-projetéeFichier bibliothèque Blender illisible :Format de fichier non reconnu « %s »Impossible de désenregistrer depuis les installations du Microsoft StoreNon-enregistréDésélectionner les traitsOs non-sélectionnable dans la chaîneNon-sélectionnésBande de clip-action désélectionnéeOpacité des F-courbes non-sélectionnéesBande méta désélectionnée (pour grouper des bandes apparentées)Opacité non-sélectionnéesBande son désélectionnée (pour ajuster le minutage des sons de haut-parleur)Bande de transition désélectionnéeEffacer le texte du bouton actifMasque flouAngle non-orientéChamp Angle non-orientéDécouper les UV et déplacer le résultatDésubdiviserEntrées non prises en chargeFormat audio non pris en chargeType de colonne non pris en chargeContexte non pris en chargeMode de contexte non pris en chargeType de données non pris en chargeMéthode de déplacement non prise en chargeClé non prise en charge : VerrNumClé non prise en charge : InconnueMode non pris en charge : {!r}Type d’arborescence nodale non prise en chargeType d’objet non pris en charge pour la transformation en espace textureSans titreDonnées inutiliséesImages inutiliséesSortie inutiliséeTextures inutilisées et imagesInutilisé mais conservé pour des raisons de compatibilité. Utiliser des limites pour les nœuds visualiseurs et l’image de fond du compositingDéplierLe dépliage n’a pu résoudre aucun îlot, il faut peut-être ajouter des coutures d’arêtesLe dépliage n’a pas pu résoudre %d îlot(s) sur %d, il faut peut-être ajouter des coutures d’arêtesDéplier le maillage de l’objet éditéMéthode de dépliage (D’après angles donne généralement de meilleurs résultats que Conforme, mais est un peu plus lente)HautAxe vers le hautHaut/basRafraîchissementTout mettre à jourRafraîchir automatiquementMettre à jour les dépendancesMettre à jour l’existantRemplacer inactivesRayon de mise à jourMettre à jour la durée de scèneMettre à jour les FPS de scèneRafraîchir tous les nœuds d’images depuis le disqueMettre à jour les drapeaux d’animationMettre à jour d’après la signature du paquet liéMettre à jour d’après la signature de la fermeture liéeUtiliser le contenu du marqueur de plan pour mettre à jour l’image qu’il utilise actuellementMettre à jour la caméra personnalisée avec de nouveaux paramètres depuis le shaderMettre à jour les canaux existants dans l’asset de pose mais ne pas supprimer ou ajouter de canauxMettre à jour les fichiers po existants, au lieu de les écraserMettre à jour les clés de forme existantes avec les positions de sommets des objets sélectionnés dont les noms correspondentMettre à jour les F-courbes/contrôleurs affectant les contraintes Transformation (à utiliser avec des fichiers de 2.70 ou antérieure)Mettre à jour l’intervalle pour les chemins de mouvements depuis l’intervalle de frames actuel de la scèneMettre à jour l’intervalle de frames de la bande de scèneMettre à jour les données de traduction de l’add-on donné (sous forme de tuple Python dans le code source de l’add-on)Mettre à jour les données d’i18n (fichiers po) dans le dépôt de code source de BlenderMettre à jour le dépôt de travail d’i18n (fichiers po)Mettre à jour la liste des chemins d’objets avec de nouvelles données de l’archiveMettre à jour à l’éditionRafraîchir automatiquement les autres espaces de fenêtre affectés pour refléter les changements lors d’opérations interactives comme les transformationsMettre à jour l’intervalle de frames référencées par l’action après l’ajustage de la bande et de ses images clésMettre à jour le nœud de script shader avec les nouvelles prises et options du scriptMettre à jour les prises pour correspondre à ce qui est vraiment utiliséMettre à jour l’asset de brosse actif dans la bibliothèque d’assets, avec les réglages actuelsMettre à jour le cache d’animation audioRafraîchir la transformation actuelle, les images clés sélectionnées, ou même créer de nouvelles clésMettre à jour l’affichage des rapports dans l’interface de Blender (usage interne)Mettre à jour la géométrie quand elle entre dans la vue ; donne une navigation plus rapideMettre à jour l’élément en surbrillance d’après la position actuelle de la sourisMettre à jour les frames de début et de fin de la scène pour correspondre à celles de l’archive USDMettre à jour le point de référence sélectionné depuis la pose du visualiseur actuel dans la session VRMettre à jour l’asset de pose sélectionné dans la bibliothèque de pose à partir des os sélectionnés. Le mode définit comment l’asset est mis à jourMettre à jour les utilisateurs de ce shader, comme les caméras personnalisées et les nœuds de script, avec ses nouvelles prises et options%d clés de forme mises à jourBloc de données mis à jourRafraîchissementsMises à jour de blocs de donnéesUne mise à jour des pilotes GPU peut résoudre ce problème.Mettre à jour toutes les extensions vers leur dernière version, pour le dépôt actifMettre à jour les extensions installées vers leur dernière version dans les dépôts distantsLa mise à jour n’est pas prise en charge pour les dépôt locauxMettre à jour les types Rigify sur l’armature métarig activeMettre à jour le type de rig hérité super_face vers le nouveau facial modulaireMettre à jour le métarig depuis des calques d’os vers des collections d’osMettre à jour le type de rig obsolète super_face vers le nouveau facial modulaire. Conserve la compatibilité avec les poids existants, mais pas l’animationMettre à jour le métarig depuis des calques d’os vers des collections d’osHauteBorne supérieure (inclusive) du poids d’un sommet pour qu’il soit retiré du groupe de sommetsBorne supérieureCapitalesConcavité hauteHaut gaucheHaut droiteLimite haute angle XLimite haute XLimite haute de l’angle en XLimite haute angle YLimite haute YLimite haute de l’angle en YLimite haute angle ZLimite haute ZLimite haute de l’angle en ZBorne supérieure de l’enveloppe à ce point de contrôleBorne supérieure de l’intervalle de surbrillanceBorne supérieure de l’intervalle d’entrée à laquelle la conversion est appliquéeLimite haute pour marquer les cellules de fluide comme crêtes de vague (des valeurs plus élevées produisent moins de cellules marquées)Limite haute pour marquer les cellules de fluide contenant de l’air (des valeurs plus élevées produisent moins de cellules marquées)Limite haute indiquant à quelle vitesse du fluide les cellules n’émettent plus de particules (des valeurs plus élevées produisent généralement moins de particules)Distance maximale à la Valeur de référence pour une influence par défaut de 1:1Limite haute de la rotation autour de l’axe XLimite haute de la translation le long de l’axe XLimite haute de la rotation autour de l’axe YLimite haute de la translation le long de l’axe YLimite haute de la rotation autour de l’axe ZLimite haute de la translation le long de l’axe ZLimite haute du décalage depuis la direction +ZLimite haute de concavité du maillage (de hautes valeurs tendent à adoucir et remplir les régions concaves)Facteur d’augmentation de résolutionOurdou - وُدرُاUtilisationUtiliserUtiliser %s (différent)Utiliser %s (identique)Utiliser le mode de transformation 'Déplacer dans le temps' au lieu du mode 'Translation' pour déplacer les images clés dans l’éditeur Feuille d’expositionUtiliser (importer) les normales des facettes (donnera quand même un ombrage plat)Utiliser 16 bits par canal pour diminuer l’utilisation mémoire pendant le renduUtiliser des nombres à virgule flottante 16 bits pour toutes les donnéesUtiliser la stabilisation 2DUtiliser la stabilisation 2D pour le métrageUtiliser des nombres à virgule flottante 32 bits pour toutes les donnéesUtiliser la vue 3DUtiliser la position 3D de la piste à laquelle se parenterUtiliser un multiéchantillonnage ×5 pour adoucir les bords de la peintureUtiliser des nombres flottants 8 bits si possible, sinon utiliser 16 bitsUtiliser la méthode de simulation API (comportement plus énergique et stable)Utiliser l’actifUtiliser l’échantillonnage adaptatifUtiliser la subdivision adaptativeUtiliser le mode de fusion « addition » pendant la peintureUtiliser le dessin additifUtiliser après créationUtiliser l’alphaUtiliser une graine animéeUtiliser l’interpolation anisotropeUtiliser les annotationsUtiliser un anticrénelage pour adoucir les bords des traitsUtiliser comme pivotUtiliser le calque d’assetUtiliser l’empaquetage autoUtiliser les divisions spatiales de la BVH : plus long à construire, plus rapide à rendreUtiliser l’interpolation bilinéaireUtiliser le canal bleuUtiliser les enveloppes d’osUtiliser les têtes d’osUtiliser force bruteUtiliser le CPU pour la transformation d’affichage et dessiner l’image avec une texture 2DUtiliser le CPU pour le renduUtiliser CUDA pour l’accélération GPUUtiliser le cacheUtiliser la suppression de caméraUtiliser un nombre de chaînesUtiliser les plans de découpeUtiliser une courbe d’agglutinationUtiliser bruit d’agglutinationUtiliser les collisionsUtiliser le mode de fusion « brûler couleur » pendant la peintureUtiliser le mode de fusion « sous-développer couleur » pendant la peintureUtiliser la fluctuation de couleurUtiliser dégradé de couleurUtiliser le mode de fusion « couleur » pendant la peintureUtiliser BVH compacteUtiliser contourUtiliser les actions de contrôleurUtiliser les coordonnéesNombre d’utilisationsUtiliser les plisUtiliser les plisUtiliser les passes Cryptomatte d’un renduUtiliser les passes Cryptomatte d’une imageUtiliser l’interpolation B-spline cubiqueTransformations de repos de la frame actuelleUtiliser la position actuelleUtiliser la surimpression de curseurUtiliser la position du curseurUtiliser le curseur pour la profondeurUtiliser la courbureUtiliser la courbeUtiliser le rayon de la courbeUtiliser des courbesUtiliser BVH courbesUtiliser une caméra personnaliséeUtiliser une couleur personnaliséeUtiliser une courbe personnaliséeUtiliser des couleurs de fantôme personnaliséesUtiliser les normales personnaliséesUtiliser une parallaxe personnaliséeUtiliser un volume personnaliséUtiliser le mode de fusion « assombrir » pendant la peintureUtiliser le fondu par défautUtiliser déformation uniquementUtiliser le mouvement de déformationUtiliser le débruitageUtiliser la profondeur de champUtiliser le mode de fusion « différence » pendant la peintureUtiliser la diffusionUtiliser des quadtrees directionnels comme distribution directionnelleUtiliser la distance de suppressionUtiliser l’égouttementUtiliser des copiesUtiliser l’angle d’arêteUtliser les marques d’arêtesUtiliser les arêtesUtiliser les arêtes comme des ressortsUtiliser l’effecteurUtiliser une frame de finUtiliser les enveloppesUtiliser le temps d’évaluationUtiliser le mode de fusion « exclusion » pendant la peintureUtiliser l’existantUtiliser les faces existantesUtiliser la méthode de simulation FLIP (comportement avec plus d’éclaboussures)Utiliser les ensembles de facesUtiliser un fonduUtiliser une valeur de repliUtiliser l’atténuationUtiliser un filtreUtiliser les indices évaluésUtiliser fluxUtiliser pour faire pousser les poilsUtiliser FreestyleUtiliser faces avantUtiliser l’atténuation vers faces avantUtiliser les shaders GLSL pour la transformation d’affichage et dessiner l’image avec une texture 2DUtiliser le GPUUtiliser le débruitage GPU si pris en charge, pour de meilleures performances. Préférer OpenImageDenoise par rapport à OptiXUtiliser un périphérique de calcul GPU pour le rendu, configuré dans l’onglet système des préférences utilisateurUtiliser la relaxation (cotangente) de géométrie, pour que les UV suivent la géométrie sous-jacenteUtiliser des nœuds GéométrieUtiliser l’espace géométrieUtiliser les coordonnées globalesUtiliser gltfpackUtiliser le butUtiliser le canal vertAfficher la grilleUtiliser l’interface de groupeUtiliser les guidesUtiliser le guidageUtiliser la méthode HC (Humphrey’s Classes) pour la relaxationUtiliser HIP pour l’accélération GPUUtiliser un traitement de la couleur TSL (Teinte, Saturation, Luminosité)Utiliser un traitement de la couleur TSV (Teinte, Saturation, Valeur)Utiliser échelle de poignéeUtiliser le mode de fusion « lumière dure » pendant la peintureUtiliser la têteUtiliser le mode de fusion « teinte » pendant la peintureUtiliser l’influenceUtiliser l’instanciationUtiliser le débruitage IA Intel OpenImageDenoiseUtiliser les intersectionsUtiliser des masques d’intersectionUtiliser la priorité d’intersectionUtiliser la méthode laplacienne pour la relaxationUtiliser la passe de calqueUtiliser le chemin de bibliothèqueUtiliser l’éclairageUtiliser le contour de lumièreUtiliser le mode de fusion « éclaircir » pendant la peintureUtiliser les éclairagesUtiliser la limiteUtiliser la surface limiteUtiliser le mode de fusion « brûler linéaire » pendant la peintureUtiliser le mode de fusion « lumière linéaire » pendant la peintureUtiliser des modificateurs linéairesUtiliser une caméra localeUtiliser un fichier localUtiliser la position pour fixer à la caméraUtiliser isoléesUtiliser les poids de MISUtiliser le masqueUtiliser les masquesUtiliser les masques au renduUtiliser les matériauxUtiliser les masques de matériauxUtiliser la passe de matériauUtiliser le calque de matériauUtiliser des nœuds MathsUtiliser maximumUtiliser un angle 2D maxUtiliser une longueur 2D maxUtiliser l’angle maxUtiliser Images B maxUtiliser maximumUtiliser le médianUtiliser le maillageUtiliser la symétrie de maillageUtiliser les métadonnéesUtiliser le dorsal MetalUtiliser Metal pour l’accélération GPUUtiliser minimumUtiliser un angle 2D minUtiliser une longueur 2D minUtiliser l’angle minUtiliser minimumUtiliser la brumeUtiliser des nœuds MélangeUtiliser le mode de fusion « mélange » pendant la peintureUtiliser la pile de modificateursUtiliser les réglages de rendu des modificateursUtiliser le flou cinétiqueUtiliser la position de la sourisUtiliser multivuesUtiliser plusieurs vues (si possible)Utiliser le mode de fusion « multiplication » pendant la peintureUtiliser une quantification à N bits pour les couleursUtiliser une quantification à N bits pour les normales et tangentesUtiliser une quantification à N bits pour les positionsUtiliser une quantification à N bits pour les coordonnées de textureUtiliser le mode d’ajustage NLAUtiliser l’interpolation la plus procheUtiliser le nom / libellé du nœudUtiliser les nœudsUtiliser le bruitUtiliser les données de normalesUtiliser la normalisationUtiliser un objetUtiliser un décalage par objetUtiliser le calque d’objetUtiliser un intervalle d’occlusionUtiliser Open Shading LanguageUtiliser le dorsal OpenGLUtiliser le préréglage OpenJPEG CinemaUtiliser le préréglage OpenJPEG Cinema (48fps)Utiliser OptiX pour l’accélération GPUUtiliser le fichier originalUtiliser l’échelle originaleUtiliser la taille originaleUtiliser en sortieUtiliser les noms des sortiesUtiliser le mode de fusion « surimpression » pendant la peintureUtiliser pour peintureUtiliser le canevas de peintureUtiliser des modèles de von Mises-Fisher tenant compte de la parallaxe comme distribution directionnelleUtiliser le rayon des particulesUtiliser le rayon des particulesUtiliser le bruit de Perlin comme baseUtiliser le bruit de Perlin comme base, avec des contrôles étendusUtiliser le bruit de Perlin avec inflexion comme baseUtiliser le mode de fusion « lumière ponctuelle » pendant la peintureUtiliser le pivotEmplacements réservésDistance au planUtiliser une méthode de distribution par disques de Poisson pour garder une distance minimaleUtiliser la fusion des pôlesUtiliser les réglages de post-traitementUtiliser les pré-/post-rotationsUtiliser la pressionUtiliser la fluctuation par pressionUtiliser la pression pour la forceUtiliser la pression pour la densitéUtiliser la pression pour le fluxUtiliser la pression pour la duretéUtiliser la pression pour le mélange mouilléUtiliser la pression pour la persistance de mouilléUtiliser l’intervalle de prévisualisationUtiliser les proxiesUtiliser proxy / timecodeUtiliser un traitement de la couleur RVB (Rouge, Vert, Bleu)Utiliser des courbes RVB pour la transformation avant affichageUtiliser le rayonUtiliser le lancer de rayonUtiliser le canal rougeUtiliser le décalage relatifColler en relatifUtiliser distantUtiliser les réglages de rendu pour la visibilité des objets, les réglages de modificateurs, etcUtiliser la répétitionUtiliser la position de repos de l’armatureUtiliser la rotationUtiliser la rotation XUtiliser la rotation YUtiliser la rotation ZUtiliser la rotation pour fixer à la caméraUtiliser une courbe de rugositéUtiliser un sous-ensemble d’échantillonsUtiliser le mode de fusion « saturation » pendant la peintureUtiliser l’échelleUtiliser l’échelle XUtiliser l’échelle YUtiliser l’échelle ZUtiliser l’échelle pour fixer à la caméraUtiliser l’échelle :Utiliser l’intervalle de scèneUtiliser le schémaUtiliser les brosses Racler ou Remplir lors de l’inversion avec cette brosse, plutôt que d’inverser sa direction de déplacementUtiliser le mode de fusion « écran » pendant la peintureUtiliser pour sculptureUtiliser la collision pour sculptureUtiliser secondaireUtiliser la sélectionUtiliser selfUtiliser la scène du séquenceurUtiliser les réglages pourUtiliser des shadersUtiliser l’ombreUtiliser les arêtes duresUtiliser la contractionUtiliser la simplificationUtiliser le cache de simulationUtiliser l’aimantation pour la rotationUtiliser l’aimantation