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items(Constant)(Key) (Linear)(Random)(Sharp)(Smooth)(undocumented operator)+ Non-Grouped Keyframes+X+Y+Z-X-X Axis-X Forward-X Up-Y-Y Axis-Y Forward-Y Up-Z-Z Axis-Z Forward-Z Up01 - 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 Set10 - Theme Color Set11 - Theme Color Set12 - Theme Color Set13 - Theme Color Set14 - Theme Color Set15 - Theme Color Set16 - Theme Color Set16-bit Signed17 - Theme Color Set18 - Theme Color Set19 - Theme Color Set192 kHz20 - Theme Color Set24-bit Signed2D Length2D Offset2D Texture2D Transform2D Vector2D X coordinate of the absolute pivot2D Y coordinate of the absolute pivot3 Vertices32-bit Float32-bit Signed32-bit integer3D Curves3D Local View 3D Position3D View3D View 3D Viewport3D Viewport Axes3D vector with floating-point values4 Channels44.1 kHz48 kHz5.1 Surround64-bit Float7.1 Surround8-bit Integer Attribute8-bit Unsigned96 kHzA circular Hue/Saturation color wheel, with Value sliderA number between 0 (inside) and 1 (outside) specifying the relative position of stroke thicknessA short description of the keying setA square showing Hue/Saturation, with Value sliderA square showing Hue/Value, with Saturation sliderA square showing Saturation/Value, with Hue sliderAOAbove SurfaceAbsoluteAbsolute 2D PointAcceleration StructureActionActionLimitsActionNewAction GroupAction group is mutedAction group is selectedActionsActivate or deactivate itemActiveActive ActionActive Attribute IndexActive CameraActive Channel GroupActive ClipActive ColorActive Color IndexActive Grease Pencil layerActive Keying SetActive LayerActive MarkerActive Movie ClipActive ObjectActive Shape KeyActive Shape Key IndexActive TagActive camera, used for rendering the sceneActive object is not a meshActive scene to fileAddAdd & ReplaceAdd MarkerAdd ModifierAdd Rigid Body simulation world to the current sceneAdd ThresholdAdd VGroup B's weights to 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backbone geometryAdd vertices with weight over threshold to vgroupAdd-onAdd-onsAdd-ons:Add/ReplaceAdditionalAdditional mesh target to shrink toAdjust active object's texture space automatically when transforming objectAdjust edit cage to modifier resultAffect ChildrenAffect all vertices (might add some to VGroup A)Affect 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 groupsAfterAfter CurrentAlign HandleAlign Object ToAlign ViewAlign chain of bones along a curve (Bones only)Align newly added objects to the world coordinate systemAlignedAligned Free HandlesAlignmentAliveAllAll ActionsAll Add-ons Installed by UserAll BoundariesAll GroupsAll effector's weightAllow .blend file to execute scripts automatically, default available from system preferencesAllow ExecutionAllow Negative FramesAllow any .blend file to run scripts automatically (unsafe with blend files from an untrusted source)Allow the use of colors indicating constraints/keyed statusAllow vertices to move in the negative direction of axisAllow vertices to move in the positive direction of axisAlong StrokeAlphaAlpha ConvertAlpha ModeAlpha ModifiersAlpha OverAlpha modifier typeAlpha:AltAlt key pressedAlwaysAlways write absolute pathsAmbient ColorAmbient OcclusionAmount 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 backbone stretchingAmount of dithering noise added to the rendered image to break up bandingAmount of generated foamAmount of influence constraint will have on the final solutionAmount to deform objectAmount to displace geometryAmplitudeAmplitude of the Perlin noiseAmplitude of the sinus displacementAmplitude of the spatial noiseAngleAngle LimitAngle above which to bevel edgesAngle above which to split edgesAngle of Rotation for Axis-Angle rotation representationAngle of deformationAngle of revolutionAngle of the main directionAngular threshold for detecting crease edgesAnimatedAnimated SelectedAnimationAnimation EditorsAnimation End OffsetAnimation PlayerAnimation Player PresetAnimation start offset (trim start)Animation:Anti-AliasingAnyAny modifier keys pressedApertureApplyApply ModifiersApply modifier and remove from the stackApply render part of display transform when saving byte imageApply two-dimensional scaling and rotation to stroke backbone geometryApply volume preservation after smoothArmatureArmatureNewArmature ModifierArmature deformation modifierArmature has no active object boneArmature object to deform withArmature to use as source of bones to maskArmaturesAround FrameArrange the new triangles evenly (slow)ArrayArray ModifierArray duplication modifierArray length calculation methodAspect RatioAspect XAssign a crease to inner edgesAssign a crease to outer edgesAssign a crease to the edges making up the rimAssign the selected vertices to a new vertex groupAssign the selected vertices to the active vertex groupAttenuationAttributeAttribute on Grease Pencil layerAudioAudio ChannelsAudio CodecAudio DeviceAudio Mixing BufferAudio Sample FormatAudio Sample RateAudio ScrubbingAudio bitrate (kb/s)Audio channel countAudio output deviceAudio sample formatAudio sample rateAudio volumeAuthorAuthor:AutoAuto ClampedAuto DepthAuto HandleAuto KeyframingAuto PerspectiveAuto RefreshAuto Run Python ScriptsAuto Save Temporary FilesAuto SmoothAuto StepAuto Texture SpaceAuto UpdateAuto-KeyframingAuto-SaveAutomaticAutomatic NameAutomatic keyframe insertion for Objects and Bones (default setting used for new Scenes)Automatic keyframe insertion using active Keying Set onlyAutomatically calculate mass values for Rigid Body Objects based on volumeAutomatically convert all new tabs into spaces for new and loaded text filesAutomatically determine the number of threads, based on CPUsAutomatically switch between orthographic and perspective when changing from top/front/side viewsAutosplit OutputAutosplit output at 2GB boundaryAuxiliary TargetAverageAverage radius of the endpoints is used to tweak the X and Z Scaling of the bones, on top of XZ Scale modeAverage value of VGroup A's and VGroup B's weightsAvoid making unsymmetrical quads across the X axisAvoid making unsymmetrical quads across the Y axisAvoid making unsymmetrical quads across the Z axisAxisAxis & Gizmo ColorsAxis AngleAxis Angle (W+XYZ), defines a rotation around some axis defined by 3D-VectorAxis ReferenceAxis SpaceAxis constrain toAxis of mouse movement to zoom in or out onAxis that points forward along the pathAxis that points to the target objectAxis that points upwardAxis-Angle RotationB-SplineBSplineBackBackbone LengthBackbone StretcherBackgroundBackground SceneBackground set sceneBackwardsBakeBake EndBake StartBake all physicsBake an image sequence of ocean dataBake bones transformationsBake directly from multires objectBake displacementBake from MultiresBake from cacheBake image textures of selected objectsBake normalsBake object transformationsBake physicsBake shading on the surface of selected objects to the active objectBake the normals in object spaceBake the normals in tangent spaceBallBase ColorBase ThicknessBase TransparencyBase alpha transparency, possibly modified by alpha transparency modifiersBase line color, possibly modified by line color modifiersBase line thickness, possibly modified by line thickness modifiersBase type to define line thickness modifiersBase type to define stroke geometry modifiersBasic mode for interactive style parameter editingBasisBatch ModeBatch Own DirBeautyBeforeBefore CurrentBendBend the mesh over the Z axis of the modifier spaceBevelBevel ModifierBevel modifier to make edges and vertices more roundedBevel the entire mesh by a constant amountBiasBind Bone envelopes to armature modifierBind ToBind mesh to cage in mesh deform modifierBind mesh to system in laplacian deform modifierBind vertex groups to armature modifierBit depth per channelBitrateBlack LevelBlankBlendBlend ModeBlender FileBlender RenderBlendingBlueBlue:BlueprintBoidBoid effector weightBokeh ImageBoneBone Color SetsBone EnvelopesBone HierarchyBone OriginalBone Pose ActiveBone SolidBone already has an IK constraintBones only: apply the object's transformation channels of the action to the constrained bone, instead of bone's channelsBookmarksBooleanBoolean ModifierBoolean operations modifierBorderBothBoth FacesBottomBottom 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 motionBoundBoundaryBoundsBoxBranch SmoothingBreaking ThresholdBrightnessBrightness of the iconBrowse Action to be linkedBrowse Armature data to be linkedBrowse Brush to be linkedBrowse Camera Data to be linkedBrowse Curve Data to be linkedBrowse Grease Pencil Data to be linkedBrowse ID data to be linkedBrowse Image to be linkedBrowse Lattice Data 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 Scene to be linkedBrowse Sound to be linkedBrowse Speaker Data to be linkedBrowse Text to be linkedBrowse Texture to be linkedBrowse World Settings to be linkedBrushBrushNewBrushSurfaceBufferBuffersizeBuildBuild ModifierBuild effect modifierBuilt-in animation playerButtButt cap (flat)CacheCache FilesCache MeshCache ModifierCache PathCache nameCache the sound in memoryCalculate heights against unsubdivided low resolution meshCalculate normals which result in more even thickness (slow, disable when not needed)Calculate the order of edges (needed for meshes, but not curves)CalligraphyCameraCameraNewCamera Parent LockCamera PathCamera SolverCamera to which motion is parented (if empty active scene camera is used)CamerasCancelCannot link objects into a linked sceneCannot link objects into the same sceneCannot paint strokeCannot render, no cameraCannot save multilayer sequencesCannot spinCanvasCapsuleCardinalCastCast ModifierCatmull-ClarkCatmull-RomCauses armature data to be duplicated with the objectCauses curve 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 surface data to be duplicated with the objectCauses text data to be duplicated with the objectCenterCenter point for rotate/scaleCenter the view so that the cursor is in the middle of the viewChain LengthChain OffsetChain ScalingChain follows position of targetChain follows rotation of targetChainingChange UV selection modeChange alpha transparency along strokeChange alpha transparency based on a material attributeChange line color along strokeChange 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 pivot point for transforms (buggy)Change selection modeChange selection of all visible objects in sceneChange 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 speed of the simulationChange zoom ratio of sequencer previewChannelChannel GroupChannel to place this strip intoChannelsChannels of the image to drawChargeCharge effector weightChild OfChild Of ConstraintChild ParticlesChildrenChildren expanded in the user interfaceChoose BW for saving grayscale images, RGB for saving red, green and blue channels, and RGBA for saving red, green, blue and alpha channelsChoose Screen layoutChoose active color stopChoose normal space for bakingChoose shading information to bake into the imageChoppinessChoppiness of the wave's crest (adds some horizontal component to the displacement)CircleCirclesClampClamp OverlapClamp ToClamp To ConstraintClamp the width to avoid overlapClean UpClean vertex group edgesClearClear ActiveClear ParentClear ParentsClear all calculated dataClear all view lockingClear text by typeClear the active groupClear the command historyClear the line and store in historyClear the whole pathClickClipClip AlphaClip EditorsClip alpha below this threshold in the 3D textured viewClippingClothCloth ModifierCloth simulation modifierCmdCodecColCollapseCollection data-blocksCollection of window managersCollectionsCollisionCollision ModifierCollision modifier defining modifier stack position used for collisionColorColor DepthColor GridColor InterpolationColor KeyColor ManagementColor ModifiersColor Picker TypeColor SetColor SpaceColor curve mapping applied before display transformColor for newly added transformation F-Curves (Location, Rotation, Scale) and also Color is based on the transform axisColor modifier typeColor of active markerColor of disabled markerColor of locked markerColor of markerColor of marker's outlineColor of path after current frameColor of path before current frameColor of selected markerColor of texture overlayColor of the light's specular highlightColor space that the sequencer operates inColor to use behind stamp textColor to use for stamp textColor used for the surface of bonesColored ConstraintsColorsColumn number to show right margin atCombineCombinedCommunityCompensate for scaling one axis by applying suitable scaling to the other two axesCompositingCompressCompress FileCompressionCompute Device TypeCompute distance to nearest edgeCompute distance to nearest faceCompute distance to nearest vertexConeConnect selected objects to the active objectConstConstantConstant OffsetConstant Offset DisplacementConstant acceleration in a given directionConstrain an object's location to the nearest point along the target pathConstraintConstraint TargetConstraint nameConstraint's panel is expanded in UIConstraintsConstruct a Nurbs CircleConstruct a Nurbs CurveConstruct a PathConstruct a Suzanne meshConstruct a circle meshConstruct a conic meshConstruct a cube meshConstruct a cylinder meshConstruct a filled planar mesh with 4 verticesContinueContinuous GrabContourControl ModeControl a chain of bones by specifying the endpoint target (Bones only)Control how much mist density decreases with heightControl key pressedControl 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 time in secondsConvert all faces to trianglesConvert 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 to logarithmic color spaceConvert whitespaces by typeConverterCoordinatesCopyCopy LocationCopy Rigid Body settings from active object to selectedCopy RotationCopy Rotation ConstraintCopy ScaleCopy Scale ConstraintCopy SettingsCopy TransformsCopy Transforms ConstraintCopy XCopy YCopy ZCopy all the transformations of a target, so that they move togetherCopy all the transforms of the targetCopy selected markers to another sceneCopy selected text to clipboardCopy the file to the destination path (or subdirectory)Copy