pour le redimensionnementUtiliser l’aimantation pour la translationUtiliser l’aimantationUtiliser les options d’aimantationUtiliser le mode de fusion « lumière douce » pendant la peintureUtiliser transformations d’espaceUtiliser l’accesseur sporadique si c’est mieuxUtiliser les divisions spatialesUtiliser la stéréo sphériqueUtiliser Force de l’épandageUtiliser la division par longueurUtiliser un motif de divisionUtiliser la diffusionUtiliser la stabilisationUtiliser une frame de débutUtiliser le centre de la bandeUtiliser le schéma de subdivisionUtiliser la surface de subdivisionUtiliser le mode de fusion « soustraction » pendant la peintureUtiliser la queueUtiliser cible de queueUtiliser une textureUtiliser la surimpression de textureUtiliser les texturesUtiliser un profil d’épaisseurUtiliser un timecodeUtiliser le minutageUtiliser les extrémitésUtiliser les infobullesUtiliser les transformationsUtiliser la translation XUtiliser la translation YUtiliser la translation ZUtiliser chevauchement de transparenceUtiliser une courbe de vrilleUtiliser la détection d’UDIMUtiliser les étiquettes d’interfaceUtiliser pour sculpture UVUtiliser les coordonnées UV comme coordonnées de textureUtiliser des coordonnées UV comme coordonnées de textureUtiliser un calque UV comme coordonnées de textureUtiliser l’annulationUtiliser la couleur unifiéeUtiliser les échantillons d’entrée unifiésUtiliser la taille unifiéeUtiliser la force unifiéeUtiliser le poids unifiéUtiliser le mode de fusion « valeur » pendant la peintureUtiliser pour sommetsUtiliser la couleur de sommetsUtiliser les groupes de sommetsUtiliser la vueUtiliser le débruitage de la vueUtiliser les réglages de la vue 3D pour la visibilité des objets, les réglages de modificateurs, etcUtiliser la viscositéUtiliser automatiquement les images clés visuelles pour les objets contraintsUtiliser le mode de fusion « lumière vive » pendant la peintureUtiliser Variation de volume maximaleUtiliser Variation de volume minimaleUtiliser le dorsal VulkanUtiliser les couleurs d’axes WXYZ pour les rotations en quaternions ou axe et angle, les couleurs d’axes XYZ pour les autres transformations et les propriétés de couleur, et arc-en-ciel auto pour le resteUtiliser pour poidsUtiliser le dégradé de couleur de poidsUtiliser le poids comme facteurUtiliser la balance des blancsUtiliser les jokersUtiliser « Applications par défaut » de Windows pour associer les fichiers .blendUtiliser le pilote Wintab pour les anciennes tablettes et versions de WindowsUtiliser la position en X du parentUtiliser la rotation en X du parentUtiliser l’échelle en X du parentUtiliser la position en Y du parentUtiliser la rotation en Y du parentUtiliser l’échelle en Y du parentUtiliser un traitement de la couleur YCbCr (Y - luma, Cb - chroma différence de bleu, Cr - chroma différence de rouge)Utiliser un traitement de la couleur YUV (Y - luma, U V - chroma)Utiliser la position en Z du parentUtiliser la rotation en Z du parentUtiliser l’échelle en Z du parentUtiliser le tampon ZUtiliser l’axe Z-Haut pour calculer le vrillage de la courbe en chaque pointUtiliser une souris 3D pour faire défiler/zoomer la vueUtiliser un bloc de données Grease Pencil comme masque pour n’utiliser que les zones spécifiées du motif lors du suiviUtiliser l’algorithme de Ramer-Douglas-Peucker pour simplifier le trait en conservant la forme principaleUtiliser un motif de bruit bleu pour le premier échantillon, puis un Sobol tabulé pour les autres, lors de l’échantillonnage aléatoireUtiliser un motif de bruit bleu, qui optimise la distribution de fréquence du bruit, pour l’échantillonnage aléatoireUtiliser un motif d’échantillonnage par bruit bleu, qui optimise la distribution de fréquence du bruit, pour l’échantillonnage aléatoire. Pour le rendu dans la vue 3D, optimiser la qualité du premier échantillon pour une prévisualisation interactiveUtiliser une séquence de bruit bleu dont la longueur est arrondie à la puissance de 2 suivante, pour l’échantillonnage aléatoireUtiliser un présuivi par force brute en translation uniquement, avant affinageUtiliser une initialisation par force brute en translation uniquement, lors du suiviUtiliser un cercle pour définir le profilUtiliser une collection d’objets maillages comme opérande pour l’opération booléenneUtiliser une disposition en colonnes pour la boîte à outilsUtiliser une courbe pour définir l’agglutination le long des fibresUtiliser une courbe pour définir la rugositéUtiliser une courbe pour définir le vrillementUtiliser une couleur personnalisée pour cette vue uniquementUtiliser une courbe personnalisée pour définir un facteur le long des traitsUtiliser un dossier spécifique pour stocker les donnéesUtiliser un fichier spécifique comme source de données proxyUtiliser un objet personnalisé pour définir le profilUtiliser un profil personnalisé pour chaque quart du biseautage de la courbeUtiliser une opération booléenne de différenceUtiliser un format différent pour ce fichier, plutôt que celui du nœudUtiliser des proportions fixes à 1:1Utiliser un domaine de fluide comme guide (le domaine doit être déjà précalculé afin que les vélocités puissent être extraites). Le domaine guide peut être de n’importe quel type (gaz ou liquide).Utiliser un demi-cercle pour chaque extrémitéUtiliser une caméra locale dans cette vue, au lieu de la caméra active de la scèneUtiliser une distance maximale à laquelle le champ fonctionneUtiliser une distance radiale maximale à laquelle le champ fonctionneUtiliser un objet maillage comme opérande pour l’opération booléenneUtiliser une distance minimale pour l’atténuation du champUtiliser une distance radiale minimale pour l’atténuation du champUtiliser un facteur de pourcentage pour déterminer quels points sont visiblesUtiliser un pourcentage pour spécifier combien d’images clés vous souhaitez supprimerUtiliser un point de vue prédéfiniUtiliser un proxy de prévisualisation et/ou un indice de timecode pour cette bandeUtiliser un proxy de prévisualisation et/ou un index de timecode, pour ce clipUtiliser un dégradé radial comme fond de la vueUtiliser une région à l’intérieur du cadre pour le rendu dans la vue 3D (ne s’applique pas à la vue caméra)Utiliser une onde en dents de scie pour produire les bandesUtiliser un profil en dents de scieUtiliser un dégradé linéaire vertical dans l’espace écran comme fond de la vueUtiliser un intervalle de simulation différent de celui de la scène pour les nœuds de simulation qui n’écrasent pas l’intervalle eux-mêmesUtiliser une onde sinusoïdale pour produire les bandesUtiliser un seul n-gone pour les extrémitésUtiliser un seul facteur pour toutes les composantesUtiliser une couleur unie comme fond de la vueUtiliser un profil sinusoïdal standardUtiliser une texture pour contrôler la force de l’émissionUtiliser une matrice de transformationUtiliser un profil triangulaireUtiliser une onde triangulaire pour produire les bandesUtiliser une opération booléenne d’unionUtiliser une taille absolueUtiliser une transformation préciseUtiliser la sortie du nœud de visualisation actif comme fond pour les nœuds de compositingUtiliser le clip actif défini dans la scèneUtiliser le groupe de sommets actif comme influenceUtiliser l’addition au lieu de la multiplication pour combiner les échelles (compatibilité 2.7)Utiliser les passes d’albédo et de normales pour le débruitageUtiliser la passe d’albédo pour le débruitageUtiliser le mélange alpha au lieu du test alpha (peut générer des artéfacts d’ordre)Utiliser le canal alpha pour la transparenceToujours utiliser le mode Couleur de sommetsToujours utiliser le mode matériauUtiliser l’occlusion ambiante au lieu d’une illumination globale complèteUtiliser un intervalle de frames alternatif pour la lecture de l’animation et les rendus de la vueUtiliser un nombre d’itérations automatique d’après le nombre de sommets de la sculptureUtiliser une marge d’erreur pour spécifier de combien la courbe peut dévier depuis l’originaleUtiliser un objet existant pour définir la position et la rotation de base de la vue VRUtiliser un objet pour la section du biseautage de la courbeNe pas contraindre les proportionsUtiliser les couleurs des groupes de canaux d’animation. Généralement utile pour montrer les couleurs des groupes d’osUtiliser un autre ensemble de clés, car l’actif dépend des éléments actuellement sélectionnés ou ne peut trouver aucune cible à cause d’un contexte inadaptéUtiliser un autre ensemble de clés, car l’actif dépend des objets actuellement sélectionnés ou ne peut trouver aucune cible à cause d’un contexte inadaptéUtiliser une autre carte UV comme source de clonage, sinon utiliser le curseur 3D comme sourceUtiliser un autre maillage pour les indices de textures (les indices de sommet doivent être alignés)Utiliser une autre forme pour couper, combiner ou effectuer une opération différentielleUtiliser la région de n’importe quel axe pour l’exécution des opérateursUtiliser comme profondeur de champUtiliser les couleurs d’axes pour les propriétés de transformation et de couleur, et l’arc-en-ciel auto pour les autresUtiliser des boîtes englobantes aux axes alignés pour l’empilement (le plus rapide, le moins efficace spatialement)Utiliser la suppression (culling) des faces arrières pour cacher le côté arrière des facesUtiliser la suppression des faces arrières lors de la projection des ombresUtiliser la suppression (culling) des faces arrières pour cacher le côté arrière des facesUtiliser le précalcul du dossier actuel (le créer si nécessaire)Utiliser le précalcul à l’emplacement d’origine (le créer si nécessaire)Utiliser les coordonnées des sommets du maillage de base comme positions de reposUtiliser la meilleure division de triangulationUtiliser les poids de biseautage pour déterminer combien de biseautage est appliqué en mode ArêtesUtiliser les coordonnées des sommets lors de la liaison comme positions de reposUtiliser la température de corps noir pour définir une couleur de lumière naturelleUtiliser le canal bleu du métrage pour le suiviUtiliser les deux effets en même tempsUtiliser les traits visibles et les lignes d’édition pour déterminer les limitesUtiliser la sélection rectangulaire pour sélectionner des bandes NLAUtiliser la sélection rectangulaire pour sélectionner des nœudsUtiliser la sélection rectangulaire pour sélectionner des éléments de l’arborescenceUtiliser les données de scène en cache pour le premier modificateur Line Art de la pile. Certains paramètres seront indisponibles.Utiliser un cercle pour la section du biseautage de la courbeUtiliser la sélection par cercle pour sélectionner des nœudsUtiliser un style de flèche ferméeUtiliser un dégradé de couleur pour convertir la moyenne N&B en couleur RVBUtiliser une structure de BVH compacte (utilise moins de RAM mais rend plus lentement)Utiliser le parent et les enfants connectés pour calculer la poignéeUtiliser l’échelle du contrôle pour redimensionner le B-osUtiliser une approximation par coque convexe des îlots (bon équilibre entre vitesse et efficacité spatiale)Utiliser les coordonnées depuis un calque UVUtiliser les coordonnées de cet objet (pour la sortie de coordonnées de texture objet)Utiliser la position de l’objet en cours d’éditionUtiliser le mode actuelUtiliser les coordonnées en rotation et échelle du point de pivot actuelUtiliser le curseur comme point de référenceUtiliser la position et la rayon du curseur pour définir les dimensions et la position de la forme de découpeUtiliser une courbe de conversionUtiliser la courbe pour définir l’épaisseur des primitives de traitsUtiliser les poids de la courbe pour varier l’influence sur les particules le long de la courbeUtiliser une distance d’atténuation personnalisée au lieu du seuil de lumière globalUtiliser une caméra personnalisée à la place de la caméra activeUtiliser une marge de collision personnalisée (certaines formes auront un espace visible autour d’elles)Utiliser une couleur personnalisée pour le nœudUtiliser une couleur personnalisée pour ce chemin de mouvementUtiliser une couleur personnalisée au lieu de celle définie par le thèmeUtiliser des couleurs personnalisées pour les images fantômeUtiliser des couleurs personnalisées pour la pelure d’oignon, au lieu du thèmeUtiliser une courbe personnaliséeUtiliser une couleur sélectionnée manuellement pour la F-courbeUtiliser des masques d’intersection personnalisés pour les faces de cette collectionUtiliser des objets personnalisés pour définir les formes des extrémitésUtiliser un point de référence personnaliséUtiliser les données de l’objet partiellement ou entièrement évaluéUtiliser les données de l’objet original, sans qu’aucun modificateur ne soit appliquéUtiliser le flou cinétique de déformation pour cet objetUtiliser les degrés pour mesurer les angles et les rotationsUtiliser la profondeur de champ dans la vue 3D en utilisant les valeurs de la caméra activeUtiliser le périphérique pour le renduUtiliser des valeurs de graine (et donc des motifs de bruit) différentes pour chaque frameUtiliser BSDF diffuseUtiliser le mode d’affichage de l’armature (par défaut)Utiliser la distance entre l’objet affecté et la cibleUtiliser la distance entre les sommets de l’objet affecté et l’objet cible, ou la géométrie de l’objet cibleUtiliser l’échantillonnage de distance, à préférer pour les volumes denses avec éclairages éloignésUtiliser une vitesse de dessin, un nombre de frames, ou un facteur manuel pour construire les traitsCollapser les arêtesUtiliser les lignes d’édition pour déterminer les limitesUtiliser l’effet lors du renduUtiliser les coordonnées de l’effecteur/globales pour la turbulenceUtiliser l’échantillonnage équiangulaire, à préférer pour les volumes de faible densité avec éclairages internes ou prochesUtiliser une distribution uniforme sur les faces, basée sur la surface des faces ou la longueur des arêtesUtiliser la géométrie exacte pour l’empilement le plus efficace, mais le plus lentUtiliser le fichier existant (à la place de l’empaqueté) : %sUtiliser les matériaux existants ayant les mêmes noms plutôt que d’en créer de nouveauxUtiliser un fichier externe .iesUtiliser un fichier externe .osl ou .osoUtiliser un fichier externeUtiliser l’ensemble de raccourcis d’outils secondairesUtiliser l’effet d’atténuation lors de l’édition en mode multiframes pour calculer l’effet de la brosse par frameUtiliser une approximation plus rapide en floutant indépendamment horizontalement et verticalementUtiliser une technique d’illumination globale plus rapide pour les surfaces à haute rugositéUtiliser les données d’adoucissement du masqueUtiliser le format de fichier utilisé avant Blender 5.0. Ce format est plus limité mais il peut avoir une meilleure compatibilité avec les outils qui ne prennent pas encore en charge le nouveau formatUtiliser le fichier du dossier actuel (le créer si nécessaire)Utiliser le fichier à l’emplacement d’origine (le créer si nécessaire)Utiliser les fichiers dans le dossier actuel (les créer si nécessaire)Utiliser les fichiers à l’emplacement d’origine (les créer si nécessaire)Utiliser des attributs à virgule flottante pour les positionsUtiliser une dynamique de vol pour se déplacer dans la scèneUtiliser pour le renduÀ utiliser pour un océan stable sur une vaste zone (méthode de Pierson-Moskowitz)À utiliser pour des océans stables avec accentuation des crètes (JONSWAP, méthode de Pierson-Moskowitz)À utiliser pour des eaux peu profondes (JONSWAP, TMA – méthode de Texel-Marsen-Arsloe)À utiliser pour des mers turbulentes avec de l’écumeUtiliser les champs de force pour les poilsUtiliser les calculs physiques complets pour la pousse des poilsUtiliser une distance géométrique pour le chaînage, au lieu de l’espace imageUtiliser les coordonnées globalesUtiliser les coordonnées globales comme coordonnées de textureUtiliser la gravité globale pour toutes les dynamiquesUtiliser BSDF brillanteUtiliser gltfpack pour simplifier le maillage ou compresser ses texturesUtiliser le canal vert du métrage pour le suiviUtiliser des objets guide (effecteurs) pour créer le guide de fluide (les objets guides devraient être animés et précalculés une fois complètement en place)Utiliser le guidage lors de l’échantillonnage des directions à l’intérieur d’un volumeUtiliser le guidage lors de l’échantillonnage des directions sur une surfaceUtiliser les poignées lors de la conversion des courbes de Bézier en polygonesUtiliser un espace tangent de haute qualité, au prix de moins bonnes performancesUtiliser les valeurs RVB de l’image pour le placage normalUtiliser les surfaces de niveaux de particules améliorées (plus lent, mais plus précis, et avec options d’adoucissement du maillage)Utiliser dans la vue 3DUtiliser l’influence des faces pour la pondérationUtiliser les entrées d’une manette (contrôleur Microsoft Xbox) au lieu d’un contrôleur avec commande de mouvementUtiliser les instancecs contenues dans la géométrie entrante comme base pour la dispersionUtiliser des attributs entiers pour les positionsUtiliser les données intermédiaires du nœud visualiseurUtiliser un bloc de données texte interneUtiliser une progression quadratique inverseUtiliser des temps clésUtiliser un filtre de passe de calqueUtiliser le bouton gauche de la souris pour sélectionner. C’est le comportement standard qui marche bien avec une souris, un trackpad ou une tabletteUtiliser le stockage entrelacé de vues, calques et passes (hérité), pour une meilleure compatibilité avec les applications ne prenant pas en charge les fichiers OpenEXR multi-parties plus efficaces.Utiliser l’ancien système d’annulation (plus lent que le nouveau, mais peut être plus stable dans certains cas)Utiliser la longueur des courbes à proximitéUtiliser des sondes d’éclairage pour trouver les intersections de scèneUtiliser les éclairages pour cet objet Grease PencilUtiliser une conversion linéaireUtiliser une progression linéaireUtiliser les coordonnées de l’objet lié comme coordonnées de textureUtiliser les coordonnées générées localesUtiliser les coordonnées générées locales d’un autre objetUtiliser une dissolution logarithmique (les hautes valeurs diminuent plus vite que les petites)Utiliser un séchage logarithmique (les hautes valeurs sèchent plus vite que les petites)Utiliser une sortie sans perte pour les flux vidéosUtiliser la limite basse pour la variation de volumeUtiliser les aides à la calibration manuelleUtiliser le masque ID comme entrée de masqueUtiliser les masques de matériaux pour éliminer les traits occlusUtiliser un filtre de passe de matériauUtiliser les informations de plis du maillage pour rendre les arêtes ou les sommets netsUtiliser les îlots de maillage de la géométrie de surface pour faire des séparationsUtiliser les objets maillages dans cette collection pour l’opération booléenneUtiliser les métadonnées de la scène actuelleUtiliser les métadonnées des bandes dans le séquenceurUtiliser les millimètres comme unité de longueur focaleUtiliser une exécution modale (opérateurs modaux seulement)Utiliser le modificateur lors du renduUtiliser du marbre plus clairement définiUtiliser le flou cinétique pour cet objetUtiliser la sourisUtiliser la souris pour échantillonner une couleur dans l’image actuelleUtiliser la souris pour échantillonner l’image d’arrière-planUtiliser la souris pour échantillonner une couleur dans l’image actuelleUtiliser le clip vidéo de la caméra de la scène activeUtiliser le flou cinétique (de mouvement) multiéchantillonné de la scène 3DUtiliser le flou cinétique multiéchantillons du masqueUtiliser le flou cinétique multiéchantillons du planUtiliser les gestuelles multi-touch pour la navigation au pavé tactile, au lieu d’émuler une moletteUtiliser l’échantillonnage à importances multiples pour cet éclairage, réduit le bruit pour les éclairages zone et les matériaux fortement brillantsUtiliser plusieurs opérateurs de manière interactive pour ajouter, supprimer ou déplacer de la géométrie • {:s} - Ajouter de la géométrie en déplaçant le curseur près d’un élément • {:s} - Extruder des arêtes en déplaçant le curseur • {:s} - Supprimer un élément de maillageUtiliser les multivues dans la scèneUtiliser des n-gonesUtiliser l’API native Windows Ink, pour les tablettes et périphériques de stylets modernes. Nécessite Windows 8 ou plus récent.Utiliser l’échantillon le plus procheUtiliser la région de l’axe négatif pour l’exécution des opérateursUtiliser des groupes de nœuds pour réutiliser le même menu plusieurs foisUtiliser du bruit pour diffuser la visibilité binaire (fonctionne bien avec un multiéchantillonnage)Utiliser des attributs normalisés pour les positionsUtiliser des coordonnées de textures fibre normalisées (1D), ou l’âge (X) et la position dans la traînée (Y) de la particuleUtiliser un objet comme centre de rotationUtiliser un objet comme point de référenceUtiliser l’objet plusieurs fois dans la même collectionUtiliser la sélection objet (mode édition seulement)Utiliser les transformations de l’objet pour contrôler la forme de projectionUtiliser les coordonnées globales de l’objet pour la duplicationUtiliser la rotation de l’objet pour la duplication (l’axe X global est l’axe de rotation aligné pour la particule)Utiliser l’échelle de l’objet pour la duplicationUtiliser les coordonnées objet/globales pour la textureUtiliser des objets comme caractères d’une police (donnez aux objets police un nom en commun suivi du caractère qu’ils représentent, par exemple « famille-a », « famille-b », etc., définissez ce réglage à « famille- », et activez la duplication sur sommets)Utiliser le décalage depuis l’objet particule dans l’objet instanceUtiliser un Sobol avec embrouillage d’Owen calculé à la volée pour l’échantillonnage aléatoireUtiliser une propriété de transformation de la cible pour contrôler une autre propriété (ou la même) du propriétaireUtiliser oneAPI pour l’accélération GPUN’utiliser que les modificateurs de déformation (désactiver temporairement tous les modificateurs constructifs, exceptée la multirésolutions)N’utiliser que les traits sélectionnés pour l’interpolationUtiliser un style de flèche ouverteUtiliser des fichiers optimisés pour un balayage plus rapide, si disponiblesUtiliser l’emplacement original des texturesUtiliser une projection orthogonaleUtiliser les contours et bords d’autres objets pour projeter des découpes couteauUtiliser les tailles des particules pour les éclatsUtiliser la taille des particules pour redimensionner les instancesUtiliser la taille des particules pour les déflexionsUtiliser le guidage de chemins pour les chemins d’échantillonnage. Le guidage de chemins apprend progressivement la distribution lumineuse de la scène et guide le chemin dans des directions contribuant le plus à l’éclairage direct et indirectUtiliser un style de segment perpendiculaireUtiliser la taille de pixel pour le tamponUtiliser les pixels comme unité de longueur focaleUtiliser les pixels des faces situées de l’autre côté des coutures UVRéserver les emplacements des images manquantes de la bande avec des images videsUtiliser la position (et éventuellement la rotation) de la cible pour définir un « mur » ou un « sol » que le propriétaire ne peut traverserUtiliser la position plus un contour basé sur F2-F1Utiliser la région de l’axe positif pour l’exécution des opérateursUtiliser des tables précalculées de Sobol avec embrouillage d’Owen pour l’échantillonnage aléatoireUtiliser les pré-/post-rotations des transformations FBX (vous pouvez avoir besoin de désactiver cela dans certains cas)Utiliser un mouvement précis pour les lignes d’extensionUtiliser la pression pour moduler la densitéUtiliser la pression pour moduler le fluxUtiliser la pression pour moduler la duretéUtiliser la pression pour moduler le facteur aléatoireUtiliser la pression pour moduler le mélange mouilléUtiliser la pression pour moduler la persistence de mouilléUtiliser une atténuation projetée ou sphériqueUtiliser une progression quadratiqueUtiliser le rayon comme taille de projection (0 = auto)Utiliser le rayon des réglages de particulesUtiliser le rayon des courbes à proximitéUtiliser des valeurs aléatoires dans le tempsUtiliser l’aléatoire au niveau du traitUtiliser le lancer de rayon pour déterminer la couleur transmise, plutôt que seulement les sondes d’éclairage. Empêche la surface de contribuer à l’éclairage des surfaces n’utilisant pas ce réglage.Utiliser le lancer de rayon pour déterminer la couleur transmise, plutôt que seulement les sondes d’éclairage. Empêche la surface de contribuer à l’éclairage des surfaces n’utilisant pas ce réglage. Obsolète : utiliser « use_raytrace_refraction ».Utiliser la vitesse enregistrée, multipliée par un facteurUtiliser le canal rouge du métrage pour le suiviUtiliser les caustiques réflectives, donnant une image plus lumineuse (plus de bruit, mais plus réaliste)Utiliser les caustiques réfractives, donnant une image plus lumineuse (plus de bruit, mais plus de réalisme)Utiliser une expression régulière pour le texte de remplacement (prend en charge les groupes)Utiliser des expressions régulières pour trouver le texte dans le champ « Chercher »Utiliser des chemins de fichiers relatifsUtiliser un chemin relatifUtiliser un chemin relatif lorsque des assets sont liés depuis cette bibliothèque d’assetsUtiliser des chemins relatifs vers les fichiers externes (c’est-à-dire les textures et volumes) dans l’USD, autrement utiliser des chemins absolusUtiliser des chemins relatifs avec les sous-dossiers seulementUtiliser un espace relatif pour la géométrie en entrée, de façon à ce que les transformations des deux entrées l’une par rapport à l’autre soient prises en compteUtiliser les réglages de rendu lors de l’application des modificateurs aux objets maillages (DÉSACTIVÉ dans Blender 2.8)Utiliser les valeurs de répétition de placageUtiliser la résolution de la grille de volumeUtiliser le bouton droit de la souris pour sélectionner, et le bouton gauche pour les actions. Ce comportement est surtout adapté pour une souris et un clavierUtiliser la règle quand le boid voleUtiliser la règle quand le boid est au solUtiliser la même direction pour toutes les normales, depuis l’origine au centre de la cible (mode directionnel uniquement)Utiliser la même entrée que le précédent modificateur, et mélanger les résultats d’après un groupe de sommets globalMultiplier la marge par l’échelle des UV existantesUtiliser l’échelle pour le calcul de la matriceUtiliser l’orientation de la scène au lieu d’un réglage personnaliséUtiliser l’environnement (le monde) de la scène pour l’éclairageUtiliser la caméra active de la scène pour définir la position et la rotation de base de la vue VRUtiliser les coordonnées de l’écran comme coordonnées de textureUtiliser la taille de pixel de l’écran au lieu des unités du mondeUtiliser les objets sélectionnés en tant qu’émetteurs de fuméeUtiliser la détection de séquenceUtiliser la bande du séquenceur comme entrée de masqueUtiliser le réglage du modificateurUtiliser les réglages de la brosseUtiliser ces réglagesUtiliser les réglages des propriétés de l’opérateurUtiliser les réglages de la scèneUtiliser les paramètres de la collection parenteUtiliser les nœuds de shader pour le style de ligneUtiliser les nœuds de shader pour rendre l’éclairageUtiliser les nœuds de shader pour rendre le matériauUtiliser les nœuds de shader pour rendre le mondeUtiliser les shaders dans le rendu CyclesUtiliser les shaders dans le rendu EEVEEUtiliser les shaders pour tous les moteurs de rendu et vues 3D, sauf s’il existe une sortie plus spécifiqueUtiliser la forme des courbes à proximitéUtiliser une détection des détails simple pour garder la définition des détailsUtiliser une simple interpolation des sommets de la grilleUtiliser une couleur unique ou un dégradé lors de la peintureUtiliser un point central pour dessiner des rayonsUtiliser un point central pour créer des cercles concentriquesUtiliser la pente de la courbe aux images clés d’entrée/de sortieUtiliser des normales de sommets adoucies plutôt que des normales de faces pour le maillage résultantUtiliser du marbre douxUtiliser un solveur spécial pour suivre depuis une position de caméra statique (comme un trépied)Utiliser un type de BVH spécial optimisé pour les poils (utilise plus de RAM mais rend plus rapidement)Utiliser l’objet caméra spécifié pour générer les traits de Line ArtUtiliser un style de carréUtiliser le stuc standardUtiliser la texture onde standard, en bandesUtiliser la texture bois standard, en bandesUtiliser des coordonnées statiques (définies de différentes manières)Dessiner des lignes droites entre les points d’images clésUtiliser la longueur du trait comme coordonnées de textureUtiliser des sous-processus pour compiler les shadersUtiliser la pression de la tabletteUtiliser la pression de la tablette pour la force de couleurUtiliser la pression de la tablette pour la fluctuationUtiliser des tabulations ou des espaces pour l’indentationUtiliser la peinture de textures en mode sculptureUtiliser les valeurs d’échelle de textureUtiliser plutôt le nœud « Aligner la rotation au vecteur »Utiliser plutôt le nœud « Tourner la rotation »Utiliser la version stabilisée en 2D du clipUtiliser le vecteur 2D (X, Y) comme entrée. La composante Z est ignorée.Utiliser le curseur 3D comme position sur laquelle aligner les objets sélectionnésUtiliser l’orientation du curseur 3D pour le nouvel objetUtiliser le vecteur 3D (X, Y, Z) comme entréeUtiliser le vecteur 4D (X, Y, Z, W) comme entréeUtiliser le CPU pour traiter les nœuds de débruitageUtiliser le GPU pour traiter les nœuds de débruitage si disponible, sinon se rabattre sur le CPUUtiliser les poids du MIS (échantillonnage à importances multiples) pour pondérer la contribution des sources lumineuses directement visibles durant le guidageUtiliser la fonction de Minkowski pour calculer la distance (la valeur de l’exposant détermine la forme des limites)Utiliser le débruitage IA Optix avec accélération GPU. Disponible uniquement sur les GPU NVIDIA, si configuré dans l’onglet Système des préférences utilisateurUtiliser la caméra 3D de la scène comme entréeUtiliser la timeline du séquenceur de la scène comme entréeUtiliser le paramètre Volume Cible comme volume initial, au lieu de le calculer à partir du maillage lui-mêmeUtiliser la collection active du calque de vue actuel pour instancier les collections et objets importésUtiliser la position de la caméra active pour lancer les rayonsUtiliser l’objet actif comme surface pour les objets courbes sélectionnés, et le définir comme leur parentUtiliser l’objet actif comme position sur laquelle aligner les objets sélectionnésUtiliser le système de particules actif depuis le contexteUtiliser le canal de données alpha de l’imageUtiliser l’alpha de la première entrée comme facteur de mélange, et retourner l’alpha le plus opaque des deux entréesUtiliser le seuil d’alpha pour déterminer la visibilité (visibilité binaire)Utiliser l’angle entre deux osUtiliser la valeur d’attribut de l’élément de maillage le plus procheUtiliser la moyenne des sommets d’arêtes adjacentesUtiliser la moyenne des sommets d’arêtes adjacentes pondérées par leur longueurUtiliser la disposition mono-ligne compacteUtiliser la vue 3D actuelle pour le rendu, sinon utiliser les réglages de la scèneUtiliser la position actuelle de l’os pour les enveloppes et le choix des segments de B-os, au lieu de la position de reposUtiliser les réglages d’aimantation actuelsUtiliser l’orientation de transformation actuelleUtiliser la vue actuelle au lieu de l’objet actif pour créer la nouvelle orientationUtiliser l’arrière-plan du monde actuel pour éclairer le rendu de prévisualisationUtiliser les aperçus plats par défautUtiliser la disposition multilignes par défautUtiliser la profondeur sous la souris pour améliorer les pano/rotation/zoom de la vueUtiliser la distance entre les objets pour définir un tour de visUtiliser l’attribut de correspondance de guides existant si disponibleUtiliser les rayons intérieur et extérieur pour les dimensions du toreUtiliser la valeur de repli si le chemin de données ne peut être résolu, au lieu d’échouer dans l’évaluation du contrôleurUtiliser les indices évalués définitifs plutôt que les indices du maillage d’origineUtiliser l’axe global pour limiter le déplacementUtiliser l’axe global pour limiter la force et définir la direction de la gravitéUtiliser le système de coordonnées global comme coordonnées de textureUtiliser la méthode d’importation définie dans les préférences pour cette bibliothèque d’assets, et ne pas la redéfinir pour cet explorateur d’assetsUtiliser la longueur initiale comme longueur au repos du ressort, au lieu de 2 fois la taille de particuleUtiliser un vrillage minimal sur l’ensemble de la courbeUtiliser les poignées de gaucheUtiliser l’ancienne manière de générer du bruit. Présente un problème pouvant produire des valeurs hors de la plage -1; 1Utiliser l’entrée Longueur pour remplacer complètement la longueur d’origineUtiliser le système de coordonnées local de l’objet lié comme coordonnées de textureUtiliser l’axe local pour limiter le déplacementUtiliser l’axe local pour limiter la force et définir la direction de la gravitéUtiliser le système de coordonnées local comme coordonnées de textureUtiliser la position et la rotation d’un autre objet pour déterminer la distance et les différences de rotation entre les éléments du réseauUtiliser les rayons majeur et mineur pour les dimensions du toreUtiliser la scène d’aperçu de matériaux pour les aperçus de nœudsUtiliser la valeur X maximaleUtiliser la valeur Y maximaleUtiliser la valeur Z maximaleUtiliser la valeur X minimaleUtiliser la valeur Y minimaleUtiliser la valeur Z minimaleUtiliser une évaluation du temps propre au modificateurUtiliser la souris pour créer un lien entre deux nœudsUtiliser la souris pour couper (supprimer) des liensUtiliser la souris pour suspendre des liensUtiliser la souris pour échantillonner une couleur dans l’imageUtiliser la souris pour échantillonner un poids dans la vue 3DUtiliser le nombre de points des courbes à proximitéUtiliser le centre des objets lors de la sélection, utilisé en mode édition pour étendre la sélection d’objetsUtiliser le décalage à la pose de repos de l’os spécifié pour calculer la poignéeUtiliser l’ancien comportement à moitié fonctionnel qui ne comprenait pas que les rotations bouclent sur elles-mêmesUtiliser l’orientation de l’os spécifié pour calculer la poignée, sans tenir compte de sa positionUtiliser l’échelle originelle en Y de l’osUtiliser l’échelle originelle des