the location of a target (with an optional offset), so that they move togetherCopy 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 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 vertex coordinates from other objectCopyrightCould not add materialCould not find sceneCountCoverageCreaseCrease AngleCrease EdgesCrease WeightCrease weight (if active)Crease:Create Along PathsCreate F-Curves for object which will copy object's movement caused by this constraintCreate a dir for each exported fileCreate a new directoryCreate a new imageCreate a new line style, reusable by multiple line setsCreate a solid skin by extruding, compensating for sharp anglesCreate an armature that parallels the skin layoutCreate an image with an alpha channelCreate constraint-based parent-child relationshipCreate constraint-based shrinkwrap relationshipCreate edge loops between the inner and outer surfaces on face edges (slow, disable when not needed)Create empty placeholder files while rendering frames (similar to Unix 'touch')Create instances along particle pathsCreate instances from child particlesCreate instances from normal particlesCreate the new shape key from the existing mix of keysCropCtrlCubeCubicCuboidCullingCurrent FileCurrent FrameCurrent editor type for this areaCurrent frame number can be manually set to a negative valueCurrent shape keyCurrent shape key indexCurrent time of the simulationCurveCurveConstantCurveCurveCurveCustom CurveCurveFalloffCurveFalloff TypeCurveLineCurveLinearCurveMedian StepCurveModeCurveNewCurveNo FalloffCurveNurbsCircleCurveNurbsCurveCurveRandomCurveRootCurveSharpCurveSmoothCurveSphereCurveSurfaceCurve GuideCurve ModifierCurve RadiusCurve data-blocksCurve deformation modifierCurve guide effector weightCurve object to deform withCurve object to fit array length toCurve that controls this relationshipCurvilinear 2D length for chain splittingCustomCustom Color SetCustom CurveCustom PropertiesCustom animation player executable pathCustom curve to control 'sequence' interpolation between Grease Pencil framesCustom mapping curveCustom text to appear in the stamp noteCut EdgesCut face edges for nicer shrapnelCut selected text to clipboardCyclicCyclic wave effectCylinderDamp reflected waves going in opposite direction to the windDamped TrackDamped Track ConstraintDampingDamping TimeDarkenDash 1Dash 2Dash 3Dashed LineDataData PathData TypeDateDeactivationDeadDecimateDecimate ModifierDecimation modifierDeconstruct the mesh instead of building itDefaultDefault Color AttributeDefault ColorsDefault LayoutDefault WeightDefault Weight ADefault Weight BDefault fill colorDefault 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 vgroupDeformDeform AxisDeform ModeDeform rotation interpolation with quaternionsDegreesDeleteDelete active sceneDelete current cacheDelete marker for current frame from selected tracksDelete pointsDelete selected bookmarkDelete selected objectsDelete selected time marker(s)Delete the active or all vertex groups from the active objectDelete the active positionDeletes the higher resolution mesh, potential loss of detailDelimitDelimit by edge seamsDelimit by face directionsDelimit by face materialDeliver diffuse color passDeliver diffuse direct passDeliver diffuse indirect passDeliver emission passDeliver environment lighting passDeliver full combined RGBA bufferDeliver glossy color passDeliver glossy direct passDeliver glossy indirect passDeliver material index passDeliver normal passDeliver object index passDeliver shadow passDeliver speed vector passDeliver texture UV passDeliver transmission color passDeliver transmission direct passDeliver transmission indirect passDelta LocationDelta Rotation (Euler)Delta Rotation (Quaternion)Delta ScaleDelta TransformDepthDepth ObjectDepth of the solid ground below the water surfaceDerive texture coordinates from another meshDescriptionDescription:Deselect all selected vertices assigned to the active vertex groupDetail SizeDetermine how to use visibility for feature edge selectionDetermine the amount of render threads usedDevelopmentDevice to use for computation (rendering with Cycles)DifferenceDifference between VGroup A's and VGroup B's weightsDifferent styles of displaying the color picker widgetDiffuseDiffuse Color BlueDiffuse Color GreenDiffuse Color RedDiffuse DirectDiffuse IndirectDimensionsDimensions:DirectDirect conversion of frame numbers to secondsDirectionDisabledDisabled MarkerDisplaceDisplace ModifierDisplace along normalsDisplace existing geometry according to simulationDisplacementDisplacement directionDisplacement modifierDisplacement 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 normalDisplayDisplay AspectDisplay Aspect for this image, does not affect renderingDisplay Grease PencilDisplay Modifier DataDisplay NameDisplay Paths of poses within a fixed number of frames around the current frameDisplay Paths of poses within specified rangeDisplay SeamsDisplay SettingsDisplay VolumeDisplay all edges for mesh objectsDisplay bounds as sphereDisplay current image regardless of object selectionDisplay faces flatDisplay faces smooth (using vertex normals)Display files as a detailed listDisplay files as short listDisplay files as thumbnailsDisplay menu for previous actions performedDisplay mode for the file listDisplay modifier in Edit modeDisplay modifier in viewportDisplay splash screen on startupDisplay support levelDisplay the object's boundsDisplay the object's nameDisplay the object's origin and axesDisplay the object's texture spaceDisplay units in pairs (e.g. 1m 0cm)Dissolve geometry to form planar polygonsDistanceDistance KeyDistance ModelDistance after which it fades outDistance between the top and the base of a wave, the higher the value, the more narrow the waveDistance between the wavesDistance from CameraDistance from ObjectDistance mapping to weight 0.0Distance mapping to weight 1.0Distance model for distance attenuation calculationDistance over which the mist effect fades inDistance to TargetDistance to keep from the targetDistances in relation to sphere of influence to allowDitherDither IntensityDivideDivide VGroup A's weights by VGroup B's onesDo not allow deformation along the X axisDo not allow deformation along the Y axisDo not sync, play every frameDollyDomain SettingsDon't stretch the objectDope SheetDoppler FactorDouble ClickDragDrag ThresholdDrag effector weightDrawDraw a blueprint using circular contour strokesDraw a blueprint using elliptic contour strokesDraw a blueprint using square contour strokesDraw stylized strokes using FreestyleDrivenDriven SelectedDrop frames if playback is too slowDrop frames to maintain framerateDuplicate ObjectsDuplicate modifier at the same position in the stackDuplicate selected area into new windowDuplicate selected objectsDuplicate selected time marker(s)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 lengthDynamicDynamic PaintDynamic Paint ModifierDynamic Paint modifierEach scene as a fileEastEdgeEdge AngleEdge CreaseEdge DetectionEdge Length TextEdge MarkEdge SelectEdge SplitEdge Type CombinationEdge Type NegationEdge splitting modifier to create sharp edgesEdgeSplit ModifierEditEdit Grease Pencil StrokesEdit ModeEdit all keyframes in sceneEdit image in an external applicationEdit the weights of vertices in a groupEditingEffect StripEllipsesEllipsoidEmissionEmitEmphasize position of keyframes on Motion PathsEmptyEmulate 3 Button MouseEmulate NumpadEnable IK StretchingEnable chain splitting by curvilinear 2D lengthEnable chain splitting by dashed line patternsEnable chaining of feature edgesEnable color range used for weight visualization in weight painting modeEnable displacement along the X normalEnable displacement along the Y normalEnable displacement along the Z normalEnable file compression when saving .blend filesEnable filtering of filesEnable material boundariesEnable or disable dashed lineEnable or disable this line set during stroke renderingEnable or disable this modifier during stroke renderingEnable or disable this style module during stroke renderingEnable ridges and valleysEnable simplification of scene for quicker preview rendersEnable suggestive contoursEnable tablet pressure sensitivity for jitterEnable tablet pressure sensitivity for sizeEnable tablet pressure sensitivity for spacingEnable tablet pressure sensitivity for strengthEnable the selection of chains by a maximum 2D lengthEnable the selection of chains by a minimum 2D lengthEnable/Disable ConstraintEnabledEnabled Rotation RangeEncodingEndEnd CapEnd FrameEnd frame of the ocean bakingEnd frame of the stored rangeEnd frame to exportEngineEngine to use for renderingEnter Edit ModeEnvironmentEraser RadiusErrorEuler (Native)Euler (XYZ)Euler (XZY)Euler (YXZ)Euler (YZX)Euler (ZXY)Euler (ZYX)Euler RotationEvaluation FactorEvaluation FrameEvaluation TimeEvaluation time for absolute shape keysEvaluation time in secondsEven DivisionsEven ThicknessExclude border edgesExclude contoursExclude crease edgesExclude edge marksExclude edges at material boundariesExclude external contoursExclude ridges and valleysExclude silhouette edgesExclude suggestive contoursExclusionExclusiveExecute selected fileExpanded in the user interfaceExplodeExplode ModifierExplosion effect modifier based on a particle systemExponentExportExport OptionsExport POTExport selected objects onlyExposureExtend ExtrapolatedExtend HorizontalExternal ContourExternal DataExtra 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 translation added to the location of the objectExtrapolateExtrapolate MotionExtrapolate rangesF-Curve GroupingF-CurvesF-Curves in this groupFFmpeg audio codec to useFILTER_ITEMFPSFPS BaseFaceFace Angle TextFace Area TextFace CornerFace CountFace CullFace Dot SizeFace Mark ConditionFace Mark NegationFace MarksFace NormalFace SmoothnessFacesFactorFactor between volume variation and stretchingFactor for ambient occlusion blendingFalloffFalloff CurveFalloff RadiusFalloff TypeFieldsFileFile BrowserFile ExtensionsFile FormatFile NameFile OutputFile PathFile Path:File PathsFile format to save the rendered images asFile nameFile pathFile:File: %sFilenameFilename onlyFill RimFilmFilterFilter FoldersFilter based on key bindingsFilter based on the operator nameFilter by NameFilter by Type:Filter methodFinal RenderFinal frame of the playback/rendering rangeFind specified textFind specified text and set as selectedFirst QI value of the QI rangeFirst frame of path animationFirst frame of the Action to useFirst frame of the playback/rendering rangeFirst vertex group nameFitFit CurveFit LengthFit TypeFit the duplicated objects to a curveFixedFixed CountFixed PositionFlashFlatFlipFlip Group NamesFlip NormalsFlip normals of lathed facesFlip vertex group namesFloatFloat BufferFloating-point valueFloorFloor ConstraintFloor LocationFlow SettingsFlow TypeFluid simulation modifierFoamFoam CoverageFoam FadeFoam Layer NameFocus DistanceFollow CurveFollow PathFollow Path ConstraintFollow TrackFollow Track ConstraintFontFont SizeFont size to use for displaying the textFontsFonts DirectoryFor 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 targetForceForce FieldForce effector weightFormatForwardForward AxisFrameFrame DroppingFrame NumbersFrame RangeFrame RateFrame ScaleFrame StartFrame StepFrame for absolute keysFrame on which the simulation startsFrame on which the simulation stopsFrame player from IRIDASFrame player from Tweak SoftwareFrame:FrameCyclerFramerate baseFramerate, expressed in frames per secondFramesFreeFree AxisFree the bake, rather than generating itFreestyle Line SetFreestyle Line StyleFreestyle ModuleFreestyle SettingsFreestyle line style, reusable by multiple line setsFreestyleLineStyleNewFrequencyFrequency of the Perlin noiseFromFrom Maximum XFrom Maximum YFrom Maximum ZFrom Minimum XFrom Minimum YFrom Minimum ZFrom MixFrontFullFull CopyFull PathFull SMPTE timecode (format is HH:MM:SS:FF)Full SampleFur MaterialGL Texture LimitGP_LayerGPencilNewGPencil Interpolation: GammaGap 1Gap 2Gap 3GaussianGeneralGeneral properties for Grease Pencil stroke sculpting toolsGenerateGenerate FoamGenerate NormalsGenerate SkinGenerate a blank imageGenerate a new surface with regular topology that follows the shape of the input meshGenerate foam mask as a vertex color channelGenerate ocean surface geometry at the specified resolutionGeneratedGenerated CoordinatesGenerated grid to test UV mappingsGenerated imageGenerated image heightGenerated image typeGenerated image widthGenerated improved UV grid to test UV mappingsGeometryGeometry ModifiersGeometry to OriginGlobalGlobal GravityGlobal Influence:Global UndoGlobal child particles percentageGlobal gravity weightGlobal influence of current modifications on vgroupGlobal maximum subdivision levelGlobal undo works by keeping a full copy of the file itself in memory, so takes extra memoryGlossyGlossy ColorGlossy DirectGlossy IndirectGlowGoldGradient High/OffGradient LowGraph EditorGravityGrease PencilGrease Pencil Brush SettingsGrease Pencil ColorGrease Pencil DrawGrease Pencil Edit ModeGrease Pencil FrameGrease Pencil FramesGrease Pencil Interpolate SettingsGrease Pencil LayerGrease Pencil LayersGrease Pencil Mask LayersGrease Pencil Masking LayersGrease Pencil OpacityGrease Pencil Sculpt ModeGrease Pencil SettingsGrease Pencil Vertex PaintGrease Pencil Vertex Paint StrokesGrease Pencil data-blockGrease Pencil data-blocksGrease Pencil layer to which assign the generated strokesGrease Pencil material assigned to the generated strokesGrease Pencil settings for the sceneGreenGreen:GridGridsGroupGroup AddGroup NameGroup RemoveGrouping MethodGroupsGroups of F-CurvesGuiding LinesH.264Hair CurvesHair curve data-blocksHaloHandle 1 LocationHandle 2 LocationHandle VertexHandle Vertex SelectHandle Vertex SizeHandle typeHandle type for handles of new keyframesHandlesHard coded Non-Linear, Gamma:1.7HarmonicHarmonic effector weightHas Motion PathsHeaderHeader TextHeader Text HighlightHeightHeight of the nodeHeight of the waveHeight:HelpHexHiddenHierarchyHigh Quality NormalsHighestHighest X value to allowHighest Y value to allowHighest Z value to allowHighlight KeyframesHighlight