osUtiliser les coordonnées originales non-déformées de l’objetUtiliser le réglage de Mode de chevauchement pour déterminer comment répartir les bandes qui se chevauchentUtiliser le parent de l’objet instancié si possibleUtiliser le contexte épingléUtiliser l’arborescence de nœuds épingléeUtiliser le point de pivot dans toutes les rotationsUtiliser le point de pivot dans l’intervalle de rotation négatif autour de l’axe XUtiliser le point de pivot dans l’intervalle de rotation négatif autour de l’axe YUtiliser le point de pivot dans l’intervalle de rotation négatif autour de l’axe ZUtiliser le point de pivot dans l’intervalle de rotation positif autour de l’axe XUtiliser le point de pivot dans l’intervalle de rotation positif autour de l’axe YUtiliser le point de pivot dans l’intervalle de rotation positif autour de l’axe ZUtiliser le bouton + pour ajouter des entrées à la listeUtiliser la position de l’os spécifié pour calculer la poignéeUtiliser le remailleur quadUtiliser les résultats de cette contrainteUtiliser les poignées de droiteUtiliser l’ordre de rotation défini dans le fichier BVHUtiliser le même périphérique que le compositeur pour traiter les nœuds de débruitageUtiliser la même graine aléatoire sur chaque axe, pour obtenir un redimensionnement uniformeUtiliser la même valeur de redimensionnement pour tous les axesUtiliser la même valeur de redimensionnement pour les deux axesUtiliser la valeur scalaire W comme entréeUtiliser l’orientation de la scèneUtiliser l’origine de la scène comme position sur laquelle aligner les objets sélectionnésUtiliser le réglage de qualité de débruitage de la scèneUtiliser la recherche dans les add-ons.Utiliser la recherche dans les extensions.Utiliser les objets sélectionnés comme position sur laquelle aligner les objets sélectionnésUtiliser la sélection (ou le dernier centre de trait en mode peinture) comme point de pivot pour l’orbitageUtiliser les cartes d’ombre provenant des éclairages lançant des ombres, pour affiner l’épaisseur définie par l’arborescence nodale de matériauUtiliser la plus courte distance à la géométrie de l’objet cible calculée comme poidsUtiliser la rotation d’axe minimale, similaire au Suivi amortiUtiliser le début du trait pour la profondeurUtiliser l’attribut de normales personnalisées comme normales finalesUtiliser la primitive fibre pour le renduUtiliser la profondeur de la surface pour placer le curseurUtiliser la normale à la surface (ou l’orientation de transformation en solution de repli)Utiliser la normale à la surface pour orienter la forme de découpeUtiliser la tangente pour calculer le vrillageUtiliser l’objet cible comme limite de positionUtiliser la rotation de la cible pour déterminer le solUtiliser les valeurs RVB de la texture pour déplacer dans les directions XYZUtiliser la valeur d’intensité de la texture pour déplacer le long de la normale personnalisée (moyennée, sinon utilise celle du sommet)Utiliser la valeur d’intensité de la texture pour déplacer le long de la normale du sommetUtiliser la valeur d’intensité de la texture pour déplacer dans la direction XUtiliser la valeur d’intensité de la texture pour déplacer dans la direction YUtiliser la valeur d’intensité de la texture pour déplacer dans la direction ZUtiliser le thème pour la couleur d’arrière-planUtiliser le temps de la scèneUtiliser la timeline pour précalculer la scèneUtiliser la version dé-distordue du clipUtiliser la valeur d’une propriété RNAUtiliser la valeur d’une propriété RNA dans le contexte d’évaluation actuelUtiliser l’axe de vue pour limiter le déplacementUtiliser l’axe de la vue pour limiter la force et définir la direction de la gravitéUtiliser la vue pour orienter la forme de découpeUtiliser le remailleur par voxelsUtiliser le monde pour la couleur d’arrière-planUtiliser cet éclairage zone pour guider l’échantillonnage de l’arrière-plan. Cela rendra l’éclairage invisibleUtiliser cet os d’armature pour définir le point focal de la profondeur de champUtiliser cette brosse en mode dessin de Grease PencilUtiliser cette brosse en mode couleurs de sommets de Grease PencilUtiliser cette brosse en mode sculpture UVUtiliser cette brosse en mode sculpture de courbesUtiliser cette brosse en mode sculptureUtiliser cette brosse en mode peinture de textureUtiliser cette brosse en mode peinture de sommetsUtiliser cette brosse en mode peinture de poidsUtiliser le chemin de ce fichier pour le cache disque quand il est lié en bibliothèque dans un autre fichier (pour les précalculs locaux par fichier scène, désactiver cette option)Utiliser cet indice sur le segment généré. -1 signifie utiliser le matériau existant.Utiliser cette installation pour les fichiers .blend et pour afficher les miniaturesUtiliser cet objet éclairage pour générer un contour de lumièreUtiliser cet objet pour définir la mise au point de la profondeur de champUtiliser le système de coordonnées de cet objet, au lieu du système de coordonnées globalUtiliser les réglages de pli de l’objet pour remplacer les réglages globaux de la scèneUtiliser la priorité d’intersection de l’objet pour remplacer les réglages globaux de la scèneUtiliser des threads pour compiler les shadersÀ utiliser pour animer un objet ou os le long d’un cheminUtiliser les infobulles lors du survol de ce gizmoUtiliser un miroir basé sur la topologie (pour quand les deux côtés du maillage ont une unique topologie correspondante)Utiliser par défaut les gizmos de transformationUtiliser une propriété de transformation de la cible pour déterminer la pose du propriétaire à partir d’une actionUtiliser des ombres transparentes pour ce matériau s’il contient une BSDF transparence, désactiver pour obtenir un rendu plus rapide mais avec des ombres moins précisesUtiliser des éventails de trianglesN’utiliser que le vrai déplacement de surface, requiert une subdivision fineUtiliser la réduction de faces « dé-subdiviser »Utiliser l’union des surfaces de niveaux de particules (plus rapide mais de moins bonne qualité)Utiliser la limite haute pour la variation de volumeUtiliser une quantification à précision variableUtiliser les vitesses pour déterminer « automagiquement » les tailles des étapesUtiliser les vélocités de cet objet pour l’effet de guide (l’objet doit avoir un modificateur fluide, et être de type domaine)Utiliser le poids du groupe de sommet comme facteur plutôt que comme influenceUtiliser les poids du groupe de sommets pour découper les faces autour du contour de poidsUtiliser les poids du groupe de sommets pour déterminer si le sommet ou l’arête est biseautéUtiliser la fusion par sommet ou par arêteUtiliser les sommets qui ne font pas partie de la région définieUtiliser du marbre très clairement définiUtiliser le calque de vue pour le renduUtiliser les forces viscoélastiques au lieu des forces de HookeUtiliser les traits visibles pour déterminer les limitesUtiliser des modèles de von Mises-Fisher comme distribution directionnelleUtiliser la sélection par progression pour sélectionner des éléments de l’arbreUtiliser un effet d’ondulationUtiliser la texture onde en anneauxUtiliser un poids pour moduler l’effetUtiliser toute la collection d’un coupUtiliser tout le trait, pas seulement les points sélectionnésUtiliser l’affichage filaire dans les modes de peintureUtiliser avec l’intersection par différence pour inverser le côté conservéUtiliser la texture bois en anneauxUtiliser les réglages de rendu workbench de la scène du séquenceur, au lieu des scènes individuelles utilisées dans les bandesUtiliser un décalage en espace monde dans l’objet instanceTaille utiliséeUtilisé pour définir l’apparence d’un profilUtilisé pour gérer les changements dans une collectionUtilisé pour trier plusieurs liens allant dans la même entrée. L’ID le plus élevé sera en haut.Ne tracer qu’une frame de la séquence d’images ; mettre à zéro pour tout tracerUtilisé lors de la connexion d’une action à un bloc de données, pour trouver le bon descripteur d’emplacement. Il s’agit du nom pour l’affichage, préfixé par deux caractères déterminés par le type ID de l’emplacementUtilisé quand le bloc de données n’est pas local au fichier .blend actuel, mais est lié depuis une bibliothèqueUtilisateurAdd-ons de l’utilisateurBibliothèques d’assets utilisateurNombre d’utilisationsDéfini par l’utilisateurDépôts d’extensions de l’utilisateurInterface utilisateurConfiguration clavier de l’utilisateurBibliothèque de l’utilisateurManuel d’utilisationModifié par l’utilisateurOrthogonale UtilisateurChemin utilisateurChemin utilisateurChemins de l’utilisateurPerspective UtilisateurDépôt utilisateurInfobulles utilisateurNote définie par l’utilisateur pour l’étiquetageÉtiquette définie par l’utilisateurRéglages de style et de couleur de l’interfaceBalayage en coursChemin utilisateur de l’action. Par exemple "/user/hand/left"Sélection par l’utilisateur de la géométrie éditée, pour l’exécution de l’outilSignets de l’utilisateurImages clés éditables par l’utilisateurUtilisateur :UtilisateursUtilisateurs : {}Utiliser les brossesUtilise LSCM (Least Squares Conformal Mapping, Placage conforme des moindres carrés). Donne généralement un placage UV moins précis que D’après les angles, mais marche mieux pour les objets simplesUtilise SLIM (Scalable Locally Injective Mapping). Minimise la distorsion d’aire et d’angle.Utiliser une méthode plus précise mais plus lente. À utiliser si la sortie contient du bruit indésirable.Utiliser une boîte englobanteUtiliser une coque convexeUtiliser la géométrie exacteUtiliser la valeur de distance d’embrouillage pour la vue 3D. Plus rapide mais peut provoquer des clignotementsUtiliser la passe de rendu vecteurs de vitesse pour flouter les pixels de l’image en 2DLa caméra de la scène sera utiliséeLa subdivision CPU et GPU est utiliséeUtilitairesUtilitairesVAxe V (Y)Décalage VAxe VDélai de nettoyage des VBOPéremption VBOEffets_spéciauxGroupe AGroupe A et BGroupe A ou BGroupe BVMMVRIndicateur de poses du contrôleur VRInfos VRPoint de référence VRIndicateurs de points de référence VRNavigation VRRéaffichages VRInspection de scène VRSession VRIndicateur de pose du visualiseur VRRéglages de navigation VRDistance de découpage lointaine de la vue VRDistance de découpage proche de la vue VRVRAM: %.1f Gio libresVRAM: %.1f/%.1f GioValValideValider les maillagesValider les maillagesValider les références entre les réglages de composants de rigs et les collections d’os. Toujours exécuter ceci avant et après avoir combiné deux objets armatures de métarig, pour éviter les glitchsValider les références depuis les réglages de composants de rigs vers les collectinos d’osSeuil de validitéValléeValeurValeur inverséeFluctuation de valeurNom du calque de valeurValeur maxValeur minMode ValeurDécalage de valeurCurseur de valeurValeur ajoutées aux échantillons de textureValeur d’agrandissement ou de rétrécissement de l’objet par rapport à l’origine du monde (seulement applicable via une contrainte « Cache de transformation »De combien agrandir ou réduire les objets par rapport à l’origine du mondeLa valeur change le décalageLa valeur change le profilLa valeur change les segmentsValeur de changement dans la positionValeur de changement dans la rotationValeur de changement dans l’échelleValeur pour les types de propriétés personnalsiés pouvant seulement être éditées en tant qu’expressions PythonValeur de l’image cléValeur de la distance entre les éléments dupliquésValeur pour la distance entre les élémentsValeur pour le calcul de la courbe d’enveloppe indiquant à quelle vitesse celle-ci peut diminuer (plus cette valeur est faible, plus elle peut diminuer abruptement)Valeur pour le calcul de la courbe d’enveloppe indiquant à quelle vitesse celle-ci peut augmenter (plus cette valeur est faible, plus elle peut augmenter abruptement)Valeur pour les voxels en dehors du cubeNiveau de valeurLa valeur peut être implicitement convertie si le type ne correspond pasValeur introuvable dans le paquet : « {} »Une valeur de 0 enlève la couleur de l’image, et la passe en noir et blanc. Une valeur supérieure à 1.0 augmente la saturationValeur de la clé de forme à la frame actuelleValeur de la première entrée couleurValeur de la première entrée flottantValeur de la première entrée vecteurValeur de l’élémentValeur de la deuxième entrée couleurValeur de la deuxième entrée flottantValeur de la deuxième entrée vecteurDécalage de valeur. 0 rend la couleur noire, 1 n’y touche pas, et des valeurs plus élevées la rendent plus claireValeur autour de laquelle est centrée l’influence de l’enveloppeValeur à atteindre par la transformation pour que la timeline de l’action soit mise à la première frame. Les rotations sont en degrésValeur à atteindre par la transformation pour que la timeline de l’action soit mise à la dernière frame. Les rotations sont en degrésValeur vers normaleValeur vers texteValeur à ajouter aux couleursValeur à ajouter aux poidsValeur avec laquelle multiplier les couleursValeur avec laquelle multiplier les poidsValeur à utiliser pour Réflexion, Spéculaire, Ambiante, Émission, Alpha, Réflexion ray, Translucidité et DuretéValeur en-dessous de laquelle les voxels sont considérés comme de l’espace vide, pour optimiser le renduValeur utilisée comme graîne pour les dimensions 1D et 4DValeur, teinte, saturationValeur :Valeur : aucuneValeur : inconnue (non évaluée)Valeur : doit être 'NOTHING' pour le mouvementValeur : doit être 'PRESS' quand unicode est activéValeur : doit être 'PRESS/RELEASE' pour les clavier/boutonsValeur : seules 'PRESS/RELEASE/NOTHING' sont prises en chargeValeur : {}ValeursValeurs pour la modification de la positionValeurs pour la modification de la rotationValeurs pour la modification de l’échelleLes valeurs générées par ce modificateur sont appliquées en plus des valeurs existantes, au lieu de les remplacerLes valeurs plus élevées que le seuil sont à l’intérieur du maillage généréLes valeurs des images clés d’extrémité sont conservéesValeurs triant les coins attachés à l’arêteValeurs utilisées pour trier les coins rattachés au sommet. Utilise les indices par défautValeurs à utiliser pour trier les points de la courbe. Utilise les indices par défautValeurs utilisées pour trier les arêtes connectées au sommet. Utilise les indices par défautValeurs à utiliser pour trier les coins de la faces. Utilise les indices par défautValeurs :Valeurs : aucuneDisparaîtreVariableExpression variable prise en chargeVariable de repli comme erreurCette variable n’existe pas dans ce contrôleurVariable d’une source/cible pour la relation de contrôleurVariablesVariables : {:d}VarianceVarianteNiveau de variationDiverses infos de statut pour un élément après son importDivers outils pour améliorer et accélérer le travail nodalFaire varier la rugosité pour chaque fibreFaire varier la concentration en mélanine pour chaque fibreVecteurFlou vectorielCourbes vectoriellesDéplacement vectorielAffichage des vecteursPolice vectoriellePolices vectoriellesPoignée vectoriellePoignée vecteur sélectionnéeMaths vectoriellesNœud de vecteurPrise de nœud vecteurInterface de prise de nœud vecteurRotation de vecteurTransformation vectorielleValeur vecteurVecteur duquel chaque point a été décalé pendant la déformationType de données vecteur, affecte la positionChamp de vecteurs à représenter par les vecteurs affichésBlocs de données polices vectoriellesPolice vectorielle pour les objets texteVecteur pour le déplacementPoignée vectorielleVecteur dans un tableau de normales du maillageValeur vecteurValeur vecteur dans un attribut de géométrieVecteur à faire correspondre à la courbeVecteur, point ou normale à utiliser pour la conversion entre espacesVecteur2DVecteurs à comparer entre coins de faces connectés d’une arête. (Prend en charge les vecteurs 3D)VectorscopeMode de vectorscopeOpacité du vectorscopeVitesseVélocité / poilsAttribut de vélocitéDégradé de couleur de vitesseFacteur de vitesseGrille de vélocitéVelocité linéaireÉchelle de vélocitéSource de vélocitéGrille de vélocité XGrille de vélocité YGrille de vélocité ZVélocité considérée comme influence maximale (unités Blender par frame)Champ de vélocité du domaine de fluideForce de vélocité contrôlant la parabole de l’arc de téléportation, en m/sVerletVersionVersion %r non prise en charge, doit être au minimum %rLa sauvegarde de version a échoué (fichier enregistré avec @)Version de Blender avec laquelle le .blend bibliothèque a été enregistréVersion de Blender avec laquelle l’userpref.blend a été enregistréVersion :Version : {:s}Versionnage : le nœud « Convertir la valeur » n’est plus disponibleVersionnage : « Utiliser les nœuds » n’est plus disponibleSommetSommet (triangle)Attributs de sommetsCouleur de sommetsFacteur de couleur de sommetsNom de la couleur de sommetsQuantification des couleurs de sommetsLa couleur de sommets n’affecte que le remplissageLa couleur de sommets affecte le trait et le remplissageLa couleur de sommets n’affecte que le traitCouleurs de sommetsNombre de coins du sommetNombre de sommetsChamp Nombre de sommetsPlis de sommetsPli de sommet :Données de sommetsTypes de données de sommetDonnées du sommet :Champ Nombre de faces du sommetPoids de Grease PencilGroupe de sommetsLe groupe de sommets « %s » n’existe pasLe groupe de sommets « %s » est verrouilléGroupe de sommets AGroupe de sommets