LineHighlight the current lineHingeHookHook CenterHook ModifierHook modifier to modify the location of verticesHorizontalHorizontal aspect ratio - for anamorphic or non-square pixel outputHow many bones are included in the IK effect - 0 uses all bonesHow many bones are included in the chainHow many frames the Map Old will lastHow much foam accumulates over time (baked ocean only)How much the waves are aligned to each otherHow powerful the effect of the brush is when appliedHow the footage fits in the camera frameHow to sync playbackHow weights are mapped to their new valuesHow weights from vgroup B affect weights of vgroup AHueHue:I18n BranchesIDActionIDArmatureIDBrushIDCache FileIDCameraIDCollectionIDCurveIDCurvesIDData-block TypeIDFontIDGrease PencilIDGrease Pencil v3IDImageIDKeyIDLatticeIDLibraryIDLine StyleIDMaskIDMaterialIDMeshIDObjectIDPaint CurveIDPaletteIDParticleIDPoint CloudIDSceneIDScreenIDSoundIDSpeakerIDTextIDTextureIDVolumeIDWindow ManagerIDWorkspaceIDWorldID MaterialsID TypeID-Block that keyframes for Keying Set should be added to (for Absolute Keying Sets only)ID-Block:Icon AlphaIdentifier of operator to call on input eventIf enabled, out-of-view edges are ignoredIf not zero, the distance from the hook where influence endsIf removing disconnected pieces, minimum size of components to preserve as a ratio of the number of polygons in the largest componentIf true, chains of feature edges are split at material boundariesIf true, only feature edges of the same object are joinedIf true, the spatial noise does not show any coherenceIf true, the spatial noise is smoothIgnore the relative lengths of the bones when fitting to the curveImageImageNewImage 1Image 2Image BorderImage EditorImage EditorsImage SearchImage SequenceImage data-blocksImage heightImage not packedImage too smallImage widthImagesImages are saved with RGB (color) dataImages are saved with RGB and Alpha data (if supported)ImperialImportImport target typeImport-ExportImprove and stabilize the enhanced shapeIn RangeInclude all scene framesInclude bone's tail as last element in chainInclude selected framesInclude the active camera's lens in image metadataInclude the frame number in image metadataInclude the name of the active camera in image metadataInclude the name of the foreground sequence strip in image metadataInclude the name of the last marker in image metadataInclude the render time in image metadataInclude the rendered frame timecode as HH:MM:SS.FF in image metadataInclude visualization of Grease Pencil related animation data and framesInclusiveIncrement number in filenameIndent selected textIndexIndex to the specific setting if applicableIndices of vertices in case of a vertex parenting relationIndirectInfluenceInfluence factor by which the modifier changes the propertyInfluence of the deformationInfoInnerInner CreaseInner SelectedInputInput Color SpaceInsert Keyframes for specified Keying Set, with menu of available Keying Sets if undefinedInsert a keyframe on each of the location and rotation channelsInsert a keyframe on each of the location and scale channelsInsert a keyframe on each of the location channelsInsert 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 channelsInsert a keyframe on each of the scale channelsInsert keyframes based on 'visual transforms'Insert text at cursor positionInsideInstallIntegerIntegrateInterfaceInternalInternal use (edit a property data_path)Internet:InterpolationInterpolation Type UInterpolation Type VInterpolation Type WInterpolation methodInterpolation mode used for first keyframe on newly added F-Curves (subsequent keyframes take interpolation from preceding keyframe)Interpolation type for absolute shape keysInterpolation:IntersectIntersection onlyInterval between paints for AirbrushInverseInverse ClampedInverse KinematicsInverse QuadraticInverse distance modelInverse distance model with clampingInvertInvert AlphaInvert SelectionInvert Wheel Zoom DirectionInvert XInvert YInvert ZInvert Zoom DirectionInvert 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 face directionInvert the fade-out direction of the linear mappingInvert the lock state of all vertex groupsInvert the vertex group influenceInvert vertex group influenceInvert vertex group influence (collapse only)IronIs OpenItemIterationsJitterJitter the position of the brush in pixels while paintingJitter the position of the brush while paintingJoin selected areas into new windowJoin selected objects into active objectJump cursor to lineJump to a different tab inside the properties editorJump to first/last frame in frame rangeJump to previous/next keyframeKeep AxisKeep ShapeKeep material assigned to brushKeep the values of the active group while normalizing othersKeep triangulated faces resulting from decimation (collapse only)KeyKeyKeyKey %dKeyboardKeyframeKeyframe NumbersKeyframe SelectedKeyframesKeyframing SettingsKeyingKeying ScreenKeying Set NameKeying SetsKeyingSetKr Derivative EpsilonKr derivative epsilon for computing suggestive contoursLambda BorderLambda FactorLambda factor in borderLampLanguageLanguage used for translationLaplacianLaplacian DeformLaplacian Deform ModifierLaplacian Smooth ModifierLast QI value of the QI rangeLast frame of the Action to useLatticeLatticeNewLattice ModifierLattice deformation modifierLattice object to deform withLatticesLayerLayer OpacityLayer SamplesLayer nameLayersLeftLeft HandleLegacy tracking constraint prone to twisting artifactsLengthLength AverageLength at rest positionLength of rays, defines how far away other faces give occlusion effectLength 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 tips to be removedLength to fit array withinLennard-JonesLennard-Jones effector weightLensLevelsLibraryLifetime of the wave in frames, zero means infiniteLightLightSpotLight data-blocksLightenLimit DistanceLimit Distance ConstraintLimit LocationLimit Location ConstraintLimit MethodLimit ModeLimit RotationLimit Rotation ConstraintLimit ScaleLimit SizeLimit Size ConstraintLimit XLimit YLimit ZLimit below which to merge verticesLimit merging geometryLimit the distance from target objectLimit the distance used for projection (zero disables)Limit the location of the constrained objectLimit the rotation of the constrained objectLimit the scaling of the constrained objectLimit the texture size to save graphics memoryLineLine NumbersLine Set NameLine SetsLine Style Geometry ModifierLine Style Thickness ModifierLine ThicknessLine number to jump toLine set nameLine thickness in pixelsLine thickness mode for Freestyle line drawingLinearLinear ClampedLinear LightLinear distance modelLinear distance model with clampingLinear falloffLinear interpolationLinearly scale along Z axis of the modifier spaceLinesLinkLink MaterialsLink Materials ToLinksList ItemList of alpha transparency modifiersList of line color modifiersList of line thickness modifiersList of stroke geometry modifiersLive EditLoad UILoad a BVH motion capture fileLoad a FBX fileLoad a SVG fileLoad and apply a Blender XML theme fileLoad sound with the movieLoad user interface setup in the .blend fileLoad user interface setup when loading .blend filesLocalLocal SpaceLocal ViewLocal With ParentLocationLocation XLocation YLocation ZLocation of target that object will not pass throughLocation of the objectLocation:LockLock ActiveLock LocationLock RotationLock Rotation (4D Angle)Lock Rotations (4D)Lock ScaleLock action to execute on vertex groupsLock all vertex groupsLock editing of four component rotations by components (instead of as Eulers)Lock motion to the reconstructed object movementLock motion to the target motion trackLock motion to the target pathLock the view to the active object/boneLocked MarkerLocked TrackLogLogical ANDLogical ORLong KeyLong Key SelectedLong ListLoopLoop the animation playbackLossless OutputLow Resolution MeshLower bound of the input range the mapping is appliedLower/Upper limits for deformLowestLowest X value to allowLowest Y value to allowLowest Z value to allowMPEG-1MPEG-2MPEG-4MPlayerMagneticMagnetic effector weightMain 1 to 0 keys act as the numpad ones (useful for laptops)Main AxisMain Grease PencilsMain Window ManagersMain axis of movementMain direction of the waves when they are (partially) alignedMaintain VolumeMaintain Volume ConstraintMaintain a constant volume along a single scaling axisMaintain the object's volume as it stretchesMaintain the relative weights for the groupMaintain thickness by adjusting for sharp corners (slow, disable when not needed)Maintained by community developersMake InternalMake a copy of the active vertex groupMake internalMake module file internal after loadingMake skin radii of selected vertices equal on each axisMake target the 'detachable' parent of ownerMake text file internal after loadingManualManually determine the number of threadsMap FromMap RangeMap TaperMap ToMap To X FromMap To Y FromMap To Z FromMap TypeMap all values below 0.5 to 0.0, and all others to 1.0MappingMapping CurveMarginMargin ColumnMargin TypeMarkMark selected vertices as looseMark selected vertices as rootsMark/clear selected vertices as looseMarkerMarkersMaskMask LayerMask ModifierMask modifier to hide parts of the meshMaskLayerMasking TexMasking textureMasking vertex group nameMatchMatch the camera to 1:1 to the render outputMaterialMaterialNewMaterial AttributeMaterial BoundariesMaterial BoundaryMaterial GroupsMaterial IndexMaterial Link ToMaterial MaskMaterial OffsetMaterial data-blocksMaterial index of generated faces, -1 for automaticMaterial value that gives no displacementMaterial(s)MatrixMatroskaMax 2D AngleMax 2D LengthMax RateMax ThicknessMax X:Max Y:MaximumMaximum 2D angle for splitting chainsMaximum XMaximum YMaximum ZMaximum curvilinear 2D length for the selection of chainsMaximum distance between the original stroke and its polygonal approximationMaximum for sliderMaximum memory usage in megabytes (0 means unlimited)Maximum number of lines to store for the console bufferMaximum number of recently opened files to rememberMaximum number of solving iterationsMaximum output value of the mappingMaximum thickness in the main directionMaximum value for target channel rangeMballMemoryMemory Cache LimitMemory cache limit (in megabytes)MenuMenu ItemMenusMergeMerge DistanceMerge VerticesMerge vertices in adjacent duplicatesMerge vertices in first and last duplicatesMerge vertices within the merge thresholdMerge:MeshMeshCircleMeshConeMeshCubeMeshCylinderMeshFill ColorMeshGridMeshIcosphereMeshNewMeshPlaneMeshSphereMesh 1Mesh 2Mesh CacheMesh DeformMesh data-blocksMesh deform modifierMesh deformation modifier to deform with other meshesMesh object to deform withMesh object to use as a start capMesh object to use as an end capMesh object to use for Boolean operationMesh target to shrink toMeshDeform ModifierMeshesMetaballMetaballNewMetaballsMetalRTMethod for splitting the quads into trianglesMethod of modifying geometryMethod to control playback timeMethod to display/shade objects in the 3D ViewMethod to use for the tangentMethod used for determining the scaling of the X and Z axes of the bonesMethod used for displaying images on the screenMethod used to define which Group-name to useMethod used to reference pathsMetricMidlevelMin 2D AngleMin 2D LengthMin MaxMin RateMin ThicknessMin X:Min Y:Min/MaxMinimal InfoMinimumMinimum 2D angle for splitting chainsMinimum Grid SpacingMinimum XMinimum YMinimum ZMinimum curvilinear 2D length for the selection of chainsMinimum for sliderMinimum number of pixels between each gridline in 2D ViewportsMinimum output value of the mappingMinimum thickness in the direction perpendicular to the main directionMinimum value for target channel rangeMirrorMirror ModifierMirror ObjectMirror UMirror VMirror Vertex GroupsMirror WeightsMirror all vertex groups weightsMirror the current shape key along the local X axisMirror 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 weightsMirroring modifierMistMist settings for a World data-blockMixMix ModeMix the weights of two vertex groupsMixing BufferModeModifier NameModifier TypeModifier nameModifier number to removeModifier to cast to other shapesModifiersModifyModify the base mesh to conform to the displaced meshModify the stroke geometry so that it corresponds to its main direction lineModify the stroke geometry so that it looks more 'polygonal'MonoMost compact representation, uses '+' as separator for sub-second frame numbers, with left and right truncation of the timecode as necessaryMotionMotion PathMotion Path SettingsMotion Path for this elementMotion Path settings for animation visualizationMotion Path settings for visualizationMotion PathsMotion TrackingMouseMove constraint down in constraint stackMove constraint up in constraint stackMove cursor to position typeMove modifier down in the stackMove modifier up in the stackMove object origin to position of the 3D cursorMove selected time marker(s)Move the active vertex group up/down in the listMove the camera so selected objects are framedMove the modifier within the list of modifiersMove the view to the selection centerMove to next folderMove to parent directoryMove to previous folderMovieMovie Clip EditorMovie FileMovie clip not foundMovie fileMovie tracking object to followMovie tracking object to follow (if empty, camera object is used)Movie tracking track to followMovieClipClipMovieClipViewMoving things with a mouse drag confirms when releasing the buttonMulti ModifierMultiple image files, as a sequenceMultiplyMultiply VGroup A's weights by VGroup B's onesMultires ModifierMultiresolutionMultiresolution mesh modifierMust have an active bone to add IK constraint toMux Packet SizeMux RateMux packet size (byte)NameName of Action Group to assign setting(s) for this path toName of Parent Bone for hook (if applicable), also recalculates and clears offsetName of Shape KeyName of Vertex Group which determines AnchorsName of Vertex Group which determines influence of modifier per pointName of parent bone in case of a bone parenting relationName of the AOVName of the AttributeName of the modifierName of the modifier to work onName of the vertex color layer used for foamNamed