BGroupe de sommets d’agglutinationInverser le groupe de sommets agglutinationGroupes de sommets densitéInverser le groupe de sommets densitéÉlément de groupe de sommetsFacteur du groupe de sommetsGroupe de sommets champInverser le groupe de sommets champInverser le groupe de sommetsGroupe de sommets entortillementInverser le groupe de sommets entortillementGroupe de sommets longueurInverser le groupe de sommets longueurVerrouillages des groupes de sommetsGroupe de sommets rotationInverser le groupe de sommets rotationGroupe de sommets rugosité 1Inverser le groupe de sommets rugosité 1Groupe de sommets rugosité 2Inverser le groupe de sommets rugosité 2Groupe de sommets rugosité finaleInverser le groupe de sommets rugosité finaleGroupe de sommets tailleInverser le groupe de sommets tailleOpérations de groupes de sommetsGroupe de sommets tangenteInverser le groupe de sommets tangenteGroupes de sommets vrilleInverser le groupe de sommets vrilleGroupe de sommets non-référencéGroupe de sommets vitesseInverser le groupe de sommets vitessePoids de groupe de sommetsPoids des groupes de sommetsGroupe de sommets pour l’épinglage des sommetsGroupe de sommets pour contracter le tissuGroupe de sommets contrôlant où la pression est appliquée. Un poids nul signifie aucune pression, et un poids de un signifie la pression maximale. Les faces ayant un sommet de poids nul seront exclues du calcul de volume.Le groupe de sommets est verrouilléGroupes de sommetsGroupes de sommetsGroupes de sommets assignés à des os déformantsGroupes de sommets assignés à des os non-déformantsIndice sommetIndice sommet 1Indice sommet 2Indices de sommetsInterpolation des sommetsCorrespondance des sommetsMasse des sommetsMéthode de maillage aux sommetsVoisins du sommetNormales des sommetsNormales des sommetsOpacité des sommetsPeinture de sommetsCapacités de peinture de sommetsSurimpressions de peinture de sommetsFacteur de mélange pour peinture de sommetsAttributs de position des sommetsSommet sélectionnéSélection de sommetsEnsemble de sommetsTaille des sommetsGlisser sommet : Poids du sommetPoids de sommets d’après angleÉdition des poids de sommetsMélange des poids de sommetsPoids de sommets d’après proximitéTransfert de poids de sommetPoids du sommetLes couleurs de sommets dans le fichier sont dans un espace de couleur linéaireLes couleurs de sommets dans le fichier sont dans l’espace de couleur sRGBÉchec de lecture des coordonnées de sommetIncohérence du nombre de sommetsLe groupe de sommets « %s » est invalide, ou peut-être videGroupe de sommets pour contrôler précisément la raideur en flexionGroupe de sommets pour contrôler précisément la raideur en cisaillementGroupe de sommets pour affiner le contrôle sur la raideur structurelleGroupe de sommets pour contrôler précisément la raideur des ressorts internesLe groupe de sommets est verrouilléNom du groupe de sommetsNom du groupe de sommets (mode Collapser uniquement)Nom du groupe de sommets pour les poids d’importance (qui modulent la déformation)Nom du groupe de sommets pour modifier les zones sélectionnéesNom du groupe de sommets pour moduler la déformationNom de groupe de sommets pour moduler la vagueNom du groupe de sommets pour les traits sélectionnésNom du groupe de sommets pour sélectionner les zones affectéesNom du groupe de sommets pour sélectionner/pondérer les zones affectéesForce du groupe de sommetsGroupe de sommets auquel la géométrie de la bordure générée sera assignéeGroupe de sommets auquel la géométrie de la coque générée sera assignéeGroupe de sommets auquel appliquer l’influence du latticeGroupe de sommets pour contrôler l’agglutinationGroupe de sommets pour contrôler la densitéGroupe de sommets pour contrôler le champGroupe de sommets pour contrôler l’entortillementGroupe de sommets pour contrôler la longueurGroupe de sommets pour contrôler la rotationGroupe de sommets pour contrôler la rugosité 1Groupe de sommets pour contrôler la rugosité 2Groupe de sommets pour contrôler la rugosité finaleGroupe de sommets pour contrôler la tailleGroupe de sommets pour contrôler la tangenteGroupe de sommets pour contrôler le vrillementGroupe de sommets pour contrôler la vitesseGroupe de sommets à définir comme actifGroupes de sommets de l’objetSommet dans un bloc de données maillageIndice de sommetIndices des sommetsLe sommet est une racine pour les calculs de rotation et la génération d’armature, définir cette option ne retire pas les autres racines de l’îlot de maillageCouleurs de sommets pour une boucle dans un maillageSommet absent du groupeSommet du coinPositions de sommetsSélection de sommet – Maj-cliquer pour modes multiples, Ctrl-cliquer pour réduire la sélectionLa sélection de sommets doit être activée en mode peinture de poidsMasque de sélection de sommets pour la peintureMode de sélection de sommetsSommet servant de coin à la grilleGroupe de poids de sommets, pour le mélange avec la forme de basePoids de sommets utilisé par le modificateur Biseau (Bevel)Poids des sommets quand la brosse est appliquéeSommet :Le groupe de sommets « %s » est introuvable dans l’objet « %s »VertexGroup.add() : ne peut être appelé quand l’objet est en mode éditionVertexGroup.remove() : ne peut être appelé quand l’objet est en mode éditionÉditionPoidsSommetsMélangePoidsSommetsPoidsSommetsProximitéVerticalAlignement verticalChamp de vision verticalListe verticaleDivision verticaleProportion verticale (utilisée seulement pour les projecteurs caméras)Proportion verticale – pour une sortie anamorphique ou à pixels non-carrésTaille verticale de la carte de précalculTaille verticale de la carte de précalcul (externe uniquement)Position verticale de la fenêtreDécalage vertical depuis l’origine de l’objetPosition verticale de la bandePosition verticale de la boîte de texte, relativement à la positionPosition verticale du soulignageÉchelle verticale (utilisée seulement pour les projecteurs caméras)Taille verticale du capteur d’image, en millimètresSommetsDonnées des sommets :Sommets XSommets YSommets ZLes sommets ont changé de %d à %dLes sommets ont changé de %u à %uSommets connectant plusieurs régions de facesSommets doit être au moins à 1Sommets doit être au moins à 3Sommets du maillageSommets:%s | Faces:%sSommets:%s | Faces:%s | Tris:%sSommets:%s | Tris:%sSommets:%s/%sSommets:%s/%s | Arêtes:%s/%s | Faces:%s/%s | Tris:%sTrès fort contrasteTrès faible contrasteTrès basse qualitéVibrationVidéoCodec vidéoMémoire vidéoSéquenceur vidéoDébit vidéo (kbits/s)MontageVidéosVietnamien - Tiếng ViệtVueVues et contrôlesVue alignéeAfficher le texte d’attributAxe de la vueBiais de vueCentre de la vueContexte de la vueDistance vueRegarder depuisHauteur de vueIndice de la vueCalque de vueLe calque de vue « %s » est introuvable dans la scène « %s »Propriétés du calque de vueRéglages du calque de vue pour EEVEECalques de vuePosition de la vueVerrouillage de la vueLe verrouillage de la caméra à la vue 3D affecte la transformation du parent de la caméra au lieu de la caméra elle-mêmeCache de carte de vueMatrice de vueAfficher le nomDéplacement de vueNormale à la vueAtténuation de normale de vueLimite de normale de vueSurimpressions de la vuePourcentage dans la vueVue en perspectivePlan de la vueRégions dans la vueRotation de la vueÉchelle de la vueRéglages de la vueType de vueVecteur vueAxe de vue XAxe de vue ZProfondeur Z vueVoir le manuel en ligne dans le navigateur web, en fonction du contexte actuelVoir toutes les courbes dans l’éditeurVoir tous les objets dans la scèneVoir toutes les UV sélectionnéesVoire tous les éléments sélectionnésVoir toutes les bandes dans le séquenceurVoir et éditer les UVVoir et éditer des images et cartes UVVoir et éditer des masquesVoir comme au renduDistance au-dessus du sol lors de la marcheVoir de derrièreVoir de dessousVoir de faceVoir de la gaucheVoir de la droiteVoir de dessusVue dans une image multicouchesCalque de vueLe calque de rendu « %s » n’a pu être enlevé de la scène « %s »Calque de vue dans son état évaluéNom du calque de vueRéglages du calque de vue pour EEVEEMode de vue à utiliser pour afficher la sortie du séquenceurLa vue est introuvable, impossible de trier par axe de vueVue sur l’équateurVue aux pôlesOpérations de vue (utile pour les claviers sans pavé numérique)Position du pivot de la vueVoir la sélection pour toutes les régionsDécentrement en vue caméraVoir toute l’imageVoir le résultat de l’éditeur d’éclairage studio dans la vue 3DVoir la vue 3D avec un casque de réalité virtuelle (visiocasque)Transformation de vue définie à %s (convertie depuis %s)Vue utilisée lors de la conversion de l’image dans un espace d’affichageVoire toute l’image avec les marqueursVue 2DActiver le gizmoOutil actifDerrièreArrière-planLes deuxDessousCaméraType de cavitéPersonnaliséeGlisserSolFaceGaucheMélangePressionDroiteÉcranSélectionnerThèmeDessusVueMondeCalque de vueLe calque de vue « %s » ne contient pas l’objet « %s »VisualiseurOpacité d’attribut du visualiseurVue arrièreDonnées du visualiseurVue avantIndice du visualiseurÉlément du visualiseurÉléments du visualiseurVue gaucheNœud visualiseurChemin du visualiseurÉlément de chemin du visualiseurPosition de pose du visualiseurRotation de pose du visualiseurRégion pour le visualiseurVue droiteImage du visualiseur introuvable.Taille de référence du visualiseur associée à ce point de référencePoint de vueVue 3DQuantité vue 3DAnticrénelage de la vueBVH vues 3DType de BVH pour les vues 3DRebonds vue 3DDébugage vue 3DDébruiteur vue 3DDébruitage de la vue 3DPasses d’entrée du débruiteur de vue 3DPréfiltrage du débruiteur vue 3DQualité du débruitage dans la vue 3DTaux de découpage en dés vue 3DAffichage dans la vue 3DRetour vue 3DGizmos de la vueSurimpressions de la vueRésolution vue 3DEchantillons dans la vuePréréglages d’échantillonnage pour vue 3DOmbrage de la vueTaille dans la vueLimiter la texture à l’affichageTransformation de vueVisibilité vue 3DTaille de l’affichage des données échantillonnées dans la vue 3DStyle d’affichage de l’objet vide dans les vues 3DStyle d’affichage dans la vue des pistesAngle focal de la vueGizmo de navigation dans la vueMode de vue 3D non-rendueLa vue n’est pas en vue localeLes surimpressions de la vue 3D sont désactivéesRésolution de la surface générée dans la vue 3DVuesVuesFormat des vuesFormat des vues :VignetteIntensité de la vignettePriser de nœud virtuelleParents virtuelsPrise virtuelle d’un nœudRemplir virtuellement les trous du maillage avant le dépliage, pour mieux éviter les superpositions et conserver la symétrieRessorts viscoélastiquesViscositéBase de viscositéExposant de viscositéViscosité du liquide (des valeurs plus élevées donnent des fluides plus visqueux, une valeur de 0 applique quand même une viscosité)Réglage de viscosité : valeur multipliée par 10^-exposant)VisibilitéAction de visibilitéZone de visibilitéBiais de visibilitéBiais de bavure de visibilitéFlou de visibilitéCollection de visibilitéIcône de visibilitéÉtat de visibilitéVisibleLignes visiblesObjets visiblesPrimitives visibles uniquementOnglets visiblesVisible par défautMesures de distance et d’angle visiblesCalques visiblesVisuellesAides visuellesPropriétés d’effets visuelsGéométrie visuelle vers maillageInsertion visuellePosition visuellePosition et rotation visuellesPosition et échelle visuellesPosition, rotation et échelle visuellesRotation visuelleRotation et échelle visuellesÉchelle visuelleVisual Studio CodeTransformation visuelleLargeur visuelle de l’indicateur de destinationÉpaisseur visuelle de la ligne du rayon de téléportationVisualiser les images finales en cacheVisualiser les images en cache dans la timelineVisualiser les images brutes en cacheVisualiser les données à l’intérieur d’une arborescence de nœuds, dans l’éditeur d’image ou en arrière-planVisualiser les champs de vecteursVolumeBooléenLimiterType de donnéesDissoudreDoubleVecteur de doublesVideÉtendreFlottantEntierEntier 64 bitsVecteur d’entiersMasqueNouveauPing-pongPoints (non pris en charge)RépéterMode de séquenceInconnuVecteurLe volume « %s » contient des points, seules les grilles de voxels sont prises en chargeVolume « %s » : impossible de charger %sAbsorption volumiqueAlpha du volumeRebonds volumiquesCoefficients de volumeVolume cubeIntervalle de volume personnaliséVolume directDéplacement de volumeModificateur Déplacement de volumeAffichage volumeÉmission du volumeFacteur de volumeFichiers volumesGrille de volumeGrilles de volumeGuidage de volumeProbabilité du guidage de volumeVolume indirectInfos de volumeInterpolation volumiqueIntersection de volumeMéthode d’intersection de volumeLumière volumétriqueMajorant volumiqueProfondeur de rayon maximaleVolume minConservation du volumeSonde volumiqueTaille de pas du lancer de rayon progressif de volumeTaille de pas d’éclairage du lancer de rayon progressif de volumeRendu du volumeRésolution des volumesÉchantillonnage volumiqueDiffusion volumiqueVisibilité de diffusion volumiqueOmbres des volumesTransmission volumiqueVariation de volumeVariation de volume maximaleVariation de volume minimaleAdoucissement de la variation de volumeBloc de données de volume pour les grilles de volume 3DBlocs de données volumesDensité de volume par voxelRéglages d’affichage du volume dans la vue 3DFichier de volume utilisé par ce bloc de données VolumeFichier volume utilisé pour charger le volume à la frame actuelle. Vide si le volume n’a pas été chargé ou si la frame n’existe qu’en mémoire.Géométrie de volume à laquelle ajouter une grilleNom de la grille de volumeLe volume est conservé si l’objet n’est redimensionné que sur l’axe libre. Le redimensionnement sur les axes non-libres est ignoré.Le volume est conservé quand l’objet est redimensionné uniformément. Les déviations d’une échelle uniforme sur les axes non-libres sont ignorées.Le volume est strictement conservé, en remplaçant l’échelle sur les axes non-libresMultiplicateur de lumière volumiqueRéglages d’affichage de volume pour la vue 3DRéglages de rendu de l’objet volumeVolume de l’os au reposVolume en dehors du cône externeRéglages de rendu du volume dans la vue 3DL’échelle du volume est inférieure à celle permise par OpenVDBVolume vers maillageModificateur Volume vers maillageVolume à convertir en maillageVolume d’où extraire une grille nomméeVolume avec grilles de brume dans lequel disperser des pointsVolume(s)Volume : {} grillesVolumesLes volumes ne prennent en chargent qu’un matériau. L’entrée sélection ne peut pas être un champDonnées volumétriquesÉchantillons d’ombres volumétriquesOmbres volumétriquesApproximation volumétrique d’une diffusion dans un volume à base physique utilisant le rayon de diffusion spécifiéApproximation volumétrique d’une diffusion dans un volume à base physique, avec un rayon de diffusion ajusté automatiquement pour correspondre aux textures de couleur. Conçu pour le shading de peau.VorbisVoronoïVoronoï craqueléVoronoï F1Voronoï F2Voronoï F2-F1Voronoï F3Voronoï F4Texture VoronoïPoids caractéristique 1 de VoronoïPoids caractéristique 2 de VoronoïPoids caractéristique 3 de VoronoïPoids caractéristique 4 de VoronoïTourbillonPoids de l’effecteur TourbillonVorticitéVoxelNombre de voxelsCoordonnée du voxelÉtendue du voxelTaille de cellule de la grille de voxelsIndice du voxelTaille de voxelLe remailleur par voxels ne peut être utilisé avec une taille de voxel de 0.0Le remailleur par voxels n’a pas pu créer le maillageLa taille de voxel %f est trop petite pour être résolueVoxéliser la grilleVoxelsLes voxels ayant une valeur plus élevée sont à l’intérieur du maillage généréVulkanWAxe W (Z)Axe WRotation WAxe W pour les rotations quaternions, et axe et angleW1W2W3W4W:ATTENTION : l’expression de contrôleur peut ne pas fonctionner correctementAttention : ce métarig contient des types de rigs Rigify obsolètes et ne peut pas être mis à jour automatiquement.ATTENTION : non pris en charge dans les instances dupli/groupeATTENTION : les préférences sont perdues quand l’add-on est désactivé, assurez-vous d’« Enregistrer persistant » si vous voulez conserver vos réglages !WEBPAttendre un clicAttendre une entréeAttendre un premier clic au lieu de peindre immédiatementAttendre un clic de la souris avant de lancer l’opérateur depuis un menuAttendre pour désélectionner les autresMarcherDirection du parcoursNavigation en marchantVitesse de marcheRéglages de la navigation en marchantMarcher avec la gravité, ou se déplacer librementMurErrerAvertir des msgid sans majusculesAvertir à propos des messages ne commençant pas par une majuscule (à quelques exceptions autorisées près !)AvertissementAvant-plan de l’icône d’avertissementPropagation d’avertissementType d’avertissementAvertissement créé lors de l’évaluation d’un modificateur Nœuds de géométrieAttention ! Avant de déverrouiller, assurez-vous qu’aucune autre instance de Blender n’est en cours d’exécution.Attention, le fichier existe déjà. Écraser le fichier existant ?Couleur indicatrice d’avertissement/d’erreur pour les bandes référençant celle en cours d’ajustementAvertissement :Attention : Impossible d’allouer {} Mo au pool de volume des sondes d’éclairage, {} Mo seront utilisés à la place.Attention : plusieurs objets ont les mêmes données. Rendre mono-utilisateur puis appliquer les transformations ?Attention : certaines fonctionnalités peuvent changer après