GroupNarrownessNavigationNearest Surface PointNearest VertexNegativeNewNew DataNew Handles TypeNew ObjectNew ObjectsNew WindowNew sampling value to be used for subsequent modifiersNlaStripNo Gimbal LockNo PropertiesNo Recent FilesNo active boneNo active bone setNo active camera setNo active frame to deleteNo active objectNo active object to add constraint toNo active window in context!No border area selectedNo cullingNo displayNo distance attenuationNo interpolation, value of A gets held until B is encounteredNo parent directory givenNo projection when behind the faceNo projection when in front of the faceNo valid action to addNode EditorNodeTreeNewNoneNormalNormal SpaceNormalize all weights of all vertex groups, so that for each vertex, the sum of all weights is 1.0Normalize weights of the active vertex group, so that the highest ones are now 1.0NormalizedNormalsNorthNorth-EastNorth-WestNoteNothing to show yet...Null actionNumber FieldNumber of ProjectorsNumber of constraint solver iterations made per simulation step (higher values are more accurate but slower)Number of duplicates to makeNumber of frames between paths shown (not for 'On Keyframes' Onion-skinning method)Number of frames in which the wave damps out after it diesNumber of frames that path animation should takeNumber of frames to skip forward while rendering/playing back each frameNumber of horizontal pixels in the rendered imageNumber 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 projectors to useNumber of rounds in a sketchy multiple touchNumber of rounds in contour strokesNumber of samples used by the audio mixing bufferNumber of seconds between each run of the GL texture garbage collectorNumber of segments for round edges/vertsNumber of spaces to display tabs withNumber of steps between 0 and 1Number of steps in the revolutionNumber of subdivisions for which displacements are storedNumber of subdivisions that must be performed before extracting vertices' positions and normalsNumber of subdivisions to perform when renderingNumber of subdivisions to use in sculpt modeNumber of subdivisions to use in the viewportNumber of times reduce the geometry (unsubdivide only)Number of times to apply the screw operationNumber of undo steps available (smaller values conserve memory)Number of vertical pixels in the rendered imageObjectObjectBoidObjectLennard-JonesObjectNewObject 1Object 2Object ActionObject ChildrenObject ConstraintsObject IndexObject InfoObject ModeObject OffsetObject Origin SizeObject ScrewObject SelectedObject SolverObject TypesObject boundary display typeObject dataObject defining offsetObject for pole rotationObject is directly controlled by animation systemObject is directly controlled by simulation resultsObject is scaled by the curve radiusObject that has the particle systemObject to calculate vertices distances fromObject to define the screw axisObject to set the texture coordinatesObject to transform fromObject to transform toObject to use as mirrorObject to use as projector transformObject used to define depth in camera space by projecting onto surface of this objectObject which defines the wave centerObject 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(s)Occlude objects with the environment color as they are further awayOceanOcean ModifierOcean is CachedOctavesOctree DepthOffOfficialOfficially supportedOffsetOffset EvenOffset FactorOffset RelativeOffset XOffset clamp based on geometry scaleOffset from the position corresponding to the time frameOffset material index of generated facesOffset material index of generated rim facesOffset of floor from object originOffset of pivot from target (when set), or from owner's location (when Fixed Position is off), or the absolute pivot pointOffset the entire chain relative to the root jointOffset the origin and orientation of the deformationOffset the revolution along its axisOffset the thickness from the centerOffset will be an absolute point in space instead of relative to the targetOggOldOld mapping value in framesOn SurfaceOne FaceOnion SkinningOnly Deform BonesOnly Insert AvailableOnly Insert NeededOnly RimOnly SecondsOnly Selected ChannelsOnly Selected KeyframesOnly Show Selected F-Curve KeyframesOnly add the rim to the original dataOnly bevel edges with sharp enough angles between facesOnly deform vertices within this distance from the center of the effect (leave as 0 for infinite.)Only dissolve angles below this (planar only)Only insert keyframes where they're needed in the relevant F-CurvesOnly selected edgesOnly selected keyframesOnly show items matching this name (use '*' as wildcard)OpacityOpenOpen RecentOpen a Blender fileOpen a style module fileOpen an automatically saved file to recover itOpen imageOpen new directoryOpen the last closed file ("quit.blend")Operating system key pressedOperationOperation ModeOperation requires an active boneOperatorOperator(De)select AllOperatorAcceptOperatorActive CameraOperatorAddOperatorAdd ActiveOperatorAdd Alpha Transparency ModifierOperatorAdd Bone ConstraintOperatorAdd BrushOperatorAdd EmptyOperatorAdd Empty Keying SetOperatorAdd Empty Keying Set PathOperatorAdd Freestyle ModuleOperatorAdd Key Map ItemOperatorAdd Line Color ModifierOperatorAdd Line SetOperatorAdd Line Thickness ModifierOperatorAdd MarkerOperatorAdd Mask LayerOperatorAdd MaterialOperatorAdd Material VariantOperatorAdd ModifierOperatorAdd Movie StripOperatorAdd NodeOperatorAdd Object ConstraintOperatorAdd PassiveOperatorAdd Rigid BodiesOperatorAdd Rigid BodyOperatorAdd Rigid Body WorldOperatorAdd Shape KeyOperatorAdd Sound StripOperatorAdd Vertex GroupOperatorAdjust Focus DistanceOperatorAfter Current FrameOperatorAlign Active Camera to SelectedOperatorAlign Active Camera to ViewOperatorAllOperatorAnimate PathOperatorAnimation StepOperatorAppend...OperatorApplyOperatorApply ModifierOperatorArea OptionsOperatorAssignOperatorAssign to New GroupOperatorAssign to Vertex GroupOperatorAuto Animate PathOperatorAuto Save...OperatorBackOperatorBakeOperatorBake All DynamicsOperatorBake All PhysicsOperatorBake OceanOperatorBake PhysicsOperatorBefore Current FrameOperatorBind Camera to MarkersOperatorBottomOperatorBy MaterialsOperatorCalculateOperatorCalculate MassOperatorCalculate...OperatorCall MenuOperatorCameraOperatorCancel Render ViewOperatorCenter View to CursorOperatorCenter View to MouseOperatorChange Data/FilesOperatorChange FrameOperatorChange ShapeOperatorChange the Lock On Vertex GroupsOperatorChecker DeselectOperatorCircleOperatorCircle SelectOperatorCleanOperatorCleanupOperatorClearOperatorClear Active GroupOperatorClear InverseOperatorClear Keyframe (Buttons)OperatorClear Keyframes...OperatorClear LineOperatorClear MaskOperatorClear ParentOperatorClear Shape KeysOperatorClear SolutionOperatorClear Useless ActionsOperatorColorOperatorConeOperatorConstraint to F-CurveOperatorConvert WhitespaceOperatorCopyOperatorCopy Line SetOperatorCopy ModifierOperatorCopy Rigid Body SettingsOperatorCopy Vertex Group to SelectedOperatorCopy from ActiveOperatorCreate New DirectoryOperatorCreate OrientationOperatorCubeOperatorCurrent Cache to BakeOperatorCustom...OperatorCutOperatorCylinderOperatorDebug MenuOperatorDecimate KeyframesOperatorDeleteOperatorDelete All GroupsOperatorDelete ConstraintOperatorDelete Current CacheOperatorDelete Higher LevelsOperatorDelete Keyframes...OperatorDelete MarkerOperatorDelete MarkersOperatorDelete ScreenOperatorDelete Selected FilesOperatorDelete VerticesOperatorDeselectOperatorDeselect AllOperatorDeveloper CommunityOperatorDocumentationOperatorDolly ViewOperatorDrawOperatorDuplicate Area into New WindowOperatorDuplicate ItemOperatorDuplicate MarkerOperatorDuplicate Marker to SceneOperatorDuplicate Marker to Scene...OperatorDuplicate ObjectsOperatorDuplicate StripsOperatorEdit ExternallyOperatorEdit SourceOperatorEraseOperatorExecute File WindowOperatorExplode RefreshOperatorExportOperatorExport BVHOperatorExport FBXOperatorExport Key Configuration...OperatorExport Keying Set...OperatorExport PLYOperatorExport PO...OperatorExport STLOperatorExport to FileOperatorEyedropperOperatorFaceOperatorFill Range by SelectionOperatorFilter ColorOperatorFindOperatorFind & Replace...OperatorFind Missing FilesOperatorFlatOperatorFlip RegionOperatorFly NavigationOperatorForce FieldOperatorGeneralOperatorGlowOperatorGrease Pencil DrawOperatorGridOperatorHandle Area Action ZonesOperatorHandle TypeOperatorIco SphereOperatorImage AspectOperatorImport BVHOperatorImport FBXOperatorImport Key Configuration...OperatorImport PLYOperatorImport PO...OperatorImport STLOperatorImport SVGOperatorIncrement Number in FilenameOperatorIndentOperatorInsertOperatorInsert KeyframeOperatorInsert Keyframe (Buttons)OperatorInsert KeyframesOperatorInsert TextOperatorInstall Theme...OperatorInterpolation ModeOperatorInverseOperatorInvertOperatorInvert Alpha ChannelOperatorInvert Blue ChannelOperatorInvert ChannelsOperatorInvert Green ChannelOperatorInvert Image ColorsOperatorInvert Red ChannelOperatorIsolate MaterialOperatorJoinOperatorJoin AreaOperatorJoin as ShapesOperatorJumpOperatorJump to KeyframesOperatorKeyframe TypeOperatorLaplacian Deform BindOperatorLasso SelectOperatorLatticeOperatorLeftOperatorLineOperatorLinkedOperatorLoad Factory SettingsOperatorLocal ViewOperatorLocationOperatorLock AllOperatorLock Invert AllOperatorLock StripsOperatorMakeOperatorMake InternalOperatorMake Meta StripOperatorManualOperatorMaterialsOperatorMergeOperatorMesh Deform BindOperatorMirror Shape KeyOperatorMirror Vertex GroupOperatorMirror Vertex Group (Topology)OperatorMixdownOperatorMonkeyOperatorMoveOperatorMove Area EdgesOperatorMove Constraint DownOperatorMove Constraint UpOperatorMove Down ModifierOperatorMove Freestyle ModuleOperatorMove Line SetOperatorMove MaterialOperatorMove ModifierOperatorMove Shape KeyOperatorMove Up ModifierOperatorMove Vertex GroupOperatorMultires Apply BaseOperatorMultires Pack ExternalOperatorMultires ReshapeOperatorMultires Save ExternalOperatorMultires SubdivideOperatorMute StripsOperatorNDOF Orbit ViewOperatorNDOF Orbit View with ZoomOperatorNDOF Pan ViewOperatorNewOperatorNew ImageOperatorNew Line StyleOperatorNew MaterialOperatorNew SceneOperatorNormalize All Vertex GroupsOperatorNormalize Vertex GroupOperatorNurbs CircleOperatorNurbs CurveOperatorObjectOperatorObject & DataOperatorObject AnimationOperatorOn Selected KeyframesOperatorOne ObjectOperatorOne Object Per LineOperatorOnline ManualOperatorOnline Python ReferenceOperatorOpen ClipOperatorOpen ImageOperatorOpen Style Module FileOperatorOpen...OperatorOperator Cheat SheetOperatorOriginOperatorPackOperatorPack ImageOperatorPan ViewOperatorParentOperatorPasteOperatorPaste Line SetOperatorPathOperatorPlaneOperatorPlay AnimationOperatorPlay Rendered AnimationOperatorPolyOperatorPython API ReferenceOperatorQuantize Vertex WeightsOperatorQuitOperatorQuit BlenderOperatorRe-Time Shape KeysOperatorReassign InputsOperatorRecenter HookOperatorRecover Auto SaveOperatorRecover Last SessionOperatorRedoOperatorRedo LastOperatorRedraw TimerOperatorRefreshOperatorRegion AlphaOperatorReloadOperatorReload ImageOperatorReload ScriptsOperatorReload Start-Up FileOperatorReload StripsOperatorReload Strips and Adjust LengthOperatorRemoveOperatorRemove Active Keying SetOperatorRemove Active Keying Set PathOperatorRemove AnimationOperatorRemove Freestyle ModuleOperatorRemove HookOperatorRemove Key Map ItemOperatorRemove Line SetOperatorRemove ModifierOperatorRemove Rigid BodiesOperatorRemove Rigid BodyOperatorRemove Rigid Body WorldOperatorRemove Shape KeyOperatorRemove Vertex GroupOperatorRemove from AllOperatorRemove from All GroupsOperatorRemove from FrameOperatorRemove from Vertex GroupOperatorRename MarkerOperatorRenderOperatorRender AnimationOperatorRender ImageOperatorRepeat HistoryOperatorRepeat History...OperatorRepeat LastOperatorReplaceOperatorReplace ImageOperatorReplace...OperatorReport Missing FilesOperatorReport a BugOperatorResetOperatorReset DistanceOperatorReset HookOperatorReset Original LengthOperatorReset SettingsOperatorReset TransformOperatorReset ViewOperatorReset to Default ThemeOperatorReset to Default ValueOperatorResizeOperatorRestore Key Map ItemOperatorRestore Key Map(s)OperatorRightOperatorRotateOperatorRotate ViewOperatorRotate...OperatorRotationOperatorRun ScriptOperatorSaveOperatorSave AsOperatorSave As ImageOperatorSave As...OperatorSave Blender FileOperatorSave Copy...OperatorSave ImageOperatorSave ScreenshotOperatorSave Startup FileOperatorScaleOperatorScale Region SizeOperatorScroll DownOperatorScroll LeftOperatorScroll RightOperatorScroll UpOperatorScroller ActivateOperatorSculptOperatorSearch MenuOperatorSelectOperatorSelect AllOperatorSelect All by TypeOperatorSelect Channel KeyframesOperatorSelect Faces by SidesOperatorSelect HookOperatorSelect KeyframesOperatorSelect LineOperatorSelect LinkedOperatorSelect Linked VerticesOperatorSelect ModeOperatorSelect OrientationOperatorSelect Pick LinkedOperatorSelect Vertex GroupOperatorSelect by TypeOperatorSeparate ImagesOperatorSet 3D CursorOperatorSet Active Keying SetOperatorSet Active Object as CameraOperatorSet End FrameOperatorSet InverseOperatorSet Keyframe AOperatorSet Keyframe BOperatorSet ScreenOperatorSet Start FrameOperatorSet X AxisOperatorSet Y AxisOperatorShade SmoothOperatorSharp EdgesOperatorShearOperatorShear KeyframesOperatorShow All LayersOperatorShow/Hide Render ViewOperatorSingle BoneOperatorSkin Armature CreateOperatorSkin Mark/Clear LooseOperatorSkin Radii EqualizeOperatorSkin ResizeOperatorSkin Root MarkOperatorSlideOperatorSmoothOperatorSmooth View 2DOperatorSort Vertex GroupsOperatorSort by Bone HierarchyOperatorSort by NameOperatorSoundOperatorSpeakerOperatorSpeed ControlOperatorSplash ScreenOperatorSplit AreaOperatorSubdivideOperatorSwap AreasOperatorSwap StripOperatorSwap StripsOperatorTextOperatorText Auto CompleteOperatorTo SphereOperatorToggle Quad ViewOperatorToggle System ConsoleOperatorTopOperatorTorusOperatorTrackballOperatorTransfer Shape KeyOperatorUV SphereOperatorUndoOperatorUndo HistoryOperatorUnindentOperatorUnlinkOperatorUnpackOperatorUpdate Animation CacheOperatorUpdate Reports DisplayOperatorVertexOperatorView Lock ClearOperatorView Lock to ActiveOperatorView OrbitOperatorView SelectedOperatorWallOperatorWarpOperatorWipeOperatorZoom 2D ViewOperatorZoom Camera 1:1OperatorZoom InOperatorZoom OutOperatorZoom ViewOperatorZoom to BorderOperator NameOperator PresetsOptimal DisplayOptionOptions:Orbit DownOrbit LeftOrbit RightOrbit UpOrbit the viewOrientationOrientation WeightOriginOrigin to 3D CursorOrigin to GeometryOriginal LengthOuterOuter CreaseOutlineOutline WidthOutlinerOutputOutput a blocky surface with no smoothingOutput a smooth surface with no sharp-features detectionOutput a surface that reproduces sharp edges and corners from the input meshOutput faces with smooth shading rather than flat shadedOutput image in Cineon formatOutput image in DPX formatOutput image in JPEG formatOutput image in OpenEXR formatOutput image in PNG formatOutput image in Radiance HDR formatOutput image in TIFF formatOutput image in Targa formatOutput image in bitmap formatOutput image in multilayer OpenEXR formatOutput image in uncompressed Targa formatOutsideOverall minimum intensity of the mist effectOverlapOverlayOverwriteOverwrite existing files while renderingOwner SpacePack an image as embedded data into the .blend filePack displacements from an external filePaintPaint CurvePaint Grease Pencil StrokesPan DownPan LeftPan RightPan UpPan the viewPanelPanel TitleParentParent BoneParent Object for hook, also recalculates and clears offsetParent TypeParent VerticesParent:PartialParticleParticle InstanceParticle SystemParticle System NumberParticle System that this modifier controlsParticle UVParticle system instancing modifierParticle system simulation modifierParticleInstance ModifierParticleSettingsNewParticleSystemParticleSystem ModifierParticlesPass IndexPassesPassivePaste text from clipboardPathPath AfterPath BeforePath ModePath to a custom animation/frame sequence playerPath to a folder to store external baked imagesPath to an image editorPath to external displacements filePath to property settingPath to the .blend filePathsPaths:PercentPercentage scale for render resolutionPercentage value defining target position along length of curvePerformancePerlin Noise 1DPerlin Noise 2DPhasePhase of the sinus displacementPhysicsPitch factor for Doppler effect calculationPivotPivot ConstraintPivot XPivot YPivot center for rotation/scalingPivot in terms of the stroke point parameter u (0 <= u <= 1)Pivot of scaling and rotation operationsPixel FilterPixels moved by mouse per axis when drawing strokePlaceholdersPlainPlain chainingPlanarPlanePlay animationPlay audio from Sequence Editor while scrubbingPlay back rendered frames/movies using an external playerPlaybackPlease select two stripsPluralSharpPointPoint in a shape keyPoint in a shape key for curvesPoint toward target by taking the shortest rotation pathPoint towards a target by performing the smallest rotation necessaryPointsPole AnglePole Sub-TargetPole TargetPole axis for rotationPole rotation offsetPolyPolygonalizationPolygonizationPosPose SpacePositionPosition along pathPosition:PositivePost ProcessingPrecisionPreferencesPreserve VolumePreserve volume when rotations are usedPreset configs for external animation playersPresetsPressPrevent vertices from going through the mirror during transformPreviewProcess the render (and composited) result through the video sequence editor pipeline, if sequencer strips existProduce a blueprint using circular, elliptic, and square contour strokesProfileProgress BarProjectProject AxisProject DistanceProject LimitProjectorsPropertiesProperty EditorsProtectProximity GeometryProximity ModePulldownPure RandomPxr24 (lossy)Python ConsolePython Scripts DirectoryPython script to define a style moduleQuad MethodQuad SplitQuadraticQualityQuality for image formats that support lossy compressionQuaternionQuaternion (WXYZ)Quaternion AttributeQuit BlenderRGBRGB CurvesRGB to XYZRGBA color with 32-bit floating-point valuesRadiansRadio ButtonsRadiusRadius of eraser 'brush'Radius of limiting sphereRadius of the brush in pixelsRadius to applyRadius:RampRandomRandom BackboneRandom CenterRandom PositionRandom RadiusRandom SeedRandomizeRandomize position along pathRandomize the faces or edges during buildRandomness of the backbone stretchingRandomness of the centerRandomness of the radiusRangeRange MaxRange MinRateRate control: buffer size (kb)RatioRatio of triangles to reduce to (collapse only)RealtimeRecalculate and clear offset transformationRecent FilesRecompute binding dynamically on top of other deformers (slower and more memory consuming)RedRed:Redo previous actionReduce extra velocity that can build up when objects collide (lowers simulation stability a little so use only when necessary)ReflectionRefraction BSDFRefresh data in the Explode modifierRefresh the file listRegion OverlapRegisterRegular key pressed as a modifierRelationsRelationshipRelativeRelative KeyRelative OffsetRelative Offset DisplacementRelative PathRelative PathsRelative force of the hookReleaseReload strips in the sequencerRemap RelativeRemeshRemesh ModifierRemoveRemove Rigid Body settings from ObjectRemove Rigid Body simulation world from the current sceneRemove ThresholdRemove a hook from the active objectRemove a modifier from the active objectRemove a piece of stroke at the beginning and the end of stroke backboneRemove all keyframe animation for selected objectsRemove all shape keysRemove all vertex groupsRemove constraint from constraint stackRemove from all groupsRemove from the selectionRemove key map itemRemove original geometryRemove selected objects from Rigid Body simulationRemove shape key from the objectRemove the active line set from the list of line setsRemove the modifier from the list of modifiersRemove the selected vertices from active or all vertex group(s)Remove the style module from the stackRemove vertices with weight below threshold from vgroupRename first selected time markerRenderRender LayersRender LevelsRender OutputRender Output DirectoryRender PassRender Sky in this LayerRender Solid faces in this LayerRender StepsRender Strands in this LayerRender active sceneRender stylized strokes in this LayerRender the stamp info text in the rendered imageRepeatRepeat OutputRepeat XRepeat YRepeat last actionRepetitions of the generated surface in XRepetitions of the generated surface in YReplaceReplace OriginalReplace SelectionReplace VGroup A's weights by VGroup B's onesReplace text with specified text and set as selectedReplace text with the specified textReplace vertex groups of selected objects by vertex groups of active objectRepresentation of alpha information in the RGBA pixelsRequires selected vertices or active vertex groupResetReset ChildrenReset CurveReset ViewReset limiting distance for Limit Distance ConstraintReset original length of bone for Stretch To ConstraintReset to the default theme colorsResets the timing for absolute shape keysResolutionResolution XResolution YResolution of the octree; higher values give finer detailsRest LengthRestore key map itemRestore key map(s)Restrict 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 rotation along each axis within given rangesRestrict scaling along each axis with given rangesReversedRevolve edgesRidge & ValleyRidges and ValleysRightRight HandleRigid BodyRigid Body TypeRigid Body WorldRimRim CreaseRim Material OffsetRoot falloffRotateRotate around a different pointRotate around the Z axis of the modifier spaceRotate around the specified ('locked') axis to point towards a targetRotate selected itemsRotationRotation AngleRotation ModeRotation UnitsRotation XRotation YRotation ZRotation angleRotation conversionRotation in EulersRotation in QuaternionsRotation range on which pivoting should occurRotation step for numerical pad keys (2 4 6 8)RoundRound cap (half-circle)RoundsRun active scriptSMPTE (Compact)SMPTE (Full)SMPTE timecode showing minutes, seconds, and frames only - hours are also shown if necessary, but not by defaultSame ObjectSame bone selected...Sample FormatSample RateSamplesSamplingSampling RateSaturationSaturation:SaveSave & LoadSave As RenderSave CopySave ModeSave VersionsSave a BVH motion capture file from an armatureSave a copy of the actual working state but does not make saved file activeSave active text file with optionsSave displacements to an external fileSave the current Blender fileSave the current file in the desired locationScalable Vector Graphic (.svg)ScaleScale (resize) selected itemsScale FPSScale XScale YScale ZScale all data (Some importers do not support scaled armatures!)Scale of the X and Z axes is the inverse of the Y-ScaleScale of the displacement effectScale of the spatial noiseScale the BVH by this valueScale the offset by surrounding geometryScale the offset to give more even thicknessScaling factor that is applied along the X axisScaling factor that is applied along the Y axisScaling of the objectSceneSceneNewScene CameraScene has no cameraScenesScreenScreenNewScrewScrew ModifierScrew axisScript SourceScroll BarSculptSculpt Grease Pencil StrokesSculpt LevelsSculpt Overlay ColorSeamSearch again from the start of the file when reaching the endSearch string is sensitive to uppercase and lowercase lettersSearch term for filtering in the UISecond vertex group nameSeedSeed for random if usedSeed for random number generation (if negative, time is used as a seed instead)Seed of the random generatorSegmentsSelectSelect AllSelect LayerSelect all strips adjacent to the current selectionSelect all strips grouped by various propertiesSelect all textSelect all the vertices assigned to the active vertex groupSelect all visible objects grouped by various propertiesSelect all visible objects that are of a typeSelect edges at material boundariesSelect 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 the given edge type conditionsSelect feature edges satisfying the given face mark conditionsSelect feature edges within a range of quantitative invisibility (QI) valuesSelect hidden feature edgesSelect items using circle selectionSelect items using lasso selectionSelect or deselect all stripsSelect text by lineSelect the Freestyle control modeSelect the active cameraSelect the file relative to the blend fileSelect the mapping typeSelect the property panel to be shownSelect the shape of blueprint contour strokesSelect the shape of both ends of strokesSelect the way how feature edges are jointed to form chainsSelect type of shrinkwrap algorithm for target positionSelect type of subdivision algorithmSelect visible feature edgesSelected KeysSelected MarkerSelected ObjectsSelected to ActiveSelectionSelection OnlySelection by Edge TypesSelection by Face MarksSelection by Image BorderSelection by VisibilitySeparate UnitsSequenceAddSequenceAlpha OverSequenceAlpha UnderSequenceClipSequenceColorSequenceCurvesSequenceGlowSequenceImageSequenceMaskSequenceMovieSequenceMultiplySequenceSceneSequenceSoundSequenceSpeedSequenceSubtractSequenceTypeSequenceWipeSequence EditorSequencerSequencer EditorsSet MaterialSet Material BlendSet Material IndexSet alpha of selected color stopSet 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 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 camera view to active viewSet color interpolationSet color of selected color stopSet hook center to cursor positionSet interpolation between color stopsSet position of selected color stopSet selected vertices as not looseSet the active operator to its default valuesSet the object's origin, by either moving the data, or set to center of data, or use 3D cursorSet the weights of vertices in a group from a target object's distanceSet weights to a fixed number of stepsSet zoom ratio of the viewSettingsSettings are inside the Physics tabSettings for Grease Pencil interpolation toolsShade DownShade TopShadedShadingShadowShadow AlphaShadow BrightnessShadow SizeShadow X OffsetShadow Y OffsetShadow color in gray valueShadow offset in pixelsShadowsShape KeyShape Key Curve PointShape Key Edit ModeShape Key PointShape KeysShape key in a shape keys data-blockShape keysShape used as a relative keySharpSharp EdgesSharp falloffSharpnessShearShiftShift key pressedShort ListShortest DiagonalShortest allowed wavelengthShow .blend filesShow .blend1, .blend2, etc. filesShow Auto Keying WarningShow CacheShow FilterShow Frame NumbersShow HiddenShow Keyframe NumbersShow MarginShow NamesShow Object ChildrenShow OverexposedShow ParticlesShow Python references in tooltipsShow Safe AreasShow SourceShow SplashShow filtering optionsShow foldersShow font filesShow frame numbers of Keyframes on Motion PathsShow frame numbers on Motion PathsShow hidden dot filesShow image filesShow instances when particles are aliveShow instances when particles are deadShow instances when particles are unbornShow key map event and property details in the user interfaceShow latticesShow line numbers next to the textShow mesh when particles are aliveShow mesh when particles are deadShow mesh when particles are unbornShow movie filesShow overexposed areas with zebra stripesShow right marginShow script filesShow sound filesShow text filesShow 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 smoke cacheShow the active object's softbody point cacheShow 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 status of cached frames in the timelineShow warning indicators when transforming objects and bones if auto keying is enabledShow/HideShrink the location to the nearest target surfaceShrink the location to the nearest target surface along a given axisShrink 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 vertexShrink wrapping modifier to shrink wrap and object to a targetShrinkwrapShrinkwrap ConstraintShrinkwrap TypeShutterSilhouetteSimpleSimple DeformSimple deformation modifier to apply effects such as twisting and bendingSimpleDeform ModifierSimplifySimplify Child ParticlesSimplify SubdivisionSimulate an ocean surfaceSimulation will be evaluatedSingle ImageSingle image fileSinus DisplacementSizeSize of projection shape (leave as 0 for auto)Size of texture mappingSize of the font used when rendering stamp textSize of the simulation