générationAttention : certaines images ont été modifiées et ces changements seront perdus.Attention : certaines images ne sont pas enregistrées.Attention : Impossible d’allouer les données de rendu volumique. Une résolution de 1:{} sera utilisée au lieu de 1:{}.Attention : le préfixe de chemin relatif au fichier .blend « // » n’est pas pris en charge pour cette propriété.AvertissementsDéformerAngle de déformationModificateur DéformerModificateur déformerDéformer des parties d’un maillage vers une nouvelle position de manière très flexible, grâce à deux objets spécifiésDéformer (gauchir) les sommets autour du curseurEauWattsVagueAlignement des vaguesLimite de vagueÉchantillonage des particules de crêtes de vaguesPotentiel maximum de crête de vagueÉchantillonnage de crête de vagueEffet ondulationEffet ondulationDirection des vaguesEffet d’ondulationModificateur VagueForme d’ondeÉchelle des vaguesTexture ondeType d’ondeFacteur d’amortissement des vaguesModificateur d’effet de vagueVitesse de propagation des vaguesFacteur d’échelle de temps des vaguesOndulationForme d’ondeFormat Waveform Audio FileAffichage de la forme d’ondeMode de forme d’ondeOpacité de la forme d’ondeStyle de formes d’ondeFormes d’ondeWavefront (.obj)Longueur d’ondeLongueur d’onde du déplacement sinusoïdalVaguesManière d’afficher l’arrière-planManière d’afficher l’ombrage de cavitéComment interpréter les mouvements de sourisFaibleRéférence faible à un bloc de données dans un autre fichier .blend bibliothèque (utilisé pour réutiliser des données déjà ajoutées plutôt que d’en ajouter de nouvelles copies)Référence faible à un asset donnéWebMWebM (VP9+Opus)WebM / VP9WebP (.webp)Solution de repli de WebPFormat WebPSite webPoidsPoids 1Poids 2Poids 3Poids 4Poids d’angleDégradé de couleur de poidsFacteur du poidsÉditer les poids de Grease PencilGroupe de poidsIndice du poidsInterpolation de poidsModificateur Poids de sommets d’après angleModificateur Poids de sommets d’après proximitéSortie poidsPeinture de poidsNormalisation auto de peinture de poidsCapacités de peinture de poidsVerrouillage relatif de peinture de sommetsPeindre les poids sur plusieurs osOpacité de peinture de poidsSurimpressions de peinture de poidsPoids de positionPoids de proximitéPoids appliqué par faceÀ la création de nouveaux traits, des données de poids sont ajoutées d’après les groupes de sommets et poids actuels. Si aucun groupe n’est sélectionné, aucun poids n’est ajouté.Poids pour la simulation de tissuPondérer les particules poilsPoids d’un objet instance sur particule dans une collectionPoids du point d’adoucissementPoids de la contrainte de rotation pour l’IKPoids de la contrainte de redimensionnement pour l’IKGraisse des caractères. 100-900, 400 est normal.Poids de la courbe guide la plus proche pour chaque courbe généréePoids du pointPondérer le vecteur de la projection par les faces de plus grande surfacePoids à assigner aux groupes de sommetsPoids utilisé par le modificateur Surface de subdivisionPoids utilisé comme but de corps souplePoids utilisé pour adoucirValeur de poids d’un sommet dans un groupe de sommetsPoids :Poids : {:.3f}Modificateur Édition des poids de sommetsModificateur Mélange des poids de sommetsModificateur Poids de sommets d’après proximitéPondéréMédiane pondéréeNormales pondéréesCentre de la face par médiane pondéréeLe résultat pondéré de la bande est ajouté aux résultats accumulésLe résultat pondéré de la bande est multiplié avec les résultats accumulésLe résultat pondéré de la bande est soustrait des résultats accumulésMode de pondération des normales de sommets à utiliserNormalesPondéréesModificateur Normales pondéréesMode de pondérationFacteur pondéré pour choisir quelle image clé est la plus favoriséePoidsPoids pour tous les objets de cette collection instanciéePoids pour les groupes de sommets dont ce point est membrePoids pour les groupes de sommets auxquels appartient ce sommetPoids d’après les enveloppes (en utilisant les rayons définis par l’utilisateur)Les poids au-dessus de ce seuil sont conservésSouderModificateur SouderSouder les UV d’après les sommets en communSouder les arêtes isolées sur des faces (en les divisant pour créer de nouvelles faces)Modificateur pour souderSouder les sommets UV sélectionnés ensembleOuestMélange de peinture mouilléeRayon de peinture mouilléePersistance de mouilléCalque de carte d’humiditéCartes d’humiditéHumiditéMolBasMolIntMolGaucheMolExtMolDroiteMolHautQuel calque Cryptomatte est utiliséQuel axe est utilisé pour modifier la rotation des particules dans le tempsQuelle distance la Largeur mesure-t-elleQuelle sorte de types de haut niveau sont censés circuler dans cette priseQuelle opération de redéfinition est effectuéeQuel type d’aperçu créer pour les fichers blendComment effacer le parentageMoletteInverser le zoom à la molettePour les ajoutsQuand le mode « égal » est actif, intervertir entre les deux boucles d’arêtes adjacentesPour les liensQuand un type « tableau/vecteur » est choisi (Position, Rotation, Couleur, etc.), le tableau entier sera utiliséQuand et comment les proxies sont créésQuand l’os n’a pas de parent, il est soumis à des effets de décalage cyclique (obsolète)Quand l’os a un parent, sa tête est collée à la queue de son parentLors du calcul des chemins d’os, utiliser la tête ou la queueCombiné à la valeur de chaque voxel, détermine le nombre de points à échantillonner par unité de volumeQuand les contrôles sont fusionnés en contrôles possédés par d’autres chaînes, inclure la différence de rotation ou d’échelle induite par les parents dans le mouvement des poignées. Sinon, seul le mouvement local de l’os de contrôle est utiliséLors de la création de nouvelles frames, les traits de la précédente (l’active) sont inclus comme base pour la nouvelleQuand c’est un os déformant, multiplier les effets des poids des groupes de sommets par l’influence de l’enveloppeSi désactivé, les faces nouvellement créées sont limitées à 3 et 4 côtésLors de la copie des bandes, assigner de nouvelles copies des actions utiliséesAppliquer la pose retournée selon l’axe XSi activé, créer un lien entre les prises géométrie de cette zoneLors de la saisie de nombres pendant une transformation, utiliser par défaut le mode avancé pour une évaluation complète des expressions mathématiquesLors de l’export d’animations, désactiver la vue 3D pour les autres objets, pour de meilleures performancesQuand le texte externe est désynchronisé, résoudre le conflitQuand les mains sont inversées, limiter le mouvement à la direction initiale du visualiseurQuand les mains sont inversées, empêcher les changements de hauteur du visualiseurSi activé, ne pas repasser les évènements pour les faire gérer par d’autres ensembles de raccourcisQuand on est dans une vue 3D, utiliser les calques et caméra de cette vueLors d’une insertion manuelle, ne pas insérer de clés n’affectant pas l’animationQuand verrouillé, continuer à utiliser la normale de la surface où le trait a été commencéQuand verrouillé, continuer à utiliser l’origine du plan de la surface où le trait a été commencéQuand les contrôles sont fusionnés, les chaînes ayant une plus haute priorité gagnent toujoursPosition des nouveaux nœuds de mélange ajoutés avec le raccourci Ctrl+Pavé0 (et similaires)Lors de l’ajout de nœuds de mélange avec le raccourci Ctrl+Pavé0 (et similaires), afficher les nœuds soit fermés, soit ouverts avec options visiblesSi activé, plusieurs actions feront partie de la même animation glTF si elles sont ajoutées à des pistes NLA portant le même nom. Si désactivé, toutes les actions actuellement assignées deviennent une seule animation glTFAu moment de coller, considérer que la matrice collée est relative à un autre objet (défini dans l’interface utilisateur)Lors du collage, inverser en miroir la transformation par rapport à un objet ou os spécifiqueLors de la projection dans la direction négative, inverser le mode de suppressionLors de la projection dans la direction opposée, inverser le mode de suppression de faceLors du rendu d’animations, enregistrer des images d’aperçu JPG dans le même dossierLors de l’enregistrement d’une image en tuiles, le chemin « %s » doit contenir un marqueur UDIM valideLors de la création d’un menu contextuel pour un asset, activer l’asset et appeler `bl_activate_operator` si disponible, plutôt que de mettre seulement l’asset en surbrillanceQuand il n’y a aucun matériau sur l’objet, exporter la couleur de sommets activeSi désactivé, verrouiller l’alpha pendant la peintureQuand prévisualiser la sortie du compositeur dans la vue 3DLors des transformations des images clés, les changements des données d’animation sont propagés aux autres vuesLors des transformations des bandes, les changements des données d’animation sont propagés aux autres vuesSi vrai, le format est un format vidéoAvec l’échantillonnage adaptatif, mettre en surbrillance les pixels en cours d’échantillonnageQuand une texture image est utilisée, ajuster la taille du pochoir pour correspondre aux proportions de l’imageSi la synchronisation de temps de scène est utilisé dans l’éditeur de séquence, afficher l’intervalle de la bande de scène actuelleD’où les passes Cryptomattes sont chargéesD’où provient l’annotationD’où provient le clipD’où provient l’imageOù commence la queueOù mettre en cache les résultats de rendu brutsD’où émettre les particulesVers où déplacer le curseurVers où déplacer le curseur, pour effectuer une sélectionOù écrire la carte précalculéeOù effectuer la randomisationOù enregistrer les textures précalculéesOù écrire les données précalculéeD’où tirer les métadonnéesLe mode gomme de la tablette est-il utiliséEst-ce qu’une interaction à deux mains a lieuSi la géométrie a été liée aux ancresSi la géométrie a été liée à la cage de contrôleSi la géométrie a été liée au maillage cibleChaque onglet visible a-t-il un résultat de rechercheFaut-il ou non altérer légèrement les positions du maillage de base final pour tenir compte de l’ajout d’un nouveau modificateur de subdivisionEst-ce que le fichier IES est chargé depuis le disque ou depuis un bloc de données texteEst-ce que l’attribut peut être supprimé ou renomméSi le cache est divisé en une série de fichiers ou nonLa caméra utilise-t-elle une projection orthogonaleRépartir les copies sur un cercle complet ou un arc de cercleEst-ce que la vue actuelle est alignée à un axe (ne vérifie pas si la vue est orthogonale, utiliser « is_perspective » pour cela). Définir cette valeur tournera la vue vers l’axe le plus procheL’image a-t-elle un canal alphaEst-ce que le point de contrôle évalué plus le décalage est un indice valide dans la courbe originaleLa poignée de gauche est-elle sélectionnéeLe nœud a-t-il pu trouver une seule face à échantillonner aux coordonnées UVLe type d’éditeur de nœuds prend-il en charge les aperçus de nœudsSi l’océan utilise des données mises en cache, ou est en cours de simulationLe panneau est-il déplié ou ferméSi la position du marqueur est contrôlée par images clés, ou traquéeLa poignée de droite est-elle sélectionnéeL’échantillonnage a-t-il réussi. Il peut échouer quand le groupe échantillonné est videEst-ce que le texte sélectionné est en grasEst-ce que le texte sélectionné est en italiqueEst-ce que le texte sélectionné est en petites capitalesEst-ce que le texte sélectionné est soulignéLa sélection doit-elle être aimantée d’un bloc ou pour chaque bande individuelleEst-ce que les coordonnées UV d’attachement stockées sont validesLa bande est-elle sélectionnéeSi les données de suivi contiennent des informations de reconstitution validesLa vue 3D utilise-t-elle une projection orthogonaleY a-t-il une action référencée par le NLA en cours d’édition (strictement en lecture seule)Est-ce que du texte est sélectionnéCes réglages ont-ils déjà été initialisés automatiquement ou nonSi cet ID est un bloc de données évalué, temporaire uniquement, ou bien de vraies données du fichier .blendCette installation de Blender est-elle une version bac à sable du Microsoft StoreCette collection d’os est-elle réellement visible dans la vue 3D. Vrai quand cette collection d’os et tous ses ancêtres sont visibles, ou quand elle est marquée « solo ».Cette collection est-elle visible pour le calque de vue ; prend en compte la collection parenteCet ensemble de fonctionnalité est-il enregistré ou nonCet emplacement est-il actif ; peut être défini en assignant à action.slots.activeEst-ce que cette redéfinition de bibliothèque n’existe que pour la hiérarchie de redéfinition, ou est-ce qu’elle est vraiment éditable par l’utilisateurEst-ce que cette redéfinition de bibliothèque est définie dans le cadre d’une hiérarchie de bibliothèque, ou comme une simple redéfinition isolée et autonomeSi ce chemin est enregistré dans les signets, ou généré par l’OSAppliquer une échelle aléatoire uniformément ou par axeVérifier ou non le type des poignées de gauche et de droiteSupprimer ou non la sélection après la copieS’il faut activer ou non le mode d’ajustage dans le NLAFondre en entrée ou en sortieS’il faut afficher ou cacher les sommetsFaut-il conserver les formants vocaux lors de la transposition.Sélectionner ou désélectionner les sommets liés sous le curseurSélectionner ou non pendant le déplacementDéfinir ou non la force de face, et sur quelles faces activer la forceDéfinir ou non la force de face, et pour quelles faces la définirPrendre en compte les poids d’importance pour chaque sommetS’il faut mettre à jour les poignées de gauche et de droiteS’il faut utiliser une frame spécifique pour rechercher les données dans le fichier de cache, au lieu d’utiliser la frame actuelle de la scèneS’il faut utiliser une valeur de troncature maximumS’il faut utiliser une valeur de troncature minimumSi le contenu des fichiers Blender peut être parcouruQuelles actions affecterQuel solveur booléen utiliserQuels types d’ID afficher/cacher, lors de la navigation dans une bibliothèqueSolveur d’intersection à utiliserQuel ensemble de sélection sélectionner. -1 pour l’ensemble actifQuel algorithme utiliser pour générer la margeQuels types d’assets afficher/cacher lors de la navigation dans une bibliothèque d’assetsQuel axe du contrôleur 3D zoome la vueQuel axe aligner à la normale de la géométrie de surfaceQuel axe utiliser pour le décalageDe quel os prendre les coordonnées de textureQuels os affecterQuelle opération booléenne appliquerQuels canaux précalculerDans quels canaux insérer des clés si aucun ensemble de clés n’est actifQuelle instance enfant choisir pour chaque élément, par indiceQuels réglages de gestion de couleur utiliser pour enregistrer le fichierQuelles données transférerQuelles transformations des données précalculerQuel aperçus de blocs de données effacerQuelle direction est utilisée pour calculer la force effectriceQuelle distance à l’objet cible utiliserDomaine dans lequel supprimerDomaine à dupliquerDepuis quel domaine lire les donnéesDans quel domaine séparerDomaine dans lequel stocker la donnéeQuelles couches de données d’arête transférerDepuis quel élément obtenir une valeur sur la géométrieQuels éléments affecter (sommets, arêtes et/ou faces)Quels éléments supprimerQuelle extrémité du segment utiliser comme référence autour de laquelle redimensionnerQuelle extrémité du segment utiliser comme référence autour de laquelle cisaillerÀ quelles extrémités du segment entre l’image clé précédente de Grease Pencil et la suivante appliquer l’interpolation d’amortiÀ quelles extrémités du segment entre cette image clé et la suivante l’interpolation d’amorti est appliquéeQuelles couches de données de coin de face transférerQuelles couches de données de face transférerSur quelles faces disperser les instancesQuelle frame utiliser pour les vidéos. Notez que des frames différentes dans une vidéo peuvent avoir des résolutions différentesQuelles frames inclure dans l’exportL’élément géométrique vers lequel déplacer l’attributQuelle implémentation des ressorts utiliserQuels types d’objets exporterQuelles couches transférer, en cas de types multicouchesSur quels éléments du maillage s’exerce la sélectionQuelle méthode utiliser pour le déplacement dans la vueQuel mode utiliser pour la décimationDe quel objet prendre les coordonnées de textureQuels objets inclure dans l’exportLequel des coins triés produire. L’indexation négative est prise en chargeLaquelle des arêtes triées produire. L’indexation négative est prise en chargeLequel des points triés produire. L’indexation négative est prise en chargeNœud de sortie à utiliser, pour les textures nodalesQuelle partie du texte supprimerQuelle partie aimanter à la cibleQuel générateur de surfaces de niveaux de particules utiliserQuelle partie du composant de maillage supprimerQuel point des os est utilisé lors du calcul des cheminsQuel calque relatif (au-dessus ou dessous) utiliser comme masquePour quels moteurs de rendu et type de shading dans la vue 3D utiliser les shadersDe quel côté de la tête de lecture les bandes doivent s’aimanter quand aucune poignée n’est sélectionnéeDepuis quel côté copier, et vers lequelDe quel côté copier et vers lequel (quand les deux sont sélectionnés)Quel modèle de ciel utiliserQuel style utiliser pour le zoom de la vueQuel canal de texture utiliser pour le masquageQuelles coordonnées de texture utiliser