domain (in meters), and of the generated geometry (in BU)Size:SketchySketchy chaining with a multiple touchSkinSkin ModifierSkin ResizeSkin RootSkip drawing/rendering of interior subdivided edgesSkySky TextureSlider MaxSlider MinSmallest WaveSmearSmokeSmoke ColorSmoothSmooth GroupsSmooth ModifierSmooth ShadingSmooth StrokeSmooth ViewSmooth X AxisSmooth Y AxisSmooth Z AxisSmooth complex geometry around branchesSmooth falloffSmooth interpolation between A and B, with some control over curve shapeSmooth object along X axisSmooth object along Y axisSmooth object along Z axisSmoothingSmoothing effect modifierSnap selected keyframes to the current frameSnap selected keyframes to the nearest markerSnap selected keyframes to the nearest secondSnap to StripsSoft BodySoft Body ModifierSoft Body Point CacheSoft LightSoft body simulation modifierSoftenSolidSolidifySolidify ModifierSolver IterationsSort By:Sort by NameSort files by modification timeSort files by sizeSort items by their nameSort the file list alphabeticallySort typeSort vertex groupsSoundSoundNewSoundVolumeSoundsSounds DirectorySourceSource ListSouthSouth-EastSouth-WestSpaceSpace for the projection axisSpace that owner is evaluated inSpace that target is evaluated inSpacing between brush daubs as a percentage of brush diameterSpacing between wordsSpatial NoiseSpatial SizeSpeakerSpeakerNewSpeakersSpecify a new sampling value that determines the resolution of stroke polylinesSpecify how the modifier value is blended into the base valueSpecify unit line thickness in pixelsSpecify which material attribute is usedSpecularSpecular Color BlueSpecular Color GreenSpecular Color RedSpecular HardnessSpeedSpeed of SoundSpeed of sound for Doppler effect calculationSpeed of the wave, towards the starting point when negativeSphereSphere RadiusSphere radius for computing curvaturesSpherical falloffSpline IKSpline IK ConstraintSpline:SplitSplit AngleSplit Dash 1Split Dash 2Split Dash 3Split Gap 1Split Gap 2Split Gap 3Split ImpulseSplit LengthSplit chains at points with angles larger than the maximum 2D angleSplit chains at points with angles smaller than the minimum 2D angleSplit edges that are marked as sharpSplit edges with high angle between facesSplit the polygons with an ear clipping algorithmSplit the quads in nice triangles, slower methodSplit the quads on the 2nd and 4th verticesSplit the quads on the first and third verticesSplittingSquareSquare (HS + V)Square (HV + S)Square (SV + H)Square cap (flat and extended)SquaresStamp CameraStamp DateStamp FilenameStamp FrameStamp LensStamp MarkerStamp Note TextStamp Render TimeStamp SceneStamp Sequence StripStamp TimeStartStart CapStart FrameStart Position ObjectStart Position XStart Position YStart frame of the effectStart frame of the ocean bakingStartingStarting distance of the mist, measured from the cameraStarting frame for the animationStarting frame of the stored rangeStarting frame to exportStateSteelStepStepsStereoStop vertices from projecting to a face on the target when facing towards/awayStore multires displacements outside the .blend file, to save memoryStraightStraight-line interpolation between A and B (i.e. no ease in/out)StrandStrengthStrength of modifier effectStretchStretch ToStretch To ConstraintStretch UStretch VStretch along Y-Axis to point towards a targetStretch the beginning and the end of stroke backboneStretch the object along the Z axis of the modifier spaceStretch to meet the target objectString AttributeStripStrobeStroke CenterStroke EndStroke Point ParameterStroke StartStrokesStyle ModuleStyle ModulesSub LevelSubdivisionSubdivision SurfaceSubdivision TypeSubdivision surface modifierSubsurface ScatteringSubtractSubtract VGroup B's weights from VGroup A's onesSuggestive ContourSuggestive ContoursSummarySupport face boundariesSurfaceSurface ModifierSurface ThicknessSurface modifier defining modifier stack position used for surface fieldsSurface scale factor (does not affect the height of the waves)Swap the Mouse Wheel zoom directionSwitch the current view from perspective/orthographic projectionSync MarkersSync ModeSync to audio playback, dropping framesSyntax HighlightSyntax SpecialSyntax highlight for scriptingSystemSystem BookmarksTab WidthTabs as SpacesTake face smoothness into account in view map calculationTangentTangent NormalTangent SpaceTargetTarget ObjectTarget Object (Curves only)Target Object, defining the position of the pivot when definedTarget SpaceTarget ZTarget objectTarget object from which the distance is measuredTarget object shapeTemperature GridTemperature UnitTemplatesTemporary DirectoryTextTextLineTextNewText ColorText EditorText HighlightText InputText SelectedText StyleText stringText to replace selected text with using the replace toolText to search for with the find toolTextsTextureTextureNewTexture Collection RateTexture Coordinate ObjectTexture CoordinatesTexture MaskTexture MeshTexture SpaceTexture Space LocationTexture Space MeshTexture Space SizeTexture Time OutTexture effector weightTexture mapping typeTexture space locationTexture space sizeTexturedTexturesTextures DirectoryThe axes icon's sizeThe axis that the curve deforms alongThe constraining actionThe constraint is applied in Pose Space, the object transformation is ignoredThe constraint is applied relative to the local coordinate system of the objectThe constraint is applied relative to the world coordinate systemThe current number of faces in the decimated meshThe 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 frame to evaluate (starting at 0)The free scaling axis of the objectThe grid size for bindingThe length of the contents of this strip after the handles are appliedThe number of old versions to maintain in the current directory, when manually savingThe 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 path to the '/branches' directory of your local svn-translation copy, to allow translating from the UIThe profile shape (0.5 = round)The ratio of the largest dimension of the model over the size of the gridThe size of the geometry will determine the distance between arrayed itemsThe source axis constrained object's X axis usesThe source axis constrained object's Y axis usesThe source axis constrained object's Z axis usesThe subdivision level visible at render timeThe time (in minutes) to wait between automatic temporary savesThe 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 type to use from the targetThe value this event translates to in a modal keymapTheme Background ColorTheme Clip EditorTheme Dope SheetTheme Graph EditorTheme Space SettingsThemesThicknessThickness ModifiersThickness PositionThickness RatioThickness factorThickness factor to use for zero vertex group influenceThickness modifier typeThickness of the shellThreadsThresholdThumbnailsTile XTile YTimeTime ModeTime OffsetTime ScaleTime delay in 1/10 seconds before automatically opening sub level menusTime delay in 1/10 seconds before automatically opening top level menusTime since last access of a GL texture in seconds after which it is freed (set to 0 to keep textures allocated)Time to animate the view in milliseconds, zero to disableTime/delay (in ms) for a double clickTime:TimelineTimerTip LengthTip RemoverTitleToTo Maximum XTo Maximum YTo Maximum ZTo Minimum XTo Minimum YTo Minimum ZTo SpacesTo TabsToggle SelectToggle System ConsoleToggle display of selected object(s) separately and centered in viewToggle show render viewToggle whether the material is linked to object data or the object blockTolerance for outliers; lower values filter noise while higher values will reproduce edges closer to the inputToolToolsTooltipTooltip ColorsTooltipsTopTop LevelTop 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-Left 3D EditorTotal LevelsTotal time the build effect requiresTrackTrack AxisTrack ToTrack To ConstraintTrackball style rotation of selected itemsTrackball: %.2f %.2f %sTrackball: %s %s %sTrackingTransformTransform ChannelTransform markers as well as stripsTransform:TransformationTransformation channel from the target that is used to key the ActionTransforms are affected by this constraint as wellTransitionsTranslateTranslate InterfaceTranslate New NamesTranslate TooltipsTranslate XTranslate YTranslation Branches DirectoryTransmission DirectTransmission IndirectTransparencyTransparency of icons in the interface, to reduce contrastTransparentTreat curve as cyclic curve (no clamping to curve bounding box)TrianglesTriangulateTriangulate FacesTriangulate MeshTriangulate ModifierTrue if the modifier tab is expandedTrusted SourceTurbulenceTurbulence effector weightTurntableTwistTypeType of ID-block that can be usedType of data stored in attributeType of eventType of event mappingType of parent relationType of range to calculate for Motion PathsType of range to show for Motion PathsType of the modifierType of the modifier to work onType of transition used to fade mistU-AxisUI NameUI_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 EnterUVUV CenterUV CoordinatesUV GridUV LayerUV MapUV ProjectUV Project ModifierUV WarpUV map nameUV map to change with particle ageUV projection modifier to set UVs from a projectorUV/Image EditorUVWarp ModifierUVsUnbornUndo previous actionUnindent selected textUnionUnit ScaleUnit SystemUnit line thickness is scaled by the proportion of the present vertical image resolution to 480 pixelsUnit to use for displaying/editing rotation valuesUnitsUnlinkUnlink ActionUnlock all vertex groupsUnpackUpUp AxisUpdate AutomaticallyUpdate other affected window spaces automatically to reflect changes during interactive operations such as transformUpdate the audio animation cacheUpdatesUpper bound of the input range the mapping is appliedUse 3D position of track to parent toUse Bone EnvelopesUse Curve RadiusUse CurvesUse Edge AngleUse MaterialUse Material MaskUse Material layerUse Max 2D AngleUse Max 2D LengthUse Min 2D AngleUse Min 2D LengthUse Modifier StackUse RGB curved for pre-display transformationUse Relative OffsetUse RepeatUse RotationUse Sharp EdgesUse Split LengthUse Split PatternUse TailUse TransformUse UV coordinates for the texture coordinatesUse Vertex GroupsUse Visual keying automatically for constrained objectsUse X Location of ParentUse X Rotation of ParentUse X Scale of ParentUse Y Location of ParentUse Y Rotation of ParentUse Y Scale of ParentUse Z Location of ParentUse Z Rotation of ParentUse Z Scale of ParentUse active clip defined in sceneUse another mesh for texture indices (vertex indices must be aligned)Use bevel weights to determine how much bevel is applied in edge modeUse curve mappingUse degrees for measuring angles and rotationsUse distance between affected and target objectsUse distance between affected object's vertices and target object, or target object's geometryUse edge collapsingUse 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 global gravity for all dynamicsUse inverse quadratic progressionUse linear mappingUse linear progressionUse lossless output for video streamsUse modifier during renderUse multi-sampled 3D scene motion blurUse object transform to control projection shapeUse one transform property from target to control another (or same) property on ownerUse particle size for the shrapnelUse particle size to scale the instancesUse quadratic progressionUse radius as size of projection shape (0 = auto)Use same input as previous modifier, and mix results using overall vgroupUse the depth under the mouse to improve view pan/rotate/zoom functionalityUse the distance between the objects to make a screwUse the global coordinate system for the texture coordinatesUse the linked object's local coordinate system for the texture coordinatesUse 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 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 original scaling of the bonesUse 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 rotation order defined in the BVH fileUse the shortest computed distance to target object's geometry as weightUse 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 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 time from the sceneUse this brush in sculpt modeUse this brush in texture paint modeUse this brush in vertex paint modeUse this brush in weight paint modeUse to animate an object/bone following a pathUse transform property of target to look up pose for owner from an ActionUse un-subdivide face reductionUse vertex group weights to select whether vertex or edge is beveledUse vertices that are not part of region definedUserUser InterfaceUser Key ConfigurationUser:V-AxisVGroup AVGroup A and BVGroup A or BVGroup BValidValueValue MaxValue MinValue SliderValue for the distance between arrayed itemsValue of shape key at the current frameValue:VectorVector HandleVersionVersion:VertexVertex ColorsVertex GroupVertex Group AVertex Group BVertex Group FactorVertex Group InvertVertex GroupsVertex NormalVertex SelectVertex SetVertex SizeVertex Weight EditVertex Weight MixVertex Weight ProximityVertex group nameVertex group name (collapse only)Vertex group name for modulating the deformVertex group name for modulating the waveVertex group name for selecting the affected areasVertex weight group, to blend with basis shapeVerticalVertical aspect ratio - for anamorphic or non-square pixel outputVerts:%s/%s | Edges:%s/%s | Faces:%s/%s | Tris:%sVideoVideo SequencerVideosViewView FromView NameView SettingsView all objects in sceneView all the strips in the sequencerView operations (useful for keyboards without a numpad)View the entire imageViews Format:VisibilityVisibleVisual KeyingVisual LocationVisual RotationVolumeVolume PreservationVolume VariationVolume of the bone at restVorbisVortexVortex effector weightWarningWarning:WarpWarp ModifierWarp modifierWaveWave AlignmentWave DirectionWave ModifierWave ScaleWave effect modifierWavelengthWavelength of the sinus displacementWavesWeightWeight to assign in vertex groupsWeight:WeightVG Edit ModifierWeightVG Mix ModifierWeightVG Proximity ModifierWestWhat distance Width measuresWhen an 'array/vector' type is chosen (Location, Rotation, Color, etc.), entire array is to be usedWhere the