pour le placageQuelles instances de plus haut niveau rendre réellesQuelles transformations transférerQuelle unité utiliser pour changer de frame dans la timelineQuelles couches de données de sommet transférerQuels sommets affecterQuels sommets cacher ou afficherDurant l’édition, ne pas rafraîchir la métaballe du toutDurant l’édition, toujours rafraîchir la métaballeDurant l’édition, rafraîchir la métaballe à mi-résolutionDurant l’édition, rafraîchir la métaballe sans polygonisationSi hors ligne, utiliser plutôt « Installer depuis le disque ».BlancBalance des blancsPréréglages de balance des blancsNiveau de blancTexture bruit blancPoint blancValeur de blancModificateur de balance des blancs pour une bande de séquenceTout le personnageTout le personnage (os sélectionnés uniquement)Collection complèteTout le cadreWidgetEstampage des widgetsDécalage des widgetsStyle de widgetType de widgetCollection de widgetsLargeurPourcentage de largeurType de largeurLargeur et hauteur en pixelsLargeur et hauteur en pixels, zéro quand les données d’image ne peuvent être chargéesLargeur et hauteur de l’image en pixels, zéro quand les données d’image ne peuvent être chargéesLargeur et hauteur du tampon de la tuile, en pixels ; zéro quand les données d’image ne peuvent pas être chargéesLargeur du capteur CCD, en millimètresLargeur du motif du marqueur, en coordonnées écranLargeur de la recherche du marqueur, en coordonnées écranLargeur des ombres des panneaux et menus, définir à zéro pour les désactiverLargeur de la surface de voxel active, en voxelsÉpaisseur du flou pour la transition, en pourcentage relatif à la taille de l’imageLargeur du dégradé à l’intérieur du maillageLargeur du nœudLargeur en unités d’interface de la zone où la vitesse augmente avec la distance depuis la bordureLargeur sur laquelle le filtre de reconstruction combine les échantillonsLargeur:JokerLa lecture sera bloquée à la frame {:d} !Des dossiers seront créés pour que tous les chemins soient valides.WinVentFacteur de ventVélocité du ventPoids de l’effecteur VentVélocité du ventFenêtreFond de la fenêtreGestionnaire de fenêtresGestionnaires de fenêtreMatrice de fenêtreTimer d’évènement de fenêtreHauteur de la fenêtreBloc de données gestionnaire de fenêtres définissant les fenêtres ouvertes et d’autre données utilisateur d’interfaceBlocs de données gestionnaires de fenêtresLargeur de la fenêtreVue 3DVue 3D, génériqueOutil vue 3D : curseurOutil vue 3D : curseur (secondaire)Outil vue 3D : édition d’armature, enveloppe d’osOutil vue 3D : édition d’armature, enveloppe d’os (secondaire)Outil vue 3D : édition d’armature, taille d’osOutil vue 3D : édition d’armature, taille d’os (secondaire)Outil vue 3D : édition d’armature, extruderOutil vue 3D : édition d’armature, extruder (secondaire)Outil vue 3D : édition d’armature, extruder vers le curseurOutil vue 3D : édition d’armature, extruder vers le curseur (secondaire)Outil vue 3D : édition d’armature, roulisOutil vue 3D : édition d’armature, roulis (secondaire)Outil vue 3D : édition de courbe, plume de courbesOutil vue 3D : édition de courbe, plume de courbes (secondaire)Outil vue 3D : édition de courbe, dessinerOutil vue 3D : édition de courbe, dessiner (secondaire)Outil vue 3D : édition de courbe, extruderOutil vue 3D : édition de courbe, extruder (secondaire)Outil vue 3D : édition de courbe, extruder vers le curseurOutil vue 3D : édition de courbe, extruder vers le curseur (secondaire)Outil vue 3D : édition de courbe, rayonOutil vue 3D : édition de courbe, rayon (secondaire)Outil vue 3D : édition de courbe, randomiserOutil vue 3D : édition de courbe, randomiser (secondaire)Outil vue 3D : édition de courbe, inclinerOutil vue 3D : édition de courbe, incliner (secondaire)Outil vue 3D : édition de maillage, biseauterOutil vue 3D : édition de maillage, biseauter (secondaire)Outil vue 3D : édition de maillage, bissecterOutil vue 3D : édition de maillage, bissecter (secondaire)Outil vue 3D : édition de maillage, glisser les arêtesOutil vue 3D : édition de maillage, glisser les arêtes (secondaire)Outil vue 3D : édition de maillage, extruder le long des normalesOutil vue 3D : édition de maillage, extruder le long des normales (secondaire)Outil vue 3D : édition de maillage, extruder individuellesOutil vue 3D : édition de maillage, extruder individuelles (secondaire)Outil vue 3D : édition de maillage, extruder adaptatifOutil vue 3D : édition de maillage, extruder adaptatif (secondaire)Outil vue 3D : édition de maillage, extruder la régionOutil vue 3D : édition de maillage, extruder la région (secondaire)Outil vue 3D : édition de maillage, extruder vers le curseurOutil vue 3D : édition de maillage, extruder vers le curseur (secondaire)Outil vue 3D : édition de maillage, incruster les facesOutil vue 3D : édition de maillage, incruster les faces (secondaire)Outil vue 3D : édition de maillage, couteauOutil vue 3D : édition de maillage, couteau (secondaire)Outil vue 3D : édition de maillage, découper une boucleOutil vue 3D : édition de maillage, découper une boucle (secondaire)Outil vue 3D : édition de maillage, décaler la coupe de boucle d’arêtesOutil vue 3D : édition de maillage, décaler la coupe de boucle d’arêtes (secondaire)Outil vue 3D : édition de maillage, construction polyOutil vue 3D : édition de maillage, construction poly (secondaire)Outil vue 3D : édition de maillage, pousser/tirerOutil vue 3D : édition de maillage, pousser/tirer (secondaire)Outil vue 3D : édition de maillage, randomiserOutil vue 3D : édition de maillage, randomiser (secondaire)Outil vue 3D : édition de maillage, déchirer l’arêteOutil vue 3D : édition de maillage, déchirer l’arête (secondaire)Outil vue 3D : édition de maillage, déchirer la régionOutil vue 3D : édition de maillage, déchirer la région (secondaire)Outil vue 3D : édition de maillage, compresser/dilaterOutil vue 3D : édition de maillage, compresser/dilater (secondaire)Outil vue 3D : édition de maillage, adoucirOutil vue 3D : édition de maillage, adoucir (secondaire)Outil vue 3D : édition de maillage, faire tournerOutil vue 3D : édition de maillage, faire tourner (secondaire)Outil vue 3D : édition de maillage, vers sphèreOutil vue 3D : édition de maillage, vers sphère (secondaire)Outil vue 3D : édition de maillage, glisser les sommetsOutil vue 3D : édition de maillage, glisser les sommets (secondaire)Outil vue 3D : édition de texte, sélectionner du texteOutil vue 3D : édition de texte, sélectionner du texte (secondaire)Outil vue 3D : mesurerOutil vue 3D : mesurer (secondaire)Outil vue 3D : déplacerOutil vue 3D : déplacer (secondaire)Outil vue 3D : objet, ajouter une primitiveOutil vue 3D : objet, ajouter une primitive (secondaire)Outil vue 3D : peinture de poids, dégradéOutil vue 3D : peinture de poids, dégradé (secondaire)Outil vue 3D : peinture de poids, échantillonner le groupe de sommetsOutil vue 3D : peinture de poids, échantillonner le groupe de sommets (secondaire)Outil vue 3D : peinture de poids, échantillonner le poidsOutil vue 3D : peinture de poids, échantillonner le poids (secondaire)Outil vue 3D : pose, intervallageOutil vue 3D : pose, intervallage (secondaire)Outil vue 3D : pose, pousserOutil vue 3D : pose, pousser (secondaire)Outil vue 3D : pose, relâcherOutil vue 3D : pose, relâcher (secondaire)Outil vue 3D : tournerOutil vue 3D : tourner (secondaire)Outil vue 3D : redimensionnerOutil vue 3D : redimensionner (secondaire)Outil vue 3D : sculpture, ensembles de faces par rectangleOutil vue 3D : sculpture, ensembles de faces par rectangle (secondaire)Outil vue 3D : sculpture, cacher par rectangleOutil vue 3D : sculpture, cacher par rectangle (secondaire)Outil vue 3D : sculpture, masquer par rectangleOutil vue 3D : sculpture, masquer par rectangle (secondaire)Outil vue 3D : sculpture, découper par rectangleOutil vue 3D : sculpture, découper par rectangle (secondaire)Outil vue 3D : sculpture, filtre de tissuOutil vue 3D : sculpture, filtre de tissu (secondaire)Outil vue 3D : sculpture, filtre de couleurOutil vue 3D : sculpture, filtre de couleur (secondaire)Outil vue 3D : sculpture, édition d’ensembles de facesOutil vue 3D : sculpture, édition d’ensembles de faces (secondaire)Outil vue 3D : sculpture, ensembles de faces par lassoOutil vue 3D : sculpture, ensembles de faces par lasso (secondaire)Outil vue 3D : sculpture, cacher par lassoOutil vue 3D : sculpture, cacher par lasso (secondaire)Outil vue 3D : sculpture, masquer par lassoOutil vue 3D : sculpture, masquer par lasso (secondaire)Outil vue 3D : sculpture, découper par lassoOutil vue 3D : sculpture, découper par lasso (secondaire)Outil vue 3D : sculpture, ensembles de faces par ligneOutil vue 3D : sculpture, ensembles de faces par ligne (secondaire)Outil vue 3D : sculpture, cacher par ligneOutil vue 3D : sculpture, cacher par ligne (secondaire)Outil vue 3D : sculpture, masquer une ligneOutil vue 3D : sculpture, masquer une ligne (secondaire)Outil vue 3D : sculpture, projection sur ligneOutil vue 3D : sculpture, projection sur ligne (secondaire)Outil vue 3D : sculpture, découper par ligneOutil vue 3D : sculpture, découper par ligne (secondaire)Outil vue 3D : sculpture, masquer par couleurOutil vue 3D : sculpture, masquer par couleur (secondaire)Outil vue 3D : sculpture, filtre de maillageOutil vue 3D : sculpture, filtre de maillage (secondaire)Outil vue 3D : sculpture, ensembles de faces par polyligneOutil vue 3D : sculpture, ensembles de faces par polyligne (secondaire)Outil vue 3D : sculpture, cacher par polyligneOutil vue 3D : sculpture, cacher par polyligne (secondaire)Outil vue 3D : sculpture, masquer une polyligneOutil vue 3D : sculpture, masquer une polyligne (secondaire)Outil vue 3D : sculpture, découper par polyligneOutil vue 3D : sculpture, découper par polyligne (secondaire)Outil vue 3D : sélection par rectangleOutil vue 3D : sélection par rectangle (secondaire)Outil vue 3D : sélection par cercleOutil vue 3D : sélection par cercle (secondaire)Outil vue 3D : sélection par lassoOutil vue 3D : sélection par lasso (secondaire)Outil vue 3D : cisaillerOutil vue 3D : cisailler (secondaire)Outil vue 3D : transformerOutil vue 3D : transformer (secondaire)Outil vue 3D : ajusterOutil vue 3D : ajuster (secondaire)AccélérerAjouterAjouter une découpeAjouter une découpe ferméeAjouter nouveauAjouter point d’aimantationAjuster l’influence proportionnelleAlignerAnimationAnimation, canauxAppliquerZoneArmatureAttacher ou détacher le cadreContrainte automatiqueContrainte automatique planeAimanter l’axeAimanter l’axe (off)Vers l’arrièreCommencerCarte modale du biseauBlender va fermer.AnnulerCentrer pivot – désactivéCentrer pivot – activéChanger le type affectéChanger d’onglet interneChanger de méthode d’intersectionChanger le décalageChanger le mode de décalageModifier l’opacitéChanger d’onglet externeChanger le profilModifier le rayonChanger les segmentsLimiter les bandesEffacer les contraintesClipClip, éditeur feuille d’expositionClip, éditeurClip, éditeur de graphesCollision des extensionsConfirmerConfirmer l’échantillonnageConsolePlisCourbeCarte modale de la plume de courbesCourbesCarte modale des normales personnaliséesBoucler dans arête relative d’aimantation angulaireAlterner entre les types de profilsDécélérerDiminuer la hauteur du sautRéduire la longueur de chaîne autoIK maxRéduire l’influence proportionnelleDiminuer les segmentsDiminuer la subdivisionDésélectionnerAtténuation diagonaleDésactiver la précisionDésactiver l’aimantationFeuille d’expositionFeuille d’exposition, génériqueBasGlisser les extensionsActiver la précisionActiver l’aimantationTerminer la coupe en coursExtruderCarte modale de pipetage des dégradés de couleursCarte modale de la pipetteRapideRapide (désactiver)Navigateur de fichiersNavigateur de fichiers, boutonsNavigateur de fichiers, principalCarte modale de l’outil remplissageProportion fixe désactivéeProportion fixe activéeRetournerPoliceVers l’avantFrames(Dés)activer l’alignement libreGizmo génériqueGizmo générique – cliquer glisserGizmo générique – glisserGizmo générique – glisser peut-êtreGizmo générique – sélectionnerGizmo générique – ajuster la carte modaleOutil générique : annoterOutil générique : annoter (secondaire)Outil générique : gomme d’annotationOutil générique : gomme d’annotation (secondaire)Outil générique : ligne d’annotationOutil générique : ligne d’annotation (secondaire)Outil générique : polygone d’annotationOutil générique : polygone d’annotation (secondaire)Atténuation géodésiqueÉtape de récursion géodésiqueGestuelle boîteGestuelle ligne droiteGestuelle zoom par rectangleDéplacerÉditeur de graphesÉditeur de graphe, génériqueCarte graphique :Grease PencilTrait de brosse du Grease PencilMode dessin du Grease PencilMode édition du Grease PencilOutil remplissage du Grease PencilMode sculpture du Grease PencilPeinture de sommets du Grease PencilPeinture de poids du Grease PencilIgnorer l’aimantation – désactivéIgnorer l’aimantation – activéImageOutil d’éditeur d’images : échantillonnerOutil d’éditeur d’images : échantillonner (secondaire)Outil d’éditeur d’images : UV, curseurOutil d’éditeur d’images : UV, curseur (secondaire)Outil d’éditeur d’images : UV, déplacerOutil d’éditeur d’images : UV, déplacer (secondaire)Outil d’éditeur d’images : UV, déplacerOutil d’éditeur d’images : UV, déplacer (secondaire)Outil d’éditeur d’images : UV, pincerOutil d’éditeur d’images : UV, pincer (secondaire)Outil d’éditeur d’images : UV, relaxerOutil d’éditeur d’images : UV, relaxer (secondaire)Outil d’éditeur d’images : UV, déchirer la régionOutil d’éditeur d’images : UV, déchirer la région (secondaire)Outil d’éditeur d’images : UV, tournerOutil d’éditeur d’images : UV, tourner (secondaire)Outil d’éditeur d’images : UV, redimensionnerOutil d’éditeur d’images : UV, redimensionner (secondaire)Outil d’éditeur d’images : UV, sélection par rectangleOutil d’éditeur d’images : UV, sélection par rectangle (secondaire)Outil d’éditeur d’images : UV, sélection par cercleOutil d’éditeur d’images : UV, sélection par cercle (secondaire)Outil d’éditeur d’images : UV, sélection par lassoOutil d’éditeur d’images : UV, sélection par lasso (secondaire)Outil d’éditeur d’images : UV, ajusterOutil d’éditeur d’images : UV, ajuster (secondaire)Image, génériquePeinture d’imagesVue imageEntréeAugmenter la hauteur du sautAugmenter la longueur de chaîne autoIK maxAgrandir l’influence proportionnelleAugmenter les segmentsAugmenter la subdivisionInfosInverserSauterSauter (désactiver)Insertion de clésCarte modale de l’outil couteauLangueLatticeGaucheAllonger les extensionsPrise en charge limitée pour cette plateformeLier les poignéesBas localHaut localVerrouiller l’angleDiminuer le nombre de bouclesAugmenter le nombre de bouclesMarqueursÉdition de masqueMaillageCarte modale du filtre de maillageMétaballeDéplacerDéplacer la poignée adjacenteDéplacer la poignée actuelleDéplacer le point entierDéplacer l’origineÉditeur NLANLA, génériquePistes NLANavigationNouveauDes pilotes graphiques plus récents sont peut-être disponibles, avec une meilleure compatibilité avec Blender.Aucune opérationAttachemement du nœudAttachemement du nœud (désactiver)Éditeur de nœudsNœuds, génériqueOutil nodal : sélection par rectangleOutil nodal : sélection par rectangle (secondaire)Outil nodal : sélection par cercleOutil nodal : sélection par cercle (secondaire)Outil nodal : sélection par lassoOutil nodal : sélection par lasso (secondaire)Outil nodal : ajusterOutil nodal : ajuster (secondaire)Entrée numérique, décrémenterEntrée numérique, incrémenterMode ObjetObjet (non-modal)SortieSynoptiqueCourbe de peintureMasque de peinture de faces (poids, sommet, texture)Trait de peinture, modalSélection de peinture de sommets (poids, sommet)DéfilerPan (désactiver)Déplacement de vueParticulesCarte modale de l’outil plumePlateforme non prise en chargeNuage de pointsPosePrécisionPrécision (OFF)Précision (désactiver)Mode précisionPrévisualisationOutil de prévisualisation : curseurOutil de prévisualisation : curseur (secondaire)Outil de prévisualisation : déplacerOutil de prévisualisation : déplacer (secondaire)Outil de prévisualisation : tournerOutil de prévisualisation : tourner (secondaire)Outil de prévisualisation : échantillonnerOutil de prévisualisation : échantillonner (secondaire)Outil de prévisualisation : redimensionnerOutil de prévisualisation : redimensionner (secondaire)Outil de prévisualisation : sélection par rectangleOutil de prévisualisation : sélection par rectangle (secondaire)Outil de prévisualisation : sélection par cercleOutil de prévisualisation : sélection par cercle (secondaire)Outil de prévisualisation : sélection par lassoOutil de prévisualisation : sélection par lasso (secondaire)Outil de prévisualisation : ajusterOutil de prévisualisation : ajuster (secondaire)Carte modale de l’outil primitiveÉditeur de propriétésValeur de propriétéMenu contextuel de régionSupprimer le dernier point d’aimantationRéinitialiserRéinitialiser l’échantillonnageRedimensionnerDroiteTournerTourner les normalesRotationRotation (désactiver)Échantillonner un pointRedimensionnerÉcranÉdition écranSculptureSculpture de courbesSculpture, expansion modaleRechercherSélectionnerSélectionner et utiliser l’élément de maillageSéquenceurOutil du séquenceur : lameOutil du séquenceur : lame (secondaire)Outil du séquenceur : sélection par rectangleOutil du séquenceur : sélection par rectangle (secondaire)Outil du séquenceur : sélection par cercleOutil du séquenceur : sélection par cercle (secondaire)Outil du séquenceur : sélection par lassoOutil du séquenceur : sélection par lasso (secondaire)Outil du séquenceur : décalerOutil du séquenceur : décaler (secondaire)Définir la base d’aimantationDéfinir la base d’aimantation (off)Définir et utiliser le curseur 3DMajRaccourcir les extensionsTailleLentLent (désactiver)AimanterAimanter (OFF)Aimanter l’angleInverser l’aimantationInverser l’aimantation (off)Aimantation désactivéeAimantation activée(Dés)activer l’aimantationÉtendre jusqu’aux ensembles de facesAimanter aux points médians – désactivéAimanter aux points médians – activéAtténuation sphériqueSphériserTableur, génériqueCarte modale standardCommencer l’échantillonnageArrêter le déplacement vers l’arrièreArrêter le déplacement vers l’avantArrêter le déplacement vers le bas globalArrêter le déplacement vers le haut globalArrêter le déplacement vers la gaucheArrêter le déplacement vers le bas localArrêter le déplacement vers le haut localArrêter le déplacement vers la droiteSoustrairePasser en mode déplacementPasser en mode rotationPasser en mode zoomSe téléporterTexteTexte, génériqueDiminuer la distorsion de textureAugmenter la distorsion de texture(Dés)activer l’aimantation angulaire(Dés)activer le dégradé de brosse(Dés)activer Limiter superposition(Dés)activer couper à travers(Dés)activer les tests de profondeurChanger la direction du décalage auto des nœuds(Dés)activer les mesures de distance et d’angle(Dés)activer le mode extension(Dés)activer Dégradé(Dés)activer la gravité(Dés)activer Durcir normales(Dés)activer Marquer couture(Dés)activer marquer dures(Dés)activer Conserver l’étatAtténuation topologiqueÉtape de récursion topologiqueTrackballCarte modale de transformationÉditeur UVSculpture UVAnnuler (défaire)HautUne mise à jour vers la dernière version de macOS peut améliorer la prise en charge de BlenderUtiliser la sourisUtiliser l’objetUtiliser le pivotInterface utilisateurGlisser un sommet ou arêtePeinture de sommetsÉditeur de séquences vidéoVue 2DVue 2D : liste de boutonsVue 3D, travelling modalVue 3D, vol modalVue 3D, gestuelle cercleVue 3D, déplacement modalVue 3D, placement modalVue 3D, rotation modaleVue 3D, marche modaleVue 3D, zoom modalPeinture de poidsFenêtreAxe XCorrection axe XVerrouillage axe XPlan XAxe YVerrouillage axe YPlan YVotre carte graphique n’est pas prise en chargeVotre carte graphique ou version de pilote a une prise en charge limitée. Ils peuvent marcher, mais avec des problèmes.Votre carte graphique ou la version du pilote n’est pas prise en charge.Votre carte graphique ou version de macOS n’est pas prise en chargeAxe ZCorrection axe ZVerrouillage axe ZPlan ZSystème de fenêtrage : {:s}FenêtresOpérateur pour Windows et Linux uniquementWindows InkWintabBande voletFilaireCouleur des filairesType de couleur des liensLiens colorésÉdition de filaireLien sélectionnéLargeur du filaireArêtes fil-de-ferFilaireCouleur des filairesDétail filaireModificateur FilaireOpacité du filaireSeuil de filaireModificateur d’effet de filaireLiensAvec décalageAvec ciblesPour les matériaux réfractifs, générer des caustiques approximatives dans les ombres de cet objet. Jusqu’à dix rebonds à l’intérieur de cet objet sont pris en compte. Les options de caustiques d’ombres des objets éclairages, émetteurs et receveurs doivent être activéesSans cibleBoisTexture boisEspacement des motsRetour à la ligne autoFacteur de largeur du retour à la ligne automatique, zéro pour désactiverOutil de l’espace de travailÉtiquette d’interface d’espace de travailAnimation 2D2D pleine fenêtreAnimationCompositingNœuds de géométrieLayoutRotoscopieModélisationSuivi de mouvementNouveauRenduScriptingSculptureShadingStoryboardingPeinture de textureÉdition d’UVMontageÉtiquettes d’interface d’espace de travailWorkbenchRendu Workbench de la scèneEspace de couleur de travailID d’interop d’espace de travailEspace de couleur de travail du fichier actuelEspace de travailBloc de données d’espace de travail, définissant l’environnement de travail pour l’utilisateurBlocs de données espaces de travailEspaces de travailMondeNouveauMondeDome Light du mondeBrume du mondeOpacité du mondeSortie mondeRemplacer le mondePropriétés du mondeEspace mondeOmbrage en espace mondeL’arrière-plan du monde est transparent, pour compositer le rendu par-dessus un autre arrière-planBloc de données monde décrivant l’environnement et l’éclairage ambiant d’une scèneBlocs de données mondesRéglages d’éclairage du mondeRéglages de brume du mondePlacage des normales en espace mondePlacage des normales en espace du monde, compatible avec les précalculs de rendu de BlenderPlacage de déplacement vectoriel en espace mondeMonde utilisé pour rendre la scèneVisibilité du monde pour les rayons de la caméraVisibilité du monde pour les rayons de réflexion diffuseVisibilité du monde pour les rayons de réflexion brillanteVisibilité du monde pour les rayons d’ombreVisibilité du monde pour les rayons de transmissionVisibilité du monde pour les rayons de diffusion volumiqueDirection en espace mondeVecteur direction pour étendre les sommets, en espace mondeOrigine du rayon pour étendre les sommets, en espace mondeMondesMatrice de transformation en espace du mondeBouclerBouclerMéthode d’enveloppementMode BouclerLargeur de retour à la ligneBoucler sur les première/dernière valeursWrapper les nœuds dans une fermeture qui puisse être exécutée à un endroit différent de l’arborescence de nœudsFaire boucler une valeur dans un intervalle, wrap(A,B)Retourner à la ligne après un mot s’il n’y a pas assez d’espace horizontalementOpérateur adaptateur qui invoquera l’opérateur donné après avoir défini son module_nameFaire boucler une valeur en s’inversant un cycle sur deux (A,B)ÉcritureEnregistrer l’imageÉcrire le fichier blend au format héritéÉcrire un fichier local (écraser l’existant)Écrire le fichier original (écraser l’existant)Écrire un ficher FBXÉcrire tous les ensembles de raccourcis (pas seulement ceux qui ont été modifiés par l’utilisateur)Écrire le précalcul dans le dossier actuel (écraser le précalcul existant)Écrire le précalcul à l’emplacement d’origine (écraser le fichier existant)Écrire un fichier .blend compresséÉcrire l’adoucissement d’arêteErreur d’écriture : impossible d’enregistrer %sStocker le lissage des facesStocker les groupes de lissage des facesÉcrire le fichier dans le dossier actuel (écraser le fichier existant)Écrire le fichier à l’emplacement d’origine (écraser le fichier existant)Écrire le nom du fichier uniquementÉcrire les fichiers dans le dossier actuel (écraser les fichiers existants)Écrire les fichiers à l’emplacement d’origine (écraser les fichiers existants)Écrire une image sur le disqueÉcrire les noms des opérations de liens pour la prise du contexte de la propriété"link_operation_names" de l’arborescence de nœudsÉcrire des chemins relatifs si possibleMauvais type en entrée d’imageMauvais type en entrée de masqueMauvais type de sortieXAngle XRessort angulaire XRaideur d’angle XAxe XRaideur d’axe XX finForce XX vers l’avantPosition XX bassePlacage XX maxX minMiroir XX normalDécalage XPlan XPosition en XRotation XÉchelle XAxe X sourceRessort XX débutRaideur en XSubdivisions XX hautVélocité XAxe XCorrection de l’axe X – (dés)activerAxe de mouvement XComposante en X du champ de forceComposante en X du champ de vélocitéCoordonnée X du point départCoordonnée en X du voxel en espace indice, ou coordonnée minimum en X d’une tuileX manuelPosition en X où la bande commenceRayon en X utilisé par le modificateur PeauAxe XMiroir sur l’axe XX-globalRayons XOpacité rayons XRayons X indisponibles dans le mode actuelDécalage final en X de la poignée pour la courbe du B-os, ajuste la courbureDécalage initial en X de la poignée pour la courbe du B-os, ajuste la courbureCoordonnée X (en espace écran) où déposer le nouvel objetDécalage X au point de parentagePosition X du marqueur dans la frame, en coordonnées écranPosition X de la recherche dans la frame, relativement à la position du marqueurCoordonnées XY du point de la courbeCoordonnées XY du point du cheminPixels par mètre en X et Y, pour le tampon d’imageX:XRCarte d’actions XRAffectation de carte d’actions XRAffectations de carte d’actions XRÉlément de carte d’actions XRÉléments de carte d’actions XRCartes d’actions XRChemin de composant XRChemins de composant XRDonnées XR pour un évènement de gestionnaire de fenêtreNavigation XRRéglages session XRÉtat session XRChemin utilisateur XRChemins utilisateur XRNom d’action XRNom de l’ensemble d’actions XRType d’action XRValeurs d’action XR correspondant au typeEuler XYZOrdre de rotation XYZ – sujet au blocage de cardan (par défaut)Les rotations XYZ n’ont pas les mêmes clés pour l’ID « %s » et le chemin RNA « %s »XYZ vers RVBXZMode de redimensionnement XZEuler XZYOrdre de rotation XZY – sujet au blocage de cardanOpérateurs de transformationConteneur Ogg de Xiph.OrgCodec Vorbis de Xiph.OrgXvidYAngle YRessort angulaire YRaideur d’angle YAxe YRaideur d’axe YY finForce YY vers l’avantPosition YY bassePlacage YY maxY minY normalDécalage YPlan YPosition en YRotation YÉchelle YMode de redimensionnement YAxe Y sourceRessort YY débutRaideur en YSubdivisions YY hautVélocité YAxe YAxe de mouvement YComposante en Y du champ de forceComposante en Y du champ de vélocitéCoordonnée Y du point départCoordonnée en Y du voxel en espace indice, ou coordonnée minimum en Y d’une tuileY manuelRayon en Y utilisé par le modificateur PeauAxe YY-globalCoordonnée X (en espace écran) où déposer le nouvel objetDécalage Y au point de parentagePosition Y du marqueur dans la frame, en coordonnées écranPosition Y de la recherche dans la frame, relativement à la position du marqueurY:YCCYCbCrYCbCr (ITU 601)YCbCr (ITU 709)YCbCr (JPEG)Espace de couleur YCbCr (Y - luma, Cb - chroma différence de bleu, Cr - chroma différence de rouge)Canal d’incrustation YCbCrCanal de limitation YCbCrEspace de couleur YCbCrYUVEspace de couleur YUV (Y - luma, U V - chroma)Canal d’incrustation YUVCanal de limitation YUVEuler YXZOrdre de rotation YXZ – sujet au blocage de cardanEuler YZXOrdre de rotation YZX – sujet au blocage de cardanVergesJaune-BleuHierVous pouvez changer ce réglage plus tard depuis les préférences Système.Vous devez également sélectionner une chaîne de sommets connectésSélectionner un type de rig duquel créer un échantillonIl faut au moins deux clés à gauche de la sélectionIl faut au moins deux clés à droite de la sélectionVous devriez avoir une texture active à utiliser pour le précalcul multirésolutionsZAngle ZRessort angulaire ZRaideur d’angle ZAxe ZCorrection axe ZRaideur d’axe ZDirection ZForce ZZ vers l’avantPosition ZZ bassePlacage ZZ minZ normalPlan ZRotation ZÉchelle ZAxe Z sourceRessort ZRaideur en ZZ hautVélocité ZAxe ZCorrection de l’axe ZCorrection de l’axe Z – (dés)activerComposante en Z du champ de forceComposante en Z du champ de vélocitéCoordonnée en Z du voxel en espace indice, ou coordonnée minimum en Z d’une tuileZ manuelLes passes Z, indice, normales, UV et vecteur ne sont affectées que par les surfaces dont la transparence alpha est égale ou supérieure à ce seuilAxe ZTampon ZZ-globalÉchelle ZZ-HautDécalage final en Z de la poignée pour la courbe du B-os, ajuste la courbureDécalage initial en Z de la poignée pour la courbe du B-os, ajuste la courbureDécalage en Z du placage de textureZ:ZIPEmpaquetage du ZIP incorrect. __init__.py devrait être dans un dossier, pas au premier niveauZIPSZXEuler ZXYOrdre de rotation ZXY – sujet au blocage de cardanEuler ZYXOrdre de rotation ZYX – sujet au blocage de cardanZénithPoids nulsCoordonnées centrées à zéro, normalisées à la plus grande dimension pour une échelle uniformeNormale nulle donnéeUne échelle nulle ne peut être résolueUne taille de voxel nulle ne peut être résolueRemet les versions des paquets à zéro, utile au développement pour tester la mise à jourZipIdentifiant du nœud de sortie de zoneNœud de sortie de la zone avec lequel ce nœud d’entrée est appareilléZoomAxe de zoomFacteur de zoom XFacteur de zoom YInfluence du zoomZoomer images clésMéthode de zoomZoom arrièreChemin de zoomZoomer secondesStyle de zoomZoomer en tirant le contrôleur 3D vers le haut ou en le poussant vers le basDirection du zoomFacteur de zoomFacteur de zoom en vue caméraFacteur de zoom, les valeurs supérieures à 1.0 zooment, celles inférieures dézoomentZoom avantZoom en avant ou en arrière comme si vous redimensionnez la vue, les mouvements de la souris sont relatifs au centreZoom avant ou arrière basé sur le mouvement horizontal de la sourisZoom en avant ou en arrière en se basant sur les mouvements de la souris le long de l’axe de zoomZoom avant ou arrière basé sur le mouvement vertical de la sourisZoomer dans l’image (centré autour du curseur 2D)Zoomer dans la vueZoomer dans la vue vers l’élément le plus proche contenu dans le rectangleZoom dans la vue sur l’objet le plus proche contenu dans le rectangleZoomer sur la position du pointeur de la souris dans la vue 3D, à la place du centre de la vue(Dé)zoomer la vue(Dé)zoomer l’image d’arrière-plan(Dé)zoomer l’image(Dé)zoomer la vueZoom arrièreDézoomer de l’image (centré autour du curseur 2D)Dézoomer la vuePourcentage de zoomZoomer la prévisualisation pour tenir dans la zoneFacteur de zoom, 1.0 pour 1:1, au-dessus pour zoomer, au-dessous pour dézoomerZoomer le séquenceur sur les bandes sélectionnéesAjuster le zoomType de zoom sur frameZoomer sur la position de la souris[Actions réservées][E] - Désactiver le dépassement[E] - Activer le dépassement[Maj] - Précision activée`Collection.bones` n’est pas disponible en mode édition d’armaturele long du X de %sle long du Y de %sle long du Z de %sle long de Xle long de Yle long de Zle long du Z localet pilote AMD Adrenalin %s ou pluset pilote NVIDIA en version %s ou pluset runtime ROCm HIP %s ou pluset pilote Windows en version %s ou plusannotationsarccos(A)arcsin(A)arctan(A)armaturesattributsbItascdéfaut Blenderblender:hlg_rec2020_display_203nitsblender:pq_rec2020_display_203nitsbrossesoctetsfichiers de cachecaméracamérascatégoriepresse-papiercollectionsChoix de couleurIndice de couleur invalidemodificateur constructifLe contexte « window » est Nonecos(A)cosh(A)curseurcourbespersonnalisédbl-glisser-exp(A)fBMfichierspolicesfps : %.2ffps : %icardangizmosglTFglTF 2.0Format glTF 2.0Animations glTFglTF binaire (.glb)glTF intégré (.gltf)Variantes de matériaux glTFglTF séparé (.gltf + .bin + textures)Variantes glTFChemin de gltfpackglobalgltfpackgrease_pencilscourbes de poilsiÉchelleiTaSCen mémoire pour permettre l’édition !données compatibles industrielatticesgauchebibliothèquessondes d’éclairageéclairagesstyles de lignesemplacements reservés de lienslocalen verrouillant le X de %sen verrouillant le Y de %sen verrouillant le Z de %smasquesmatériauxmatricesmaillagesmétaballesmicrophonemmclips vidéomodificateur multiresnomréseaupas de gizmospas de matricespas de positionsgroupes de nœudsface non-triangulairenormalCouleur d’objetobjetsoneAPIou pilote AMD Radeon Pro %s ou plusou pilote AMD en version %s ou plusmais doit être évité autrement.p0courbes de peinturepalettesparentparticulesde performance important !Position du pivotnuages de pointsle sondage (poll) a échouépositionspxlecturediminuer l’effet des options ci-dessussuppressionRésolutiondroitesRGBsRGB IEC 61966-2-1, encodage composé (continu par morceaux)Espace d’affichage sRGB avec une transformation de vue Filmicêtre enregistré que comme un nouveau fichier ordinaire.captureécransclés de formesin(A)sin(x)/xsinh(A)sonshaut-parleurssqrt(x*x+y*y+z*z)tan(A)tanh(A)template_popup_confirm utilisé en dehors d’un popuptextestexturesimpossible de charger le clip vidéoimpossible de charger le texteimpossible d’ouvrir le fichiererreur inconnue à la lecture du fichiererreur inconnue lors du stat du fichiererreur inconnue à l’écriture du fichierformat de police non pris en chargeformat non pris en chargeformat d’image non pris en chargeformat de clip vidéo non pris en chargeuv_on_emitter() nécessite un modificateur depuis un objet évaluévuevolumesgestionnaires de fenêtreEnregistrer un nouveau fichier avec une version plus ancienne de Blender ?wmOwnerID « %s » pas dans l’espace de travail « %s »espaces de travailmondesécriturey = (Ax + B){:.4g} fps{:d} F-courbes ne peuvent pas recevoir de clés. Elles sont peut-être verrouillées ou échantillonnées.{:d} Mo{:d} particules fluides pour cette frame{:d} image(s) convertie(s) en maillage(s) plan(s){:d} nœuds sont sélectionnés, mais cet opérateur ne fonctionne que sur {:d}.{:s} • {:s} (dés)active l’aimantation pendant le déplacement • {:s} (dés)active le déplacement depuis le centre • {:s} (dés)active la conservation de l’aspect{:s} (Global){:s} (indisponible){:s} ({:s} disponible){:s} n’est pas pris en charge{:s} → {:s}{:s} : {:s}{} ({} sur le disque){} ({} empaquetés){} frames @ {} FPS{} n’existe pas{} ne semble pas faire partie d’une séquence{} secondesSur {} bande(s), {} images clés ont été supprimées avec succès|%i objet(s) de bibliothèques liées|%i objet(s) armature multiutilisateurs× (Ax + B)• Windows sur ARM nécessite le pilote 31.0.112.0 ou supérieur←↑→↓⏭⏮⏯⏹