image comes fromWhether geometry has been bound to anchorsWhether geometry has been bound to control cageWhether the ocean is using cached data or simulatingWhich distances to target object to useWhich style to use for viewport scalingWhich vertices should be affectedWhiteWhite LevelWidthWidth:WindWind VelocityWind effector weightWind speedWindowWindow BackgroundWindow ManagerWindow ManagersWindow manager data-block defining open windows and other user interface dataWindow manager data-blocksWindowManager3D ViewWindowManagerAnimationWindowManagerArmatureWindowManagerClipWindowManagerClip Dopesheet EditorWindowManagerClip EditorWindowManagerCurveWindowManagerDopesheetWindowManagerFile BrowserWindowManagerFile Browser ButtonsWindowManagerFile Browser MainWindowManagerFontWindowManagerGraph EditorWindowManagerGraph Editor GenericWindowManagerGrease PencilWindowManagerImageWindowManagerImage PaintWindowManagerInfoWindowManagerLatticeWindowManagerLink HandlesWindowManagerMarkersWindowManagerMeshWindowManagerMetaballWindowManagerNLA EditorWindowManagerNode EditorWindowManagerObject ModeWindowManagerOutlinerWindowManagerParticleWindowManagerProperty EditorWindowManagerScreenWindowManagerScreen EditingWindowManagerSculptWindowManagerSequencerWindowManagerTextWindowManagerUV EditorWindowManagerView2DWindowManagerWindowWireWireframeWireframe ModifierWireframe effect modifierWord WrapWorldWorldNewWorld MistWorld SpaceWorldsWrap words if there is not enough horizontal spaceWrite compressed .blend fileWrite edge smoothingWrite face smoothingWrite file to current directory (overwrite existing file)Write file to original location (overwrite existing file)Write files to current directory (overwrite existing files)Write files to original location (overwrite existing files)XX AxisX ForwardX LocationX NormalX RotationX ScaleX UpX axisX axis motionX coordinate of the start positionX-RayX:XR Data for Window Manager EventXYZ EulerXYZ Rotation Order - prone to Gimbal Lock (default)XYZ to RGBXZXZ Scale ModeXZY EulerXZY Rotation Order - prone to Gimbal LockYY AxisY ForwardY LocationY NormalY RotationY ScaleY UpY axisY axis motionY coordinate of the start positionY:YXZ EulerYXZ Rotation Order - prone to Gimbal LockYZX EulerYZX Rotation Order - prone to Gimbal LockZ AxisZ ForwardZ LocationZ NormalZ RotationZ ScaleZ UpZ axisZ-offset of texture mappingZ:ZXY EulerZXY Rotation Order - prone to Gimbal LockZYX EulerZYX Rotation Order - prone to Gimbal LockZoomZoom StyleZoom inZoom in and out based on horizontal mouse movementZoom in and out based on vertical mouse movementZoom in the view to the nearest item contained in the borderZoom in towards the mouse pointer's position in the 3D view, rather than the 2D window centerZoom in/out the viewZoom outZoom preview to fit in the areaZoom the sequencer on the selected stripsglobaliScalelocalmaterialsobjectsunable to open the fileunsupported formatunsupported image formatunsupported movie clip formatviewwindow_managersProject-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: 2025-07-23 15:31+0000 Last-Translator: BalĂĄzs FĂŒvesi Language-Team: Hungarian Language: hu 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 5.12.1 X-Poedit-Basepath: . 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egyĂŒttKözĂ©pForgatĂĄs/ĂĄtmĂ©retezĂ©s közĂ©ppontjaNĂ©zet beĂĄllĂ­tĂĄsa Ășgy, hogy a kurzor a nĂ©zet közĂ©ppontjĂĄban legyenLĂĄnc hosszĂșsĂĄgaLĂĄnc eltolĂĄsLĂĄnc mĂ©retezĂ©sA lĂĄnc követi a cĂ©l pozĂ­ciĂłjĂĄtA lĂĄnc követi a cĂ©l forgatĂĄsĂĄtÖsszekapcsolĂĄsUV kijelölĂ©s mĂłdjĂĄnak megvĂĄltoztatĂĄsaAz alfa ĂĄtlĂĄtszĂłsĂĄg megvĂĄltoztatĂĄsa a vonal mentĂ©nAz alfa ĂĄtlĂĄtszĂłsĂĄg megvĂĄltoztatĂĄsa az anyagtulajdonsĂĄg alapjĂĄnVonalszĂ­n megvĂĄltoztatĂĄsa a vonal mentĂ©nVonalvastagsĂĄg megvĂĄltoztatĂĄsa a vonal mentĂ©nVonalvastagsĂĄg vĂĄltoztatĂĄsa egy anyagtulajdonsĂĄg alapjĂĄnVonalvastagsĂĄg vĂĄltoztatĂĄsa egy objektumtĂłl valĂł tĂĄvolsĂĄg alapjĂĄnVonalvastagsĂĄg vĂĄltoztatĂĄsa a kamerĂĄtĂłl valĂł tĂĄvolsĂĄg alapjĂĄnVonalvastagsĂĄg vĂĄltoztatĂĄsa, hogy a vonal Ășgy nĂ©zzen ki, mintha egy kalligrafikus tollal kĂ©szĂ­tettĂ©k volnaKözĂ©ppont megvĂĄltoztatĂĄsa az ĂĄtalakĂ­tĂĄsokhoz (hibĂĄs)KijelölĂ©s mĂłdjĂĄnak megvĂĄltoztatĂĄsaA jelenet összes lĂĄtjatĂł objektuma kijelölĂ©sĂ©nek 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tĂ­pusaSzĂ­nkĂ©szletSzĂ­ntĂ©rAlkalmazott szĂ­ngörbe letĂ©rkĂ©pezĂ©s a megjelenĂ­tĂ©s transzformĂĄciĂłja elƑttSzĂ­n az Ășjonnan hozzĂĄadott transzformĂĄciĂłs F-GörbĂ©hez (Helyzet, ForgatĂĄs, MĂ©retezĂ©s), a szĂ­n a transzformĂĄciĂł tengelyĂ©n is alapszikSzĂ­n mĂłdosĂ­tĂł tĂ­pusAktĂ­v marker szĂ­neLetiltott marker szĂ­neZĂĄrolt marker szĂ­neMarker szĂ­neMarkerek körvonalĂĄnak szĂ­neAz aktuĂĄlis kĂ©pkocka utĂĄni Ăștvonal szĂ­neAz aktuĂĄlis kĂ©pkocka elƑtti Ăștvonal szĂ­neKijelölt marker szĂ­neTextĂșra fedƑrĂ©tegĂ©nek szĂ­neA csillogĂĄsĂĄs csĂșcsfĂ©nyĂ©nek a szĂ­neSzĂ­ntĂ©r, amiben a szekvencer mƱködikA bĂ©lyegzƑ szövege mögött hasznĂĄlt szĂ­nA bĂ©lyegzƑ szövegĂ©nek szĂ­neCsontok felĂŒletĂ©nek szĂ­neSzĂ­nezett kĂ©nyszerĂ­tƑkSzĂ­nekAnnak az oszlopnak a sorszĂĄma, ahol a jobb oldali margĂł megjelenikKombinĂĄlĂĄsKombinĂĄltKözössĂ©giAz egyik tengelyen törtĂ©nƑ mĂ©retezĂ©s kompenzĂĄlĂĄsa a mĂĄsik kĂ©t tengelyen törtĂ©nƑ, megfelelƑ mĂ©retezĂ©s elfogadĂĄsĂĄvalKompozitĂĄlĂĄsTömörĂ­tĂ©sFĂĄjl tömörĂ­tĂ©seTömörĂ­tĂ©sSzĂĄmĂ­tĂł eszköz tĂ­pusaTĂĄvolsĂĄg kiszĂĄmĂ­tĂĄsa a legközelebbi Ă©ligTĂĄvolsĂĄg kiszĂĄmĂ­tĂĄsa a legközelebbi oldallapigTĂĄvolsĂĄg kiszĂĄmĂ­tĂĄsa a legközelebbi csĂșcspontigKĂșpKijelölt objektumok egyesĂ­tĂ©se az aktĂ­v objektummalkĂ©nyszerÁllandóÁllandĂł eltolĂĄsÁllandĂł eltolĂĄs elmozdĂ­tĂĄsFolymatos gyorsulĂĄs az adott irĂĄnybaEgy objektum helyzetĂ©nek kĂ©nyszerĂ­tĂ©se a cĂ©lĂștvonal legközelebbi pontjĂĄhozKĂ©nyszerĂ­tƑKĂ©nszerĂ­tĂ©s cĂ©ljaKĂ©nyszerĂ­tƑ neveA kĂ©nyszerĂ­tƑ panelja kinyitva van a FelhasznĂĄlĂłi kezelƑfelĂŒletenKĂ©nyszerĂ­tƑkNurbs Kör lĂ©trehozĂĄsaNurbs Görbe lĂ©trehozĂĄsaÚtvonal lĂ©trehozĂĄsaSuzanne mesh lĂ©trehozĂĄsaKör alakĂș mesh lĂ©trehozĂĄsaKĂșp alakĂș mesh lĂ©trehozĂĄsaKocka alakĂș mesh lĂ©trehozĂĄsaHenger alakĂș mesh lĂ©trehozĂĄsa4 pontbĂłl ĂĄllĂł, kitöltött sĂ­klap mesh lĂ©trehozĂĄsaFolyamatosFolyamatos mozgatĂĄsKontĂșrVezĂ©rlĂ©si mĂłdCsontok lĂĄncĂĄnak kontrollĂĄlĂĄsa a vĂ©gpont megadĂĄsĂĄval (csak csontoknĂĄl)A köd sƱrƱsĂ©g csökkentĂ©sĂ©nek szabĂĄlyozĂĄsa a magassĂĄggalControl billentyƱ lenyomĂĄsaKontroll objektum: ha elĂ©rhetƑ, a helyzete hatĂĄrozza meg az effekt közĂ©ppontjĂĄtVisszajĂĄtszĂĄs irĂĄnyĂ­tĂĄsa kĂ©pkocka-szĂĄm hasznĂĄlatĂĄval (FPS Ă©s kezdƑkĂ©pkocka figyelmenkĂ­vĂŒl hagyĂĄsa a fĂĄjlbĂłl)VisszajĂĄtszĂĄs irĂĄnyĂ­tĂĄsa mĂĄsodpercekben meghatĂĄrizott idƑvelMinden oldallam hĂĄromszöggĂ© konvertĂĄlĂĄsaForgatĂĄs konvertĂĄlĂĄsa euler XYZ-vĂ©ForgatĂĄs konvertĂĄlĂĄsa euler XZY-nĂĄForgatĂĄs konvertĂĄlĂĄsa euler YXZ-vĂ©ForgatĂĄs konvertĂĄlĂĄsa euler YZX-Ă©ForgatĂĄs konvertĂĄlĂĄsa euler ZXY-nĂĄForgatĂĄs konvertĂĄlĂĄsa euler ZYX-Ă©ForgatĂĄsok konvertĂĄlĂĄsa kvaterniĂłkkĂĄKonvertĂĄlĂĄs logaritmikus szĂ­ntĂ©rbeWhitespace ĂĄtalakĂ­tĂĄsa tĂ­pus szerintÁtalakĂ­tĂłKoordinĂĄtĂĄkMĂĄsolĂĄsHelyzet mĂĄsolĂĄsaMerev test beĂĄllĂ­tĂĄsainak mĂĄsolĂĄsa az aktĂ­v objektumbĂłl a kijelöltekbeForgatĂĄs mĂĄsolĂĄsaForgatĂĄs mĂĄsolĂĄsa kĂ©nyszerĂ­tƑMĂ©retezĂ©s mĂĄsolĂĄsaMĂ©retezĂ©s mĂĄsolĂĄsa kĂ©nyszerĂ­tƑBeĂĄllĂ­tĂĄsok mĂĄsolĂĄsaÁtalakĂ­tĂĄs mĂĄsolĂĄsaÁtalakĂ­tĂĄs mĂĄsolĂĄsa kĂ©nyszerĂ­tƑX mĂĄsolĂĄsY mĂĄsolĂĄsZ mĂĄsolĂĄsA cĂ©lobjektum összes ĂĄtalakĂ­tĂĄsĂĄnak mĂĄsolĂĄsa, tehĂĄt egyĂŒtt fognak mozogniA cĂ©lobjektum összes ĂĄtalakĂ­tĂĄsĂĄnak mĂĄsolĂĄsaA kivĂĄlasztott markerek mĂĄsolĂĄsa mĂĄsik jelenetbeA kijelölt szöveg mĂĄsolĂĄsa vĂĄgĂłlapraFĂĄjl mĂĄsolĂĄsa a cĂ©lĂștvonalba (vagy almappĂĄba)Egy cĂ©lobjektum helyzetĂ©nek mĂĄsolĂĄsa (egy tetszƑleges eltolĂĄssal), tehĂĄt egyĂŒtt fognak mozogniEgy cĂ©lobjektum forgatĂĄsĂĄnak mĂĄsolĂĄsa (egy tetszƑleges eltolĂĄssal), tehĂĄt egyĂŒtt fognak forogniA cĂ©lobjektum forgatĂĄsĂĄnak mĂĄsolĂĄsaEgy cĂ©lobjektum mĂ©retfaktorĂĄnak mĂĄsolĂĄsa (egy tetszƑleges eltolĂĄssal), tehĂĄt azonos Ă©rtĂ©kkel foganak ĂĄtmĂ©retezƑdniA cĂ©lobjektum mĂ©retezĂ©sĂ©nek mĂĄsolĂĄsaA cĂ©lobjektum X helyzetĂ©nek mĂĄsolĂĄsaA cĂ©lobjektum X forgatĂĄsĂĄnak mĂĄsolĂĄsaA cĂ©lobjektum X mĂ©retezĂ©sĂ©nek mĂĄsolĂĄsaA cĂ©lobjektum Y helyzetĂ©nek mĂĄsolĂĄsaA cĂ©lobjektum Y forgatĂĄsĂĄnak mĂĄsolĂĄsaA cĂ©lobjektum Y mĂ©retezĂ©sĂ©nek mĂĄsolĂĄsaA cĂ©lobjektum Z helyzetĂ©nek mĂĄsolĂĄsaA cĂ©lobjektum Z forgatĂĄsĂĄnak mĂĄsolĂĄsaA cĂ©lobjektum Z mĂ©retezĂ©sĂ©nek mĂĄsolĂĄsaCsĂșcspont koordinĂĄtĂĄk mĂĄsolĂĄsa mĂĄsik objektumbĂłlCopyrightNem sikerĂŒlt hozzĂĄadni az anyagotNem talĂĄlhatĂł a jelenetSzĂĄmKiterjedĂ©sDomborĂșHatĂĄrvonal szögeÉlek domborĂ­tĂĄsaÉl sĂșlyozĂĄsDomborĂ­tĂĄs sĂșlya (ha aktĂ­v)DomborĂ­tĂĄs:LĂ©trehozĂĄs Ăștvonal mentĂ©nF-görbĂ©k lĂ©trehozĂĄsa az objektumnĂĄl, ami lemĂĄsolja a kĂ©nyszerĂ­tƑ ĂĄltal okozott mozgĂĄstMappa lĂ©trehozĂĄsa minden exportĂĄlt fĂĄjlhozÚj mappa lĂ©trehozĂĄsaÚj kĂ©p lĂ©trehozĂĄsaÚj vonalstĂ­lus lĂ©trehozĂĄsa, Ășjra hasznĂĄlhatĂł a többszörös vonalkĂ©szleteknĂ©lTömör bƑrözĂ©s kĂ©szĂ­tĂ©se kihĂșzĂĄssal, az Ă©les Ă©lek kompenzĂĄlĂĄsĂĄvalA bƑrözĂ©s szerkezetĂ©vel pĂĄrhuzamos csontvĂĄz kĂ©szĂ­tĂ©seKĂ©p lĂ©trehozĂĄsa ĂĄtlĂĄtszĂłsĂĄgi csatornĂĄvalKĂ©nyszerĂ­tƑ lĂ©trehozĂĄsa, szĂŒlƑ-gyermek kapcsolaton alapulvaKĂ©nyszerĂ­tƑ kĂ©szĂ­tĂ©se a simulĂĄs kapcsolaton alapulvaÉlhurkok kĂ©szĂ­tĂ©se a belsƑ Ă©s kĂŒlsƑ felĂŒletek között, az oldallapok Ă©leinĂ©l (lassĂș, letiltĂĄsa ajĂĄnlott, ha nincs rĂĄ szĂŒksĂ©g)Üres helyƑrzƑfĂĄjl kĂ©szĂ­tĂ©se a kĂ©pkockĂĄk renderelĂ©sĂ©nek ideje alatt (hasonlĂł a Unix 'touch'-hoz)HelyettesĂ­tĂ©s kĂ©szĂ­tĂ©se a rĂ©szecskĂ©k Ăștvonala mentĂ©nHelyettesĂ­tĂ©s kĂ©szĂ­tĂ©se a gyermek rĂ©szecskĂ©kbƑlHelyettesĂ­tĂ©s kĂ©szĂ­tĂ©se a normĂĄl rĂ©szecskĂ©kbƑlFormakulcs lĂ©trehozĂĄsa meglĂ©vƑ formakulcsok keverĂ©kĂ©bƑlVĂĄgĂĄsCtrlKockaKöbösTĂ©glatestSelejtezĂ©sAktuĂĄlis fĂĄjlAktuĂĄlis kĂ©pkockaA terĂŒlet aktuĂĄlis szrkesztƑ tĂ­pusaAz aktuĂĄlis kĂ©pkockaszĂĄm manuĂĄlisan negetĂ­v Ă©rtĂ©kre ĂĄllĂ­thatĂłJelenlegi formakulcsJelenlegi formakulcs indexeA szimulĂĄciĂł aktuĂĄlis idejeGörbeKonstansGörbeEgyĂ©ni görbeElenyĂ©szĂ©sElenyĂ©szĂ©s tĂ­pusaVonalLineĂĄrisKözĂ©psƑ lĂ©pcsƑMĂłdÚjNincs csökkentĂ©sNurbs KörNurbs GörbeVĂ©letlenszerƱGyökÉlesSimĂ­tottGömbFelĂŒletGörbevezĂ©reltGörbe mĂłdosĂ­tĂłGörbe sugaraGörbe adatblokkokGörbe deformĂĄciĂł mĂłdosĂ­tĂłGörbevezĂ©rlƑ effekor sĂșlyozĂĄsaGörbe objektuma deformĂĄciĂłhozGörbeobjektum, amihez a sorozat igazĂ­tva leszGörbe, ami ezt a kapcsolatot irĂĄnyĂ­tjaGörbevonalĂș 2D tĂĄvolsĂĄg az összekapcsolĂĄsok szĂ©tvĂĄlasztĂĄsĂĄhozEgyĂ©niEgyĂ©ni szĂ­nkĂ©szletEgyĂ©ni görbeEgyedi tulajdonsĂĄgokEgyĂ©ni animĂĄciĂł lejĂĄtszĂł futtatĂĄsi ĂștvonalaEgyĂ©ni görbe a zsĂ­rkrĂ©ta kĂ©pkockĂĄk közötti „szekvencia” interpolĂĄciĂł szabĂĄlyozĂĄsĂĄhozEgyĂ©ni letĂ©rkĂ©pezĂ©si görbeEgyedi szöveg, ami megjelenik a jegyzet bĂ©lyegenÉlek elvĂĄgĂĄsaOldallapok Ă©leinek elvĂĄgĂĄsa a szebb repeszekĂ©rtA kijelölt szöveg kivĂĄgĂĄsa vĂĄgĂłlapraCiklikusCiklikus hullĂĄm effektHengerVisszavert hullĂĄmok csillapĂ­tĂĄsa a szĂ©llel szembenTompĂ­tott ĂștvonalTompĂ­tott Ăștvonal kĂ©nyszerĂ­tƑCsillapĂ­tĂĄsCsillapĂ­tĂĄsi idƑSötĂ©tĂ­tĂ©sVonal 1Vonal 2Vonal 3Szaggatott vonalAdatAdatĂștvonalAdattĂ­pusDĂĄtumDeaktivĂĄlĂĄsHalottTizedelĂ©sTizedelĂ©s mĂłdosĂ­tĂłTizedelĂ©s mĂłdosĂ­tĂłA tĂ©rhĂĄlĂł lebontĂĄsa a felĂ©pĂ­tĂ©s helyettAlapĂ©rtelmezettAlapĂ©rtelmezett szĂ­nattribĂștumAlapĂ©rtelmezett szĂ­nekAlapĂ©rtelmezett elrendezĂ©sAlapĂ©rtelmezett sĂșlyAlapĂ©rtelmezett sĂșly AAlapĂ©rtelmezett sĂșly AAlapĂ©rtelmezett kitöltƑ szĂ­nAlapĂ©rtelmezett sĂșly, amit a csĂșcspont kap, ha nincs az elsƑ (A) csoportbanAlapĂ©rtelmezett sĂșly, amit a csĂșcspont kap, ha nincs a mĂĄsodik (B) csoportbanAlapĂ©rtelmezett sĂșlya egy csĂșcspontnak, ha nincs a csĂșcspont-csoportbanDeformĂĄciĂłDeformĂĄciĂł tengelyeDeformĂĄciĂłs mĂłdForgatĂĄs interpolĂĄciĂłjĂĄnak deformĂĄlĂĄsa kvaterniĂłkkalFokokTörlĂ©sAktĂ­v jelenet törlĂ©seAktuĂĄlis gyorsĂ­tĂłtĂĄr törlĂ©seA kivĂĄlasztott track jelenlegi kĂ©pkockĂĄjĂĄhoz tartozĂł marker eltĂĄvolĂ­tĂĄsaPontok törlĂ©seKivĂĄlasztott könyvjelzƑ törlĂ©seKijelölt objektumok törlĂ©seA kivĂĄlasztott idƑ marker(ek) törlĂ©seAz aktĂ­v, vagy az összes csĂșcspont-csoport törlĂ©se az aktĂ­v objektumbĂłlAz aktĂ­v szĂ­njelölƑ törlĂ©seA tĂ©rhĂĄlĂł legfölsƑ felbontĂĄsĂĄnak törlĂ©se, rĂ©szletek törlƑdhetnekKorlĂĄtozĂĄsKorlĂĄtozĂĄs az Ă©l-illesztĂ©sek szerintKorlĂĄtozĂĄs az oldallapok irĂĄnyultsĂĄga szerintKorlĂĄtozĂĄs az oldallapok anyaga szerintDiffĂșz szĂ­n vezetĂ©k ĂĄtadĂĄsaDiffĂșz direkt vezetĂ©k ĂĄtadĂĄsaDiffĂșz indirekt vezetĂ©k ĂĄtadĂĄsaEmissziĂł vezetĂ©k ĂĄtadĂĄsaKörnyezeti megvilĂĄgĂ­tĂĄs vezetĂ©k ĂĄtadĂĄsaTeljes kombinĂĄlt RGBA puffer ĂĄtadĂĄsaFĂ©nyes szĂ­n vezetĂ©k ĂĄtadĂĄsaFĂ©nyes direkt vezetĂ©k ĂĄtadĂĄsaFĂ©nyes indirekt vezetĂ©k ĂĄtadĂĄsaAnyag index vezetĂ©k ĂĄtadĂĄsaNormĂĄlis vezetĂ©k ĂĄtadĂĄsaObjektum inde vezetĂ©k ĂĄtadĂĄsaÁrnyĂ©k vezetĂ©k ĂĄtadĂĄsaGyorsasĂĄg vektor vezetĂ©k ĂĄtadĂĄsaTextĂșra UV vezetĂ©k ĂĄtadĂĄsaÁteresztĂ©s szĂ­n vezetĂ©k ĂĄtadĂĄsaÁteresztĂ©s direkt vezetĂ©k ĂĄtadĂĄsaÁteresztĂ©s indirekt vezetĂ©k ĂĄtadĂĄsaDelta HelyDelta forgatĂĄs (Euler)Delta forgatĂĄs (Quaternion)Delta ĂĄtmĂ©retezĂ©sDelta ÁtalakĂ­tĂĄsMĂ©lysĂ©gMĂ©lysĂ©gi objektumA szilĂĄrd talaj mĂ©lysĂ©ge a vĂ­zfelszĂ­n alattTextĂșra koordinĂĄtĂĄk szĂĄrmaztatĂĄsa mĂĄsik tĂ©rhĂĄlĂłbĂłlLeĂ­rĂĄsLeĂ­rĂĄs:KijelölĂ©s törlĂ©se minden kijelölt csĂșcspontnĂĄl, ami hozzĂĄ van rendelve az aktĂ­v csĂșcspont-csoporthozRĂ©szlet mĂ©reteA lĂĄthatĂłsĂĄg hasznĂĄlatĂĄnak mĂłdja a jellemzƑ Ă©lek kivĂĄlasztĂĄsakorA renderelĂ©skor hasznĂĄlt szĂĄlak szĂĄmĂĄnak meghatĂĄrozĂĄsaFejlesztĂ©sA szĂĄmĂ­tĂĄshoz hasznĂĄlt eszköz (Cycles-el valĂł renderelĂ©skor)KĂŒlönbsĂ©gAz A csĂșcspot-csoport Ă©s a B csĂșcspot-csoport sĂșlyainak kĂŒlönbsĂ©geA szĂ­nkeverƑ eszköz megjelenĂ­tĂ©sĂ©nek kĂŒlönbözƑ stĂ­lusaiDiffĂșzKĂ©k diffĂșz szĂ­nZöld diffĂșz szĂ­nVörös diffĂșz szĂ­nDiffĂșz direktDiffĂșz indirektDimenziĂłkDimenziĂłk:DirektA kĂ©pkockĂĄk közvetlen konvertĂĄlĂĄsa mĂĄsodpercekkĂ©IrĂĄnyLetiltottLetiltott markerElmozdĂ­tĂĄsElmozdĂ­tĂĄs mĂłdosĂ­tĂłElmozdĂ­tĂĄs a normĂĄlisok mentĂ©nLĂ©tezƑ geometria elmozdĂ­tĂĄsa a szimulĂĄciĂł szerintElmozdĂ­tĂĄsElmozdulĂĄs irĂĄnyaElmozdĂ­tĂĄs mĂłdosĂ­tĂłA vonal elejĂ©hez rendelt elmozdulĂĄsA vonal vĂ©gĂ©hez rendelt elmozdulĂĄsA vonal csĂșcspontjainak X koordinĂĄtĂĄihoz rendelt elmozdulĂĄsA vonal csĂșcspontjainak Y koordinĂĄtĂĄihoz rendelt elmozdulĂĄsA fƑ irĂĄnyvonal normĂĄlisa mentĂ©n hozzĂĄrendelt eltolĂĄsKijelzƑMegjelenĂ­tĂ©s oldalarĂĄnyaA jelenlegi kĂ©p megjelenĂ­tĂ©si arĂĄnya, a renderelĂ©sre nincsen hatĂĄssalZsĂ­rkrĂ©ta megjelenĂ­tĂ©seMĂłdosĂ­tĂł adatĂĄnak megjelenĂ­tĂ©seNĂ©v megjelenĂ­tĂ©sePĂłzok ĂștvonalĂĄnak megjelenĂ­tĂ©se fix szĂĄmĂș kĂ©pkockĂĄkon belĂŒl az aktuĂĄlis kĂ©pkocka körĂŒlPĂłzok ĂștvonalĂĄnak megjelenĂ­tĂ©se a megadott tartomĂĄnybanVarratok megjelenĂ­tĂ©seKĂ©pernyƑ beĂĄllĂ­tĂĄsaHangerƑ megjelenĂ­tĂ©seMinden Ă©l kirajzolĂĄsa a tĂ©rhĂĄlĂł objektumoknĂĄlHatĂĄrok megjelenĂ­tĂ©se gömbkĂ©ntA jelenlegi kĂ©p megjelenĂ­tĂ©se, a kivĂĄlasztott objektumtĂłl fĂŒggetlenĂŒlFelĂŒlet lapos megjelenĂ­tĂ©seFelĂŒlet simĂ­tott megjelenĂ­tĂ©se (csĂșcspontok normĂĄlisĂĄt hasznĂĄlva)FĂĄjlok megjelenĂ­tĂ©se rĂ©szletes listakĂ©ntFĂĄjlok megjelenĂ­tĂ©se rövid listakĂ©ntFĂĄjlok megjelenĂ­tĂ©se miniatƱrkĂ©ntKorĂĄbban vĂ©grehajtott mƱveletek megjelenĂ­tĂ©seA fĂĄjllista nĂ©zetĂ©nek mĂłdjaMĂłdosĂ­tĂł megjelenĂ­tĂ©se SzerkesztƑ mĂłdbanMĂłdosĂ­tĂł megjelenĂ­tĂ©se a 3D nĂ©zetbenMegjelenĂ­ti a CĂ­mlapot indĂ­tĂĄskorTĂĄmogatĂĄsi szint megjelenĂ­tĂ©seAz objektum befoglalĂł formĂĄjĂĄnak megjelenĂ­tĂ©seAz objektum nevĂ©nek megjelenĂ­tĂ©seAz objektum eredetpontjĂĄnak Ă©s tengelyeinek megjelenĂ­tĂ©seAz objektum textĂșraterĂ©nek megjelenĂ­tĂ©seEgysĂ©gek megjelenĂ­tĂ©se pĂĄrokban (pl.: 1m 0cm)Geometria lebontĂĄsa sĂ­kidomokraTĂĄvolsĂĄgTĂĄvolsĂĄg kulcsTĂĄvolsĂĄgmodellTĂĄvolsĂĄg, ami utĂĄn lecsillapodikA hullĂĄm teteje Ă©s alja közötti tĂĄvolsĂĄg, minnĂ©l magasabb, annĂĄl vĂ©konyabb a hullĂĄmTĂĄvolsĂĄg a hullĂĄmok közöttTĂĄvolsĂĄg a kamerĂĄtĂłlTĂĄvolsĂĄg az objektumtĂłlTĂĄvolsĂĄg-letĂ©rkĂ©pezĂ©s 0.0 sĂșlyraTĂĄvolsĂĄg-letĂ©rkĂ©pezĂ©s 1.0 sĂșlyraTĂĄvolsĂĄgmodell a tĂĄvolsĂĄgi gyengĂ­tĂ©s kiszĂĄmĂ­tĂĄsĂĄhozTĂĄvolsĂĄg, ami alatt a köd effekt elƑtƱnikTĂĄvolsĂĄg a cĂ©lobjektumigTĂĄvolsĂĄg, amit tart a cĂ©lobjektumtĂłlA hatĂłkör Ă©s a 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csĂșcspot-csoport sĂșlyaivalMulti-felbontĂĄs mĂłdosĂ­tĂłMulti-felbontĂĄsMulti-felbontĂĄs tĂ©rhĂĄlĂł mĂłdosĂ­tĂłIK kĂ©nyszerĂ­tĂ©shez aktĂ­v csont szĂŒksĂ©gesEgyesĂ­tƑ csomag mĂ©reteEgyesĂ­tƑ rĂĄtaEgyesĂ­tƑ csomag mĂ©rete (byte)NĂ©vAz akciĂłcsoport neve, amihez ennek az Ăștvonalnak a beĂĄllĂ­tĂĄsai csatolva lesznekA kampĂł szĂŒlƑcsontjĂĄnak neve (ha alkalmazhatĂł), az eltolĂĄst szintĂ©n törli Ă©s ĂșjraszĂĄmĂ­tjaFormakulcs neveA csĂșcspont-csoport, ami meghatĂĄrozza a horgonyokatA csĂșcspont-csoport neve, ami meghatĂĄrozza a mĂłdosĂ­tĂł befolyĂĄsĂĄt pontonkĂ©ntA szĂŒlƑ csont neve, ha csont szĂŒlƑ kapcsolat ĂĄll fönnAz AOV neveAz attribĂștum neveA mĂłdosĂ­tĂł neveAz aktuĂĄlis mĂłdosĂ­tĂł neveA csĂșcspontszĂ­n rĂ©teg neve, amit a hab hasznĂĄlElnevezett csoportKeskenysĂ©gNavigĂĄciĂłA legközelebbi felĂŒleti pontLegközelebbi csĂșcspontNegatĂ­vÚjÚj adatÚj fogantyĂș tĂ­pusÚj objektumÚj objektumokÚj ablakÚj mintavĂ©telezĂ©si Ă©rtĂ©k a kĂ©sƑbbi mĂłdosĂ­tĂłk hasznĂĄlatĂĄhozNlaSĂĄvNincs irĂĄnyrögzĂ­tĂ©sNincsenek beĂĄllĂ­tĂĄsokNincsenek legutĂłbb hasznĂĄlt fĂĄjlokNincs aktĂ­v csontNincs aktĂ­v csontkĂ©szletNincs beĂĄllĂ­tva aktĂ­v kameraNincs törölhetƑ aktĂ­v kĂ©pkockaNincs aktĂ­v objektumNincs kĂ©nyszerĂ­thetƑ aktĂ­v objektumNincs aktĂ­v ablak a kontextusban!Nincs tĂ©glalap-kijelölĂ©sNincs oldallap kivĂĄlasztĂĄsNincs megjelenĂ­tĂ©sNincs tĂĄvolsĂĄgi gyengĂ­tĂ©sNincs interpolĂĄciĂł, A Ă©rtĂ©kĂ©t megtartja amĂ­g B-vel nem talĂĄlkozikNincs megadva szĂŒlƑ könyvtĂĄrNincs vetĂ­tĂ©s, ha az oldallap mögött vanNincs vetĂ­tĂ©s, ha az oldallap elƑtt vanNincs hozzĂĄadhatĂł Ă©rvĂ©nyes akciĂłCsomĂłpont szerkesztƑÚjSemmiNormĂĄlisNormĂĄlis tereMinden csĂșcspont-csoport minden sĂșlyĂĄnak normalizĂĄlĂĄsa, szĂłval minden csĂșcspontnĂĄl az összes sĂșly összege 1.0SĂșlyok normalizĂĄlĂĄsa az aktĂ­v csĂșcspont-csoportban, az legmagasabb Ă©rtĂ©k inenntƑl 1.0NormalizĂĄltNormĂĄlisokÉszakÉszakkeletÉszaknyugatJegyzetNincs mit mutatni mĂ©g...Nincs akciĂłSzĂĄmmezƑVetĂ­tƑk szĂĄmaKĂ©nyszerĂ­tƑ megoldĂĄs ismĂ©tlĂ©sek szĂĄma szimulĂĄciĂłs lĂ©pĂ©senkĂ©nt (a magasabb Ă©rtĂ©k pontosabb lesz, de lassabb)A duplikĂĄciĂłk szĂĄmaKĂ©pkockĂĄk szĂĄma az Ăștvonalon megjelenĂ­tettek között (nem a "KulcskĂ©pkockĂĄn" hagyma-hĂĄmozĂĄs metĂłdushoz)KĂ©pkockĂĄk szĂĄma, ami alatt a hullĂĄm lecsillapodik Ă©s elhalKĂ©pkockĂĄk szĂĄma, amennyi ideig az animĂĄciĂł tartHĂĄny kĂ©pkockĂĄnkĂ©nt lĂ©ptessen elƑre minden kĂ©p renderelĂ©sekor/visszajĂĄtszĂĄsakorPixelek szĂĄma vĂ­zszintesen a renderelt kĂ©pnĂ©lAz oktĂĄvok szĂĄma (azaz, Perlinzaj rĂ©szleteinek mĂ©rtĂ©ke)OktĂĄvok szĂĄma (azaz, a tĂ©rbeli zaj rĂ©szleteinek mĂ©rtĂ©ke)A hasznĂĄlt vetĂ­tƑk szĂĄmaKörök szĂĄma egy vĂĄzlatos, többszörös ecsetvonĂĄsnĂĄlKörök szĂĄma a kontĂșrvonalakbanAz audio keverƑ puffer ĂĄltal hasznĂĄlt mintavĂ©telek szĂĄmaMĂĄsodpercek szĂĄma a GL textĂșra szemĂ©t gyƱjtƑ kĂ©t futtatĂĄsa közöttAz Ă©lek/csĂșcspontok lekerekĂ­tĂ©sekor hasznĂĄlt szegmensek szĂĄmaA tabulĂĄtorok megjelenĂ­tĂ©sĂ©re hasznĂĄlt szĂłközök szĂĄmaLĂ©pĂ©sek szĂĄma 0 Ă©s 1 közöttLĂ©pĂ©sek szĂĄma a megforgatĂĄsbanFelosztĂĄsok szĂĄma, aminĂ©l az elmozdĂ­tĂĄsok tĂĄrolva vannakAlkalmazandĂł felosztĂĄsok szĂĄma a csĂșcspontok helyzetĂ©nek Ă©s normĂĄlisĂĄnak kicsomagolĂĄsa elƑttRenderelĂ©snĂ©l hasznĂĄlt felosztĂĄsok szĂĄmaFelosztĂĄsok szĂĄma a szobrĂĄsz mĂłdbanFelosztĂĄsok szĂĄma a 3D nĂ©zetbenA geometria lebontĂĄsainak szĂĄma (csak az Anti-felosztĂĄsnĂĄl)A csavarĂĄs mƱvelet alkalmazĂĄsĂĄnak szĂĄmaAz elĂ©rhetƑ visszavonĂĄsi lĂ©pĂ©sek szĂĄma (kisebb Ă©rtĂ©k megƑrzi a memĂłriĂĄt)Pixelek szĂĄma vĂ­zszintesen a renderelt kĂ©pnĂ©lObjektumBoidLennard-JonesÚjObjektum 1Objektum 2AkciĂłGyermek objektumokObjektum kĂ©nyszerĂ­tƑkObjektum indexObjektum infĂłObjektum mĂłdObjektum eltolĂĄsObjektum eredetpontjĂĄnak mĂ©reteObjektum csavarĂĄsKijelölt objektumObjektum irĂĄnyĂ­tĂłObjektum tĂ­pusokAz objektum befoglalĂł formĂĄja megjelenĂ­tĂ©sĂ©nek tĂ­pusaObjektum adatObjektum ĂĄltal meghatĂĄrozott eltolĂĄsObjektum a könyök forgatĂĄshozAz objektumot az animĂĄciĂł-rendszer 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eltolĂĄsEltolĂĄs tĂ©nyezƑjeRelatĂ­v eltolĂĄsEltolĂĄs XEltolĂĄs tompĂ­tĂĄsa a geometria mĂ©retezĂ©sĂ©n alapulvaAz idƑkerettel megegyezƑ pozĂ­ciĂłtĂłl valĂł eltolĂĄsA generĂĄlt oldallapok anyag indexĂ©nek eltolĂĄsaA generĂĄlt perem oldallapok anyag indexĂ©nek eltolĂĄsaA padlĂł eltolĂĄsa az objektum eredetpontjĂĄtĂłlA közĂ©ppont eltolĂĄsa a cĂ©lobjektumhoz kĂ©pest (ha be van ĂĄllĂ­tva), vagy a tulajdonos helyzetĂ©hez kĂ©pest (ha a rögzĂ­tett pozĂ­ciĂł ki van kapcsolva), vagy az abszolut közĂ©ppontAz egĂ©sz lĂĄnc eltolĂĄsa a gyökĂ©r-csatlakozĂĄshoz kĂ©pestAz eredetpont Ă©s az orientĂĄciĂł beĂĄllĂ­tĂĄsa a deformĂĄciĂłhozA megforgatĂĄs eltolĂĄsa a tengelye mentĂ©nA vastagsĂĄg eltolĂĄsa a közĂ©pponthoz kĂ©pestA cĂ©lobjektumhoz valĂł viszonyĂ­tĂĄs helyett a közĂ©ppont abszolut helyzetĂ©nek meghatĂĄrozĂĄsa az eltolĂĄskorOggRĂ©giRĂ©gi tĂ©rkĂ©pezĂ©si Ă©rtĂ©k kĂ©pkockĂĄkbanA felĂŒletenEgy oldallapHagyma-hĂĄmozĂĄsCsak a deformĂĄlĂł csontokBeszĂșrĂĄs csak elĂ©rhetƑbeBeszĂșrĂĄs csak ha 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hasznĂĄlataA szĂŒlƑ Y forgatĂĄsĂĄnak hasznĂĄlataA szĂŒlƑ Y mĂ©retezĂ©sĂ©nek hasznĂĄlataA szĂŒlƑ Z helyzetĂ©nek hasznĂĄlataA szĂŒlƑ Z forgatĂĄsĂĄnak hasznĂĄlataA szĂŒlƑ Y mĂ©retezĂ©sĂ©nek hasznĂĄlataA jelenetben definiĂĄlt aktĂ­v klip hasznĂĄlataMĂĄsik tĂ©rhĂĄlĂł hasznĂĄlata a textĂșra indexekhez (a csĂșcspont indexeknek igazodniuk kell)LekerekĂ­tĂ©s sĂșlyozĂĄs hasznĂĄlata az Ă©lek lekerekĂ­tĂ©se mĂ©rtĂ©kĂ©nek meghatĂĄrozĂĄsĂĄhozGörbe letĂ©rkĂ©pezĂ©s hasznĂĄlataFokok hasznĂĄlata szögek mĂ©rĂ©sĂ©hez Ă©s forgatĂĄshozA befolyĂĄsolt- Ă©s a cĂ©lobjektum közötti tĂĄvolsĂĄg hasznĂĄlataA befolyĂĄsolt objektum csĂșcspontjai Ă©s a cĂ©lobjektum, vagy a cĂ©lobjektum geometriĂĄja közötti tĂĄvolsĂĄg hasznĂĄlataÉl-összeomlĂĄs hasznĂĄlataHasznĂĄlja az aktuĂĄlis könyvtĂĄrban lĂ©vƑ fĂĄjlt (lĂ©trehozza, ha szĂŒksĂ©ges)HasznĂĄlja az eredeti könyvtĂĄrban lĂ©vƑ fĂĄjlokat (lĂ©trehozza, ha szĂŒksĂ©ges)HasznĂĄlja az aktuĂĄlis könyvtĂĄrban lĂ©vƑ fĂĄjlokat (lĂ©trehozza, ha szĂŒksĂ©ges)HasznĂĄlja az eredeti könyvtĂĄrban lĂ©vƑ fĂĄjlokat (lĂ©trehozza, ha szĂŒksĂ©ges)GlobĂĄlis gravitĂĄciĂł hasznĂĄlata minden dinamikus szimulĂĄciĂłnĂĄlInverz nĂ©gyzetes folyamat hasznĂĄlataLineĂĄris letĂ©rkĂ©pezĂ©s hasznĂĄlataLineĂĄris folyamat hasznĂĄlataVesztesĂ©gmentes kimenet hasznĂĄlata a video sugĂĄrzĂĄshozMĂłdosĂ­tĂł hasznĂĄlata a renderelĂ©s alattTöbbszörösen mintavĂ©telezett 3D jelenet mozgĂĄs-elmosĂĄs hasznĂĄlataObjektum ĂĄtalakĂ­tĂĄsainak hasznĂĄlata a hajlĂ­tĂłforma kontrollĂĄlĂĄsĂĄhozEgy ĂĄtalakĂ­tĂĄsi beĂĄllĂ­tĂĄs hasznĂĄlata egy cĂ©lobjektumtĂłl egy mĂĄsik (vagy ugyanazon) beĂĄllĂ­tĂĄs kontrollĂĄlĂĄsĂĄhoz a tulajdonos objektumonRĂ©szecske mĂ©retĂ©nek hasznĂĄlata a repeszeknĂ©lRĂ©szecske mĂ©retĂ©nek hasznĂĄlata a helyettesĂ­tĂ©snĂ©lNĂ©gyzetes folyamat hasznĂĄlataSugĂĄr hasznĂĄlata a hajlĂ­tĂłforma mĂ©retekĂ©ntAz elƑzƑ mĂłdosĂ­tĂł bemenetĂ©nek hasznĂĄlata Ă©s az eredmĂ©nyek keverĂ©se ĂĄtfogĂłan a csĂșcspont-csoportok szerintAz egĂ©r alatti mĂ©lysĂ©g hasznĂĄlata a pĂĄsztĂĄzĂĄs/forgatĂĄs/zoomolĂĄs funkcionalitĂĄsĂĄnak növelĂ©sĂ©hezAz objektumok közötti tĂĄvolsĂĄg hasznĂĄlata a csavarĂĄshozGlobĂĄlis koordinĂĄtarendszer hasznĂĄlata a textĂșra koordinĂĄtĂĄkhozA csatolt objektum lokĂĄlis koordinĂĄtarendszerĂ©nek hasznĂĄlata a textĂșra koordinĂĄtĂĄkhozLokĂĄlis koordinĂĄtarendszer hasznĂĄlata a textĂșra koordinĂĄtĂĄkhozEgy mĂĄsik objektum elhelyezkedĂ©sĂ©nek, forgatĂĄsĂĄnak Ă©s mĂ©retezĂ©sĂ©nek hasznĂĄlata a tĂĄvolsĂĄgbeli, a forgatĂĄsbeli Ă©s mĂ©retezĂ©sbeli vĂĄltozĂĄsok meghatĂĄrozĂĄsĂĄhoz a sorozat elemei közöttA maximum X Ă©rtĂ©k hazsnĂĄlataA maximum Y Ă©rtĂ©k hazsnĂĄlataA maximum Z Ă©rtĂ©k hazsnĂĄlataA minimum X Ă©rtĂ©k hazsnĂĄlataA minimum Y Ă©rtĂ©k hazsnĂĄlataA minimum Z Ă©rtĂ©k hazsnĂĄlataA mĂłdosĂ­tĂł sajĂĄt idƑkalkulĂĄciĂłjĂĄnak hasznĂĄlataA csont eredeti mĂ©retezĂ©sĂ©nek hasznĂĄlataKözĂ©ppont hasznĂĄlata minden forgatĂĄsĂĄlKözĂ©ppont hasznĂĄlata a negatĂ­v forgĂĄsi tartomĂĄnyban az X tengely körĂŒlKözĂ©ppont hasznĂĄlata a negatĂ­v forgĂĄsi tartomĂĄnyban az Y tengely körĂŒlKözĂ©ppont hasznĂĄlata a negatĂ­v forgĂĄsi tartomĂĄnyban a Z tengely körĂŒlKözĂ©ppont hasznĂĄlata a pozitĂ­v forgĂĄsi tartomĂĄnyban az X tengely körĂŒlKözĂ©ppont hasznĂĄlata a pozitĂ­v forgĂĄsi tartomĂĄnyban az Y tengely körĂŒlKözĂ©ppont hasznĂĄlata a pozitĂ­v forgĂĄsi tartomĂĄnyban a Z tengely körĂŒlA BVH fĂĄjlba definiĂĄlt forgatĂĄsi elrendezĂ©s hasznĂĄlataA legrövidebb Ășt hasznĂĄlata a cĂ©lobjektum geometriĂĄjĂĄig, mint sĂșlyCĂ©lobjektum hasznĂĄlata a helyzet korlĂĄtozĂĄsĂĄhozA cĂ©lobjektum forgatĂĄsĂĄnak hasznĂĄlata a padlĂł meghatĂĄrozĂĄsĂĄhozA textĂșra RGB Ă©rtĂ©keinek hasznĂĄlata a tĂ©rhĂĄlĂł XYZ törtĂ©nƑ elmozdĂ­tĂĄsĂĄhozTextĂșra intenzitĂĄs Ă©rtĂ©kĂ©nek hasznĂĄlata X irĂĄnyban törtĂ©nƑ elmozdĂ­tĂĄshozTextĂșra intenzitĂĄs Ă©rtĂ©kĂ©nek hasznĂĄlata Y irĂĄnyban törtĂ©nƑ elmozdĂ­tĂĄshozTextĂșra intenzitĂĄs Ă©rtĂ©kĂ©nek hasznĂĄlata Z irĂĄnyban törtĂ©nƑ elmozdĂ­tĂĄshozA jelenet idejĂ©nek hasznĂĄlataA jelenlegi ecset hasznĂĄlata szobrĂĄsz mĂłdbanA jelenlegi ecset hasznĂĄlata textĂșra festƑ mĂłdbanA jelenlegi ecset hasznĂĄlata csĂșcspont festĂ©s mĂłdbanA jelenlegi ecset hasznĂĄlata sĂșlyozĂł festƑ mĂłdbanEgy objektum/csont animĂĄlĂĄsa egy Ăștvonal követĂ©sĂ©velA cĂ©lobjektum ĂĄtalakĂ­tĂĄsi beĂĄllĂ­tĂĄsĂĄnak hasznĂĄlata pĂłz keresĂ©sĂ©hez egy akciĂłbĂłlAnti-felosztĂĄs oldallapszĂĄm-csökkentĂ©s hasznĂĄlataCsĂșcspont-csoport sĂșlyozĂĄs hasznĂĄlata a lekerekĂ­tendƑ Ă©lek, vagy csĂșcspntok kivĂĄlasztĂĄsĂĄhozAzoknak a csĂșcspontoknak a hasznĂĄlata, amik nem rĂ©szei a megadott rĂ©giĂłnakFelhasznĂĄlĂłFelhasznĂĄlĂłi felĂŒletFelhasznĂĄlĂłi billentyƱ konfigurĂĄciĂłFelhasznĂĄlĂł:V-tengelyA csĂșcspot-csoportA Ă©s B csĂșcspot-csoportA vagy B csĂșcspot-csoportB csĂșcspot-csoportÉrvĂ©nyesÉrtĂ©kMax Ă©rtĂ©kMin Ă©rtĂ©kÉrtĂ©k csĂșszkaA sorozat elemei közötti tĂĄvolsĂĄg Ă©rtĂ©keA formakulcs Ă©rtĂ©ke az aktuĂĄlis kĂ©pkockĂĄnÉrtĂ©k:VektorVektor fogantyĂșVerziĂłVerziĂł:CsĂșcspontCsĂșcspontszĂ­nekCsĂșcspont csoportCsĂșcspont-csoport ACsĂșcspont-csoport BCsĂșcspont-csoport faktorCsĂșcspont-csoport invertĂĄlĂĄsaCsĂșcspont-csoportokCsĂșcspont normĂĄlisKijelölt csĂșcspontCsĂșcspot beĂĄllĂ­tĂĄsCsĂșcspont mĂ©reteCsĂșcspont-sĂșly szerkesztĂ©seCsĂșcspont-sĂșly keverĂ©sCsĂșcspont-sĂșly közelsĂ©gCsĂșcspont-csoport neveCsĂșcspont-csoport neve (csak az összeomlĂĄsnĂĄl)CsĂșcspont-csoport neve a deformĂĄciĂł modulĂĄlĂĄsĂĄhozCsĂșcspont-csoport neve a hullĂĄm modulĂĄlĂĄsĂĄhozCsĂșcspont-csoport neve az Ă©rintett terĂŒlet kivĂĄlasztĂĄsĂĄhozCsĂșcspont sĂșly csoport, az alap formĂĄval valĂł keverĂ©shezFĂŒggƑlegesFĂŒggƑleges kĂ©parĂĄny - anamorfikus vagy nem nĂ©gyszögletes pixelkimenetnĂ©lCsĂșcsok:%s/%s | Élek:%s/%s | Oldallapok:%s/%s | HĂĄromszögek:%sVideĂłVideĂł szekvenszerVideĂłkNĂ©zetNĂ©zet innenNĂ©zet neveNĂ©zet beĂĄllĂ­tĂĄsaiA jelenet valamennyi (lĂĄthatĂł) objektumĂĄnak összkĂ©peMutassa az összes sĂĄvotOperĂĄciĂłk megtekintĂ©se (hasznos olyan billentyƱzeteknĂ©l ahol nincs numerikus billentyƱzet)A teljes kĂ©p lĂĄthatĂłMegtekintĂ©si formĂĄtum:LĂĄthatĂłsĂĄgLĂĄthatĂłVizuĂĄlis kulcsozĂĄsVizuĂĄlis HelyVizuĂĄlis ForgatĂĄsTĂ©rfogatTĂ©rfogat megƑrzĂ©sTĂ©rfogat mĂłdosĂ­tĂĄsA mozdulatlan csont Ă©rtĂ©keVorbisÖrvĂ©nyÖrvĂ©ny effekor sĂșlyozĂĄsaFigyelmeztetĂ©sFigyelmeztetĂ©s:GörbĂ­tĂ©sGörbĂ­tĂ©s mĂłdosĂ­tĂłGörbĂ­tĂ©s mĂłdosĂ­tĂłHullĂĄmHullĂĄm igazĂ­tĂĄsHullĂĄm irĂĄnyaHullĂĄm mĂłdosĂ­tĂłHullĂĄm mĂ©retHullĂĄm effekt mĂłdosĂ­tĂłHullĂĄmhosszA szĂ­nusz elmozdulĂĄs hullĂĄmhosszaHullĂĄmokSĂșlySĂșly hozzĂĄrendelĂ©se a csĂșcspont-csoporthozSĂșly:SĂșly csĂșcspont-csoport szerkesztƑ mĂłdosĂ­tĂłCsĂșcspont-csoport sĂșly kevereƑ mĂłdosĂ­tĂłCsĂșcspont-csoport sĂșly közelsĂ©g mĂłdosĂ­tĂłNyugatTĂĄvolsĂĄg tĂ­pusa a szĂ©lessĂ©g kimĂ©rĂ©sĂ©hezAmikor egy 'tömb/vektor' tĂ­pus ki van vĂĄlasztva (Hely, ForgatĂĄs, SzĂ­n, stb.), az egĂ©sz tömb hasznĂĄlva leszAhonnan a kĂ©p szĂĄrmazikGeometria hozzĂĄkötĂ©se a horgonyhozGeometria hozzĂĄkötĂ©se a kontroll-ketrechezAz ĂłceĂĄn gyorsĂ­tĂłtĂĄrazott adatot hasznĂĄljon, vagy szimulĂĄciĂłtTĂĄvolsĂĄg tĂ­pusa a 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